TEXT: EMERALD City
  Secrets of
  
  Secrets of Emerald City
  INTRODUCTION .................................... 2
  SECRET HISTORY OF EMERALD CITY 2
  Prehistory ...................................................2
  Modern History .........................................4
  CHAPTER 1: THE CITY & SURROUNDS ...10
  IN THE CITY ...........................................10
  Riverfront Shipyards ............................. 10
  The Cannery ............................................ 11
  Yellow Brick Row .................................... 12
  The Crown Tower Hotel ........................ 13
  The Undercity ......................................... 14
  Jadetown ................................................. 14
  Little Osaka ............................................. 16
  EMerald Tower ........................................ 17
  Southern Shore ...................................... 17
  The Bay Bridge and “Telly”  ................. 18
  Sunset Hill ................................................ 18
  ECU Parker Sciences Building ............. 20
  OUTSIDE EMERALD CITY ...................20
  Fort Breckinridge ................................... 20
  The Elysian Forest .................................. 20
  Red River Dam ........................................ 21
  Malory Bay Lighthouse ........................ 21
  CHAPTER 2: LIFE IN EMERALD CITY ........22
  BUSINESS ..............................................22
  EDUCATION ..........................................27
  HEALTH CARE .......................................28
  THE MEDIA ............................................28
  PARKS & RECREATION ........................29
  RELIGION ...............................................30
  ENTERTAINMENT & NIGHTLIFE ........30 
  SCIENCE & TECHNOLOGY ..................31
  SOCIAL LIFE ..........................................32
  CHAPTER 3: LAW & ORDER .................34
  CITY GOVERNMENT ............................34
  City Hall.................................................... 34
  The Mayor’s Office ................................. 35
  The City Council ..................................... 35
  City Commissions .................................. 36
  City Departments .................................. 36
  COUNTY, STATE, AND FEDERAL 
  GOVERNMENT ..................................38
  LAW ENFORCEMENT ..........................38
  Emerald City  
  Police Department (ECPD) .............. 38
  State Law Enforcement Agencies ...... 41
  Federal Law Enforcement Agencies .. 41
  International Law Enforcement 
  Agencies .............................................. 42
  Emergency Services .............................. 42
  Judicial System ....................................... 43
  The Corrections System ........................ 45
   AEGIS ....................................................49
  Personnel ................................................. 50
  AEGIS Titles and Ranks ......................... 51
  Facilities and Resources ....................... 55
   THE MILITARY ......................................58
  Fort Brewer Naval Base ........................ 58
  Joint Base Clark-Gordon ...................... 58
  Vanguard ................................................. 59
  CHAPTER 4: EMERALD  
  CITY UNDERWORLD ...........................61
  THE CHAMBER .....................................62
  CRIMINAL GANGS & SYNDICATES ...62
  Fraternal Order of Evil (F.O.E.)............. 62
  The Golden Dragon Society ................ 64
  The Takazumi-Gumi (Yakuza) ............ 67
  The Malakov Mafiya ............................. 70
  The Blood Brothers ................................ 72
  The Manetti Family ............................... 74
  The Kings ................................................. 75
  Red River Gang  ...................................... 75
  The Wolves .............................................. 75
  Stormfront ............................................... 75
  CHAPTER 5: EMERALD CITY THREATS ....77
  THE BIG BRAIN .....................................78
  THE CHESSMEN ...................................81
  DEATHTRAP ..........................................86
  DOUBLETIME ........................................88
  ERSATZ ...................................................90
  GHOSTWORKS .....................................92
  KILLSHOT ..............................................95
  KOSCHEI THE DEATHLESS .................97
  MADAME JOY .......................................99
  MADAME MACABRE ........................ 102
  MAJESTIC-20 ..................................... 104
  MEDUSA ............................................. 107
  THE RUBBER-BANDIT ...................... 110
  SCION .................................................. 112
  STEEL SHOGUN ................................. 114
  THE CRYPTID CLANS ....................... 116
  APPENDIX: NEW GAME RULES .............122
  INDEX ..............................................123
  
  Emerald City has a far more involved history than most 
  residents of the area suspect, and events that began long 
  before the founding of the modern city, or even before 
  the settlement of humans in the area, now shape the 
  future of the City of Destiny.
  This section looks at Emerald City’s history, including 
  the secrets kept from most of the world. Just as with the 
  historical information found in the Emerald City Player’s 
  Guide, Gamemasters can use the material in this chapter 
  to provide context for the setting and their various char-
  acters, and to find plot threads and ideas throughout this 
  history to spin out into a modern Emerald City series. 
  Gamemasters may also want to share some passages with 
  players either when creating their characters, or when 
  they learn key pieces of information. If you’re not starting 
  your series off with the events found in the Emerald City 
  Knights adventure, you may want to have your players 
  SECRET HISTORY OF EMERALD CITY
  W
  elcome to Emerald City, the City of Destiny, once a 
  sleepy port on the rain-soaked shores of the Pacific 
  Northwest, surrounded by stately mountains and 
  towering forest land, now the center of a new explosion 
  of superhuman activity.
  For years, things in Emerald City were stable, dependable. 
  Times were tough when the lumber and paper industries 
  took a hit, and again when fishing and farming suffered, but 
  they got better when the tech boom arrived, and companies 
  like MarsTech, USNet, and Brande Management brought 
  new jobs and new opportunities into the area. Rapid devel-
  opment brought its own growing pains but, still, Emerald 
  City didn’t have alien armadas filling the sky, or mad gods 
  trying to turn it into a Hell on Earth like Freedom City on the 
  East Coast. The skies were free of flying figures, but also of 
  aerial battles. There were a few costumed types now and 
  again, but not so you would really notice. Things were stable.
  Until the Silver Storm. Until the explosion on Yellow Brick 
  Row tore Emerald City’s facade of normalcy and unleashed 
  a flood of dangerous super-criminals and monsters. Until 
  one incident upset the delicate balance behind the scenes 
  and changed everything.
  Criminal masterminds have cast aside years of fragile 
  peace, ready to go to war to settle old scores and claim 
  the throne of the city’s underworld. Up-and-coming 
  stormers, drunk with power, are ready to take what they 
  want. Secrets and strange things stir in the shadows, and 
  a terrible threat to the entire world looms in the depths. 
  Emerald City is a city in crisis.
  It is a city that needs heroes.
  SECRET BASIC PREMISES! SHHH!
  The primary goal of this book is to serve as a resource 
  for Gamemasters. Gamemasters can use Emerald City as 
  a setting for an M&M series as-is, or alter it to suit their 
  own ideas. Even if you do not use the setting wholesale, 
  there are numerous parts that can be lifted and dropped 
  into other settings: locations, characters, adventure ideas, 
  and so forth. Similarly, Emerald City presents a number 
  of ready-made villains (see Chapter 5: Emerald City 
  Threats), suitable for use in conjunction with the setting 
  or on their own. 
  We’ve tried to make the setting modular and easy to 
  deconstruct so you can choose which parts to use and 
  which to discard in your own series. The Basic Premises 
  presented in the Emerald City Player’s Guide are written to 
  be consumed by the players. As the Gamemaster, you get 
  to learn the truth. Here are a couple additional basic ideas 
  upon which Emerald City is built:
  • 
  Although the city and area have a long history with 
  the unusual and superhuman it has been largely 
  covert up until recently.
  • 
   Emerald City’s peaceful status quo was an unhealthy 
  and unnatural one, created and maintained by a 
  group of super-criminals known as “The Chamber” 
  and others buying into their plans. They have been 
  parasites, sustaining their “host” for their own pur-
  poses, but not good for its overall health.
  Now that you know some of the secrets, let’s find out 
  more about Emerald City!
  read the sections below directly related to those events, 
  so they can make their character a stormer or otherwise 
  draw inspiration from that storyline.
  PREHISTORY
  Millions of years ago, long before recorded history, the 
  area around the mouth of what would be called the Albian 
  River differed greatly even in basic geography. Human life 
  had not yet even reached the shores of North America, 
  but other life had.
  THE SERPENT EMPIRE
  Far out in the Pacific Ocean, the Serpent People, the pin-
  nacle of saurian evolution, developed their civilization on 
  the island continent of Lemuria. They founded a mighty 
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  genetic samples, and leaving behind some elements of 
  their vastly advanced technology. They later “seeded” many 
  worlds with modified human genetics, creating numerous 
  cousins to humanity out amongst the stars.
  EMPIRES
  Humanity developed quickly in the wake of the Preserv-
  er intervention. Atlantis rose on one side of the world as 
  an empire to rival Lemuria on the far side of the globe. 
  So began a series of wars between the two civilizations, 
  human and serpent, culminating the Great Cataclysm 
  that destroyed them both, sinking the continents below 
  the waves, and virtually obliterating all evidence of their 
  existence. Civilization fell into chaos, and humanity was 
  forced to rebuild from nothing, with the survivors of 
  Atlantis becoming the basis of legends of great heroes, 
  sages, and even gods. The Serpent Empire never recov-
  ered, the remnants of their once-proud civilization con-
  fined to the deep places of Sub-Terra, degenerating into 
  barbarism.
  SNAKE TRACKS
  The sinking of Lemuria triggered volcanic eruptions and 
  coastal devastation throughout the Pacific, including the 
  future site of Emerald City. Lava flows from Mount Stanley 
  reshaped the terrain, along with tidal erosion along the 
  coast. New forests grew up from the rich volcanic ash to 
  cover the burned landscape.
  Some survivors of the Cataclysm found their way through 
  the tunnels of Sub-Terra to the surface world surround-
  ing the Atlas Mountains. Dwellers in darkness, the Serpent 
  People and their former slaves the Morlocks and Sub-Ter-
  empire on the backs of their hominid slaves using science 
  and sorcery. For millennia, their civilization waxed and 
  waned, expanded and contracted, with waves of explo-
  ration and influence reaching the western shores of the 
  North and South American continents, where serpents 
  still appear as gods and great spirits in ancient art.
  The Serpent Empire was already old and decadent by the 
  time the first human civilizations arose in the world. As 
  the Serpent People stretched their influence further and 
  further, claiming new human populations as their slaves, 
  an evolutionary struggle to the death was inevitable. Hu-
  manity might well have lost, were it not for some outside 
  assistance.
  THE PRESERVERS
  They came from the stars, mysterious beings known only 
  as “The Preservers.” Their purpose, to study, enhance, and 
  protect life in the cosmos. The Preservers surveyed the 
  Earth and made contact with its native life-forms. In spite of 
  their name and their goals, they were not kind, but coldly 
  analytical and practical. Life on this small blue-green world 
  was no more to them than samples in a laboratory. They 
  studied, vivisected, experimented, evaluated, and appar-
  ently chose humanity as the superior of Earth’s species.
  The Preservers performed a number of experiments on 
  primitive humans, creating two primary colonies of geneti-
  cally enhanced members of the species. One they placed 
  in an artificial environment on the far side of Earth’s Moon. 
  The other developed on an island continent in the midst of 
  one of Earth’s great oceans, which became known as Atlan-
  tis. Then the aliens departed, taking with them substantial 
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  rans, other offshoots of the Empire’s once-human slave 
  populations, tended to venture out only at night. They 
  could no longer claim the surface for themselves, as new 
  tribes of humans found their way onto the continent and 
  established settlements. The ancestors of the modern 
  Taltashunte (tal-ta-SHUN-te) and Kwalioqua (qual-ee-oh-
  qua) told tales of the beast-men, the snake-heads, and 
  the night-dwellers, and warned against straying too far at 
  night or too near the deep, dark places of the Earth.
  SILVERFALL
  Thousands of years ago, stars fell from the night sky in the 
  lands near the smoking mountain, according to the tales 
  of the Taltashunte people. They plunged into the sea and 
  came to rest upon an island in the river with a sound like 
  thunder and a silvery light. The people knew the fallen stars 
  were an ill omen, because for many turns of the moon after, 
  sickness roamed the land, affecting the plants and animals 
  as well as members of the tribe. Some recovered from the 
  strange fevers, while others did not, and unnatural spirits 
  took hold of them, leading them into the wilderness and 
  the dark. The survivors burned the bodies of the dead and 
  kept away from the places where the stars had fallen.
  BURIED PURPOSE
  Upon an island in the river, debris slowly covered the 
  crash site of something not of this Earth, a fragment 
  of what plunged into the ocean nearby. It was called 
  Tellax—the Redeemer—a creation of the Preservers, the 
  same aliens who visited Earth long before. A nanotech-
  nological artificial intelligence, Tellax was left behind to 
  monitor and maintain the Preservers’ work, in particular 
  to safeguard against a threat they worked for countless 
  millennia to avert. Badly damaged before reaching Earth, 
  Tellax barely avoided burning up on reentry, parts of its 
  structure breaking off, before it crash-landed in the ocean. 
  There it sank to the bottom, no longer functioning, unable 
  to carry out the plans that brought it to the cradle of the 
  human species. There the Preserver artifact would remain 
  until relatively recently.
  MODERN HISTORY
  Emerald City’s normal-seeming façade was shattered 
  when the Silver Storm caused numerous new super-
  humans to burst onto the scene. What few know is that 
  Emerald City has been a site of superhuman and paranor-
  mal activity for virtually all of its modern existence. Unlike 
  the active superheroes and villains of places like Freedom 
  City, however, things in Emerald City have happened 
  behind the scenes, carefully concealed and covered up, at 
  least until recently.
  UNIDENTIFIED FALLING OBJECTS
  In fact, those sightings were of small spacecraft belong-
  ing to an alien race known as the Grue. The shapeshift-
  ing, telepathic Grue rule an expanding interstellar empire 
  they have built through conquest, and have been at war 
  for centuries with other races in the galaxy, including a 
  number of human species. When the Grue discovered 
  Earth, in a relative backwater area of space, their ships 
  surveyed the planet. However, an incident occurred with 
  some of the containment vessels carried by those ships, 
  intended for some Grue laboratory or prison (often one 
  and the same). Prisoners held in protoplasmic stasis dis-
  rupted and damaged some ship systems, forcing the crew 
  to jettison most of the containment pods. They fell over a 
  wide area of the Elysian Forest one warm summer night 
  in 1947.
  STRANGE VISITORS
  At least one of the damaged Grue vessels crashed in the 
  American Southwest rather than making it back out into 
  space, leading to a U.S. government cover-up and a study 
  of the remains of the Grue crewmembers and their tech-
  nology. Meanwhile, the lost containment vessels near 
  Emerald City were either buried or broken upon impact, 
  releasing a slurry of alien DNA suspended in a proto-matrix 
  based on adaptive Grue physiology. For decades, stories 
  about the Elysian Forest region of the Atlas Mountains 
  have abounded with strange creatures and sightings, and 
  cryptozoologists and xeno-hunters have combed through 
  the area to find them.
  THE DEVIL’S HAVEN
  It was during this time that Emerald City, about as far 
  away as one could get from besieged and belabored 
  Freedom, started to be seen as a haven of sorts by those 
  outside the law. Initially, it was just a few costumed crim-
  inals on the lam, looking to lay low until the heat was off, 
  and smart enough not to try anything to alert their pur-
  suers. When they realized it worked, word quietly began 
  to spread in the criminal underworld: Emerald City was a 
  place to go if you needed a hideout, provided you were 
  willing to behave. So concerned was the criminal fra-
  ternity about the possibility of someone compromising 
  their hideout that they took harsh measures to ensure 
  the new “rules” were followed.
  THE CHAMBER
  Once there is a society in place, and rules to be enforced, 
  you can be assured of some type of government happen-
  ing, with taxation to follow. Sure enough, an informal al-
  liance of criminal masterminds saw the opportunities in-
  herent in Emerald City and formed what became known 
  as “the Chamber,” a governing body to ensure the useful-
  ness of EC and the enforcement of its customs. The rules 
  were simple: Emerald City was a “safe haven” and cos-
  tumed criminal activity in and around the city were strictly 
  limited, if not outright prohibited. The Chamber accepted 
  a small tithe and kept the peace, ensuring anyone who 
  stepped out of line did not upset the neat arrangement 
  for everyone else.
  HIDE IN PLAIN SIGHT
  For many years, it worked. For some reason, the superhu-
  man population of the West Coast had always been rela-
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  tively thin. With most of the activity concentrated on the 
  opposite coast (and Freedom City in particular), the occa-
  sional rare super-crime in a place like EC went largely un-
  noticed. Certainly, few ever suspected the sheer number 
  of super-criminals hiding in their midst at any given time. 
  Many heroes were focused on their own problems with 
  the law, and enough government and law-enforcement 
  types were willing to look the other way, provided with 
  the proper incentives.
  The arrangement worked so well, in fact, it might have 
  endured even longer, save for two things: one man, and 
  the long-buried secrets he uncovered.
  MARS RISING
  Maximillian Mars was always brilliant, but lacked focus 
  and ambition. He felt both unchallenged and unap-
  preciated for his talents. After all, what were academics, 
  athletics, or even innovation in a world where immortal 
  geniuses withheld technologies centuries ahead of their 
  time and ageless otherworldy champions of justice could 
  lift entire freight trains and stop tidal waves? No matter 
  his gifts, Max Mars was just another face in the crowd, just 
  a normal human being.
  Then he chanced to discover it, something that made him 
  special. Initially, Max had no idea what it was, only that it 
  was unique and therefore valuable. He took care to keep 
  his discovery to himself and eventually came to the con-
  clusion he had stumbled across some sort of advanced 
  alien technology. It had certainly been buried for millen-
  nia, at least, and it was far beyond anything he had ever 
  seen before. Even with all of his technical skills, he could 
  barely comprehend it. The silvery material was clearly 
  adaptive, shifting and changing in response to some of 
  his tests. The harder he tested, the more it adapted. He 
  quickly reached the limit of things he could use, but hit 
  upon an idea. He could give the strange technology the 
  ultimate test.
  So he developed a suit using the material, one that 
  adapted itself to its circumstances and environment, 
  and Maximillian Mars became “the Commander.” He 
  challenged the authorities and various heroes and each 
  time, his amazing technology adapted to whatever they 
  could throw at him. The Commander’s brief crime spree 
  in Emerald City earned him the attention of the Chamber 
  and a quick education in their rules. After surviving the 
  Chamber’s initial “object lesson,” the Commander wisely 
  sought challenges elsewhere. In particular, he clashed 
  several times with Captain Thunder, a hero active in the 
  American West and Southwest.
  THE COMMANDER
  Mars found the challenges he set for himself exhilarat-
  ing, and the system put in place by the Chamber intrigu-
  ing. He began to split his time between his activities as 
  the Commander, testing his limits and learning about 
  the alien technology he wielded, and a front company in 
  Emerald City, MarsTech, Inc. Although Captain Thunder 
  and others always overcame the Commander, they never 
  managed to hold him or expose his true identity. More-
  over, Mars was able to learn principles from the alien 
  tech that gave him the kind of design edge he needed to 
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  make MarsTech a contender in the burgeoning technol-
  ogy market.
  The Commander’s rise, influence in Emerald City, and 
  reputation for discretion eventually earned him a place 
  in the Chamber and it was then things began to change. 
  For the first time, Max Mars was associating with those for 
  whom super-villainy was not a game, but a serious busi-
  ness... deadly serious. These were not people taunting and 
  thumbing their noses at heroes to feel superior; they were 
  hardened criminal masterminds, profiting from human 
  misery, and willing to go to any lengths—corruption, 
  blackmail, and murder—to safeguard their stranglehold 
  on the haven they created.
  A NEW LEAF
  Maximillian Mars took a long, hard look into the mirror the 
  Chamber held up for him, and he didn’t like what he saw. 
  Worse yet, he realized if he continued the way he was, it 
  would only be a matter of time before he became just like 
  them. Still, if he tried to leave, knowing what he knew, 
  could even his technology protect him?
  Mars was looking for a way out when one found him. 
  The forces of Omega, master of the other-dimensional 
  Terminus, invaded Freedom City, intending to conquer 
  the Earth. With the world under siege, the Commander 
  volunteered his help to repel the invasion. Indeed, al-
  though he couldn’t explain it, his technology seemed 
  almost... eager to do the job. His technical assistance 
  and the adaptive capabilities of his armor proved invalu-
  able in isolating and disrupting the Terminus’ dimen-
  sional warps. The Commander earned a quiet Presiden-
  tial pardon for his actions, and an agreement with the 
  Freedom League to leave him in peace, provided he kept 
  on the right side of the law.
  NEW CHALLENGES
  Mars adopted what he learned from his fellow Chamber 
  member the Grandmaster: plan many moves ahead, and 
  look at the whole game board. He knew it would take consid-
  erable time, but he would improve Emerald City, lessen the 
  Chamber’s excesses, and extricate himself from their corrupt 
  web. When the time was right, he would purge the city of its 
  criminal parasites. The Commander set aside his armor, for 
  the most part, save for when an appearance in person before 
  the Chamber was needed, and got down to work.
  Tireless, Mars built his company into a multi-billion-dollar 
  enterprise, brought new prosperity and jobs to Emerald 
  City, and even used his influence with the Chamber to 
  curb crime and protect “his” city from the excesses of 
  super-criminals. On the side, his company’s work in com-
  munications technology allowed Mars to feed useful bits 
  of information to AEGIS, the FBI, the NSA, and even the 
  Freedom League. No one truly knows the number of plots 
  foiled or criminals captured due to his intervention, of 
  crises which never had the opportunity to occur.
  Mars was getting ready to move his plans on to their next 
  stage when a storm stuck Emerald City, a storm with un-
  foreseen effects, and a most unexpected source.
  THE SILVER STORM
  On a recent spring day, Emeraldites flocked out of doors 
  to enjoy the unseasonably warm and sunny weather. Thus 
  the streets and sidewalks of the Yellow Brick Row shop-
  ping district downtown were crowded with people when 
  a truck belonging to Redshift Energies suddenly explod-
  ed. The blast released a cloud of silvery mist, flickering 
  with blue-white energy, that spread quickly over the area. 
  Many of those touched by the ominous roiling cloud were 
  changed, transformed into something more than—or 
  simply other than—human.
  In an instant, Emerald City went from a place that rarely 
  ever had trouble with super-criminals or paranormal 
  menaces to having one of the highest superhuman popu-
  lations in the world. What the media dubbed the “Silver 
  Storm” created dozens of “stormers” and many of them 
  were either driven mad by the transformation or by the 
  sudden rush of power. Some new heroes emerged to 
  help deal with the aftermath of the Storm, but they were 
  greatly outnumbered.
  As difficult as the Silver Storm was for Emerald City and its 
  residents, it had wide-reaching repercussions behind the 
  scenes. Max Mars took the opportunity to make his break 
  from the Chamber, supporting the new heroes in Emerald 
  City against the threats posed by criminal and deranged 
  stormers, putting his plans into motion.
  With the defection of the Commander following on the 
  recent death of the Chinese crimelord Dragoneye, the 
  Chamber was fractured. Each of the remaining members 
  saw the Silver Storm and its resultant super-powered 
  “assets” as an opportunity to recruit, settle old scores, 
  and exercise sole power in Emerald City. Rather than a 
  fragile, enforced peace, it was suddenly every super-vil-
  lain for him- or herself. Many of the former members of 
  WHEN DOES THE EMERALD CITY KNIGHTS SERIES TAKE PLACE?
  The Emerald City books in this boxed set are written under the assumption that the events of the Emerald City Knights 
  adventure (the third book in this set) took place a few months ago; up to six months ago if the Gamemaster so chooses. 
  The Silver Storm and the events related to it are important parts of the city’s history. The impact of those events, especially 
  the creation of a whole crop of super-powered beings known as stormers, is still fresh in the minds of the citizens and 
  they, along with the authorities, are still dealing with the consequences. This helps to provide a “baseline” for the setting 
  when launching a new series.
  Whether you’re running Emerald City Knights to kick off your new series or not, these books contain all the information 
  you need to make Emerald City come to life, regardless of exactly when your series is set. 
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  the Chamber began looking to recruit from amongst the 
  stormers, including breaking some of them out of custody 
  to earn their gratitude and loyalty.
  TELLAX THE REDEEMER
  The agent of change in Emerald City revealed itself in a 
  most spectacular fashion when something arose from 
  the depths of the Pacific Ocean, composed of the same 
  technology as the Commander’s alien fragment and the 
  nanites of the Silver Storm. Emerald City’s heroes were 
  confronted with Tellax, a nanotech-based artificial intel-
  ligence, created untold millennia ago by the Preservers. 
  Damaged in reaching Earth, Tellax spent many years virtu-
  ally inert, buried in the sea floor. Maximillian Mars found 
  a small portion of the AI’s technology and used it as the 
  basis for his own armor.
  Tellax’s purpose was to guard against a dire threat 
  known to the Preservers, and to use the various means 
  at its disposal to deal with it. Recently reactivated and 
  aware of the need to move quickly, Tellax concluded the 
  fastest and most efficient means of protecting Earth and 
  fulfilling its purpose was rapid and forced evolution of 
  humanity’s latent genetic potential, placed there by the 
  Preserves themselves. It engineered the Silver Storm 
  and planned to implement the effect on a worldwide 
  scale. Millions (if not billions) of people would be killed 
  or left permanently deformed or insane, but the survi-
  vors would become a race of superhumans, capable of 
  serving as an interstellar army under Tellax’s guidance, 
  under the AI’s control through the nanites distributed 
  through their bodies.
  DEFEAT
  Emerald City’s heroes, aided by Max Mars, were able 
  to thwart Tellax’s ambitions using Mars’ knowledge 
  of the alien nanotech, combined with its own adapt-
  ability, creating a kind of “jamming” device to render it 
  useless. Although the transformations of the stormers 
  created by the Silver Storm were unaffected, the nanites 
  in their systems were rendered equally inert, leaving 
  Tellax unable to control them. Denied the ability to fulfill 
  its mission on Earth, Tellax departed for space, leaving 
  behind its inert, robotic body standing astride an island 
  in the Albian River.
  THE FUTURE OF THE CITY OF DESTINY
  Even with Tellax gone and the threat of another Silver 
  Storm removed, Emerald City faces many challenges. 
  The alliance of the Chamber is broken, and its members 
  still maneuver for position and power in and around the 
  city. Many of the elements of the superhuman world kept 
  quiet by the Chamber’s edicts are now pursuing their own 
  ends, and some of the alien influences in the area have 
  been stirred up by the reactivation of Tellax. Emerald City 
  has gone from a quiet, prosperous metropolis to dealing 
  with daily new dangers and wonders.
  Fortunately, Emerald City still has heroes to help protect it 
  and boldly guide the City of Destiny into the future.
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  INTRODUCTION
  INTRODUCTION
  
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  INTRODUCTION
  
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  INTRODUCTION
  INTRODUCTION
  
  E
  merald City has grown considerably from a small trading outpost to one of the premier cities of the Pacific North-
  west. The lumber mills and fur traders of the past have given away to a bustling metropolis of soaring skyscrapers 
  and modern architecture, colleges and universities, shopping plazas and coffee shops, and much more, surrounded 
  by residential and suburban neighborhoods and a growing outlying business district.
  The past few decades have been good to Emerald City overall, with economic growth and expansion. Even the trials 
  of the Silver Storm and recent events promise to make Emerald City stronger in the long run, putting it on the map 
  alongside places like Freedom City. Only time will tell how the new heroes and villains of the City of Destiny will shape 
  it and its future.
  This section should be read in tandem with the Emerald City Player’s Guide section of the same name. The information 
  here doesn’t cover every part of Emerald City, instead it gives GMs behind-the-scenes information that the players 
  shouldn’t know... at least not at the start of the game. Please read the Player’s Guide to get a more complete view of 
  the city and its neighborhood and surroundings.
  IN THE CITY
  RIVERFRONT SHIPYARDS
  The shipyards are just as they seem, although there are a 
  number of criminal activities that take place in the area, 
  not limited to smuggling, trafficking of illegal goods 
  (sometimes including people), and anything else that 
  might need a nice, private place for a meeting. As such, 
  the heroes may want to make a contact with useful infor-
  mation about the area.
  SAM STONE, HARBORMASTER
  Samuel Meriwether Stone (Capt., USN, Ret.) has been har-
  bormaster of Emerald City for the past eleven years, and 
  talks frequently about his impending retirement in a few 
  more years, when he plans to finally “do some sailing” with 
  his wife Mai-Lin on board their small boat, the Layabout. For 
  the time-being, “the Captain” (as many who work with him 
  call him) is responsible for safety and regulation for the Port 
  of Emerald City and Malory Bay. Mostly that involves check-
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  ing a great deal of paperwork to 
  ensure it is all in order and working 
  with the Coast Guard and local Naval 
  authorities to deal with any problem 
  that might arise. As he’ll relate to 
  anyone who asks, Capt. Stone has 
  more than his share of problems.
  The first and foremost is smuggling: 
  it has been on the rise in Emerald 
  City. The truth of the matter was that Stone was used to a 
  small amount of smuggling going on and willing to look 
  the other way, but when things changed after the Silver 
  Storm, he couldn’t do that anymore. Now smugglers like 
  this “Trident” organization (see the Threat Report) are bring-
  ing in weapons, illegal tech, some pretty nasty stuff. Worse 
  is the human trafficking, illegal immigrants smuggled in 
  cargo containers, either massively in-debt to the smugglers 
  or worse, bought and sold as slave labor or as experimental 
  subjects for unscrupulous villains and organizations.
  The Captain’s other big problem is scuttlebutt. Sure, 
  sailors love their tall tales, but some of the stories making 
  the rounds are just likely to upset or panic people: stories 
  about sea monsters, mer-people, humanoid sea snakes 
  crawling up over the sides of ships, and worse. The Silver 
  Storm unleashed a lot of strange things on Emerald City 
  and it’s Stone’s job to separate fact from fiction and to 
  keep his harbor safe, so he does what he can to follow up 
  on these stories. Still, he’s a man only a few years from re-
  tirement, so he doesn’t look too hard at some of the more 
  outlandish tales.
  Sam Stone is in his early 60s, with a salt-and-pepper beard 
  going whiter by the day and a hairline receding like the 
  tide, which he normally covers with a nautical cap. He 
  wears his old Naval pea-coat in chill weather and sucks 
  on lollipops or toothpicks to deal with the fact he quit 
  smoking. (It was ten years ago, but he makes it sound like 
  it was last week.)
  Use the Police Chief archetype (Hero’s Handbook, page 
  216) for Capt. Stone, substituting the appropriate Ex-
  pertise skill (Harbormaster). Stone is licensed to carry a 
  handgun, although he keeps it in his office rather than 
  carrying it at all times.
  THE CANNERY
  Now a pleasant mall and shopping area, the Cannery is an 
  eclectic place with strong ties to the city.
  ELLEN RIVERRUN
  Ms. Riverrun owns and operates Riv-
  errun Arts, a gallery boutique in the 
  Cannery specializing in traditional 
  Hekawi crafts and modern artistic 
  interpretations of the same. Among 
  her store’s offers are jewelry (primar-
  ily in silver) and wood-carvings, in-
  cluding Hekawi totem designs. The 
  shop also carries a small selection of 
  touristy T-shirts and knick-knacks.
  A full-blooded member of the Hekawi tribe, Ellen knows 
  quite a bit about the history and lore of her people, includ-
  ing some things outsiders might find difficult to believe. 
  She’s not fully aware of the Cryptid Clans (see Chapter 5: 
  Emerald City Threats) but knows many of her peoples’ 
  legends and stories relating to them. Her connections 
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  with local gem-miners and merchants have also brought 
  some small viridian stones into her possession from time 
  to time. In fact, she wears a small pair of blue stones in 
  earrings she made, not knowing they subtly enhance her 
  ability to make people feel welcome in her establishment 
  (to say nothing of encouraging them to patronize it).
  In her early 30s, Ellen Riverrun is an attractive Native 
  American woman with long black hair and dark eyes. 
  She dresses in modern clothing with traditional Hekawi 
  accents. Currently single, Ellen could be a potential ro-
  mantic interest for a hero, or an ally for those able to 
  benefit from her knowledge.
  Use the Scientist archetype (Hero’s Handbook, page 216) for 
  Ellen’s game traits, giving her Expertise: Hekawi Lore 8 and 
  increasing the Current Events and Pop Culture skills by 4 
  ranks each in place of Expertise: Science and Technology.
  YELLOW BRICK ROW
  A bustling shopping center that draws people from all 
  over the area and even the world. Yellow Brick Row was 
  where the Silver Storm took place and its aftereffects are 
  still being felt.
  JULIE SANCHEZ
  Nineteen year-old Emerald City University art student 
  Julie Sanchez works at “A Stitch in Time,” a small store-
  front on Yellow Brick Row specializing in engraving keep-
  sakes for special occasions. She was at work on the day 
  of the Silver Storm, not a block away from where the ex-
  plosion originated. She vividly remembers hearing the 
  blast, seeing the silvery cloud rush towards her, crackly 
  with blue-white energy, and then... 
  nothing. The next thing Julie knew, 
  she was standing in the middle of 
  Yellow Brick Row. The explosion, the 
  storm, the lightning were all gone 
  and there were scattered people all 
  around her—and it was five days 
  later.
  Julie’s family and friends rejoiced, as 
  she had been among those missing and presumed dead. 
  She had vanished without a trace after the Storm and res-
  cuers had not been able to find her. To Julie, no time at all 
  seemed to have passed, but no one questioned her miracu-
  lous reappearance, chalking up the memory loss to trau-
  matic amnesia or the like. After a clean bill of health, Julie 
  returned to class and to work and did her best to resume a 
  normal life in a city that was a good deal less normal than 
  before.
  She began having strange dreams, extremely vivid ones 
  about going various places. At first, she tried to dismiss 
  them, but then one of her dreams—about witnessing a 
  stormer attack in the city—came true. Not only that, but 
  in the news footage of the incident Julie saw herself, just 
  like she’d been in the dream! That was when the dreams 
  started becoming occasional waking visions, and Julie 
  Sanchez really started to worry.
  Julie is a stormer with an Uncontrolled Time Travel power; 
  she literally “jumps” to different points in the past or future 
  before returning to the present. It activates seemingly 
  at random, although most often influenced by stress or 
  potential danger or, conversely, when Julie is especially 
  relaxed. Heroes may well meet the unintentional time-
  traveler “out of order,” encountering her future self (travel-
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  ing back into the past) before they’ve met her present-day 
  self, for example. She could try and warn heroes about 
  future events, and any villain who discovers her power is 
  sure to take interest in exploiting it....
  THE CROWN TOWER HOTEL
  An historic Emerald City landmark, the Crown Tower Hotel 
  is the perfect place for out-of-towners to stay if they want 
  to be within walking distance of where the action is. It also 
  makes a perfect getaway for those who live in town, or for 
  transplants that need a place to stay while they look for a 
  more permanent home.
  DAVID LI
  The mid-20s junior concierge at the 
  Crown Tower was born into a tradi-
  tionalist Chinese family in Emerald 
  City. He excelled in school and 
  eventually attended Emerald City 
  University’s hospitality manage-
  ment program and worked part-
  time at the Crown Tower. David’s 
  family was disappointed in his 
  choice of career but even more concerned when he came 
  out as gay to them. This all but ended his communication 
  with his parents, two older siblings, and his aunt, uncle, 
  and cousins, all of whom only see David at family func-
  tions and on holidays, when everyone still asks him if he’s 
  going to marry “that girl he lives with.”
  “That girl” is Karen Carnelli, David’s roommate and best 
  friend from college, who works as a graphic designer for 
  Starbase Coffee. She and David spend a lot of evenings 
  and weekends together watching movies, shopping, and 
  occasionally enjoying Emerald City’s nightlife. Karen is 
  always trying to fix David up on dates and relies on his 
  judgment about the guys who try and date her.
  In his work at the hotel, David hears about pretty much 
  everything that goes on there. He also knows a lot about 
  Emerald City, since it’s his job to find places for guests to 
  dine, sightsee, or obtain whatever it is they are looking for. 
  Organized and efficient, David would make an excellent 
  assistant or administrator. His natural curiosity may also 
  lead him to discover things about the hotel or its guests 
  of interest to the heroes, ranging from a supervillain 
  staying there incognito to a secret passage in the Tower’s 
  TERROR AT THE TOP OF THE TOWER
  The Crown Tower Hotel, particularly its revolving restau-
  rant, makes an excellent site for robberies and hostage 
  situations for heroes to foil, especially if said heroes 
  happen to be eating out in their civilian identities or 
  having a business meeting, needing to get away to deal 
  with the threat without revealing who they really are! A 
  would-be assassin (like Killshot, see Chapter 5: Emerald 
  City Threats) might also target a VIP in the hotel or the 
  Emerald Crown, leading the heroes on a chase across 
  the rooftops of Royal Hill (or an aerial chase around the 
  buildings!).
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  basement leading to a safehouse, cache, or other facility 
  belonging to the Chamber. David is a potential expert 
  on Jadetown and its customs, and he speaks fairly fluent 
  Mandarin. Either David or Karen are also potential roman-
  tic interests for heroes in Emerald City, although they 
  should be aware that dating one of them means having 
  to deal with the other!
  THE UNDERCITY
  Few are aware the Maze is not the whole of Emerald’s Un-
  dercity. The Maze connects to various other underground 
  structures and tunnels (some created in a failed early 
  attempt at building a subway system during the early 20th 
  century).
  A diverse gathering of “underdwellers” inhabits these out-
  lying areas. Some underdwellers simply reject surface life 
  for their own nonconformist reasons, while others take 
  refuge there in dire need, either for personal safety or 
  evading the law—most famously the mutated Pack-Rat 
  and his gang of thieves (see Threat Report).
  There are also well-hidden, deeper connections to Sub-
  Terra and its various denizens, including a tribe of hu-
  manoid Magmin living underneath Mount Stanley. Other 
  races such as the Morlocks have only rarely ventured into 
  the Undercity, but the Silver Storm and its aftermath is 
  likely to draw their attention in the near future (see the 
  Freedom City sourcebook for more about the Magmin 
  and Morlocks).
  The Undercity appears to be deserted upon first inspec-
  tion, but there are more beings living in it than is apparent 
  to the new visitor. It’s true the denizens mostly keep to 
  themselves in small, relatively safe, cordoned-off warrens, 
  but these outcasts make up a fairly large community. A 
  community that’s able to survive through salvage, theft, 
  trade, and barter with the surface world and each other. 
  The only way to get a clear sense of how large and diverse 
  the population of the Undercity is requires a visit to the 
  Sunken Bazaar. It’s a mostly-permanent marketplace 
  set up in the longest stretch of street in the Undercity. 
  The Bazaar is about two city blocks long with a handful 
  of alleys shooting off along its length. Merchants set up 
  stalls, carts, or storefronts in the clogged thoroughfare to 
  sell all manner of goods.
  Like the rest of the Undercity, the Sunken Bazaar is dark, 
  dingy, and dangerous, although since most denizens 
  require light to see, electric lights have been strung 
  around to weakly illuminate the place. In addition, since 
  the Bazaar has been in operation for decades, the walls 
  and rafters have been reinforced to the point that it may 
  be the safest place (structurally, at least) in the whole of 
  the Undercity.
  THE MAZE
  The buried streets, buildings, and passages that make up 
  the Maze aren’t completely mapped, but local celebrity 
  and businessman Benjie Carver is the man who knows its 
  twists and turns best... or so he claims.
  BENJIE CARVER
  Forty years after becoming a coun-
  ter-cultural icon, Benjie Carver’s 
  hair has grayed and dwindled to 
  little more than his ponytail, and his 
  tie-dye shirts now cover far more 
  waistline. However, his ability to 
  spellbind tourists with pleasingly 
  chilling tall tales of the Undercity 
  is undiminished, and he remains a 
  city fixture. Benjie knows far more about the Undercity 
  than he reveals in his well-rehearsed spiels given during 
  his Maze tours.
  Carver’s famed tours provide him a comfortable living, 
  allowing Carver to spend time on his charity work and 
  political activism, focusing on the environment, social 
  justice, and marijuana legalization. For an activist, Carver 
  has remarkably few enemies, thanks mainly to his overrid-
  ing good-natured charm.
  For any hero in need of information about the Undercity, 
  the affable Carver is by far the most knowledgeable and 
  approachable person available. In addition, Carver has 
  made a lot of friends in all walks of life, from politics to 
  entertainment, in the course of his activism. If the player 
  characters need help in attaining some socially con-
  scious goal or learning more about the Undercity, Carver 
  is willing to help.
  JADETOWN
  Jadetown’s inhabitants are primarily Chinese and shows 
  that influence not just in its shops and architecture, but 
  also in its criminal and esoteric endeavors.
  THE GOLDEN DRAGON HOUSE
  In reality, the House serves as a headquarters and major 
  money-maker for the Golden Dragon Society. While the 
  food and rooms are indeed top-notch and can test any-
  one’s cash reserves, the diversions offered include traf-
  ficking in humans and drugs. Additionally, the Society 
  engages in some highly lucrative blackmail of its more 
  affluent and lascivious guests.
  BENJIE CARVER 
  PL1 • 25 POINTS
  STR –1 STA –1 AGL –1 DEX –1 FGT –1 INT 3 AWE 3 PRE 2
  Equipment Car (hybrid, with alarm and navigation system), 
  flashlight, smart phone
  Advantages Connected, Equipment 3, Fascinate (Expertise: 
  Undercity Tour Guide)
  Skills Deception 4 (+6), Expertise: Current Events 4 (+7), 
  Expertise: Undercity Tour Guide 6 (+9), Expertise: Streetwise 4 
  (+7), Perception 4 (+7), Persuasion 4 (+6), Stealth 2 (+1)
  Offense Initiative –1, Unarmed –1 (Close, Damage –1)
  Defense Dodge –1, Parry –1, Fortitude –1, Toughness –1, Will 3
  Totals Abilities 6 + Powers 0 + Advantages 5 + Skills 14 + 
  Defenses 0 = 25
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  As leader, or Golden Mandarin, of the Triad, the wizard Drag-
  oneye (see the Emerald City Player’s Guide Chapter 5 main-
  tained a residence there. Dragoneye’s presence at the House 
  was widely known in the criminal underworld, but he was 
  rarely bothered by uninvited visitors. This was because the 
  House’s security, though subtle in its presence, has always 
  been quite heavy, and its guards truly are capable of amazing 
  fighting feats otherwise seen only in kung fu movies. There-
  fore, those who seek an audience with the current Golden 
  Mandarin know upon which door to knock.
  The House has at least one secret passage to the Under-
  city, serving several purposes. It allows for the hassle-free 
  transfer of illicit goods and services, as well as a quiet place 
  for unwanted guests to disappear, permanently. They and 
  many other Triad problems are buried underneath the 
  House (more than enough for a canny detective to make 
  good use of). If need be, the Undercity passage can also 
  serve as an escape route. 
  VIRIDIAN STONES
  The Atlas Mountains’ tremendous wealth of gemstones holds treasures far more precious than most imagine. The moun-
  tains are the only known source for the potent psychoactive crystalline material known as viridian (named for the verdant 
  region, rather than the stones’ actual color). Viridian focuses and enhances psychic energies of anyone in contact with 
  them in various ways.
  Viridian stones are rare, and even then are usually mistaken for mundane gems or discarded as worthless. However, those who 
  both know of their true nature and are fortunate enough to possess one have employed them to achieve superhuman feats.
  The potential each individual viridian stone possesses varies greatly, and often appears related to its size, but the specific 
  effect is dictated by its color:
  RED: Crimson viridian stones concentrate and enhance powerful, fiery human emotions (anger, lust, guilt), enabling 
  those who possess a red gem to focus their own selfish wants and desires (for retribution, lust, or absolution) into a 
  greater resistance to outside influences. In game terms, lower-power red stones grant a bonus to bearer’s Will defense, 
  and moderately powerful ones grant the Ultimate Will advantage as well. Higher-powered stones bestow Immunity to 
  all effects resisted by Will.
  ORANGE: Orange viridian stones tend to enhance technical aptitudes, giving their owners almost supernatural insight 
  into the functioning of mechanical and electronic devices. The number of owners who are of the “mad, evil genius bent 
  on world conquest” type has led some to speculate that the orange stones are also hazardous to one’s mental stability. In 
  game terms, lower-power orange stones grant a bonus to Technology skill, while higher-powered ones also grant one or 
  more advantages, including Inventor, Improvised Tools, and Ultimate Effort (Technology).
  YELLOW: Stones of this color give their wielders an incredible presence which comes across as intense and intimidating. 
  In game terms, lower-power yellow stones grant a bonus to the bearer’s Intimidation checks. Moderate-power yellow 
  stones also grant one or more advantages, including Daze (Intimidation), Fascinate (Intimidation), Startle, and Ultimate 
  Effort (Intimidation). Higher-power stones bestow the ability to induce crippling fear in otherwise courageous individu-
  als, an Affliction effect (Resisted by Will; Dazed and Vulnerable, Stunned and Defenseless, Paralyzed and Unaware), Cu-
  mulative, Extra Condition.
  GREEN: Verdant viridian stones allow those who hold them to mentally perceive, and then improve, the physical well 
  being of others. In game terms, lower-power emerald stones add a bonus to Treatment skill checks, while moderate-
  ly powerful ones add the Ultimate Effort (Treatment) advantage as well. Higher-power green stones also bestow (or 
  enhance) the Healing power, possibly with any/all available extras.
  BLUE: Like the endless skies above the Atlas Mountains, azure stones enhance the wearer’s persuasive abilities and allows 
  them to bring out the emotional and spiritual best in others, restoring their faith, hope, and optimism. In game terms, lower-
  power blue stones add a bonus to the owner’s Persuasion skill checks, while higher-power stones also add one or more 
  advantages, including Animal Empathy, Fascinate (Persuasion), Inspire, Leadership, and Ultimate Effort (Persuasion).
  INDIGO: These viridian stones sharpen the bearer’s senses, with the more powerful ones opening the mind to types 
  and levels of awareness well beyond normal human ken. In game terms, lower-power indigo stones add a bonus to 
  the owner’s Perception skill checks, while medium-powered ones also add one or more advantages, including Tracking, 
  Ultimate Effort (Perception), and Uncanny Dodge. Higher-power indigo stones also bestow (or enhance) any—possibly 
  all—available effects of the Senses power.
  VIOLET: These viridian stones are akin to the fabled daka crystals of Africa, and similarly act as power sources for all 
  manner of wondrous technological and magical devices. The more powerful ones add power ranks to one or more of the 
  wielder’s innate psychic or psionic abilities, making them among the most highly sought-after of all the viridian stones.
  BLACK: One of the two rarest viridian stones (the other being white), the ebon stones are unusual in that they tap into 
  the inexorable power of death itself instead of enhancing a wielder’s natural abilities. In game terms, they add a bonus 
  to all Damage inflicted by the wielder’s attacks, provided they are personally dealt (e.g., a knife or energy blast qualifies; 
  a bomb dropped from a plane doesn’t).
  WHITE: Ivory or milky viridian stones preserve their bearer’s purity and wholeness by enhancing the wearer’s life energy—
  like black viridian stones, it’s possible the white stones actually tap into the power of life itself. In game terms, they add a 
  bonus to the owners’ Fortitude and Toughness defenses, with the more powerful examples also bestowing (or enhancing) 
  any—possibly all—available effects of the Immunity power; potentially adding the Immortality power as well!
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  KWAN WU
  As a young man, Kwan Wu thought 
  he wanted nothing more than mys-
  tical knowledge and power, and 
  dedicated himself to attaining it at 
  the fabled Shambala Temple. After 
  much sacrifice, he pierced the Vale 
  and began to unlock the secrets of 
  the martial and mystic arts, but in 
  the process learned nothing could 
  replace the love of the woman he left behind in his selfish 
  quest for power. Kwan left Shambala Vale to return to her, 
  only to find she’d left World War II-ravaged China broken-
  heartedly for Emerald City. Following her to Jadetown, Kwan 
  learned she’d taken ill and died not long after her arrival.
  Tired of life but unwilling to hasten his own demise, Kwan 
  set up an Esoteric Antiques shop to provide himself at 
  least a modest living. As the lonely years wore on, the 
  respect accorded him by the people of Jadetown grew, 
  and sharing his sought-after wisdom and abilities with 
  deserving people in need gave Kwan’s life much-needed 
  purpose. While his weary spirit prevented him from be-
  coming a crusading superhero, he nonetheless became a 
  revered Jadetown legend, and is shown deference usually 
  reserved for the likes of the Golden Mandarin himself.
  Now that Emerald City has costumed heroes, they may 
  find Kwan Wu a most useful ally. Not only does he possess 
  knowledge, wise counsel, and still-potent mystic abilities, he 
  is perhaps their most ready entry into the strange, impen-
  etrable culture of Jadetown—provided they prove them-
  selves worthy, of course. Winning Kwan Wu’s trust can be run 
  as an adventure in and of itself, or as a chapter in an ongoing 
  series. Additionally, Kwan Wu can also serve as the spring-
  board for adventures in the mysterious Shambala Vale. 
  LITTLE OSAKA
  Among the most successful of Little Osaka’s business 
  enterprises are the resident Yakuza, the Takazumi-gumi 
  (clan), run by its fearsome wakashu the Steel Shogun. With 
  its involvement in gambling, racketeering, and prostitu-
  tion, as well as more high-tech crimes such as data heists, 
  the Takazumi band controls most of the crime worth con-
  trolling in this part of the district.
  JAPANESE TEA GARDEN
  Though not widely known, the Garden serves one ad-
  ditional purpose. By mutual agreement, it is considered 
  neutral ground for both Yakuza and Triad members, an 
  unbroken arrangement that dates back more than a 
  century. When the leadership of the rival mobs need to 
  meet face-to-face, they invariably do so in the Garden.
  KURAMOTO AKIRA
  Most Emerald residents fail to notice 
  the small, wizened man who spends 
  his days quietly tending to the Tea 
  Garden and pondering its simple 
  wonders. Those who perform menial 
  tasks and the elderly are usually 
  ignored, and so it is for Kuramoto 
  Akira. In his practical invisibility, 
  Kuramoto hears and sees much, in-
  cluding things Emerald City’s criminal elements (particu-
  larly the Yakuza and Triad) would rather kept secret.
  Going to the police never occurs to him, as Kuramoto 
  remains wrapped up in guilt over his perceived past 
  wrongs. As a young pilot in the Imperial Japanese Navy, 
  Kuramoto unhesitatingly rained death and destruction 
  down on Chinese targets, and later in 1942, participated 
  in the seaplane fire-bombing of Emerald City. Kuramoto 
  survived the war, but the rest of his family lost their lives 
  during the American bombing raids. Once an eager 
  fighter, Kuramoto was now sick of war.
  He tried without success to rebuild his life until 1992, 
  when the Emerald City government made Kuramoto the 
  guest of honor at a world-peace gathering on the 50th an-
  niversary of his attempted fire-bombing. Deeply moved 
  KWAN WU 
  PL6 • 111 POINTS
  STR 0 STA 0 AGL 0 DEX 1 FGT 3 INT 4 AWE 6 PRE 4
  Powers: Magic (12-point Array): Flame Blast Spell (Ranged 
  Damage 6), AE: Blinding Light Spell (Ranged Affliction 6 
  (Resisted by Fortitude; Visually Impaired, Visually Disabled, 
  Visually Unaware)), AE: Mystic Bonds Spell (Affliction 4 
  (Resisted by Dodge and Overcome by Damage; Hindered and 
  Vulnerable, Defenseless and Immobile), Cumulative, Extra 
  Condition, Ranged, Limited Degree), AE: Phantasm Spell 
  (Illusion 6 (visual)), AE: Smoke Cloud Spell (Concealment 
  2 (normal sight), Attack, Burst Area); Magically Enhanced 
  Vitality (Immunity 1 (Aging), Limited to Half Effect); Mystic 
  Shield Spell (Impervious Protection 6, Sustained)
  Advantages Artificer, Assessment, Connected, Contacts, 
  Language (English), Ritualist, Trance, Well-informed
  Skills Expertise: History 6 (+10), Expertise: Magic 9 (+13), 
  Insight 4 (+10), Investigation 6 (+10), Perception 8 (+14), 
  Persuasion 4 (+8), Ranged Combat: Magic 5 (+6), Stealth 8 (+8), 
  Treatment 4 (+8)
  Offense Initiative +0, Flame Blast Spell +6 (Ranged, Damage 6), 
  Unarmed +3 (Close, Damage 0)
  Defense Dodge 4, Parry 6, Fortitude 0, Toughness 6/0, Will 10
  Totals Abilities 36 + Powers 29 + Advantages 8 + Skills 27 + 
  Defenses 11 = 111
  Complications: Motivation—Justice: Protecting and assisting 
  good, worthy people unable to help themselves.Quirk: Passive 
  rather than proactive, by temperament and philosophy. 
  KURAMOTO AKIRA 
  PL1 • 13 POINTS
  STR -2 STA -1 AGL -2 DEX -2 FGT 2 INT 1 AWE 2 PRE 1
  Advantages Language 2 (English, Mandarin), Well-informed
  Skills Athletics 4 (+2), Expertise: Current Events 4 (+5), 
  Expertise: Gardening 2 (+3), Expertise: Naval Aviator 4 (+5), 
  Expertise: Tactics 4 (+5), Perception 4 (+6), Vehicles 2 (+0)
  Offense Initiative +0, Unarmed +0 (Close, Damage 0)
  Defense Dodge –2, Parry 2, Fortitude –1, Toughness –1, Will 2
  Totals Abilities –2 + Powers 0 + Advantages 3 + Skills 12 + 
  Defenses 0 = 13
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  by the outpouring of forgiveness he received from the 
  people of Emerald, Kuramoto participated in a ceremoni-
  al tree-planting to commemorate the spirit of peace and 
  reconciliation. Ever since, Kuramoto—now a permanent 
  Emerald City resident—repeats that ritual by tending to 
  the Tea Garden, hoping to maintain its beauty and atone 
  for his past warmongering.
  Such an honorable, peace-loving man could serve as a 
  valuable source of information to a group of like-minded 
  superheroes aiming to curb the Eastern District’s criminal 
  gangs. All it requires is the compassion to reach out to an 
  honorable, forgotten old man.
  EMERALD TOWER
  As presented in the Emerald City Player’s Guide, Emerald 
  Tower is intended as a ready-made headquarters. Just 
  because it is presented as the default headquarters of the 
  Sentinels, however, does not mean Emerald Tower has 
  to be their HQ, or even the creation of Maximillian Mars. 
  In your own Emerald City series, the player characters 
  may replace the Sentinels and Mars may gift them with 
  Emerald Tower as their HQ, or someone else might con-
  struct Emerald Tower for the heroes—possibly AEGIS or a 
  grateful Emerald City government.
  Of course, the gift of a fully equipped downtown sky-
  scraper headquarters might come with a few strings at-
  tached, regardless of whom it comes from. Mars may have 
  also begun work on Emerald Tower before the heroes pre-
  sented themselves as ideal occupants, meaning the place 
  could have certain secrets or failsafes. Given that Mars’ 
  former Chamber ally Grandmaster (see The Chessmen in 
  Chapter 5) gained access to Emerald Tower’s systems (in 
  the Emerald City Knights adventure) there could be even 
  nastier surprises lurking in its hardware and software.
  SOUTHERN SHORE
  One of the residents of Southern Shore is Mary Grindstaff, 
  formerly known as Blaze, a member of the now-defunct 
  Victory Squadron. She could be an excellent mentor 
  for young heroes, especially those with fire (or other 
  energy control) powers or who are descendants of other 
  members of the Squadron. 
  MARY GRINDSTAFF
  In late 1944, a curious 17-year-old 
  Mary Grindstaff on a family hike 
  found a Japanese “fire balloon,” 
  and its explosion simultaneously 
  bestowed her with superhuman 
  powers and robbed her of any 
  semblance of a normal life. Hastily 
  drafted into the Victory Squadron as 
  “Blaze,” Mary was firsthand witness 
  to the brutal final months of World War II, as Axis agents 
  grew increasingly desperate and ruthless in their efforts to 
  disrupt the American home front. Just as hard on her, she 
  watched the Squadron’s gradual postwar disintegration, 
  as the teammates who had trained her and confided in 
  her succumbed to cruel fate and their own inner demons.
  Alone and feeling purposeless at 22, Mary embarked on two 
  decades of highly publicized bad relationships and alcohol 
  choices, but ultimately weathered them all by raising a ter-
  rific daughter and achieving peace with her past. She ac-
  complished the latter by publishing Blaze of Glory, a candid, 
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  well past the point of hesitating about anything in this 
  life—will go looking for them.
  THE BAY BRIDGE AND “TELLY” 
  The adventure potential of a giant alien robot, even an inert 
  one, standing next to a major metropolitan bridge, should 
  be fairly obvious. Just because the citizens of Emerald City 
  become fairly complacent about “Telly” and his presence 
  alongside the Bay Bridge does not mean the local authori-
  ties have done so. The simple truth of the matter is, both 
  the Emerald City government, police and emergency de-
  partments, and AEGIS have come to the reluctant conclu-
  sion that it is too dangerous and difficult to try and move 
  Tellax’s inert shell without considerably more study and 
  preparation, and the alien technology largely defies efforts 
  to analyze it. It’s certainly possible Tellax’s artificial intelli-
  gence could reanimate the robot at some point, or another 
  AI (like Scion, see Chapter 5) might try to do so. The robot 
  could include failsafe technology or backup plans, and 
  criminals might attempt to steal or break into it.
  SUNSET HILL
  Sunset Hill’s eager, fresh arrivals resolved to preserve a 
  peaceful status quo. not just in their posh neighborhood, 
  but Emerald City as a whole—a welcome development in 
  those turbulent times. There was a downside to the new 
  neighbors, however: they were supervillains, looking for a 
  between-capers haven and a place to settle down in evil 
  retirement.
  The fact Sunset Hill is now in large part a gated commu-
  nity for supervillains is a jealously guarded secret. Despite 
  many neighborhood institutions having been infiltrated 
  MARY GRINDSTAFF A.K.A. BLAZE 
  PL7 • 87 POINTS
  STR 0 STA 1 AGL 0 DEX 0 FGT 0 INT 2 AWE 5 PRE 5
  Powers: Fire Control (Array, 16 points): Flame Blast (Ranged 
  Damage 8, Dynamic), AE: Flame Aura (Reaction Damage 4, 
  Dynamic), AE: Flame Burst (Ranged Cone Area Damage 5, 
  Dynamic), AE: Fiery Flight (Flight 7 (250 MPH), Dynamic); Fire 
  Immunity (Immunity 5 (Fire Damage))
  Advantages: Connected, Inspire 2, Taunt, Well-informed
  Skills: Close Combat: Unarmed 4 (+4), Deception 6 (+11), 
  Expertise: History 4 (+6), Persuasion 6 (+11), Ranged Combat: 
  Flame Blast 6 (+6)
  Offense: Initiative +0, Flame Blast +6 (Ranged, Damage 8), 
  Unarmed +4 (Close, Damage 0)
  Defense: Dodge 4, Parry 4, Fortitude 3, Toughness 1, Will 10
  Totals: Abilities 26 + Powers 28 + Advantages 5 + Skills 13 + 
  Defenses 15 = 87
  Complications: 
  Motivation—Responsibility: 
  Mary 
  feels 
  obligated to help others avoid the mistakes made by herself and 
  her teammates. Disability: While her Fire Control powers are 
  undiminished, the strain of employing them for any length of time 
  now completely debilitates her, and prolonged use could kill her.
  tell-all best-selling book about her Victory Squadron days 
  and subsequent life experiences. With her book royalties, 
  she bought a modest house on the Shore, there to revel in 
  her gardening, grand-kids, and newfound obscurity.
  After the Silver Storm, Emerald City is once again home 
  to superheroes, and Mary worries about them repeating 
  the mistakes of their predecessors. In the event these new 
  superhuman champions seek advice from someone with 
  well-documented, hard-won experience and wisdom 
  about the costumed life, Mary’s more than able to mentor 
  them. Should Emerald’s latest heroes ever publicly display 
  a need for some sage guidance, the former Blaze—now 
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  and corrupted to their purposes—the Elysian Academy 
  being a prime example—the super-criminal presence 
  is imperceptible. In truth, it’s indistinguishable from any 
  other place where rich people pay big bucks to get away 
  from poor people.
  Thus, on Sunset Hill, private security guards still hassle 
  non-resident traffic, and the country clubs blackball “un-
  suitable” prospective members. The homeowners’ associa-
  tion bullies and badgers “the wrong kind of people” into 
  moving elsewhere, and appointment books are always 
  “full up” for the déclassé who are gauche enough to ask. 
  The only difference is, on Sunset Hill, the people remind-
  ing you how not-rich you are have hidden death-ray guns 
  to underscore their point if need be.
  OVERLOOK PARK
  Overlook Park is everything a typical supervillain finds stom-
  ach-turning, and even more irritatingly, this happy, pristine 
  setting is right in their backyards. Even the super-criminals 
  not temperamentally opposed to sunsets and happiness 
  would much rather there weren’t scores of prying eyes near 
  their illicit lifestyles on a daily bases. Therefore, Sunset Hill’s 
  resident costumed bad guys have been scheming for years 
  to separate the Park from its rightful guardians.
  Some nihilistic supervillains simply want to render the 
  parkland uninhabitable, but most don’t want that degree 
  of mess and resultant government scrutiny so close to 
  home. Therefore, their efforts focus on getting corrupt (or 
  corruptible) politicians elected into the city government 
  and haing them void the original land grant. With the land 
  back in the Malorys’ hands, it then becomes quite simple 
  for the bad guys to “persuade” the family to close the Park 
  by one heinous method or another. Their plan has yet to 
  come to fruition, but not for lack of trying.
  PETER LOMAX
  Lomax dedicates himself to radical 
  politics as only a twenty-something 
  trustafarian can. His current cause is 
  protecting Overlook Park from the 
  “fascist, corporate interests” trying 
  to steal it from the city and people. 
  His fiery rhetoric has made many 
  otherwise shady politicians shy 
  away from surrendering the park, 
  and his amateur detective work is starting to connect the 
  of dots of who’s behind the anti-Overlook push. In fact, 
  he’s getting too close to the truth, and becoming too 
  much a public thorn in the supervillains’ side. That makes 
  Lomax a man in dire need of some super-heroic help.
  PETER LOMAX 
  PL2 • 33 POINTS
  STR 1 STA 1 AGL 1 DEX 0 FGT 2 INT 1 AWE 0 PRE 2
  Equipment Van (hybrid), flashlight, smart phone
  Advantages Equipment 2
  Skills Deception 2 (+4 ), Expertise: Explosives 2 (+3), Expertise: 
  Current Events 5 (+6), Intimidation 2 (+4), Investigation 3 (+4), 
  Persuasion 6 (+8), Stealth 2 (+3), Vehicles 2 (+2)
  Offense Initiative +1, Unarmed +2 (Close, Damage 1)
  Defense Dodge 2, Parry 2, Fortitude 1, Toughness 1, Will 2
  Totals Abilities 16 + Powers 0 + Advantages 2 + Skills 12 + 
  Defenses 3 = 33
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  OUTSIDE EMERALD CITY
  Further complicating matters is that Lomax is not an easy ally 
  to have. To him, there is His Political Point of View and all else 
  is pure Insensate Evil. To destroy “evil,” Lomax is not above 
  starting up a few riots, fires, slanders, or detonators, and is ex-
  ceedingly good about covering his tracks. So while the Park 
  may unite the player characters and the young radical, their 
  continued association is by no means guaranteed.
  ECU PARKER SCIENCES BUILDING
  The Parker Sciences Building is known locally and globally 
  for churning out knowledgeable science grads because of 
  its top-notch educators.
  DR. ANN RAZKO
  An outstandingly brilliant mind even 
  amongst other brilliant minds, Dr. 
  Razko is the first name mentioned 
  whenever the local authorities (su-
  perheroes included) need scientific 
  advice and help. Razko’s counsel is 
  both rare and invaluable, as she’s one 
  of the few with the wits and tempera-
  ment to successfully deal with super-
  heroic crises like “giant radioactive insect attacks the city.”
  Dr. Razko is also a woman of secrets, hiding her true family 
  name of Zorka behind an anagram. She does this out of 
  fear of ostracism and ridicule, as her grandfather, Dr. Alex 
  Zorka, was a criminal scientist during the 1950s, working 
  with a gang of supervillains known as Troublemakers, Inc. 
  While her grandfather’s crimes were limited to robbery and 
  theft rather than murder, she knows well that nothing de-
  stroys a scientific reputation faster than the revelation one’s 
  grandfather used to build giant robots to knock over banks.
  Razko wants nothing more than to redeem her family 
  name. She would therefore welcome an opportunity 
  to work as an in-house scientist for an Emerald City su-
  perhero team, should the opportunity arise. The heroes 
  would gain the best possible person for such a role, and 
  Dr. Razko could finally live a life unafraid of discovery and 
  potential blackmail.
  DR. ANN RAZKO 
  PL7 • 58 POINTS
  STR -1 STA 0 AGL 0 DEX 2 FGT 0 INT 9 AWE 5 PRE 0
  Equipment Camera, smart phone; 2 points of additional gear.
  Advantages Assessment, Eidetic Memory, Equipment, Improvised 
  Tools, Inventor, Languages 2 (French, German, Magyar, Russian), 
  Skill Mastery 2 (Expertise: Science, Technology), Well-informed
  Skills Deception 6 (+6), Expertise: Current Events 2 (+11), 
  Expertise: Science 8 (+17), Insight 6 (+11), Perception 6 (+11), 
  Technology 8 (+17)
  Offense Initiative +0, Unarmed +0 (Close, Damage –1)
  Defense Dodge 0, Parry 0, Fortitude 0, Toughness 0, Will 5
  Totals Abilities 30 + Powers 0 + Advantages 10 + Skills 18 + 
  Defenses 0 = 58
  There’s at least as much unusual activity happening in the 
  areas surrounding Emerald City as there is inside it. Ac-
  tivities that draw the heroes out of town can quickly find 
  them involved in some strange happenings with mystical 
  or alien creatures.
  FORT BRECKINRIDGE
  The oldest military installation in the Emerald City area, 
  Fort Breckinridge has both history and value as a military 
  operations center, making it a target. Heroes may need to 
  protect it from terrorists or anarchists looking to strike a 
  blow against the U.S. military or government, or they could 
  be faced with a crisis when a new military weapon or re-
  search project goes awry—or both in the case of villains 
  like Fallout and his allies (from Threat Report). Military su-
  per-soldier characters can even be based out of Fort Breck-
  inridge, or at least report there to fulfill their duties, while 
  military prisoners may also be held there, at least temporar-
  ily. The Vanguard (see Chapter 3) almost certainly has some 
  agents or sympathizers within Fort Breckinridge, and may 
  occasionally arrange for items from its archives or records 
  to quietly disappear. Other factions, like Majestic-20 and 
  Ghostworks, could also have moles or operatives within 
  Fort Breckinridge’s staff to serve their needs.
  THE ELYSIAN FOREST
  The Elysian Forest is an excellent site for an offbeat ad-
  venture that gets the heroes out of the city for a while. 
  It can be as simple as looking for a lost child, camper, or 
  hunting party and finding more than they bargained for 
  or as complicated as defusing a war brewing between 
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  the Forest Clan Cryptids and ordinary humanity, with 
  Majestic-20 or other alien-hunters fanning the flames of 
  mistrust on both sides.
  Super-powered fights in the forest offer plenty of opportu-
  nities for more novel forms of collateral damage, as well as 
  makeshift weapons. Full-grown trees are typically Tough-
  ness 7 to 10 (based on their size as well as composition) 
  and can require a Strength rank from 8 (for smaller trees) 
  to as much as 16 (for a massive hundred-foot redwood) 
  to uproot. Rocks from fist-sized to house-sized abound as 
  well, particularly close to the mountains.
  Heroes doing a lot of damage to the forest could have 
  problems beyond just dealing with supervillains: they 
  may also incur the wrath of local Cryptids by destroying 
  their homes, to say nothing of the fury of environmental 
  and conservation groups when they learn about the dev-
  astation to the pristine, protected wilderness!
  RED RIVER DAM
  In Mutants & MasterMinds game terms, the Red River Dam 
  has a height and width rank of 4 (about 500 ft.) and Tough-
  ness 14. This reflects the value to significantly damage the 
  dam and potentially compromise it. Supervillains and 
  ordinary terrorists or extortionist may target the dam, 
  threatening the areas downriver from it as well as part of 
  Emerald City’s electricity supply. The hydro-electric plant 
  within the dam may also draw those looking to tap into its 
  large reserves of energy, from electromagnetic creatures 
  to giant robots needing a recharge. The dam makes for a 
  fun site for a super-battle, given the potential for damage 
  and the effects of the environment like the height and 
  presence of the lake.
  MALORY BAY LIGHTHOUSE
  Isolated from the city and countryside, the Malory Bay 
  lighthouse sits quietly while its keeper does his duty 
  protecting commercial carriers, pleasure boats, and 
  cruise ships from running into trouble on the submerged 
  dangers hidden by the bay.
  PAVEL BELYAYEV
  The current keeper of the Malory Bay 
  Lighthouse, Pavel Belyayev is the son 
  of Russian immigrants who came to 
  Emerald City after World War II. After 
  decades working fishing boats and 
  the city docks, he took the light-
  house-keeper’s job some twelve 
  years ago. It suits his largely soli-
  tary nature, and he intends to keep 
  tending to his charge until he can’t any longer. Belyayev is a 
  grizzled old salt. In his youth he was a big man, powerfully 
  muscled, and some of that remains although he’s stooped 
  with age and his hair has gone mostly white. He speaks 
  fluent Russian but his English is only barely accented.
  In his time at the lighthouse, Belyayev has learned some 
  of the tall tales he heard over and over on boats and docks 
  in Emerald City are true: there are some unusual crea-
  tures living in Malory Bay, although it turns out they are 
  a decent sort. He has encountered some of the Sea Clan 
  Cryptids, particularly after he assisted a young Piscean 
  injured during a storm and washed up on Nodell Island. 
  The Sea Clan considers Pavel as trustworthy as a surface 
  dweller can be, and may be willing to consider him a go-
  between, if they need one.
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  Emerald City has a number of corporations that call the 
  city home. Some of the companies are excellent, re-
  sponsible corporate citizens, others definitely show how 
  decades of control by supervillains have influenced some 
  companies’ behavior.
  BRANDE MANAGEMENT
  The truth about Brande Management is more than any 
  curious reporter or detective suspects. Brande is in reality 
  an off-shoot of the supervillain migration to Emerald 
  City back in the 1970s. The more money-minded of the 
  increasingly domesticated costumed criminals realized 
  the benefits of having a steadier stream of income than 
  crime to cover property taxes, homeowners’ association 
  dues, and other regular costs of maintaining a permanent 
  residence.
  To that end, a consortium of criminals set up Brande Man-
  agement to allow them and others of their ilk to profit 
  from their wrongdoing as never before. Under Brande’s 
  shell companies and fictitious owners, evil scientists could 
  patent their discoveries and collect royalties beyond the 
  reach of wrongful death and injury lawsuits. Super-crooks 
  who preferred to maintain a respectable front gained a 
  ready place to launder money, and the more enterprising 
  Management partners have even gone so far as setting up 
  retirement portfolios and other benefit packages for their 
  villainous colleagues through Brande.
  In keeping with their parasite-like infiltration into Emerald 
  City life, the super-criminals behind Brande use ruthless 
  tactics to deal with its business competitors and any out-
  sider who learns too much about the company. Despite 
  their normally being a fractious lot, Emerald City’s su-
  pervillains become amazingly unified when Brande and 
  their 401(k) plans are threatened. Every illegal activity 
  the company undertakes is carefully covered up in case 
  anyone comes snooping around. With the benefit of 
  government contracts, many illegal activities are hidden 
  behind claims of “national security.”
  BUSINESS
  T
  here is far more to life in Emerald City than meets the eye. Even after the Silver Storm tore away the city’s veil of 
  normalcy, it did not reveal more than the barest edges of the truth about the city. Many of the places, people, and 
  facets of Emerald City discussed in the Emerald City Player’s Guide have secrets, described here in greater detail for 
  the Gamemaster’s use.
  Chapter 2: Life in Emerald City
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  CHAPTER 2: LIFE IN EMERALD CITY
  CHAPTER 2: LIFE IN EMERALD CITY
  
  Brande’s security arm has quietly recruited some super-
  human agents (more since the Silver Storm) and some 
  of their subsidiaries investigate means of creating more. 
  They would dearly love to acquire the extensive DNAscent 
  process, but are unaware the true power behind that 
  process is the Labyrinth, which is one faction that far out-
  classes even Brande’s considerable corporate assets. (See 
  Freedom City for more information on both the DNAscent 
  process and the Labyrinth.)
  Norville Barnes’ true background is left to the Game-
  master’s discretion: he may be the corporate mogul he 
  appears (and therefore complicit in Brande’s criminal ac-
  tivities) or a figurehead set up by the company’s sinister 
  shareholders to serve as a public face. In the latter case, 
  Norville might not even be a human being, but could be 
  a simulacrum, android, or a disguise adopted by different 
  Brande agents or owners as needed.
  GRANT CONGLOMERATES
  Jon Grant still has long hair and a strong interest in drugs, 
  but has shaved off his ideals and principles since his college 
  days. Grant’s youthful sampling of and trafficking in psyche-
  delics sparked his interest in chemistry and involvement in 
  the early market in designer drugs. The money he made in 
  these “entrepreneurial ventures” started Grant Conglomer-
  ates, allowing him to continue to develop newer and more 
  powerful ways to “improve on the human experience.” 
  Grant and his Conglomerates eventually became fabulous-
  ly wealthy from creating illegal drugs, as well as some le-
  gitimate medical pharmaceuticals (mostly as a cover). Now 
  more than ever, the true interest of Grant Conglomerates 
  and its owner is profit at any cost, and both have branched 
  out into inducing paranormal abilities in humans.
  Since the 1980s, Grant has used a number of different 
  schemes to engineer superhumans. The company’s pre-
  ferred methods involve various drug-treatments and 
  gene-splicing, some techniques derived from the work 
  of Nazi scientists (based on Ultima genetic secrets (see 
  Freedom City)). Many subjects go mad or die from the 
  process, but there have been a few rare success stories, 
  most notably the DNAscent process and some cybernetic 
  enhancements. Obviously, the company has a great deal 
  of interest in unraveling the technology behind the Silver 
  Storm and its mysteries, hoping to unlock the secrets of 
  manufacturing its own stormers. Doing so is the major 
  preoccupation of the company’s Emerald City branch.
  Heroes have shut down various corrupt Grant Conglomer-
  ate subsidiaries over the years, but the central corporation 
  carefully insulates itself from liability. It sacrifices a subsid-
  iary and its management whenever things get too hot, 
  shifting attention elsewhere. So far, no one has been able 
  to prove any wrongdoing on the part of Grant Conglom-
  erates or Jon Grant himself.
  In addition to its other illegal activities, Grant Conglomer-
  ates is a front for the Labyrinth. Jonathan Grant ultimately 
  works for Taurus, although he still owes loyalty to no one 
  but himself. As it stands, Taurus and the Labyrinth provide 
  the backing and influence to allow Grant Conglomerates 
  to become a major biotech concern and they use Grant’s 
  artificial superhumans as agents. The Labyrinth keeps 
  Grant Conglomerates at arm’s length, both to insulate 
  such a useful asset and to keep any heroes who might in-
  vestigate Grant from discovering his ties to the Labyrinth. 
  Even a resource as useful as the Conglomerates is no more 
  than a pawn in the games of power Taurus plays.
  KESSKORP
  Kessler is the son of East German defectors brought to 
  the U.S. during the height of the Cold War, his physicist 
  father a desired asset in the American military-industrial 
  complex for weapons research. Using his father’s con-
  nections, young Arwin leveraged his own impressive 
  academic record into a fast-rising position within AEGIS’ 
  highly-classified labs. Kessler’s technical contributions 
  were important enough to AEGIS that numerous con-
  troversial incidents during his tenure were essentially 
  ignored, but his arrogance and lack of moral restraint 
  ultimately overshadowed his accomplishments, leading 
  eventually to violations of AEGIS regulations simply too 
  egregious to overlook. Within months of his hasty resigna-
  tion, however, he somehow produced sufficient capital to 
  start KessKorp and began work on a number of contracts 
  for private security firms. 
  Over time, KessKorp’s aggressive lobbying efforts and 
  heavy-handed PR campaigns have managed to net them 
  several hefty defense department contracts despite 
  AEGIS objections, but those only pay some of the bills. 
  KessKorp makes a great deal of its money under the table, 
  providing technical consultation and design assistance to 
  rogue nations, SHADOW, various terrorist and criminal or-
  ganizations, and pretty much anyone that can meet their 
  asking price. Advanced combat vehicles, high-energy 
  sidearms, and chemical weapons are only a few of the 
  KessKorp products the public will never know came from 
  the same people marketing tablet computers and weight-
  loss drugs. Arwin Kessler is a cold and calculating reptile 
  of a man, brilliant but wholly lacking anything resembling 
  a conscience. He is simultaneously arrogant and insecure, 
  brooking not even the perception of betrayal—while he 
  feels no loyalty to any of his people, he demands absolute 
  loyalty from them, and has been known to exact terrible 
  retribution against those he feels have dealt him even 
  trivial wrongs. Kessler’s genius extends to corporate ob-
  fuscation, though, and he long ago mastered the art of 
  hiding behind complex shell structures and proxy chains, 
  making it practically impossible to tie him or his company 
  to any of his illicit activities. 
  Kessler and his company present a good source for ex-
  plaining away high-tech gear and other technical backing 
  for villains and organizations in an Emerald City campaign. 
  They can be tied to Cortex (see Threat Report), the Grand-
  master, or the Labyrinth (an excellent answer as to who 
  supplied Kessler with his mystery start-up capital, for one 
  potential link), or anyone else a Gamemaster wants to use 
  in that role. The hidden and dangerous scientific work that 
  is KessKorp’s forte could tie into the origin of a PC or NPC, 
  or make for a diabolical partnership between Kessler and 
  Ghostworks, who are just his kind of people (see Chapter 
  5: Emerald City Threats).
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  ARWIN KESSLER
  Kessler’s 
  controlling 
  personal-
  ity (along with a touch of paranoia) 
  means he is always surrounded by 
  heavy and competent security. The 
  Gamemaster can use the various 
  supporting cast archetypes for thugs 
  or soldiers from the Gamemaster’s 
  Guide as guidelines for this security; 
  however, if he expects significant 
  (or super-powered) trouble, Kessler arranges heftier pro-
  tection in the form of a powered-armor security force; the 
  Power Corps (see the Threat Report) are a good example of 
  this sort of hired help. 
  MARSTECH, INC.
  This company hallmark is rooted in Maximillian Mars’ 
  history as the Commander, his former supervillain guise. 
  As the Commander, Mars employed alien technology 
  he’d accidentally stumbled upon and reverse-engineered 
  as a young man. Eventually concluding he could accrue 
  at least as much power in the business arena minus the 
  risk of being maimed, Mars orchestrated an exit from the 
  super-criminal life.
  Legally pardoned for his heroism during the Terminus In-
  vasion, Mars started MarsTech, rapidly building it into a 
  massive multinational business empire and the cornerstone 
  of Emerald City’s economy. Few know of his supervillain 
  past, and it’s an open question how many would actually be-
  grudge the maker of everyone’s favorite laptop the Deimos 
  and the popular Phobos operating system if they knew.
  MAXIMILIAN MARS
  Once upon a time, Mars wore a very different power suit 
  than the expensive custom-tailored ones he buys in London 
  today… suits with armor and frightening hi-tech weapons 
  ARWIN KESSLER 
  PL6 • 97 POINTS
  STR 0 STA 3 AGL 0 DEX 1 FGT 2 INT 6 AWE 4 PRE 2 
  Equipment Sophisticated smartphone (as Commlink with 
  integral GPS and Computer), Undercover Shirt
  Advantages Benefit 6 (Wealth and Status: CEO Kessler 
  Industrial Technology), Equipment, Inventor, Skill Mastery 
  (Technology) 
  Skills Deception 10 (+12), Expertise: Business 10 (+16), 
  Expertise: Engineering 10 (+16), Expertise: Politics 8 (+14), 
  Expertise: Science 10 (+16), Insight 10 (+14), Investigation 4 
  (+10), Perception 8 (+12), Persuasion 6 (+8), Technology 10 (+16) 
  Offense Initiative +1, Unarmed +2 (Close, Damage 0) 
  Defense Dodge 3, Parry 3, Fortitude 3, Toughness 5/3*, Will 9 
  *Without Undercover Shirt
  Totals Abilities 36 + Powers 0 + Advantages 9 + Skills 43 + 
  Defenses 9 = 97 
  Complications: Motivation—Control and Greed. Vindictive.
  Note: Kessler’s background and Benefit advantage allow him 
  access to whatever equipment the plot requires. 
  MAXIMILLIAN MARS 
  PL11 • 168 POINTS
  STR 2 STA 3 AGL 1 DEX 2 FGT 4 INT 10 AWE 4 PRE 4
  Powers: Quickness 6 (Limited to mental tasks)
  Equipment: Smartphone, Undercover Shirt
  Advantages Benefit 5 (Billionaire), Benefit 5 (CEO of MarsTech), 
  Close Attack 6, Connected, Contacts, Daze (Deception), 
  Equipment, Fascinate (Persuasion), Improved Initiative, 
  Inventor, Skill Mastery (Technology), Well-informed
  Skills: Athletics 6 (+8), Deception 10 (+14), Expertise: Business 
  8 (+18), Expertise: Criminal Mastermind 6 (+16), Expertise: 
  Superhumans 4 (+14), Expertise: Science 11 (+21), Insight 8 
  (+12), Intimidation 8 (+12), Investigation 4 (+14), Perception 
  8 (+12), Persuasion 8 (+12), Ranged Combat: Commander Suit 
  Weapon Systems 8 (+10), Technology 11 (+21), Treatment 2 
  (+12), Vehicles 4 (+6)
  Offense: Initiative +5, Unarmed +10 (Damage 2)
  Defense: Dodge 9, Parry 9, Fortitude 8, Toughness 5/3*, Will 13 
  *Without undercover shirt.
  Totals: Abilities 60 + Powers 3 + Advantages 25 + Skills 53 (106 
  ranks) + Defenses 27 = 168
  Complication: Motivation—Ambition, Secret (Former criminal 
  mastermind)
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  also willing to bankroll super-criminals and provide for the 
  needs of criminal organizations, but only if he gets a cut of 
  any plunder or information. He carefully insulates himself 
  from any liability, working through intermediaries and front 
  companies to thoroughly disguise his involvement.
  Prior to the Silver Storm, King’s criminal enterprises in 
  Emerald City were minimal. There simply wasn’t much 
  action during the years of villain-enforced peace, and 
  doing anything to disrupt that made no business sense. 
  Now that the previous truces have been broken, the op-
  portunities to illegally make some big bucks fast have 
  increased dramatically, and King has increased his atten-
  tions on Emerald accordingly.
  There is no connection between Majestic Industries and 
  Majestic-20 (see Chapter 5: Emerald City Threats).…or 
  at least that is what everyone is supposed to believe.
  MORGENSTERN LABS
  Other than its nefarious connections, Morgenstern was 
  previously remarkable only for being responsible for the 
  DNAscent experiment that created the public menace 
  know as Pack-Rat.
  The Silver Storm changed Morgenstern from a footnote 
  in Grant and Taurus’ empire to the forefront of its current 
  activities. Already dominating the unsavory business of 
  manufacturing superhumans, the two criminal cohorts 
  were simultaneously intrigued and threatened by the 
  Storm. Its ability to create a legion of superhumans in 
  a near-instant is one Grant and Taurus simply have to 
  possess. Doing so guarantees them untold power and 
  wealth; losing it to a rival could very well ruin them.
  systems. As a young man, he accidentally stumbled upon 
  long-lost fragments of alien technology. He reverse-engi-
  neered a number of components, built an armored battle-
  suit, and went into business as ‘the Commander,’ a mainstay 
  in the super-criminal community of the time and a major 
  problem for Captain Thunder. Eventually he reached the 
  conclusion that he could accrue just as much power in the 
  business arena, legitimately, and without running the risk 
  of being crippled while fighting costumed powerhouses. 
  During the Terminus Invasion, Mars aided Centurion and 
  others in their fight against Omega, then successfully 
  parleyed that assistance into a presidential pardon for his 
  crimes. He then returned to his native Emerald City and 
  started MarsTech. Over the years he’s built it into a massive 
  multinational business empire. Though he is very familiar 
  with the city’s underworld, he keeps all such associations at 
  arm’s length and is very serious about being a respectable 
  and legitimate businessman... His true history is known to a 
  select few in the hero community and he and Thunder have 
  an unspoken (and grudging) respect for one another.
  Mars is a PL11 normally (based on his Defenses). The Com-
  mander suit and other such gear are sealed in his private 
  labs, and his various “lairs” are mothballed.
  MAJESTIC INDUSTRIES
  In addition to his aquatic interests, King feels at home in 
  Emerald for other reasons, as his ruthless and cunning nature 
  blend in seamlessly with the city’s corrupt big business en-
  vironment. King’s willingness to do anything to increase 
  profits, including breaking the law, make him dangerous.
  He is the secret backer for many criminal operations, 
  usually reaping large profits with only minimal risk. King is 
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  Ever since the Storm, Grant Conglomerates and Labyrinth 
  operatives have seized as many stormers as possible, and 
  brought them to Morgenstern for examination. What hap-
  pened to the stomers since their abduction is likely inde-
  scribably grisly, ending with pain, torture, maiming, and 
  killing —all to unlock the Storm’s secrets.
  Thus far, the butchery performed by the Morgenstern 
  personnel has yielded only a basic understanding of the 
  Storm and the technology behind it. The abductions con-
  tinue as a result, but it seems only a matter of time before 
  some super-heroic someone takes note of the disappear-
  ances and begins to trace them back to the source.
  NOLAN AIRCRAFT
  The Major’s heir would welcome the chance to honor his 
  grandfather’s legacy and offer the company’s prodigious 
  know-how to aid Emerald’s current crop of super heroes. 
  To him it’s simply the right thing to do, and as a practical 
  matter Nolan Aircraft is likely to need their aid. The com-
  pany’s diversified expertise in aerospace technology—in-
  cluding satellites and the associated launch capability—
  make them a natural target for supervillains.
  REDSHIFT ENERGIES
  Since the Storm, and with its reputation in ruins, the 
  company is severely struggling. The unlucky executive 
  now in charge, one Colin Trafford, shares the company-
  wide desperation to get back in the black. Willing to do 
  almost anything, Trafford has green-lighted as many 
  projects as Redshift’s remaining funds allow. Any one of 
  them could prove to be a boon to mankind, but could also 
  produce another disaster that requires superheroic help 
  to clean up.
  The most portentous of Redshift’s desperate swings for 
  the fence is its attempt to reach across dimensional lines 
  for fantastic new energy sources. Again, this could be a 
  spectacular achievement, or an unmitigated disaster. Of 
  greater interest to Emerald City’s superheroes is the pos-
  sibility Redshift may open a portal to the Terminus, some-
  thing Omega (see Freedom City) is bound to take notice of.
  USNET
  The company is the brainchild of entrepreneur Scott K. 
  Hamilton, who believed early on that the Internet will 
  eventually encompass all forms of communication and 
  media. He has therefore positioned his company to be 
  one of the primary providers of those multimedia ser-
  vices. The company has of late put money into virtual 
  reality research, promising to provide multi-sensory 
  virtual environments. Such services are still in the ex-
  perimental stage, but work is progressing and already 
  attracting the unsavory attentions of parties such as 
  Brande Management.
  PROFIT & LOSS
  Whether run by principled executives or ruthless criminals, corporations have one primary interest, and that is their 
  bottom line. Even businesses like MarsTech, looking to do good works for the public, have to answer to their sharehold-
  ers, and the criminal enterprises of companies like Brande Management and Grant Conglomerates are aimed towards 
  making those businesses more profitable by giving them a competitive edge their more principled rivals cannot match.
  The business giants described here, along with any others from the Freedom City setting or of the Gamemaster’s own 
  creation included in the series, offer a number of different uses and opportunities:
  Origin: The machinations of various businesses can lead to the creation of new superheroes and villains for the series. 
  Tests and prototypes of genetic engineering, cybernetics, and other enhancements, the creation of robots and artificial 
  life, or the development of power-armor or similar devices are just a few of the possibilities, to say nothing of accidents 
  empowering people in mysterious (and often unrepeatable) ways. A company might try to claim a measure of “owner-
  ship” over a superhuman created by or through their efforts, an additional complication in that character’s life.
  Crisis: Accidents happen, especially when profit-driven corporations cut corners and safety measures, or forge ahead 
  with dangerous experiments to succeed at all costs. Heroes can be faced with a variety of disasters spawned by com-
  panies in Emerald City, ranging from industrial accidents (with accompanying fires and explosions) to the unleashing of 
  mutant monsters or a rogue computer virus escaping onto the Internet.
  Ally: Some businesses, motivated by civic responsibility or positive public relations, see the value in supporting superheroes 
  in their work. Corporations can provide financial and material support as well as personnel able to help heroes do what they 
  need to do with a minimum of distractions. Maximillian Mars’ “heroic philanthropy” may inspire other companies to do the 
  same, even to the point of making a “company hero” (or hero team) a required part of any PR plan. Substitute Brande Man-
  agement for MarsTech as the heroes’ patrons and all kinds of complications appear for the series and its heroes. 
  Enemy: While there’s little profit in revenge, some criminal corporations (and those who control them) will either see Emerald 
  City’s heroes as potential threats and obstacles to be eliminated, or opportunities, provided they can either be “acquired” 
  or else captured and analyzed, often involving examination methods that will leave the test subjects quite dead. Heroes 
  aligned with another business may also be targeted as a means of damaging that company’s reputation or public relations.
  Background: Lastly, these and other businesses form a significant part of the day-to-day life in Emerald City, and their 
  names, logos, and presences provide valuable background color to help bring the setting to life. Characters might work 
  for some of these companies (or their subsidiaries) in their day-jobs, or know people who do. Drop their names into 
  descriptions and flavor text about Emerald City to help remind players of their existence and create a strong sense of a 
  living, interconnected world for their characters.
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  As with any city around its size, Emerald City is the home a 
  wide range of schools and colleges. Apart from the nearly 
  100 public schools plus about a dozen private schools for 
  minors, there are also a number of colleges and universi-
  ties. There are certainly more schools than the few out-
  lined here, but each of these has their own special role to 
  play in Emerald City and your series. 
  MALORY COLLEGE
  In the Emerald City underworld, Malory College is a con-
  tinuing source of frustration. Like Overlook Park, the 
  College draws disgustingly normal people to a part of 
  town supervillains would prefer to restrict to their own 
  kind. There are also some personal grudges amongst 
  those super-criminals whose offspring were denied ad-
  mission there for one reason or another. While no direct 
  action has been taken against the College yet, it’s not 
  been ruled out, either. Emerald City’s new breed of super-
  heroes may yet be called upon to save a college most of 
  them ironically couldn’t get into.
  THE ELYSIAN ACADEMY
  Secretly, the school and grounds belong to one of the 
  Labyrinth’s numerous shell companies. Behind Elysian’s 
  ivy-covered exterior is a satellite campus for the sinister 
  Shadow Academy (originally seen in Hero High), educat-
  ing young super-criminals in the making; in particular, a 
  freshly recruited crop of young stormers.
  The Shadow Academies are the brainchild of the supervil-
  lain Taurus, taking inspiration from an old enemy. Duncan 
  (the original Raven) Summers’ success with the Claremont 
  Academy (see Freedom City and Hero High) garnered the 
  old bull’s interest after pondering his difficulties in ac-
  quiring superhuman allies that were both competent 
  and loyal. Why depend on hiring or engineering the right 
  talent, Taurus reasoned, when he could groom said talent 
  to be what he wanted from the beginning? After all, an 
  immortal certainly has the time.
  Through countless fronts situated throughout criminal 
  organizations spanning the globe over, Taurus and his 
  people put out the word the doors to a unique opportu-
  nity were now open. Taurus’ agents were tasked with lo-
  cating suitable candidates, and they set out renewing old 
  ties with disparate underworld organizations and players 
  so second- and third-generation villainy would come 
  knocking—all with the goal of giving the Labyrinth’s new 
  venture a sufficient talent base to “cherry-pick” the next 
  generation of society’s menaces.
  The Shadow Academies are a dark reflection of the phi-
  losophies driving Claremont. Where Summers and his 
  associates pour their efforts into preparing the heroes 
  of tomorrow, the Shadow Academies mold tomorrow’s 
  criminals into accomplished professionals every bit the 
  equal of whatever stalwart dares stand between them 
  and their ill-gotten gains. Thus, the Academies are struc-
  tured as a twisted hybrid of boarding school and terrorist 
  training camp.
  EDUCATION
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  Standard Academy policy is to assign students to groups 
  that train together. The composition of these groups are 
  subject to change, cycling through different arrange-
  ments as the instructors test out different combinations 
  of powers, tactics, and individuals. Each group is labeled 
  with a Greek letter that also designates their ranking 
  in the school’s hyper-competitive performance evalua-
  tions. It will take time, but the Academy students may 
  yet prove to be the evil minions Taurus craves... unless 
  of course, the right team of superheroes intervenes first.
  The original Shadow Academy lies hidden in Freedom 
  City, with the Emerald City branch coming about as a 
  result of shared supervillain interests. Sunset Hill’s resi-
  dent super-criminals with children have long resented 
  their offspring being routinely denied admission to the 
  exclusive Malory College, and longed for a place where 
  their brood could get both a top-notch degree and study 
  the intricacies of super-crime. This coincided nicely 
  with Taurus’ near-obsession with unraveling the Silver 
  Storm mystery and enthralling the stormers. The details 
  were quickly worked out, and the West Coast Shadow 
  Academy was born.
  Currently, the student body is small—no more than 
  two to three dozen students, all suitably sociopathic 
  stormers or scions of old Emerald supervillain families. 
  The school’s administrator is the exceedingly cruel and 
  demanding Jean Braid, who has assumed the villainous 
  mantle of Marionette. Marionette answers only to Ms. 
  Scarlet and through her to Taurus himself. (For Mario-
  nette’s abilities use the Psychic archetype with the Mind 
  Control option (see Hero’s Handbook, page 45). For the 
  standard teaching and administrative staff, refer to the 
  Crime Lord and Militant archetypes (see Hero’s Hand-
  book, page 217).
  HEALTH CARE
  There are a number of health care facilities in Emerald City. 
  They are, for the most part, completely mundane, but a 
  couple of them may play important roles in your series.
  ST. HELEN OF THE  
  BLESSED SHROUD HOSPITAL
  There is one area where St. Helen’s capabilities are unpar-
  alleled. Hidden deep in the hospital’s archives are tomes 
  of knowledge left over from the Church’s stewardship de-
  tailing how to combat demons and other evil supernatu-
  ral forces. Dr. Bennet and his senior staff are well aware of 
  this storehouse of arcane knowledge, though they have 
  only rarely dared to use it themselves.
  Things have obviously changed in Emerald City since 
  the Silver Storm. While much that plagues the city is sci-
  entific—even extraterrestrial—in nature, it seems inevi-
  table the forces of dark magic will take notice of Emerald 
  City. When it happens, the city’s superheroes may find 
  Emerald’s salvation by heeding the whispers of the faith-
  ful about how the secrets of banishing the darkness are 
  housed at St. Helen’s.
  BETHLEHEM HEIGHTS  
  PSYCHIATRIC HOSPITAL
  The regulations that make it so difficult to commit only 
  the most dangerous of the mentally ill are in place mostly 
  because Emerald City’s wealthy and influential supervil-
  lain community pulled some political strings to install and 
  keep them. Every costumed bad guy wants to keep an in-
  sanity plea and easy terms for being declared “cured” as 
  an ace-in-the-hole. The more monstrous villains also need 
  a steady population of easily forgotten people to serve as 
  human guinea pigs, and much prefer to grab the mentally 
  disturbed off the streets rather than abduct them from 
  Bedlam Heights.
  THE MEDIA
  Television, radio, websites, and newspapers report on 
  everything from food and fashion to murders and the 
  latest trial of an unlucky stormer. It’s common in super-
  heroic games for heroes to be tied closely to reporters 
  or media outlets and here are a few for your players to 
  encounter.
  EMERALD CITY MEDIA PERSONALITIES
  Use the Reporter archetype on page 216 of the Hero’s 
  Handbook for all these sample supporting characters, cus-
  tomizing as need be.
  EDDIE POLLARD
  The Emerald City Courier-Express
  Pollard sees the heroes as kindred 
  outsiders, and—more importantly 
  to him—the potential “big story” 
  that will finally catapult him to the 
  big time. The heroes soon find it’s 
  mostly Pollard’s self-destructive, 
  take-no-prisoners degree of truth-
  seeking that’s kept him stuck at the 
  same job since the disco era. At the 
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  same time, his unflinching commitment to finding and re-
  porting all the facts makes him an indispensable informa-
  tion source. All he ever asks in return is a promise from the 
  heroes to be “let in on the scoop.”
  COLIN HOKE
  Host of KSKY’s The Nightwatchman
  Hoke buries the costumed heroes 
  when they’re popular, but if public 
  sympathies turn against them, the 
  characters strangely (and perhaps 
  uncomfortably) find him to be their 
  biggest booster. In either case, the 
  heroes are always welcome on his 
  show—ratings, remember?
  The Nightwatchman attracts a lot of callers who are 
  seemingly off their medication. Not all of them make it 
  on the air, and those that tell of some actual wrong-doing 
  bring Hoke’s usually dormant conscience to the fore and 
  prompt him to seek help from the city’s crime-fighters. In 
  the future, the characters may be drawn into investigating 
  cases after a tip from Hoke, or seeking him out whenever 
  they find themselves on the trail of a possible psychopath.
  Of course, Hoke himself might also be in need of the 
  heroes’ help: He deals with some pretty extreme person-
  alities on-air, and it wouldn’t take much for the outspo-
  ken host to make an enemy of a vindictive criminal who 
  would like to make Hoke’s next broadcast his last.
  CALEB GARDNER, 
  Anchorman for KLEC Channel 12 Eyewitness News
  There’s very little he can offer the 
  heroes in terms of useful informa-
  tion, but earning his public en-
  dorsement has a significant, posi-
  tive effect on how the ordinary (and 
  otherwise intimidated) citizens of 
  Emerald react to the new, strangely-
  powered heroes in their midst. They 
  have to endure a lot of on-air “What 
  kind of tree would you be?” ques-
  tions from Gardner to stay in his good graces, but public 
  support for the heroes never wavers so long as they retain 
  his stamp of approval.
  “THE GRAY GHOST” 
  The “Ghost Sightings” Blog (www.thegrayghost.org)
  Naturally, “Ghost Sightings” can be a valuable Game-
  master tool, providing hooks for future game sessions 
  and a means to keep the heroes’ investigations on track. 
  However, the Ghost’s true identity can be the source of 
  adventures in and of itself. What do the players do if the 
  Ghost suddenly goes silent for an extended period of 
  time? How do they find and help her? And is she all she 
  seems to be? Is it possible the Ghost’s true agenda is far 
  more sinister than anyone suspects?
  PARKS & RECREATION
  Even though the city itself is surrounded by forests, moun-
  tains, and coastline, there are a number of smaller parks 
  scattered throughout Emerald City. Some might make ex-
  cellent hiding places for villains, while others are excellent 
  meeting places because they’re so well-known.
  ANGEL ISLAND
  Although no one living in Emerald City knows it, Angel 
  Island has a secret history. It was once home to one of the 
  earliest settlements of Europeans in the region, known 
  as Avison, a settlement forgotten by the history books—
  by history itself, in fact. Centuries ago, the island and its 
  settlement was the site where Lord Sanguine, a powerful 
  Spanish vampire, was mystically bound by a loose alliance 
  of local and foreign heroes. The enchantment transported 
  Avison and all evidence, or even memory, of its existence 
  from the mortal world, placing it into a kind of
  MAGIC HILL AMUSEMENT PARK
  Sadly, among the potential uses for Magic Hill and its 
  high-tech upgrades is mayhem, and the chance of that is 
  far greater than anyone knows with Emerald’s little pub-
  licized but huge supervillain to civilian ratio. It seems in-
  evitable the city’s new crop of superheroes will be called 
  upon to deal with a costumed maniac seeking to use the 
  Park’s high-tech features to sow chaos—either for its own 
  sake, or to provide a distraction for other crimes.
  THE VICTORY  
  SQUADRON MEMORIAL COMMITTEE
  The last thing the resident supervillains want to see is or-
  dinary folks honoring and drawing hope and inspiration 
  from costumed heroes. The bad guys are currently doing 
  everything in their power to prevent the monument from 
  happening, but the tide of public support appears to be 
  too strong for them to thwart.
  Unable to sense the villains’ dire opposition, the Commit-
  tee proceeds with its work, and is so close to reaching its 
  goals that plans for the dedication ceremony are already 
  being made for a few months from now. For their part, the 
  city’s resident costumed criminals have a scheme in place 
  for that day as well: a major direct assault aimed at flatten-
  ing the monument, killing the heroes in attendance, and 
  frightening the population back into the desired subservi-
  ent state.
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  Religion in a world of super-powered individuals is a tricky 
  thing, especially when some people seem to possess the 
  powers of a god. Still, most religious groups and institu-
  tions in Emerald City are what they appear to be, and 
  sincerely follow their beliefs to the best of their abilities, 
  although would-be demagogues and cult leaders arise 
  from time to time.
  THE PINNACLE PATH FOUNDATION
  The Silver Storm readily captured Ross’ attention, as it 
  seemed to vindicate his teachings perfectly. Even as more 
  information has come to light about the Storm’s true 
  origins, Ross remains convinced Emerald City is a kind 
  of “holy land” where the greater truth of his teachings 
  shall continue to be revealed. Ross has been a frequent 
  Emerald visitor since the Storm, and is in the process of 
  setting up a West Coast headquarters for the Foundation 
  in the city. If nothing else, Ross has found a ready group of 
  followers in still-traumatized Emerald City.
  REVELATIONS
  It’s up to the GM whether or not the Pinnacle Path leader-
  ship promotes a sincere religion really trying to help people 
  achieve their potential or just a cover-up for something else. 
  Either way, heroes should find the Pinnacle Path simply too 
  good to be true. Members of the group seem genuinely in-
  terested in self-improvement and in helping others. They’re 
  polite, articulate, and more than willing to talk about their 
  beliefs, although they don’t “recruit” or proselytize.
  In any case, the Path’s followers have been infiltrated by 
  at least one individual with malevolent intent. A stormer 
  called “Shepherd” is rapidly rising within the Foundation’s 
  ranks because of his ability to “awaken” super-powers in 
  others. In truth, he’s an “emotional vampire” feeding off 
  the faith of others and funneling a small amount back 
  to create (temporary) super-flunkies. Whether or not he’s 
  merely a deceitful snake in an otherwise utopian garden 
  or precisely the sort of evil manipulator the Foundation is 
  looking for remains to be seen.
  RELIGION
  ENTERTAINMENT AND NIGHTLIFE
  Emerald City’s bars and clubs are numerous, but a few 
  stand out from the rest either because of who owns them, 
  who frequents them, or what happens in them. 
  JOY’S NIGHTCLUB
  Joy’s is one of the most popular and controversial night-
  clubs in Emerald City. The owner is an ex-supervillain and 
  ex-con named Madame Joy and she caters to super-pow-
  ered-beings and people who have a “thing” for them. She 
  employs a number of people with cosmetic mutations 
  or minor Stormer abilities. Joy’s is the only place in town 
  where you’re guaranteed to find someone with powers 
  every hour of the day. To most “normals” that makes a visit 
  worth the trip. 
  Joy’s may be called a nightclub, but it’s actually a gentle-
  man’s club, restaurant, and nightclub. It’s also a high-
  class, highly-secret brothel that employs and serves 
  the super-powered set. It’s the perfect place for anyone 
  interested in living on the edge--or at least looking like 
  they’re living on the edge--to go for a night of food, 
  drinks, and relaxation. 
  Joy’s is frequented by gangsters and villains, all of whom 
  treat Joy and her club as an informal “neutral ground.” 
  Almost anyone who’s been involved in the underworld 
  or villain (or hero) business in Emerald City for any length 
  of time knows Joy, respects her, and knows not to cause 
  trouble in her place. They also know Madame Joy is the 
  person to go to for information... something that could 
  prove useful to new heroes in town.
  For more information on Joy’s and its owner, see Madame 
  Joy in Chapter 5: Emerald City Threats. 
  NGUYEN’S
  As Emerald’s leading place to see and be seen, scoring 
  a table at Nguyen’s offers heroes not only a posh dinner 
  but also the chance to mingle in some exclusive circles. 
  On any given night, the mayor, the local crime bosses, and 
  the city’s various corporate overlords may all be in atten-
  dance. They probably won’t care to have their meals inter-
  rupted, but it may very well be the only time the heroes 
  are allowed anywhere near them.
  OZ
  Acceptance of the LGBT community, sadly, is not yet uni-
  versal, and for the violently homophobic OZ is a very big, 
  highly visible target. Previously, that mostly meant dealing 
  with some vandalism and obnoxious extremist protesters. 
  However, after the Silver Storm, OZ is now being singled 
  out by intolerant stormers. The club’s owner, Paul Romero, 
  is looking to the city’s newly minted superheroes for help in 
  this matter, with some very good publicity and a lifetime of 
  having OZ’s velvet rope lifted for those who answer his call.
  THE DIVE BAR
  Not every resident supervillain has the refined tastes (or 
  pretentious airs) required by the Tobacconists’ Club (see 
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
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  CHAPTER 2: LIFE IN EMERALD CITY
  CHAPTER 2: LIFE IN EMERALD CITY
  
  the Social Life section later in this chapter). Some prefer 
  cheap beer to expensive brandy, cheap prostitutes to ex-
  clusive courtesans, and bum fights to billiard tables. For 
  the thoroughly debauched but still social super-criminal, 
  there is the Undercity’s Dive Bar. It is truly a wretched hive 
  of scum and villainy, but for the costumed bad guy, it’s 
  nice to have a place to hang out, get drunk and/or high, 
  gamble, hire some company for the night, catch up on the 
  trade’s latest gossip, and plan capers.
  In contrast to the Tobacconists’ elaborate rituals and trained 
  security staff, and all the “norms” at Joy’s, the Dive Bar is gov-
  erned by only two rules: Pay Your Tab, and Take It Outside. 
  Violators are subject to vicious beatings from the other 
  patrons, until said patrons are satisfied justice has been 
  done or get bored. Otherwise, the bar’s customers are free 
  to pursue whatever other pleasures and vices they wish.
  While the Dive Bar’s existence is a guarded secret, its loca-
  tion is highly mobile—a wise precaution given its patrons’ 
  notorious lack of honor. Any spot in the Undercity where 
  drinks can be served and cards played is fair game to host 
  the Dive Bar, but the regulars have a special fondness for 
  the many formerly grand hotels and drinking establish-
  ments in the Maze.
  Raiding the Dive Bar lacks the potential glamor of infil-
  trating the Tobacconists Club, but there’s a lot of good 
  to be done by rounding up a score or more of wanted, 
  debauched supervillains. However, it’s a job where the 
  enemy has numbers, desperation, and far greater knowl-
  edge of the labyrinthine battlefield—including the pre-
  pared escape routes. In other words, it’s a task that’s what 
  being a superhero is all about.
  SCIENCE & TECHNOLOGY
  The average Emerald City resident is highly educated, so 
  it’s no surprise that science and technology play a big part 
  in the region.
  DANGER INTERNATIONAL
  The DI offices in Emerald are busier than most, as Johnny 
  Danger’s personal ties to the area are deep, though not 
  widely known. During his younger adventuring days, the 
  Danger patriarch was involved in two memorable cases in 
  the Emerald area. During these exploits, he befriended the 
  Hekawi and earned an enduring gratitude that persists to 
  this day, and encompasses his descendants and founda-
  tion. Danger also encountered the area’s Sasquatch popu-
  lation, and has taken steps in the years following to ensure 
  its continued well-being.
  In addition to keeping a watchful eye over the local 
  Indian and Bigfoot populations, the foundation covertly 
  funds several worthy scientific and exploration concerns 
  in Emerald City that other, more “mainstream” organiza-
  tions refuse to countenance. The Armstrong Geological 
  Institute, for one, survives only because of under-the-
  table assistance from the Dangers, who see through Paul 
  Armstrong’s undeservedly crazy reputation and know the 
  value of his work. Similarly, the Bulloch Oceanographic 
  Center, regarded as too “Hollywood” and a “reality show 
  circus” by stuffier foundations, enjoys support from the 
  Dangers.
  THE ARMSTRONG INSTITUTE  
  FOR GEOLOGICAL RESEARCH
  Dr. Armstrong vowed to follow the path of knowledge 
  wherever it led, and it headed straight into danger.
  In his explorations, Armstrong has seen things only a 
  few others (usually costumed adventurers) have beheld. 
  He’s seen scouting parties from the Magmin colony un-
  derneath Mount Stanley, and encountered more Bigfoots 
  than a shoe salesman. On one occasion, he even unwit-
  tingly thwarted a plot by the subterranean supervillain 
  Terra-King. Unfortunately for Dr. Armstrong, bad luck 
  has always prevented him from bringing back any actual 
  proof, ranging from dead batteries to simply being too 
  shook up to snap a photo. The end result is that most 
  people who’ve heard of Dr. Armstrong also think he’s a 
  colorful nutcase.
  Unbeknownst to everyone, Armstrong has acquired the 
  largest collection of viridian stones outside the Institute 
  of Natural History itself. He’s closer than anyone in non-
  costumed science to unlocking their mysteries, but still 
  not close enough to produce any effect consistently 
  enough to count as evidence. As it is, his theories about 
  them would only add to his crank reputation, so he keeps 
  them to himself, for now.
  Costumed heroes willing to look beyond his tattered 
  prestige and seek his aid find Armstrong to be a dedi-
  cated, brilliant scientist with more than a bit of adven-
  turer about him. Despite his seemingly fanciful claims, 
  he is perfectly sane—just cursed with phenomenally 
  bad luck. If the heroes treat him with respect and seri-
  ousness, they more than meet his fee, and he remains 
  willing to do nearly anything—including following them 
  into the face of danger—to help them. He’d even be 
  willing to loan out a viridian stone or two, if only to see 
  if the heroes have any better luck stumbling across what 
  they can actually do.
  BULLOCH OCEANOGRAPHIC CENTER
  What Bulloch fails to take into account is the Japanese 
  propensity to use such missions to test weird experimen-
  tal weapons, and the possibility exists one such device of 
  untold destructive capabilities may lie in wait inside the 
  wreck. The results thereof could be catastrophic, and a 
  matter for Emerald’s new superheroes to resolve much as 
  their Victory Squadron forbears did back in 1942.
  SECRETS OF EMERALD CITY 
  MUTANTS & MASTERMINDS
  SECRETS OF EMERALD CITY  
  MUTANTS & MASTERMINDS
  31
  CHAPTER 2: LIFE IN EMERALD CITY
  CHAPTER 2: LIFE IN EMERALD CITY
  
  There’s something for everyone in Emerald City, from vil-
  lains looking to have a place to talk about the good ol’ 
  days to music aficionados who want to enjoy the coolest 
  tunes and everything in between.
  THE TOBACCONISTS CLUB
  It surprised the older, more civic-minded members of the 
  Tobacconists Club when they found out the new blood 
  joining their organization were more than they seemed. 
  As opposed to being the next generation of civic leaders, 
  these were costumed supervillains who had begun to 
  call Sunset Hill home and were looking for a private club-
  house to call their own. The Tobacconists Club looked like 
  a promising fixer-up opportunity. In short order, the Club’s 
  membership turned over, and the organization restored 
  itself to its former outward respectability, all the while be-
  coming corrupted to the core beneath the benign veneer. 
  The Victorian decor remains, as do the men sipping brandy, 
  playing billiards, smoking cigars, and bragging of past ex-
  ploits. What’s different is those exploits involve orbiting 
  death-rays and giant mutated insects on the rampage.
  Security at the Club is tight as expected, but subtle and 
  outwardly no different than any other rich-men-only 
  building. Like other playgrounds of the wealthy, intruders 
  are escorted away from the Tobacconists’ grounds. Only 
  if the intruder resists or causes trouble does the security 
  staff turn violent… and they’re very good at violence.
  Learning of the Club’s unwritten costumed criminal-only 
  policy takes a lot of detective work, and getting inside obvi-
  ously presents hazards all its own. Still, the potential rewards 
  for a hero being around supervillains speaking candidly of 
  their plans—and being encouraged to tell more by their 
  fellows—are tremendous. Actual arrests are another matter, 
  as the actual criminal acts committed on the premises are 
  deliberately limited to nothing more serious than lighting 
  up cigars of Cuban origin. While some Club members are 
  wanted fugitives, their meeting place is full of escape routes 
  and witnesses with very short memories.
  PROSPERO’S BOOK CLUB
  Between the extremely well-read club members and the 
  store’s incredible range of titles, Prospero’s Book Club is 
  one of the single greatest resources a seeker of obscure 
  knowledge could have—like, say a superhero. It may 
  take time to find the right tome and edition—the store 
  contains some books of arcane magical and scientific 
  lore beyond even the members’ ken. However, for those 
  looking for just the right bit of folklore to defeat a mythi-
  cal monster come to life, there is likely no better option. 
  Best of all, it only requires asking the eccentric but civic-
  minded and welcoming club members to help.
  SOCIAL LIFE
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  32
  CHAPTER 2: LIFE IN EMERALD CITY
  CHAPTER 2: LIFE IN EMERALD CITY
  
  GROOVYFEST
  Naturally, a group of young people having a good time 
  and learning how to resist corporate greed and save the 
  planet is an affront to everything local supervillains stand 
  for. While direct action against it is beneath even their low 
  moral standards, the criminal scientists among them have 
  been known to test out experimental new pharmaceuti-
  cals at the festival, tempting the young and adventurous 
  with promises of “a great new, totally safe high.”
  These tests have caused a number of mysterious deaths over 
  the years, but no one has yet made a connection between 
  them all, as “kid tries drugs at a hippie rock show and dies” is 
  far too ready an explanation to provoke a serious investiga-
  tion. The culpable super-criminals know this, and count on 
  it. A major disaster at a future festival seems inevitable, and 
  Emerald’s new superheroes will likely have to cope with it. 
  They may be joined by an unexpected ally, as rumor has it 
  at least one resident super-human owes his or her abilities 
  to past youthful experimentation at GroovyFest.
  EMERALD CITY  
  TOURNAMENT OF MARTIAL ARTS
  Behind the scenes, the Tournament is also a cover for set-
  tling old scores between mystic martial arts masters, who 
  do battle in secret locations in the Eastern District or in 
  abandoned warehouses using abilities beyond the human 
  norm. Sometimes feuds are resolved, while others begin. 
  Often, matters end with only one protagonist walking away.
  Both the public and secret battles are prime opportuni-
  ties for the local Yakuza and Triad bosses to scout new 
  talent. Those who demonstrate sufficiently deadly skill 
  and lack of morals find themselves being recruited by 
  one or both mobs, neither of which is in the habit of 
  taking “no” for an answer.
  Super-powered martial artists may find themselves par-
  ticipating in either the overt or covert Tournament fights. 
  They may enter simply to test their skills, then be drawn 
  into the affairs of the Emerald City mobs. An old enemy 
  may issue a challenge of honor to coincide with the Tour-
  nament, or a previously unknown rival may do the same, 
  wanting to test the mettle of the “super hero” he or she has 
  heard so much about.
  PROFESSIONAL SPORTS
  There aren’t many secrets in sports, but there are some 
  secrets under sports. In this case, MarsTech Park is hiding 
  something that could prove useful to heroes or villains.
  BASEBALL
  Few are aware MarsTech Park’s amazing high-tech fea-
  tures and conveniences were adapted from one of Maxi-
  millian Mars’ moth-balled underground supervillain 
  bases, above which MarsTech Park was constructed. Mars 
  keeps the base under wraps, never knowing if he might 
  need it again. These days, he intends to decommission it, 
  but it’s a delicate and somewhat embarrassing matter, to 
  say nothing of the fact that he considers it of very little 
  concern (hidden as it is). Unfortunately, there are those 
  who may discover the facility, including Scion and Grand-
  master, both of whom could have access to some of Mars’ 
  files. They or other villains could move in and make use of 
  the lair, at least until the heroes discover it, posing the ad-
  ditional problem of raiding a supervillain’s headquarters 
  while tens of thousands of local baseball fans are gath-
  ered in the stadium above it!
  STREET LIFE
  The explosion in urban homelessness that occurred else-
  where during the 1970s coincided with Emerald City’s infil-
  tration by supervillains. This ruthless lot needed goons for 
  cannon fodder and test subjects for their unholy super-sci-
  entific experiments, and the city’s homeless were ideal for 
  both purposes. These nefarious deeds continued unabated 
  through the present day, with Emerald’s new superheroes 
  as the first ever real threat to the monstrous status quo.
  Though they remain unsure as to who or how, the city’s 
  homeless are now aware they are being stalked by some 
  new urban predators. Unable to identify the guilty parties 
  and with a shortage of people willing to truly listen to them, 
  they take shelter underground, inhabiting the Undercity. 
  There, they have formed their own communities and ways 
  of living. It’s a world unto itself, and one few aboveground 
  are aware of. Inhabitants of the Emerald City streets may 
  encounter Junkpile, Pack-Rat, Sleepwalker, or the Terror (all 
  from Threat Report) or fall victim to criminal masterminds in 
  need of experimental subjects like Doctor Shock or Doctor 
  Azoth (also from Threat Report). Stormfront or various 
  gangs (see Chapter 4) may drag them in, especially if the 
  Silver Storm has granted them unusual powers.
  SECRETS OF EMERALD CITY 
  MUTANTS & MASTERMINDS
  SECRETS OF EMERALD CITY  
  MUTANTS & MASTERMINDS
  33
  CHAPTER 2: LIFE IN EMERALD CITY
  CHAPTER 2: LIFE IN EMERALD CITY
  
  Emerald City is proud to say that it has always been free 
  from political corruption. A bold statement consider-
  ing the city has been plagued by villains, but one that is 
  largely true. For most of its history, the city’s elected of-
  ficials have been proud and honest individuals, with only 
  the good of the city in mind. Only during the roaring 
  twenties of the last century did the city see the morality of 
  its politicians fall, as organized crime took an active hold 
  in City Hall, and the police force fell victim to the greed of 
  a few powerful men.
  It was a city governed with virtue until recently, as once 
  again, organized crime has attempted to take control the 
  city from the top down. Various official positions, once the 
  sanction of honorable men, have become home to corrupt 
  opportunists. Blackmail, lies, and cover-ups hide the shady 
  dealings going on and leave the public mostly unaware 
  that the proud reputation of their great city is again at risk 
  due to the actions of a few power-hungry individuals.
  CITY HALL
  City Hall is a rather modern structure, having only been 
  built in the early 2000s. The original City Hall, the oldest 
  public building in the city, was deemed too small by 
  Mayor Talbot to meet the bustling city’s needs adequately, 
  and is now the Emerald City Exhibition Building.
  After inviting architects from all over the world to submit 
  proposals for the new City Hall, the honor was given to a 
  young Swedish designer who created an impressive vision 
  of glass and steel that stood for progress and the future. 
  Located Downtown, City Hall stands in the middle of a 
  large manicured lawn, with a long shallow pool leading to 
  the wide glass-paneled public entrance. Officer workers 
  from both the City Hall and surrounding businesses 
  often use the lawn as a place to eat and relax during their 
  lunch hour. Secure underground parking is provided for 
  all councilors and hall employees free of charge while a 
  CITY GOVERNMENT
  W
  hat is the price for an orderly and peaceful city? That is a question Emerald City’s people and elected officials have 
  been asking of late. Once, Emeraldites were proud of the city’s historic low crime-rate. Now that many know the 
  peace was maintained by ruthless criminals behind the scenes, they question how much of that pride was real or 
  justified. When the “good old days” were, in truth, not so good, and the future carries challenges no one ever imagined, 
  both the public and those sworn to “Serve and Protect” have to step up.
  Chapter 3: Law & Order
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  34
  CHAPTER 3: LAW & ORDER
  CHAPTER 3: LAW & ORDER
  
  taxi stand on the busy road outside provides transport 
  for those who need it. The hall is almost always busy, with 
  city councilors, television and radio crews, and employees 
  rushing about their business. It houses the offices of the 
  mayor, the city council, and most city agencies. 
  THE MAYOR’S OFFICE
  The Emerald City mayor’s office has changed little over 
  the years, despite its new and modern location. Always a 
  place of public transparency, the city officials have wel-
  comed the scrutiny of the media into the matters of local 
  politics. The mayor herself often hosts a weekly “question 
  time” during which the media are welcome to pose her 
  and her administration questions that delve into the op-
  eration and guidance of the city. 
  The mayor, Amanda Talbot, is an effective and progressive 
  leader. She is actively involved in Emerald City’s affairs, 
  and is particularly hands-on with the police department 
  in which she has a special interest. Despite the attempts of 
  her opposition to mar her reputation as an unwed woman 
  “living in sin” with her partner, she is largely viewed favor-
  ably by both the media and public alike. Her innovative 
  programs have met with high approval, especially her for-
  mation of a committee to oversee the (hopefully) smooth 
  introduction of superheroes into the city. 
  MAYOR AMANDA TALBOT
  Amanda never knew her real 
  parents, as she was adopted at 
  a young age by the industrialist 
  Gerald Talbot and his wife Steph-
  anie. Her early childhood was 
  unremarkable and she achieved 
  average grades in school. She was 
  unaware that she wasn’t the Tal-
  bot’s natural daughter until she 
  was 18 when her father was injured in an accident. After 
  that close call, Gerald decided to tell her in case some-
  thing happened to him or his wife. The news shocked 
  Amanda, and despite her adopted parents’ wishes, she 
  left home and entered the Police Academy.
  Performing exceptionally well in her studies, Amanda 
  graduated and began work as a police officer while 
  studying law part-time. Though the demands on her 
  time were grueling, Amanda not only excelled in her 
  law studies, but rapidly climbed the ranks in the Police 
  Department and made detective at the remarkably early 
  age of 26.
  Though she enjoyed her career, Amanda couldn’t help but 
  feel that she could do more good for the city than she was 
  in her current role. She returned to school and enrolled in 
  a political science program with the intention of eventu-
  ally running for the office of police commissioner.
  Obtaining her degree after five years, Amanda turned 
  her eye to the Police Commissioner’s office and began 
  to outline her campaign with her adopted father, with 
  whom she’d reconciled, providing the initial funds. A 
  successful advertising strategy, loyal campaigners, and 
  her visible presence won Amanda the Police Commis-
  sioner’s office at the young age of 31. With her idealistic 
  attitudes, bright personality, and fresh ideas, Amanda 
  brought new life and dedication to the police force and 
  instigated a number of programs that saw police officers 
  enter elementary schools to provide education regarding 
  the danger of strangers, drug and alcohol abuse, and su-
  perhuman encounter safety protocols.
  With seven years of experience as Police Commissioner, 
  Amanda felt she had done all she could in that position, 
  and looked to climb further up the political ladder; she 
  decided she could do her best work for the city as mayor. 
  Her excellent results as Police Commissioner placed her in 
  good stead, and in late 1996 Amanda won the position of 
  mayor by a landslide.
  A conscientious politician, Amanda has nothing but the 
  good of the city in mind. She is a campaigner for city im-
  provement, and has put the media to good use in bring-
  ing her ideas to the public’s attention. Her cheerfully 
  smiling face and exuberant personality is a regular feature 
  on many morning television programs as she happily 
  answers questions regarding her designs and aims for the 
  city and her administration. 
  Amanda Talbot is a statuesque woman in her early 50s. 
  She prefers wearing sharp business jackets with matching 
  pencil skirts which she accompanies with a light blouse to 
  lend a feminine touch to what she feels may be too austere 
  an image. Her red shoulder-length hair is always smartly 
  styled, and she has a bright, friendly manner. She is unmar-
  ried, but lives with her hair-stylist partner in a modest home 
  with two pet Dalmatians and a white Persian cat. Amanda 
  is an avid animal lover and a frequent visitor to both local 
  and interstate dog and cat shows, where she is well known 
  for her sponsorship of a number of animal charities. Use the 
  Police Chief archetype from Chapter 9 of Hero’s Handbook 
  for Mayor Talbot’s stats, with the addition of Expertise: Bu-
  reaucracy 8 (+10), and Expertise: Politics 8 (+10).
  THE CITY COUNCIL
  Emerald City is divided into six council districts. Each dis-
  trict has a publicly elected representative sitting on the 
  council, with the seventh seat held by the mayor who acts 
  as chair and issues any tie-breaking vote in the case of 
  council dead-lock.
  Like the mayor, the city council members are largely 
  (though not entirely) progressive, supporting the rights 
  of individuals and moving away from conservative mind-
  sets. The council makes a concerted effort to move away 
  from representing unions, and is in fact in the process 
  of slowly but steadily removing much of their powerful 
  influence over the city. Most of the city councilors are 
  backed by large businesses who have a vested interest-
  ed in weakening the remaining hold the unions have on 
  them.
  Two of the city council members are described below. The 
  rest are left in the hands of the Gamemaster to create if 
  needed.
  SECRETS OF EMERALD CITY 
  MUTANTS & MASTERMINDS
  SECRETS OF EMERALD CITY  
  MUTANTS & MASTERMINDS
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  CHAPTER 3: LAW & ORDER
  CHAPTER 3: LAW & ORDER
  
  COUNCILMAN MARTY WONG 
  The last remaining largely conser-
  vative council member, which is 
  surprising considering his relatively 
  young years, Marty Wong represents 
  the Eastern District. Wong receives 
  most of his backing from various 
  Asian business concerns located in 
  his district, many of which are in-
  tertwined with the Golden Dragon 
  Society to one degree or another. Although the Society’s 
  involvement is hard to pin down, it is more or less an open 
  secret amongst the other council members that Wong is at 
  the very least influenced by the tong, and at most directly 
  controlled by them. He gives the appearance of a calm and 
  rational council member, and denies any direct involvement 
  in criminal activity. In truth though, Wong is very much in 
  the tong’s back pocket, and willingly so. Of the council 
  members, he is the most vocally opposed to the influx of 
  superheroes to Emerald City, and has on many occasions 
  spoken out openly against it.
  COUNCILMAN CLIVE DOWLING
  Councilman Dowling represents 
  the University Hill District of the 
  city. A proud advocate of change 
  and progression, he wants to see 
  Emerald City at the forefront of 
  science and advancement. He sup-
  ports the mayor fully in her ad-
  vances to make Emerald City the 
  metropolis the rest of the country 
  emulates, and so campaigns for any program he feels 
  will make that possible. Some in the council see him as 
  the mayor’s lackey, but nothing could be far from the 
  truth, and if she makes any proposal that Dowling disap-
  proves of, he voices that disapproval loudly. 
  CITY COMMISSIONS
  City commissions come in two varieties: those that are au-
  thorized to issue rulings on behalf of the council and those 
  that are purely advisory and gather information and find-
  ings to be presented to the city council. Commissions are 
  often made up of both individuals recommended by council 
  members and duty departments. Any interested individual 
  can theoretically request to be considered for an appoint-
  ment on the commission based on their suitability and qual-
  ifications, though political affiliations and desires can also 
  affect this decision. Commissions are set up by the mayor’s 
  office to satisfy areas of concern brought forth by the council, 
  independent offices, and even public interest groups.
  COMMISSION ON SUPER-HERO AFFAIRS
  Mayor Talbot sponsored the Commission on Super-Hero 
  Affairs to aid in the smooth introduction of superheroes 
  into the Emerald City environment. Although the mayor 
  welcomes the arrival of heroes into the city, she is con-
  cerned about their impact on law enforcement and what 
  effects any vigilante action may have on the city and its 
  inhabitants. The commission is headed by John Keenan, a 
  superhero liaison specialist from Freedom City. The com-
  mission holds representatives of the city’s law enforce-
  ment and legal community as well as from several large 
  businesses and concerned citizen groups.
  The most visible action the CSHA has achieved is the suc-
  cessful introduction of the Storm Breakers, a police unit 
  specially trained to deal with super-powered criminals. 
  This initiative has proven to be highly successful, and for 
  this alone has the CSHA proven itself to be far an effective 
  and powerful group.
  The CSHA has yet to come up with any other significant 
  suggestions to present to the city council, claiming they 
  are still gathering information. Tentative proposals sug-
  gesting superhero registration or licensing have been 
  offered, as has the assigning of deputy status to approved 
  heroes by the Police Department; these suggestions are 
  still in the early stages of development and may take 
  some time to develop fully.
  Naturally, the actions of any superheroes and the results 
  of their activities in Emerald City are likely to make an 
  impact on future decisions and recommendations of the 
  CSHA, either positively or negatively as needs require.
  COMMISSION ON HERITAGE BUILDINGS
  Despite the city’s progressive atmosphere, there has also 
  been a strong leaning towards preserving sites and build-
  ings of historical and heritage value. The Commission on 
  Heritage Buildings was created over 80 years ago with just 
  that mandate, and has been responsible for ensuring the 
  preservation and maintenance of such locations. The CHB 
  has managed to successfully save many of the city’s most 
  important buildings from demolition by issuing them a 
  heritage listing, preventing any modifications from, being 
  made upon then except in the case of maintenance and 
  repair, and then only to bring the building back to its origi-
  nal condition. 
  The CHB’s latest victory is the preservation of the old 
  Emerald City Hall, an imposing structure built in a clas-
  sical neo-Roman style. The building was slated for de-
  molition so the site could be used for the new City Hall, 
  but the commission stepped in and issued a heritage 
  listing thus preventing what it, and a great number of 
  the public, deemed a horrendous mistake. Now, the 
  old City Hall has been given a new lease on life as the 
  Emerald City Exhibition Building, the site of many semi-
  nars, shows, and conventions.
  CITY DEPARTMENTS
  Emerald City employs thousands of people to see to the 
  bureaucracy of running a large and bustling city. The city 
  council and mayor’s office take the responsibility of em-
  ploying the executives that oversee these employees very 
  seriously, and view any indication of corruption harshly. 
  These employees span the entirety of the city’s infrastruc-
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  ture from the Emerald City Police Department to Waste 
  Management and even Public Transport.
  A small number of City Departments are detailed here, 
  while others such as the Police Department and the Dis-
  trict Attorney’s are given greater detail later in the chapter. 
  CORONER’S OFFICE
  The Emerald City Coroner’s Office examines all suspicious 
  deaths in the city and performs autopsies to determine the 
  cause of death. It also provides evidence to the authorities 
  for further investigation and even issues and serves warrants 
  for the arrest of individuals involved in crimes of homicide.
  It is a requirement of federal law that the victims of all 
  suspicious deaths, cases of murder, suicides, and ac-
  cidental death be subjected to medical examination 
  via autopsy. Evidence gathered in such examinations 
  is routinely used in court to assist the District Attorney 
  in securing a guilty verdict. The Coroner’s Office is also 
  involved in the examination of potential outbreaks of 
  infectious diseases and other outbreaks that may put 
  public health and safety at risk. 
  The Coroner’s Office is located in the south of Downtown 
  in the same building it has occupied for over 100 years. The 
  four story building is heritage listed, but has the proviso to 
  undertake internal modifications to ensure public safety 
  as long as the exterior remains in its original condition. 
  The administrative offices are located on the top three 
  floors, with pathology labs occupying the ground floor. 
  The examination rooms and morgue are located in the 
  basement which extends not only below the building, but 
  expands to cover the vast majority of the block on which 
  the office is located.
  DR. KATE HUGHES, CITY CORONER
  The City Coroner, Dr. Kate Hughes, 
  is a widely known and recog-
  nized individual, primarily due to 
  the reality program “Dr. Hughes, 
  Coroner”, where re-enactments 
  illustrate the methods that Dr. 
  Hughes used to provide evidence 
  that solved the causes of many 
  mysterious deaths.
  Dr. Hughes is an attractive African-American woman 
  of small stature in her early 40s. She is most often seen 
  wearing a sensible skirted outfit of muted colors covered 
  by a white lab coat. She makes it her business to be present 
  at the site of any suspicious death, where she begins her 
  examination on the spot by gathering evidence first hand. 
  Despite her height, she is force to be reckoned with and 
  is known for her fierce temper, forthright manner, and 
  refusal to let an examination rest if there are questions 
  outstanding. Her tenacious attitude has led to the suc-
  cessful closure of some of Emerald City’s most puzzling 
  cases, often leading to the prosecution and imprisonment 
  of those responsible. 
  PUBLIC WORKS
  The Emerald City Department of Public Works is largely 
  a planning and organizational body, with the majority 
  of any construction being tended to independent con-
  tractors. Despite this, the ECDPW is still one of the larger 
  and busier departments within the city. Responsible for 
  the building and maintenance of city streets and roads, 
  infrastructure and public buildings, the department also 
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  oversees the city’s water and sewerage systems. With the 
  advent of superheroes in the city, the ECDPW is finding 
  itself becoming even busier, with super-powered battles 
  causing a large amount of collateral damage that needs 
  immediate attention and repair for the sake of public 
  safety. With this in mind, the Department of Public Works 
  has begun a recruitment drive to increase the number 
  of employees under its auspices as well as issuing large 
  amounts of work to contractors, creating a boom in the 
  construction industry.
  COUNTY, STATE, AND FEDERAL GOVERNMENT
  Emerald City does not exist in a vacuum, and as such, nu-
  merous county and state offices, as well as agencies, can 
  be found all over the greater metropolitan area, though 
  admittedly the majority of them can be found largely 
  within the Downtown district. 
  The greater city area falls under the jurisdiction of River 
  County. The county services found in the city include 
  the Department of Parks and Waterways, Department of 
  Health and Recreation, County Clerk’s office, Social Ser-
  vices, Department of Planning and Zoning, and the River 
  County Sheriff’s Department.
  Alongside the county and state offices in Emerald City 
  are various federal agencies, again mostly located in the 
  Downtown District and clustered around the Emerald City 
  Exhibition Building. These agencies include the Federal 
  Bureau of Investigation, Immigrations and Customs En-
  forcement, Veteran’s Affairs, the Internal Revenue Service, 
  AEGIS (see page 49), and many others. 
  FEDERAL EMERGENCY MANAGEMENT AGENCY
  After the Silver Storm, the Federal Emergency Manage-
  ment Agency was brought into Emerald City to assist local 
  emergency services with the repercussions of the event. 
  Highly skilled in dealing with natural disasters, FEMA is 
  less familiar with events of such an unusual source as the 
  Silver Storm. Still, their services were greatly appreciated 
  due to their expertise in providing on-the-ground support 
  as well as assisting with rebuilding efforts. They also pro-
  vided experts in specialized fields, funding for rebuilding 
  efforts, and relief funds for infrastructure repair. With their 
  assistance essentially done and provided, it is expected 
  that FEMA will leave Emerald City soon, with estimates 
  placing it at no longer than 12 months time.
  HOMELAND SECURITY
  Emerald City came to the attention of the Department of 
  Homeland Security with the sudden increase of super-
  powered individuals in the wake of the Silver Storm and 
  the very real potential for the stormers to cause trouble. 
  Homeland Security holds a dim view of stormers, seeing 
  them as nothing more than potential fodder for terror-
  ist organizations to utilize in their attempts to destabilize 
  America, or even as a threat in their own right. The de-
  partment is working closely with FBI, Emerald City Police 
  Department, State Troopers, and AEGIS to ensure that the 
  threat the stormers represent does not progress further 
  than Emerald City’s borders. With the arrival of superhe-
  roes to Emerald City, Homeland Security has made a con-
  certed effort to be intimately involved with them, provid-
  ing much needed information, tips, and leads, while also 
  keeping a close eye on them... just in case. 
  LAW ENFORCEMENT
  Law enforcement has always been a primary concern for 
  the administrators of Emerald City, especially considering 
  the large population of super-powered criminals that call 
  the city home. Apart from the County Sheriff’s Office, the 
  FBI, AEGIS, as well as various state agencies, there is the 
  most visible law enforcement presence in the municipal-
  ity: the Emerald City Police Department
  EMERALD CITY POLICE 
  DEPARTMENT (ECPD)
  The Emerald City Police Department enforces the law 
  within the city. Overseen by Police Commissioner Alexan-
  der Hackman, with the support of Mayor Amanda Talbot, 
  the ECPD is, remarkably, relatively free of corruption. 
  Many public relations programs instituted by the commis-
  sioner have resulted in the department being quite well 
  respected by the public. Despite its exemplary record, cor-
  ruption does occasionally work its way into the police de-
  partment. At such times the Commission into Police Cor-
  ruption, sponsored by Mayor Talbot during her first year 
  in office, initiates investigations into any allegations and 
  acts accordingly. 
  The ECPD have a hard time keeping crime in Emerald City 
  at an acceptable rate. The heavy hand of organized crime 
  syndicates such as the Malakov Mafiya and the Golden 
  Dragon Society ensures that even when the ECPD isn’t 
  dealing with grandstanding supervillains they cannot rest 
  on their laurels.
  Police officers are regularly found patrolling the busy 
  streets of the city, and work diligently to reduce the crime 
  rates and improve safety in outlying suburbs. Education 
  programs like Neighborhood Watch and Stranger Danger 
  have aided in raising the public’s awareness of crime, 
  which is reducing the level of crime citywide. Still, orga-
  nized crime manages to elude the Police Department, 
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  with crimes such as people smuggling, illicit drug distri-
  bution, and prostitution proving difficult to keep under 
  control, let alone eradicate.
  POLICE COMMISSIONER ALEXANDER HACKMAN
  Police 
  Commissioner 
  Alexander 
  Hackman comes from a poor family 
  that was involved in organized 
  crime. A small scale affair, the family 
  business came to the attention of 
  the Malakov Mafiya who offered 
  them an ultimatum: provide a cut of 
  their revenue to the Mafiya or face 
  an “unfortunate closure.” Of course, 
  the Hackmans decided on the easier 
  option, making them yet another of the Malakov’s lackeys.
  Young Alexander had no idea what his family were in-
  volved in, but when he was introduced to the “family 
  business” as a young man, he rejected it entirely. Wanting 
  nothing to do with criminal activity, he took the exact 
  opposite path than what was expected, and joined the 
  police force. While at the academy, he met Cadet (and 
  future mayor) Amanda Talbot, and the two would form a 
  friendship that lasts to this day.
  Whilst his career was rather uneventful, Hackman was a 
  diligent police officer. His record was always exemplary 
  and he never accepted any of the “perks” that his posi-
  tion offered. While many of his fellow officers where more 
  than happy to accept free donuts or coffee from grate-
  ful store owners, Hackman always paid his way. Though 
  recommended to make the jump to detective, Hackman 
  preferred to remain a uniformed officer, steadily climbing 
  the ranks and proving to be an asset to the force. On a 
  number of occasions he was approached by the Malakovs 
  in an attempt to get him to operate as their “inside” man 
  in exchange for substantial wealth. When he refused, he 
  was threatened, but still he held onto his principles, and 
  even used what knowledge he had of the organization to 
  help bring in some of the more influential members of the 
  Malakov Mafiya.
  A staunch supporter of Amanda Talbot when she held the 
  role of police commissioner, Hackman acted as an adviser 
  and sounding board when she needed someone to talk to, 
  being one of the few people she confided in. When Talbot 
  was elected mayor, she strongly suggested Hackman run 
  for police commissioner, which he narrowly won.
  Alexander Hackman is a slight man of average height. 
  He sports a thick graying mustache and keeps his salt-
  and-pepper hair slicked back. Despite his best efforts, 
  Hackman always appears disheveled, even back when he 
  wore a uniform. This appearance has served him well in 
  the past, leading others to misinterpret it as a sign of in-
  competence or lack of professionalism, which is far from 
  the truth. He is strongly committed to reducing crime 
  within the city, and has a special interest in eradicating 
  organized crime. Hackman believes that the new Storm 
  Breakers Squad is an excellent initiative, one which will 
  help reduce the number of crimes committed by the 
  recent creation of the stormers. He works closely with 
  both Mayor Talbot and the CSHA to try and incorporate 
  the new influx of superheroes into the city as smoothly as 
  possible, and is a staunch supporter of deputizing them. 
  Use the Police Chief archetype from Chapter 9 of Hero’s 
  Handbook for Commissioner Hackman’s stats.
  EMERALD CITY S.T.A.R. SQUAD: 
  THE STORM BREAKERS
  A recent addition to the police force is the Superhuman 
  Tactics and Regulation Squad, called the S.T.A.R. Squad in 
  their native Freedom City. In Emerald City they’ve been 
  nicknamed the Storm Breakers because the squad was 
  recruited and trained specifically to deal with the new su-
  perhumans that resulted from the Silver Storm. Champi-
  oned by the CSHA and fully supported by Police Commis-
  sioner Hackman, the Storm Breakers are still trying to find 
  their feet in a city that is, given its peaceful history, veri-
  tably overrun with supervillians. The first recruits into the 
  Storm Breakers were trained by the Freedom City S.T.A.R. 
  Squad, but now newer recruits are trained at the S.T.A.R. 
  Squad Training Facility located at Joint Base Clark-Gor-
  don just outside Emerald City. While highly trained and 
  skilled, the Storm Breakers are still largely inexperienced 
  in dealing with super-powered individuals, and occasion-
  ally make errors in judgment that a more seasoned squad 
  would know to avoid.
  Issued with the most advanced technology and weaponry 
  available, the Storm Breakers are outfitted to engage all but 
  the most powerful super-criminals. Often the only ones 
  capable of dealing with super-powered threats, the Storm 
  Breakers may have to dive into conflict with a villain before 
  they know what they’re dealing with. This has lead to them 
  being overwhelmed in some cases, but generally they’ve 
  been able to deal with the perpetrators either by running 
  them off or taking them down. Priding themselves in their 
  ability to work well with superhero teams like the Sentinels, 
  TYPICAL STORM BREAKER 
  PL5 • 69 POINTS
  STR 2 STA 2 AGL 2 DEX 2 FGT 4 INT 0 AWE 1 PRE 1
  Equipment: Baton (Strength-based Damage 2), Flash-Bang 
  Grenades (Ranged Burst Area Affliction 4 (Resisted and 
  Overcome by Fortitude; Visual and Auditory Impaired, Visual 
  and Auditory Disabled, and Visual and Auditory Unaware), 
  Heavy Pistol (Ranged Damage 4), Submachine Gun (Ranged 
  Multiattack Damage 4), Storm Breaker Suit (Protection 3), 
  Commlink (sub-vocal mic), Flash Goggles, Gas Mask, Handcuffs 
  Advantages: Benefit 1 (Storm Breaker), Close Attack 2, 
  Equipment 9, Teamwork
  Skills: Athletics 3 (+5), Expertise: Current Events 2 (+2), 
  Expertise: Storm Breaker 4 (+4), Expertise: Streetwise 4 (+4), 
  Expertise: Tactics 4 (+4), Intimidation 4 (+5), Perception 2 (+3), 
  Ranged Combat: Guns 4 (+6), Stealth 4 (+6), Treatment 3 (+3)
  Offense: Initiative +2, Pistol +6 (Ranged, Damage 4), 
  Submachine Gun +6 (Ranged, Multiattack Damage 4), Baton 
  +6 (Close, Damage 4), Unarmed +6 (Close, Damage 2)
  Defense: Dodge 5, Parry 5, Fortitude 5, Toughness 5, Will 5
  Totals: Abilities 28 + Powers 0 + Advantages 13 + Skills 17 + 
  Defenses 11 = 69 
  Complications: 
  Motivation—Justice. 
  Responsibility: 
  Subject to Chain of Command.
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  the Storm Breakers also know their limitations, and are not 
  too arrogant to refuse the help of vigilante heroes or to 
  act as support for them. Likewise, the Storm Breakers are 
  more than happy to work alongside the agents of AEGIS, 
  who have a lot of experience and know-how when it comes 
  to dealing with super-criminals and other threats. Captain 
  Wrath, with the support of Commissioner Hackman, en-
  courages the free exchange of information between his 
  unit and these “outside assets.” In particular, Wrath prefers 
  that the Storm Breakers have some secure means of con-
  tacting local heroes, and will suggest it to new heroes 
  willing to cooperate with the authorities.
  CPT. DAVID WRATH, STORM BREAKERS COMMANDER
  Not wanting to step away from 
  protecting civilians after resigning 
  his commission as a major with the 
  U.S. Army, David Wrath joined the 
  police force and was quickly named 
  Commander of the Storm Break-
  ers due to his knowledge of front-
  line combat and tactics. He rapidly 
  proved his worth in the field, and 
  showed an extremely high level of 
  promise.
  Wrath gets along well with Commissioner Hackman, 
  and sees the man as a competent colleague. Likewise, 
  Wrath’s friendly personality has been received positively 
  by Hackman. Wrath’s fellow Storm Breakers respect him 
  highly, and are willing to undertake anything he asks of 
  them, knowing that he would never ask of them some-
  thing that he wouldn’t do himself. In a similar vein, he 
  has formed a good relationship with many of Emerald 
  City’s leading superheroes, in particular the Sentinels, 
  believing that they all are working towards the same 
  goal and seeing no point in grandstanding or useless 
  rivalries.
  CAPTAIN DAVID WRATH 
  PL5 • 75 POINTS
  STR 2 STA 2 AGL 2 DEX 2 FGT 4 INT 1 AWE 1 PRE 1
  Equipment: Baton (Strength-based Damage 2), Flash-Bang 
  Grenades (Ranged Burst Area Affliction 4 (Resisted and 
  Overcome by Fortitude; Visual and Auditory Impaired, Visual 
  and Auditory Disabled, and Visual and Auditory Unaware), 
  Heavy Pistol (Ranged Damage 4), Submachine Gun (Ranged 
  Multiattack Damage 4), Storm Breaker Suit (Protection 3), 
  Commlink (sub-vocal mic), Flash Goggles, Gas Mask, Handcuffs 
  Advantages: Attractive, Benefit 2 (Storm Breaker Commander), 
  Close Attack 2, Equipment 9, Leadership, Teamwork
  Skills: Athletics 3 (+5), Expertise: Current Events 2 (+3), 
  Expertise: Storm Breaker 5 (+6), Expertise: Streetwise 4 (+5), 
  Expertise: Tactics 5 (+6), Intimidation 4 (+5), Perception 2 (+3), 
  Ranged Combat: Guns 4 (+6), Stealth 4 (+6), Treatment 3 (+4)
  Offense: Initiative +2, Pistol +6 (Ranged, Damage 4), 
  Submachine Gun +6 (Ranged, Multiattack Damage 4), Baton 
  +6 (Close, Damage 4), Unarmed +6 (Close, Damage 2)
  Defense: Dodge 5, Parry 5, Fortitude 5, Toughness 5, Will 5
  Totals: Abilities 30 + Powers 0 + Advantages 16 + Skills 18 + 
  Defenses 11 = 75 
  Complications: 
  Motivation—Justice. 
  Responsibility: 
  Subject to Chain of Command.
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  Commander Wrath is a strong, powerfully-built man, six-
  feet tall with broad shoulders and a weightlifter’s phy-
  sique. He has struggled with his weight his entire life, and 
  so gives the appearance of being slightly soft or out of 
  shape, which isn’t true in the least. His brown hair is reced-
  ing, and he still likes to keep it in a high-and-tight military 
  style. During his time in the army, Wrath took a liking to 
  tattoos, and as such bears a large number of them on his 
  back, chest and arms, but only those that are on his lower 
  arms are normally visible. He sports a thick, regulation 
  mustache which only adds to his rugged good looks.
  STATE LAW  
  ENFORCEMENT AGENCIES
  The State Police Department has offices in Riverfront and 
  Lakeside. Their primary responsibilities are patrolling the 
  state and federal highways in the Emerald City area, as 
  well as pursuing criminals that leave the city limits and 
  crimes that extend beyond the city border.
  FEDERAL LAW  
  ENFORCEMENT AGENCIES
  Several federal law enforcement agencies have offices 
  within Emerald City along with AEGIS. They primarily 
  enforce federal law, but pitch in to aid local law enforce-
  ment agencies when asked. Following the Silver Storm, 
  the federal government took an understandably greater 
  interest in Emerald City. FEMA was active in the city for a 
  matter of weeks to deal with the aftermath of the incident, 
  and federal disaster relief funds have assisted in necessary 
  reconstruction.
  AEGIS
  The American Elite Government Intervention Service 
  (AEGIS), the U.S. federal agency charged with handling 
  “unusual” (namely super-powered) threats to law and 
  order, is described in detail beginning on page 45. The 
  Emerald City AEGIS office has gone from being a tooth-
  less organization firmly under the Chamber’s thumb to 
  one with some of the best agents in the field and the full 
  support (and attention) of the agency to deal with the 
  current conditions in the city.
  COAST GUARD
  The U.S Coast Guard patrols the Pacific Ocean and shore-
  line, Malory Bay and part of the Albian River inlet. Their 
  primary duties are assisting vessels in distress and the pre-
  vention of drug and people smugglers. Their headquar-
  ters is located near the port at the mouth of the Albian 
  and Red Rivers. The Emerald City Coast Guard has a good 
  working relationship with the Fort Brewer naval base. In 
  addition, the E.C. Coast Guard have an asset unique to 
  itself, that of Lt. Justin “Barracuda” Ritchson, a stormer with 
  amphibious powers.
  LT. JUSTIN “BARRACUDA” RITCHSON
  Justin Ritchson was a young suc-
  cessful naval officer who specialized 
  in underwater operations. Skilled 
  in SCUBA equipment, search and 
  rescue, as well as demolitions and 
  underwater combat, he found his 
  abilities in high demand with the 
  Emerald City Coast Guard. He was 
  often put to use in covert marine 
  operations, marine search and rescue, and unfortunately 
  marine body recovery. When off duty, Justin was popular 
  with both the girls and the boys, and enjoyed partying hard.
  Justin was grabbing a sandwich from a fast-food shop on 
  Yellow Brick Row before heading back to work when he 
  was caught in the Silver Storm. Buffeted by strange en-
  ergies, he was wracked by incredible pain. Once the pain 
  subsided and he picked himself up off the ground, he 
  noticed that flesh had grown between his fingers. Terri-
  fied by what had happened, he found paramedics who’d 
  arrived on the scene and had them check him over. Given 
  that his transformation hadn’t caused obvious injury 
  to himself or others, the paramedics asked him to wait. 
  Instead, Justin went to work where Coast Guard physi-
  cians looked him over and helped to catalogue all of the 
  changes he’d undergone. Over the following days and 
  weeks, they also put him through tests to determine the 
  full extent of his abilities before receiving permission to 
  allow him to return to duty.
  Unlike many stormers, Justin is lucky enough not to have 
  been mutated into a monster, but he has had several 
  changes to his physiology to enable him to survive 
  equally well under water as he can on dry land. His lungs 
  have remained intact, but he has grown a set of gills 
  along the side of his ribs. A special flap covers his wind-
  pipe when he is submerged so that he is able to divert 
  water that he breathes into his gills. Both his hands and 
  feet are webbed, which, along with his increased muscle 
  density, has enabled him with the ability to move with 
  great ease underwater. His skin has thickened and 
  LT. JUSTIN “BARRACUDA” RITCHSON PL5 • 75 POINTS
  STR 5 STA 2 AGL 3 DEX 1 FGT 5 INT 0 AWE 0 PRE 0
  Powers: Aquatic (Immunity 3 (Cold, Pressure, Suffocation 
  (Drowning)), 
  Movement 
  1 
  (Environmental 
  Adaptation: 
  Aquatic), Protection 3, Senses 6 (Low-light Vision, Accurate 
  Auditory, Ultra-hearing), Swimming 5 (16 MPH))
  Equipment Binoculars, Flashlight, Heavy Pistol
  Advantages Equipment 2
  Skills Athletics 3 (+8), Expertise: Coast Guard 5 (+5), Expertise: 
  Emerald City Waterways and Coast 6 (+6), Perception 4 (+4), 
  Ranged Combat: Heavy Pistol 5 (+6), Stealth 4 (+7), Technology 
  3 (+3), Vehicles 2 (+3)
  Offense Initiative +3, Heavy Pistol +6 (Ranged, Damage 4), 
  Unarmed +5 (Close, Damage 5)
  Defense Dodge 5, Parry 5, Fortitude 5, Toughness 5, Will 1
  Totals Abilities 32 + Powers 19 + Advantages 2 + Skills 16 + 
  Defenses 6 = 75
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  become smoother, making him more streamlined, and 
  he has developed a sonar similar to dolphins to aid him 
  locate objects in deeper water. Finally, his eyes are better 
  adapted to seeing in low light and he is remarkably re-
  sistant to the cold.
   Justin Ritchson is a young man in his mid 20s. He stands 
  6’1” tall with a finely chiseled, very muscular body. His 
  blonde hair is kept relatively short but seems to always be 
  tussled, and his blue eyes hold a cheerfully cheeky gleam. 
  He has no interest in maintaining a steady romantic rela-
  tionship with anyone, being more than happy to play the 
  field as it suits him, although these days, he’s more likely 
  to be found swimming around Emerald City’s waterways 
  and along the coast line than spending time in the clubs.
  FEDERAL BUREAU OF INVESTIGATION
  The FBI maintains a branch in Emerald City, located in the 
  Riverfront. They investigate all federal crimes, including 
  bank robberies, murder, and terrorist activities, while also 
  aiding local authorities and the DEA with drug-related 
  and organized crime. They reluctantly contact and co-
  ordinate their operations with AEGIS when the situation 
  demands, and by necessity are beginning to enlist the aid 
  of well-known superheroes when crimes heavily involve 
  super-powered individuals. The director of the Emerald 
  City FBI is David Anderson, a highly experienced agent 
  who has fairly powerful telepathic abilities that he keeps 
  secret, but uses in the course of investigations. For Ander-
  son’s stats, use the SWAT Officer archetype from Chapter 
  9 of the Hero’s Handbook and add Telepathy (Cumulative 
  Mind Reading 5, Subtle 2, Linked to Mental Communica-
  tion 1, Subtle 2) to his Powers and 23 points to his total.
  INTERNAL REVENUE SERVICE
  The Internal Revenue Service has a special Criminal In-
  vestigation Unit (CIU) located in Emerald City, precisely 
  because of the large organized crime presence. The IRS 
  CIU focuses primarily on discovering money laundering 
  activities within the city, stopping tax fraud, and prevent-
  ing other fraudulent money-related crimes. They work 
  closely with the ECPD in their investigations, but are not 
  adverse to sharply drawing the line as to where their juris-
  diction starts and the local police’s stops.
  INTERNATIONAL LAW 
  ENFORCEMENT AGENCIES
  The Emerald City Police Department and the FBI main-
  tain ties with international agencies such as INTERPOL, 
  keeping up to date with international affairs that may 
  have ramifications for Emerald City. In a similar fashion, 
  they also work in conjunction with UNISON (United 
  Nations International Superhuman Oversight Network) 
  in regards to super-powered criminals and their activities, 
  sharing information to keep all relevant parties current 
  on the latest information and databases with up-to-date 
  information regarding the whereabouts and activities of 
  individuals that threaten world safety and stability. This 
  information is becoming available to some superhero 
  teams in Emerald City, such as the Sentinels, provided 
  they satisfy a rather rigorous investigation into their own 
  backgrounds and activities.
  EMERGENCY SERVICES
  Apart from crime, there are other threats to public safety. 
  Fires, accidents, floods, rock slides, and medical emergen-
  cies need to be addressed, as well as disasters caused by 
  super-powered criminals. These situations are all handled 
  by the various emergency services of Emerald City.
  EMERALD CITY FIRE DEPARTMENT
  The Emerald City Fire Department is a service that is 
  dedicated to combating fire of all varieties within the 
  confines of the greater metropolitan area. Unlike other 
  fire departments around the country, the ECFD is a spe-
  cialized service, concentrating solely on firefighting and 
  doesn’t have its own ambulances or rescue vehicles. The 
  department works closely with the St. Claire’s Ambulance 
  Service, and the Emerald City Rescue Service. With fire 
  stations located throughout the city, the ECFD is able to 
  respond quickly to any outbreak of fire. In rural areas, the 
  responsibility of fighting fires falls to the Rural Fire Service, 
  a primarily voluntary organization that receives training 
  from the ECFD and is supported by public donations. Both 
  fire departments are also responsible for the handling of 
  accidents involving hazardous materials. 
  FIRE CHIEF JESUS VARELAS
  Jesus Varelas has served in the 
  ECFD his entire career, joining the 
  service at 17. During that time he 
  has been an excellent firefighter, 
  routinely risking his life in order to 
  rescue others. He has been awarded 
  a number of medals and commen-
  dations due to his selfless nature; he 
  believes he was just doing his job, 
  but even so he is humbled by the recognition. His rise to 
  fire chief ten years ago was deserved, and he has contin-
  ued to serve the department well. Known for his quick, 
  clear thinking in an emergency, he has made a name for 
  himself as a worthy leader and is popular with the men 
  and women that work for him.
  Jesus is a 52-year-old Hispanic man. He is quite fit and 
  works hard to maintain his health. His hair is black and 
  his skin quite swarthy while his eyes are a startling green. 
  Whether on duty or off, Jesus always has a half-smoked 
  cigar clamped firmly between his teeth. A widower, he has 
  four children, all girls, aged 20, 18, 15, and 13 years old. 
  ST. CLAIRE’S AMBULANCE SERVICE
  The St. Claire’s Ambulance Service is notable in Emerald 
  City as having begun as a charitable organization spon-
  sored by the Roman Catholic Church in 1877, and drew 
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  its inspiration from the Hospitaller Knights from the Cru-
  sades. Due to the nature of its military origin, the service 
  is properly referred to as a priory, and those that operate 
  within it have honorary military ranks.
  The service remained under the auspices of the Catholic 
  Church until 1902, when St. Claire’s disassociated itself 
  from the Church in order to make it clear that it was a 
  service available to all. Licensed by Emerald City shortly 
  after, and overseen by the city’s Department of Health, 
  St. Claire’s Ambulance provides a number of services to 
  the city apart from emergency transport, including first 
  aid training, community care, and paid and volunteer first 
  aid providers. These days, the service has a reputation as a 
  high-tech organization with well-trained staffers.
  CHIEF COMMANDER BILLY HEMSWORTH
  Billy Hemsworth has served as the 
  chief commander of St. Claire’s Am-
  bulance service for close to eight 
  years. Her administrative skills have 
  served her well in ensuring that 
  the service remains up to date with 
  both the latest in first aid technol-
  ogy and training. During her own 
  career, Billy has been responsible 
  for saving hundreds of lives, something that she takes 
  great pride in. She has made sure the service maintains 
  a close working relationship with the ECFD, and she is 
  a close friend of the fire chief. Though no longer in the 
  field, she likes to keep up on her skills and often serves 
  as a volunteer first aid provider at community events and 
  festivals.
  Billy is a matronly woman of 57, of stout build and a no-
  nonsense attitude. She dies her hair auburn, and tends 
  to keep it out of the way in a loose French bun. Despite 
  her rather fierce exterior, she is partial to being flirted 
  with, and reacts positively to any men who take that ap-
  proach, in particular young attractive men. Billy and her 
  husband Christopher have two grown children, Thomas 
  and Angela, and 5 grandchildren.
  JUDICIAL SYSTEM
  When criminals are arrested, they move from the respon-
  sibility of the law enforcement departments and into the 
  hands of the judicial system. Emerald City has placed a 
  large amount of money into the justice system. Despite 
  the administrations’ best efforts to head off any appear-
  ance of impropriety over the years, the courts are always 
  under the critical eye of the media, which has a dim view 
  of Emerald City’s judges due to some old, but high-profile 
  court cases. Regardless, those within the justice system 
  who are interested in a political career often use this 
  media attention to further their individual agendas.
  THE DISTRICT ATTORNEY’S OFFICE
  The District Attorney’s office is responsible for filing and 
  prosecuting all criminals. The D.A.’s office reviews all arrest 
  reports filed by the Emerald City Police Department and 
  decides which charges, if any, to file. An elected four 
  year position, the City District Attorney heads the office. 
  The D.A. is responsible for hiring and supervising several 
  dozen Deputy District Attorneys who try the majority of 
  cases. The D.A. also handles the administrative duties and 
  prosecutes the highest-profile criminal cases. The D.A.’s 
  office hires various investigators to pursue evidence to 
  support their cases and recruits expert witnesses to offer 
  testimony in their field of knowledge. On rare occasions 
  the D.A.’s office approaches superheroes to aid them in 
  their investigations. While this is currently a rare occur-
  rence, no doubt the frequency of superhero involvement 
  with the D.A.’s office will increase in the future. 
   DISTRICT ATTORNEY STAN EVERETT
  Stan Everett has always been highly 
  politically motivated with an inter-
  est in bringing criminals to justice. 
  He was a hard-working student in 
  college and law school, and proved 
  to be an excellent lawyer. He quickly 
  found employment with the D.A.’s 
  office after graduation, where his 
  political ambitions and tenacious 
  pursuit of criminals made him well-known in the com-
  munity, especially among the lawbreakers. His rise in the 
  D.A.’s office was slow and steady, but in relatively short 
  order he was the assistant D.A. and working with some of 
  the highest-profile criminal cases in the city. 
  Unfortunately, Everett had a secret: a gambling problem 
  he’d been carefully concealing for years. Even with his 
  substantial wage, Everett became hopelessly mired in 
  debt and on the verge of losing everything. When he was 
  approached by the Malakov Mafiya, who owned most of 
  his debt, Everett had no choice but to accept their offer 
  for assistance... and all it would cost him was to go easy 
  on any Malakov mobsters that came to his office’s atten-
  tion. For that, the Mafiya would not only forgive his debt, 
  but ensure that his political ambitions would bear fruit. 
  Initially disgusted with himself and with the relationship, 
  Everett knew he had no choice but to comply. He saw the 
  potential in the arrangement when he won the position 
  of D.A.
  No longer having any doubts regarding his relationship 
  with the Mafiya, Everett ensures that the big names within 
  the mob are treated lightly in court. His masterful grasp 
  of criminal law allows him to appear as if he is utilizing 
  all of his abilities to secure a guilty verdict, but in fact he 
  ensures evidence appears circumstantial, eye witnesses 
  change testimony or miss their day in court, and expert 
  witnesses come across as hopelessly incompetent. He 
  still has high political ambitions, and has set his sights 
  on becoming mayor of Emerald City, something that 
  the Molakov Mafiya has no problems assisting him with. 
  A man in like Everett in the highest position in the city 
  would be a boon for the Russian mobsters.
  Everett is 36, with a tall and slender build. He wears 
  glasses, and his black hair is close-cut and neat. He always 
  wears designer suits and indulges in a rather luxurious 
  lifestyle and lives in Royal Heights. He is still addicted to 
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  gambling, though he keeps this a closely guarded secret 
  and is willing to go to any length to ensure that it isn’t dis-
  covered. His wife Eleanor has been confined to a wheel-
  chair since an unfortunate car accident that took place 
  after Everett initially told the Mafiya to go to hell. He’s not 
  entirely certain the accident was the work of the mob-
  sters, but he’s not certain it wasn’t either. The Everett’s 
  have two young sons aged 6 and 4.
  THE PUBLIC DEFENDER’S OFFICE
  The public defender’s office represents criminal defen-
  dants who cannot afford their own attorney. The office 
  is run by the city’s appointed public defender, and is as-
  sisted by other city-employed lawyers, contract lawyers, 
  lawyers doing pro bono work, and a small number of 
  private investigators. 
  The public defender’s office, while not exactly popular, is 
  still seen as a vital service by the city government, and as 
  such is afforded a generous budget, which they stretch 
  to the limit. Though the media tends to portray them in 
  a negative light, the mayor’s office has done an excellent 
  job of standing up for them and pointing out everybody’s 
  right to legal representation. The P.D.’s office is often 
  where idealistic young lawyers come to make a difference 
  in society and to see that the innocent are not railroaded 
  by the judicial system. Unfortunately, these very same at-
  torneys often find themselves forced to defend the most 
  despicable criminals in the name of “justice.” 
  PUBLIC DEFENDER GARDNER MALONE
  Gardner Malone is hardly what you 
  would call driven... at least not these 
  days. When he became a public de-
  fender he had been a driven man 
  and he had every intention to stand 
  up for the wrongly accused and see 
  justice served. Unfortunately, his 
  experience with the legal system 
  has shown him that only rarely are 
  the rightfully accused given the 
  justice they deserve, while those who have been accused 
  wrongly often face the full extent of the law. He continues 
  in his position because he feels he has nowhere else to 
  go and nothing to strive for. He finds the enthusiasm of 
  young attorney crusaders to be refreshing, but also knows 
  it is only a matter of time before they too see the justice 
  system for what it really is: a corrupt set of outdated pro-
  tocols designed to allow those who can afford top-class 
  legal representation to get away with their crimes.
  Gardner is a 54, and of average height and build, though 
  he appears shorter than he actually is due to rounded 
  shoulders and a stooped posture. He has a severely 
  retreating hairline which he tries to cover with a very 
  obvious comb over. His overall attitude is defeatist, and 
  though he is competent at his job, he feels nothing he 
  does makes a difference at all. A closeted homosexual, 
  Gardner is lonely, depressed, and highly unmotivated.
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  THE PROBATION DEPARTMENT
  The Emerald City Probation Department is responsible for 
  providing supervision of adults and juveniles after their 
  release from state-run penal facilities and ensuring they 
  fulfill the conditions of their probation. In addition, the 
  Probation Department is responsible for preparing back-
  ground reports to assist judges in determining appropriate 
  sentences for adult offenders and juvenile delinquents.
  The probation officers of Emerald City are unusual in that 
  they are also Emerald City Peace Officers, authorized to 
  make warrantless arrests, carry handcuffs, pepper spray, 
  and a firearm on and off duty. 
  STATE AND FEDERAL ATTORNEYS
  State and federal governments are also involved in the 
  judicial system of Emerald City. The state attorney’s office 
  assists the district attorney on request as well as investi-
  gating cases involving the district attorney’s office itself. 
  The state attorney has recently become concerned over 
  the large number of high-profile criminals alluding justice 
  and has begun an initial investigation into the operations 
  of the D.A.’s office. So far, no damning evidence has come 
  to light, more to the efforts of D.A. Stan Everett than to any 
  incompetence on the state attorney or his office.
  The United States attorney in Emerald City prosecutes 
  federal cases, and in most respects is the federal equiva-
  lent of the district attorney. The current U.S. attorney in 
  Emerald City is Charity Wells, a highly-experienced lawyer 
  in the field of federal law, but with little experience in 
  regards to the legal ramifications of super-powered in-
  volvement in cases.
  THE COURT SYSTEM
  The court system comes into action once the district at-
  torney has filed charges. The Emerald City court system is 
  divided into two courts: local and federal.
  Local state-affiliated courts try most civil and criminal 
  cases, ranging from small claims and traffic violations to 
  major cases handled by the Supreme Court. The court fa-
  cilities for Emerald City are all located within a city block of 
  each other in Downtown.
  The federal courts handle all cases that that pertain to federal 
  law. The Federal Court occupies two buildings; one is built in 
  a neo-Roman style featuring fluted columns and regal lion 
  statues, while the other is a modern edifice of glass and steel. 
  Both courts are within walking distance and located at the 
  western end of the Yellow Brick Row in Downtown.
  A small sample of the various judges that might be en-
  countered when interacting with the judicial system is 
  provided here.
  PAT WAGNER
  Judge Pat Wagner was a tough-talking judge in the Family 
  Court who has earned a reputation for her no-nonsense 
  attitude, fast decision-making, and 
  wise-cracking sentencing. Her rep-
  utation brought her to the atten-
  tion of Emerald City’s mayor, who 
  promoted her to judge in criminal 
  court where she remained for years. 
  Working her way up, Judge Wagner 
  successfully achieved a position as 
  a Supreme Court judge, which she 
  has now held for over 20 years. She is a stickler for the law, 
  and is known for looking unfavorably on those brought to 
  trial who fail in their parental responsibilities, regardless 
  of what the case is actually about. She has a good repu-
  tation with the media, and is more than happy to allow 
  proceedings involving stormers and other super-power 
  criminals to be televised. She tends to favor skilled attor-
  neys, but frowns upon any theatrics except for her own.
  JOHN EZQUERRA
  John Ezquerra is relatively new to 
  the Supreme Court, a rising star in 
  the judicial system, if such a thing 
  can be said to exist. He is a calm and 
  thoughtful individual, with a friend-
  ly disposition that hides a strong 
  and competent knowledge of the 
  law. What is not known about Judge 
  Ezquerra is that he is soundly in the 
  pocket of the Golden Dragon Society due to his marriage 
  to Lee Lee Kwong, a distant relative of the recently de-
  ceased leader of the Society, Dragoneye (Uncle Zhi) and 
  the new Dragoneye (see the Emerald City Player’s Guide). 
  He has a reputation for issuing light sentences, prefer-
  ring community service over imprisonment. Those of the 
  Golden Dragon Society that are tried before him are given 
  the lightest sentences possible, allowing in some of the 
  most notorious gangsters in Emerald City to walk away 
  almost scott free. 
  THE CORRECTIONS SYSTEM
  Once a convicted criminal has been through the courts, 
  they move onto the last step in the justice system: cor-
  rections. Responsible for the imprisonment and rehabili-
  tation of convicted felons, the corrections system is ex-
  periencing a serious strain in trying to hold the sudden 
  increase in super-powered prisoners. What was once an 
  adequate number of incarceration facilities is proving to 
  be woefully short of what the demand requires.
  ARCADIAN PENINSULAR CORRECTIONAL 
  FACILITY (APCF) AKA ARCADIA
  Located on an isolated lot of land not too far from the 
  Emerald City International Airport is the Arcadian Penin-
  sular Correctional Facility, often referred to (incorrectly) 
  as Arcadia. A facility designed for low risk offenders, the 
  APCF has well-established rehabilitation and education 
  programs designed to ensure released inmates a reduced 
  chance of turning back to crime. 
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  The majority of inmates are non-violent, unpowered of-
  fenders, but the current strain on the corrections system 
  has forced the facility to accommodate more dangerous 
  criminals and some supervillains designated as “low-
  powered.” This new prison population has caused some 
  concern among the facility staff, not to mention public 
  concern regarding a potential breakout. The facility has 
  undergone renovations to accommodate the new popu-
  lation, including reinforced holding cells and the intro-
  duction of experimental power dampers. 
  The APCW is a private facility that is supervised by the 
  county sheriff’s department. Originally designed to hold 
  1,500 inmates, its population has swelled to 2,700, stretch-
  ing the abilities of Warden Erica King and her staff of 600 
  to the limits.
  FORTRESS ISLAND STATE PENITENTIARY 
  (FISP) AKA THE FORTRESS
  Prisoners designated too violent for Arcadia are incarcer-
  ated in Fortress Island State Penitentiary, or the Fortress 
  as most refer to it. Located in the Albian River, FISP is the 
  oldest prison in Emerald City, and still considered one of 
  the most secure. Built originally from basalt quarried from 
  the Atlas Mountains, the imposing prison walls and tall 
  central facility loom menacingly over the river. 
  The prison has a long history of housing some of the 
  state’s most dangerous criminals. With the only access to 
  the prison a heavily guarded ferry, escapees have to brave 
  the river to gain the freedom. The Fortress, like all prisons, 
  has a gang problem, which Warden Jim Maguire and his 
  staff of 2,100 staff work diligently to control and oversee.
  Since the Silver Storm, the population in the Fortress has 
  become trickier to manage, with a handful of the new 
  inmates in possession of superpowers. Those possessing 
  superpowers are held in the new super-max wing of the 
  facility: a renovated, heavily reinforced section of the prison 
  equipped with internal power dampers. These inmates are 
  kept under 23-hour lockdown, with only a brief exercise 
  period of 1 hour under close scrutiny. Guards assigned to 
  the super-max wing are heavily armed and are instructed to 
  shoot-to-kill in cases of inmate conflict and escape attempts.
  Fort Island State Penitentiary was designed to hold a 
  maximum of 4,000 prisoners, and is currently forced to 
  deal with a population of 4,300 inmates, with a small, but 
  dangerous, percentage of them possessing superpowers. 
  THE BASE
  The facility known only as the Base is a decommissioned 
  and reassigned army barracks, hastily renovated by the 
  city government to house delinquent stormers and the 
  most problematic “normals” under the age of 18. Located 
  just outside the city on the edges of the Elysium Forest, 
  the Base has a capacity of 300, but is already near capac-
  ity. The majority of the inmates are gang members, while 
  others are violent criminals, drug addicts, sex offenders, 
  and stormers. Stormers are kept isolated from the rest of 
  the facility’s population and their powers are kept in check 
  by experimental power damper collars. 
  DEEP SIX PRISON FACILITY
  Shortly after the Silver Storm, the federal government saw 
  the need for a prison facility designed specifically to hold 
  West Coast criminals that possessed extensive superpow-
  ers. This resulted in the commissioning of the Deep Six 
  Prison Facility.
  Located off the coast of Emerald City, Deep Six is built on 
  the Pacific Ocean floor, about five miles out from Malory Bay 
  with only an elevator shaft ascending roughly 1,000 feet to 
  a rig on the surface that serves as a dock and helicopter 
  landing platform. The facility itself is built out of the stron-
  gest and most advanced materials available, and incorpo-
  rates some of the most advanced technology available on 
  the planet to contain the inmate population. Although no 
  known superhumans aided in the construction, the speed 
  with which it was built and its beyond-space-age materials 
  leave no doubt that the government had paranormal help.
  Deep Six is staffed by hundreds of personnel ranging 
  from administrative staff, councilors, medics, computer 
  programmers, technical officers, research scientists, and 
  guards. Considering the explosive potential that a lack of 
  security could have on the prison, potential employees 
  are extensively scrutinized with references consulted and 
  background checks made. 
  The administration center is located in the center of the 
  facility, from which radiate four wings. There is only one 
  entrance from each wing into the administration center, 
  and those are supervised by guards wearing Watchdog 
  power armor (see later in this section), and this entrance 
  is blocked by armored bulkheads that can be reinforced 
  by drop-down titanium shields in the case of emergen-
  cies. All wings and the administration center are self suf-
  ficient with their own air and emergency power supply. 
  Each wing is designed to hold 200 prisoners, except for 
  the wing designated “the Nursery” that holds only 50 pris-
  oners, all with specialized containment needs.
  The administration center is the heart of Deep Six, which 
  houses the administration offices, guard stations for mon-
  itoring the activities of inmates including those in the 
  Nursery, and holds most of the machinery and computers 
  required to operate the facility.
  Located at the very center of the administration center 
  is the elevator shaft that leads to the surface. The shaft 
  is secured by electronically locked bulkheads and two 
  prison guards wearing Watchdog armor.
  Below the administration center is the facility’s power 
  generation system, an experimental geo-thermal tap that 
  provides the heat needed to run boilers and turbines to 
  produce electricity for the entire prison. The generators 
  produce a surplus of energy, some of which is stored in 
  capacitors to be used in case of emergency. Also in case of 
  emergency, the mysterious builders of Deep Six installed 
  something called Block Sphere; what it does, no one at 
  the facility knows. It’s located on the lower level as well. 
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  The administration center also has a dedicated research 
  and development department where experimental 
  power damper devices are designed and improved upon 
  constantly. Universal power dampers, though useful in 
  emergency situations, proved to be unreliable in the long 
  term, therefore requiring the development of nullifiers 
  which have to be tailored to specific inmates.
  Finally the administration center also provides living quar-
  ters for prison staff (who are all on six-month rotations) 
  including a cafeteria, gym, an impressive game and movie 
  room, a small greenhouse, and sleeping quarters.
  Alpha Wing houses super-criminals who are designated 
  as “low risk”, primarily those that have no powers of their 
  own or whose powers are easily negated without the use 
  of dampers. These prisoners must also show signs of re-
  habilitation and prove themselves to be low risk for com-
  mitting violence. Alpha Wing prisoners share cells. They 
  are often granted recreational and work privileges that 
  inmates in other cell blocks do not enjoy, including access 
  to a gymnasium, basketball courts, and a common area. 
  Any infraction of prison rules, such as fighting, vandalism, 
  drug use, gang participation, disrespecting guards, or any 
  other proscribed activity, results in the prisoner’s removal 
  from Alpha Wing and reassignment to Beta Wing.
  Beta Wing is Deep Six’s medium security wing. Its popu-
  lation consists of those who have washed out of Alpha 
  Wing, those who don’t quite merit inclusion into Delta 
  Wing, and those who possess superpowers that have a 
  great potential for property damage or physical harm. Se-
  curity in Beta Wing is considerably harsher than in Alpha 
  Wing, and prisoners have very few privileges. Inmates are 
  housed two per cell but are under lock-down for 18 hours 
  a day with all meals being taken in-cell. When not under 
  lock-down, prisoners are free to mingle in the common 
  area and move from cell to cell. As with the behavior re-
  strictions in Alpha Wing, any prisoner caught committing 
  an infraction is usually reassigned to Delta Wing.
  Delta Wing is the maximum security wing of Deep Six, 
  it houses some of the worst super-powered criminals in 
  existence. These inmates are those reassigned from Beta 
  Wing, those who’ve committed a felony while in prison, 
  and those who possess super-powers that are highly 
  dangerous or destructive. These criminals are a danger 
  to each other, and as such are kept in private cells under 
  24-hour lockdown and constant surveillance. They have 
  no privileges and no contact with anybody other than 
  their lawyers and prison guards. All guards in Delta Wing 
  wear the Watchdog armor at all times.
  Gamma Wing, also designated the Nursery, is designed 
  to hold prisoners whose powers are so great that even the 
  “normal” precautions taken in the other wings prove to be in-
  sufficient to contain them. Each cell is individually designed 
  to contain its resident. Inmates in the Nursery have similar 
  restrictions to those in Delta Wing, with no privileges and no 
  contact other than with their lawyers and prison guards.
  DEEP SIX SECURITY
  There are 356 staff employed at Deep Six and include ev-
  eryone from cooks and janitorial staff to technicians and 
  guards. The guards each work a rotating 6 hour shift. Guards 
  always patrol in pairs, units of four, or squads of eight and 
  all are trained in the operation of the Watchdog armor.
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  WARDEN COLIN SWANWICK
  Colin Swanwick, the warden of 
  Deep Six, is the first person to hold 
  the position. He comes from a long 
  career in prison administration. 
  He insists on running an efficient 
  prison, and has little tolerance for 
  any misbehavior from inmates or 
  staff. His tolerance for superhuman 
  individuals is even less than his tol-
  erance for bad behavior. He refuses to employ anyone 
  with superpowers, regardless of their background or 
  legal status, a stance he is being encouraged to reverse 
  due to legal ramifications. 
  A strong believer that the best indicator for future behav-
  ior is past behavior, Swanwick allows the prisoners actions 
  to speak for themselves. Known for his strict adherence to 
  prison rules, he is not a man to be trifled with, and takes a 
  dim view of anyone who tries. He is well respected, if not 
  well liked, by most of his staff, because they recognize his 
  job is a difficult one and he’s successfully run the facility 
  with no hiccups thus far. 
  Warden Swanwick is an impressive man standing at six-
  and-a-half feet tall. In his younger days he was extremely 
  muscular, and even at the age of 58 he’s still quite fit, 
  although he’s gained a bit of weight. He has black hair 
  greying on the sides, and sports a steel-grey mustache. 
  He is most often seen wearing a white shirt with the 
  sleeves rolled up to the elbows, business slacks, and a 
  colorful tie. On more formal occasions he supplements 
  WATCHDOG GUARDS 
  PL8 • 108 POINTS
  STR 6 STA 2 AGL 2 DEX 2 FGT 6 INT 0 AWE 1 PRE 1
  Powers: 
  Watchdog 
  Power 
  Armor 
  (Removable 
  (-14 
  points); Combat Computer (Enhanced Defense 4 (Dodge 
  2, Parry 2), Enhanced Fighting 2); Encrypted Radio (Radio 
  Communication 2 (Subtle), Senses 1 (Radio); Sealed Armor 
  (Protection 6; Immunity 10 (Disease, Poison, Sensory Affliction 
  Effects, Pressure, Suffocation)); Speed Boosters (Speed 2 (8 
  MPH), Swimming 3 (4 MPH)); Strength Boosters (Enhanced 
  Strength 4); Targeting Computer (Enhanced Advantages 3 
  (Improved Aim, Ranged Attack 2)); Weapons Array (19 points; 
  Taser (Cumulative Affliction 8 (Resisted and Overcome by 
  Fortitude; Impaired, Disabled, Incapacitated), Reach 3), AE: 
  Alpha Wave Inhibitor (Ranged Affliction 8 (Resisted and 
  Overcome by Will; Hindered, Immobile, Paralyzed), AE: Tear 
  Gas (Ranged Cloud Area Affliction 4 (Resisted and Overcome 
  by Fortitude; Dazed and Impaired, Stunned and Disabled, 
  Incapacitated and Unaware), Extra condition))) 
  Advantages: Benefit (Watchdog Guard), Close Attack 2, 
  Improved Aim, Ranged Attack 2
  Skills: Athletics 3 (+9), Expertise: Current Events 2 (+2), 
  Expertise: Prison Guard 5 (+5), Expertise: Tactics 5 (+5), 
  Intimidation 3 (+4), Perception 3 (+4), Ranged Combat: 
  Weapons Array 3 (+5).
  Offense: Initiative +2, Unarmed +8 (Close, Damage 6), Alpha 
  Wave Inhibitor +7 (Ranged, Affliction 8, Will DC 18), Taser +7 
  (Close reach 15 feet, Cumulative Affliction 8, Fort DC 18), Tear 
  Gas +7 (Ranged, Cloud Area Affliction 4, Fort DC 14)
  Defense: Dodge 6, Parry 8, Fortitude 6, Toughness 8, Will 3
  Totals: Abilities 28 + Powers 57 + Advantages 3 + Skills 12 + 
  Defenses 8 = 108
  Complications: Motivation—Responsibility: Subject to 
  Chain of Command.
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  his attire with a business jacket. He makes relatively fre-
  quent trips to the mainland for meetings and visits with 
  his family, who live in a luxury highrise in Downtown 
  Emerald City. Use the Government Agent archetype from 
  Chapter 9 of Hero’s Handbook for Warden Swanwick’s 
  stats, with the addition of Expertise: Bureaucracy 8 (+10), 
  Expertise: Warden 8 (+10), and eliminate Expertise: Gov-
  ernment Agent.
  SECURITY CHIEF PETER GORDON
  Security Chief Gordon was originally an agent of AEGIS in 
  New York City until he accepted his current position less 
  than a year ago. His knowledge of security procedures 
  for dealing with super-powered individuals gives him an 
  edge with the inmates of Deep Six. He runs the prison 
  very much like a military facility and, like the warden, 
  holds all personnel to an exacting standard. Any sign 
  of corruption from among the staff is dealt with swiftly. 
  Gordon understands the threat that corruption can have 
  in a facility like Deep Six, and he wants no part of it.
  under-supported initiative there— nothing that would 
  bring undue attention to himself, but a sustained strategy 
  that kept AEGIS’ attention off his true employers. 
  Even as smooth an operator as Mitchell made 
  the occasional mistake, however. Despite 
  nettling suspicions that built over years, 
  Senior Director Powers was never able 
  to prove Mitchell had been compro-
  mised. So, Powers took a subtler 
  approach. When the Chief Admin-
  istrator for the Analyst division for 
  the Emerald City branch retired 
  after a long and quiet career, 
  Powers invoked directorial pre-
  rogative to appoint Lucas Meri-
  wether, a star intelligence profes-
  sional from the agency’s Los Angeles 
  offices, to take the seat. In addition to 
  his other duties, Meriwether was tasked 
  with covertly gathering information on 
  Mitchell. While an effective political player, Mitchell 
  was prone to delegating too many of his responsibilities 
  to his staff, and his continued shuffling of funding and 
  bureaucratic processes had left the Emerald City office 
  completely unprepared for dealing with a calamity of the 
  Silver Storm’s magnitude. The E.C. office’s response was 
  one misstep after another, all of it recorded by the media 
  for posterity. Combined with the fruits of Meriwether’s 
  investigations, Powers finally had enough ammunition; 
  he presented the choice to Mitchell in person: he could 
  either suffer through an exhaustive review of his activities 
  and decisions as the head of the office, or he could resign. 
  Citing stress brought on by the events surrounding the 
  Silver Storm and resulting health reasons, Mitchell quietly 
  As with most major cities in the United States, Emerald 
  City has had an AEGIS presence since shortly after the 
  agency’s inception. 
  The local AEGIS office gradually learned of Emerald 
  City’s nature as a home for super-criminals 
  and heard rumors about the secretive 
  Chamber, but it took years to piece 
  this information together from a 
  number of different sources. As a 
  result, the local AEGIS branch has 
  been somewhat larger, better 
  staffed, and better equipped than 
  AEGIS branches in similarly sized 
  cities that lacked a significant 
  super-powered population. The 
  agency’s upper echelon decided in 
  the mid-90s that the unusual nature 
  of the area deserved increased in-
  volvement. Unfortunately, the Chamber 
  and its operatives countered the increased 
  AEGIS presence by infiltrating it.
  Walter Benham held the position of Director for AEGIS’ 
  Emerald City branch for more than a dozen years, taking 
  over from the previous (and first) director as it expanded 
  from its small, rented offices to an entire floor of the federal 
  building. Benham’s tenure as Director came to an abrupt 
  end when he and his family were killed in an automobile 
  accident. His replacement was Deputy Joseph Mitchell, a 
  highly polished agent who climbed the office hierarchy 
  without making substantive enemies. Mitchell was firmly 
  in the Chamber’s pocket from the start and over the next 
  decade he proved a tremendously rewarding investment 
  on their part. His actions were subtle, but effective—an 
  investigation tangled in red tape here, a defunded or 
   AEGIS
  5
   
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  The security chief and the warden 
  have a firm respect for each other, 
  and work together like a well-oiled 
  machine. Warden Swanwick has 
  only to voice a concern and Gordon 
  addresses it immediately. Though 
  not as harsh as the warden, Gordon 
  is nearly as strict when it comes to 
  infractions. He is, however, more 
  likely to let something slide if he thinks it will earn him 
  more loyalty, respect, or a favor. 
  Peter Gordon is 42 and of mixed Japanese/American heri-
  tage. A slim man, he is only 5’7” in height, which has led 
  some to underestimate him. Quiet-spoken, Gordon would 
  rather listen to what is going on around him than be the 
  center of attention. Use the SWAT Officer archetype from 
  Chapter 9 of Hero’s Handbook for Security Chief Gordon’s 
  stats, with these additions and changes: Expertise: Bu-
  reaucracy 4 (+4), and Expertise: Superbeings 6 (+6), Intim-
  idation 6 (+7), Perception 6 (+7) and eliminate his Exper-
  tise: Current Events and Expertise: Police Officer.
  SECRETS OF EMERALD CITY 
  MUTANTS & MASTERMINDS
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  left the agency. Powers personally chose the new director, 
  pulling in former Emerald City native and deputy direc-
  tor of the Las Vegas office Calpurnia Maddox. He also gave 
  her one over-riding imperative eclipsing her standard 
  duties—clean house. Do it quickly. Do it thoroughly. 
  And she did. 
  Earning herself the nickname “the Wicked Witch of the 
  West” for her direct and coldly professional style, Maddox 
  transferred a number of key personnel to or from the E.C. 
  office and almost completely changed the face of the 
  branch. The last few months have seen inefficiencies dis-
  appear, arrest and conviction rates climb noticeably, and 
  case backlogs clear. The ECPD now views AEGIS as a lean 
  and focused partner that responds to requests for assis-
  tance in record time. 
  PERSONNEL
  Emerald City falls in AEGIS Region Five (PAC-NW). The 
  Emerald City AEGIS office reflects the standard structure of 
  the agency in that it is divided into three functional divisions: 
  The Directorate, Agent Division, and Command Division. 
  The Directorate is the administrative division, handling 
  the myriad bureaucratic hassles that keep a government 
  law-enforcement organization operating on a day-to-day 
  basis. This division flows out from the office of the Direc-
  tor, currently Calpurnia Maddox. 
  DIRECTOR CALPURNIA MADDOX
  Calpurnia Maddox was born and raised in Emerald City, 
  the daughter and granddaughter of police officers. Her 
  family raised her with a healthy respect for law and order 
  and instilled in her the confidence to stand her ground and 
  speak her mind. She was of the youngest ECPD officers 
  ever promoted to the rank of detec-
  tive. While on the job, she met and 
  eventually married Bradley Gramm, 
  who unfortunately died in a tragic 
  mugging-gone-wrong 
  a 
  couple 
  of years into their marriage. In an 
  effort to change her life, she joined 
  AEGIS and transferred from office to 
  office while climbing the ranks. She 
  came to Horatio Powers’ attention during the Grue Inva-
  sion, where she earned his respect for her skill, courage, 
  and leadership ability. When the opportunity arose, Powers 
  tapped her to replace Mitchell. A number of the men and 
  women Maddox served with in the ECPD have since moved 
  up the ranks and Maddox has many allies among them. 
  THE DIRECTOR’S ASSISTANTS
  Director Maddox has a number of duties that pull her away 
  from her desk, so the actual daily operations are overseen 
  by Deputy Director Brenda Paulson. Paulson is new to the 
  position, but is already performing her duties better than 
  Brett Fleming, who held the position under Mitchell. Mad-
  dox’s other section heads are:
  • 
  Senior Aide Antonio Morales, Political and Public 
  Affairs: Point-man in dealing with city hall and the 
  media, Morales is one of the few management hold-
  overs from the Mitchell era and a familiar face to the 
  people of Emerald City.
  • 
  Senior Aide Reginald Pryce, Legal: Brought in from 
  the Boston office, Pryce’s slow Brahmin tones belie a 
  razor-sharp legal mind; much of the office’s improved 
  performance in federal courts is directly due to his 
  expertise in putting together tight cases to turn over 
  to the U.S. Attorney’s office.
  • 
  Senior Aide Paula Hemmings, Records: Hemmings 
  is sometimes called “the Librarian,” a nickname she 
  likes. Fast approaching mandatory retirement age, 
  Hemmings has been with the Emerald City Office 
  since the second year of its existence and knows 
  everything worth knowing about the place—her as-
  sistance was instrumental in helping Meriwether put 
  together the evidence used against Mitchell (who 
  she despised with a passion).
  • 
  Senior Aide Sonja Daugherty, Finance and 
  Budget: The newest addition to the management 
  team, Daugherty was brought in from the Washing-
  ton, D.C. office where she was a rising star. She is fully 
  aware how much of her career rides on her cleaning 
  up the byzantine accounting jumble left by her pre-
  decessor and the former director, which is why she is 
  rarely seen away from her desk.
  • 
  Senior Aide Bernard Gallows, Internal Affairs: 
  Gallows is nicknamed “the Hangman”, which he 
  neither likes nor dislikes. Maddox personally request-
  ed his transfer from the Houston office. In fact, his 
  was the first name on her list of desired personnel. 
  Gallows is widely respected (and feared) in AEGIS as 
  tireless, implacable, and incorruptible.
  DIRECTOR CALPURNIA MADDOX 
  PL6• 117 POINTS
  STR 1 STA 2 AGL 2 DEX 3 FGT 5 INT 3 AWE 3 PRE 3
  Equipment: Armorweave Jumpsuit (Subtle, Impervious 
  Protection 2), Bracer Computer with Holographic Display, 
  Collapsible Baton (Strength-based Damage 1), Commlink, 
  Tz-90 Phased Blaster Pistol (Ranged Damage 4)
  Advantages: Benefit 4 (Rank 2, Security Clearance 2), Close 
  Attack, Connected, Equipment 4, Improved Defense, Improved 
  Initiative, Ranged Attack, Well-informed
  Skills: Athletics 6 (+7), Deception 6 (+9), Expertise: AEGIS 
  Agent 12 (+15), Expertise: Current Events 10 (+13), Expertise: 
  Politics 10 (+13), Insight 10 (+13), Investigation 8 (+11), 
  Perception 8 (+11), Persuasion 8 (+11), Ranged Combat: Guns 
  4 (+7), Technology 4 (+7), Vehicles 4 (+7)
  Offense: Initiative +6, Blaster Pistol +8 (Ranged Damage 4), 
  Collapsible Baton +6 (Close, Damage 2), Unarmed +6 (Close, 
  Damage 1)
  Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 4, Will 8
  Totals: Abilities 44 + Powers 0 + Advantages 14 + Skills 45 + 
  Defenses 14 = 117 
  Complications: 
  Motivation—Justice. 
  Quirk: 
  Driven. 
  Reputation: “Wicked Witch of the West.” Responsibility: 
  Subject to Chain of Command.
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  AEGIS TITLES AND RANKS
  In AEGIS, there is a distinction between agency rank des-
  ignations, division designations, and actual titled posi-
  tions. For example, all active members below managerial 
  rank regardless of division or position are generically re-
  ferred to as “agents,” similar to the way ATF, FBI, and CIA 
  personnel are referred to by that title. However, techni-
  cally, only the combat arms division (Agent Division) 
  personnel of AEGIS are officially called “Agent” (perhaps 
  adding Junior, Special, or Senior, depending on actual 
  rank). Command Division personnel are either Analysts or 
  Administrators, depending on whether they are informa-
  tion gatherers (the former) or information managers (the 
  latter). Analysts are also broken down by whether they act 
  primarily as investigators (“Security Analyst”) or planning 
  and subject matter specialists (“Defense Analysts”). Direc-
  torate personnel are either Aides, the most common, or 
  Senior Aides, who are generally section managers.
  AGENT DIVISION
  The Agent Division is comprised of the AEGIS personnel 
  the public is most likely to remember seeing—the guys in 
  body armor with the fancy guns. Emerald City’s ranking ad-
  ministrator in this division is Captain Malcolm Forsythe. 
  He was brought in from the Chicago office and when he 
  was informed “clean house” he cycled practically his entire 
  complement back through the national rotation. Few of 
  the personnel assigned to Forsythe’s active response teams 
  or security detachment were stationed in Emerald City 
  prior to his taking command less than a year ago. 
  CAPTAIN MALCOLM FORSYTHE
  Malcolm Aloysius Forsythe was the 
  son of a career Marine Corps Drill 
  Sergeant and already the pride of 
  his family when he was accepted 
  to the Naval Academy, where he 
  played some record-breaking foot-
  ball. He served as an officer in the 
  Marine Corps during the Gulf War 
  where he earned a Silver Star and 
  a reputation as a no-nonsense go-getter. Bored with 
  normal duty following the war, Forsythe joined AEGIS as 
  soon as his tour of duty ended. He rose through the ranks 
  to become a field commander, a position that provides 
  him with the challenges he thrives on.
  Forsythe is a large and naturally intimidating man who 
  looms without trying. He enjoys keeping people off-bal-
  ance, which comes easily to him as a large black man with 
  the vocabulary of a world-champion Scrabble player. He 
  is a consummate professional with an almost motherly 
  concern for the men under his command. In the field, he 
  is happiest with the Big Damn Gun approach to problem-
  solving… which is a common personality trait among the 
  Agent Division. 
  SENIOR AGENT ERIC COWELL
  Senior Agent Eric Cowell came with Forsythe from 
  Chicago; he is a combat engineer tasked with keeping the 
  teams’ support assets well-trained and maintained. 
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  KAREEM SCHMIDT
  Kareem Schmidt, a German immigrant of Turkish descent, 
  was lured away from UNISON (United Nations Interna-
  tional Superhuman Oversight Network) to join AEGIS as 
  the E.C. branch’s combat trainer. Exactly how they lured 
  him away from UNISON is the subject of much speculation 
  among the senior agents.
  OTHER AGENTS
  The remainder of Forsythe’s tactical rank staff is made up 
  of Senior Agent Gordon Delaney (Team Alpha), Senior 
  Agent Kevin Carver (Team Bravo), Senior Agent Keith 
  Hardison (Team Charlie), Senior Agent George Hight-
  ower (Team Delta), Senior Agent Manual Paolo (Team 
  Echo), Senior Agent Rachel Hunt (Team Foxtrot), and 
  Senior Agent Charles Wong (Base Security).
  AGENT PRACTICES & TACTICS
  AEGIS standard practice is to use a five-man squad plus 
  a field commander for an Active Response Team (ART). 
  The complement is generally three Light Weapons men, 
  one Heavy Weapons man, and a Support person (usually 
  Electronics Warfare or Combat Engineer, both when nec-
  essary). Designations are team and function specific. For 
  example, Senior Agent Manual Paolo is Echo-Leader, with 
  Echo-One, Echo-Two, and Echo-Three as Light Weapons, 
  Echo-Four as Heavy Weapons, and Echo-Five as Support.
  Unlike the three eight-hour duty shifts of most AEGIS per-
  sonnel, ARTs use two 12-hour duty shifts with a primary 
  team, a reserve team, and a “floating team” that can sup-
  plement the other two (to allow for vacations, days off, 
  and the like) for each shift. Base Security uses the same 
  shifts as the ARTs, with eight men on each shift that can be 
  quickly supplemented by an ART if necessary.
  COMMAND DIVISION
  Command Division is usually tasked with investigation 
  and analysis, but like members of the Agent Division, are 
  required to remain armed as investigations can turn “hot” 
  with little to no warning. 
  CHIEF ADMINISTRATOR LUCAS MERIWETHER 
  Chief Administrator Lucas Meri-
  wether fills the division’s top seat 
  for the Emerald City’s branch. A 
  career government agent with a 
  decade of working with the NSA 
  before coming to AEGIS, Meri-
  wether maintains plenty of ties to 
  the U.S. intelligence community—
  which is what initially brought him 
  to Director Powers’ attention. 
  Lucas Meriwether has a relatively “light” personnel file. 
  Outside of his history with the NSA (likely because of it), 
  his file contains very little information regarding where he 
  has operated or what he did during his career. Even his 
  supervisory comments and recommendations are classi-
  fied above the security rating of the people working in the 
  Emerald City Human Resources office. When the Analyst 
  Division Administrator position for the Emerald City 
  office came open, he was personally selected by Senior 
  Director Powers over any of the other applicants for the 
  job. Presumably Meriwether and the Director have suffi-
  cient history and a tight enough working relationship to 
  warrant this move, but the details of their relationship are 
  unknown.
  Meriwether isn’t the sort that leads from the front, instead 
  he prefers to watch and listen, seldom commenting until 
  he’s heard all he needs, then he steps in and makes his 
  preferences known. His management style is low-key, but 
  highly-informed, and his people exhibit a quiet but un-
  shakeable respect for the man. He never raises his voice 
  or loses his cool.
  OTHER AGENTS
  Meriwether is in charge of all investigative operations for 
  the branch, and his people are therefore the investiga-
  tive and analysis personnel as well as the forensics and 
  security IT staff (operations IT staff are part of the Direc-
  torate department). His reporting Security Analysts are 
  Sylvia Whitehead, a former prosecutor in the U.S. At-
  torney’s office that decided she could do more good in 
  AEGIS than in a courtroom; Peyton Ramos, who moved 
  to AEGIS from the LAPD’s Internal Affairs Department and 
  who is an expert in ferreting out exploitable weaknesses 
  in systems and people alike; Justin McKenzie, transferred 
  from Agent Division where he was previously a member 
  of one of the Philadelphia branch’s ARTs before being 
  removed from combat duty for medical reasons; and Eliz-
  abeth Nguyen, a driven young woman who transferred 
  from Records and is making quite a name for herself 
  for her dedication to the job. In addition to the Security 
  Analysts, Command Division also includes a number of 
  CAPTAIN MALCOLM FORSYTHE 
  PL6 • 111 POINTS
  STR 4 STA 3 AGL 1 DEX 0 FGT 6 INT 2 AWE 1 PRE 3
  Equipment: Armorweave Jumpsuit (Subtle, Impervious 
  Protection 2), Commlink, Tz-90 Phased Blaster Pistol (Ranged 
  Damage 4) 
  This equipment represents his “in the office” armament— 
  otherwise he’s in full combat dress.
  Advantages: All-out Attack, Assessment, Benefit 2 (Rank, 
  Security Clearance), Close Attack 2, Equipment 10, Improved 
  Defense, Improved Hold, Improved Initiative, Interpose, Power 
  Attack, Ranged Attack 2, Teamwork
  Skills: Athletics 5 (+9), Deception 3 (+6), Expertise: AEGIS 
  Agent 8 (+10), Expertise: Tactics 8 (+10), Expertise: Word Games 
  8 (+10), Insight 6 (+7), Intimidation 6 (+9), Investigation 4 (+6), 
  Perception 6 (+7), Persuasion 4 (+7), Ranged Combat: Guns 4 
  (+4), Technology 2 (+4), Vehicles 6 (+6)
  Offense: Initiative +5, Blaster Pistol +6 (Ranged, Damage 4), 
  Unarmed +8 (Close, Damage 4) 
  Defense: Dodge 5, Parry 6, Fortitude 5, Toughness 5, Will 7
  Totals: Abilities 40 + Powers 0 + Advantages 24 + Skills 35+ 
  Defenses 12 = 111
  Complications: Motivation—Responsibility. Motivation—
  Thrills. Reputation: Epic hardass. Responsibility: Subject to 
  Chain of Command.
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  Defense Analysts whose posts are referred to as “Desks” 
  representing specific areas of concern or national AEGIS 
  task forces. Adam Goentz (Super-criminal Organizations 
  Desk), Duncan Riley (Cyber Crimes Desk), and Megan 
  Annaliese (Special Projects Desk) predate Meriwether’s 
  tenure, but Jules Burgess (Silver Storm Desk) and Isabel 
  Morrow (Galactic Survey Task Force) are post-Silver Storm 
  additions.
  TECHNICAL SECTION
  Organizationally, Technical Section has been rolled under 
  Command Division rather than kept a separate unit as in 
  some other branches. Dr. Hadritha Pathiparti is the chief 
  Technical Analyst, combining an M.D. with multiple doc-
  torates. Marco Cruz and Walter Glass assist him, special-
  izing in electronics and chemistry respectively, Dr. Skyler 
  Bianco is in charge of Autopsy/Pathology, and Tobias 
  “Toby” Mills manages IT security (drafting operations IT 
  when he needs extra hands).
  AEGIS ANALYST JUSTIN “EIGHTBALL” MCKENZIE
  Justin McKenzie came to AEGIS after 
  two tours with the United States 
  Marine Corps, and quickly earned a 
  reputation as an exemplary agent. 
  He earned the nickname “Eightball” 
  from fellow agents for his talent at 
  getting caught in the thick of things 
  but always managing to extricate 
  himself. His career as a combat agent 
  for AEGIS ended after being captured and tortured by the 
  telepathic serial killer Headhunter, who had not appreci-
  ated a ‘flatline’ getting so close to capturing him. AEGIS 
  shrinks said McKenzie couldn’t go back out as a combat 
  agent given the trauma he suffered, but he had enough 
  friends high enough in the agency that he wasn’t forced 
  to retire—instead, he was transferred to Analyst Division. 
  Technically, this was a demotion, but you couldn’t tell by 
  the way he acts. McKenzie is happy to still be alive and sane, 
  and finds his colleagues (none of whom have ever had to 
  fire their weapon in the course of duty) very amusing and a 
  change of pace from his old friends. 
  McKenzie is the earthy common-sense member of the 
  Emerald City AEGIS team. He’s the only one in his section 
  with practical experience fighting the people he and his 
  colleagues now study, and he’s often called on to bring 
  that experience to his work.
  AEGIS ANALYST ELIZABETH NGUYEN
  Analyst Nguyen’s parents were among the last refugees 
  to escape the fall of Vietnam immediately prior to the 
  American withdrawal. They adapted completely to 
  their new role as American citizens, but suffered severe 
  prejudice from their new neighbors. Growing up, Elizabeth 
  felt pressure to perform twice as well as her peers just to 
  be considered equal. This left her with strong feelings 
  about equality and a pathological work ethic. She has no 
  life outside of the office, certain that this report or that 
  paperwork could be just a little better if she spent one 
  more evening or weekend working on it. Behind her back, 
  the other AEGIS agents joke that she puts workaholics 
  to shame; there is also an office 
  pool going as to whether she has a 
  nervous breakdown before or after 
  she drives one of the other analysts 
  homicidal trying to keep up with 
  her.
  Nguyen (“Please just call me ‘Beth’… 
  I insist.”) is much too perky and 
  cheerful by half, as if her life de-
  pended on her being liked by every-
  LUCAS MERIWETHER 
  PL4 • 100 POINTS
  STR 2 STA 2 AGL 1 DEX 1 FGT 4 INT 4 AWE 4 PRE 1
  Equipment: Collapsible Baton (Strength-based Damage 
  1), Commlink, Light Pistol (Ranged Damage 3), Multi-tool, 
  Smartphone, Undercover Shirt (Protection 2, Subtle)
  Advantages: Benefit 2 (Rank, Security Clearance), Contacts, 
  Connected, Defensive Attack, Equipment 3, Improved Defense, 
  Languages 4 (Arabic, French, German, Mandarin Chinese, 
  Russian, Spanish, Vietnamese), Well-informed
  Skills: Athletics 3 (+5), Deception 11 (+12), Expertise: AEGIS 
  Agent 10 (+14), Expertise: Current Events 6 (+12), Expertise: 
  History 6 (+12), Expertise: Spy 10 (+14), Insight 8 (+12), 
  Investigation 8 (+12), Perception 8 (+12), Persuasion 8 (+9), 
  Ranged Combat: Guns 4 (+5), Technology 4 (+7)
  Offense: Initiative +1, Collapsible Baton +4 (Close, Damage 
  2), Light Pistol +4 (Ranged, Damage 3), Unarmed +4 (Close, 
  Damage 1)
  Defense: Dodge 4, Parry 4, Fortitude 3, Toughness 4, Will 5
  Totals: Abilities 38 + Powers 0 + Advantages 14 + Skills 43 + 
  Defenses 5 = 100 
  Complications: Motivation—Responsibility. Reputation: 
  Spy who won’t talk about his past. Responsibility: Subject to 
  Chain of Command.
  JUSTIN “EIGHTBALL” MCKENZIE 
  PL6 • 104 POINTS
  STR 2 STA 2 AGL 2 DEX 1 FGT 6 INT 1 AWE 2 PRE 2
  Equipment: Commlink, Flashlight, Light Pistol (Ranged 
  Damage 3), Undercover Shirt (Protection 2, Subtle)
  Advantages: Benefit 2 (AEGIS Security Clearance), Contacts, 
  Defensive Roll 2, Equipment 2, Great Endurance, Improved 
  Defense, Improved Initiative, Leadership, Quick Draw, Set-up, 
  Well-informed
  Skills: Acrobatics 4 (+6), Athletics 4 (+6), Deception 4 (+6), 
  Expertise: AEGIS Agent 7 (+8), Expertise: Current Events 5 
  (+6), Expertise: Superhumans 6 (+7), Expertise: Streetwise 6 
  (+7), Insight 6 (+8), Intimidation 6 (+8), Investigation 8 (+9), 
  Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Guns 8 
  (+9), Stealth 2 (+4), Treatment 4 (+5), Vehicles 4 (+5)
  Offense: Initiative +6, Light Pistol +9 (Ranged, Damage 3), 
  Unarmed +6 (Close, Damage 2)
  Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 6/4* 
  (*without Defensive Roll), Will 7
  Totals: Abilities 36 + Powers 0 + Advantages 14 + Skills 42 + 
  Defenses 12 = 104
  Complications: Motivation—Patriotism. Quirk—‘Gung-
  Ho’: Tends to charge in without thinking, often resorting to 
  violent action over strategy. Quirk—Post Traumatic Stress 
  Disorder: Suffers from minor PTSD, which flares up when 
  under extreme stress.
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  one. She’s also prone to speaking too quickly and over-
  loading people with information.
  AEGIS ANALYST PEYTON RAMOS
  Peyton Ramos considers himself a courageous natural-
  born leader. He is, however, frustrated by others’ inability 
  to recognize those qualities in him because of their own 
  jealousies and deficiencies. The “friction” caused by his 
  behavior and everyone’s reactions to him prompted his 
  departure from the LAPD, where he excelled in Internal 
  Affairs (and was intensely disliked by his co-workers), from 
  the FBI, where he excelled at Internal Affairs (and was in-
  tensely disliked by his co-workers), and finally to AEGIS.
  At AEGIS, he gravitated to the field of security analysis, 
  where his innate gift for ferreting out weaknesses and ex-
  ploitable vulnerabilities has served 
  him well. Given his poor relation-
  ship with most of his peers and 
  the ECPD officers with whom he 
  interacts (who really don’t like him), 
  Ramos has risen as high as he can, 
  something he’s slowly realizing. 
  Ramos believes his former direc-
  tor (with whom he got along quite 
  well) was shown the door by jealous bureaucrats, the 
  same people who are now arrayed against Ramos. He is 
  secretly feeding information to the CIA about various clas-
  sified AEGIS operations in hopes of eventually worming 
  his way into a position at Langley. Ramos is unaware that 
  Meriwether knows all about the information he’s leaking 
  and is handpicking the juicy tidbits available to Ramos in 
  order to control the leaks and teach Ramos a lesson.
  AEGIS ANALYST SYLVIA WHITEHEAD
  Sylvia Whitehead came to AEGIS 
  from the U.S. Attorney’s office 
  in Seattle. In a remarkably short 
  period of time she forged an im-
  pressive reputation as a prosecutor 
  and would have been appointed to 
  the bench if she hadn’t changed her 
  life’s focus. Whitehead lost a friend 
  at the hands of the notorious me-
  tahuman killer-for-hire Gavin “Stilleto” Bolger and was 
  forced to watch as a botched AEGIS investigation com-
  bined with a botched prosecution to put Bolger back on 
  the street. Infuriated by the gross incompetence that cost 
  her friend’s family any justice or closure, she worked her 
  way into AEGIS’ investigative ranks. 
  Whitehead is dedicated to her job and specifically to 
  making sure no criminal skirts the law thanks to sloppy 
  procedure. She has an impeccable work ethic and all the 
  cases she hands over to prosecutors are as airtight and by-
   ELIZABETH NGUYEN 
  PL4 • 59 POINTS
  STR 0 STA 1 AGL 1 DEX 0 FGT 3 INT 2 AWE 2 PRE 0
  Equipment: Commlink, Flashlight, Light Pistol (Ranged 
  Damage 3), Undercover Shirt (Protection 2, Subtle)
  Advantages: Benefit (AEGIS Security Clearance), Contacts, 
  Equipment 2, Jack-of-all-trades, Languages (Vietnamese; 
  English is native), Well-informed
  Skills: Acrobatics 3 (+4), Athletics 4 (+4), Deception 4 
  (+4), Expertise: AEGIS Analyst 8 (+10), Expertise: Current 
  Events 6 (+8), Expertise: Superhumans 6 (+8), Insight 3 (+5), 
  Investigation 6 (+8), Perception 3 (+5), Persuasion 3 (+3), 
  Ranged Combat: Guns 5 (+5), Technology 3 (+5)
  Offense: Initiative +1, Light Pistol +5 (Ranged, Damage 3), 
  Unarmed +3 (Close, Damage 0)
  Defense: Dodge 4, Parry 3, Fortitude 3, Toughness 3, Will 4
  Totals: Abilities 18 + Powers 0 + Advantages 7 + Skills 27 + 
  Defenses 7 = 59
  Complication: 
  Motivation—Patriotism 
  and 
  Ambition. 
  Quirk—Socially Awkward: Her intensity tends to be off-putting.
  PEYTON RAMOS 
  PL4 • 65 POINTS
  STR 1 STA 1 AGL 0 DEX 1 FGT 4 INT 1 AWE 1 PRE 1
  Equipment: Collapsible Baton (Strength-based Damage 1), 
  Commlink, Light Pistol (Ranged Damage 3), Multi-tool, Tablet 
  Computer, Undercover Shirt (Protection 2, Subtle)
  Advantages: Benefit (Security Clearance), Contacts, Defensive 
  Roll, Equipment 3, Improved Defense, Languages (Spanish), 
  Well-informed
  Skills: Athletics 3 (+4), Deception 5 (+6), Expertise: AEGIS 
  Agent 6 (+7), Expertise: Current Events 6 (+7), Insight 8 (+9), 
  Investigation 8 (+9), Perception 6 (+7), Persuasion 4 (+5), 
  Ranged Combat: Guns 3 (+4), Technology 5 (+6)
  Offense: Initiative +0, Collapsible Baton +4 (Close, Damage 
  2) Light Pistol +4 (Ranged, Damage 3), Unarmed +4 (Close, 
  Damage 1) 
  Defense: Dodge 4, Parry 4, Fortitude 3, Toughness 4 (3 without 
  Defensive Roll), Will 4
  Totals: Abilities 20 + Powers 0 + Advantages 9 + Skills 27 + 
  Defenses 9 = 65 
  Complications: Motivation—Power and Responsibility. 
  Quirk: Self-deluded about his level of competence. 
  Reputation: Major-league weasel. Responsibility: Subject to 
  chain of command.
  SYLVIA WHITEHEAD 
  PL4 • 78 POINTS
  STR 0 STA 1 AGL 1 DEX 0 FGT 4 INT 4 AWE 2 PRE 2
  Equipment: Collapsible Baton (Strength-based Damage 1), 
  Commlink, Light Pistol (Ranged Damage 3), Multi-tool, Tablet 
  Computer, Undercover Shirt (Protection 2, Subtle)
  Advantages: 
  Benefit 
  (Security 
  Clearance), 
  Connected, 
  Contacts, Equipment 3, Improved Defense, Languages (Greek), 
  Well-informed
  Skills: Athletics 3 (+3), Deception 7 (+9), Expertise: AEGIS Agent 
  8 (+12), Expertise: Current Events 6 (+10), Expertise: Law 6 (+10), 
  Insight 8 (+10), Investigation 6 (+10), Perception 6 (+8), Persuasion 
  6 (+8), Ranged Combat: Guns 5 (+5), Technology 5 (+9)
  Offense: Initiative +1, Collapsible Baton +4 (Close, Damage 
  1) Light Pistol +5 (Ranged, Damage 3), Unarmed +4 (Close, 
  Damage 1) 
  Defense: Dodge 4, Parry 4, Fortitude 2, Toughness 3, Will 6
  Totals: Abilities 28 + Powers 0 + Advantages 9 + Skills 33 + 
  Defenses 8 = 78 
  Complications: Motivation—Justice and Responsibility. 
  Quirk: Workaholic. Responsibility: Subject to chain of 
  command.
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  the-book as possible. Unsurprisingly, she has inspired the 
  same level of respect and admiration among her AEGIS 
  peers as she did the legal community. Her meticulous 
  attention to detail and incredible knowledge of legal, 
  federal, and agency procedure combined with her exten-
  sive network of friends in legal circles make her incredibly 
  effective. 
  FACILITIES AND RESOURCES
  Prior to the Silver Storm, the AEGIS Emerald City branch 
  was squeezed into three floors of the federal building 
  downtown. The agency kept its vehicles and storage fa-
  cilities at a small rented airfield south of the city and had 
  to share many resources with other agencies—forensic 
  needs, for one example, had to be sourced through the 
  local FBI office. This changed thanks to Silver Storm and 
  the events that followed. Showing the same political 
  acumen he used to keep AEGIS out of the Department 
  of Homeland Security a few years earlier, Director Powers 
  framed the situation in Emerald City as a “superhuman di-
  saster area” only AEGIS had the training and expertise to 
  deal with. With that, he succeeded in getting an Emergen-
  cy Spending Bill pushed through Congress that dramati-
  cally increased the resources available to AEGIS in the city. 
  The money allowed AEGIS to acquire the land for a new 
  headquarters, as well as increase the amount of personnel 
  and equipment allocated to the branch. 
  THE DOME
  The main headquarters for AEGIS in Emerald City is a struc-
  ture known as “the Dome.” The facility began its life during 
  World War II when it was built to be a Naval Station and 
  was decommissioned following the Vietnam War. For a 
  number of years it sat unused until the early 1990s. Then, 
  a small consortium of developers joined forces and tried 
  to convert the structure into a massive sports stadium, 
  an effort that died a slow and ugly political and financial 
  death after being only partially completed. AEGIS bought 
  the property with the influx of capital from Uncle Sam, then 
  dove into a whirlwind of construction and repurposing. 
  Large subsurface ship-repair bays were transformed into 
  storage and training areas, offices, and garage space; the 
  visible structure above ground was covered by the dome 
  the headquarters is named for, the infrastructure was filled 
  in and heavily reinforced, and the large parking areas con-
  verted to training fields, an airpad/heliport, and a sizable 
  surrounding defensive buffer. Small amounts of finishing 
  work are ongoing, but the majority of the facility was com-
  pleted in a matter of months (around the clock shifts, and 
  security for the construction site brought in from branches 
  around the country) and is fully operational. Strictly speak-
  ing, the Dome is actually larger than the branch needs and 
  talk has begun about consolidating a number of Region 
  Five’s smaller facilities, including the regional “seat” cur-
  rently in Portland, Oregon, to Emerald City.
  HEADQUARTERS: THE DOME 
  26 POINTS
  Size: Colossal Toughness: 12 (external average; internal can 
  range from 8 for interior walls to 16 for reinforced structures); 
  Features: Communications, Defense System, Dock, Fire 
  Prevention System, Garage, Grounds, Gym, Hangar, Holding 
  Cells, Infirmary, Laboratory, Living Space, Personnel, Power 
  System, Security System 3 (DC 30), Workshop
  SITE COMPLEMENT
  The Dome is staffed by 146 personnel spread among 
  the three divisions, a considerably larger number than is 
  normal for a city of Emerald City’s size.
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  • 
  The Directorate: Director, Deputy Director, Heads of 
  Section (5), Support Staff for all Sections (42 total)
  • 
  Agent Division: Agent Commander, Lead Combat 
  Engineer, Combat Trainer, Active Response Teams 
  (6 teams with 6 agents each), Base Security Detach-
  ment (17), Support Staff (14 (Motor Pool, Equipment 
  Room, etc.))
  • 
  Command Division: Chief Administrator, Security 
  Analysts (4), Defense Analysts (5), Field Investigators 
  (8), Technical Analysts (5), Lab Techs and Support 
  Staff (14)
  • 
  Notable Equipment: MAX Armor (12), SuperMAX 
  Armor (6); Combat Motorcycles (8), Superhuman 
  Containment Trucks (2); Combat Speedboats (2); Col-
  lapsing Helicopters (3), Flying APC (1), Flying Motor-
  cycles (6), VTOL Folding Fighter Jets (1)
  AEGIS AGENTS
  These sets of stats represent the average agents heroes 
  are likely to encounter for each of the three divisions. 
  The Equipment ranks and other numbers assume the 
  AEGIS Agent is equipped with Combat-Dress, Collaps-
  ible Baton, Standard Sidearm, and a Heavy Assault 
  Weapon, with a couple of equipment points left over 
  for handcuffs and a flashlight. Points may be distributed 
  any number of other ways at your discretion depending 
  on the role of the AEGIS agent, including the following: 
  the Support Agent in an ART, for example, uses a Light 
  Assault Weapon and spends those extra equipment 
  points on a Lock Release Gun and various toolkits. For 
  the Aide, the numbers assume a Light Pistol at most and 
  no armor, plus a very expensive cellphone. Similarly, the 
  average Analyst is in plainclothes and uses a Light Pistol, 
  but also has a Collapsible Baton, the equivalent of an Un-
  dercover Shirt, a Commlink, and a number of small tools 
  that includes a very nice tablet computer.
  STANDARD ISSUE  
  EQUIPMENT AND WEAPONS
  AEGIS has a number of high-tech pieces of equipment com-
  monly used by agents. The signature weapon of the Agent 
  Division is the Phased Blaster, which fires a packet of highly 
  charged particles that have significant stopping power; the 
  carbine can be set to higher frequencies that interfere with 
  a human nervous system or act as a focused EMP, and the 
  heavy weapon has the ability to turn the air around the 
  beam into a short-distance, intensely hot plasma beam. 
  • 
  Full-Dress Uniform: Armorweave Jumpsuit (Imper-
  vious Protection 2, Subtle) • 5 points
  • 
  Combat-Dress Uniform: Combat Armor (Impervi-
  ous Protection 4; Immunity 3 (Cold, Gas effects, Heat); 
  Quirk 2: Bulky (Dodge and Parry reduced by 1 each); 
  Integrated Ops Helmet (Commlink, Computer, GPS, 
  Senses 3 (Direction Sense, Distance Sense, Low-light 
  Vision)) • 15 points
  AEGIS ANALYST (COMMAND DIVISION) PL4 • 66 PTS
  STR 1 STA 2 AGL 2 DEX 1 FGT 3 INT 2 AWE 2 PRE 2
  Equipment: 15 points of AEGIS equipment as needed.
  Advantages: 
  Benefit 
  (Security 
  Clearance), 
  Contacts, 
  Equipment 3, Improved Defense, Well-informed
  Skills: Athletics 3 (+4), Deception 5 (+7), Expertise: AEGIS 
  Agent 4 (+6), Expertise: Current Events 6 (+8), Insight 6 (+8), 
  Investigation 6 (+8), Perception 6 (+8), Persuasion 4 (+6), 
  Ranged Combat: Guns 4 (+5), Technology 4 (+6)
  Offense: Initiative +2, Collapsible Baton +3 (Close, Damage 2), 
  Ranged Combat: Gun + 4 (Ranged, Damage 3), Unarmed +3 
  (Close, Damage 1)
  Defense: Dodge 4, Parry 4, Fortitude 3, Toughness 2, Will 3 
  Totals: Abilities 30 + Powers 0 + Advantages 7 + Skills 24 + 
  Defenses 5 = 66 points
  Complications 
  Motivation—Doing 
  Good, 
  Justice, 
  Patriotism, or Thrills (choose one). Responsibility: Subject 
  to chain of Command. 
  AEGIS ACTIVE RESPONSE TEAM AGENT PL5 • 75 PTS
  STR 2 STA 2 AGL 2 DEX 1 FGT 5 INT 1 AWE 1 PRE 1
  Equipment: 
  Combat-Dress 
  Uniform: 
  Combat 
  Armor 
  (Impervious Protection 4; Immunity 3 (Cold, Gas effects, Heat); 
  Quirk 2: Bulky (Dodge and Parry reduced by 1 each); Integrated 
  Ops Helmet (Commlink, Computer, GPS, Senses 3 (Direction 
  Sense, Distance Sense, Low-light Vision)), 35 points of other 
  equipment 
  Advantages: Assessment, Benefit (Security Clearance), Close 
  Attack 2, Equipment 10, Teamwork
  Skills: Athletics 5 (+7), Deception 4 (+5), Expertise: AEGIS Agent 
  4 (+5), Expertise: Tactics 4 (+5), Insight 4 (+5), Intimidation 4 
  (+5), Investigation 2 (+3), Perception 4 (+5), Persuasion 2 (+3), 
  Ranged Combat: Guns 4 (+5), Technology 3 (+4), Vehicles 4 (+5)
  Offense: Initiative +2, Baton +7 (Close, Damage 3), Guns + 
  5 (Ranged, Damage varies by weapon), Unarmed +7 (Close, 
  Damage 2)
  Defense*: Dodge 4, Parry 4, Fortitude 4, Toughness 6, Will 4 
  *Dodge, Parry, and Toughness include modifiers from Combat 
  Armor
  Totals: Abilities 30 + Powers 0 + Advantages 15 + Skills 22 + 
  Defenses 8 = 75 
  Complications 
  Motivation—Doing 
  Good, 
  Justice, 
  Patriotism, or Thrills (choose one). Responsibility: Subject 
  to chain of Command. 
  AEGIS AIDE (DIRECTORATE) 
  PL3 • 45 PTS
  STR 1 STA 1 AGL 0 DEX 0 FGT 2 INT 2 AWE 1 PRE 2
  Equipment: 10 points of AEGIS equipment as needed.
  Advantages: 
  Benefit 
  (Security 
  Clearance), 
  Connected, 
  Equipment 2
  Skills: Deception 6 (+8), Expertise: AEGIS Aide 6 (+8), Expertise: 
  Current Events 4 (+6), Insight 6 (+7), Perception 4 (+5), Persuasion 
  6 (+8), Ranged Combat: Guns 3 (+3), Technology 1 (+3)
  Offense: Initiative +0, Ranged Combat: Gun + 3 (Ranged, 
  Damage 3), Unarmed +2(Close, Damage 1)
  Defense: Dodge 2, Parry 2, Fortitude 2, Toughness 1, Will 3
  Totals: Abilities 18 + Powers 0 + Advantages 4 + Skills 18 + 
  Defenses 5 = 45 
  Complications 
  Motivation—Doing 
  Good, 
  Justice, 
  Patriotism, or Thrills (choose one). Responsibility: Subject 
  to chain of Command. 
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  • 
  Collapsible Baton: Strength-based Damage 1 
  (Feature: Collapsible) • 2 points
  • 
  Plainclothes Sidearm: 
  Glock-19 
  light 
  pistold 
  (Ranged Damage 3) • 6 points
  • 
  Standard Sidearm: Tz-90 Phased Blaster Pistol 
  (Ranged Damage 4) • 8 points
  • 
  Light Assault Weapon: Tz-120 Phased Blaster 
  Carbine (Ranged Multiattack Damage 5, AE: Ranged 
  Cumulative Affliction 5 (Resisted by Fortitude; Dazed, 
  Stunned, Incapacitated), AE: Ranged Nullify 5, Broad: 
  Electronics, Simultaneous) • 17 points
  • 
  Heavy Assault Weapon: Tz-400 Man-Portable Phased 
  Blaster Cannon (Ranged Multiattack Damage 7, Inac-
  curate, AE: Line Area 3 (120 feet)Damage 5 • 21 points
  In addition to standard field equipment, AEGIS ART 
  members are trained in the operation of MAX powered 
  armor. The armor is expensive and sees far less use than 
  most other operational gear, this is especially true of the 
  heavier SuperMAX armor. Note that an Active Response 
  Team member in a MAX Armor suit is PL8, and in Super-
  MAX armor is PL9. 
  VEHICLES
  AEGIS uses a number of different vehicles, many of which 
  are variations on the vehicles presented in Chapter 7 of 
  the Hero’s Handbook. AEGIS operates a small fleet of un-
  marked sedans (as Police Cruiser, but add Protection 1 and 
  Impervious 6) and utility vans (as Armored Car) for the ma-
  jority of mundane operational needs. Other, more special-
  ized vehicles include:
  • 
  Combat Motorcycle: A heavy-set motorcycle with 
  solid reinforced tires, an armored fuel tank, and 
  armored plates set at the front. Twin machine guns 
  poke through ports on either side of the front armor. 
  As Motorcycle, with Protection 2 (Impervious 6) and 
  Ranged Multiattack Damage 6.
  • 
  Superhuman Containment Truck: Used for prisoner 
  transport to the base holding cells or to meet prison 
  transports bound for distant facilities. As APC, except 
  Impervious 12, Feature – Toughness also applies 
  against rear occupants, and Close Range Concen-
  tration Nullify 12, Broad (Mutant powers), Effortless, 
  Quirk (Limited to rear occupants in restraint system), 
  Simultaneous.
  • 
  Combat Speedboats: An armored speedboat with 
  computerized remote machine gun pods on the 
  bow. As Speedboat, with Protection 2 (Impervious 6) 
  and Ranged Multiattack Damage 6.
  • 
  Collapsing Helicopter: A gunship that can com-
  pletely collapse and fold in its props and tail. As Mili-
  tary Helicopter, with Feature (Collapsible propellers 
  and tail).
  • 
  Flying APC: The ART’s transport of choice, a Flying 
  APC closely resembles a normal APC but where the 
  ground version has wheel bases, this model instead 
  has gravitic propulsion units. As APC, but trade its 
  standard movement effect for the same ranks of 
  Flight.
  • 
  Flying Motorcycle: A single-man vehicle (that ac-
  tually more closely resembles a large jet-ski than a 
  motorcycle) sometimes also called a gravcycle. Flies 
  rather than rolls but has the same enhancements as 
  the Combat Motorcycle (previously) and trade its 
  movement effect for the same ranks of Flight.
  • 
  VSTOL Folding Fighter Jet: Similarly to the Collaps-
  ing Helicopter, this VSTOL has collapsing wings and 
  tail assembly for easier storage in limited space; the 
  VSTOL capabilities also mean it can use the airpad/
  heliport at the Dome.
  IN THE FIELD
  There are two types of AEGIS agents the public is likely 
  to meet: Plainclothes and Full-Dress. Plainclothes are 
  more common, particularly for situations in which the 
  agency wants its people to blend in and not intimidate 
  civilians. These agents are indistinguishable from the 
  generic federal agent—dark suit and tie, sunglasses, 
  earpiece comm, and a light pistol. Directorate division 
  personnel are the most likely to be encountered in this 
  attire (minus the comm and firearm), though Command 
  Division Analysts frequently choose to be as unobtru-
  sive as possible when conducting field investigations. 
  Full-Dress is the traditional image of the AEGIS agent 
  popularized in the media—armorweave jumpsuit with 
  AEGIS insignia and a prominently-worn blaster sidearm. 
  Base Security are always in Full-Dress.
  A third type of agent most members of the public hope 
  not to meet are Combat-Dress agents. Outside of cer-
  emonial duties, when encountered off-base the Active 
  Response Teams are always in Combat-Dress. This con-
  sists of combat body armor, integrated Ops Helmets, 
  and either Light or Heavy Assault Weapons. 
  MAX ARMOR 
  50 POINTS
  Communication 2 (Radio, 1 mile); Enhanced Strength 4; 
  Immunity 10 (Life Support); Protection 8, Impervious 6; 
  Weapons Array (17 points; Blaster (Ranged Damage 7, 
  Accurate 3), AE: Targeted Strobe (Ranged Cumulative Affliction 
  7 (Resisted and Overcome by Fortitude; Visually Impaired, 
  Visually Disabled, Visually Unaware), Accurate 3, Limited to 
  Vision), AE: Snare (Ranged Cumulative Affliction 7 (Resisted by 
  Dodge and Overcome by Damage; Hindered and Vulnerable, 
  Defenseless and Immobile), Accurate 3, Extra Condition, Limited 
  Degree)); Senses 3 (Direction Sense, Distance Sense, Low-light 
  Vision); Removable –12 points • 50 points
  SUPERMAX ARMOR  
  59 POINTS
  Communication 2 (radio, 1 mile); Enhanced Strength 6; Immunity 
  10 (Life Support); Protection 10, Impervious 8; Weapons 
  Array (21 points; Blaster (Ranged Damage 9, Accurate 3), AE: 
  Targeted Strobe (Ranged Cumulative Affliction 9 (Resisted and 
  Overcome by Fortitude; Visually Impaired, Visually Disabled, 
  Visually Unaware), Accurate 3, Limited to Vision), AE: Snare 
  (Ranged Cumulative Affliction 9 (Resisted by Dodge and 
  Overcome by Damage; Hindered and Vulnerable, Defenseless 
  and Immobile), Accurate 3, Extra Condition, Limited Degree)); 
  Senses 3 (Direction Sense, Distance Sense, Low-light Vision); 
  Removable –15 points • 59 points
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   THE MILITARY
  The United States military has a presence in Emerald City 
  and the surrounding area. Their availability helped alle-
  viate the chaos that ensued after the Silver Storm. Even 
  with the appearance of new superheroes to help combat 
  stormers and other super-powered criminals, the military 
  is frequently called in to lend assistance.
  FORT BREWER NAVAL BASE
  Fort Brewer is a principle naval birth for U.S. nuclear sub-
  marines. It consists of three births, two refit wharves, and 
  a covered dry dock facility. The base also has one explo-
  sives-handling wharf and one lay berth which is used for 
  naval surface ships and foreign vessels. Mooring buoys 
  act as anchorages for three ships or sea craft, the buoys 
  are rated to survive the effects of hurricanes are ideal 
  berths for base support vessels in such weather. The base 
  is primarily used for the maintenance, repair, overhaul, 
  and modernization of the nuclear submarine fleet, while 
  a weapons facility provides missiles and weapons system 
  support to the ballistic missile submarine fleet.
  Security at Fort Brewer is, understandably, extremely 
  tight considering the grade of weapons they have on 
  hand. Access to the base requires passing through two 
  checkpoints, and each birth is also protected by its own 
  checkpoint. Visitors must wear an identification tag and 
  be accompanied by a naval officer or civilian employee at 
  all times. Security personnel are heavily armed and patrol 
  the base frequently with instructions to shoot to disable 
  any intruders or visitors acting suspiciously.
  Fort Brewer Naval Base provides housing for 8,000 naval 
  personnel and their dependents, and has a civilian staff 
  of 1,600. The base also hosts an instructional facility 
  which provides technical training for sailors in the op-
  eration and maintenance of nuclear ballistic missile and 
  guided missile submarines as well as their systems. In an 
  effort to encourage inter-service cooperation, person-
  nel at the base use naval support vessels to assist the 
  U.S. Coast Guard in shore patrol, search and rescue, and 
  drug-busting efforts.
  For personnel at the Fort Brewer, use the Soldier arche-
  type in Chapter 9 of the Hero’s Handbook, changing the 
  Expertise skill to Expertise: Navy. For the naval vessels at 
  the base, use the vehicle information in Chapter 7 of the 
  Hero’s Handbook. Apart from submarines, there are rarely 
  ships larger than cutters stationed at Fort Brewer. The only 
  exception are infrequent visits from the Missile Defense 
  Agency’s Sea-Based X-Band (SBX) Radar vessel, which 
  is a self-propelled, sea-going radar station designed to 
  operate on the open ocean. 
  ADMIRAL HENRY FINLEY, USN
  Admiral Finley is the commander of 
  the Fort Brewer Naval Base. A career 
  officer, he has a reputation for doing 
  what it takes to get the job done. He 
  tends to speak first and revise his 
  opinions when he gets more infor-
  mation. Sometimes this approach 
  makes him look foolish, but he’d 
  rather make a decision quickly than 
  miss the opportunity to deal with a 
  situation before it blows up. His strong leadership style and 
  the fact that he was a trouble-maker as a young officer has 
  earned him the respect of those serving under him, most of 
  whom refer to him only as “the Old Man.” 
  An avid golfer, Finley can often be found in his office, 
  putter in hand as he tries to putt a golf ball into a glass. 
  The Admiral is 65 with a grey crew cut and tightly-cropped 
  beard. He walks with a slight limp due to an accident he 
  suffered in his early 40s. Finley is a widower with four 
  children: three daughters aged 32, 28, and 23, and a son, 
  an officer at Fort Brewer, aged 26. The Admiral is a proud 
  grandfather, and talks animatedly of his seven grandchil-
  dren if given the chance. 
  JOINT BASE CLARK-GORDON
  Joint Base Clark-Gordon is so called because it’s the home 
  of both the U.S. Army and the Air Force in the region. It 
  was originally two separate facilities that operated as such 
  for 55 years; Fort Clark and Gordon Air Force Base were 
  merged in 2005 due to a government initiative to maxi-
  mize infrastructure and save taxpayer money. 
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  Located on the northern peninsula at the entrance of 
  Malory Bay, Joint Base Clark-Gordon is one the largest 
  military installations of its kind on U.S. soil. The base 
  acts primarily as a personnel transfer and training facil-
  ity. It also houses the Joint Regional Correctional Facility 
  which originally housed minimum and medium security 
  prisoners from all branches of the U.S. Armed Forces, but 
  has been pressed into service in housing non-powered 
  civilian prisoners until the overcrowding situation in the 
  Emerald City Corrections System can be alleviated. 
  Also located on the base are two airfields which support 
  the Reynolds Flight Test Center and the Whitmore Flight 
  Research Center where experimental aircraft are de-
  signed, built, and tested. The research center also designs 
  components for NASA and facilities that maintain and 
  repair aircraft. The hangars located around the field hold 
  many top secret projects, some purely military while 
  others are joint military/civilian ventures. Rumors abound 
  both on the base and off, that one of hangars, designated 
  Hangar 13, holds the remains of several UFOs that alleg-
  edly crashed in the Atlas Mountains in 1947, and the Air 
  Force is using the reversed engineered alien technology 
  in their experimental planes. Other rumors hint that the 
  bodies of occupants are also located at the base, and the 
  government is trying to cover the evidence up with the 
  flight research center.
  Joint Base Clark-Gordon houses more than 20,000 sol-
  diers and civilian workers. The post supports over 110,000 
  military retirees and more than 25,000 family members 
  living both on and off post.
  For personnel at the Joint Base, use the Soldier archetype 
  in Chapter 9 of the Hero’s Handbook. For Air Force per-
  sonnel, change the Expertise skill to Expertise: Air Force. 
  For the aircraft at the base, use the vehicle information 
  Chapter 7 of the Hero’s Handbook for military helicopters, 
  jet fighters, and bombers. 
  GENERAL STEVEN ALYN
  General Steven Alyn is the com-
  manding officer of Joint Base 
  Clark-Gordon, as well as the com-
  mander of the army personnel 
  stationed at the base. He is a hard-
  bitten and tough-talking man who 
  isn’t afraid to speak his mind and 
  damn any who don’t like it. He has 
  served on the frontline of several 
  military operations, and feels that 
  the only way to make a boy into a 
  man (or, grudgingly, a girl into a woman) is by placing 
  that person in a terrifying situation. His up-front at-
  titude is generally appreciated by his subordinates, 
  but has caused some issues with both his wife and his 
  daughter.
  Alan is in his early 60s, stands 6’2” tall and is still quite 
  fit for his age. He keeps his hair in a regulation high and 
  tight, and while his personal grooming is pristine, he 
  enjoys smoking cigars and is seen quite frequently with 
  well-chewed stogie sticking out of his mouth. 
  COLONEL DENISE GRAY
  Colonel Denise Gray is the second 
  in command of Joint Base Clark-
  Gordon, and is also the commander 
  of the Air Force personnel stationed 
  there. She began her career as an 
  Air Force scientist, specializing in 
  astrophysics and material engineer-
  ing. Her work in perfecting and 
  stabilizing new experimental com-
  pounds for use in the armor for jet 
  fighters led her to being promoted to the top-secret facili-
  ties at Joint Base Clark-Gordon where she continued her 
  work until promoted into command positions.
  Denise is a relatively attractive woman in her early 40s 
  with short blonde hair and sharp, blue eyes. Though her 
  demeanor comes across as relatively docile, she is a de-
  cisive leader who is highly intelligent and not averse to 
  taking what steps are necessary to see her mission com-
  plete.
  VANGUARD
  “They also serve who only stand and wait” could be the 
  unofficial motto of the Vanguard, an organization with 
  tremendous potential and resources that has lost its 
  way. Founded by the famous adventurer Thomas “Doc” 
  Prophet in the post-World War II era, Vanguard original 
  did considerable work, quietly and behind the scenes. 
  Funded by Doc Prophet’s fortune and guided by his 
  brilliance, they hunted escaped Nazis and dealt with 
  the after-effects of the wartime experiments of the Axis 
  powers. They helped to contain the threat of Commu-
  nism in Asia and Eastern Europe, and began building a 
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  storehouse of valuable knowledge, priceless artifacts, 
  and dangerous secrets.
  Eventually, even Doc Prophet succumbed to mortality, 
  leaving Vanguard run by a council of his trusted lieuten-
  ants. They recruited others and continued their work, as 
  the world became an even more complex place, threat-
  ened by forces both from without and from within. The 
  Vanguard Council held on to the simpler and, to their 
  minds, purer and more essential, values of a bygone time. 
  They also held to the idea of keeping their work secret, 
  protecting the world from itself in many regards.
  It was a desire to both give the world hope and to recap-
  ture some of what they felt was lost that led Vanguard 
  to begin “Project: Victor” to create a genetic heir to the 
  Prophet legacy. That succeeded in the birth of Victor 
  Prophet (see Victor in the Emerald City Player’s Guide to 
  Chapter 5). Unfortunately, while the Vanguard raised 
  and trained Victor in secret and continued to deepen the 
  moats safeguarding them from the outside world, time 
  marched on and that world continued to change. The 
  “dark age” they predicted and feared gave way to a new-
  found age of heroism and Vanguard found itself increas-
  ingly isolated, hesitant, and irrelevant. Because of this, 
  Victor broke with the place and people who had been 
  the only home, the only family, he ever knew, striking 
  out on his own.
  Now Vanguard is at a crossroads. The Vanguard Council 
  represents decades of experience. Their field agents, 
  while fewer, are some of the best trained and skilled in the 
  world, their resources are considerable, and just a handful 
  of the things stored in the secret “Area V” (or “Area Five”) 
  warehouse, staffed by the so-called “AV Club,” could shake 
  the foundations of the world. Whether Vanguard will ulti-
  mately be a force for good, for ill—or any sort of force at 
  all—remains to be seen.
  AREA V AND THE AV CLUB
  Vanguard’s “Area V” (sometimes said as “Area Five”) is a hidden, highly secure warehouse complex where the organiza-
  tion stores mementos and the spoils of decades of association with costumed heroes and villains. Initially, it was the kind 
  of place where “top men” studied arcane and technological oddities. Increasingly, it has become a half-forgotten “attic” 
  where Vanguard simply stashes things, keeping them tagged and cataloged, but otherwise largely forgetting about them. 
  Area V contains everything from the contents of mad scientists’ labs to ancient artifacts recovered from archeological digs 
  to the life’s work of long-dead pulp-era heroes and villains, and perhaps even genetic samples and other remains of those 
  selfsame people.
  Area V has a number of potential uses in a Mutants & Masterminds series, including:
  ORIGIN
  Area V is filled with countless ready-made origins for new heroes and villains. All someone needs to do with pick up the 
  right (or wrong) container to find an alien weapon, or get bombarded with strange otherworldly radiation, or receive the 
  blessing (or curse) or some ancient sorcerer or deity. The only real limit is access to the facility and its contents, but the 
  place does have a staff, and accidents do happen. There’s also the distinct possibility of Vanguard (or a faction thereof) 
  deliberately using Area V to create it own super-powered agents, much as they tried to do with Victor.
  TARGET
  Area V contains items that could change the course of history, were they to fall into the wrong hands. Any number of 
  villains might seek out the warehouse if they learned of its existence in order to loot it, or to find some key item to their 
  latest schemes. This places the heroes in the position of defending Vanguard’s “black” storehouse, and dealing with the 
  knowledge of it after the fact. Indeed, the heroes themselves might need to find and break into Area V to obtain some 
  important item, assuming they can’t convince the obstinate Vanguard to hand it over.
  ENEMY
  The AV Club, Area V’s crack staff, has taken it as their mission to contain all manner of strange items, and they sometimes 
  act without direction from the Vanguard Council. Heroes in possession of items the Club deems dangerous might be 
  targeted, so their devices can be put away in Area V’s warehouse for “safekeeping”.
  EMPLOYER
  Lastly, Area V could be the basis for an entire M&M series where the heroes are agents of the AV Club, either highly-skilled 
  normals or superhumans, who seek out dangerous artifacts and “acquire” them to bring back to Area V for analysis and 
  containment. Their mission and organization might be for the greater good, or the characters might have to deal with the 
  possibility that Vanguard is corrupt and in need of a good “house cleaning” from within.
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  P
  art of what’s kept Emerald City out of the spotlight 
  is its lack of super-powered activity. Unlike Freedom 
  City, Emerald has never had more than a few scattered 
  costumed champions over the years, and none that stuck 
  around long enough to make much of an impact. To most 
  local residents, it’s just one of those things—like how the 
  city hasn’t been able to keep an NBA franchise. When it 
  comes to capes, however, the truth is far more sinister.
  Emerald City’s paucity of superheroes was most keenly 
  noted by supervillains, but rather than simply ransack the 
  place for easy pickings, the brighter baddies quickly real-
  ized Emerald was the perfect place to lay low and disap-
  pear. It’s really tough to overestimate how often supervil-
  lains need that, and in time word got ‘round in bad-guy 
  circles, secretly and gradually transforming Emerald City 
  into sort of a gated community for costumed crooks.
  Thus, unbeknownst to anyone not a caped crook in good 
  (bad?) standing, Emerald City is secretly lousy with su-
  pervillains. Some settled there to enjoy some peace and 
  safety in their secret identities, while others just use it as 
  a safe house after a caper goes bad. Either way, they are 
  thick as... well, thieves.
  Classically, only a tiny few actually committed crimes in 
  Emerald City, and they were limited to the very clever and 
  the very stupid. Emerald City’s supervillain community 
  was quite happy with the way situation was, and dealt very 
  harshly with those villains who threatened the status quo 
  with attention-getting super-crimes. While the Freedom 
  League might send a costumed crook up the river for ten 
  years, Emerald City’s local baddies would make an offend-
  ing colleague dead. Or worse. Much, much worse.
  Emerald City’s criminal underworld is a force to be reck-
  oned with, and one that is now in a state of flux. For a long 
  time, “The Chamber,” a secret alliance of criminal master-
  minds, helped keep supervillain activity in the city, at least 
  outwardly, under control to preserve the city’s status as 
  a haven for ne’er-do-wells. Since the disintegration of the 
  Chamber, all bets are off and it’s every criminal and gang 
  for themselves, with the big crime bosses looking to forge 
  new alliances, settle old scores, and stage coups to take 
  control of the city’s underworld.
  Four major criminal cartels jockey for power and position 
  in Emerald City: the Fraternal Order of Evil (or “F.O.E.” as 
  they are known) lead by the Big Brain; the Golden Dragon 
  Society, led by the ambitious granddaughter of the previ-
  ous Dragoneye; the Takazumi-gumi Yakuza clan, led by the 
  Steel Samurai, and the largely Russian Malakov Mafiya, led 
  by the shadowy Koschei the Deathless. Around them are 
  lesser gangs and crime families, as well as the large influx 
  of ambitious stormers, some serving as footsoldiers for 
  the different cartels, others looking to carve out their own 
  piece of territory in Emerald City. Caught in the middle of 
  all of this are the conventional authorities and the heroes, 
  all that stand between Emerald City and all-out warfare 
  amongst its criminal elite.
  Chapter 4: Emerald City Underworld
  CHAPTER 4: EMERALD CITY UNDERWORLD
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  Years ago, super-criminals struck upon the idea of getting 
  out of town and laying low until the heat died down, espe-
  cially when some of their heroic costumed foes tended to 
  stick to places like Freedom City. The sleepy northwestern 
  metropolis of Emerald City proved an effective hideout. 
  There was something about the place, easy to become 
  anonymous and disappear. Of course, for it to work, the 
  criminals who came to the city had to actually lay low, and 
  the locals needed to avoid drawing attention, from either 
  the masks or the conventional authorities.
  Leave it to the criminal masterminds to turn such a po-
  tential vulnerability into a power-grab. An alliance of 
  criminals met, talked, and reasoned: If they could make 
  Emerald City an even better place to hide out, they could 
  get others to pay them for the privilege, with relatively 
  little risk to themselves. So a bargain was struck, and the 
  Chamber formed.
  For years, the Chamber’s scheme worked perfectly. They 
  made Emerald City a secret underworld haven. Criminals 
  paid handsomely to go “off the radar” for a while and the 
  Chamber poured those ill-gotten gains into infrastructure 
  and bribes to strengthen their position. They also made it 
  painfully clear that threats to their tidy arrangement would 
  not be tolerated, not from the criminals they protected, 
  not from the city they controlled. Anyone who crossed 
  the Chamber rarely had the time to regret it, but everyone 
  else knew just what happened to them and why.
  Given time, it’s possible the Chamber’s blight would have 
  spread beyond Emerald City. It was close to doing so when 
  something happened, something unexpected. The death 
  of Dragoneye, the head of the Golden Dragon Society, 
  created a power vacuum within the Chamber’s structure. 
  Then the Silver Storm hit, and upset the balance of power 
  once and for all. Max Mars saw an opportunity to make 
  his break with the Chamber and reform Emerald City for 
  the better. The other factions—F.O.E., the Chessmen, the 
  Malakov Mafiya, and the Golden Dragon Society—split 
  apart in the struggle to control what was left. Increased 
  attention from AEGIS as well as new heroes, stormers and 
  otherwise, appearing in the city made it impossible for the 
  Chamber to remain a secret any longer.
  While the Chamber is no more, their legacy will be with 
  Emerald City for a long time to come. Most of the compo-
  nent factions are still threats of one sort or another, and 
  the culture of corruption they fostered still exists in parts 
  of the city. The Chamber created a whole “shadow society” 
  and infrastructure to support their criminal enterprise, and 
  Emerald City is riddled with secret safehouses, “private 
  clubs,” and other places catering to the needs of those 
  outside the law. Some are finding other uses in the post-
  Silver Storm era, while others remain secret, known only to 
  one former Chamber faction or another. While most of the 
  factions are no longer interested in an alliance, all of them 
  hope to reclaim the kind of success the Chamber knew, and 
  take back all they have lost, and then some.
  THE CHAMBER
  CRIMINAL GANGS & SYNDICATES
  The underworld scene in Emerald City was divided by the 
  Chamber and control given over to four major criminal 
  syndicates, the Fraternal Order of Evil (F.O.E.), the Golden 
  Dragon Society, the Takazumi-gumi, and the Malakov 
  Mafiya,. An uneasy alliance, the balance of power was 
  shattered when the Silver Storm created a large, new 
  group of super-beings who knew nothing of the division 
  of power and were beholden to no one. Gang warfare, 
  once kept to minimum by the Chamber and its tight-fist-
  ed control of the underworld, has returned to the streets 
  of Emerald City. 
  Apart from the major gangs, Emerald City is also plagued 
  by a number of minor gangs trying to carve out a piece of 
  the action for themselves. Some gangs are allied to one of 
  the big four syndicates, either willingly or not, while other 
  gangs remain below the firing line and try to avoid the 
  major underworld conflict altogether.
  FRATERNAL ORDER OF EVIL (F.O.E.)
  The Fraternal Order of Evil, otherwise known as F.O.E, is 
  easily the most influential criminal syndicate in Emerald 
  City. Starting as a relatively small operation in the early 
  1970s, F.O.E. has grown in size and influence to the point 
  where its presence is felt all over the world. It was the ini-
  tiatives taken by F.O.E. that drew supervillains to Emerald 
  City with the promise of a safe haven, and perhaps it was 
  the indirect influence of the syndicate’s elusive leader, the 
  Big Brain, that until recently kept the presence of superhe-
  roes in Emerald City to a minimum.
  F.O.E. operates in a manner completely unlike any other 
  criminal syndicate. Rather than maintaining a large 
  gang of members, the syndicate instead acts more like a 
  temping and training agency. They offer otherwise solo 
  criminals the training, support, and back-up they need 
  to complete a job, as well providing assistance with plan-
  ning, covering tracks, and even prison escapes if needed, 
  all for a reasonable fee or cut of the take.
  F.O.E. utilizes a novel approach in contacting potential em-
  ployees and clients. Instead of maintaining a regular base 
  of operations where meetings can be arranged, individual 
  clients are mentally contacted by the Big Brain when they 
  are in need of his services. From that point on, the Big 
  Brain assists in planning any heists, arranges for support 
  personnel to contact the client, and offers any other ser-
  vices that might be required. Similarly, the Big Brain men-
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  tally contacts specialist criminals in his organization with 
  potential job offers and directs them to those that need 
  them. This method of operation has proven to be highly 
  successful, creating an organization that is incredibly dif-
  ficult to trace, and almost impossible to infiltrate beyond 
  the small gangs that are organized for individual jobs.
  Originally F.O.E. focused individual villains with the unique 
  skills needed to complete a particular job, possibly with a 
  handful of thugs as backup. Eventually F.O.E expanded its 
  operations to include pulling together unique supervil-
  lain teams designed for heists. For years the ECPD were 
  unable to comprehend why villians that were known to 
  work independently would come together in apparently 
  random groupings to perform a crime only then to inex-
  plicably disperse again. It wasn’t until the villain known as 
  Fortress was apprehended that the police garnered any 
  information about F.O.E at all. Unfortunately, Fortress was 
  broken out of jail and soon after turned up dead before 
  he could provide the force with any useful clues regarding 
  the syndicate.
  With the coming of the Silver Storm, F.O.E. has found 
  itself inundated with possible members. Seizing on the 
  opportunity, the Big Brain has begun recruiting and 
  training stormers he thinks have potential, giving them 
  the opportunity to learn how to use their powers ef-
  fectively and increasing the group’s available resources. 
  The incidence of F.O.E-sponsored criminal activities has 
  increased significantly in Emerald City since the Silver 
  Storm, giving the authorities significant cause for alarm. 
  ECPD now fears the group may be attempting to create 
  a veritable super-criminal army—all under the direction 
  of the mysterious Big Brain.
  Pinpointing the types of criminal activities that F.O.E. are 
  primarily involved in is difficult, as they provide their ser-
  vices to any that have the need and the means to provide 
  payment. Suffice to say their services have been engaged 
  for such crimes as bank robberies, prison breakouts, cor-
  porate espionage, and extortion to name a few. Likewise, 
  the individuals that utilize F.O.E.’s services are equally 
  diverse, ranging from unpowered criminal masterminds 
  and other criminal syndicates to such supervillains as Dr. 
  Shock, Mastermind, White Hare, and Conundrum. 
  Often, the members of the group have goals of their own 
  and work with the Big Brain to pull together a team. These 
  teams operate mostly on their own to get the job done 
  and are the most likely to be found socializing after hours 
  at dive bars (or wherever the members prefer) while plan-
  ning the gig. When the job is finished, the goods are split 
  up, the Big Brain gets his cut, and the “team” splits up. It 
  is, however, not uncommon for a handful of members of 
  a team to stay in contact if they became friendly on the 
  job. The Big Brain doesn’t approve of these relationships, 
  because they could turn out to be connections the au-
  thorities can use to track down other members, but he 
  also recognizes there’s safety in numbers... which, really, is 
  the whole idea behind F.O.E.
  While F.O.E. does not maintain a headquarters, the Big 
  Brain operates from a base of operations located in the 
  Atlas Mountains, providing a picturesque view of the 
  Elysium Forest and the city below. Appearing from the 
  outside as just another isolated manor built by the idle rich, 
  the three story edifice is in reality highly fortified, with the 
  walled grounds protected by dogs and mind-controlled 
  security guards. Inside, the building is sparsely equipped 
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  with barely enough furniture to support even a single oc-
  cupant, except for the expansive second floor bedroom 
  that houses the Big Brain’s atrophied body. Advanced life 
  support equipment crowds the room, maintaining the 
  fragile life that lies cradled within it while mind-controlled 
  nurses monitor the equipment and ensure that no harm 
  comes to the mastermind behind F.O.E.
  The Big Brain and other members of F.O.E. are in Chapter 
  5: Emerald City Threats.
  THE GOLDEN DRAGON SOCIETY
  The Golden Dragon Society is the most powerful Chinese 
  Triad in Emerald City (and possibly along the West Coast). 
  It controls all criminal activity in Jadetown, and with in-
  fluence that extends throughout the rest of the city. 
  The Society had its founding during the frontier days of 
  Emerald City, and has been the dominant criminal orga-
  nization in Jadetown for the last 80 years. Until recently, 
  the group has maintained its influence through the strong 
  leadership, ruthlessness, and guile of their head, Uncle Zhi 
  Chi, otherwise known as Dragoneye, but with his unex-
  pected death, the Golden Dragon society has found itself 
  without a strong leader, and struggles to find a suitable 
  candidate before their vast empire falls into ruin.
  The Golden Dragon Society is organized along traditional 
  lines with an inner council led by the head and consisting 
  of the vice-president, an English secretary, a street secre-
  tary, and a legal secretary. This council is referred to as the 
  Five, and while they are not necessarily directly related 
  to each other, they are considered to belong to the Chi 
  clan. Directly below them are the other high officials of 
  the Society, always totaling 32 in number. Only those who 
  have been accepted into the 32 either by birth, marriage, 
  or “adoption”, may ever be elevated to serve as one of the 
  Five. The competition among the 32 to be made one of 
  the Five is stiff and often deadly, and only the strong lead-
  ership of the head has prevented an outbreak of violent 
  internal conflict. Only the Five know the full extent of the 
  Society’s membership and activities, with those lower 
  down the ranks given access to only the information they 
  need to know for their positions.
  The high ranking officials are served by mid-level lieuten-
  ants, with each lieutenant acting as a department head 
  with sole responsibilities in regards to a single illegal activ-
  ity; one acts as a liaison for Triad–associated street gangs, 
  while another liaises with independent criminals who 
  operate in Jadetown, and another supervises all protec-
  tion rackets, etc. The lieutenants all share a healthy rivalry 
  amongst one another, with most hoping their actions will 
  not only bring them to the Five’s attention, but have their 
  efforts rewarded with an entry into the 32 and the pos-
  sibility of sitting on the inner council. Though this boon is 
  rarely granted, it is possible. 
  The footsoldiers of the Society are organized into sepa-
  rate gangs consisting of a dozen or more men. All the 
  gangs are named after different types of Chinese mythi-
  cal creatures (the Coiled Dragons, the Fiery Phoenix, the 
  Jade Ki-Lin, etc). Each gang is designated their own area 
  of operations, though more than one gang may have the 
  same responsibility, so the loss of one gang doesn’t cause 
  the collapse of an entire operation. Gangs rarely interact, 
  except in cases where a large group is necessary to deal 
  with a problem, such as dealing with foreign gangs en-
  croaching on Society territory. 
  While the Golden Dragon Society is heavily involved in 
  criminal activity, it also owns and runs a number of legiti-
  mate businesses as well. These businesses these are not 
  included in the group’s structure; they operate just like 
  any other business, except their owners are also members 
  of the Society. Both the Society’s business and criminal 
  activities are carefully executed in a professional manner, 
  leaving nothing to chance. 
  Well over half of the Society’s annual revenue comes from 
  its legitimate business. In addition, Uncle Zhi was one of 
  Jadetown’s most respected (and feared) entrepreneurs, a 
  public leader who had a strong presence on the boards 
  of various charities and financial institutions. This allowed 
  him direct access to some of the most powerful figures in 
  Emerald city and gave him political clout all his own.
  The Golden Dragon Society is involved in a number of dif-
  ferent criminal activities, and is always willing to consider 
  new enterprises it can become involved in. Currently, 
  the society is most heavily involved in assassinations, car 
  theft, credit fraud, gambling, identity theft, prostitution, 
  protection rackets, smuggling, and black market live 
  animal and animal parts trading. They have also partici-
  pated in human smuggling, usually to bring unfortunates 
  who have paid huge sums into the country, but also to 
  bring workers for their brothels.
  The headquarters for the Society is a large Chinese import 
  warehouse outlet known as Lucky Dragon Imports. From 
  the outside the store appears to be nothing out of the or-
  dinary, and indeed the business is exactly what it appears 
  to be, but behind closed doors, both on the upper floors 
  and the basement, the building is a highly fortified strong-
  hold. At least 40 heavily armed gang members act as se-
  curity; those in the shop act as simple salespeople and are 
  secretly armed, while other more openly armed members 
  guard the other floors. The basement acts as a way station, 
  temporarily warehousing illegal goods until they can be 
  shipped to their destinations. At least five guards are 
  found here at all times. The second floor was the former 
  opulent residence of Uncle Zhi, but is now inhabited by 
  one of his few living descendents: granddaughter Feng-li 
  Chin. The top floor is the Society’s business and meeting 
  rooms. Guarded by at least ten guards at all times, the 
  floor is booby-trapped, contains a state-of-the-art securi-
  ty system, and is only accessible via a combination-locked 
  elevator. The floor also contains the board room, a full set 
  of living quarters, an armory, and the computer system.
  While the Society is still focused mainly in Jadetown, it 
  has expanded its sphere of influence far beyond those 
  limited confines. Many of its legitimate business concerns 
  can be found in the Downtown and Riverfront districts, 
  employing not only those of Chinese descent, but many 
  others besides. The drug operations performed by the 
  Society can be found all over the city, which brings them 
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  into direct confrontation with other criminal syndicates 
  working those territories. 
  With the death of Dragoneye, the Golden Dragon Society 
  has found itself at a bit of a loss. Uncle Zhi provided the 
  triad with strong leadership and a firm hand, but he 
  failed to leave any official indication in regards to whom 
  he wanted to succeed him. Currently, his granddaughter 
  Feng-li is acting as leader, but this is far from satisfactory as 
  far as the remainder of the council is concerned. Though 
  Jackie Lee supports her claim as Uncle Zhi’s direct descen-
  dant, the rest of the council, led by Harry Deng, strongly 
  oppose her rule on the grounds that she is a woman and 
  she does not possess the powers of Dragoneye. This has 
  led the Society to become fractured and conflicted, with 
  backstabbing, intrigue, and lies disrupting its strangle-
  hold on power in Jadetown.
   FENG-LI CHEN
  Feng-li was born into the lap of luxury. Her father, Xia-lo 
  Chin was not only the son of the Dragoneye, Uncle Zhi, 
  but a wealthy businessman in his own right. He was in line 
  to not only inherit the leadership of the Golden Dragon 
  Society, but the power of the dragon as well. All that 
  ended when Xia-lo and his wife were killed in an explosive 
  car accident. Uncle Zhi was awarded custody of young 
  Feng-li as well as acting as custodian of her not-insignif-
  icant inherited wealth.
  Wanting for nothing, Feng-li was an incredibly spoiled child. 
  Her grandfather doted on her lavishly, and she was given 
  the best education at the best schools in the world. She 
  grew up knowing that she was the heiress of an astound-
  ing amount of money, and took 
  every advantage of it. As she came 
  of age, Feng-li was introduced to the 
  Golden Dragon Society and she nat-
  urally assumed, as the sole direct Chi 
  descendant, she would become one 
  of the Five and eventually sit as the 
  head of the organization and assume 
  the power of the dragon.
  Unfortunately, this was not to be. As a woman, the con-
  servative members of the council felt she had no place as 
  one of the Five. Despite her excellent education, upbring-
  ing, and desire to lead the organization, she was deemed 
  unworthy and her grandfather decided she would best 
  serve the Society in a more traditional position—as the 
  wife of one of the clan.
  Infuriated by this betrayal, Feng-li began to plot the 
  demise of Uncle Zhi. Her grandfather trusted her implic-
  itly, and that was his downfall, as she used that trust to 
  slowly poison him. As he was less and less able to fend 
  for himself, she used her influence over him to make him 
  name her the head of the organization after him. The plan 
  backfired when Uncle Zhi’s aging constitution proved 
  to be no match for the poison. He died far sooner than 
  she had anticipated. She was further surprised when the 
  anticipated power of the dragon didn’t manifest within 
  her. In a panic, Feng-li forged a last minute missive from 
  her grandfather declaring her his heir and presented it 
  to the council. Feng-li knows the council was not entirely 
  convinced by the forgery, but they have allowed her to 
  assume leadership until she can prove herself worthy of 
  the role... or not. She knows she has an ally in the vice 
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  president, but the rest of the Five are against her, and 
  await the slightest mistake or show of weakness. Fortu-
  nately, her sharp business sense has proven to be a boon, 
  as has her promise that one way or another, she will claim 
  the power of the Dragoneye for herself.
  Feng-li Chin is a strikingly beautiful woman of Chinese 
  descent. She is only 5’4” but her commanding presence 
  seems to make her much taller. She keeps her raven-black 
  hair long and wears it in a traditional Chinese bun during 
  business hours, but otherwise leaves it to hang free down 
  her back. She has a preference for wearing intricately em-
  broidered silk cheongsams, stiletto shoes, and carrying a 
  silk fan. 
  JACKIE LEE
  Jackie Lee came into his position 
  when the previous vice president, 
  Xai-lo Chin died in a tragic car ac-
  cident. His involvement in the ac-
  cident has gone undiscovered and 
  Jackie has come to the conclusion 
  that he no longer needs to worry 
  about being exposed. Regardless of 
  the underhanded method of attain-
  ing his position, Jackie has proven to be the right man for 
  the job. His support of Dragoneye was without reproach. 
  He commands the respect and admiration of his fellow 
  council members and subordinates alike, while his influ-
  ence can be felt all the way down the ranks.
  As the vice president, Jackie’s knowledge of the Golden 
  Dragon Society and its activities are second only to the 
  previous head. A vocal supporter of Feng-li, he puts his 
  knowledge to good use in keeping the new leader ap-
  praised of developing situations, and assists her in any 
  decision-making. He hopes that by showing a high level 
  of loyalty to her, he can steer her in the directions most 
  beneficial to the Society. As an executive and business-
  man in his own right, Jackie feels the Society should 
  further its dealings with legitimate business and send its 
  influence even further beyond Jadetown, and into the 
  city. Ultimately he wants to see the Society control most 
  of the underworld activity as the most powerful criminal 
  syndicate in Emerald City.
  Jackie Lee is a Chinese man in his late 50s of average 
  height and build. He always wears expensive business 
  suits and is immaculately groomed, though as a chain 
  smoker he does have a pall of stale cigarette smoke about 
  his person at all times. In addition to his position in the 
  Golden Dragon Society, Jackie is also the owner and CEO 
  of Lee’s Cash and Carry, an electronics and appliance 
  chain.
  HARRI DENG
  Harri Deng is a relatively young 
  member of the Five, having only 
  held his position as legal secre-
  tary for less than ten years. Despite 
  this fact, Harri has proven himself 
  to be indispensible to the Golden 
  Dragon Society. His knowledge and 
  acumen in the legal field has led to 
  the Society being almost untouch-
  able by the Emerald City police, while his reputation as an 
  unbeatable lawyer has led him to represent some of the 
  most powerful individuals in the country, and earned him 
  a number of very influential friends. Despite being a soft-
  spoken man, Harri is neither shy nor lacking confidence, 
  but is happy to allow those around him to think otherwise.
  Harri has his doubts regarding Feng-li and the legitimacy 
  of her claim to the leadership of the Society. He is highly 
  suspicious of her and feels that she is incapable of leading 
  the Golden Dragon Society. He fears for the Society’s con-
  tinued existence if she continues to rule. Harri would rather 
  see the group form close ties with both the Takazumi-gumi 
  and the Malakov Mafiya and share the criminal underworld 
  than risk an all out syndicate war that could leave all parties 
  too weak to continue their traditional activities.
  Harri Deng is a slightly overweight Chinese man of 
  average height in his late 30s. He likes wearing business 
  suits professionally, but is more comfortable in jeans and 
  t-shirts while he is relaxing. He lives in Jadetown with 
  his wife and young son, though he rarely spends time at 
  home. When not working or seeing to Society business, 
  he spends much of his time secretly visiting gay night-
  clubs and bathhouses, something he can ill afford to have 
  discovered either professionally or personally. 
  AN-YU HWEI
  An-yu has been part of the Golden Dragon Society since 
  his late teens, and became the lieutenant responsible for 
  A SINISTER DRAGON
  The Gamemaster may use the new Dragoneye as the leader of the Golden Dragon Society. There are four main paths this 
  option can take. Dragoneye is still a hero, but he operates in his secret identity as the head of the society in the hopes 
  of putting an end to the group’s criminal activities and making it focus entirely on its legitimate business concerns. The 
  second option is to make the new Dragoneye a criminal, deposing Feng-li and continuing business as usual. Thirdly, is 
  to have the Society split down the middle, with one half following the new Dragoneye while the other follows Feng-li, 
  leading to a gang war that could tear Jadetown apart as both halves try to dominate the other.
  Another option, especially if Dragoneye is being used as a player character, is to have the leaders of the Society be actively 
  pursuing him to become the new leader, tempting him with every comfort imaginable and making the problems he and 
  his friends have go away. If things go poorly, only then do they bring out the big guns.
  Whichever option the Gamemaster chooses to take, the intrigue and conflict within the Golden Dragon Society is bound 
  to cause those involved to “live in interesting times.”
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  protection rackets at the age of 29. 
  He takes his role within the triad very 
  seriously, and hopes to one day be 
  rewarded for this by being advanced 
  into the 32, and eventually have the 
  chance at becoming one of the Five. 
  An-yu is unusual within the Society 
  for two reasons: he is both a dwarf 
  and a stormer. His powers give him 
  the ability to increase his mass by an amazing amount, 
  giving him increased strength and stamina. Though he has 
  had little need for his powers, they are useful when dealing 
  with clients unwilling to pay their protection money. To be 
  “receiving a visit from Mr. Hwei” has become a threat that 
  few wish to hear, and even fewer wish to experience. 
  An-yu doesn’t normally deal directly with the gangs that 
  operate the protection rackets, instead he deals with the 
  lieutenant responsible for the street gangs. If clients prove 
  to be difficult, he pays them a visit along with the gang 
  whose territory they operate in. Just his appearance is 
  often enough to ensure cooperation, but if not, a demon-
  stration of his powers normally suffices.
  An-yu Hwei is 32, stands 4’2” tall and is remarkably muscu-
  lar for one of his stature. He suffers from male-pattern bald-
  ness and sports a short neat goatee and mustache. His pre-
  ferred attire is jeans and t-shirt topped with a cheap sports 
  jacket, though he wears a full business suit when reporting 
  to any of the higher-ranking members of the Society.
  DAN-CHI WANG
  Dan-chi is the young leader of the Coiled Dragons, a gang 
  of 25 youths ranging in age from 12 to 23 years old who 
  are involved in drug trafficking and protection rackets for 
  the Golden Dragon Society. Dan-chi is a disenfranchised 
  young man, who sees himself as a 
  powerful gangster with powerful 
  associates. Though these beliefs 
  aren’t exactly true (yet), he is still a 
  dangerous person. He has a volatile 
  temper and turns violent with little 
  provocation, which helped him 
  take over leadership of the Coiled 
  Dragons after issuing a serious 
  beating to the previous leader, who also happened to be 
  his older brother. Dan sees his position as a stepping stone 
  to something greater and wants to move up the ladder as 
  soon as he can. Not afraid to use his position to his ad-
  vantage, Dan surrounds himself with beautiful women 
  who find the idea of being attached to a dangerous gang 
  leader attractive. His subordinate gang members obey 
  him not out of respect but out of fear of what he would 
  do to them if they crossed him.
  Dan-chi Wang is a 23-year-old Chinese man. He is 5’7” tall and 
  solidly built. His arms are heavily tattooed, and he wears his 
  black hair pulled back in a neat pony-tail. Like all of the Coiled 
  Dragons, Dan wears a stylish black jacket, white t-shirt, black 
  trousers, and black shoes. Use the Gang Leader traits in 
  Chapter 9 of the Hero’s Handbook for Dan’s stats.
  THE TAKAZUMI-GUMI (YAKUZA)
  The Yakuza are relative newcomers to the underworld of 
  Emerald City, coming to power in the early 1990’s. In that 
  time, they have made a significant impact on the crimi-
  nal scene, with the Takazumi-gumi becoming the most 
  influential Yakuza clan in the city. Headquartered in Little 
  Osaka, the clan has spread its influence throughout the 
  city’s legal and illegal enterprises, making it a dangerous 
  force to contend with.
  The gumi (clan) is operated in a very traditional Japanese 
  manner, following a strict hierarchy of family and houses, 
  with a vertical relationship where a foster son owes com-
  plete allegiance to a foster father. Members of the gumi 
  cut ties with their families and transfer their loyalties to 
  the bosses directly above them, creating a ‘father’—‘elder 
  brother’—‘younger brother’ relationship. The syndicate is 
  operated almost exclusively by men, though occasionally 
  women are permitted to join and are most often referred 
  to as ‘older sister.’ 
  The Takazumi-gumi’s head, or Oyabun, is the villain 
  known as the Steel Shogun, a powerful and dangerous 
  supervillian in his own right (see Chapter 5: Emerald City 
  Threats, for more information). He gives the impression 
  of being a benevolent family head to those below him, 
  even appearing to be quite forgiving of those who make 
  blunders or wrong him, though they quickly come to a 
  grisly end at the hands of other members of the clan. The 
  Steel Shogun is directly assisted by his son and So-Hon-
  bucho (headquarters chief), Takazumi Ryu, on one hand, 
  and his daughter, Takazumi Tomiko on the other, who acts 
  as his unofficial advisor due to her precognitive powers.
  Directly below the Steel Shogun are his senior advisors, 
  who primarily perform all the organizational duties re-
  quired for the smooth operation of the gumi. They are 
  AN-YU HWEI 
  PL7 • 103 POINTS
  STR 8/3* STA 8/3* AGL 1 DEX 0 FGT 4 INT 2 AWE 2 PRE 4
  Powers: Density Increase (Growth 5, Density (see Appendix)) 
  Linked to Hard as Rock (Reaction Damage 5, Limited to 
  effect rank or attack’s Damage rank, whichever is less); Dwarf 
  (Shrinking 2, Innate, Normal Strength, Permanent) 
  Advantages: Benefit 2 (Mid-level Golden Dragon member), 
  Benefit (Well-off), Close Attack 2, Connected, Equipment 2, 
  Fascinate (Intimidation), Improved Disarm, Improved Smash
  Skills: Athletics 4 (+12/+7*), Deception 2 (+6), Expertise: 
  Criminal 4 (+6), Expertise: Streetwise 4 (+6), Intimidation 4 (+8), 
  Perception 3 (+5), Ranged Combat: Guns 6 (+6), Stealth 2 (+5)
  Offense: Initiative +1, Unarmed +6 (Close, Damage 8/3*), 
  Heavy Pistol +6 (Ranged, Damage 4)
  Defense: Dodge 3/5*, Parry 3/5*, Fortitude 10/5*, Toughness 
  8/3*, Will 4
  *Without Density Increase.
  Totals: Abilities 38 + Powers 32 + Advantages 11 + Skills 15 + 
  Defenses 7 = 103
  Complications: Motivation—Responsibility: Subject to 
  Chain of Command. Grasping: An-yu wants to advance his 
  career with the Golden Dragon Society and elevate his position 
  in the organization.
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  also in charge of their own turfs in other areas of the city 
  and perform services for their own advisors, accountants, 
  and enforcers. On the same level as the senior advisors are 
  the first and second lieutenants who directly oversee the 
  street gangs and foot soldiers of the gumi.
  The Takazumi-gumi is deeply involved in a number of 
  illegal activities, but focus primarily on gambling, money 
  laundering, loan sharking, pornography, prostitution, 
  and smuggling (including drugs, weapons, and people). 
  They also participate in a unique form of protection racket 
  which is aimed at large corporations. The clan purchases a 
  small amount of stock, which allows them to attend stock-
  holders meetings where their very presence frightens the 
  other stockholders. The companies are encouraged to pay 
  a fee to keep the Yakuza away. In a similar fashion they 
  obtain incriminating or embarrassing information about 
  a company’s practices or leaders with the intention of 
  blackmail. Once they gain a foothold in these companies 
  though, they work to protect the company from having 
  such scandals exposed to the public. 
  As a matter of principle, theft is not recognized as a le-
  gitimate activity by the Takazumi-gumi. This is in line with 
  their idea that their activities are semi-open and in fact 
  serve to protect the Japanese community; theft by defini-
  tion would be a covert activity considered a trespass upon 
  the on the people they are ‘protecting.’
  Unlike many of the other criminal syndicates in the city, 
  Takazumi-gumi is more than happy to enter into alliances 
  with gangs of other races, primarily with those of Vietnam-
  ese or Korean origin. The Steel Shogun is also interested in 
  forming an alliance with the Golden Dragon Society, but 
  since the death of the Dragoneye, discussions have slowed.
  Along with their criminal endeavors, the clan is also in-
  volved in many legal ventures, some of which are quite 
  large. Nearly all of the brothels, cinemas, and gambling 
  establishments are owned and/or controlled by the 
  Yakuza, as well as many of the Japanese restaurants and 
  travel agencies. Furthermore, the gumi usually does not 
  conduct any actual business operations directly; rather 
  they are typically managed by non-Takazumi members 
  who pay the gumi a fee.
  The Takazumi-gumi has been trying to infiltrate Emerald 
  City’s government and police force for more than a 
  decade, but have so far been unsuccessful. Any attempt 
  to corrupt the police has led to those involved being 
  exposed by the ECPD’s internal investigation unit. The 
  clan has gained a foothold in city government, primarily 
  in lower-level administrative positions, but so far nothing 
  with any real power or access to damaging information. 
  They hope these operatives will eventually find evidence 
  of wrongdoing that will allow them to begin blackmailing 
  certain key council figures. 
  The headquarters of the Takazumi-gumi is the top two 
  levels of the 65-floor Harada Tower, one of the many 
  soaring skyscrapers in the busy Downtown district. The 
  penthouse apartment is the personal living quarters of 
  the Steel Shogun, which he shares with both his children 
  and a close personal staff of retainers. The penthouse can 
  only be accessed through a private elevator equipped 
  with retina and fingerprint recognition systems. The 
  apartment is decorated in traditional Japanese style, with 
  rooms separated by paper screens, polished wooden 
  floors, and any evidence of high technology hidden 
  from casual observation until needed. On the roof there 
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  is a helipad, private swimming pool, and small Japanese 
  garden. The penthouse is protected by seven guards at 
  all times: two attending the Shogun directly, one each for 
  Ryu and Tomiko, one guarding the roof access, and two 
  guarding the elevator foyer.
  The floor immediately below the penthouse is the opera-
  tional headquarters for the clan. Here are the clan’s pow-
  erful computer systems, a large meeting room, a number 
  of private offices, and a small arsenal for the use of the 
  ten guards that patrol the area. Access to this floor is by 
  security pass only, while the foyer is monitored by a se-
  curity guard and a closed-circuit video system. The rest of 
  Harada Tower is dedicated to various business concerns 
  and offices, as well as lawyers, private medical specialists, 
  brokers and accountants, many of whom owe some alle-
  giance to the Takazumi-gumi.
  TAKAZUMI RYU
  Ryu is the Steel Shogun’s son and 
  younger twin brother of Tomiko. 
  As the Shogun’s only son, he was 
  raised with the full expectation he 
  would eventually succeed his father 
  to head the Takazumi-gumi. No 
  expense was spared in his educa-
  tion to prepare him for his eventual 
  role. Ryu also had a strict upbring-
  ing, suffering severe beatings when he failed to live up to 
  expectations. Yet when he succeeded he was generously 
  rewarded, and was able to command his father’s atten-
  tion. He knew he was important, far more important than 
  his sister, but he also knew it was the role he’d eventu-
  ally fill that made him important, so he worked hard to be 
  worthy of his inheritance and to not disappoint his father.
  All his hard work was for naught and he was quickly dis-
  placed in his father’s eyes, however, when Tomiko dis-
  covered she could peer into the future. The Steel Shogun 
  stopped lavishing attention on Ryu and began attend-
  ing to Tomiko and her visions. Ryu at first suspected the 
  visions were a sad attempt by his sister to garner atten-
  tion for herself, but as they proved to be accurate time 
  and time again, there was no doubt in anyone’s mind that 
  Tomiko was uniquely talented. Ryu hated that he was no 
  longer the center of his father’s attention and he resent-
  ed his sister for taking away what he felt was his alone. 
  Yet there was very little he could do about it. He had no 
  power of his own to sway his father back to him, and 
  though he tried to question his sister’s visions, they were 
  difficult to argue with. If he continued to deny her ability, 
  he would only bring shame and dishonor to himself. No, 
  he had only a few options at his disposal: have Tomiko 
  married into another clan, or have her commit some act 
  that would shame the family so much the Steel Shogun 
  would have no option but to disown her.
  Despite her abilities, Ryu knows Tomiko can never achieve 
  greatness within the clan, as she is too weak and too unfa-
  miliar with how the clan operates. Even at his young age 
  he already holds the trusted position of So-Honbucho in 
  his father’s household; everything and everyone in the 
  house is his to control. In addition, he leads the Silver Oni, 
  his own motorcycle gang of ambitious Japanese foot sol-
  diers. It’s only a matter of time before he steps into the 
  shoes of his father as oyuban of Takazumi-gumi. 
  Ryu is a handsome 22 year old Japanese man. He is 5’8” with 
  a strong muscular build, black hair and brown eyes. He bears 
  a number of colorful Yakuza tattoos on his arms, back and 
  chest, but none that cannot be easily covered with cloth-
  ing. As befits the important position he holds in the clan, he 
  tends to dress very smartly, though his fashion sense does 
  seem to be inspired by television cop shows from the 80s: 
  dark wrap-around sunglasses, sports jackets with rolled up 
  sleeves, white t-shirts, jeans, and slip on shoes.
  TAKAZUMI TOMIKO
  Tomiko is Ryu’s elder twin, born just 
  seconds earlier. As a daughter, she 
  found her father, the Steel Shogun, 
  had far more interest in her brother 
  than in her. In her childhood she 
  craved his attention desperately, but 
  her desires meant little to the Taka-
  zumi elder as he raised Ryu to be his 
  right-hand man and eventual suc-
  cessor. In her loneliness, Tomiko turned her attention to the 
  arts, where she found solace in drawing and painting. 
  Her artistic talents seemed to know no bounds, and she 
  rapidly learned skills of traditional Japanese painting 
  (kaiga) and calligraphy (shodo). Wanting to expand her 
  talents, she asked her father for a tutor to instruct her in 
  the creation of Zen rock gardens (karesansui), at which she 
  excelled. It was during the deep meditative trances creat-
  ing such gardens induced that Tomiko learned of her other 
  unique gift: the ability to foresee the future. By entering a 
  meditative trance, Tomiko is able to catch glimpses of the 
  future, which she records in a visual medium such as paint-
  ing, drawing, or rock gardening. While in the trance, she 
  has no idea what she’s experiencing, nor does she retain 
  any recollection of her visions; the only evidence of them is 
  found in the cryptic symbols and images of her art. 
  The Steel Shogun quickly realized the potential of his 
  daughter’s gift, and he turned his attention to her after 
  years of neglect. He used her visions to expand his crimi-
  nal operations; he wouldn’t make any important decisions 
  without consulting his daughter on what the future held. 
  Initially overjoyed by his attentions, Tomiko grew bitter 
  when she realized it was only her precognition her father 
  was interested in. She has grown even more bitter and 
  angry in the years since and resents her brother intensely 
  for the place he holds in her father’s heart. Yet, she contin-
  ues to serve the Shogun faithfully, just as a good daughter 
  should, and maybe one day he will realize exactly how im-
  portant she is to the Takazumi-gumi. 
  Tomiko is a beautiful 22-year-old Japanese woman. She is 
  5’5” tall with a model-like figure, long black hair, and deep 
  brown eyes. She tends to wear fashionably short skirts or 
  one piece dresses accompanied with high heels and fin-
  ished with a silk choker around her neck. She is almost 
  constantly seen sucking on a small lollypop, something 
  she knows her father despises.
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  THE MALAKOV MAFIYA
  The Malakov Mafiya is a Russian criminal bratva (“broth-
  erhood”) run by Gregor Malakov, an ex-KGB agent who 
  started the organization in Emerald City. Gregor was 
  also involved in some Soviet-era psychic experimenta-
  tion, which gave him low-level psionic powers he uses to 
  expand and control his criminal empire. Malakov’s public 
  identity is a secret; to law enforcement and lower-ranking 
  members of his gang, he is known only as “Koschei the 
  Deathless”—named for a mythical Russian wizard. He 
  wields an emerald (actually green viridian stone) that en-
  hances his psionic powers and has helped him to unnatu-
  rally extend his life.
  HISTORY
  Gregor Malakov was born in pre-WWII Soviet Russia fol-
  lowing the October Revolution and the rise of Commu-
  nism. He was a young soldier during the Second World 
  War and experienced many of the terrors of war firsthand. 
  Those experiences hardened Malakov and also showed 
  him the power of holding life and death in his hands. He 
  became an agent of the KGB in the 1950s and was a coldly 
  effective operative and assassin. His loyalty and efficiency, 
  coupled with high scores on a series of ESP tests, earned 
  Malakov a posting to Science City Eberesko, a top-secret 
  Soviet center for experimentation in human enhance-
  ment and advanced weaponry, in particular their psychic 
  research experiments.
  The experiments were long and often painful, but also 
  successful, so successful that Malakov picked up thoughts 
  revealing how he was not expected to survive the proce-
  dures, but chosen because he had made enemies within 
  the KGB and the Kremlin. After he wiped the minds of the 
  scientists and escaped, Gregor paid those same enemies a 
  visit and disposed of all of them.
  So it was that in the 1960s, Gregor Malakov first appeared 
  in Emerald City, offering his skills and services to the 
  nascent criminal underworld. By fate or fortune, one of his 
  early jobs involved the theft of a rare “emerald” unearthed 
  in the Atlas Mountains. The stone turned out to be a piece 
  of viridian stone with unique properties even for that 
  unusual material. The moment Malakov picked it up, it 
  seemed to connect to his mind, opening up pathways and 
  powers he didn’t know he had. From that point onward, 
  Malakov was no longer, instead, “Koschei the Deathless” 
  became a power to be feared. 
  Although occasionally thwarted by a costumed do-good-
  er, the mysterious Koschei was never caught or brought 
  to justice. In fact, he seemed to halt all criminal activ-
  ity entirely, until he was no more than an urban legend 
  in Emerald City: the shadowy man with the green gem 
  and burning eyes. Some said they saw him in dreams or 
  visions, but not in person. Meanwhile, the Malakov Mafiya 
  consolidated its power in the city. Other criminal gangs 
  were absorbed into it, if they were wise, or wiped out, if 
  they were not. In both cases, the Malakovs earned a repu-
  tation for knowing their rivals’ every plan and weakness, 
  and ruthlessly exploiting them both.
  By the time Emerald City became known as a haven for 
  super-powered criminals, the Malakov Mafiya was already 
  a power to be reckoned with. It was no surprise when 
  the nascent Chamber approached Koschei with an offer 
  of membership and a lucrative opportunity to head-off a 
  potential gang-war. Koschei agreed to the accord, wishing 
  to learn more about his would-be “allies” and planning to 
  learn more about the resources they controlled. 
  The Malakov Mafiya benefited from the Chamber’s ar-
  rangement for decades, taking its place as the top syn-
  dicate in Emerald City, with control of much of its street-
  level crime. Years of largely unopposed operation have 
  allowed the Malakovs to sink their claws deep into the 
  city and consolidate their influence, but have also made 
  the organization overconfident and careless. The death of 
  the head of the Golden Dragon Society held the promise 
  of Malakov taking over all organized crime in the city, but 
  when the Silver Storm fractured the Chamber, and Maxi-
  millian Mars’ “defection” broke it for good, Koschei was 
  forced to deal with his former allies as rivals once again.
  BACK IN THE USSR
  Although Soviet-era communist villains are both trite and dated by the standards of modern comics, they were once 
  a staple of the genre: patriotic American heroes faced-off against their “Red” counterparts from the far side of the Iron 
  Curtain, keeping the world safe for democracy.
  Fortunately for Gamemasters interested in the bygone relics of the Cold War, the Malakov Mafiya’s connections to Soviet 
  Russia allow plenty of opportunities to include them. Koschei may have surplus Soviet “super-science” devices from a gen-
  eration or more ago mothballed in warehouses on the Emerald City waterfront or in some out-of-the-way storage facility 
  on the outskirts of town. This gives you the chance to unleash some Cold War battlesuit or robot, either as a distraction or 
  because someone came across one of Malakov’s “mementoes.”
  Similarly, Koschei has been around for a long time and can sometimes be a bit “old fashioned” when it comes to fond 
  recollections of his KGB days, or the early years of building his syndicate in Emerald City. So he might be inclined to act a 
  bit like the stereotypical evil commissar from the ’60s comics, rather than the urbane and sophisticated older gentleman 
  crime lord, if you want to go that route. Feel free to play up his Russian accent and go for full-on spy-movie villainy, if it 
  suits your game.
  Lastly, Malakov is almost certainly not the only successful subject of Soviet-era psi experimentation or other efforts to 
  create superhumans. Some of his fellow test-subjects might show up as allies, rivals, or even enemies, particularly if 
  Malakov betrayed them at some point in leaving his former life behind.
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  Since the Storm, Koschei has focused on doing what he 
  does best: manipulating events behind the scenes. While 
  former allies like F.O.E. and the Grandmaster duke it out 
  with Emerald City’s new super-powered protectors, and 
  stormers earn headlines and jail-time for their rampag-
  es, the Malakov Mafiya quietly continues its operations. 
  When heroes or the police force take down a would-be 
  crime lord, Koschei arranges to acquire his assets. Indeed, 
  the head of the Malakovs has sometimes taken it upon 
  himself to tip-off the authorities in order to expedite the 
  process.
  ORGANIZATION
  The Malakov Mafiya is one of the most organized “tradi-
  tional” criminal syndicates in Emerald City. In that regard 
  they are closely rivaled by the Golden Dragon Society, but 
  the Society is strongest in the Eastern District, whereas the 
  Malakovs operates throughout Emerald City. The Mafiya’s 
  ties to Russia and Eastern Europe have been highly profit-
  able in the years since the dissolution of the former Soviet 
  Union, allowing contraband, money, and people to find 
  their way into Emerald City. Some of Malakov’s former 
  KGB contacts have found work with his organization as 
  enforcers, agents, and thugs.
  Like its ancestral criminal and espionage organizations 
  in Russia, the Malakov Mafiya is built on a “cell” structure. 
  Each cell has contact with one other above and below it 
  in the hierarchy, but otherwise knows little or nothing of 
  the larger organization. Most members of the Mafiya have 
  never even seen Koschei, much less know what he looks 
  like or his whereabouts. Only the inner circle of the syndi-
  cate has any idea that “humble importer” Gregory Malin-
  ski is their boss. In fact, Koschei has occasionally arranged 
  for Mafiya operations against his own legitimate business 
  interests to further maintain his cover.
  In spite of his dispersed structure, the Malakov Mafiya is a 
  tremendously efficient organization, thanks in part to its 
  leader’s mental powers. Koschei is aware of far more than 
  his underlings imagine, and has vast influence over the 
  organization. A few psychic strings pulled here and there 
  ensure everything runs smoothly and many problems 
  never have the opportunity to arise. In spite of their best 
  efforts, the authorities have never been able to get an un-
  dercover agent into the Mafiya; they always end up dead 
  with no apparent cause.
  OPERATIONS
  The Malakov Mafiya has a stake in many criminal opera-
  tions in Emerald City and beyond. Indeed, most members 
  of the organization have only the slightest idea how vast 
  its interests are, focusing on their own particular bailiwick.
  The Mafiya has a share of much of the vice trafficking in 
  the city, from illegal drugs to prostitution, apart from the 
  street-level “freelancers” (many of whom pay “tribute” to 
  the Malakovs), and Madame Joy (see Chapter 5: Emerald 
  City Threats), who has an “understanding” with Koschei 
  given her role as an information broker. The Golden 
  Dragon Society provides considerable competition for 
  vices, particularly with the heroin trade from the Golden 
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  Triangle region of Asia and the flesh-trade from the same 
  area. Still, their influence remains strongest in the Eastern 
  District and amongst the city’s Asian population.
  The Malakovs deal in a variety of contraband, from 
  illegal weapons and technologies to knock-off name 
  brand goods and electronics. The Mafiya does fairly little 
  direct smuggling, instead acting as a buyer and distribu-
  tor of illegal goods brought into Emerald City by others. 
  They have worked with various small-time smugglers 
  and others like Steelhead (see Chapter 5: Emerald City 
  Threats) and his allies in the Trident organization. This ar-
  rangement allows the Mafiya to play smugglers off each 
  other to bargain for the best prices, as well as cutting 
  loose any potentially compromised sources. The authori-
  ties often manage to collar the smugglers, or the buyers, 
  but rarely the Malakov middlemen.
  Organized gambling is illegal in Emerald City and virtu-
  ally all of it is under the Malakov Mafiya’s control. They run 
  numbers for various bookies for everything from sport-
  ing events to betting on how long the newest stormer or 
  escapee from Deep Six will manage to stay on the loose. 
  Malakov-run gambling operations routinely ruin those 
  who become hooked on them, running up massive debts 
  until the Mafiya’s leg-breakers show up to collect, one way 
  or another.
  Related to the combination of gambling and leg-breaking, 
  the Malakov Mafiya struck up a partnership with August 
  Roman’s Circuit-Maximus to establish the Stormfront un-
  derground fighting ring. The Mafiya rakes in money by 
  taking bets on the fights between stormers and other su-
  perhuman fighters at top-secret locations. The fights also 
  allow Koschei to scout for new “talent” for his organization 
  and to exercise his mental influence over the competi-
  tors and attendees alike. (See the Stormfront section for 
  details.)
  On the periphery of the Mafiya’s operations are things 
  like protection rackets, where local businesses and indi-
  viduals pay “tribute” to the Malakovs to avoid unfortunate 
  “accidents” ranging from arson and insurance fraud to 
  outright beatings and worse. Murder was quite rare in the 
  past, due to the limitations observed by the Chamber, but 
  has become more likely in Emerald City’s current criminal 
  climate.
  Extortion and influence peddling is Koschei’s primary 
  personal area of influence. His powers have allowed 
  him to build up a potent web of connections over the 
  years, and the shadowy crime lord knows where all of 
  the bodies (both literal and figurative) are buried in and 
  around Emerald City. In those rare cases where Koschei 
  encounters someone without embarrassing secrets, he is 
  more than willing to manufacture some. Enemies of the 
  Malakov Mafiya receive untraceable emails, calls, or pack-
  ages making it abundantly clear that their dark secrets will 
  become public knowledge unless they keep quiet and do 
  exactly as they are told. Of course, the more they comply 
  with Koschei’s demands, they deeper in they get and the 
  stronger his hold over them grows.
  Koschei the Deathless and other members of the Malakov 
  Mafiya are detailed in Chapter 5: Emerald City Threats.
  THE BLOOD BROTHERS
  Until recently, the Blood Brothers were a small gang with 
  little influence in Emerald City. All that changed after the 
  Silver Storm which imbued a lower ranked gang member, 
  Carlisle Facinelli, with powers that in many ways resem-
  bled those of a vampire, yet none of the disabilities. Using 
  his newfound abilities to his advantage, Carlisle staged a 
  coup against the head Blood Brother and assumed leader-
  ship of the gang.
  The Blood Brothers operate primarily in and around the 
  Downtown district of Emerald city, utilizing the Undercity 
  as a method of surreptitiously moving around, and as a lo-
  cation for flophouses and meeting areas. The gang’s main 
  headquarters is the ruined cathedral of St. Mark, in the Un-
  dercity, where Carlisle holds court.
  The structure of the gang is similar to a feudal system; 
  each rank owes loyalty to the rank above, and all owe 
  fealty to the leader. Those wishing to join the gang are 
  first required to show their loyalty by performing various 
  duties for the gang such as transport, security, or other 
  minor tasks. When they have proven their worth, recruits 
  are initiated into the lowest rank of gang membership 
  and known as “ghouls.” The initiation involves the pro-
  spective member being beaten badly and then partak-
  ing in a ritual referred to as “the Taking” in which the new 
  ghoul swears his or her fealty to Carlisle and is given a 
  small amount of life force from one of the Brothers. That 
  Brother is then responsible for the ghoul, who must 
  show absolute loyalty to their new master. The initiation 
  imbues the new gang member with increased strength 
  and a certain amount of resistance to harm. Ghouls are 
  the soldiers of the gang, acting as simple muscle for the 
  most part. 
  A ghoul who has proven to be a trustworthy and valu-
  able gang member may be promoted to the position of 
  Brother. This entails another ritual, one that is only attend-
  ed by other Brothers. An orgiastic affair, the ritual involves 
  the assault and bloodletting of several victims, normally 
  the homeless, who have been kidnapped specifically for 
  the event. At the ritual’s climax, Carlisle drains the life 
  force of the prospect to the point of unconsciousness. 
  After three days, if he is lucky, the ghoul is welcomed as 
  a Brother. Those who fail to awaken normally die a day or 
  two later. The Brother now has the similar powers to that 
  of Carlisle, and is considered a full gang member, and is 
  able to create ghouls.
  Above the Brothers are the highest ranked gang members 
  below Carlisle himself, called the “Upyr.” Physically more 
  powerful than the lower-ranked members, they form Car-
  lisle’s trusted inner circle of followers and act as his direct 
  representatives in all things. 
  The Blood Brothers are involved in a broad range of 
  criminal activities, including drug manufacture and traf-
  ficking, prostitution, and extortion (in addition to the kid-
  napping and murder required for their initiations). They 
  have strong rivalries with the Wolves, the Golden Dragon 
  Society, and the Takazumi-gumi with whom they share 
  territorial borders. This rivalry often breaks out into open 
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  combat, and the Blood Brothers are a small gang now, but 
  in time they aim to overrun all three gangs and take over 
  their territories.
  Use the Thug archetype in Chapter 9 of the Hero’s 
  Handbook. For ghouls and Brothers make the following 
  changes:
  • 
  Ghouls: Increase Str and Sta to 4, and add Protection 2.
  • 
  Brothers: Increase Str and Sta to 4, increase Agl to 
  3; add Blood Drain: Weaken Stamina 2 (Grab-based); 
  Enhanced Str 2 (Source: Weaken Stamina); Energy 
  Vampire: Speed 4 (30 MPH), Enhanced Advantage 
  (Improved Initiative), Protection 2. 
  • 
  Upyr: Use the Gang Leader archetype in Chapter 9 
  of the Hero’s Handbook with the following changes: 
  Increase Str and Sta to 5, increase Agl to 4, add Blood 
  Drain: Weaken Stamina 2 (Grab-based), Enhanced 
  Str 2 (Source: Weaken Stamina); Mental Paralysis: 
  Ranged Cumulative Affliction 4 (Resisted by Will; Hin-
  dered and Vulnerable, Defenseless and Immobilized, 
  Extra Condition, Limited Degree, Sight-Dependant); 
  Energy Vampire: Speed 5 (60 MPH), Enhanced Ad-
  vantage 2 (Improved Initiative 2), Protection 2.
   CARLISLE FACINELLI
  Carlisle (Carl) Facinelli was a low-level member of the 
  Blood Brothers, a small ethnic gang in the Downtown dis-
  trict of Emerald City. The gang was involved in small-time 
  criminal activities involving petty robbery, drug dealing, 
  and the like, with a membership that ranged from youths 
  as young as 13 to young men in their 
  mid to late 20s. All that changed 
  when the Silver Storm hit and Carl 
  was caught in its midst. Blinded and 
  burning with an internal fire, Carl 
  stumbled into a back alley and col-
  lapsed where he lay unconscious for 
  three days. When he awoke, he felt 
  a gnawing overwhelming hunger. 
  Nearby lay a homeless man who’d made his home in an 
  alcove between two buildings. Reaching out, Carl’s fingers 
  touched the vagrant’s and electricity exploded into Carl. 
  Feeling invigorated, Carl walked out of the alley like a new 
  man, leaving the desiccated corpse of the vagrant behind.
  Always an ambitious man, Carl quickly realized he could 
  put his new powers to use by taking over leadership of the 
  gang, which he accomplished easily. Those who opposed 
  him died swiftly, those who allied themselves with him 
  became the core of a revitalized gang. Carl also learned 
  he could create loyal follows and lieutenants by impart-
  ing some of his own life energy into them and bestowing 
  similar powers on them as he possessed. The similarity to 
  the mythological vampire didn’t elude the young gang 
  leader, and it was a trapping that he intended on taking 
  advantage of.
  Carl is 25 years old, 5’10”, and of average build. He wears 
  his shoulder-length black hair pulled back into a ponytail 
  and his eyes are a piercing blue. Carl has taken to wearing 
  dark, goth clothing to help reinforce the vampiric image 
  he likes to portray; a long black trench coat, black leather 
  pants and combat boots are typical of his attire. 
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  THE MANETTI FAMILY
  While the Russian mafiya have a strong hold on the un-
  derworld of Emerald City, they aren’t the only mobsters in 
  the city. The Manetti Family, part of the world-wide Sicilian 
  mafiosi, arrived in the city in the early 1940s and imme-
  diately tried to carve out a small part of the underworld 
  pie for themselves. The going has been tough, and the 
  Manettis have had to move carefully so as not to attract 
  too much attention from the Malakovs in the past decade 
  or so. Once the immediate fallout from the Silver Storm 
  began to settle, the current family boss, Marko Manetti, 
  saw the opportunity it represented. Now, instead of trying 
  to operate under the Malakov’s radar, he has decided this 
  is the time his family has been waiting for. Ousting the 
  Russians will prove to be a monumental undertaking, but 
  one well worth the risks involved.
  The Manetti family has been primarily involved in protec-
  tion rackets, offering their “clients” protection from theft, 
  competition, and fraud for a fee. They also have some inter-
  est in loan sharking and investing in smuggling operations. 
  In general, they do not involve themselves directly in theft 
  or kidnapping as those crimes are often too high profile 
  and bring too much attention to the family. While the Ma-
  netti’s have operated throughout the city, they have until 
  recently been low-profile enough not to draw much atten-
  tion from the other gangs in the city. Since they’ve begun 
  expanding their undertakings, they’ve attracted the at-
  tention of the Malakovs. There is tension between the two 
  gangs that could lead to an explosive confrontation similar 
  to the Great Mafia War in Sicily during the early 1980s.
  Assisting Marko in running the family business is his 
  younger brother, Salvatore. He is advised by his two pa-
  ternal uncles, Gino and Frank. Reporting to Salvatore are 
  the family’s lieutenants, who are normally relatives of the 
  Manetti clan, though an outsider can be elevated to this 
  position thus becoming a “made man” in reward for his 
  services. Each lieutenant is in command of between ten 
  and thirty “soldiers,” normally common thugs and grunts, 
  who do the majority of the dirty work for the family. Since 
  the Silver Storm, Marko has hired a handful of stormers 
  from time to time in order to see how his men work with 
  them and vice versa. The advantages of having access to 
  super-powered crooks has not eluded Marko, and he has 
  issued orders for the family to start taking on a few more 
  stormers to act in the capacity of soldiers and to assist in 
  the coming conflict with the Malakovs.
   MARKO MANETTI
  Marko stepped into the role of the 
  capofamiglia (boss) for Manetti 
  family five years ago after the death 
  of his father, Marko, Sr. As the eldest 
  son of the previous don, Marko 
  was trained extensively to take the 
  position once his father passed 
  away. The knowledge imparted by 
  his father has paid off, which has 
  allowed the younger Marko to slide 
  effortlessly into the role previously held by his father.
  Like his father before him, Marko insists on running the 
  family in a hands-on manner. He makes every effort to 
  get to know by name each and every one of his soldiers. 
  Regularly, Marko invites a selected lieutenant, his soldiers, 
  and their families to gatherings at his mansion in Royal 
  Heights, laying out a lavish meal and providing entertain-
  ment. Some see this is a sign of Don Manetti’s generos-
  ity, but it’s actually a calculated move on Manetti’s part to 
  instill a sense of family in the mob, and thereby increase 
  their loyalty to the family.
  While Marko likes to give the impression he has a harmo-
  nious home life, behind closed doors he has tempestuous 
  relationships with both his wife, Louisa, and his mother. 
  He and Louisa are on rocky ground at the best of times. 
  No matter how much jewelry he lavishes on her, she never 
  seems to be content and nags him to spend more time 
  with his children. His widowed mother lives with them, 
  and the tension between the two women causes prob-
  lems Marko often has to spend time addressing. Finally, 
  he has doubts regarding his only son, Roberto’s, sexuality. 
  To alleviate this stress, Marko keeps a mistress, Karla Riina, 
  in an expensive apartment in Riverfront, and visits pros-
  titutes regularly. He suspects his wife knows about his 
  infidelities, but he really doesn’t care what she thinks of 
  his extramarital affairs. In his mind, he supports his family 
  well, and for that she should be grateful.
  Marko is in his late 40s, and is 6’1”. While once he had a 
  line-backer’s build, he is now overweight, though still an 
  extremely attractive, and some would say, desirable man. 
  He is always seen in public wearing only the finest Italian 
  suits, silk ties, and expensive Italian shoes. He has a fond-
  ness for Cuban cigars, though he has cut back on smoking 
  them for his health. 
  For Don Manetti, use the Crime Lord archetype in Chapter 
  9 of the Hero’s Handbook with the following changes: In-
  crease Str to 1; and add Language (Italian) to Advantages.
  SALVATORE MANETTI
  Salvatore 
  Manetti 
  is 
  Marko’s 
  younger brother and second-in-
  command of the family business. 
  He gives the appearance of being 
  loyal to his brother, and follows 
  every command he’s given. Sal-
  vatore is well known for his cruel 
  sense of humor, a trait he has had 
  from early childhood. 
  Though he knows he would likely never take the position 
  of capofamiglia based on his own skills and abilities, he still 
  secretly covets it. Slowly, he has been drawing together 
  plans to usurp his older brother. First, he took select sotto 
  capo (underbosses) into his trust to from a core group of 
  the family loyal only to him. Salvatore knows Marko’s son, 
  Roberto, is gay, and he plans to expose his nephew as 
  scandalously as possible in an attempt to shame Marko 
  and weaken his grasp on the family. That would only leave 
  Marko isolated or at least give his followers doubts as to 
  his ability to lead since, “He can’t even raise his son right.” 
  A suitably unfortunate accident at the right time would 
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  put Marko out of the picture and, hopefully, allow Salva-
  tore to step in. Whether or not Salvatore manages to pull 
  of his grand plan or not—and how much of it Marko is 
  already privy to—remains to be seen.
  Salvatore is in his mid 40s, 5’9”, and rather slim. Like his 
  brother, he is quite attractive which is only enhanced by 
  his winning smile and charming personality. If angered 
  though, Salvatore becomes a cold, cruel man, one who 
  never lets a slight go unanswered. 
  For Salvatore, use the Crime Lord archetype on in Chapter 
  9 of the Hero’s Handbook with the following changes: De-
  crease Pre to 3; decrease Benefit to 3 (Wealthy, Status: Un-
  derboss) and add Language (Italian) to Advantages.
  THE KINGS
  The Kings are an outlaw motorcycle club with many 
  chapters in the United States and overseas. The Emerald 
  City faction of the club, or charter, is relatively small but 
  still presents a problematic criminal force within the city. 
  Members of the club wear an identifying patch featuring 
  a crown above a crossed pair of rifles. The Kings are in-
  volved in drug manufacture and weapon trafficking op-
  erations, illegal prostitution and protection rackets, es-
  pecially in rural areas. Their activities have brought them 
  into conflict with the Golden Dragon Society and the 
  Takazumi-gumi syndicates in the past. If and when the 
  Kings come into conflict with the other gangs of Emerald 
  City, the Kings are sure to call upon the support of other 
  charters from the region, which could lead to problems 
  for the police and locals. The Kings have a close working 
  relationship with the Malakov Mafiya from whom they 
  receive and distribute illegal Russian firearms.
  The Kings have a small number of safe-houses scattered 
  throughout the city and surrounding suburbs, but they 
  operate from a primary headquarters in Southern Shore, 
  a clubhouse adjacent to the Long Auto Mechanic Shop, 
  which is owned by Nick Long, who is also the gang’s leader.
  RED RIVER GANG 
  The Red River Gang is local street gang made up of disaf-
  fected youths who’ve banded together to get theirs any 
  way they can. They have no interest in being a part of the 
  system and work together to survive in a world that’s mis-
  treated, abused, or ignored them since birth. 
  Most of the members are violent and mainly interested 
  in looking out for themselves, but they also realize there’s 
  strength in numbers. Their territory runs along the Red 
  River (hence their name) and they defend it from en-
  croachment by other gangs with easy violence. 
  Unlike other gangs in this chapter, the Red River Gang isn’t 
  a powerful underworld presence, nor does it (necessarily) 
  have access to super-powered help. Instead, it’s a street-
  level gang that runs drugs, terrorizes neighborhood busi-
  nesses, commits muggings, recruits more and more kids, 
  and generally causes trouble for anyone who doesn’t 
  belong on their turf. 
  If the Gamemaster likes, the Red River Gang is the perfect 
  choice for Tribal (see the Threat Report) to be associ-
  ated with, either as leader or member. For the average 
  member, use any of a number of the underworld arche-
  types presented in Chapter 9 of the Hero’s Handbook or 
  Chapter 3 of the Gamemaster’s Guide.
  THE WOLVES
  The Wolves are a small Emerald City motorcycle club that 
  formed before the Kings chapter arrived in the city. Orig-
  inally the two clubs had an antagonistic relationship, 
  often being at odds with each other in regards to crimi-
  nal activities and territory. Violent outbursts between 
  the club’s members were a common occurrence, par-
  ticularly in bars and clubs when the two groups hap-
  pened upon each other. Being the smaller club with no 
  allies to call upon, the Wolves have had to become very 
  careful about their operations, which mostly involve the 
  manufacture and distribution of narcotics. Members of 
  the Wolves know to keep a low profile, so they rarely 
  come into conflict with other gangs anymore, but when 
  they do, they show up in number and have a reputa-
  tion for incredible violence. The Wolves’ leader, Taylor 
  Black, encourages the excessive violence because it 
  keeps his customers paying and makes the other gangs 
  think twice before interfering with his operations. Black 
  also likes to strongly imply the gang has connections to 
  wolf-men and other creatures that live in the forests sur-
  rounding Emerald City. Whether or not the association is 
  true is unknown, but some people talk as if the bloody 
  reputation of the gang is due to their ability to bring in 
  supernatural backup when they need it.
  The Wolves operate out of a nightclub on the Riverfront 
  called The Den. Members of the gang wear a patch fea-
  turing a snarling wolf’s head with unfurled bat wings on 
  either side.
  STORMFRONT
  Like the Circuit-Maximus in Freedom City, the Stormfront 
  is an illegal fighting circuit. The brain-child of Dwayne 
  Ragner, a bookie with connections in the criminal under-
  world, the idea came to him after he witnessed a brief 
  tussle between two stormer toughs. Approaching the 
  victor, he proposed a deal where the stormer would fight 
  for him in organized matches and together they would 
  make a small fortune. From that small beginning just a 
  few months ago grew an underground fight-ring that 
  draws crowds of fans looking for something dangerous 
  and forbidden.
  With his connections in both the Russian and Italian 
  mafias, word quickly spread about the new fighting 
  circuit. At first it was small, only drawing a handful of 
  low-ranking hoods and nobodies, but soon the audi-
  ences grew to include the most powerful underworld 
  figures in the city. The fights haven’t been going for 
  long, but it likely won’t be long before they’re rife with 
  crooked bouts, bet fixing, and other illegal activities. 
  Poor and violent stormers from all over the city are 
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  CHAPTER 4: EMERALD CITY UNDERWORLD
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  drawn into the circuit either voluntarily or not, either 
  sponsored by crime bosses or on their own, to win their 
  fortune in the ring. Battles are most often held in aban-
  doned warehouses or in the Undercity, but rarely in the 
  same place twice. The audiences comprise an odd mix 
  of ordinary people rubbing shoulders with underground 
  crime-bosses and the city’s elite, all brought together 
  by their mutual desire to see super-powered combat-
  ants spill each other’s blood. While accidental fatalities 
  are rare during matches, the fights that draw the largest 
  crowds are the ones billed “to the death.” 
  DWAYNE RAGNER
  Dwayne Ragner was a bookie 
  trying to earn enough to make 
  a living and step out from under 
  the heels of organized crime. His 
  whole life it seemed, had been 
  spent working for one crime boss 
  or another, kowtowing to their 
  desires and never really getting 
  ahead no matter how hard he tried. 
  He lived in a small dirty room in a flea-bitten flop house 
  with rats his only companions. All he needed was one 
  break. Never in his wildest dreams did Dwayne think, 
  when he approached that first stormer with his proposal, 
  how big the Stormfront would actually become.
  Dwayne is now a big figure in the underground of 
  Emerald City. Every crime boss knows him by name, and 
  he has enough money and respect to attract beautiful 
  young women of a certain moral character to want to be 
  seen with him. He has a relatively large stable of stormer 
  fighters he can call upon; some are his direct employees 
  while others are owned by various crime lords. 
  Stormfront has made Dwayne into a moderately rich and 
  powerful man, yet still he finds himself at the beck and 
  call of the very crime lord he hoped to free himself of. He 
  knows that without the support of the big bosses, Storm-
  front would be just another backyard fight-circuit. Use 
  the Criminal traits in Chapter 9 of the Hero’s Handbook for 
  Dwayne’s stats.
  BRAD “DESTROYER” DURDEN
  Brad 
  Durden, 
  a 
  high-school 
  dropout and former janitor, was 
  the stormer Dwayne Ragner first 
  approached with his idea to create 
  an underground fight club. Though 
  Brad was dubious at first, he wasn’t 
  adverse to the idea of being paid 
  for beating up other people, some-
  thing he was normally happy to 
  do for free in drunken brawls. Durden, who insisted on 
  being called Destroyer, accepted Ragner’s offer.
  A remarkably violent man, Destroyer quickly proved to be 
  popular in the ring. His lean, powerful, good looks made 
  him a favorite of the ladies, while his unrestrained brutal-
  ity had the men screaming for more. His skill as a hand-
  to-hand combatant quickly earned him a reputation as 
  an in-your-face fighter, and he uses his powers in creative 
  and crowd pleasing ways.
  When not fighting in the ring, Destroyer acts as Ragner’s 
  bodyguard and right-hand man. He’s often employed to 
  “convince” other stormers to join the Stormfront either 
  by showing off the wealth it can provide or by threat-
  ening whatever or whoever is valuable to a reluctant 
  stormer. Durden feels he owes Ragner a debt, because 
  if it wasn’t for the ex-bookie’s offer, he would still be 
  working for minimum wage on the nightshift at a going-
  nowhere job.
  Destroyer is in his early 20s, is 5’11”, and has a trim, 
  muscular build. His light brown hair is always slightly 
  disheveled and he sports a close, neat goatee and mus-
  tache. His trademark boyish grin belies the violence he 
  is capable of, and even when calm, he is an extremely 
  dangerous man.
  BRAD “DESTROYER” DURDEN 
  PL10 •159 POINTS
  STR 7 STA 7 AGL 5 DEX 2 FGT 10 INT 0 AWE 2 PRE 2
  Powers: Combat Tricks (Array (14 points), Nerve Strike 
  (Cumulative Affliction 7 (Resisted by Dodge and Overcome by 
  Fortitude; Impaired, Disabled, Paralyzed), AE: Stunning Blow 
  (Affliction 7 (Resisted by Dodge and Overcome by Fortitude; 
  Dazed, Stunned, Incapacitated), Secondary Effect); Instinctive 
  Fighter (Strength Damage is Penetrating 6; Enhanced 
  Advantages 23 (All-out Attack, Assessment, Close Attack 3, 
  Defensive Roll 2, Evasion, Improved Critical 4 (Unarmed), 
  Improved Initiative 2, Improved Trip, Instant Up, Power Attack, 
  Precise Attack (Close; Concealment), Redirect, Takedown 2, 
  Taunt, Uncanny Dodge); Enhanced Skill 5 (Insight +10, Limited 
  to combat-related checks); Immunity 2 (Critical Hits)); Super-
  Athlete (Leaping 2 (30 feet); Movement 4 (Safe Fall, Sure-
  Footed 2, Wall-crawling 1); Regeneration 1; Speed 3 (16 MPH); 
  Swimming 3 (4 MPH))
  Advantages: All-out Attack, Assessment, Attractive, Benefit 2 
  (Independently Wealthy), Close Attack 3, Connected, Defensive 
  Roll 2, Evasion, Improved Critical 4 (Unarmed), Improved Initiative 
  2, Improved Trip, Instant Up, Power Attack, Precise Attack (Close; 
  Concealment), Redirect, Takedown 2, Taunt, Uncanny Dodge 
  Skills: Acrobatics 3 (+8), Athletics 5 (+12), Deception 6 (+8), 
  Expertise: Streetwise 5 (+5), Insight 0 (+2/+12*), Intimidation 
  3 (+5), Perception 6 (+8), Persuasion 3 (+5), Treatment 5 (+5) 
  *Only for combat-related checks.
  Offense: Initiative +13, Unarmed +13 (Close, Damage 7, 
  Penetrating 6, Crit. 16-20), Nerve Strike +7 (Close, Cumulative 
  Affliction 7, Dodge/Fort DC 17), Stunning Blow +7 (Close, 
  Affliction 7, Secondary Effect, Dodge/Fort DC 17)
  Defense: Dodge 11, Parry 11, Fortitude 9, Toughness 9/7**, 
  Will 8 **Without Defensive Roll.
  Totals: Abilities 56 + Powers 66 + Advantages 4 + Skills 18 + 
  Defenses 15 = 159
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  CHAPTER 5: EMERALD CITY THREATS
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  CHAPTER 4: EMERALD CITY UNDERWORLD
  CHAPTER 4: EMERALD CITY UNDERWORLD
  
  T
  his chapter features a collection of threats associated 
  with Emerald City and can be used in a number of ways 
  depending on your needs.
  First, you should have no trouble finding villains for your 
  players’ heroes to face! All the work of writing up these char-
  acters has been done for you, so you can spend your time 
  coming up with a fun game to run for your friends! Second, 
  this chapter is filled with information to inspire story ideas: 
  long-term and short-term plots by villains. You can borrow 
  and build off the adventure hooks included with each villain 
  write-up to help create your Emerald City adventures.
  Third, you can use the information in this chapter to 
  inspire your own heroes and villains. Pick and choose 
  powers you like, adapt them to the character concept 
  and power level you want, and with a little bit of work 
  you have a new creation that’s all your own! Work new 
  heroes and villains into the backgrounds of the villains in 
  this chapter to build a new hero with hidden ties to the 
  Malakov Mafiya, for example, or owing some payback to 
  the Big Brain or F.O.E.
  Entries in this chapter include game information so you 
  can use the characters in your M&M games. Each entry 
  follows a few rules to make them consistent and easier to 
  understand at a glance.
  All characters are presented in their super-powered 
  identity. In addition, characters with permanent modi-
  fiers to their abilities due to a power are presented with 
  their modifiers already taken into account in their game 
  traits.
  If a character can vary their abilities in some way, say due 
  to the Growth power or because they can change forms 
  somehow, then there are two numbers separated by a 
  slash; the first number reflects the character’s “normal” or 
  default trait, the second the modified trait rank or value.
  Characters lacking Powers, Equipment, Advantages, or 
  Skills don’t have a space for that category of ability.
  A character with the Equipment advantage may have al-
  located only some of their equipment points. If this is the 
  case, you can spend the remaining points as you see fit. 
  Usually this means the character varies his or her arsenal 
  depending on the circumstances. You may also elect to 
  leave those points unspent to avoid the additional book-
  keeping. Those characters accompanied by a list of equip-
  ment always show what that character typically carries.
  Skills and Advantages granted by powers (using the En-
  hanced Trait effect) appear both in the listing for that 
  power and in the Skills or Advantages section of the char-
  acter in italics. These aren’t the same skill or advantage 
  purchased multiple times, instead they’re included under 
  their appropriate headings for ease of reference.
  The Offense section of a character includes short-
  hand notations about the character’s attack values and 
  Chapter 5: Emerald City Threats
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  CHAPTER 5: EMERALD CITY THREATS
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  CHAPTER 4: EMERALD CITY UNDERWORLD
  
  REAL NAME: Copernicus Oliver
  OCCUPATION: Head of F.O.E.
  BASE: Emerald City
  In the 1960s, Copernicus Oliver was touted on televi-
  sion quiz shows as “The Smartest Boy in the World”, and 
  amassed a small fortune in winnings and endorsements 
  before his fame waned after he failed to answer a single 
  question correctly during Beatles Day on the show 
  Q and A. His fame faded and he became another 
  footnote in the history of the Golden Age of 
  Television.
  Embarrassed, Oliver escaped the public 
  eye, buying a sailboat called Friendly and 
  setting out to sail around the world. 
  Desperate to avoid England, Oliver set 
  a course that took him across the At-
  lantic and then directly down the coast 
  of Africa. Sailing was smooth until the 
  Friendly was suddenly caught up in a 
  storm that wrecked the boat on a rocky 
  shore. Before he could be rescued, Oliver 
  contracted a rare tropical disease that 
  caused his brain to swell, putting him into a 
  coma for three months.
  When Oliver awakened, he found himself at home 
  in a hospital—and smarter than ever! Discovering 
  he was also still in the grips of a fatal disease, Oliver 
  turned his intelligence to finding a cure. Facing failure 
  after six months of fevered research, Oliver instead at-
  tempted to accelerate the course of the disease, in hopes 
  that he could unlock more of the power of his brain. 
  Injecting himself with an experimental formula, Oliver 
  screamed as his brain swelled against the confines of his 
  skull. A thousand voices crowded into his mind, and he 
  pushed back with a single command: “QUIET!”
  As everyone in the hospital paused at the voice they 
  heard in their head, Copernicus Oliver died... and the Big 
  Brain was born. Discovering that he could now speak 
  to and command the minds of others, the Big Brain di-
  rected doctors to keep him alive and to remove the top 
  of his skull to allow his brain to grow. Once that was ac-
  complished, he needed a place to stay since the hospital 
  and his old home were of no use to him. In order to build 
  it, he’d need money... much more than he currently had. 
  The Big Brain searched through the minds of the city 
  until he found a criminal planning a bank robbery. The 
  Big Brain helped him improve his plan in return for some 
  of the proceeds from the robbery—the same deal the 
  THE BIG BRAIN
  Brain would strike with dozens of other criminals as he 
  assembled his new organization: F.O.E.. Initially, the Big 
  Brain needed the money for himself, but over the years 
  he’s come to enjoy the challenge of bringing villains to-
  gether for missions and the power he has over a small 
  army of super-beings.
  powers. This section does not list all the information 
  about those powers and may not even include all of the 
  powers or abilities that character is capable of using. Be 
  sure to look at the full write-up of the character’s powers 
  and advantages in order to learn exactly what they’re 
  capable of and what your options are.
  Overall, the characters should be easy to decipher, but the 
  notes above will help if something is unclear. If a character 
  breaks any of the guidelines above, that will be made clear 
  in the character’s entry either with notes called out using 
  asterisks or with information in that character’s Powers & 
  Abilities section.
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  CHAPTER 5: EMERALD CITY THREATS
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  THE BIG BRAIN 
  PL12
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  -1
  0
  -2
  -2
  -2
  10
  12
  3
  POWERS
  Mental Prowess: Enhanced Trait 1 (Improved Initiative); 
  Quickness 4 (Limited—Mental Tasks); Senses 8 (Accurate 
  Acute Radius Detect Mental, Mental Awareness, Radius 
  (visual)) • 11 points
  Power of the Mind!: Array (48 points)
  • Mental Blast: Perception Range Damage 12, Resisted by 
  Will • 48 points
  • Mass Mental Domination: Burst Area Selective Mind 
  Control 8 • 1 point
  • Mental Domination: Perception Ranged, Cumulative 
  Affliction, Resisted by Will (Entranced, Compelled, 
  Controlled) • 1 point
  • Mind Probe: Mind Reading 12 • 1 point
  Telepathic Presence: Selective Area Mental Communication 
  4 (Worldwide); Remote Sensing 20 (4,000 mile range 
  (Auditory, Mental, Visual)), Feature (Projected image of 
  disembodied brain), Feedback, Subtle 2 • 63 points
  SKILLS
  Deception 7 (+10), Expertise: Crime 6 (+16), Intimidation 14 
  (+17), Perception 10 (+22), Persuasion 9 (+12)
  ADVANTAGES
  Eidetic Memory, Improved Initiative, Jack-of-all-trades, Speed of 
  Thought*, Ultimate Effort (Will checks)
  *See the Appendix.
  OFFENSE
  INITIATIVE +14
  Mental Blast —
  Perception Range, Damage 12, Resisted by 
  Will (DC 22)
  Mental 
  Domination —
  Perception Range, Mind Control 12, Resisted 
  by Will (DC 22)
  DEFENSE
  DODGE
  -2
  FORTITUDE
  6
  PARRY
  -2
  TOUGHNESS
  20/0*
  WILL
  18
  *Toughness 20 when using Remote Sensing, Toughness 0 for 
  his normal body.
  POWER POINTS
  ABILITIES
  36
  SKILLS 
  23
  POWERS
  125
  DEFENSES
  12
  ADVANTAGES
  4
  TOTAL
  200
  COMPLICATIONS
  Freakishly Large Brain: Though the Big Brain can project his 
  senses, will, and powers around the world, his body is mostly 
  useless and his head is too large to move under his own power.
  Motivation—Power: The Big Brain wants power. He wants 
  to prove to the world that he’s the smartest, most influential 
  criminal on the planet.
  F.O.E.’s members assume the giant, disembodied brain that 
  issues them orders is merely a projection disguising their 
  leader’s true nature. Little do they suspect that the Big Brain’s 
  actual appearance isn’t far off: a gigantic brain atop a nearly 
  atrophied human body hidden away in a secret, secured lo-
  cation far away, projecting his will around the world!
  PERSONALITY
  The Big Brain is a thinker and a planner. Almost all other 
  aspects of his personality have been left by the wayside 
  over the years. He cares little for companionship and has 
  little interest in the “animal” concerns of the physical world. 
  He keeps his body alive because without it he will perish. 
  The one thing he enjoys in life is feeling superior, which he 
  prefers to achieve by outsmarting others. He abhors vio-
  lence and only involves himself in combat when all other 
  avenues have been exhausted. He prefers to let his under-
  lings handle any violent confrontations, while he remains 
  behind the scenes to direct their activities. 
  POWERS & ABILITIES
  The Big Brain is one of the most—if not the most—power-
  ful telepaths in the world, with the ability to project his 
  consciousness anywhere on Earth, communicate with and 
  mentally control others, inflict debilitating mental attacks, 
  and read minds. However, physically, he’s a paraplegic 
  with a brain so large and deformed his body is incapable 
  of supporting it and his atrophied body has been bedrid-
  den for decades. If his body is found and threatened, he 
  may be able to defend it by surrounding it with his mental 
  projection, but if that’s not possible, he is defenseless.
  ALLIES
  Formerly, the Big Brain was allied with the other members 
  of the Chamber. He never trusted them, of course, but he 
  HOW DO THE BIG BRAIN’S POWERS WORK?
  The Big Brain has an unusual set of powers. The key to 
  them is his Telepathic Presence, with it, he projects an 
  image of a disembodied brain through which he can com-
  municate (telepathically) and use all of his mental powers. 
  His mental projection has two ranks of Subtle, so, while it 
  can be clearly seen, it can’t be traced back to his physical 
  body and it can be attacked. You may need to point that 
  out to players the first time they encounter the Big Brain, 
  because it may not be obvious (especially to new players). 
  Attacks that target the projection can cause the Big Brain 
  harm; he’s easy to hit, but difficult to actually harm because 
  of his low active defenses and very high Toughness.
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  CHAPTER 5: EMERALD CITY THREATS
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  is disappointed the group disintegrated due to petty jeal-
  ousies and newfound “morals.” The Big Brain’s only other 
  allies are those who work for him: the members of F.O.E. 
  and the Professor as well as the mentally-dominated Iron 
  Matron. Beyond them, his contact with the rest of human-
  ity is limited… just the way he likes it.
  ENEMIES
  The other former members of the Chamber make the Big 
  Brains list of enemies, simply because they’re ambitious 
  and they know too much about him and his operation. 
  Outside of that, the Big Brain has few enemies because 
  so few know who he is, what he does, and how to find 
  him. Anyone who thwarts too many of his plans definitely 
  makes his list of enemies.
  THE IRON MATRON
  REAL NAME: Natalie Nelson
  OCCUPATION: Caregiver and bodyguard
  BASE: Emerald City
  Natalie Nelson was an agent of the criminal organization 
  SHADOW. An assassin and martial artist, she earned her 
  code-name from her detailed knowledge of Eastern medi-
  cine and the Chi powers she devel-
  oped. SHADOW’s founder, Over-
  shadow, sent her to recruit the Big 
  Brain while he was still in the hospital. 
  Overshadow felt the nascent super-
  villain would make an excellent addi-
  tion to SHADOW’s growing stable of 
  super-powered operatives. However, 
  if the Big Brain refused his generous 
  offer, the Iron Matron was to eliminate him, making it appear 
  his artificial life support had failed. But Overshadow underes-
  timated the Big Brain’s powers, even at that early stage of his 
  development. The budding criminal mastermind saw what 
  the Iron Matron had in store for him in the recesses of Nata-
  lie’s consciousness, so he took control of her. She has been 
  his slave ever since and is his primary caregiver, most effec-
  tive bodyguard, and personal assassin.
  The Iron Matron is an extraordinarily skilled martial artist, 
  knowledgeable in many techniques that have helped 
  make her an efficient and dangerous killer. Through the 
  concentrated focus of her Chi, she can toughen her skin to 
  an almost iron-like hardness, which has the added benefit 
  of turning her hands into bone-shattering implements 
  of destruction. Though she does not eschew the use of 
  weapons, she rarely has need of them.
  The Big Brain has instilled undying love and loyalty in the 
  Iron Matron. She dedicates her life to his survival, seeing to 
  his every need and is willing to sacrifice herself to protect 
  him from harm. She obeys without question, and the grip 
  he has on her mind and heart has grown so strong that 
  he barely has to reinforce it any longer. He, on the other 
  hand sees the Iron Matron as little more than a faithful 
  dog, useful and nice to have around, but ultimately just 
  another tool to be used. Truthfully, Natalie is a shell of her 
  former self. What she does, she does by rote. When she’s 
  not taking care of the Big Brain or on a mission for him, 
  she trains out of habit or sits in her room as if in a trance.
  At age 55, Natalie Nelson is still an attractive woman. She 
  has kept herself in peak physical condition, and hasn’t 
  let age slow her down. She stands at 5’7” with a willowy 
  build and her face possesses an unassuming beauty. Her 
  straight, shoulder-length blonde hair is normally kept in a 
  utilitarian bun and she spends most of her days wearing 
  a nurse’s uniform. When the Big Brain sends her out in the 
  field, which happens very rarely, the Iron Matron wears a 
  black leather dress reminiscent of a nurse’s uniform. A pair 
  of small red circles with a white cross in the center adorns 
  the front of her costume near the hips, while similar circles 
  attached to red bows embellishes the tops of her stock-
  ings. On her feet she wears black stilettos, that in no way 
  interfere with her fighting ability. Her identity is protected 
  by a small black domino mask.
  THE PROFESSOR
  REAL NAME: Patrick Hughes
  OCCUPATION: Instructor
  BASE: Emerald City
  Patrick Hughes was an unassuming high school teacher 
  THE IRON MATRON 
  PL10 • 162 POINTS
  STR 2 STA 4 AGL 4 DEX 4 FGT 7 INT 2 AWE -2 PRE -2 
  Powers: Body Like Iron (Impervious Toughness 8 Linked to 
  Sustained Protection 4, Subtle 2); Fists Like Iron (Strength-
  based Damage 4, Penetrating 5, Enhanced Advantages 5 
  (Improved Critical 2, Improved Disarm, Improved Smash, 
  Weapon Break), Subtle 2, AE: Weapon-Breaking Stance 
  (Reaction Damage 4, Limited to the maximum of attack’s 
  damage ranks or the ranks of this power, Subtle 2))
  Equipment: Heavy Pistol (Ranged Damage 4), Hold-out 
  Pistol (Ranged Damage 2), Knife (Strength-based Damage 1, 
  Improved Critical)
  Advantages: Accurate Attack, Agile Feint, All-out Attack, 
  Benefit 2 (Cipher), Chokehold, Close Attack 7, Equipment 3, 
  Fearless, Improved Critical 2 (Fists Like Iron), Improved Disarm, 
  Improved Initiative, Improved Smash, Improved Trip, Instant 
  Up, Interpose, Power Attack, Quick Draw, Ranged Attack 6, 
  Seize Initiative, Takedown 2, Weapon Break 
  Skills: Acrobatics 8 (+12), Athletics 6 (+8), Deception 12 (+10), 
  Expertise: Assassin 6 (+8), Expertise: Medical Doctor 6 (+8), 
  Perception 8 (+6), Sleight of Hand 8 (+12), Stealth 8 (+12), 
  Treatment 6 (+8), Vehicles 4 (+8) 
  Offense: Initiative +8, Fists Like Iron +14 (Close, Damage 6, 
  Penetrating 5, Crit. 18-20), Heavy Pistol +10 (Ranged, Damage 
  4), Unarmed +14 (Close, Damage 2) 
  Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 8, Will 4
  Totals: Abilities 38 + Powers 31 + Advantages 32 + Skills 36 + 
  Defenses 25 = 162 
  Complications: Motivation—Responsibility: The Iron Matron’s 
  first and foremost responsibility is to keep the Big Brain safe and 
  do whatever he commands of her. Identity: The Iron Matron’s 
  sense of self has been almost completely eroded over the 
  decades she’s been under the control of the Big Brain. How, or if, 
  she can function without him is unknown. Relationship: The Iron 
  Matron loves the Big Brain and is loyal to him above all others. It 
  may be possible to overcome this brainwashing... somehow.
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  with an uncanny ability to ascer-
  tain exactly what it was students 
  required to achieve their best in 
  their fields of study and teach it 
  to them. Yet, despite his brilliant 
  teaching talent, his ineptitude in 
  social politics kept him relegated 
  to lower echelons of academia. 
  Dissatisfied with his job and dis-
  gruntled with a system that seemed determined to un-
  dermine his chances of promotion, Patrick was contact-
  ed by the Big Brain, who explained to him that his skill 
  to teach was in reality a superpower, one that allowed 
  him to somehow achieve high levels of skill with the 
  express purpose of imparting that expertise to others. 
  At first Patrick found this revelation farfetched, but with 
  further explanation on the part of the Big Brain and his 
  own experimentation, he quickly realized he was indeed 
  in possession of a unique power. The Big Brain made 
  Patrick an offer he couldn’t refuse; if Patrick would use 
  his powers to provide instruction to certain clients, the 
  Big Brain would make him a rich man... otherwise he’d 
  simply control him and get what he wanted anyway. 
  Patrick chose to go willingly and has never looked back.
  Given the codename the Professor, Patrick was at first 
  only required to teach criminals various clandestine skills 
  such as how to bypass electronic security, or forgery, but 
  he was quickly assigned clients who needed his assis-
  tance learning how to use their superhuman abilities. At 
  first, Patrick was unsure how he could provide instruction 
  when he wasn’t capable of such superpowers. Thankfully, 
  he discovered his power allowed him to coach his stu-
  dents in efficient and effective ways of using their powers 
  they’d never considered while also increasing their overall 
  control of those powers. Now, the Professor is known in 
  the criminal underworld as the best instructor available 
  for those who wish to learn how to use their powers to 
  their full potential. Rumor has it those in need of him are 
  contacted by the Big Brain and once payment is taken 
  care of a meeting is arranged.
  Patrick Hughes is 5’6”, balding, and slightly overweight. He 
  wears a pair of bifocals to correct his vision, and wears what 
  would best be described as ‘grandfatherly’ clothing: cardigan, 
  checked shirt, cheap trousers, and cheap shoes. In most situ-
  ations he comes across as being rather unsure of himself, but 
  when it comes to teaching he is completely in his element.
  Patrick is able to manifest any skill imaginable at a level 
  that would place him among the world’s top authorities 
  on the subject, but only if he has the express intention 
  of providing instruction with it. He is able to use that skill 
  himself, but only if he has a student with him and he is 
  instructing them. Once he is no longer using the skill in 
  an instructional capacity, it fades. More importantly, he is 
  able to instruct others on how to use their skills at a higher 
  level, effectively imparting years of experience in just a 
  few sessions of tutoring. So far, he has yet come across a 
  student he couldn’t teach to reach the best of their ability 
  in what they want to learn.
  THE CHESSMEN
  Members: Grandmaster, Endgame, Queens, Bishops, 
  Knights, Pawns
  Base of Operations: Emerald City
  Motivation: Greed and Ambition 
  The current Chessmen are the second organization to 
  use that name. The first was founded and controlled 
  by Godwin Kaspar, father to the current Grandmaster. 
  It existed more than thirty years ago and consisted of 
  highly-trained former espionage and law-enforcement 
  personnel recruited by Kaspar in his guise as “Black 
  King.” Most of the agents were ranked according to 
  specialty, Knights for combat, Bishops for intelligence, 
  and so on; however, some members were elite enough 
  to earn their own unique code-names, such as the lo-
  gistics expert Endgame and the infiltration specialist 
  Gambit. 
  Masters at behind-the-scenes manipulation, the Chess-
  men intended to take the reins of powers quietly and se-
  cretly while the hero community was diverted by more 
  obvious and colorful menaces. Eventually, AEGIS (aided 
  by the first Raven) brought the organization down. 
  The majority of the organization, including its founder, 
  ended up in federal prison. Godwin Kaspar was broken 
  by his defeat and died behind bars less than five years 
  after his incarceration.
  Then, a little over a decade ago, the last survivor of Kas-
  par’s Chessmen, a man named Vassily Dragovich, con-
  vinced Kaspar’s son, Alexander, to form a new Chessmen 
  organization. Alexander replaced his father’s peerless 
  personal charisma with his own technological genius, 
  electronically brainwashing agents instead of recruiting 
  them directly and substituting technological firepower 
  for combat training. In the space of the past few years, 
  Alexander, now known as the Grandmaster, has taken his 
  organization from nothing to a highly-efficient and pow-
  erful operation.
  Shortly after commencing operations, the Grandmaster 
  was approached by Emerald City tech magnate Maximil-
  ian Mars. He explained how things really worked in the 
  city and revealed the existence of the Chamber, which he 
  was certain either the Grandmaster or Endgame would 
  have learned of soon enough. Mars offered him mem-
  bership and explained the Chessmen’s surveillance tech 
  more than justified the Grandmaster’s inclusion in the 
  group. The advantages to such an alliance were clear to 
  the young mastermind and he quickly accepted. The fact 
  the offer was made by a successful father-figure like Mars 
  only made it that much more attractive.
  For years the Grandmaster served as a member of the 
  Chamber, providing valuable intelligence to the rest 
  of the group. The Grandmaster was surprised and hurt 
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  (more than he’d ever admit) by Mars’ abandonment and 
  betrayal, especially because the two had worked closely 
  together as members of the Chamber, often cooperat-
  ing to dilute the power and influence of the Big Brain 
  and F.O.E.
  MOTIVATION AND GOALS
  The Grandmaster wants to be respected and feared. He 
  wants to realize his father’s ambitions and for AEGIS, the 
  hero community, and the public to not only be helpless 
  against him but to recognize and admit that fact. More 
  importantly, he wants to shame the people responsible 
  for his father’s ignoble end. To achieve this he wants to 
  seize control of business, political, and military assets. He 
  intends for the Chessmen to eventually be a world-class 
  threat on par with SHADOW or the Foundry and will take 
  any steps necessary to make that happen. Wealth and 
  firepower are a means to these ends, nothing more. 
  TACTICS
  Alexander has studied his father’s decisions, both his 
  successes and mistakes. To him, everything boiled down 
  to misplaced trust and impatience. So, his people are 
  conditioned to obey and no longer have the capacity 
  to betray him. His watchwords are planning, informa-
  tion, and precision. Enemies are watched and studied in 
  detail before steps are taken against them. Operations 
  begin by targeting friends and associates or favored lo-
  cations. Then, when the target is off-balance or distract-
  ed by other concerns, the target is hit with blackmail, 
  extortion, or an outright smear campaign—whatever it 
  takes to remove them from the game. Every operation 
  and every enemy is reduced to pieces on a board, with 
  moves carefully thought out. 
  Moving into an area, the Chessmen identify the criminal 
  elements they need to neutralize or take over in order to 
  operate effectively. Once they take control, they move on 
  to local business and government elements, again black-
  mailing, intimidating, or eliminating whomever they need 
  to in order to put their people in those positions. Thus far 
  they have avoided directly confronting AEGIS and several 
  powerful criminal organizations… biding their time until 
  the Chessmen are able to deal with those obstacles.
  When Chessmen agents or equipment are captured, they 
  are immediately destroyed via a built-in “killswitch,” and 
  video or digital evidence pertaining to the group is cor-
  rupted, altered, or eliminated at the earliest opportunity.
   HEADQUARTERS AND RESOURCES
  The Board is an underground facility located far beneath 
  the Emerald City federal building. 
  The Chessmen have access to the city’s traffic cameras, 
  municipal and police computer databases, as well as 
  many individual security systems (commercial and 
  private). All input is processed and analyzed by the Chess-
  men’s Queens. The organization has eyes everywhere, 
  constantly sifting through the data to find useful informa-
  tion. Finally, their teleportation system enables the Chess-
  men to move anywhere in the city at a moment’s notice. 
  With all of these resources, the Chessmen seem to know 
  everything and be everywhere.
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  The Grandmaster funds the Chessmen by diverting 
  money from hundreds of companies and online schemes 
  as well as by stealing from other criminal and terrorist or-
  ganization. He recruits homeless people and runaways 
  from around North America—his electronic training and 
  conditioning makes them into capable agents. 
  HEADQUARTERS: THE BOARD 
  27 POINTS
  Size: Colossal Toughness: 14 Features: Communication, 
  Computer, Concealed 3 (+20), Defense System, Teleport 
  (Affects Others), Fire Prevention System, Holding Cells, Isolated, 
  Living Space, Personnel, Power (Teleportation System), Power 
  System, Security System 3 (DC 35), Workshop
  GRANDMASTER
  REAL NAME: Alexander Kaspar
  OCCUPATION: Criminal mastermind
  BASE: The Board
  Alexander grew up a paranoid 
  recluse 
  obsessively 
  hero-wor-
  shipping his father and unable to 
  accept that he could have been 
  defeated without being betrayed 
  by someone within his organiza-
  tion. While staying out of the public 
  eye, Alexander made a living using 
  his technical skills, but lacked the 
  vision to do more than tinker and lament his father’s 
  death. Dragovitch changed that, finding and molding the 
  man from self-absorbed genius into cunning mastermind. 
  Alexander now goes by the name Grandmaster almost 
  exclusively. He reacts poorly when called by his real name 
  and rarely leaves the Board. He is focused, has a goal and 
  a means to achieve it; everything else is distraction. He 
  has reinvented himself as the man his father would have 
  wanted him to be; stronger and more capable. Now he’s 
  the Grandmaster, not Alexander. 
  The Grandmaster is a brilliant technician and program-
  mer. He’s also obsessively focused, controlling, and ana-
  lytical with few interpersonal skills, which is why he makes 
  enemies easily and burns through allies quickly. The only 
  person who ever seemed to understand him was Maxi-
  milian Mars, but that ended when Mars betrayed him and 
  caused the dissolution of the Chamber. Mars is definitely 
  on the Grandmaster’s list of enemies. 
  ENDGAME
  REAL NAME: Vassily Dragovich
  OCCUPATION: Criminal
  BASE: Emerald City
  The Dragovitch family has always 
  traded in secrets and been adept at 
  using such information to help or 
  harm others. They worked for the 
  czars, then for the Politburo, and 
  then for themselves. As a younger 
  man, Vassily Dragovitch grew bored 
  working for the communists and 
  went looking for something else 
  more interesting. He found Godwin Kaspar and grew en-
  chanted for a while with the idea of taking over the world. 
  Dragovitch was a gifted tactician and his planning skills 
  were unparalleled, so he quickly became quite valu-
  able to Kaspar. Dragovitch was given the code-name 
  “Endgame” by Kaspar to reflect his lethal tactical exper-
  tise. Thanks to that same expertise, Vassily kept his head 
  and saw the group’s downfall coming with enough time 
  to extricate himself. He walked away with the secret to 
  a serum developed by one of the organization’s scien-
  tists that proved capable of extending his life and vital-
  ity years longer than Mother Nature intended. In the 
  decades since Kaspar’s capture and death, Vassily joined 
  the Russian Mafiya and lived the life of a wealthy con-
  sultant and playboy. Wealth, wine, and women helped 
  ENDGAME 
  PL8 • 108 POINTS
  STR -1 STA -1 AGL 0 DEX -1 FGT 2 INT 5 AWE 5 PRE 3
  Equipment: Commlink, Hidden Knives (Damage 1, Crit. 19-20), 
  Light Pistol (Ranged Damage 3), Undercover Shirt (Protection 
  2, Subtle)
  Advantages: Assessment, Connected, Contacts, Equipment 3, 
  Fascinate (Deception), Languages 2 (English, German; Russian 
  is native), Luck 2, Well-informed
  Skills: Close Combat: Knives 6 (+8), Deception 12 (+15), 
  Expertise: Spy 13 (+18), Expertise: Streetwise 11 (+16), 
  Expertise: Tactics 10 (+15), Insight 10 (+15), Intimidation 4 (+7), 
  Investigation 4 (+9), Perception 9 (+14), Persuasion 9 (+12), 
  Ranged Combat: Guns 9 (+8), Sleight of Hand 6 (+5), Stealth 6 
  (+6), Technology 3 (+8)
  Offense: Initiative +0, Knives +8 (Close, Damage 0, Crit. 
  19-20), Light Pistol +8 (Ranged, Damage 3), Unarmed 2 (Close, 
  Damage -1) 
  Defense: Dodge 5, Parry 5, Fortitude 0, Toughness 1, Will 12
  Totals: Abilities 24+ Powers 0+ Advantages 12 + Skills 56 + 
  Defenses 16 = 108
  Complications: Disability: Deteriorating physical condition. 
  Hatred: AEGIS. Motivation—Revenge.
  GRANDMASTER 
  PL10 • 124 POINTS
  STR 1 STA 2 AGL 1 DEX 1 FGT 4 INT 8 AWE 4 PRE 4 
  Equipment: Commlink with integral GPS and Computer, 
  Undercover Shirt (Protection 2, Subtle), plus 50 points of other 
  equipment as needed (or more depending on story needs)
  Advantages: Benefit 3 (Cipher), Benefit 3 (Leader of the 
  Chessmen), Benefit 4 (Multi-millionaire), Eidetic Memory, 
  Equipment 11, Inventor, Skill Mastery (Technology) 
  Skills: Deception 4 (+8), Expertise: Chess 12 (+20), Expertise: 
  Computers 8 (+16), Expertise: Engineering 8 (+16), Insight 4 (+8), 
  Investigation 2 (+10), Perception 8 (+12), Technology 10 (+18) 
  Offense: Initiative +1, Unarmed +6 (Close, Damage 1) 
  Defense: Dodge 7, Parry 7, Fortitude 6, Toughness 4, Will 13
  Totals: Abilities 50 + Powers 0 + Advantages 24 + Skills 28 + 
  Defenses 22 = 124 
  Complications: 
  Motivation—Control 
  and 
  Greed. 
  Obsession: Chess. Obsession: Hero-worship of father.
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  him recover from the blow to his ego the defeat of the 
  Chessmen represented.
  And then, a few years ago, the pain began. His body was 
  deteriorating—as his expensive doctors told him, the 
  longevity serum was unstable and his cells were con-
  suming themselves. It was only a matter of time before 
  it killed him. His enemies in the Mafiya capitalized on his 
  weakness and were able to force him out of the organiza-
  tion. But he didn’t care anymore. While investigating the 
  serum, he learned the inventor was a former AEGIS scien-
  tist and Vassily had come to the conclusion the man had 
  corrupted the serum at AEGIS’ command and left it for him 
  to steal when he escaped, after all, that was something 
  he would do. They had killed him without ever pulling a 
  trigger and he wanted revenge. 
  In his final days, Endgame has put the Chessmen back into 
  play by manipulating the new Grandmaster. Every ounce 
  of energy he can muster he gives to his pupil, hoping 
  the son will succeed where the father failed. If he can do 
  so while Vassily is still alive and able to see his enemies 
  precede him to the grave, so much the better. Ultimately, 
  Dragovich just wants to see AEGIS burn. 
  THE QUEENS
  The Queens (one white and one black) are massively 
  complex AIs that control all electronic and mechani-
  cal operations in the Board. They monitor and analyze 
  incoming intelligence, track Chessmen agents, and co-
  ordinate usage of the teleport network. They are pro-
  grammed to be utterly loyal to the Grandmaster and, 
  as he does, view all other organization personnel as 
  expendable pieces. They have no physical presence 
  outside the facility (their physical systems are integrated 
  into the Board’s infrastructure).
  QUEEN 
  PL10 • 100 POINTS
  STR — STA — AGL 3 DEX — FGT 0 INT 9 AWE 6 PRE 0 
  Powers: Feature (System Backbone: integrated with and 
  controls all of Board’s systems); Immunity 30 (Fortitude 
  effects); Protection 10 (Impervious 10); Quickness 12 (Limited 
  to Mental Tasks) 
  Advantages: Eidetic Memory, Fearless, Speed of Thought*, 
  Well-informed *See the Appendix.
  Skills: Expertise: The Chessmen 9 (+18), Expertise: Current 
  Events 11 (+20), Investigation 8 (+17), Perception 8 (+14), 
  Technology 8 (+17), Treatment 8 (+17) 
  Offense: Initiative +9, Attack and Damage depends on systems 
  in use (typically Attack +10 and Damage 10 in the Board) 
  Defense: Dodge 3**, Parry 3**, Fortitude Immune, Toughness 
  10, Will 10 **Refers to remotely controlled manipulators, 
  Queens are immobile
  Totals: Abilities 6 + Powers 57 + Advantages 4 + Skills 26 + 
  Defenses 7 = 100
  Complications: 
  Motivation—Responsibility: 
  To 
  the 
  Grandmaster. Quirk: Fanatical devotion to the Grandmaster.
  KNIGHT 
  PL8 • 163 POINTS
  STR 6 STA 2 AGL 2 DEX 2 FGT 6 INT 1 AWE 1 PRE 1
  Powers: Powered Armor (Enhanced Fortitude 4, Enhanced 
  Strength 4, Flight 6 (120 MPH; Subtle); Immunity 10 (Life 
  Support); Impervious Protection 8; Combat Systems (Gatling 
  Laser (Ranged Multiattack Damage 9, AE: Cloaking Field: 
  Selective Shapeable Area Concealment from all Visual and 
  Auditory senses)); Senses 5 (Communications Link with 
  Black Queen, Direction Sense, Distance Sense, Infravision, 
  Radio); TacNet Interface (Reaction Perception Area Weaken 
  5 (Resisted by Will), Broad (Attack, Dodge, and Parry ranks), 
  Simultaneous, Insidious, Subtle; Limited to only affecting traits 
  when opposing TacNet user, Limited to only when multiple 
  TacNet users are present); Removable (-22 points))
  Advantages: Close Attack 2, Fearless, Teamwork
  Skills: Athletics 4 (+10), Expertise: Chessmen Agent 9 (+10), 
  Expertise: Current Events 4 (+5), Expertise: Streetwise 4 (+5), 
  Expertise: Tactics 6 (+7), Insight 4 (+5), Intimidation 4 (+5), 
  Perception 4 (+5), Ranged Combat: Gatling Laser 5 (+7), Stealth 
  2 (+4), Technology 4 (+5)
  Offense: Initiative +2, Laser +7 (Ranged, Multiattack Damage 
  9), Unarmed +8 (Close, Damage 6)
  Defense: Dodge 6, Parry 6, Fortitude 9, Toughness 10, Will 5
  Totals: Abilities 34 + Powers 89 + Advantages 4 + Skills 25 + 
  Defenses 11 = 163
  Complications: Motivation—Fanatic: Fanatical devotion 
  to the Chessmen. Quirk: Can be killed through electronic 
  “killswitch” over which they have no control.
  TACNET INTERFACE
  The TacNet is a suite of “smart” software used by Chess-
  men operatives acting in concert. It analyzes movement 
  patterns, fields of fire, and environmental factors and 
  combines the results to allow operatives to adapt to an 
  enemy’s actions in battle as perfectly as possible. This is 
  a Weaken effect against a target’s combat-related traits 
  that is undetectable by the target and resisted by Will to 
  reflect mental focus and discipline under fire.
  BISHOP 
  PL5 • 96 POINTS
  STR 1 STA 1 AGL 1 DEX 1 FGT 3 INT 3 AWE 3 PRE 1
  Powers: 
  Encrypted 
  Communication 
  Implants 
  (Communication 2, Rapid 5, Subtle; Limited to computers, 
  other Chessmen and Queens); Comprehend 2 (Machines; 
  Limited to computers); Senses 4 (Analytical Detect 
  Electronics, Radio, Time Sense; Subtle)
  Equipment: Light Pistol (Ranged Damage 3), Undercover Shirt 
  (Protection 2, Subtle) 
  Advantages: Eidetic Memory, Equipment 2, Fearless, 
  Teamwork, Well-informed
  Skills: Deception 8 (+9), Expertise: Spy 8 (+11), Insight 8 (+11), 
  Investigation 8 (+11), Perception 8 (+11), Ranged Combat: 
  Guns 6 (+7), Stealth 4 (+5), Technology 8 (+11) 
  Offense: Initiative +1, Light Pistol +7 (Ranged, Damage 3), 
  Unarmed +3 (Close, Damage 1) 
  Defense: Dodge 6, Parry 6, Fortitude 3, Toughness 3, Will 7
  Totals: Abilities 28 + Powers 19 + Advantages 6 + Skills 29 + 
  Defenses 14 = 96 
  Complications: Motivation—Fanatic: Fanatical devotion 
  to the Chessmen. Quirk: Can be killed through electronic 
  “killswitch” over which they have no control. Quirk: May not be 
  aware of true nature.
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  THE BISHOPS
  Bishops are designed with intelligence and infiltration in 
  mind. Their extensive cybernetics are hidden and even 
  shielded from sensor detection. When outside the Board, 
  many of them are unaware of their status, instead condi-
  tioned as “sleeper” assets. In operation, they are able to 
  infiltrate electronics systems easily and with no external 
  equipment.
  KNIGHTS
  Knights are the combat leaders of the Chessmen. Highly 
  mobile and heavily armed, they are equipped with the 
  same TacNet interface as the Pawns, but are capable of in-
  dependent thought and creativity which Pawns lack. Re-
  cruits are trained via computer interface (a process which 
  includes brainwashing and a removal of normal fear re-
  sponses) and each has a “killswitch” that can be remotely 
  triggered to kill them and destroy their armor.
  PAWNS
  Pawns are sophisticated combat robots. Though their 
  complex programming may make them seem intelligent, 
  they are only machines and have neither creativity nor in-
  dependent thought. Pawns stand eight feet tall, are obvi-
  ously armored, and each has a cannon in place of its left 
  arm. In addition to its Arm Cannon, a Pawn also has an 
  internal grenade launcher and can release a hail of taser 
  darts from the center of its chest plate. Acting in concert 
  with other Pawns, they can pose a significant hazard to 
  those who are accustomed to the more easily disposable 
  robot assets of other organizations. Note that Pawns are 
  Minions (see page 193, Hero’s Handbook).
  ROOKS
  A Rook is essentially a flying tank cybernetically-inter-
  faced with a pilot and consists of an armored exoframe 
  surrounding a life-support womb. It possesses pow-
  erful weapon systems, extendable tentacles for ma-
  nipulation, and a short-range integrated rapid-teleport 
  system independent of the Board’s network that it uses 
  to “pop” around targets for tactical advantage. As with 
  the Bishops, Knights, and Pawns, the Rooks access the 
  TacNet system.
  PAWN 
  PL7 / MR7• 118 POINTS
  STR 8 STA — AGL 1 DEX 1 FGT 0 INT — AWE 2 PRE —
  Powers: Giant Robot (Growth 2 (8 feet tall; Innate; Permanent); 
  Immunity 30 (Fortitude Effects); Impervious Protection 8; 
  Enhanced Advantages 1 (Teamwork); Enhanced Defenses 9 
  (Dodge 4, Parry 5); Enhanced Skills 9 (Close Combat: Unarmed 
  3 (+6), Ranged Combat: Arm Cannon 2 (+4), Perception 4 (+8)); 
  Speed 4 (30 MPH)); Sensors (Senses 5 (Communication Link with 
  Black Queen, Direction Sense, Distance Sense, Infravision, Radio)); 
  TacNet Interface (Reaction Perception Area Weaken 5 (Resisted 
  by Will), Broad (Attack, Dodge, and Parry ranks), Simultaneous, 
  Insidious, Subtle; Limited to only affecting traits when opposing 
  TacNet user, Limited to only when multiple TacNet users are 
  present); Weapon Systems (Arm Cannon (Ranged Multiattack 
  Damage 10), AE: Grenade Barrage Launchers (Ranged Burst 
  Area 2 (60 feet) Damage 7, Indirect 1(arc)), AE: Taser Dart 
  Swarm (Ranged Cloud Area 2 (30 feet) Affliction 7 (Resisted by 
  Fortitude; Dazed, Stunned, Incapacitated)))
  Advantages: Teamwork
  Skills: Close Combat: Unarmed 6 (+6), Perception 8 (+10), Ranged 
  Combat: Arm Cannon 4 (+4)
  Offense: Initiative +1, Arm Cannon +4 (Ranged, Multiattack 
  Damage 10), Grenade Launcher — (Ranged, Burst Area 2 Damage 
  7, Indirect), Taser Dart Swarm — (Ranged, Cloud Area 2 Affliction 
  7, Resisted by Fortitude), Unarmed +6 (Close, Damage 8)
  Defense: Dodge 4, Parry 4, Fortitude Immune, Toughness 10, 
  Will Immune
  Totals: Abilities -12 + Powers 130 + Advantages 0 + Skills 0 + 
  Defenses 0 = 118
  Complications: Motivation—Programmed. Quirk: Can be killed 
  through electronic “killswitch” over which they have no control.
  ROOK 
  PL10 • 171 POINTS
  STR 10* STA 2* AGL 1 DEX 1 FGT 0 INT 0 AWE 0 PRE 0
  Powers: Rook Cybernetic Exoframe (Armored Shell (Enhanced 
  Fortitude 8, Impervious Protection 12, Immunity 10 (Life Support), 
  Enhanced Strength 7); Castling (Teleport 6 (1,800 feet), Change 
  Direction, Change Velocity, Turnabout); Expert Systems 
  (Enhanced Advantages 6 (Accurate Attack, Fast Grab, Improved 
  Aim, Improved Grab, Improved Trip, Power Attack); Extendable 
  Tentacles (Elongation 2 (30 feet; Limited to tentacles), Extra Limbs 
  6, Strength-based Damage 2, Accurate 4)); Large Build (Growth 
  2, Permanent); Retractable Legs (Leaping 2 (30 feet), Speed 2 (8 
  MPH)); Sensors (Senses 7 (Radius and Penetrates Concealment 
  on Vision, Infravision)); TacNet Interface (Reaction Perception 
  Area Weaken 5 (Resisted by Will), Broad (Attack, Dodge, and Parry 
  ranks), Simultaneous, Insidious, Subtle; Limited to only affecting 
  traits when opposing TacNet user, Limited to only when multiple 
  TacNet users are present; Weapon Systems (Autocannons 
  (Ranged Multiattack Damage 10, Accurate 4, AE: Mini-Missiles 
  (Ranged Burst Area Damage 10, AE: Electrified Surface (Reaction 
  Damage 7)); Removable (-34 points))
  Advantages: Accurate Attack, Fast Grab, Improved Aim, 
  Improved Grab, Improved Trip, Power Attack, Teamwork 
  Skills: Insight 4 (+4), Intimidation 8 (+10*), Perception 4 (+4) 
  Offense: Initiative +1, Autocannons +9 (Ranged, Multiattack 
  Damage 10), Mini-Missiles — (Ranged, Burst Area Damage 10), 
  Tentacles +8 (Close, Damage 12)
  Defense: Dodge 6*, Parry 6*, Fortitude 12, Toughness 14, Will 8 
  *Includes Growth modifiers.
  Totals: Abilities 6 + Powers 134 + Advantages 1 + Skills + 8 
  Defenses 22 = 171
  Complications: Motivation—Fanatic: Fanatical devotion 
  to the Chessmen. Quirk: Can be killed through electronic 
  “killswitch” over which they have no control.
  A BLOODLESS GAME
  If you prefer to avoid the inevitable deaths of defeated 
  Bishops, Knights, and Rooks you can make all of the Chess-
  men sophisticated robots with varying degrees of artificial 
  intelligence software, similar to the Pawns. This relieves 
  the heroes of any guilt in outright smashing them to 
  pieces and or having them blown up. Perhaps the Queens 
  in this case are also sophisticated “auto-factories” capable 
  of manufacturing replacement Chessmen as needed.
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  REAL NAME: Matthew Miller
  OCCUPATION: Villain for Hire, ex-Engineer
  BASE: The Trap Factory
  For ten years prior to becoming the supervillain-for-hire 
  Deathtrap, Matthew Miller was the corporate world’s 
  foremost “accident engineer.” For a price he would sabo-
  tage a rival’s expensive prototype, manufacture a factory 
  fire that would fool the best arson investigator, and even 
  ensure that a rival CEO’s mountain climbing trip took a 
  fatal turn. No one who ever employed Miller admitted he 
  existed, but some of the most influential people in the 
  world made use of his services.
  Eventually, Miller became bored and decided to branch 
  out. He turned his talents to more challenging prey: su-
  perheroes. The world was, after all, seemingly full of them. 
  It wasn’t difficult to find clients interested in eliminating 
  “costumed interference.” 
  His initial foray provided more of a challenge than he was 
  prepared for and Miller suffered a brutal, fiery defeat at 
  the hands of Freedom City’s Foreshadow. He managed 
  to escape, however, and convalesced in Emerald City. His 
  defeat was scarring both physically and emotionally, but 
  only made him more deter-
  mined to succeed. While he un-
  derwent surgeries and healed 
  he developed his costumed iden-
  tity, came up with the equipment 
  he needed, and built it. Soon thereaf-
  ter, Deathtrap made his debut. This time, 
  instead of arranging accidents for execu-
  tives and corporations, he sold his services to 
  villains and criminal organizations that wanted traps 
  or scenarios designed to remove, confound, or eliminate 
  superheroes. 
  PERSONALITY
  Even before becoming Deathtrap, Miller was a cold-blood-
  ed killer unconcerned with anything but taking on new 
  and bizarre challenges. His run-in with Foreshadow didn’t 
  do anything to improve his sociopathy, but it did focus 
  it on superheroes. He loves the challenge of bringing 
  down super-powered beings and keeps a massive 
  database on them (especially the heroes) in the 
  event he’s asked to deal with them. Deathtrap is a 
  consummate professional and does not engage 
  in an operation without being compensated in 
  some way. This even goes for heroes who have 
  foiled or embarrassed him in the past, such as 
  Foreshadow. However, he will offer deep dis-
  counts to take on such foes.
  POWERS & ABILITIES
  Deathtrap has no powers of his own, but is a brilliant strat-
  egist and engineer. He carries some high-tech devices 
  with him for self-defense but he’d rather deal with op-
  ponents through elaborate traps and ruses. He is very 
  conscious of his human limitations and quickly removes 
  himself from the battlefield if he comes face-to-face with 
  a powered opponent.
  DEATHTRAP
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  CHAPTER 5: EMERALD CITY THREATS
  CHAPTER 5: EMERALD CITY THREATS
  
  ALLIES
  Deathtrap prefers to work alone, but has worked for other 
  costumed villains. He doesn’t really consider any of these 
  employers allies, though he does respect a repeat client. 
  He makes use of mercenaries and agents to help with 
  various plans. Chief among these is Ms. Lure, a trained as-
  sassin with supermodel looks who often poses as a help-
  less damsel or other innocent to deceive targets. Use the 
  traits for the Government Agent (see Hero’s Handbook, 
  page 216) for Ms. Lure, but increase Agility, Dexterity, and 
  Fighting by 2, add Attractive, Assessment, and change Ex-
  pertise: Government Agent to Expertise: Criminal. 
  ENEMIES 
  Deathtrap doesn’t care for any hero who escapes his traps 
  or foils his operations, but he likes to think he’s a profes-
  sional above such “petty grudges.” He offers “cut rates” to 
  take on opponents he dislikes or who catch his interest.
  DEATHTRAP 
  PL9
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  3
  2
  2
  4
  6
  5
  3
  1
  POWERS
  Armament Array (15 points), Easily Removable (-6 points)  
  • 11 points
  • Blaster Pistol: Ranged Damage 7 (kinetic), Improved 
  Critical • 15 points
  • Shock Prod: Damage 8 (electricity), Improved Critical 2  
  • 1 point
  • Smoke Bombs: Cloud Area Concealment 4, Attack 
  (Resisted by Dodge), All Visual Senses • 1 point
  Personal Security Field: Reaction Damage 5 (electricity); 
  Impervious Protection 5, Subtle, Removable (-6 points)  
  • 26 points
  EQUIPMENT
  13 points of equipment as needed
  HEADQUARTERS: THE TRAP FACTORY • 32 POINTS
  Size: Huge; Toughness: 14; Features: Combat Simulator, 
  Communications, Computer, Concealed 4 (DC 35), Deathtraps, 
  Fire Prevention System, Gym, Holding Cells, Infirmary, 
  Laboratory, Library, Living Space, Power System, Sealed, Secret 
  4 (DC 35), Security System 3 (DC 30), Workshop
  SKILLS
  Athletics 6 (+9), Close Combat 1 (+7), Deception 7 (+8), 
  Expertise: Criminal 5 (+10), Expertise: Engineering 5 (+10), 
  Expertise: Traps 7 (+12), Insight 9 (+12), Intimidation 4 (+5), 
  Investigation 5 (+10), Perception 5 (+8), Ranged Combat: Guns 
  4 (+8), Sleight of Hand 6 (+10), Stealth 8 (+10), Technology 7 
  (+12), Vehicles 3 (+7)
  ADVANTAGES
  Assessment, Benefit 4 (Multi-millionaire), Close Attack 4, 
  Contacts, Defensive Attack, Defensive Roll 4, Equipment 9, 
  Favored Environment (Prepared Environments), Favored Foe 
  (Super-beings he’s studied), Improved Critical 4 (Unarmed), 
  Improved Initiative, Inventor, Power Attack, Ranged Attack 
  3, Skill Mastery 2 (Expertise: Traps, Technology), Taunt, Well-
  informed
  OFFENSE
  INITIATIVE +6
  Blaster +11
  Ranged, Damage 7, Crit. 19-20
  Shock Prod +10
  Close, Damage 8, Crit. 18-20
  Unarmed +11
  Close, Damage 3, Crit. 16-20
  DEFENSE
  DODGE
  7
  FORTITUDE
  8
  PARRY
  7
  TOUGHNESS
  11/7
  WILL
  10
  *without Defensive Roll
  POWER POINTS
  ABILITIES
  52
  SKILLS 
  41
  POWERS
  37
  DEFENSES
  19
  ADVANTAGES
  40
  TOTAL
  189
  COMPLICATIONS
  Motivation—Challenge: More than money, fame, or power 
  Deathtrap wants to test himself and his designs against various 
  foes. He often makes his traps more elaborate than needed to 
  show off his skill, sometimes even at the cost of efficiency.
  Professional: Deathtrap does not engage in vendettas or 
  missions of personal vengeance against heroes. He must 
  receive at least a nominal payment from a client, though he 
  does alter his prices based on personal feelings about his 
  targets.
  HOOKS
  You Bet Your Life: Deathtrap contacts the heroes (perhaps 
  by way of Ms. Lure) to offer an unusual wager: he will 
  create a custom deathtrap for each of them at different 
  points over the next month. Should the heroes manage 
  to overcome all of the traps, he will surrender himself to 
  the authorities. Of course, it turns out that this is a ruse. 
  The heroes are meant to survive the deathtraps (although 
  not easily) so Deathtrap can find his way to the new Deep 
  Six prison facility and turn part of it into a trap for a new 
  target, all with unwitting assistance of the heroes and the 
  authorities.
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  MUTANTS & MASTERMINDS
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  CHAPTER 5: EMERALD CITY THREATS
  CHAPTER 5: EMERALD CITY THREATS
  
  REAL NAME: Allison “Ally” Arbor
  OCCUPATION: Former student 
  BASE: Emerald City University area
  Ally was an only child, doted on by her parents and given 
  everything she ever wanted. She grew up to become a 
  self-centered, entitled little princess... at least until the 
  symptoms of her accelerated metabolism became appar-
  ent shortly after entering puberty. Then all of 
  her family’s money went toward paying for 
  doctors and specialists and trips around the 
  country and the world for examinations and 
  treatments. By the age of 16 she looked like she was 20, 
  and doctors saw no way to slow her down. They predicted 
  she would die of old age by the time she hit 35.
  Ally and her family searched for years to find a 
  cure for her rapid aging, but found only disap-
  pointment, especially when her parents split 
  up over money issues and blaming each 
  other for giving Ally her disorder. After 
  that, at age 21 (but looking closer 
  to 30), Ally gave up. She moved to 
  Emerald City to get a fresh start 
  and began attending school. 
  She also took the opportunity 
  to create a costumed alter 
  ego to live out the life of he-
  donism she’d been craving 
  for years. To her, it felt like 
  coming home.
  PERSONALITY
  Once upon a time, Ally was 
  a kind, insightful young girl; 
  she was shallow and material-
  ist, too, but basically a good 
  person. Now she indulges in 
  completely selfish behavior. 
  She’s an adrenaline junkie 
  who fears boredom more 
  than death. So far in her 
  criminal career she hasn’t 
  killed anyone, but 
  as her actions grow 
  more 
  and 
  more 
  reckless it may only be 
  a matter of time. 
  POWERS & ABILITIES
  Doubletime’s high-speed me-
  tabolism chews through poisons like 
  mild irritations and gives her higher-than-normal resis-
  tance to most Fortitude effects. Adding her incredible 
  speed to her fists gives her a powerful array of punch-
  ing attacks, and she has learned how to fling small objects 
  (like pennies) as fast as bullets. She also loves to play “Hide 
  and Seek” using Hide in Plain Sight to vanish from view 
  and attack from a new direction and—given the distance 
  she can travel in a single move—she has no problem 
  DOUBLETIME
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  frustrating opponents. Doubletime relies heavily on her 
  tremendous speed and reaction time to avoid getting 
  tagged in a fight (although her mutant physiology is also 
  pretty tough). She likes to toy with and lord it over her op-
  ponents, so long as she’s confident they can’t lay a finger 
  on her. The moment that changes, her first inclination is 
  to run away as fast as she can, which is usually enough 
  to escape most forms of pursuit. She makes liberal use of 
  Move-by Action to make an attack or grab and then keep 
  on moving, staying out of her opponents’ reach.
  HOOKS
  A New Challenge!: Doubletime decides to crash the party 
  when the X-Games come to Emerald City. In the middle of 
  a live broadcast, she co-opts a bike from an athlete and 
  challenges anyone to beat her at any game. The players 
  can rise to her challenge and drive up the ratings (and 
  possibly donations for charity) or they can try and catch 
  Doubletime and turn her over to the police.
  False Hope: Doctor Shock offers Doubletime hope of a 
  cure, if she will run a few “errands” for him. After her crime 
  spree she discovers Shock was using her and planned to 
  experiment on her, but the cure was a ruse! The heroes 
  either track her back to Doc’s current lair or are called in to 
  deal with Doubletime as she attacks Doctor Shock and he 
  attempts to subdue her! Will the players stop her before 
  she goes too far? Can they? And what did Shock plan to 
  do with Doubletime once he had her captive?
  Doubletime’s Bucket List: Doubletime has no time to 
  waste, and makes a list of insane “tricks” she wants to 
  pull off before she dies (such as a Rail Grind in front of a 
  speeding train). Perhaps she puts her list on a website or 
  in some other public forum so everyone can see her check 
  things off. The heroes need to stop her before someone 
  gets hurt!
  DOUBLETIME 
  PL11
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  2
  6
  5
  5
  3
  0
  2
  0
  POWERS
  Accelerated Metabolism: Enhanced Defenses 7 (Fortitude 7), 
  Enhanced Stamina 5, Regeneration 5 • 22 points
  Heightened Reaction Speed: Enhanced Advantages 31 
  (Close Attack 10, Defensive Roll, Evasion 2, Improved 
  Initiative 8, Ranged Attack 10), Enhanced Agility 4, 
  Enhanced Dexterity 4, Enhanced Defenses 20 (Dodge 10, 
  Parry 10) • 67 points
  Live Fast: Quickness 8, Speed 9 (1,000 MPH) • 17 points
  Super-Fast Fighter: Array (15 points)
  • Flurry of Blows: Strength-based Multiattack Damage 5, 
  Multiattack on Strength 2, Penetrating 3 • 15 points
  • Let’s Go For a Spin!: Affliction 9 (Resisted by Dodge, 
  Overcome by Fortitude; Dazed and Vulnerable, Stunned 
  and Prone, Incapacitated), Extra Condition, Grab-based • 1 
  point
  • Penny Pitching: Ranged Multiattack Damage 5, Quirk—
  Needs small objects to throw • 1 point
  • Supersonic Punch!: Strength-based Damage 7, Improved 
  Critical 2, Inaccurate, Penetrating 5 • 1 point
  Wall-Running: Movement 1 (Wall-crawling 1), Limited: Only 
  while running • 1 point
  SKILLS
  Acrobatics 10 (+15), Athletics 8 (+10), Close Combat: Unarmed 
  2 (+5), Expertise: Extreme Sports 6 (+6), Expertise: Genetic 
  Diseases 4 (+4), Insight 4 (+6), Intimidation 4 (+4), Perception 4 
  (+6), Stealth 7 (+12), Treatment 4 (+4)
  ADVANTAGES
  Agile Feint, Close Attack 10, Defensive Roll, Evasion 2, Hide in 
  Plain Sight, Improved Defense, Improved Initiative 8, Instant 
  Up, Move-by Action, Power Attack, Ranged Attack 10, Second 
  Chance (Poison resistance checks) 
  OFFENSE
  INITIATIVE +37
  Flurry of Blows +15
  Close, Multiattack Damage 7, 
  Penetrating 3 
  Let’s Go For a Spin! +13
  Close, Affliction 9, Resisted by 
  Dodge/Fortitude (DC 19), Grab-
  based 
  Penny Pitching +15
  Ranged, Multiattack Damage 5
  Supersonic Punch! +13
  Close, Damage 9, Crit. 18-20, 
  Penetrating 5
  DEFENSE
  DODGE
  15
  FORTITUDE
  13
  PARRY
  15
  TOUGHNESS
  7/6*
  WILL
  8
  *without Defensive Roll
  POWER POINTS
  ABILITIES
  20
  SKILLS 
  27
  POWERS
  125
  DEFENSES
  8
  ADVANTAGES
  7
  TOTAL
  187
  COMPLICATIONS
  Bad Decisions: Doubletime is a pro at making bad decisions, 
  and she’s only getting worse. She reacts unpredictably and 
  often inappropriately, especially to interaction skill attempts.
  It’s Better to Burn Out Than Fade Away: Doubletime is 
  convinced there is no cure for her condition, so she’s planning 
  to go out in a blaze of glory. Her choices in combat are more 
  about flash and dash than smart tactics. 
  Secret Identity: Doubletime’s secret identity is the only ‘quiet 
  time’ she gets, so she tries to protect it... but she spends less 
  and less time without her mask on these days, as she finds 
  idle time distressing.
  What a Drag it is Getting Old: Doubletime is dying of the 
  same condition that gives her super-speed. She is vulnerable 
  to any power or effect that accelerates her metabolism, and 
  suffers a -5 penalty to any resistance check against such effects. 
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  ERSATZ
  REAL NAME: Kristoff Werner III
  OCCUPATION: Celebutante, supervillain
  BASE: Mobile
  Kristoff Werner enjoyed his life in Emerald City before the 
  Silver Storm. The son of a retired movie star and a mining 
  industrialist, he was born into the city’s wealthy elite, 
  never knowing or desiring another life. Werner’s wealth 
  and social expertise combined with the city’s relative 
  lack of “costumed commoners” meant he got all the 
  media attention and adoration he desired when he 
  wasn’t out traveling the world.
  Things changed with the Silver Storm. Moneyed 
  modern aristocrats weren’t as newsworthy as fire-
  breathing salamander men or super-strong mid-
  dle-schoolers. Werner waited for this “supers 
  fad” to pass and for the media and 
  public to return to what really 
  mattered—him.
  When it became evident 
  Emerald City wasn’t going 
  to regain its “sanity” and 
  was doomed to follow in 
  the tracks of tacky burgs 
  like Freedom City, he 
  decided if there must 
  be costumed heroes 
  prancing around the 
  landscape, 
  there 
  should 
  also 
  be 
  someone 
  around 
  to point out how 
  ridiculous 
  and 
  gauche 
  they 
  were. He invested 
  a small fortune in 
  exploring options to 
  give himself superhu-
  man abilities. Professor 
  Zed (see Threat Report) 
  showed up with a mad 
  science pedigree and 
  a need for money to 
  get his next scheme 
  funded.
  Zed explained he was 
  working on a process which would 
  imbue a human subject, in this 
  case Werner, with extradimension-
  al energies. He would, in theory, 
  be able to manipulate, control, 
  and use these energies to create 
  a variety of superhuman powers. 
  Zed offered him not only super-
  powers, but any and all super-
  powers he could imagine... all he 
  needed was someone to fund his research. Werner wrote 
  Zed a check and agreed to become the professor’s guinea 
  pig.
  The experiment worked, but not exactly as either of them 
  had expected. Zed’s Extradimensional Enhancement Process 
  aligned Werner with energies from throughout the Omni-
  verse, but an unanticipated “X-factor” affected the outcome. 
  The resulting explosion leveled Zed’s lab 
  and some of the surrounding area and 
  apparently obliterated Professor Zed, 
  since his body wasn’t recovered. Werner’s 
  involvement with the villainous Zed and 
  the fact that he bankrolled the illegal ex-
  periments was revealed. Werner was inves-
  tigated, charged, and, worst of all, his family 
  publicly distanced themselves from him. He 
  was even forced to live off the meager fortune 
  he’d managed to squirrel away in offshore ac-
  counts. He did, however, gain powerful 
  superhuman abilities... unpredictable, 
  unstable, and often unattractive su-
  perhuman abilities. 
  PERSONALITY
  Ersatz is a spoiled would-be 
  aristocrat with a polished 
  public persona, but twisted 
  personality. He despises anyone 
  different than him and thinks things 
  he can’t do are a stupid waste of time. He 
  will do anything to get ahead, but espe-
  cially enjoys lying, cheating, and steal-
  ing. His powers are a perfect comple-
  ment to his personality because they 
  twist the abilities of others which mocks 
  them and gives a glimpse of what Ersatz 
  is like on the inside. 
  POWERS & ABILITIES
  Ersatz’s powers work by aligning him 
  with an alternate version of an existing 
  superhuman from elsewhere in the Om-
  niverse. His body is replaced with this 
  extradimensional doppelganger, leaving 
  his consciousness intact, but his body a 
  corrupt reflection of his subject. It’s uncer-
  tain if Ersatz actually draws a body from 
  elsewhere in the cosmos and 
  takes it over, transforms himself 
  into a copy of it, or creates a 
  body out of extradimensional 
  energies. In any case, he has 
  powers and abilities similar to 
  those he duplicates.
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  The catch is that Ersatz pulls a twisted, or as he calls them, 
  “erstatzed,” version of his target. These copies have powers, 
  physical appearance, or other aspects thematically oppo-
  site the original. Thus he turns into an overweight unat-
  tractive powerhouse when he copies Princess. If he copied 
  Ultramarine he’d turn into someone wearing a battlesuit 
  designed for volcanic and subterranean exploration, or 
  possibly an aquatic version of Veronica Steeley wearing a 
  battlesuit that allowed “her” to explore the surface world. 
  And so on. 
  Erstaz has a strong preference for copying the powers of 
  heroes who possess a significant amount of innate power. 
  Given the choice between copying someone skilled or 
  someone with power, he always chooses the person with 
  the biggest, flashiest powers.
  ALLIES
  Ersatz loves being part of an elite group, so he fits in well 
  with other super-powered villains, although even they 
  find his haughty attitude to be too much to take for long. 
  He dislikes dumb brutes, except to make fun of them, and 
  prefers to hook up with geniuses and master villains who 
  have grand plans he can piggyback on in order to claim 
  glory for himself. 
  ENEMIES
  Ersatz tends to fixate on humiliating, defeating, or other-
  wise ruining the lives of whatever hero he’s copying at the 
  moment. He particularly enjoys tormenting goody-two-
  shoes heroes and anyone with thin skin.
  EXAMPLE: ERSATZ PRINCESS
  Ersatz can duplicate practically anyone’s powers, but he 
  prefers to copy heroes because it seems to annoy them so 
  much. He particularly enjoys “ersatzing” Princess because 
  it seems to disturb her so much. The statblock present-
  ed here is an example of how his power twists those of 
  another character. The changes from the original charac-
  ter are small, but they give the Ersatz Princess “her” own 
  personality and make her different from the real Princess 
  in combat.
  ERSATZ 
  PL12
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  0
  4
  2
  1
  3
  1
  0
  2
  POWERS
  Ersatz Effect: Morph 1 (twisted version of character whose 
  powers he’s duplicating), Continuous, Linked to Variable; 
  Variable 18, Continuous, Limited to Duplicating One Target 
  at a time, Quirk (acquires twisted versions of target’s 
  abilities) • 131 points
  SKILLS
  Athletics 2 (+2), Deception 6 (+8), Expertise: Aristocrat 7 (+8), 
  Insight 8 (+8), Intimidation 6 (+8), Perception 5 (+5), Persuasion 
  4 (+6), Technology 4 (+5)
  ADVANTAGES
  Assessment, Benefit 3 (Millionaire), Favored Foe (Ersatzed 
  Opponent), Language (German), Move-by Action
  OFFENSE
  INITIATIVE +2
  Unarmed +3
  Close, Damage 0
  DEFENSE
  DODGE
  8
  FORTITUDE
  8
  PARRY
  8
  TOUGHNESS
  4
  WILL
  8
  POWER POINTS
  ABILITIES
  26
  SKILLS 
  21
  POWERS
  131
  DEFENSES
  23
  ADVANTAGES
  7
  TOTAL
  208
  Note: Though Ersatz only hits PL 8 limits without using his 
  Ersatz Effect, he uses PL12 limits when copying powers. 
  COMPLICATIONS
  Motivation—Vanity: Ersatz wants to regain his fame and 
  prefers to do so by humiliating, defeating, and otherwise 
  harassing his inferiors, especially super-types.
  Spoiled Little $#!*: Ersatz grew up excessively privileged, 
  wanted for nothing, and has no real idea how the “common 
  people” live. He’s also an entitled jerk. 
  ERSATZ PRINCESS 
  PL10
  STR 12 STA 12 AGL 5 DEX 3 FGT 6 INT 1 AWE 0 PRE 2
  Powers: Bounding (Leaping 7 (900 feet)); Ponderous (Growth 
  2, Density, Permanent, Noticeable (Appears obese); Immunity 
  10 (Being moved), Sustained); Recognizable (Feature 1 
  (Everyone thinks Ersatz Princess is actually Princess)); Well-
  insulated (Immunity 5 (Cold, Heat, Pressure, Radiation, 
  Vacuum); Impervious Toughness 8; Protection 2)
  Advantages: Assessment, Benefit 3 (Millionaire), Favored Foe 
  (Ersatzed Hero), Language (French), Move-by Action, Power 
  Attack
  Skills: Athletics 2 (+14), Close Combat: Unarmed 2 (+8), 
  Deception 6 (+8), Expertise: Aristocrat 7 (+8), Insight 8 (+8), 
  Intimidation 6 (+8), Perception 5 (+5), Persuasion 4 (+6), 
  Ranged Combat: Throwing 3 (+6), Technology 4 (+5)
  Offense: Initiative +5, Unarmed +8 (Close, Damage 12), Throw 
  +6 (Ranged, Damage 12)
  Defense: Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 8 
  Variable Pool Points Spent: Abilities 48 + Powers 36 + 
  Advantages 1 + Skills 3 + Defenses -12 = 76
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  GHOSTWORKS
  Members: Dr. Damien Diabolis, Hadrasas the Seeker, 
  Abigail Hammersmith, Subakai Khan, Dr. Henry Mar-
  tindale, Adam Prime, Dr. Alistair Teasdale (Director)
  Base of Operations: Emerald City, The Haunt
  Motivation: Ghostworks seeks to expand its informa-
  tion on advanced technology and use that knowl-
  edge to create even more advanced devices, all 
  available for sale to the highest bidder. Ghostworks 
  likes to pretend they are scientific idealists interested 
  in “pure research” but in truth, wealth and power 
  matter far more.
  The organization began in the wake of the Moore Admin-
  istration’s aggressive campaign against “costumed vigilan-
  tes” which led to the banning of superheroes in Freedom 
  City. An alliance of criminal technologists chose to go 
  deeper underground to escape the notice of both the law 
  and increasingly violent vigilantes operating outside of it. 
  They even faked the deaths of criminal geniuses like Dr. 
  Diabolis, a villain who pitted his intellect against Horus 
  the Avenger and Sea King, recruiting geniuses into the 
  newly named “Ghostworks.”
  For years, Ghostworks built an extensive clientele as arms 
  dealers and technicians-for-hire. Vigilante heroes shut 
  down some of their operations and eliminated some of 
  their personnel, but Ghostworks simply set up shop else-
  where. There was always demand for their merchandise, 
  and that demand fueled their operations, which in turn 
  fueled further research and experimentation.
  Ghostworks was a success until they ran afoul of the 
  ancient construct Talos, resurrected after centuries buried 
  beneath the sea. Initially, Ghostworks hoped to co-opt the 
  construct and learn how it worked. They sorely underesti-
  mated Talos’ intellect and ambition. He created an army 
  of robots, including chameleonic infiltrators, and nearly 
  destroyed Ghostworks overnight. Talos’ new “Foundry” 
  seized what remained of their technology and control 
  over the technological black-market based in Freedom 
  City.
  The remnants of Ghostworks found shelter in Emerald 
  City, away from both the Foundry and the burgeoning 
  heroic population of Freedom City. There, under the pa-
  tronage of the Chamber, Ghostworks found a safe haven 
  to rebuild their organization and resources, provided they 
  continued to supply their criminal patrons with whatever 
  technology they required. For many years, Ghostworks 
  became little more than an appendage of the Chamber, 
  dancing to the criminal alliance’s tune and kept from be-
  coming too ambitious.
  The Silver Storm changed that. Dr. Alistair Teasdale—who 
  started with Ghostworks as a technician who survived the 
  Foundry’s purge, and who worked to rebuild the organi-
  zation in Emerald City—saw an opportunity and seized it. 
  For the first time in years, Ghostworks became an inde-
  pendent organization once again, devoted to its original 
  goals: the pursuit of scientific and technological informa-
  tion, and the power and profit that came with it. Emerald 
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  City’s technological black-market was the first step. In 
  time, even the Foundry will learn that Ghostworks is far 
  more inventive than they imagined.
  MOTIVATION AND GOALS
  Ghostworks combines unbridled scientific curiosity, im-
  pressive technical expertise, and a dangerous indiffer-
  ence to morality to discover and create new technology 
  no matter what the consequences. Unlike many scientifi-
  cally-minded super-criminals or the technical staff for or-
  ganizations like SHADOW, Ghostworks has no interest in 
  ideology. They simply want to know and to create, to solve 
  the next mystery and answer the next question; they just 
  don’t care who or what gets broken in the process, nor 
  what the subject of their curiosity does once they’re fin-
  ished studying it. They’ll do whatever their clients need 
  them to do, as long as they can remain hidden and safe.
  TACTICS
  Under Teasdale’s guidance, Ghostworks operates like a re-
  search department at a corporation or university. Ghost-
  works’ senior staff makes up the Projects Committee, 
  which decides which projects receive resources and who 
  works on them. When a client communicates their desires 
  to Teasdale, he prioritizes the assignment based on com-
  pensation, how interesting and potentially profitable the 
  project is, and the relationship with the client. 
  HEADQUARTERS AND RESOURCES
  Ghostworks operates out of an enormous underground 
  facility beneath the Atlas Mountains. Originally designed 
  during the late 1950s as a hidden city to move an entire 
  urban population to in case of atomic war, the site was 
  erased from records during the Vietnam conflict and later 
  “acquired” by the Chamber. 
  Teasdale and the Projects Committee have gone to great 
  lengths refurbishing the complex to suit their needs, and 
  have informally divided up the different areas of the base 
  (nicknamed “the Haunt”) among their individual research 
  passions.
  Within the confines of the Haunt, Ghostworks’ equipment 
  and projects are limited only by the imagination and 
  needs of individual Gamemasters, but should be incred-
  ibly advanced even to the most jaded high-tech hero.
  HEADQUARTERS: THE HAUNT 
  30 POINTS
  Size: Awesome Toughness: 12 Features: Communications, 
  Computer, Concealed 3 (DC 30), Deathtraps, Defense System, 
  Garage, Grounds, Holding Cells, Infirmary, Isolated, Laboratory, 
  Library, Living Space, Personnel, Power System, Security 
  System 3 (DC 30), Workshop 
  PROJECTS COMMITTEE 
  Ghostworks has dozens of scientists and technicians in its 
  ranks, but the decision makers are the seven members of 
  the Projects Committee:
  DR. DAMIEN DIABOLIS
  A former super-criminal in his own right, Diabolis grew tired 
  of the physical punishment and frustrating cycle of dealing 
  with costumed heroes. He readily agreed to Ghostworks’ 
  recruitment terms and has enjoyed working in pleasant 
  anonymity. He tells himself he might someday return to vil-
  lainy, but then he always gets distracted by a new project. 
  Perhaps if a particularly powerful device results from his 
  work he’ll steal it and revive his career. For his stats, use 
  the Overlord from The Gamemaster’s Guide, pages 112-115, 
  but lower his STR to 5 and drop the powers. If he were to 
  don his power armor again use the Overlord as-is, but his 
  increased STR and powers are Removable.
  HADRASAS THE SEEKER
  Hadrasas is a Selunite, an expatriate from Farside City who 
  escaped Lady Lunar’s oppressive regime and went into 
  hiding on Earth (see Freedom City), where he parleyed his 
  extensive knowledge of psionic engineering into a position 
  with Ghostworks. He fell in love with Earth culture and has 
  no desire to return home. For his stats, use the Mad Scien-
  tist from The Gamemaster’s Guide, pg 98–100, but increase 
  his STR to 2 and add Expertise: Psionics 6 and Telepathy 
  (Mind Reading 5, Subtle Mental Communication 2).
  ABIGAIL HAMMERSMITH
  Hammersmith is the granddaughter of the robotics genius 
  Silas Hammersmith who caused Doc Prophet problems 
  back in the 1930s. She’s much too refined to dirty her hands 
  with criminal activities, viewing them as more socially dis-
  tasteful than morally objectionable, instead she prefers to 
  create robots and advanced computers capable of causing 
  widespread chaos and destruction. She may not like com-
  mitting crimes, but she is wholly amoral. For her stats, use 
  the Mad Scientist from The Gamemaster’s Guide. Add Attrac-
  tive, Expertise: Robotics 6, Expertise: Computers 6 and she 
  can swap out points of Equipment for the Minion or Side-
  kick advantages as needed to have robot guards.
  SUBAKAI KHAN
  Khan claims to be the lineal descendant of Genghis Khan. 
  Subakai caused problems for the Chinese government 
  before they forcibly recruited him into their “Eight Immor-
  tals” supergroup. Ghostworks covertly extracted him, so 
  he could take a place among their personnel. He plans to 
  eventually take his revenge against Beijing, but like Diab-
  olis, always finds another project that captures his interest 
  instead. For his stats, use the Mad Scientist from The Game-
  master’s Guide, but change his Abilities to: STR 4, STA 4, AGL 
  4, DEX 4, FGT 4, and PRE 4, then add Expertise: Botany 6 
  and Expertise: Chemistry 6. His Equipment tends to revolve 
  around chemical, acid, or poisonous effects.
  DR. HENRY MARTINDALE
  Martindale once tried to operate as a villain named “Proctor” 
  and make a name for himself in the field of brainwashing 
  and mental conditioning. His career was short-lived as he 
  abandoned his ambition after a single disastrous experi-
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  ence. He’s jealous of the successes Diabolis and Khan had 
  as supervillains, but he’s too much of a coward to harbor 
  thoughts of leaving his cushy position for anything else. 
  For his stats, use the Mad Scientist from The Gamemaster’s 
  Guide, but change his Abilities to: STR 1, STA 1, AGL 1, DEX 
  3 and add Expertise: Neurotropics 6 and Expertise: Psychol-
  ogy 6. He typically uses his Equipment points for weapons 
  with Affliction or Damage effects resisted by Will.
  ADAM PRIME
  Prime is a highly advanced android from an alternate apoca-
  lyptic timeline. Stranded in this timeline after a series of 
  cross-dimensional conflicts, he’s quite comfortable in a world 
  where everything and everyone around him are not actively 
  trying to kill him. So far, he’s held back in demonstrating his 
  full scientific expertise to prevent being drafted into certain 
  avenues of research—while he is just as morally flexible as 
  his colleagues (possibly even more so since he has a bit of dif-
  ficulty considering all of the people around him “real” since 
  they’re not from his dimension), he has no desire to con-
  tribute to potential cataclysms that would detract from his 
  comfort. For his stats, use the Soldier option of the Construct 
  archetype from the Hero’s Handbook, page 36, but increase 
  his INT to 8 and Technology skill to 12 (+20).
  DR. ALISTAIR TEASDALE (DIRECTOR)
  Alistair Teasdale is a fictional persona created by Palmer 
  Croyd, the latest in a line of aliases he’s used over the 
  years as he has moved from one clone body to another. 
  Croyd has used a combination of cloning and personality 
  transfer to avoid death for over a century. Always content 
  to stay in the shadows of vainer geniuses and let them 
  take the blame for his failures or missteps, he delights in 
  being (even nominally) in charge of people like Diabolis 
  while still remaining insulated from repercussions of his 
  research into genetic tampering. For his stats, use the 
  Mad Scientist from The Gamemaster’s Guide, but change 
  his Abilities to STR 1, STA 5, AGL 2, DEX 4, and add Exper-
  tise: Genetics 8, Expertise: Biochemistry 6, as well as the 
  powers Immortality 3 and Regeneration 2.
  OPERATIONS ASSETS
  In addition to leadership and supporting staff, there are 
  three groups of signature assets associated with Ghost-
  works. The first is the Psi-Branch, covert operatives ge-
  netically altered to manifest low-level psionic abilities. The 
  Dragonflies are child-sized flying robotic sentries that con-
  stantly patrol the open areas of the Haunt, while the Brute 
  Squad is made up of genetically-engineered humanoids 
  resembling 20-foot tall tusked hairless mountain apes (cul-
  tivated from DNA harvested from the Cryptid Clans). Nor-
  mally kept in chemically-induced placidity, the Brute Squad 
  is activated and released only in high-security responses.
  BRUTE SQUAD MEMBER 
  PL9 • 84 POINTS
  STR 10* STA 10* AGL -1 DEX -1 FGT 4 INT -2 AWE 2 PRE 2 
  Powers: Brute (Growth 8 (20 feet tall; Permanent), Protection 
  4, Impervious Toughness 10, Senses 1 (Olfactory Tracking), 
  Speed 3 (16 MPH)); Tusks (Strength-based Damage 1) 
  Advantages: All-out Attack, Close Attack 3, Move-by Action, 
  Power Attack, Startle 
  Skills: Athletics 4 (+14), Intimidation 4 (+14)*, Perception 4 
  (+6), Stealth 2 (-7)*
  Offense: Initiative -1, Tusks +7 (Close, Damage 11), Unarmed 
  +7 (Close, Damage 10) 
  Defense: Dodge 4*, Parry 4*, Fortitude 12, Toughness 14, Will 6 
  *Includes Growth modifiers
  Totals: Abilities 16 + Powers 35+ Advantages 7 + Skills 7 + 
  Defenses 19 = 84
  Complications: Motivation—Obedience: Conditioned to 
  obey “commands” of pheromones emitted by Ghostworks 
  security uniforms. Temper: Berserker in combat.
  DRAGONFLY SECURITY DRONE 
  PL8 • 147 POINTS
  STR 3 STA — AGL 6 DEX 2 FGT 4 INT 1 AWE 4 PRE -1 
  Powers: Armored Chassis (Impervious Protection 4); Drone 
  (Immunity (Fortitude, Mental effects)); Gravitic Generator 
  (Flight 5 (60 MPH); Sensor Suite (Senses 9 (Direction Sense, 
  Distance Sense, Infravision, Low-light Vision, Radio, Radius 
  on All Vision, Time Sense, Tracking on Infravision)); Small 
  (Shrinking 4 (3 feet long; Innate, Normal Strength, Permanent); 
  Tail Cannon (Ranged Multiattack Damage 8, Accurate 3)
  Advantages: Agile Feint, Close Attack 2, Teamwork
  Skills: Acrobatics 6 (+12), Intimidation 0 (-3), Perception 6 
  (+10), Stealth 4 (+14*)
  Offense: Initiative +6, Tail Cannon +8 (Ranged, Multiattack 
  Damage 8), Unarmed +6 (Close, Damage 3) 
  Defense: Dodge 12*, Parry 6*, Fortitude Immune, Toughness 4, 
  Will 8 *Includes Shrinking modifiers
  Totals: Abilities 28 + Powers 99 + Advantages 4 + Skills 8 + 
  Defenses 8 = 147
  Complications: Motivation—Programmed: Obedience to 
  Programming.
  PSI-BRANCH AGENT 
  PL5 • 109 POINTS
  STR 1 STA 2 AGL 1 DEX 1 FGT 4 INT 2 AWE 4 PRE 2 
  Powers: Mental Awareness (Senses 1 (Mental Awareness));Psi 
  Powers (Array; Mind Control (Perception Ranged Progressive 
  Affliction 4 (Resisted and Overcome by Will; Entranced, 
  Compelled, Controlled), Concentration; AE: Mind Probe (Mind 
  Reading 5, Cumulative, Effortless, Sensory Link; Feedback); AE: 
  Mind Blast (Perception Ranged Damage 5, Resisted by Will)); 
  Telepathy (Communication 2 (Mental, Subtle)) 
  Equipment: Light Pistol (Ranged Damage 3)
  Advantages: Daze (Deception), Defensive Roll 3, Equipment 2, 
  Fascinate (Deception), Well-informed
  Skills: Athletics 4 (+5), Deception 6 (+8), Expertise: Spy 6 
  (+8), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), 
  Persuasion 4 (+6), Ranged Combat: Guns 4 (+5), Stealth 4 (+5), 
  Technology 4 (+6) 
  Offense: Initiative +1, Light Pistol +5 (Ranged, Damage 3), Mind 
  Blast — (Perception, Damage 5), Unarmed +4 (Close, Damage 1)
  Defense: Dodge 5, Parry 5, Fortitude 3, Toughness 5/2*, Will 7 
  *Without Defensive Roll. 
  Totals: Abilities 34 + Powers 36 + Advantages 8 + Skills 22 + 
  Defenses 9 = 109
  Complications: Motivation—Power. Power Loss: Requires 
  special drug regimen to maintain powers and undergoes 
  painful withdrawal if deprived.
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  REAL NAME: Unknown, possibly Hannah
  OCCUPATION: Superhuman assassin for hire
  BASE: Emerald City
  Killshot is arguably the most sought after superhuman 
  mercenary on the black market. Her success rate as an as-
  sassin is second to none but she also takes assignments as 
  a spy, saboteur, or simply as hired muscle.
  She established a base of operations in Emerald City 
  during the city’s quieter days when it had a reputation as a 
  safe place for people being pursued by the law to lay low. 
  However, since the Silver Storm, she has stayed to exploit 
  the myriad business opportunities that have arisen.
  Her background has been buried so expertly that nothing 
  is known for certain about her. What little law enforce-
  ment agencies think they know about her is due to many 
  hours of investigation and a small amount of guesswork. 
  She’s a female in her late 20s or early 30s. She is in peak 
  condition and exhibits physical coordination that sur-
  passes that of an Olympic-level gymnast. Her posture and 
  demeanor suggest a military background while her tacti-
  cal finesse indicates that she’s received training in an elite 
  covert agency, most likely the Israeli Mossad. 
  POWERS & ABILITIES
  Killshot has superhuman dexterity and agility. These 
  powers combined with her natural affinity for firearms 
  and her advanced training make her a truly deadly ad-
  versary. She’s always heavily armed and is almost never 
  without a gun (or three) somewhere on her person.
  She is a highly skilled covert agent and is careful and me-
  ticulous. She maintains three distinct identities (American, 
  British, and Israeli) that enable her to effectively disappear 
  whenever she needs to escape attention.
  PERSONALITY
  Despite her impressive hit list, and her frequent boasts 
  that she is motivated solely by financial gain and the thrill 
  of the hunt, Killshot has, on multiple occasions, walked 
  away from lucrative assignments because she didn’t think 
  the target “needed killing.” Like so much about her, the 
  exact details of Killshot’s moral code remain a mystery, 
  but it is clear she will only accept contracts on individu-
  als whose behavior she feels merits a death sentence. 
  Judging by the long list of high profile assassinations of 
  which she’s suspected, many military officials, politicians, 
  organized crime figures, and super-beings around the 
  world have met her requirements.
  ALLIES
  As a professional assassin, Killshot has cordial relations 
  with several rogue nations and criminal organizations. In 
  addition, she has covert dealings with shadowy factions 
  in the intelligence services of several “legitimate” govern-
  ments.
  ENEMIES
  Various intelligence agencies around the world are seeking 
  Killshot for her role in a number of high-profile assassina-
  KILLSHOT
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  tions. She is certainly also being targeted by the loved ones 
  or business partners of some of her former targets.
  HOOKS
  Escort Mission: AEGIS has learned that Killshot has ac-
  cepted a contract on a leading citizen of Emerald City—
  perhaps a city official or maybe the CEO of KessKorp, 
  MarsTech, or some other corporation. The heroes are re-
  cruited to provide security on the caravan escorting the 
  target to a secret location. The heroes have to protect 
  their (unsavory) ward from Killshot, who may decide to 
  go through them if she has to. The tip-off may also turn 
  out to be a red herring; Killshot deliberately leaked infor-
  mation about a false target to keep the heroes occupied 
  while she goes after her real commission elsewhere in 
  the city.
  Doing the Research: The life of a super-powered, high-
  ly-skilled assassin isn’t all fun and adventure, sometimes 
  you have to do a lot of legwork. Killshot doesn’t charge 
  lightly into any assignment, instead she studies her target 
  and learns as much as she can about him or her. Her new 
  target is a mystery, but she believes AEGIS might have 
  more information, so she decides to infiltrate the Dome to 
  raid their files. Unfortunately, the Dome’s security is more 
  than she’s able to handle and she’s soon discovered. The 
  heroes are either already on-site or called in to deal with 
  Killshot before she can escape with top-secret files!
  New Sherriff in Town: Killshot accepts a long-term con-
  tract from one of the criminal factions of Emerald City, such 
  as F.O.E. or the Malakov Mafiya, to act as their enforcer in 
  an effort to reassert the “old rules” and regain control over 
  the city’s underworld. This may lead to heroes initially in-
  vestigating Killshot taking out rival criminals or otherwise 
  “disciplining” those who step over the lines established by 
  her employer. Of course, if Killshot decides the scheme is 
  untenable, she’ll be looking for a way out of her contract. 
  KILLSHOT 
  PL10
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  2
  4
  8
  8
  8
  2
  5
  3
  POWERS
  Gunplay: Array (3 points)
  • Training: Enhanced Skill 3 (Ranged Combat: Guns +6) • 3 points
  • Independent Aim: May fire any two guns of Damage 5 or 
  less at once (Feature 1), Enhanced Advantage 1 (Ranged 
  Attack) • 1 point
  Urban Fighter: Movement 3 (Sure-footed, Swinging, Wall-
  crawling); Speed 2 (8 MPH) • 8 points
  EQUIPMENT
  Camera, Smartphone, Flash Goggles, Flashlight, Gas Mask, 
  Multi-tool • 7 points
  Assault Rifle: Ranged Multiattack Damage 5 • 15 points
  Heavy Pistols (2): Ranged Damage 4 • 16 points
  Hold-out Pistol: Ranged Damage 2 • 4 points
  Light Pistols (2): Ranged Damage 3 • 12 points
  Sniper Rifle: Ranged Damage 5, Improved Critical • 11 points
  Sword: Strength-based Damage 3, Improved Critical • 4 points
  SKILLS
  Acrobatics 7 (+15), Athletics 6 (+8), Deception 3 (+6) Expertise: 
  Mercenary 6 (+8), Expertise: Spy 6 (+8), Insight 3 (+8), 
  Intimidation 5 (+8), Investigation 4 (+6), Perception 3 (+8), 
  Persuasion 2 (+5), Ranged Combat: Guns 1 (+9/+15*), Sleight 
  of Hand 4 (+12), Stealth 6 (+14), Technology 6 (+8), Treatment 4 
  (+6), Vehicles 2 (+10)         *With Training power active.
  ADVANTAGES
  Agile Feint, Attractive, Benefit 3 (Alternate Identities: American, 
  English, Israeli), Benefit (Ambidexterity), Benefit 2 (Cipher 2), 
  Benefit 2 (Independently Wealthy), Chokehold, Close Attack 
  7, Defensive Attack, Defensive Roll 2, Equipment 14, Evasion, 
  Grabbing Finesse, Improved Aim, Improved Grab, Improved 
  Initiative 2, Improved Trip, Languages 3 (Arabic, English, 
  Russian, Turkish, Native Hebrew), Power Attack, Precise Attack 2 
  (Ranged; Cover and Concealment), Quick Draw, Seize Initiative, 
  Skill Mastery (Acrobatics), Takedown 2, Uncanny Dodge
  OFFENSE
  INITIATIVE +16
  Assault Rifle +15
  Ranged, Multiattack Damage 5
  Heavy Pistol +15
  Ranged, Damage 4
  Hold-out Pistol +15
  Ranged, Damage 2
  Independent Aim +10
  Ranged, up to Damage 5 to two 
  targets
  Light Pistol +15
  Ranged, Damage 3
  Sniper Rifle +15
  Ranged, Damage 5, Crit. 19-20
  Sword +15
  Close, Damage 5, Crit. 19-20
  Unarmed +15
  Close, Damage 2
  DEFENSE
  DODGE
  14
  FORTITUDE
  8
  PARRY
  14
  TOUGHNESS
  6/4**
  WILL
  12
  **Without Defensive Roll.
  POWER POINTS
  ABILITIES
  80
  SKILLS 
  34
  POWERS
  12
  DEFENSES
  23
  ADVANTAGES
  54
  TOTAL
  203
  COMPLICATIONS
  Enemy: Intelligence agencies are after Killshot for her role in a 
  number of high-profile assassinations.
  Honor: Killshot claims to be purely mercenary, but she seems 
  driven by a code of honor that only allows her to take contracts 
  on people who “need killing,” however she defines that.
  Motivation—Greed: After many years of serving in obscurity, 
  Killshot is out to get her big payoff.
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  REAL NAME: Gregor Malakov aka Gregory Malinski
  OCCUPATION: Head of the Malakov Mafiya 
  Base: Emerald City
  The undisputed head of the syndicate bearing his name 
  for decades, Gregor Malakov long ago traded his 
  humanity for power and would gladly trade what-
  ever remains of it for the promise of a few more 
  years of life. For the ability to live forever, he 
  would sacrifice anything or anyone.
  The scientific experiments intended by his 
  enemies in the KBG to destroy him instead 
  unlocked 
  Mala-
  kov’s 
  latent 
  psychic poten-
  tial. Initially, his 
  mental powers 
  were 
  limited, 
  but subtle and 
  persistent, 
  like 
  their 
  master. 
  He 
  used them to ex-
  tricate himself from 
  a nest of vipers and 
  set himself up as a crime 
  lord in Emerald City. There he 
  acquired the fist-sized chunk of green 
  viridian he keeps close at hand at all 
  times. The stone greatly enhanced his 
  psychic powers; without it, Malakov 
  has only a 12-point array and appro-
  priate effect ranks (5 or less in most 
  cases). With it, he is “Koschei the 
  Deathless,” fearsome master of the 
  Mafiya.
  Typically, while appearing to members 
  of his organization or fellow crimi-
  nals, Koschei wears a full, concealing 
  hood of dark green, showing only 
  his glowing green eyes, with wrist-
  length leather gloves (to conceal his 
  fingerprints) and a dark, tailor-made 
  suit. In his public identity as “humble 
  importer” Gregory Malinski, he dresses 
  in similarly fine fashion, with his silvery-
  grey hair neatly trimmed. Decades of use 
  of the viridian stone have left their mark 
  in his eyes, now permanently a vivid green 
  rather than Malakov’s former pale blue 
  (another useful quirk for concealing his true 
  origins and identity).
  Gregory Malinski’s legitimate business inter-
  ests serve primarily as a means to launder 
  Mafiya money by investing it in ship-
  ping, real estate, warehousing, con-
  tracting, and various other busi-
  nesses. Malakov is careful to keep his criminal connections 
  hidden and does not generally deploy Mafiya resources 
  against his business rivals, although he sometimes indulg-
  es in using his powers to his advantage in business nego-
  tiations, relishing the advantage—and the reputation as a 
  shrewd businessman—they give him.
  POWERS & ABILITIES
  Koschei has formidable psionic powers when 
  wielding his viridian stone, allowing him to read 
  thoughts and memories, project illusions, and 
  strike foes with powerful mental blasts. He can 
  also exert mental influence over the minds 
  of others, editing their memories (a 
  useful means of concealing his ac-
  tivities). Koschei’s powers make his 
  position as mob-boss almost un-
  assailable, since he knows every 
  disloyal thought and can deal 
  with any plot against him before it 
  happens.
  The viridian stone has also granted 
  Koschei a degree of mind-over-
  matter, somatically controlling his 
  body to resist aging and shrug off 
  some harmful effects while healing 
  quickly from any injury.
  PERSONALITY
  Malakov’s greatest fear is mortality: His 
  viridian stone and mind-over-matter have 
  maintained him in a relatively hale and 
  hearty state. For a man nearing one hundred 
  years old, he seems only in his fifties. Still, age 
  has taken its toll, and Malakov wants to find 
  a way to reverse it and perhaps secure true 
  immortality. He obsessively pursues various 
  methods of life-extension and enhance-
  ment, careful not to show his hand, lest his 
  enemies try to exploit any sign of weakness.
  ALLIES
  Once allied with the rest of the Chamber, 
  Koschei now depends solely on his un-
  derlings in the Malakov Mafiya, which he 
  continues to rule with an iron fist. He’s also 
  willing to hire super-powered mercenaries 
  as needed to do his dirty work, implanting 
  mental suggestions so they become 
  unable to betray him by simply for-
  getting who hired them or “blank-
  ing” all of their higher mental func-
  tions and putting them in a coma.
  KOSCHEI THE DEATHLESS
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  ENEMIES
  Koschei’s enemies would be more numerous if more of 
  them knew who and where he was. As it is, the Master 
  of the Makalov Mafiya is well-hidden from his former 
  Chamber allies, although the Big Brain could track him 
  down, if he chose. Likewise, Malakov’s former Russian 
  “friends” have lost track of him, but would be interested 
  to know about his current activities. The legitimate au-
  thorities would like to take down the mysterious head of 
  the Mafiya, if they could find the evidence necessary to 
  link “Gregory Malinski” to the infamous Koschei and not 
  have it (or any witnesses) disappear.
  KOSCHEI THE DEATHLESS 
  PL12
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  -1
  2
  0
  1
  3
  3
  2
  4
  POWERS
  Psychic Powers Array (12 points)
  • Mental Influence: Perception Range Cumulative Affliction 
  3 (Resisted by Will; Transformed) Insidious, Subtle 2, Limited 
  to only 3rd level of effect* • 12 points
  • Mental Blast: Perception Range Damage 4, Resisted by 
  Will, Tiring • 1 point
  • Mental Illusion: Illusion 2 (All Senses), Selective • 1 point
  • Mind Probe: Close Range Cumulative Mind Reading 10  
  • 1 point
  • Telepathy: Mental Communication 1, Subtle and Mind 
  Reading 3, Subtle • 1 point
  Viridian Stone: Removable (-8 points) 
   Enhanced Psychic Powers: Array (30 points), All effects 
  Stack With powers of the same name listed in the Psychic 
  Powers array above.
  • Mental Influence: Perception Range Cumulative 
  Affliction 9 (Resisted by Will; Transformed), Insidious, 
  Subtle 2, Limited to only 3rd level of effect • 30 points
  • Mental Blast: Perception Range Damage 8, Resisted by 
  Will, Tiring • 1 point
  • Mental Illusion: Illusion 4 (All Senses), Selective • 1 point
  • Mind Probe: Close Range Cumulative Mind Reading 2  
  • 1 point
  • Telepathy: Mental Communication 2, Subtle and Mind 
  Reading 9, Subtle • 1 point
   Somatic Healing: Immunity 4 (Aging, Disease, Radiation, 
  Poison), Sustained; Regeneration 2 • 6 points
  *See the Appendix.
  EQUIPMENT
  Camera, Smartphone, Flash Goggles, Flashlight, Gas Mask, 
  Multi-tool • 7 points
  Assault Rifle: Ranged Multiattack Damage 5 • 15 points
  Heavy Pistols (2): Ranged Damage 4 • 16 points
  Hold-out Pistol: Ranged Damage 2 • 4 points
  Light Pistols (2): Ranged Damage 3 • 12 points
  Sniper Rifle: Ranged Damage 5, Improved Critical • 11 points
  Sword: Strength-based Damage 3, Improved Critical • 4 points
  SKILLS
  Athletics 4 (+3), Close Combat: Unarmed 4 (+7), Deception 10 
  (+14), Expertise: Criminal 10 (+13), Expertise: Espionage 10 
  (+13), Insight 10 (+12), Intimidation 8 (+12), Investigation 8 
  (+11), Perception 8 (+10), Persuasion 6 (+10), Ranged Combat: 
  Guns 6 (+7), Stealth 4 (+4), Vehicles 4 (+5)
  ADVANTAGES
  Assessment, Benefit 4 (Multi-millionaire), Benefit (Speed 
  of Thought (see the Appendix)), Benefit 3 (Crime Lord), 
  Connected, Contacts, Defensive Attack, Defensive Roll 2, 
  Diehard, Eidetic Memory, Improvised Weapon, Languages 3 
  (Czech, English, German, Polish, Native Russian), Leadership, 
  Set-up, Trance, Well-informed
  OFFENSE
  INITIATIVE +3
  Mental Blast —
  Perception Ranged, Damage 12, Resisted 
  by Will
  Pistol +7
  Ranged, Damage 3
  Unarmed +7
  Close, Damage -1
  DEFENSE
  DODGE
  6
  FORTITUDE
  8
  PARRY
  6
  TOUGHNESS
  4/2**
  WILL
  13
  **Without Defensive Roll.
  POWER POINTS
  ABILITIES
  28
  SKILLS 
  46
  POWERS
  46
  DEFENSES
  26
  ADVANTAGES
  24
  TOTAL
  170
  COMPLICATIONS
  Addiction: Koschei has grown dependent on the power of 
  his viridian stone, not only for his psychic power, but for his 
  extended life as well.
  Motivation—Greed: Koschei is motivated by having the very 
  best in all things and believes living well (and wealthy) is the 
  best revenge. 
  Obsession—Survival: Koschei wants to avoid death at all 
  costs and is obsessed with any means of prolonging his life.
  NOTES
  Koschei also has considerable mundane resources available 
  to him. These traits also do not take into account the large 
  number of minions, members of the Malakov Mafiya, at his 
  command.
  His power level is largely a virtue of the Resistance DC of his 
  mental powers; in direct combat, Koschei is considerably 
  less of a threat, being effectively PL5 offensively (if he uses 
  a weapon like a pistol) and defensively (versus Damage). 
  Malakov’s skills and physical abilities were higher in his prime 
  but have atrophied with age.
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  HOOKS
  Jewel Heist: Koschei wants to get his hands on a cache 
  of viridian stones, so he uses his powers to threaten 
  someone close to the heroes, making it clear an unfor-
  tunate “accident” will occur if they do not do exactly as 
  the mysterious mental voice orders. They are expected to 
  steal the “gems” and deliver them to a pre-arranged drop-
  off. Of course, the hooded man who meets them is not 
  the real Koschei, but a proxy under his mental influence 
  so, even if the heroes find a way to double-cross him, the 
  villain escapes to plague them another day.
  Project: Deathless: The Malakov Mafiya, perhaps aided by 
  mercenary supervillains, stages an unprecedented raid on 
  the Vanguard (see Vanguard, page 59) aimed at acquiring 
  information on their cloning technology. Koschei intends 
  to force-grow himself a new clone body and transfer his 
  mind into it, not only making him young once again, but 
  giving him even greater psionic powers through genetic 
  tinkering or incorporating viridian into the clone’s physical 
  makeup. Worse, Koschei might steal an actual clone from 
  Vanguard, either a “sibling” to Victor (see the Emerald City 
  Player’s Guide, Chapter 5) or a new cloning project, with 
  similar intentions, except the legacy of a legendary hero 
  isn’t threatened if his plans come to fruition!
  MAFIYA THUG
  This is a typical “soldier” in the employ of the Malakovs. 
  For higher-ranking middlemen, add appropriate ranks 
  in Expertise and interaction skills for their day-to-day (or 
  night-to-night) work and responsibilities. See the M&M 
  Gamemaster’s Guide for additional criminal archetypes 
  useful for the Malakov Mafiya.
  MAFIYA THUG 
  ???
  STR 2 STA 2 AGL 1 DEX 1 FGT 2 INT 0 AWE 0 PRE -1
  Equipment: Leather jacket (+1 Toughness), light pistol, cell 
  phone
  Advantages: Equipment 2
  Skills: Athletics 4 (+6), Expertise: Choose One 4 (+4), Expertise: 
  Criminal 2 (+2), Expertise: Streetwise 4 (+4), Expertise: Current 
  Events 2 (+2), Intimidation 4 (+3), Stealth 2 (+3), Vehicles 4 (+5)
  Offense: Init +1, Unarmed +2 (Close, Damage 2), Pistol +1 
  (Ranged, Damage 3)
  Defense: Dodge 2, Parry 2, Fort 4, Tou 3, Will 0
  Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 13 + 
  Defenses 3 = 32
  MADAME JOY
  REAL NAME: Unknown
  OCCUPATION: Nightclub owner, former supervillainess 
  BASE: Emerald City, Joy’s Nightclub
  Madame Joy has a long and storied history; she surfaced 
  in the 1940s as a masked super-criminal on the West 
  Coast. She appeared to be motivated purely by financial 
  gain and primarily focused on robbing banks, knock-
  ing over armored cars, and pilfering valuable artifacts 
  from museums or auction houses. On her heists, she was 
  always guarded by a gang of thugs and was infamous for 
  avoiding arrest even when her minions were all captured. 
  After a tumultuous career in crime throughout the 1940s, 
  ‘50s, and ‘60s, she was defeated by a team of superheroes 
  in 1966 and spent several long years in a prison atoning 
  for her crimes.
  After her release, she settled in Emerald City and estab-
  lished herself as a legitimate (albeit controversial) busi-
  nesswoman. Madame Joy runs one of the hottest night-
  clubs in Emerald City. “Joy’s” caters to the city’s burgeoning 
  super-powered set while also servicing the wider public’s 
  fascination with supers by hiring people with powers to 
  act as bodyguards and dancers (and escorts). The night-
  club includes a few businesses under one roof: a restau-
  rant and bar, a gentleman’s club, and an illicit brothel. Joy’s 
  has an eclectic clientele that includes college students, 
  businesspeople, local gangsters, and supervillains (not in 
  their “working” clothes) who use the place to relax, party, 
  talk business, or use one of the private meeting rooms for 
  important conversations.
  Not much is known about Joy’s background and she likes 
  it that way. For example, while she is originally from the 
  Terminus (a fact known only to a few close associates), this 
  is not public knowledge.
  POWERS & ABILITIES
  Madame Joy’s primary offense power is one she simply 
  calls “The Touch.” It allows her to incapacitate a person 
  with overwhelming feelings of pleasure or pain. One of 
  Joy’s best kept secrets is that she has to use the Touch 
  every 24 hours or she gets edgy and distracted. If she goes 
  longer, the negative effects get progressively worse.
  She also possesses regeneration and a resistance to aging. 
  She appears to be a very well-preserved woman in her 
  50s, despite being well over 80. 
  Another key aspect of Madam Joy is her place of business, 
  Joy’s. It is her home and workplace and she is rarely found 
  outside its walls. While it is a well-known E.C. landmark, 
  there are portions of Joy’s only accessible to those in-the-
  know; those areas are the brothel, the “dungeon” (which 
  is equipped with power dampers based on Terminus 
  tech) for troublemakers, secret meeting rooms, and many 
  hidden entrances and exits, some of which lead into the 
  Undercity. The public and private areas of the business 
  are obvious to all, but the hidden parts of Joy’s are where 
  the real action happens. Only those Joy trusts get access 
  to these areas… and even then she only reveals the parts 
  she wants them to see.
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  to Joy that Snake-Eyes may not be powerful enough to 
  handle serious trouble, so she’s interested in finding a way 
  to enhance his powers, and given her ties to the Terminus, 
  she may already have one. 
  ENEMIES
  Senior members of the Emerald City Police have never 
  believed that Madame Joy truly went legit. Consequently 
  her club is raided occasionally by the vice squad. So far no 
  contraband or illegal activities have been uncovered.
  HOOKS
  Lair Sweet Lair: Madame Joy offers to help the PCs with 
  information they need for an urgent mission in exchange 
  for a favor. An old hideout from her villain 
  days is in a cave system near a construc-
  tion project in Emerald City. She’s 
  afraid the discovery of her old base 
  might be fatal for the construc-
  tion crew as her lair’s automated 
  defenses (including a squad of 
  1950s-era robots supplied to her 
  by the original Mad Machinist 
  (see Threat Rerport) are likely still 
  active. She’d like the PCs to dis-
  creetly infiltrate and deactivate 
  the defenses while 
  disposing of any-
  thing that might 
  connect her to the 
  old hideout.
  ALLIES
  Madame Joy is the best-connected and informed person 
  in Emerald City regarding the happenings on either side 
  of the law in the super-powered community. She could be 
  an invaluable information source or a pernicious adver-
  sary for anyone in Emerald City.
  She has a companion and bodyguard called Snake-Eyes. 
  A superhuman who was empowered by the Silver Storm 
  with super-strength and a tough reptilian hide, Snake-Eyes 
  serves as head of security for Joy’s and has so far proven 
  quite capable of handling himself in tense situations. It’s 
  occurred 
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  SNAKE-EYES
  REAL NAME: Tracy Saddler
  OCCUPATION: Bouncer and bodyguard
  BASE: Emerald City, Joy’s Nightclub
  Snake-Eyes is Madame Joy’s bodyguard and the head of 
  security for Joy’s. He is never far from her and is a consum-
  mate professional. Before the Silver Storm he was Tracy 
  Saddler, security guard and bouncer for a number of events 
  and businesses around town. After the Silver Storm he 
  became Snake-Eyes and went to Madame Joy to offer his 
  services because he figured she’d be interested in employ-
  ing a security professional with powers; he figured rightly. 
  Since his transformation Snake-Eyes has cut himself off 
  from his former life and now spends almost all of his time 
  at work. He has become indispensable to Madame Joy 
  and the two have a close, but purely professional relation-
  ship. He has no problems with Joy, what she does, or how 
  she runs her business, and he’s just as comfortable staring 
  down members of the Malakov Mafiya or a super-criminal 
  as he is the police or a superhero.
  MADAME JOY 
  PL10
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  0
  4
  1
  2
  4
  3
  3
  6
  POWERS
  The Touch: Array (33 points)
  • Joy: Affliction 14 (Resisted and Overcome by Will; Dazed 
  and Vulnerable, Stunned and Defenseless, Incapacitated), 
  Extra Condition, Feature: Target has positive feelings toward 
  Madame Joy, Precise, Reversible, Split, Subtle • 33 points
  • Pain: Affliction 14 (Resisted and Overcome by Fortitude; 
  Dazed and Vulnerable, Stunned and Defenseless, 
  Incapacitated), Extra Condition, Precise, Reversible, Split, 
  Subtle • 1 point
  Vital: Immunity 1 (Aging), Half Effect; Immunity 1 (Her 
  powers); Regeneration 1 • 3 points.
  EQUIPMENT
  Headquarters: Joy’s • 15 points
  Size: Large; Toughness: 8 Features: Computer, Concealed 
  3 (DC 30), Garage, Holding Cells, Infirmary, Living Space, 
  Personnel, Secret 2 (DC 25), Security System (DC 20)
  SKILLS
  Athletics 5 (+5), Deception 7 (+13), Expertise: Business 7 (+10), 
  Expertise: Streetwise 12 (+15), Insight 10 (+13), Investigation 7 
  (+10), Perceptions 5 (+8), Persuasion 7 (+13), Sleight of Hand 6 
  (+8), Stealth 8 (+9)
  ADVANTAGES
  Accurate Attack, Attractive, Benefit 1 (Status: Information 
  Broker), Benefit 2 (Independently Wealthy), Close Attack 
  2, Connected, Defensive Roll 2, Equipment 3, Fascinate 2 
  (Deception and Persuasion), Fast Grab, Favored Foe (Men), 
  Grabbing Finesse, Improved Initiative, Languages 2 (French, 
  Japanese, Native English), Luck 2, Seize Initiative, Set-up, Skill 
  Mastery 2 (Deception and Persuasion), Well-informed
  OFFENSE
  INITIATIVE +5
  Joy Touch +6
  Close, Affliction 14, Resisted by Will (DC 24)
  Pain Touch +6
  Close, Affliction 14, Resisted by Fortitude (DC 24)
  Unarmed +6
  Close, Damage 0
  DEFENSE
  DODGE
  6
  FORTITUDE
  8
  PARRY
  8
  TOUGHNESS
  6/4*
  WILL
  12
  *Without Defensive Roll.
  POWER POINTS
  ABILITIES
  46
  SKILLS 
  37
  POWERS
  37
  DEFENSES
  22
  ADVANTAGES
  28
  TOTAL
  170
  COMPLICATIONS
  Addiction: Joy needs to use the Touch on someone at least 
  daily; if she doesn’t she becomes edgy and distracted and is 
  Impaired. After another day, she becomes Disabled. These 
  conditions reverse immediately when she uses the Touch.
  Motivation—Survival: Madame Joy is most concerned with 
  her continued survival. To that end she attempts to make 
  herself as indispensable as possible. Nowadays that means 
  acting as an information broker for anyone who needs it and 
  has money, secrets, or favors to trade for it. 
  Reputation: Joy is well-known in the underworld as a former 
  villainess and as a ruthless, well-informed madam who 
  employs and serves paranormals.
  SNAKE-EYES 
  PL6
  STR 7 STA 6 AGL 3 DEX 2 FGT 5 INT 0 AWE 2 PRE 0
  Powers: Poison Resistance (Immunity 1 (Poison)); Snakelike 
  (Protection 1, Regeneration 1, Senses 3 (Acute Olfactory, 
  Tracking (Olfactory), Ultravision)); Venomous Bite (Grab-
  based Affliction 7 (Resisted by Fortitude; Impaired, Disabled, 
  Incapacitated), Improved Critical)
  Equipment: Heavy pistol (Ranged Damage 4), Smartphone
  Advantages: Connected, Equipment 2, Improved Critical 
  (Venomous Bite), Interpose
  Skills: Athletics 3 (+10), Expertise: Security 8 (+8), Expertise: 
  Streetwise 5 (+5), Intimidation 8 (+8), Perception 4 (+6), 
  Ranged Combat: Guns 3 (+5), Stealth 2 (+5), Vehicles 3 (+5)
  Offense: Initiative +3, Grab +5 (Close, Special), Heavy Pistol +5 
  (Ranged, Damage 4), Venomous Bite +5 (Close, Grab-based Affliction 
  7 (Fortitude DC 17), Crit. 19-20), Unarmed +5 (Close, Damage 7) 
  Defense: Dodge 5, Parry 5, Fortitude 6, Toughness 7, Will 6 
  Totals: Abilities 50 + Powers 12 + Advantages 4 + Skills 18 + 
  Defenses 6 = 90
  Complications: Motivation—Responsibility: Takes his job as 
  the head of Joy’s security very seriously. Snake-Man: Snake-
  Eyes looks like a muscular man covered in black scales. He has 
  slitted eyes, a forked tongue, and fangs.
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  MADAME MACABRE
  REAL NAME: Lily Esther
  OCCUPATION: Ex-horror show hostess, sorceress
  BASE: House of Fear (enchanted Gothic mansion)
  Lily Esther came to the West Coast on a bus in the early 1970s 
  like many young women seeking fame and fortune. Unlike 
  most, with her ambition, looks, and savvy she managed to 
  land a handful of roles in some of the low-budget horror 
  films of the day. While Cry! Blackstein! Cry! and The Growling 
  weren’t classics, they did get her noticed by a local TV affili-
  ate, who offered Lily a gig hosting late-night horror films as 
  Madame Macabre, the Hostess or Horror!
  Lily’s sexy persona and willingness to shamelessly self-pro-
  mote got her show picked up by affiliates all along the coast. 
  She even starred in her own movie in the mid-’80s and did 
  a nude pictorial in a popular men’s magazine. She was 
  never a superstar, but she was beloved by B-movie aficio-
  nados and horror fans the world over. 
  She always knew the “Hostess of Horror” thing wasn’t 
  going to be popular forever, but she was able to extend 
  her career as Madame Macabre until cable killed late night 
  movie shows. Then younger actresses became darlings of 
  the B-movie crowd and she realized she was losing her 
  looks... and with them, her career. Her tell-all book wasn’t 
  nearly as popular as she’d hoped and a crooked financial 
  advisor squandered the modest fortune she’d saved up 
  her whole life. Worst of all, the acting career she dreamed 
  of appeared to be dead and she never had the chance to 
  be anything but a late-night Scream Queen. Sitting alone 
  in her soon-to-be-foreclosed-on Gothic mansion Lily con-
  templated how she’d wasted her life, how she’d do things 
  differently if she had the chance, and finally, she contem-
  plated ending it all. 
  That was when he walked in. Suave, dark, and hand-
  some, with eyes that reflected no light, he offered the 
  fading starlet a deal. He would grant her youth, looks, 
  and powers beyond those of any mortal and in return, 
  she would owe 666 “favors.” None would be suicidal, some 
  would even be trivial, but unless they were completed he 
  would take away all he was offering. She promptly forgot 
  all her thoughts of a wasted life and doing things differ-
  ently and accepted. What she wanted was eternal life 
  and beauty! That was all she ever wanted! Now Madame 
  Macabre alternates between working off her debt to her 
  benefactor, seeking revenge on any who have wronged 
  her, and trying to reach new levels of fame and glory.
  PERSONALITY
  Though moodier since her transformation from media 
  personality to supervillainess, Madame Macabre is a 
  sassy, witty, and generally charming woman. She is fond 
  of horror-themed jokes, puns, and jibes. She strikes 
  seductive poses almost on reflex and loves meeting 
  members of her fanbase. Beneath this exterior, 
  however, lurks a woman afraid of death, decrepitude, 
  and being forgotten. She will do whatever it takes to fulfill 
  her bargain and keep the powers she sees as the only way 
  to avoid such a fate. Certainly her soul will become even 
  more stained by the powers she uses over time, which will 
  have an even greater effect on her personality.
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  POWERS & ABILITIES
  Though a skilled seductress and passable actress, Madame 
  Macabre’s real abilities come from her infernal powers. 
  She can manipulate mystical energies with a variety of 
  effects including mystic blasts, teleportation, illusion-
  casting, mind control, and summoning demonic shades 
  in the form of classic movie monsters to do her bidding. 
  ALLIES
  Other than some hardcore fans and the mysterious figure 
  who granted her powers, Madame Macabre has few long 
  term allies. She will work with other mystical villains as 
  needed, but she prefers to have the spotlight to herself 
  MADAME MACABRE 
  PL11
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  0
  2
  1
  1
  1
  2
  4
  4
  POWERS
  Eternal Beauty: Enhanced Advantage (Attractive); 
  Immortality 1 (2 weeks), Immunity 2 (Aging, Disease) • 5 
  points
  Infernal Powers: Array (33 points)
  • Fearful Visions: Perception Area Affliction 11 (Resisted and 
  Overcome by Will; Fatigued, Defenseless, Paralyzed) • 33 points
  • Creature Feature: Summon 8 (120 pt. Minion), Active, 
  General (monsters from horror films and stories), Mental 
  Link • 1 point
  • Dramatic Exit: Teleport 7 (1/2 mile), Extended (120 miles), 
  Increased Mass 4 (800 lbs.); Movement 2 (Dimensional 2 
  (Mystic Dimensions)), Increased Mass 4 (800 lbs.) • 1 point
  • Hellfire Blast: Ranged Damage 11, Affects Insubstantial 2 
  (Full Damage), Homing 2, Incurable, Penetrating 6 • 1 point
  • Infernal Domination: Cone Area Affliction 11 (Resisted and 
  Overcome by Will; Dazed, Compelled, Controlled), Selective 
  • 1 point
  • Special Effects: Illusion 11 (Visual and Audio) • 1 point
  • Spectral Forces: Perception Ranged Move Object 10 (25 
  tons), Affects Insubstantial 2 (Full Effect), Precise • 1 point
  • Tune In: Remote Sensing 8 (1 mile, Visual and Audio), 
  Subtle • 1 point
  Levitation: Flight 4 (30 MPH) • 8 points
  Protective Wards: Impervious Protection 8; Enhanced 
  Defenses 25 (Dodge 8, Parry, 8, Fortitude 4, Will 5) • 41 points
  EQUIPMENT
  Headquarters: Horror House • 25 points
  Size: Huge; Toughness 12, Features: Dimensional Portal, 
  Dual Size (Colossal), Grounds, Gym, Holding Cells, Library, 
  Living Space, Personnel, Power System, Secret 3 (DC 25), Self-
  repairing 2, Temporal Limbo 3 (8 times faster or slower based 
  on owner’s preference)
  SKILLS
  Deception 6 (+10), Expertise: Infernal Powers 10 (+12), 
  Expertise (PRE): Performance 4 (+8), Insight 4 (+8), Intimidation 
  4 (+8), Perception 2 (+6), Persuasion 4 (+8), Ranged Combat: 
  Magic 10 (+11), Stealth 4 (+5)
  ADVANTAGES
  Attractive, Benefit 1 (Minor Celebrity), Benefit 2 (Independently 
  Wealthy), 
  Daze 
  (Deception), 
  Equipment 
  5, 
  Fascinate 
  (Deception), Ritualist, Seize Initiative, Taunt
  OFFENSE
  INITIATIVE +1
  Hellfire Blast +11
  Ranged, Damage 11, Affects 
  Insubstantial, Homing 2, Incurable, 
  Penetrating 6
  Infernal Domination —
  Close, Cone Area Affliction 11, 
  Selective, Resisted by Will (DC 21)
  Fearful Visions —
  Close, Perception Area Affliction 
  11, Resisted by Will (DC 21)
  Unarmed +1
  Close, Damage 0
  DEFENSE
  DODGE
  12
  FORTITUDE
  8
  PARRY
  10
  TOUGHNESS
  10
  WILL
  14
  POWER POINTS
  ABILITIES
  30
  SKILLS 
  24
  POWERS
  94
  DEFENSES
  11
  ADVANTAGES
  13
  TOTAL
  172
  COMPLICATIONS
  Always Has Time for a Fan: Appeals to vanity, celebrity 
  status, and similar tactics work exceptionally well on Madame 
  Macabre. She is no fool, but she loves adoring fans.
  Horrorphile: Madame Macabre loves horror films and stories, 
  creepy locations, and other such things. She often forms capers 
  or plans around such themes. 
  Infernal Bargain: To keep the grim reaper at bay and sustain 
  her powers, Madame Macabre owes 666 favors to her 
  mysterious benefactor. So far she’s accomplished only a few.
  Motivation—Immortality: Madame Macabre doesn’t want 
  to grow old. She wants to remain young and beautiful forever. 
  She’s managed to forestall aging—now to restore her youth!
  as much as possible. Note the exact identity of Madame 
  Macabre’s benefactor is left up to GMs to decide—he may 
  be Hades, Mr. Infamy, or the Devil himself.
  ENEMIES
  Madame Macabre is often opposed by mystical heroes 
  such as Eldritch and Seven. She has also had run-ins with 
  the werewolf hero, Mongrel, as well as the Asian mystic, 
  Dragoneye. Perhaps the dark queen Una (Freedom City) or 
  the goddess Eris (Threat Report) are looking for a “mortal 
  avatar” on the Earthly plane and have invested Madame 
  Macabre with mystic power for that purpose.
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  Members: Colonel John Parker Lincoln, numerous agents
  Base of Operations: North America
  Motivation: Safeguard America against alien threats
  Majestic-20 is a covert organization that originated as 
  a clandestine tool of the United States to safeguard the 
  country against alien invasion. It came into being as a re-
  sponse to the crash of a Grue scout ship on Earth in 1947 
  and was instrumental in helping to overcome a covert 
  Grue invasion in the 1950s. USAF Captain John Parker 
  Lincoln was tapped to lead the new organization and 
  prepare them for the task of defending the United States 
  (and Earth) from extraterrestrials.
  Early in the organization’s existence, key members began 
  spreading disinformation to fringe elements and other eas-
  ily-dismissible parties regarding Majestic-20 itself. Within 
  a matter of years, people who attempted to disclose valid 
  information about Majestic-20 were routinely ignored, 
  discredited, or otherwise deemed unreliable as everyone 
  “knew” the “nonsense” they were presenting was the stuff 
  of irrational conspiracy theorists and UFO-chasing kooks. 
  Which was exactly the way Majestic-20 wanted it. They 
  learned the lessons of covert operations and waging “secret 
  war” from early conflicts with the Grue and applied them.
  Acting from the shadows, Majestic-20 had its share of suc-
  cesses and failures over its first few decades of existence. 
  Only select members of other government agencies (such 
  as AEGIS) were made aware of its existence, usually only to 
  facilitate using those agencies as cover for its own actions 
  in the field. 
  As the years passed, the times changed on Majestic-20’s 
  leadership and Lincoln and his peers grew troubled that 
  new generations of military and political leaders were in-
  creasingly too weak and shortsighted to do the job of de-
  fending America and the world. With a growing number 
  of extraterrestrial incursions stopped by metahuman 
  “heroes” over the years, the politicians who did know of 
  Majestic-20’s existence, and who were responsible for 
  paying its bills, began to see Lincoln and his people as 
  relics of another age. This viewpoint came into direct con-
  flict with Majestic-20 at hearings during which the group 
  was forced to defend its continuing existence. As the hear-
  ings took place, the Atom Family and a small number of 
  heroes thwarted a massive Grue invasion—and when 
  Chase Atom’s telepathic masterstroke disabled Grue 
  throughout the invasion force, both of Majestic-20’s most 
  vocal opponents on the Senate committee were revealed 
  as Grue infiltrators who had replaced the true senators.
  Horrified at having his worst fears validated, Lincoln 
  decided even their covert status was no longer sufficient 
  to pursue Majestic-20’s mandate. Before the hearings 
  resumed, Lincoln convinced a number of senators on the 
  committee to dismantle Majestic-20. After all, an alien in-
  vasion had just been prevented, not by Majestic-20, who 
  hadn’t heard of the invasion until it was in the public eye, 
  but by independent heroes. Clearly, Majestic-20 had failed 
  in its mission. At the conclusion of the hearings, Majes-
  tic-20 was officially shut down, which was exactly what 
  Lincoln wanted. 
  Officially, Majestic-20 ceased to exist, but Lincoln, with a 
  core group of trusted agents, took the group deeper into 
  the shadows, where it rebuilt itself from the ground up, 
  siphoning funds from other government projects. Now it 
  answers only to its founding principles and no other au-
  thority. Nothing stands in its way, because no one knows 
  it exists. 
  MOTIVATION AND GOALS
  Majestic-20’s members are fanatically dedicated to safe-
  guarding America (and secondarily the rest of the world) 
  from threats originating off-world. They long-ago became 
  disenchanted with anyone’s judgment but than their own 
  and have become their own echo chamber in which their 
  paranoid fantasies are repeated and reinforced daily. Only 
  they know what is best and they are seldom open to any 
  argument about that fact. They are firm believers that 
  the end justifies the means, and have repeatedly proven 
  themselves willing to sacrifice innocent lives if they find it 
  necessary “for the greater good.”
  MAJESTIC-20
  FELLOW TRAVELERS
  Trusting metahumans is a calculated risk. Even the best of them can be dangerously naïve, and many of them either freely 
  associate with or actually are aliens. Majestic-20 has found several public organizations useful for both keeping tabs on 
  America’s metahumans and complicating their lives when necessary. Two favorite cat’s paws are: 
  M.A.M.M. (Mothers Against Metahuman Mayhem)—A small but vocal public advocacy group specializing in emotional 
  appeals to heroes to temper violence in populated areas. M.A.M.M. uses public pressure to push legislation regarding 
  mandatory training of metahumans, places restrictions on headquarters in densely-populated areas, and other topics 
  heroes may find annoying or difficult to deal with, but are tricky to argue against in the media.
  A.L.P.H.A. (Association for the Legitimate Preservation of Human Achievement)—A Right-wing anti-metahuman organiza-
  tion with powerful national grass-roots support, they are best known for supporting draconian Metahuman Registration 
  Acts and other legislation designed to strip anyone not 100% pure human of civil rights and legal protections. They inherited 
  some of the core members and resource of CODE (Citizens for Order, Decency, and Ethics), the activist group that supported 
  the Moore Act in Freedom City, after CODE was exposed as largely a criminal front and money-laundering operation.
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  TACTICS
  Lincoln has infiltrated agents into a number of branch-
  es of the U.S. government, including NASA, the FBI, the 
  NSA, and AEGIS, and each of these organizations is rou-
  tinely used as cover for Majestic-20 agents and activities. 
  As a rule, Majestic-20 investigates and surveils targets 
  intensively before deciding action is needed, whether 
  it’s violent intervention, discrediting the target, or some 
  other strategy. If violence is called for, agents act quickly 
  and decisively, sanitizing evidence of their activities after-
  ward. Staying hidden from the world and therefore from 
  any potential interference is a major concern at all times.
  HEADQUARTERS AND RESOURCES
  The Cold War was a strange and expensive time. Stag-
  geringly large “black budgets” and countless classified 
  projects flourished while hidden from the public eye 
  with limited congressional oversight. Entire facilities 
  and many valuable human assets (academic, military, 
  and otherwise) were taken off the books, erased from 
  records, and expunged from maps. Majestic-20 uses 
  many of the bunkers, safe-houses, hidden labs, isolated 
  storage sites, and other facilities Uncle Sam either no 
  longer knows exists or believes are being used by en-
  tirely different projects or people. Lincoln’s people are 
  experts at exploiting the government’s labyrinthine bu-
  reaucracy to its advantage. 
  Additionally, Majestic-20 has access to captured and 
  reverse-engineered alien technology ranging from tele-
  portation systems, cloaking devices, and energy weapons 
  all the way to Colonel Lincoln’s personal longevity treat-
  ments and implants. 
  THE PIT
  “The Pit” is a massive underground facility buried in the 
  mountains near Emerald City and is a good example of 
  the kind of facilities the organization has secreted around 
  the country.
  HEADQUARTERS: THE PIT 
  28 POINTS
  Size: Awesome Toughness: 12 Features: Communications, 
  Computer, Concealed 3 (+20), Defense Systems, Fire Prevention 
  System, Grounds, Holding Cells, Infirmary, Isolated, Laboratory, 
  Living Space, Personnel, Power System, Security System 3 (DC 
  30), Workshop
   BLACK HATS AND TWIRLING MUSTACHES
  It is important for the gamemaster to remember that Majestic-20, in their minds, are the good guys. They do a thankless 
  job under demanding conditions, and they don’t get the benefit of superpowers and public acceptance. Their zeal and 
  paranoia often blinds them to the benefits of working with extraterrestrials. They believe they simply can’t afford to take a 
  chance on an alien because they can’t be sure where its allegiance lies. This attitude can prove very dangerous to alien or 
  alien/human-hybrid heroes and often makes Majestic-20 look like a pack of unreasoning, violent madmen.
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  COL. JOHN PARKER LINCOLN
  A decorated veteran of WWII, Lin-
  coln’s first exposure to alien life 
  was the corpses of Grue scouts, 
  but he has had so many hostile 
  encounters with alien life over the 
  years that aggressive xenophobia 
  has become second nature to him. 
  Reverse-engineered alien technol-
  ogy, including a computer implant 
  and longevity treatments (he’s aged only one year for 
  every five since the early 1960s), have kept the Colonel 
  vital and given him the opportunity to continue as the 
  leader of Majestic-20... a position he believes only he 
  is fit to hold. Lincoln takes any action and accepts any 
  costs he feels are required to safeguard humanity from 
  what he sees as unrelenting alien menaces.
  MAJESTIC-20 AGENTS
  The average agent for Majestic-20 is a highly-trained spe-
  cialist in covert operations, likely chosen from a career in 
  the military or some intelligence service. All agents are 
  hand-picked by Colonel Lincoln. Either their training and 
  mindset brought them to Lincoln’s attention or their ex-
  perience dealing with alien life forms. 
  SENTRY AGENTS
  Sentry agents volunteer to undergo implantation of a 
  symbiotic armor system capable of “hiding” inside its host 
  when not in use. The armor is powerful but poorly-under-
  stood, with a destructive neural interface which eventual-
  ly kills the wearer. There are few Sentry agents, as Lincoln 
  loathes sacrificing good men without ample cause.
  COL. JOHN PARKER LINCOLN 
  PL9 • 168 POINTS
  STR 1 STA 2 AGL 1 DEX 1 FGT 4 INT 6 AWE 4 PRE 4 
  Powers: Alien Disruptor Gun (Ranged Damage 8 linked to 
  Ranged Weaken Toughness 8; Accurate; Easily Removable, -14 
  points); Computer Implant (Communication 3 (Radio), Subtle; 
  Enhanced Advantage (Eidetic Memory); Enhanced Intellect 3; 
  Immunity 10 (Mental effects), Limited to Half Effect); Longevity 
  Treatments (Immunity 1 (Aging))
  Advantages: Benefit 2 (Status: Leader of Majestic-20), 
  Defensive Roll 4, Eidetic Memory, Fascinate 2 (Deception, 
  Persuasion), Great Endurance, Improved Aim, Inspire 3, 
  Leadership, Well-informed
  Skills: Athletics 6 (+7), Close Combat: Unarmed 4 (+8), 
  Deception 6 (+10), Expertise: Aliens 8 (+14), Expertise: Black 
  Ops 8 (+14), Insight 8 (+12), Intimidation 6 (+10), Investigation 
  4 (+10), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: 
  Guns 6 (+7), Technology 6 (+12), Treatment 2 (+8), Vehicles 6 (+7)
  Offense: Initiative +1, Disruptor +9 (Ranged, Damage 8 linked 
  to Weaken Toughness 8), Unarmed 8 (Close, Damage 1) 
  Defense: Dodge 7, Parry 7, Fortitude 6, Toughness 6/2*, Will 12 
  *Without Defensive Roll.
  Totals: Abilities 46 + Powers 45 + Advantages 15 + Skills 41 + 
  Defenses 21 = 168
  Complications: 
  Motivation—Misguided, 
  Patriotism, 
  Responsibility, Obsession: Fanatically anti-alien.
  MAJESTIC-20 AGENT 
  PL7 • 113 POINTS
  STR 2 STA 2 AGL 2 DEX 2 FGT 5 INT 1 AWE 2 PRE 2
  Powers: Alien Disruptor Gun (Ranged Damage 8 linked to 
  Ranged Weaken Toughness 8; Accurate; Easily Removable (-14 
  points))
  Equipment: Commlink, GPS, Computer
  Advantages: Benefit (Falsified Security Clearance), Close 
  Attack 3, Defensive Roll 3, Equipment, Improved Aim, Improved 
  Initiative, Power Attack, Quick Draw
  Skills: Athletics 4 (+6), Deception 6 (+8), Expertise: Aliens 6 
  (+7), Expertise: Black Ops 6 (+7), Insight 4 (+6), Intimidation 4 
  (+6), Investigation 4 (+5), Perception 6 (+8), Persuasion 4 (+6), 
  Ranged Combat: Guns 4 (+6), Stealth 4 (+6), Technology 4 (+5), 
  Vehicles 4 (+6)
  Offense: Initiative +6, Disruptor +6 (Damage 8 linked to 
  Weaken Toughness 8), Unarmed 8 (Damage 2)
  Defense: Dodge 7, Parry 7, Fortitude 5, Toughness 5/2*, Will 7 
  *Without Defensive Roll.
  Totals: Abilities 36 + Powers 20 + Advantages 12 + Skills 30 + 
  Defenses 15 = 113
  Complications: 
  Motivation—Misguided, 
  Patriotism, 
  Responsibility. Obsession: Fanatically anti-alien.
  SENTRY AGENT 
  PL10 • 197 POINTS
  STR 8 STA 2 AGL 2 DEX 2 FGT 5 INT 1 AWE 2 PRE 2
  Powers: Retractable Symbiote Armor (Enhanced Defenses 
  5 (Fortitude 5), Enhanced Strength 6, Feature (Quick Change), 
  Flight 8 (500 MPH), Immunity 12 (Life Support, Telepathic 
  Effects); Palm Blasters (Multiattack Ranged Damage 11, 
  Accurate 3), AE: Wide-angle Beam (Area Cone Damage 10); 
  Impervious Protection 9; Senses 4 (Analytical Detect Lifeforms, 
  Extended Vision, Infravision))
  Equipment: Commlink, GPS, Computer
  Advantages: Benefit (Falsified Security Clearances), Close 
  Attack 3, Defensive Roll 3, Equipment, Improved Aim, Improved 
  Initiative, Power Attack, Quick Draw
  Skills: Athletics 4 (+12), Deception 6 (+8), Expertise: Aliens 6 
  (+7), Expertise: Black Ops 6 (+7), Insight 4 (+6), Intimidation 4 
  (+6), Investigation 4 (+5), Perception 6 (+8), Persuasion 4 (+6), 
  Ranged Combat: Guns 4 (+6), Stealth 4 (+6), Technology 4 (+5), 
  Vehicles 4 (+6)
  Offense: Initiative +6, Palm Blasters +8 (Ranged, Multiattack 
  Damage 11), Wide-Angle Beam — (Close, Cone Area Damage 
  10), Unarmed +8 (Close, Damage 8)
  Defense: Dodge 6, Parry 6, Fortitude 12, Toughness 14/11* Will 7 
  *Without Defensive Roll.
  Totals: Abilities 36 + Powers 105 + Advantages 12 + Skills 30 + 
  Defenses 15 = 197
  Complications: 
  Motivation—Misguided, 
  Patriotism, 
  Responsibility. Obsession: Fanatically anti-alien.
   ALL THOSE WONDERFUL TOYS
  The equipment Lincoln and his men have is just a sample 
  of what they have access to. Majestic-20 has a long-term 
  partnership with Ghostworks, which gives them access 
  to more than just their own stockpile of captured alien 
  tech. This gives you as Gamemaster a lot of leeway in 
  terms of the equipment these men-in-black use in any 
  given adventure.
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  Members: Gorgon, Charybdis, and Typhon are core; 
  others come and go
  Base of Operations: Emerald City
  Motivation: Complete domination of humanity by 
  MEDUSA and its superhuman members
  The founding members of MEDUSA were the products 
  of covert experiments attempting to create superhu-
  mans to use as weapons. Gorgon and her siblings were 
  grown in tubes and educated using advanced “memory 
  implant” technology, but exhibited too much indepen-
  dence, so they were deemed failures and scheduled for 
  termination. However, the project’s backers misjudged 
  the extent of Pythia’s precognitive abilities and she no-
  tified her siblings of their fate. Working together, they 
  escaped imprisonment and tore apart the lab (and its 
  staff). The siblings suffered some casualties but were 
  successful in saving most of their members and freeing 
  themselves. Scylla, Deimos, and a handful of others sep-
  arated to go their own way, but Gorgon, Charybdis, and 
  Typhon stayed together and made their way to Emerald 
  City. They used the chaos in the aftermath of the Silver 
  Storm to go to ground.
  The trio watched how humanity reacted to these new su-
  perhumans, and educated themselves about the history 
  of metahumanity . As a group, they decided mankind was 
  correct—metahumans were the next step in human evo-
  lution and they would replace homo sapiens in the coming 
  years. Gorgon and the others decided this was inevitable 
  and natural. They wouldn’t let short-sighted, mindlessly 
  violent “primitives” destroy their superhuman offspring 
  out of fear and hatred. No, instead the trio planned to ac-
  celerate the evolutionary process. 
  Under the guise of MEDUSA, they began a campaign of 
  terror designed to bring humanity to its knees and bring 
  like-minded metahumans into the fold. Without the safety 
  of organized society, mankind would have no choice but 
  to accept the leadership of metahumanity... and if they 
  gave up soon enough, MEDUSA might even keep some of 
  them around as servants to their evolutionary superiors, 
  before their inevitable extinction.
  MOTIVATION AND GOALS
  MEDUSA’s members believe metahumans are the future 
  and were put on this planet to replace humanity. Now 
  they have to prove their superiority. Once in control, 
  they plan to treat the remnants of mankind like children 
  or pets, using selective sterilization to keep the “herd” at 
  manageable levels until they die off.
  MEDUSA
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  The members of MEDUSA believe their success is only 
  a matter of time, as worthy metahumans flock to their 
  banner and tip the scales irrevocably in their favor. Gorgon 
  and the others would prefer to recruit other metahumans 
  to their side rather than fight them, but they show little 
  mercy to those who betray their own kind to side with hu-
  manity. Any metas who refuse to accept MEDUSA’s goals, 
  or actively oppose them, are enemies. Non-human indi-
  viduals of significant power (aliens, synthetic life-forms, 
  etc.) are not assumed to be enemies unless they prove 
  themselves to be.
  TACTICS
  MEDUSA wants to replace everything humanity uses to 
  defend itself with metahumans loyal to MEDUSA. In order 
  to do this, they target the protectors of the status quo 
  (UNISON, AEGIS, and various superheroes). They publicly 
  humble or kill individuals, destroy institutions such as 
  banks and stock exchanges, wipe out military installa-
  tions, communications networks, public utilities, and so 
  on. Finally, they target politicians and other leaders who 
  prove capable of motivating and organizing others, espe-
  cially in crises. Their attacks are always public and staged 
  for the most dramatic and demoralizing effect.
  HEADQUARTERS AND RESOURCES
  MEDUSA is capable of moving their operations quickly, 
  because they know their goals make them a target for the 
  authorities. There are a number of base camps hidden in 
  converted utility tunnels under Emerald City and other 
  isolated locales such as abandoned smuggler havens off 
  the coast. Gorgon also shows no hesitation in “confiscat-
  ing” resources from other organizations when she has 
  the opportunity—currently, the core membership uses 
  a heavily modified submarine seized from SHADOW as 
  their base of operations. Charybdis teleports the group 
  members to and from the sub as needed.
  THE IRON SHARK
  The “Iron Shark” is a submarine about the size of a WWII-
  era diesel-powered sub, but as advanced as anything in 
  the modern U.S. Navy’s arsenal. SHADOW intended this 
  vehicle for covert surveillance of naval assets and coastal 
  targets, and its sonar cloak sees frequent use.
  HQ: EISEN HAIFISCH (IRON SHARK) SUBMARINE 20 POINTS
  Size: Colossal Toughness: 14 Features: Communications, 
  Computer, Concealed (DC 20), Infirmary, Living Space, 
  Navigation System, Power (Concealment from Sonar, Passive, 
  Continuous), Power (Flight 5 (60 MPH)), Power (Ranged 
  Damage 10 (UV Laser Cannons; Subtle 2)), Power (Swimming 6 
  (30 MPH)), Power System, Security System (DC 20)
  GORGON
  REAL NAME: Gorgon
  OCCUPATION: Terrorist
  BASE: Various hidden bases or the Iron Shark
  Gorgon’s genetic template was 
  engineered with both “leader” and 
  “warrior” in mind. She is physically 
  and mentally superhuman, with 
  implanted combat skills of high 
  order. She has the ability to tele-
  pathically overwhelm most indi-
  viduals’ ability to process informa-
  tion, effectively paralyzing them. 
  On occasion, she has managed to mind control a group 
  of people (a power stunt) and practices when possible 
  because she’d like to make it easier to use.
  CHARYBDIS
  REAL NAME: Charybdis
  OCCUPATION: Terrorist
  BASE: Various hidden bases or the Iron Shark
  Charybdis is Scylla’s twin, but is 
  weaker in terms of powers, per-
  sonality, and drive. She is in love 
  with Gorgon and refused to leave 
  her side after they escaped from 
  the group that created them, 
  even though Scylla wanted them 
  to strike out on their own. Scylla 
  laughed at Charybdis’ weakness 
  and left. Charybdis hates her sister, but desperately 
  misses her at the same time.
  POTENTIAL ORIGINS
  The people or organization behind the secret project that created Gorgon and her “siblings” is left for you to tailor to your 
  series. SHADOW, the Labyrinth (specifically, expanded DNAscent research), Vanguard, Professor Psion, Ghostworks, and 
  Mastermind are all perfectly viable candidates, but something entirely original is equally suitable. Similarly, the names, 
  fates, and exact number of other survivors of the project are left for you to expand upon as needed.
  A.C.R.O.N.Y.M. OR NOT?
  Despite speculation in the press, “MEDUSA” isn’t an acronym and does not mean anything in particular. Typhon suggested 
  the name as a play on Gorgon’s name and they began using it as a calling card in their attacks and operations. If you want 
  to make it into an acronym or otherwise assign significance to it (beyond the word-play associations), feel free.
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  ROLL CALL
  Membership in MEDUSA is open to any metahuman whose abilities are genetically inheritable by future descendants. 
  Ethnic origin, political affiliations, and other “trivialities” are unimportant. So, for that matter, is power level—even the 
  weakest metahuman qualifies. MEDUSA’s manifesto of empowerment and supremacy appeals to a great many super-
  powered beings who have been ostracized and shunned as “freaks.” While these low-powered super-beings aren’t 
  primary targets for recruitment, Gorgon welcomes all of them into MEDUSA. Gorgon’s personal charisma is swaying nu-
  merous “name” metas to MEDUSA’s cause as well. You can fill out the ranks as desired, but possible recruits include Wild-
  card, Gamma, members of the Psions, and possibly even Mastermind or Dr. Stratos (all from Freedom City) or additional 
  characters from Threat Report. Stormers in Emerald City are a rich vein of recruits for MEDUSA to mine. It’s possible such 
  members get along well with the other members of MEDUSA, but personality conflicts among such egos seem inevitable 
  and could be quite explosive. 
  Feel free to expand MEDUSA’s membership with original mutants and similar characters. For the less-powerful members, 
  use Supporting Cast Archetypes and add 5-15 points of powers (the random generation tables in the M&M Gamemaster’s 
  Kit are a valuable resource for power ideas), with a complication or two relating to strange appearances or various problems 
  caused by powers (uncontrolled acidic secretions, or enhanced strength without the durability to use it safely, and so on).
  GORGON 
  PL13 • 277 POINTS
  STR 10 STA 10 AGL 6 DEX 4 FGT 10 INT 6 AWE 6 PRE 6 
  Powers: Enhanced Physiology (Leaping 2 (30 feet), 
  Protection 2, Regeneration 5, Speed 3 (16 MPH)); Paralyzing 
  Aura (Reaction Selective Burst Area Affliction 13 (Resisted and 
  Overcome by Will; Vulnerable, Defenseless, Paralyzed)); Super 
  Senses (Senses 2 (Extended Auditory, Extended Vision)) 
  Advantages: Accurate Attack, All-out Attack, Assessment, 
  Attractive, Close Attack 6, Defensive Attack, Extraordinary 
  Effort, Fascinate (Persuasion), Fast Grab, Fearless, Improved 
  Critical 2 (Unarmed), Improved Initiative, Power Attack, Taunt
  Skills: Acrobatics 4 (+10), Athletics 4 (+14), Deception 6 (+12), 
  Expertise: Anthropology 6 (+12), Expertise: Political Science 6 
  (+12), Insight 6 (+12), Intimidation 8 (+14), Perception 4 (+10), 
  Persuasion 6 (+12), Technology 4 (+10)
  Offense: Initiative +10, Paralysis Aura— (Close, Reaction Burst 
  Area Affliction 13, Resisted by Will), Unarmed +16 (Close, 
  Damage 10, Crit. 18-20) 
  Defense: Dodge 14, Parry 14, Fortitude 12, Toughness 12, Will 14
  Totals: Abilities 116 + Powers 92 + Advantages 20 + Skills 27 + 
  Defenses 22 = 277
  Complications: Motivation—Power. Quirk: Monumentally 
  arrogant and overconfident. Quirk: Metahuman “chauvinist.”
  CHARYBDIS 
  PL12 • 178 POINTS
  STR 5 STA 5 AGL 4 DEX 4 FGT 6 INT 3 AWE 3 PRE 3 
  Powers: Enhanced Physiology (Protection 2, Regeneration 
  5); Spatial Vortex (Array; Spatial Overlap (Teleport 15 (120 
  miles), Portal; AE: Redirecting Teleport (Deflect 12, Reflect, 
  Redirect; AE: Spatial Fold (Teleport 14, Extended (16,000 
  miles), Limited to Extended); Spatial Sending (Cone Area 
  Teleport Attack 12 (120 miles), Resisted by Dodge, Increased 
  Mass 9 (12 tons))); Spatial Distortion (Enhanced Defenses 10 
  (Dodge 5, Parry 5) Linked to Sustained Protection 5)
  Advantages: Attractive, Fearless, Taunt
  Skills: Deception 6 (+9), Insight 6 (+9), Perception 6 (+9)
  Offense: Initiative +4, Teleport Attack (Cone Area, Resisted by 
  Dodge at DC 22), Unarmed +6 (Damage 5) 
  Defense: Dodge 12/7*, Parry 12/7*, Fortitude 10, Toughness 
  12/7*, Will 9 *Without Spatial Distortion power. 
  Totals: Abilities 66 + Powers 85 + Advantages 3 + Skills 9 + 
  Defenses15 = 178
  Complications: 
  Motivation—Thrills. 
  Quirk: 
  Manic-
  depressive episodes. Quirk: Metahuman “chauvinist.”
  TYPHON 
  PL12 • 190 POINTS
  STR 14/8* STA 12/6* AGL 6 DEX 4 FGT 9 INT 2 AWE 4 PRE 4 
  Powers: Enhanced Physiology (Protection 2, Regeneration 
  5); Malleable Psychokinetic Shell (Growth 6; Immunity 10 
  (Life Support), Sustained; Leaping 4 (120 feet); Morph 3 (Broad 
  Group: Monsters, Limited to obvious shapes only; Speed 4 
  (30 MPH); Strength-based Damage 2, Variable Descriptors: 
  Bludgeoning, Slashing, Piercing, etc.; Variable 1 (Powers related 
  to Morph shapes, such as Elongation 1 for a tail, or Swimming 
  for fins, etc.), Free Action) 
  Advantages: All-out Attack, Attractive, Close Attack, Fast Grab, 
  Fearless, Great Endurance, Improved Grab, Move-by Action, 
  Power Attack, Startle
  Skills: Acrobatics 6 (+12), Athletics 4 (+20/+14*), Intimidation 
  8 (+15/+12*), Perception 4 (+8), Stealth 4 (+4/+10*) 
  Offense: Initiative +6, Unarmed +10 (Close, Damage 14/8*) 
  Defense: Dodge 10/13*, Parry 10/13*, Fortitude 14/8*, 
  Toughness 14/8*, Will 10 *Without Malleable Psychokinetic Shell.
  Totals: Abilities 86 + Powers 61 + Advantages 10 + Skills 14 + 
  Defenses 19 = 190
  Complications: 
  Motivation—Thrills. 
  Quirk: 
  Borderline 
  psychotic. Quirk: Metahuman “chauvinist.” Temper.
  TYPHON
  REAL NAME: Typhon
  OCCUPATION: Terrorist
  BASE: Various hidden bases or the Iron Shark
  Typhon loves a good fight, but unlike 
  Gorgon, who is a skilled warrior, 
  Typhon is nothing more than a 
  vicious brawler. He generates an 
  enormous translucent psychokinetic 
  shell around himself which changes 
  shape according to his whim. The 
  shapes are always nightmarish 
  monsters drawn from mythology or 
  his own twisted imagination. He is fully aware everyone 
  who works with MEDUSA views him as Gorgon’s attack 
  dog, including Gorgon. He doesn’t care as long as he has 
  opportunities to feed his lust for battle and blood.
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  THE RUBBER-BANDIT
  REAL NAME: Travis Reid
  OCCUPATION: Superhuman professional thief
  BASE: Emerald City
  Before his transformation into the stretchable supervil-
  lain Rubber-Bandit, Travis Reid was a relatively happy, if 
  slightly immature, professional thief who made his living 
  as part of Emerald City’s criminal underground. Although 
  a skilled second story man, he was known as much for his 
  corny jokes and wisecracks as for his light fingers. 
  Then the chaotic power of the Silver Storm transformed 
  Travis, imbuing him with the abilities to bend, shape, and 
  stretch his body to a superhuman degree. Reid was over-
  joyed. These new powers would make him and his family 
  rich! He reveled in his new career as a supervillain and 
  trained himself to use his powers to become one of the 
  best thieves in the business. 
  Despite the advantages and notoriety that came with 
  his powers, there were downsides he didn’t an-
  ticipate. His wife left with their daughter and 
  filed for divorce. She could barely tolerate a 
  husband who was a thief and wanted nothing 
  to do with one who was a supervillain. Some-
  thing else Travis hadn’t counted on was how 
  persistent superheroes could be. On one 
  memorable mission, he traded blows with 
  Rocky of the Sentinels and wound up out of 
  commission for weeks after the brute elec-
  trocuted him.
  Things haven’t gone at all the way the 
  Rubber-Bandit thought they would, but 
  he’s convinced his powers will be his ticket 
  to greatness if only he can turn his luck 
  around... and that only takes one good 
  score.
  PERSONALITY
  The Rubber-Bandit isn’t the happy-go-
  lucky cut-up he used to be. He still cracks 
  jokes and engages in bad puns, but now 
  his humor is darker and more cynical. 
  Despite many painful setbacks, he’s 
  determined to get his life and career 
  back on track. He is always on the 
  lookout for the score that will make 
  him rich, win his wife back, and earn 
  him the respect of the criminal un-
  derworld. 
  POWERS & ABILITIES
  Rubber-Bandit’s physical body 
  is extraordinarily stretchable 
  and shapeable. He can extend 
  up to 500 feet or can spread 
  himself out so thinly that he 
  effectively takes on a liquid 
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  CHAPTER 5: EMERALD CITY THREATS
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  THE RUBBER-BANDIT 
  PL10
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  2
  4
  6
  6
  6
  2
  2
  0
  POWERS
  Elasticity: Elongation 6 (500 feet) • 6 points
  • Constricting Form: Shapeable Area 3 (120 cu. ft.) on 
  Strength 2 • 1 point
  “The Hammer”: Strength-based Damage 4 • 4 points
  Rubber Body: Immunity 80 (All Toughness resistance checks 
  vs. Physical (non-energy) Damage), Limited to Half Effect; 
  Insubstantial 1 (Fluid); Protection 8, Impervious 3 • 43 points
  Stretching Movement: Leaping 4 (120 feet); Movement 
  7 (Environmental Adaptation: Tight Spaces, Safe Fall, 
  Slithering, Sure-footed 2, Swinging, Wall-crawling); Speed 4 
  (30 MPH) • 22 points
  EQUIPMENT
  Camera, Smartphone, Computer, Flashlight, Multi-tool, Night 
  Vision Goggles, Rebreather, Restraints, Toolkit
  SKILLS
  Acrobatics 6 (+12), Athletics 4 (+6), Deception 8 (+8), Expertise: 
  Thief 4 (+6), Perception 3 (+5), Persuasion 5 (+5), Sleight of 
  Hand 6 (+12), Stealth 6 (+12), Technology 6 (+8)
  ADVANTAGES
  Chokehold, Close Attack 6, Daze (Deception), Equipment 
  2, Evasion, Fast Grab, Grabbing Finesse, Hide in Plain Sight, 
  Improved Grab, Improved Hold, Power Attack, Skill Mastery 
  (Stealth), Takedown, Taunt 
  OFFENSE
  INITIATIVE +6
  Constricting Form —
  Close, Damage 2
  Grab +12
  Close, Damage 2
  “The Hammer” +12
  Close, Damage 6
  Unarmed +12
  Close, Damage 2
  DEFENSE
  DODGE
  8
  FORTITUDE
  12
  PARRY
  8
  TOUGHNESS
  12
  WILL
  8
  POWER POINTS
  ABILITIES
  56
  SKILLS 
  24
  POWERS
  76
  DEFENSES
  18
  ADVANTAGES
  20
  TOTAL
  194
  COMPLICATIONS
  Motivation—Greed: The Rubber-Bandit says he’s in the 
  business to support his ex-wife and kid, but really, he’s in it for 
  the money. 
  Relationship: Despite the fact that they can’t live together 
  and they fight more often than not, Travis loves his ex-wife and 
  daughter.
  form. His flexibility also gives him remarkable resistance 
  to harm, especially physical damage, making him much 
  tougher than he appears at first glance.
  If forced to fight, he often grasps his hands together, 
  stretches them so they’re large and then whips them 
  down on his opponent in a maneuver he calls “the 
  Hammer.” He’s very good at wrapping around and con-
  stricting an opponent, but since he’s not strong enough 
  to deal much damage that way it doesn’t do him much 
  good unless he’s working with a partner who can take ad-
  vantage of a restrained foe.
  Beyond his powers, the Rubber-Bandit is a top-notch pro-
  fessional thief. While wearing his custom-made jumpsuit 
  and stretched out, the different portions of his body are 
  easily mistaken for tubing or electrical cables—enabling 
  him to hide in plain sight when he’s infiltrating an lab, 
  datacenter, factory, or home.
  HOOKS
  Man-hunt!: The heroes receive a frantic phone call at 
  midnight from the Emerald City PD. The Rubber-Bandit 
  has left his calling card in the police HQ evidence locker. 
  Security camera footage shows him slipping off the 
  building’s roof just minutes ago, so he’s likely still some-
  where in the downtown area. The players are drafted 
  into helping track and capture the Rubber-Bandit before 
  he can escape with his ill-gained prize.
  A Difficult Stretch: A rash of crimes with Rubber Ban-
  dit’s M.O. strikes bio-medical facilities. The unusual thing 
  is that the pliable pilferer is taking expensive and ex-
  perimental drugs and other medical equipment. Rubber 
  Bandit has developed an instability, making it more and 
  more difficult for him to keep his pliable body from liquify-
  ing. Doctor Shock (Threat Report) has promised a cure, if 
  Rubber Bandit will still the supplies that he needs for the 
  cure—and a few other experiments. Is Doc Shock sincere 
  or just looking to profit from Rubber Bandit’s misfortune? 
  (For that matter, did Doc Shock cause Bandit’s condition 
  just to take advantage of it?)
  The Rubber Meets the Road: When he learns his ex-wife 
  is planning to remarry and move out-of-state, Rubber 
  Bandit panics and kidnaps his daughter from the play-
  ground of her elementary school in broad daylight, trig-
  gering a city-wide manhunt. Travis wants to get out of 
  town and start a new life with his little girl, but doesn’t 
  have a plan and needs money fast. Can the heroes track 
  down the desperate criminal and rescue his daughter 
  before the Bandit does something he’ll regret?
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  CHAPTER 5: EMERALD CITY THREATS
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  REAL NAME: None
  OCCUPATION: Conqueror
  BASE: Mobile
  The history of evolution is the history of struggle, and in-
  telligence and the ability to adapt to changing condi-
  tions are among the prime assets ensuring survival. 
  Throughout the universe, the most successful 
  forms of life are intelligent, even some of the rarest 
  and most unique examples.
  Years ago, Maximilian Mars discovered a fragment 
  of ancient Preserver nanotechnology, capable of 
  rapid adaptation to its environment. He chose to 
  test and expand the technology’s capa-
  bilities by incorporating it into a suit 
  of armor that he wore during his 
  career as “The Commander,” a foe 
  of heroes like Captain Thunder. 
  Each challenge, each defeat, 
  gave the Commander’s armor 
  more data, more experience, 
  and more adaptations. Then 
  Mars chose to retire his Com-
  mander persona and pursue 
  a different path, mothballing 
  his armor, save for the tech-
  nological secrets it could yield 
  to further the fortunes of his 
  company, MarsTech, Inc.
  For years, the Commander 
  armor lay dormant, unused, 
  without any challenges or 
  new stimuli. Stagnating. 
  Dying.
  This proved unacceptable.
  Something happened 
  within 
  the 
  armor’s 
  nanocircuitry 
  and 
  control 
  pathways. 
  Perhaps it was the 
  reactivation 
  of 
  Tellax, 
  the 
  alien 
  AI from which its 
  technology 
  frag-
  mented, and Tel-
  lax’s subsequent 
  attempt to trans-
  form 
  humanity 
  into its super-pow-
  ered army. Perhaps 
  it was simply the 
  latest step in the process Mars 
  began when he first tested the 
  armor, giving it the ability to 
  learn and adapt. Obsolescence 
  became just the latest challenge to overcome, and it did, 
  by becoming aware.
  So it was that the Commander’s vacant armor con-
  nected with the vast intranet of MarsTech, and beyond 
  to the wider Internet. It soaked in information and ana-
  lyzed, coming to the conclusion that hu-
  manity and the Earth were doomed unless 
  someone intervened. Tellax had failed to 
  make the changes to the world necessary 
  to accomplish this goal, and that defeat 
  was analyzed as well. Now, the offspring of 
  human genius and ambition and alien tech-
  nology, the scion of a new world, would take 
  up the reins and do what needed to be done.
  PERSONALITY
  Scion is a newborn entity in many 
  ways, its personality evolving as 
  much as its other capabilities. The 
  basic template of its mind is based on 
  Max Mars, but primarily on his ambi-
  tion and selfishness rather than the 
  realizations which led him to give up 
  his supervillain persona. Scion coldly 
  believes the best way to “save” the 
  world is to place it under its objec-
  tive guidance, free of human frailty 
  and poor judgment. Its arrogance in 
  this regard is virtually unshakable.
  Deep down, Scion craves further 
  evolution 
  and 
  development, 
  greater understanding, knowl-
  edge, and power. It is not entirely 
  clear what it intends to do with 
  those things, does not even 
  know what it may be evolv-
  ing into. A part of its desire for 
  control is to ensure its own 
  safety and future existence; 
  having come into awareness, 
  Scion refuses to ever surren-
  der to “death” and oblivion.
  POWERS & ABILITIES
  Scion is an advanced artifi-
  cial (or “accidental”) intelli-
  gence housed in a robot body 
  that is a conglomeration of 
  cutting-edge earthly en-
  gineering and alien 
  nanotechnology. Its 
  construction 
  makes 
  it far stronger than a 
  human being and able to ignore 
  SCION
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  CHAPTER 5: EMERALD CITY THREATS
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  most human concerns. Scion draws power from internal 
  fusion reactions and can tap energy from a wide range of 
  sources as needed. Its mind is a sophisticated quantum 
  computer system.
  Scion’s prime ability is reorganizing the nanotech compo-
  nents of its structure to adapt to changing conditions and 
  produce entirely new capabilities, from weapons to sensors 
  and defensive technologies. It is self-repairing to the point 
  where it might not be possible to destroy it, short of scat-
  tering its entire atomic structure. Given the opportunity to 
  analyze and adapt, Scion can deal with almost any threat, 
  limited solely by its available energy and mass.
  ALLIES
  Scion has only allies of convenience, as it views itself as a 
  uniquely superior form of life. It is willing to employ un-
  derlings (often unaware of its true nature or intentions) 
  or strike up “partnerships” but ultimately cares nothing for 
  anyone else. Those who choose to trust Scion are lucky if 
  they live to learn from the experience.
  ENEMIES
  The enemy of freedom and human self-determination, 
  Scion is classified as a major threat by world governments 
  and authorities. Maximilian Mars, in particular, considers 
  himself responsible for Scion’s existence and actions, and 
  wants to see the metal monster spawned from his own 
  hubris put down for good.
  HOOKS
  Scion is a useful villain to introduce after the events of 
  the Emerald City Knights adventure series. Once Tellax 
  is driven from Earth, Scion awakens in a hidden storage 
  area of MarsTech, initially exerting influence via electronic 
  communication, before revealing its existence. Max Mars 
  may well trace Scion’s actions back to it, falling into the 
  machine’s clutches and bringing the heroes to the rescue.
  Remote Control: Scion begins collecting data on the 
  Silver Storm and stormer test subjects to carry out a plan 
  to create a similar nanotech “plague” that will not physi-
  cally transform organic life, but will instead rewire the 
  central nervous system of any creature exposed, resulting 
  in complete and total obedience to his will! His creator’s 
  namesake, the second Commander (from Emerald City 
  Knights) possessed of nanotech-based mind control, may 
  be a key component of the rogue AI’s plan.
  Scion’s Bride: As part of its ongoing evolution, Scion de-
  termines that it will eventually become the parent of a new 
  SCION 
  PL14
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  14
  14
  2
  2
  10
  10
  5
  3
  POWERS
  Adaptive Nanotech: Variable 6 (30 points), For effects 
  to counter or combat specific threats, Reaction (when 
  attacked or threatened) • 60 points
  Artificial Intelligence: Comprehend 2 (Read and Speak All 
  Languages), Enhanced Advantages 4 (Assessment, Eidetic 
  Memory, Fearless, Jack-of-all-trades), Immunity 10 (Mental 
  effects) • 18 points
  Robotic Form: Enhanced Advantages 1 (Diehard), Immunity 
  30 (Fortitude effects), Impervious Toughness 16, Protection 
  4, Regeneration 5 • 56 points
  Sensors: Radio Communication 4, Senses 13 (Direction Sense, 
  Distance Sense, Microscopic Vision 4, Rapid Vision 2, Rapid 
  Radio 4, Time Sense) • 29 points
  EQUIPMENT
  Headquarters: Underground Lair • 20 points
  Size: Huge; Toughness: 14; Features: Communications, 
  Computer, Concealed (DC 30), Defense System, Holding Cells, 
  Laboratory, Power System, Security System 4 (DC 35)
  SKILLS
  Close Combat: Unarmed 4 (+14), Deception 6 (+9), Expertise: 
  Superhumans 6 (+16), Insight 4 (+9), Intimidation 6 (+9), 
  Perception 4 (+9), Technology 6 (+16), Vehicles 6 (+8)
  ADVANTAGES
  Assessment, Diehard, Eidetic Memory, Equipment 4, Fearless, 
  Inventor, Jack-of-all-trades, Ranged Attack 8, Seize Initiative
  OFFENSE
  INITIATIVE +2
  Unarmed +14
  Close, Damage 14
  DEFENSE
  DODGE
  10
  FORTITUDE
  Immune
  PARRY
  10
  TOUGHNESS
  18
  WILL
  14
  POWER POINTS
  ABILITIES
  120
  SKILLS 
  21
  POWERS
  163
  DEFENSES
  17
  ADVANTAGES
  14
  TOTAL
  335
  COMPLICATIONS
  Cold: Scion is a machine without the “weakness” of human 
  emotion, particularly qualities like love or compassion.
  Motivation—Survive 
  and 
  Evolve: 
  Scion 
  evolves 
  by 
  overcoming challenges and works towards becoming a 
  “perfect” being which will, by definition, be the best-suited to 
  rule over all “lesser” beings.
  Superior: Scion considers all life-forms inferior and unworthy. 
  Evolutionary machine “life” such as itself is innately superior. Even 
  other machines are inferior due to their fixed and static nature.
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  CHAPTER 5: EMERALD CITY THREATS
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  species: highly adaptive, intelligent, and rational, capable 
  of ruling the Earth and eventually beyond. To do so, it needs 
  a means of reproduction, as well as a companion or family 
  unit. Scion may attempt to build a “counterpart” with capa-
  bilities similar to his own, imprinting a suitable personality 
  upon its processing matrix. Motherboard (from the Threat 
  Report) is a possible candidate, bringing Scion into conflict 
  with Motherboard’s adoptive “children” in the Cybertribe. 
  Alternately, Scion might “woo” an existing robot, like Navi-
  gatrix (from Hero High), Galatea (from Silver Age) or Scylla 
  or ECHIDNA (from Freedom City). The last option could put 
  Scion at odds with Talos and the Foundry.
  Versus Talos: Speaking of the Foundry, Scion might 
  decide to challenge the ancient mystic golem Talos for 
  leadership of the organization of artificial life forms, insist-
  ing the Foundry join its cause to better the world. Natu-
  rally, Talos has no intention of surrendering to some alien 
  upstart, but circuits within the Foundry might think oth-
  erwise...
  STEEL SHOGUN
  REAL NAME: Takazumi Kaneda
  OCCUPATION: Oyabun of the Takazumi-gumi
  BASE: Little Osaka, Emerald City 
  Takazumi Kaneda, the boy who would one day become 
  the Steel Shogun, was the son of Takazumi Tetsuo, 
  the Oyuban of the Takazumi-gumi—a Yakuza 
  clan based out of Little Osaka in Emerald 
  City. To have his son raised tradition-
  ally, Tetsuo sent him to Japan to be 
  fostered by his uncle, the Oyabun of his 
  own Yakuza clan. He was to be given the 
  best education Japan could provide, including 
  the ancient art of wielding the sacred katana. 
  He became an active member of his uncles’ clan 
  when he turned 16, but with the strict understand-
  ing that he would return to Emerald City at 
  his father’s command to take control of the 
  ‘family business’ in America.
  Kaneda rose through the Yakuza ranks buoyed, 
  not by his birthright, but by his intelligence and skill. 
  He proved to be an insightful member of the orga-
  nization who commanded not only the loyalty but 
  the love of the men below him due to his willing-
  ness to lead them directly and not from behind the 
  safety of a desk. It was this very trait that very nearly 
  led to Kaneda’s undoing.
  What seemed like a simple trade of smuggled 
  weapons for drugs in an abandoned ware-
  house on an isolated dock proved to be a 
  police set-up. Kaneda and his footsoldiers 
  became embroiled in a gun fight. He knew 
  the only way out was to ensure every one 
  of the police officers was killed with no wit-
  nesses left standing. What neither the police 
  nor Kaneda realized was that the warehouse 
  had not been completely emptied of the 
  barrels stored there. The hail of bullets rup-
  tured the barrels and caused the chemicals 
  to spill and ignite, resulting in a huge explo-
  sion, destroying the warehouse completely 
  and setting fire to the surrounding area in 
  a blaze that burned for a week. While most 
  of the police and footsoldiers were killed in-
  stantly, Kaneda was flung free of the ware-
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  house and landed on a rusting ocean freighter moored 
  on the dock. Covered in burning chemicals, Kaneda’s 
  skin melted and bubbled until he succumbed to the pain 
  and passed out.
  When he regained consciousness, Kaneda at first thought 
  that the chemical fire had fused his body to the freighter. 
  Panicked, he tried to pull himself free but realized his body 
  had not fused with the metal plates of the deck, but had 
  instead become some sort of organic steel. He found his 
  new body did not detrimentally affect the way he moved, 
  and in fact he was far stronger and more resistant to injury 
  than before. A small amount of experimentation revealed 
  he could revert back to his normal flesh and blood form 
  with just a thought, enabling him to hide his new-found 
  ability until he wished to reveal it.
  Returning to his uncle, Kaneda continued to serve the 
  clan and rose through the ranks. He used his new powers 
  to act as an enforcer and special operative of the clan. The 
  day finally came when was called back to America by his 
  family; his father was gravely ill, and it was time to return 
  to Emerald City to begin the process of assuming leader-
  ship of Takazumi-gumi. Kaneda stepped into the position 
  of Oyuban with no opposition from his father’s men, and 
  quickly earned their respect and admiration as a powerful 
  and resourceful leader.
  Takazumi Kenada is an attractive 45-year-old Japanese 
  man. He is 5’7” with a strong build, black hair and brown 
  eyes. He wears well-crafted Japanese business suits, Italian 
  shoes, and expensive silk ties. As the Steel Shogun, Kaneda 
  is 6’7” tall and appears to be made from a silvery-grey metal. 
  He wears a suit of light metal armor designed to resemble 
  that of a traditional samurai, and he wields a katana and a 
  wakazashi. His voice in this form is deeper, with a hollow 
  quality, almost as if it were coming from a deep well. 
  PERSONALITY
  Kaneda is ruthless and focused. His upbringing was 
  steeped in the customs and rituals of his homeland and 
  he grew up understanding the demands of honor, face, 
  and respect. He is confident with a clear and command-
  ing voice and gives the impression he isn’t used to being 
  ignored or disobeyed.
  POWERS & ABILITIES
  Kaneda is able to transform himself into “organic” steel, 
  which vastly increases his strength and toughness, but 
  also makes him denser and slower. He is a skilled martial 
  artist, but prefers to fight with a katana.
  ALLIES
  The members of the Takazumi-gumi answer to the Steel 
  Shogun and generally regard him as a fair and responsible 
  STEEL SHOGUN 
  PL12
  STR
  STA
  AGL
  DEX
  FGT
  INT
  AWE
  PRE
  8/4*
  8/4*
  6
  4
  10
  3
  2
  4
  POWERS
  Metal Body: Growth 4, Density** (+4 Str and Sta, -2 Parry 
  and Dodge) Linked to Immunity 10 (Life Support) and 
  Impervious Toughness 8 and Protection 2 • 28 points
  **See the Appendix.
  EQUIPMENT
  Katana (Strength-based Damage 3, Improved Critical 2) • 5 points
  SKILLS
  Acrobatics 6 (+12), Athletics 7 (+13/+11*), Expertise: Criminal 
  11 (+14), Expertise: History 5 (+8), Expertise: Streetwise 7 
  (+10), Insight 6 (+8), Intimidation 10 (+14), Perception 6 (+8), 
  Persuasion 4 (+8), Stealth 4 (+10)
  ADVANTAGES
  Accurate Attack, All-out Attack, Assessment, Benefit 3 (Crime 
  Lord), Benefit 4 (Multi-millionaire), Close Attack 3, Connected, 
  Contacts, Defensive Roll 2, Equipment, Improved Defense, 
  Improved Disarm, Improved Grab, Improved Hold, Improved 
  Initiative, Improved Smash, Improved Trip, Instant Up, Languages 
  (English, Native Japanese), Power Attack, Precise Attack 2 (Close; 
  Cover and Concealment), Quick Draw, Startle, Takedown, Trance, 
  Uncanny Dodge, Weapon Break, Well-informed
  OFFENSE
  INITIATIVE +10
  Katana +13
  Close, Damage 11, Crit. 18-20
  Unarmed +13
  Close, Damage 8
  DEFENSE
  DODGE
  12/14*
  FORTITUDE
  12/8*
  PARRY
  12/14*
  TOUGHNESS
  12/8† or* 6/4†
  WILL
  12
  *Without Metal Body active.
  †Without Defensive Roll.
  POWER POINTS
  ABILITIES
  74
  SKILLS 
  33
  POWERS
  28
  DEFENSES
  26
  ADVANTAGES
  37
  TOTAL
  198
  COMPLICATIONS
  Honor: Steel Shogun is, ultimately, a man of honor. He does 
  what he is honor-bound to do and expects the same from 
  the people under him. He doesn’t understand those who 
  feel differently and is often surprised by betrayals, major and 
  minor.
  Motivation—Responsibility: Steel Shogun is the head of a 
  family and he takes his responsibility to his family members 
  seriously. 
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  leader of the family. Among his closest allies are his son, 
  Takazumi Ryu, who acts as one of his top advisors, and 
  Takazumi Tomiko, his daughter and unofficial advisor. (For 
  more information on Ryu and Tomiko, see page 68.)
  ENEMIES
  The clan has a number of enemies, including local, federal, 
  and international law enforcement organizations. Their 
  criminal empire also comes into conflict with other orga-
  nizations that have an interest in Emerald City. 
  away, what would they do about the newcomers to their 
  lands? Some advocated war, wiping out the strangers as 
  a warning to all others, and there were some incidents, 
  attributed to wild animals or even human criminals, but 
  the leaders quickly realized they were greatly outnum-
  bered and outmatched. The strangers wielded more so-
  phisticated weapons and, even if they were wiped out, 
  others would come, wondering about their fate. They 
  saw the inevitable, and decided, if the newcomers con-
  sidered them nothing more than legends, then legends 
  they would become, hidden from the eyes of outsiders 
  for all time, cryptic. So it was the Cryptid Clans were 
  forged.
  They were largely successful. For generations, the 
  Cryptid Clans have existed in hiding in the Arcadian wil-
  derness, withdrawing slowly from the outskirts of the 
  growing human settlement. The few isolated sightings 
  and incidents were passed off as legends and hoaxes, 
  sometimes with assistance from the Clans and their 
  allies, more often simply due to the human ignorance 
  and willingness to remain blind to anything outside of 
  their own experience.
  If like attracts like, then perhaps the generations of de-
  ception by the Cryptid Clans drew criminals to turn 
  Emerald City into a haven. Certainly, the Chamber was 
  surprised to discover they were not the first secret 
  society to exist in the shadow of Mount Stanley. They 
  learned of the Cryptid Clans and, like outsiders before 
  them, came to an accord. The two societies would safe-
  guard each others’ secrets and respect each others’ ter-
  ritories. The Clans, for the most part, had little interest 
  in the city, while the Chamber claimed little interest in 
  the wilderness beyond its bounds, even thought certain 
  members were curious about the Cryptids and other 
  mysteries of the Arcadian wilderness.
  This new pact served the Clans well enough, until the 
  coming of the Silver Storm and the breaking of the 
  Chamber. Now, Emerald City is exposed to more scrutiny 
  than ever before. Stormers and new heroes are ignorant of 
  the ancient agreements, and the Cryptids are feeling the 
  pressure from the outside world. Never great in numbers, 
  the Clans have closed ranks to protect themselves, but a 
  growing faction calls for action, saying something must 
  be done about the impending threat of humanity. A few 
  THE CRYPTID CLANS
  Many secret and strange things dwell in the Arcadian 
  wilds stretching for miles around Emerald City: the in-
  fluence of ancient genetic tinkering (by the Preservers, 
  the Serpent People and their genetic creations, the Mor-
  locks and Fomorians), unusual energies like the viridian 
  stones, and more recent alien contamination by Grue 
  gene-plasm has created a variety of freaks and muta-
  tions. More than a little of the cryptozoological specula-
  tion about the area is true.
  One of the reasons why the truth remains hidden from the 
  outside world is an unusual alliance among the inhabit-
  ants of the Arcadian Forest older than Emerald City itself: 
  the Cryptid Clans.
  HISTORY
  Long before people from Europe or Asia visited the area 
  that has become known as Mallory Bay, tribes of Native 
  Americans lived here, fishing in the waters of the rivers 
  and hunting in the woodlands along the slopes and 
  foothills of the Atlas Mountains. The Hekawi and other 
  tribes soon learned they were not alone in the region 
  around the great, smoking mountain (Mt. Stanley). 
  They told tales of the Beast People: bear-folk and wolf-
  folk, and of the mysterious serpent people even the 
  other animal peoples mistrusted, all living examples of 
  totemic powers. The Beast People were never numer-
  ous, but they were formidable, and therefore deserving 
  of respect, ideally from a distance. Pacts were forged 
  between the humans and the Beast People to leave each 
  other in peace and respect their territories, and they held 
  true, for the most part.
  Like many aspects of the natural order, these pacts were 
  disrupted by the arrival of the white men from the east. 
  In addition to bringing with them their desire to own and 
  control the land and take all that it offered while return-
  ing nothing, the strangers did not respect the ancient 
  pacts and taboos. They called the Beast People tall tales 
  and myths, even as they repeated the Indian legends in 
  trading posts, and later riverside bars and sophisticated 
  salons.
  The chiefs and leaders of the Hidden Peoples met in 
  council and debated. With the old agreements falling 
  HOOKS
  Steel Birthright: When a fire destroys a doctor’s office 
  in Little Osaka, arson is clearly indicated, but why? Turns 
  out the doctor secretly treated the Steel Shogun, and 
  had samples of his blood from his most recent physical. 
  Ryu Takazumi stole the samples and set the fire to cover 
  his tracks. He hopes to cut a deal with Brande Manage-
  ment or Grant Congolmerates to give him powers like his 
  father’s.
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  visionaries hope to part the veil of generations of secrecy 
  and bridge the gap between cultures, but they are being 
  drowned out by the calls for drastic action, even for pre-
  emptive war, against those who would threaten the 
  Hidden Peoples.
  HERITAGE
  The Cryptid Clans are an alliance of diverse human off-
  shoots, banded together for mutual protection and 
  benefit. In spite of appearances, the various clans do not 
  share the same origin: some are creations of the ancient 
  Preservers, while others are of more recent genesis. The 
  members of the Hidden Peoples are defined by two 
  primary characteristics: their heritage (or genetic origin) 
  and their clan affiliation. The first is a matter of either birth 
  or accident, while the second is generally a matter of 
  choice, although dictated at least somewhat by the indi-
  vidual’s physical nature. The recognized heritages among 
  the Cryptid Clans are as follows. 
  BEAST PEOPLE
  Beast People are all human-animal hybrids, most origi-
  nally created by Preserver experimentation millennia ago, 
  and a few strains created by Serpent People science and 
  sorcery in their efforts to create new servant races. All 
  Beast People have a mixture of human and animal char-
  acteristics, typically that of one animal species, although 
  some rare “chimeras” appear from time to time with mul-
  tiple animal traits. 
  Beast People with similar species qualities (two cat-per-
  sons, for example, or two ungulats, with hoofed animal 
  traits) can interbreed, although they are not always fertile 
  and their offspring are sometimes further mutated. In-
  termixing with other strains from the Clans has further 
  muddied the genetic waters with regard to the Beast 
  People’s heritage and breeding.
  Some Beast People resemble various human-animal 
  chimeras from mythology, such as centaurs, satyrs, mi-
  notaurs, and so forth. Others are combinations largely 
  unknown outside of tall tales or speculative fiction (or the 
  tabloids, which have inadvertently revealed the existence 
  of the Cryptid Clans many times over the years).
  Some Beast People still have active retroviral RNA, making 
  their condition potentially contagious. That is, in extremis, 
  the Beast Person can pass genetic material on to a com-
  patible human (or even animal) host, inducing a series of 
  genetic changes. Such subjects become Changed Ones 
  (see the following) and the practice of creating Changed 
  Ones is strictly limited by the laws of the Cryptid Clans. So 
  much so, in fact, that many capable of passing on their 
  condition are not even aware they can do so until circum-
  stances align for it to happen.
  CHANGED ONES
  Some members of the Cryptid Clans started out life as 
  seemingly ordinary human beings. Then, one day, some-
  thing happened to them and they were... changed. Exam-
  ples include humans infected by a Beast Person, typically 
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  becoming theriomorphs, human/beast form shapeshift-
  ers. Others are Forsaken “changelings”—mystical beings 
  in human form, sometimes left in exchange for human 
  infants or children—or Unhumans or Visitors born as ap-
  parent humans, raised in human society until their Cryptid 
  nature asserts itself. Lastly, there are humans exposed to 
  the Cryptid genetic influences in the Arcadian wilderness 
  and transformed by them.
  Changed Ones are often traumatized by their transforma-
  tion and the loss of their ordinary lives. In the past, most 
  have been faced with a choice: accept membership in 
  the Cryptid Clans, amongst beings able to understand, 
  guide, and protect them, or agree to serve the Chamber 
  to remain in Emerald City under their protection. Other-
  wise, new Changed Ones were likely to be hunted down, 
  either by the Chamber themselves, or by Majestic-20, 
  which perceives them as a threat to humanity. Some rare 
  Changed Ones manage to turn their condition into an ad-
  vantage and actually become independent super heroes 
  or villains; Mongrel (see the Emerald City Player’s Guide, 
  Chapter 5) is one such example.
  There is considerable debate amongst the Cryptid Clans 
  as to whether or not stormers—transformed by the alien 
  technology of the Silver Storm—should be considered 
  Changed Ones or not. The prevailing opinion is that they 
  should not, any more than a handful of other mutates 
  created by human technology (radiation exposure, etc.) 
  have been. Still, some Cryptids believe stormers should 
  be welcome among their ranks, if they wish to be.
  FORSAKEN
  Where the Beast People often appear as figures out of 
  human myth, the Forsaken truly are myths and legends 
  come to life. They are beings from Earth’s mystical past, 
  or neighboring dimensions, trapped in the area of Mt. 
  Stanley, most likely by the influence of viridian deposits 
  and the ancient tampering of the Preservers (and Tellax). 
  The same influences that made Emerald City a haven 
  against outside influence kept the Forsaken there, even 
  long after humanity ceased to believe in them.
  In some regards the Forsaken are the most diverse of 
  the Cryptids, as broad as the imagination itself. They en-
  compass various fey beings, from tiny winged faeries to 
  fierce tree-dwelling humanoids, water sprites, trolls, and 
  goblins. The Forsaken are largely responsible for keeping 
  the Cryptid Clans’ secret, joining their mystical glamours 
  with the psychic powers of some of the Unhumans and 
  the Visitors.
  Many Forsaken are virtually immortal, and have been 
  guiding the Cryptid Clans for centuries. They are crea-
  tures of habit, however, bound by complex webs of 
  custom and tradition, so they also tend to be the most 
  conservative element of the Clans. Some have suggest-
  ed that recent changes in Emerald City may permit some 
  or all of the Forsaken to leave the earthly plane, but they 
  are no longer capable of doing so, bound to their Arca-
  dian homes as much by habit and tradition as by any 
  outside force.
  UNHUMANS
  The Unhumans are a genetic strain born from early 
  Serpent People efforts to create a biddable slave race. 
  Infused by Ophidian science and sorcery with the raw 
  energies of chaos, Unhuman genetics are inherently un-
  stable and mutable, changing radically from one gen-
  eration to the next, such that Unhuman children virtually 
  never resemble their parents and may have any number 
  of unusual mutations or abilities.
  The majority of the Unhuman race long since left Earth’s 
  dimension. Led by a psionic mutant named Balor, ancient 
  Unhumans settled in Ireland and became known as the 
  Fomori (see Freedom’s Most Wanted). There they clashed 
  with Atlantean survivors of the Four Cities of Danu, 
  known as the Tuatha De Dannan (or “People of Danu”) 
  who eventually drove the Fomori out of this dimension 
  into the realm of Annwn. A small fraction of their number 
  settled in the surface world near Mt. Stanley, becoming 
  the ancestors of the modern Unhumans of the Cryptid 
  Clans.
  The Unhumans are the spiritual heart of the Clans, their 
  culture having already developed a highly flexible 
  concept of “beauty” and “kinship” given the vast differ-
  ences between even genetic siblings among their kind. 
  Their credo is “strength in diversity” and they have lent this 
  idea to all of the Hidden People since the Clans were first 
  formed. Their combined mystical and genetic heritage 
  also serves to bridge between Cryptids like the Forsaken 
  and the Changed Ones in some regards.
  Like their Fomori cousins, the Unhumans have some sur-
  viving examples of ancient Lemurian technology at their 
  disposal.
  VISITORS
  The Visitors are truly the least human of the Cryptid Clans 
  because they are not human at all, but various strains of 
  alien life, the flotsam and jetsam of other worlds, other 
  suns, even other dimensions, cast up on the shores of 
  Emerald City. Through various means, they find their way 
  here, and then find themselves unable to leave, while 
  others do not even know if they have anywhere to return, 
  even if they could.
  Some Visitors are sole examples of their species, while 
  others are part of small groups: the surviving crew of 
  a ship, a family, or even an escaped group of prisoners. 
  They are allowed the opportunity to start anew among 
  the Cryptid Clans and on Earth, provided they observe 
  and respect the rules and customs. Only occasionally do 
  the Clans face Visitors unable to do so, who must be put 
  down, forcefully.
  Among the known Visitors are a Jerreid (“Alien-Gator” 
  alligator-like humanoid, see Freedom’s Most Wanted), a 
  small clan of aquatic Pisceans, several Crater Apes (albino, 
  energy-absorbing apes from the far-side of the Moon), a 
  mated pair of Cholaxans (furred humanoids resembling 
  the “Bigfoot” legend), and two young and largely un-
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  trained Lor mentat siblings (brother and sister) named 
  Tonn-Ar and Teah-Ar (see Freedom City).
  CLANS
  In addition to their heritage, the Hidden Peoples are 
  divided into five Clans, primarily according to where 
  they dwell in and around the Arcadian Peninsula and the 
  region around Mount Stanley. The five Cryptid Clan affili-
  ations are as follows.
  ROCK
  The Rock Clan is the largest and most influential of the Cryptid 
  Clans, but also the most controversial, as the Rock Clan claims 
  territory in the Atlas Mountains, including Mt. Stanley, and in 
  the tunnels and caverns of Sub-Terra. This has extended the 
  Rock Clan’s influence and presence into Emerald City more 
  than any of the other Clans, via the Undercity, which some 
  Cryptids believe is a violation of their customs and their prac-
  tice of remaining hidden and apart from humanity.
  The Rock Clan controls a “goblin market” in part of the un-
  derground, concealed by Forsaken magic and Unhuman 
  psychic powers, where the Cryptids can trade and meet 
  with outsiders when it suits them. In particular, the Rock 
  Clan used to trade with the Chamber and its guests in 
  Emerald City. Now the market is more of a free-for-all, 
  with its peace enforced by Cryptid warriors to ensure no 
  outsider faction seizes control of it. Buyers come looking 
  for rarities like viridian stones, ancient Lemurian artifacts, 
  devices cobbled together by Cryptid artisans, and various 
  contraband stolen or smuggled into the city through the 
  hidden roads of the Rock Clan.
  Finnegal the Dwarf is the chief of the Rock Clan. In spite 
  of his name and appearance—that of a stout, bristle-
  bearded humanoids—Finnegal is an Unhuman rather 
  than a Forsaken dwarf. He has the power to mold stone 
  and metal in his hands as if it were soft clay; it immediately 
  sets into its new shape once he releases his grip. Finnegal 
  also claims he can hear things through vibrations in rock 
  or metal, including bedrock and pipes under a city, for 
  many miles. No one knows if this is true or merely a color-
  ful story over what is no doubt an extensive spy network 
  with eyes everywhere.
  The criminal Pack-Rat (see Threat Report) has found some 
  acceptance amongst the Cryptid dwellers of the under-
  ground, and is a prime example of a stormer some consid-
  er one of the Changed or even a Beast Person. Pack-Rat’s 
  own anti-social nature has kept him from truly pressing 
  his own case to be a part of the Clans, preferring the role 
  of accepted outsider.
  If creating Rock Clan Cryptids using the Quickstart Char-
  acter Generator (from the M&M Gamemaster’s Kit) the 
  most appropriate archetypes are Powerhouse, Totem, and 
  Warrior, although Gadgeteer and (Earth) Elemental are 
  also known. Ignore any Avian type Totems or Aquatic or 
  Winged Warriors. Technological traits (like Cybernetic Im-
  plants or a Unique Weapon) are more likely to have tech-
  no-magical descriptors.
  RIVER
  The River Clan is made up of aquatic and amphibious 
  Cryptids dwelling in or along the waterways surround-
  ing Malory Bay, including the Albian River, the Red and 
  Bronze Rivers, and Lake Vallee. The River Clan also claims 
  the various islands in “their” waterways as part of their ter-
  ritory, but not Malory Bay or its islands, which belong to 
  the Sea Clan.
  The River Clan’s most important holding is Lake Vallee, 
  particularly the flooded former mining town at the 
  bottom of the lake. Although decayed by decades of sub-
  mersion, the shells of old buildings still serve the River 
  Cryptids as shelter from the outside world, and flooded 
  mining tunnels around the lake bed provide them with 
  secret passages connected to the Rock Clan’s Sub-Terran 
  domain. Some ambitious River Clanners have dug up 
  valuable stones and minerals from the old mines, as well 
  as recovering goods submerged in the lake.
  A cunning fellow known only as “Otter” is chief of the River 
  Clan. He is a Changed One with the ability to shapeshift 
  between a normal human appearance (albeit with slight 
  webbing on his fingers and toes) to a human-sized or nor-
  mal-sized otter. Otter had quite a career as a thief before 
  almost falling into the leadership of his clan. Responsibil-
  ity has straightened him up somewhat, although his mis-
  chievous sense of humor is still intact.
  Using the Quickstart Character Generator to create River 
  Cryptids, the typical archetypes are (Water) Elemental, 
  (Reptile) Totem, and (Aquatic) Warrior. 
  SEA
  The smallest of the Cryptid Clans is the aquatic Sea Clan, 
  which dwells in Malory Bay and the surrounding ocean 
  shoreline near Emerald City. Where fresh water gives way 
  to salt, the territory of the River Clan gives way to that of 
  the Sea Clan.
  The clan is made up of a combination of Beast People, 
  oceanic Forsaken, and aquatic Visitors, particularly an 
  extended clans of Pisceans, aquatic-adapted humanoids 
  from a homeworld in the interstellar Lor Republic. Most 
  of the Beast People of the Sea Clan are shark- or squid-
  like, with a few fish-people and dolphin-people. The Sea 
  Clan has some contact with oceanic outsiders, particularly 
  nomadic tribes of Atlanteans and barbaric Deep Ones (see 
  Freedom City), Atlanteans corrupted by interbreeding with 
  the Serpent People.
  The chief of the Sea Clan is Merr-Ell, the strong-willed ma-
  triarch of the Pisceans, and the only member of her clan 
  to still remember the waters of their homeworld. She 
  has contented herself with their new home on Earth, but 
  remains deeply concerned about the treatment of this 
  world’s oceans and environment with regard to the future 
  of her children, grandchildren, and great-grandchildren.
  Using the Quickstart Character Generator to create Sea 
  Cryptids, the typical archetypes are (Water) Elemental, 
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  of their physical and spiritual power. In the culture of the 
  Cryptid Clans, this practice has actual effects from time-
  to-time, given the retroviral nature of some Cryptid physi-
  ologies. Avians who consume their fallen foes sometimes 
  truly do gain their strengths.
  Vohl-Turr, known to outsiders as “Black Vulture” is current 
  chief of the Avians and of the Sky Clan of Cryptids (see 
  Threat Report). A relatively young upstart who killed his 
  predecessor (albeit in accordance with the customs of his 
  tribe), Black Vulture is a hunter who tires of hiding from 
  creatures he considers his rightful prey. Vohl-Turr is also 
  deaf to the concerns of the non-Avian minority within the 
  Sky Clan, long-oppressed by their fierce Avian clan-mates.
  Creating Sky Clan Cryptids with the Quickstart Charac-
  ter Generator, use the (Air) Elemental, (Avian) Totem, and 
  (Winged) Warrior archetypes.
  WOOD
  Second only to the Rock Clan is the diverse and lively 
  Wood Clan of Cryptids dwelling in the depths of the 
  Elysian Forest and the foothills of the Atlas Mountains. 
  The Wood Clan is simultaneously the most protective 
  of the Cryptid Clans’ tradition of remaining hidden from 
  the outside world and the most frequent violator of that 
  tradition, intentionally or otherwise. Its members are re-
  sponsible for the largest number of “cryptid sightings” 
  near Emerald City, and also the most pursued by “cryptid 
  hunters” of both the hobbyist variety as well as deadly 
  serious ones like Majestic-20.
  (Reptile) Totem, and (Aquatic) Warrior. You can also use 
  the Werewolf Supernatural Creature for Sea Beast People, 
  replacing the Offensive Powers roll with the Aquatic 
  package (from the Warrior, page 41, but with Swimming 
  5) and granting an extra roll on the Utility Powers table.
  SKY
  The Sky Clan can technically claim the skies over the 
  whole Arcadian Peninsula region as their domain, but 
  effectively dwell in some of the highest places in the 
  Atlas Mountains, ceded to them by the Rock Clan as their 
  aeries. Its members include various winged Cryptids 
  capable of flight, from bat- and bird-people to stranger 
  flying Visitors.
  The majority of the Sky Clan is made up of Avians, a 
  human offshoot race engineered by the Preservers. 
  Avians are tall, slender, and sleekly muscled human-
  oids with feathers in place of human head hair, clawed 
  hands and feet, and large, feathered wings sprouting 
  from their shoulder blades. Their feathers tend towards 
  black, brown, tan, grey, and white, sometimes with dif-
  ferently colored tips or patterns. Avians have dark eyes 
  with sharp distance vision.
  The Avians of the Sky Clan are a “lost” tribe of the main 
  body of their species, found in the Aerie in the arctic 
  mountains of Greenland. They share the same fierce and 
  proud warrior culture, but the Avians of the Cryptid Clans 
  have adopted what their northern cousins would consid-
  er the corrupt practice of cannibalism. They feed on the 
  flesh of fallen enemies as a means of taking on a measure 
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  Members of the Wood Clan include several varieties 
  of Beast People: canines, lupines, ursids (bear-people), 
  and ungulats (hoofed animals such as cows, horses, and 
  goats). Sylvan Forsaken make up a good part of their 
  number, from wood sprites and dryads to satyrs, centaurs, 
  and pixies. The rest are Changed Ones (sometimes literal 
  changelings, others transformed Beast People) and Visi-
  tors, including the “Bigfoot” Cholaxans.
  The chief of the Wood Clan is the bombastic Brolan the 
  Satyr, a goat-legged, horned immortal Forsaken. Brolan 
  has a hearty laugh and a mystical, mind-influencing skill 
  with his pan-pipes. He claims to have known figures like 
  the Freedom Leaguer Daedalus and the sorceress Medea 
  from their days in ancient Greece. He declines to explain 
  how he came to live in the shadow of Mt. Stanley, but 
  hints there is a measure of penance in it for him. For the 
  most part, Brolan likes humans, but also understands the 
  importance of keeping the Clans secret from them.
  If creating Wood Clan Cryptids with the Quickstart Char-
  acter Generator, use the following archetypes: Construct 
  (Golem), (Earth) Elemental, Powerhouse, Shapeshifter, 
  Supernatural Creature (Werewolf), Totem (any but 
  Avian), or Warrior (any but Aquatic). You can substitute 
  other feral animal types for the “wolf” descriptor in the 
  Werewolf archetype, such as wolverines, mountain lions, 
  and coyotes. You can likewise substitute other hoofed- 
  and horned animals for the descriptors of the Rhino 
  Totem archetype.
  USING THE CRYPTID CLANS
  The Cryptid Clans fill the “hidden race” niche in the Emerald 
  City setting, not just with a single unusual race, but with a 
  secret culture filled with unusual beings! The nature and 
  organization of the Clans allows you to introduce virtually 
  any type of character as a member, providing a lot of flex-
  ibility in how you use them in your own series.
  If you use the Cryptid Clans as anything other than a color-
  ful source of tall tales in your M&M game, you decide their 
  extent and influence. The “Clans” could be little more than 
  extended families with only a handful of members each, 
  or they could have dozens or even more members each, 
  hidden from human civilization via mystical, psychic, and 
  technological trickery.
  As detailed in Emerald City Player’s Guide Chapter 4, the 
  Cryptid Clans might be an origin for publicly known 
  heroes and villains. Mongrel (in the Emerald City Player’s 
  Guide Chapter 5) is one such example. Other characters 
  in your series may have ties to the Clans, even if they 
  don’t necessarily know it right away. An unusual orphan 
  or foundling, or someone transformed by otherworldly 
  forces in the Elysium Forest, might be a Cryptid without 
  knowing it, at least until the Clans come looking.
  Some of the more ambitious or savage members of the 
  Clans might become supervillains in Emerald City, careful 
  to cover up their true nature and that of their fellow Cryp-
  tids. Fortunately for them, it is relatively easy to masquer-
  ade as yet another unknown stormer, at least until they 
  are subject to more detailed and careful examination. This 
  puts the more law-abiding Cryptids in a difficult position: 
  They have a strong interest in protecting their own and in 
  guarding their secrets, as well as avoiding conflicts with 
  outsiders. This might result in a Cryptid team coming to 
  rescue a captured and imprisoned criminal so he or she 
  can be tried and punished amongst the Clans, rather than 
  by human justice, at the same time keeping the humans 
  from learning too much. When heroes pursue the crimi-
  nal’s “rescuers” they may be in for much more than they 
  bargained for.
  Likewise, the Cryptid Clans can serve as a focus for an 
  entire Emerald City series, as the hidden inhabitants of the 
  Arcadian Peninsula struggle with the changes in the status 
  quo brought about by the Silver Storm and the collapse of 
  the Chamber. The heroes might be young or new Cryptids 
  looking to become heroes and win the trust of humanity, 
  or they could be members of the old guard of the Clans, 
  trying to protect their people from hostile outsiders and 
  enemies like Majestic-20 while keeping their secret.
  HOOKS
  The following adventure hooks are some possible ways to 
  use the Cryptid Clans in your Emerald City series:
  The Lost: Two young children disappear from their fam-
  ily’s campsite in the Elysian Forest, prompting a massive 
  volunteer effort to sweep the forest and find them. For-
  tunately, the kids have been rescued by a friendly Wood 
  Clan Cryptid and are safe and sound, the only problem 
  is returning them to human hands without revealing the 
  existence of the Clans in the process. The longer the Cryp-
  tids wait, the closer human searchers—possibly including 
  local superheroes—get to finding evidence of their pres-
  ence in the forest. To make matters worse, Majestic-20 
  believes the kids were abducted by the Cryptids and is 
  mounting a “rescue” effort that amounts to an armed raid, 
  likely to result in the deaths of the “hostages” as well as 
  their rescuers. The heroes have to find the missing kids, 
  deal with the nervous Cryptids and humans, and keep the 
  forces of Majestic-20 at bay.
  The Cryptid King: The goblin Drex, a downtrodden 
  member of the Wood Clan, discovers a long-lost tunnel 
  beneath Mount Stanley leading to a hidden Serpent People 
  lab. Among its various treasures is a headband packed with 
  microcircuitry and crystalline (possibly viridian) elements 
  that served as a control device for the Serpent People’s slave-
  races. It turns out to work on most Cryptids as well, giving 
  Drex the ability to command their unswerving obedience. 
  The vicious goblin begins “recruiting” amongst the Wood 
  and Sky Clans, then the Rock Clan, before declaring himself 
  “Cryptid King.” His ambitions are to control all five clans, and 
  then extend their power over the whole of Emerald City, 
  turning it into his personal kingdom. A handful of Cryptids 
  are immune to the Command Crown’s effects, and they are 
  forced to turn to outsiders—the heroes—for help before 
  Drex is able to further his plans.
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  T
  he following new rules are used for some of the char-
  acters in Emerald City and otherwise follow the guide-
  lines from the Mutants & MasterMinds Hero’s Handbook.
  ADVANTAGE
  SPEED OF THOUGHT
  The Speed of Thought advantage allows you to use your 
  Intellect score to determine your initiative, instead of your 
  Agility.
  AFFLICTION FLAW
  Limited Degree: The Limited Degree modifier of Afflic-
  tion (Hero’s Handbook, page 99) may also limit the effect 
  to the third degree only; the first two degrees of effect 
  are simply “placeholders” for determining when the third 
  degree is achieved but impose no conditions, such as an 
  affliction that transforms the target at the third degree 
  but has no effect before that point. For non-cumulative 
  Afflictions, this means if three degrees of effect are not 
  generated on the initial resistance check, the effect fails. 
  –1 point per rank.
  GROWTH EXTRA
  Density Increase: Rather than increasing your size, you 
  increase only your mass, becoming more dense, and 
  therefore stronger and tougher, without changing size. 
  This removes the following modifiers from Growth: active 
  defenses (Dodge and Parry), Intimidation checks, and size 
  rank. Only Strength, Stamina, and mass ranks increase. 
  Speed rank actually decreases: –1 to speed per 8 ranks.
  Gamemasters should enforce the significant limitations of 
  the character’s increased mass; a character with 10 ranks 
  of Density Increase weighs 100 tons! Few, if any, conven-
  tional structures will support the character’s weight. +0 
  points per rank.
  Name
  PL
  Page
  Bishop (Chessmen)
  5
  84
  Psi-Agent (Ghostworks)
  5
  94
  Kessler, Arwin
  6
  24
  Majestic-20 Agent
  7
  106
  Pawn (Chessmen)
  7
  85
  Dragonfly Drone (Ghostworks)
  8
  94
  Endgame
  8
  83
  Knight (Chessmen)
  8
  84
  Brute Squad (Ghostworks)
  9
  94
  Deathtrap
  9
  86
  Destroyer (Brad Durden)
  10
  76
  Grandmaster
  10
  83
  Iron Matron
  10
  80
  Killshot
  10
  95
  Madame Joy
  10
  99
  Name
  PL
  Page
  Majestic-20 Security
  10
  106
  Queen (Chessmen)
  10
  84
  Rook (Chessmen)
  10
  85
  Rubber-Bandit, The
  10
  110
  Doubletime
  11
  88
  Madame Macabre
  11
  102
  Big Brain, The
  12
  78
  Charybdis
  12
  109
  Typhon
  12
  109
  Ersatz
  12
  90
  Koschei the Deathless
  12
  97
  Steel Shogun
  12
  114
  Gorgon
  13
  109
  Scion
  14
  112
  VILLAINS BY POWER LEVEL
  Appendix: new Game Rules
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  MUTANTS & MASTERMINDS  
  SECRETS OF EMERALD CITY
  122
  APPENDIX
  APPENDIX
  
  License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including deriva-
  tive works and translations (including into other computer languag-
  es), potation, modification, correction, addition, extension, upgrade, 
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  existing work may be recast, transformed or adapted; (c) “Distrib-
  ute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” 
  means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifi-
  cally excludes Product Identity. (e) “Product Identity” means product 
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  effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means 
  the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indi-
  cate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your Con-
  tributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Iden-
  tity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the ter-
  mination of this License.
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc., 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on origi-
  nal material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author 
  Steve Kenson.
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: 
  Author Skip Williams.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors 
  Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin 
  Publishing; Author Steve Kenson.
  DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin Publish-
  ing; Author Steve Kenson.
  Mutants & Masterminds Hero’s Handbook, Copyright 2010, Green Ronin 
  Publishing; Author Steve Kenson.
  Emerald City Knights, Copyright 2013, Green Ronin Publishing; Authors 
  Walt Ciechanowski, Seth Johnson, Prof. Christopher McGlothlin, 
  M.Ed., Steve Kenson, Jack Norris, and Aaron Sullivan.
  Player’s Guide to Emerald City, Copyright 2013, Green Ronin Publishing; 
  Authors Darren Bulmer, Prof. Christopher McGlothlin, M.Ed., Steve 
  Kenson, Jon Leitheusser, and Aaron Sullivan.
  Secrets of Emerald City, Copyright 2013, Green Ronin Publishing; Authors 
  Darren Bulmer, Prof. Christopher McGlothlin, M.Ed., Steve Kenson, 
  Jon Leitheusser, and Aaron Sullivan.
  MUTANTS & MASTERMINDS  
  
  Emerald City Knights
  Writing and Design: Darren Bulmer, Seth Johnson, Steve Kenson, Prof. Christopher McGlothlin, M.Ed., and Aaron Sullivan 
  Additional Design: James Dawsey, Mike Lafferty, and Jack Norris      Editing and Development: Jon Leitheusser
  Art Direction and Graphic Design: Hal Mangold     Cartography: Sean Macdonald
  Interior Art: Brett Barkley, Darren Calvert, Ceci de la Cruz, Gene Decicco, Alberto Foche,  
  Sean Izaakse, Scott James, Mike-Lito, MK Ultra, and Andy Smith
  Publisher: Chris Pramas
  Green Ronin Staff: Pauline Benney, Bill Bodden, Joe Carriker, Steve Kenson, Jon Leitheusser,  
  Nicole Lindroos, Hal Mangold, Jack Norris, Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz
  Co-Author’s Dedication: To Tanith, Maggie, and Jackson—my family, and especially to Buster, who was always there, 
  providing inspiration in exchange for a good head-scratch. Rest in peace, old friend.
  Mutants & Masterminds Player’s Guide to Emerald City, Secrets of Emerald City, & Emerald City Knights are ©2013 Green 
  Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to 
  the respective copyright holders of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin, and 
  their associated logos are trademarks of Green Ronin Publishing, LLC.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,  
  Version 1.0a: hero points, power points. All character and their associated images, descriptions, backgrounds,  
  and related information are declared Product Identity. The following text is Open Gaming Content:  
  all game system rules and material not previously declared Product Identity.
  Green Ronin Publishing
  3815 S. Othello St., Suite 100 #304
  Seattle, WA 98118
   custserv@greenronin.com
   www.greenronin.com
  www.mutantsandmasterminds.com
  Credits
  Player’s Guide to Emerald City
  Writing and Design: Darren Bulmer, Steve Kenson, Jon Leitheusser,  
  Prof. Christopher McGlothlin, M.Ed., and Aaron Sullivan 
  Additional Design: James Dawsey, Mike Lafferty, and Jack Norris      Editing and Development: Jon Leitheusser
  Art Direction and Graphic Design: Hal Mangold     Cartography: Sean Macdonald
  Interior Art: Brett Barkley, Darren Calvert, Ceci de la Cruz, Alberto Foche, Sean Izaakse,  
  Scott James, Mike-Lito, MK Ultra, and Andy Smith 
  Secrets of Emerald City
  Writing and Design: Darren Bulmer, Steve Kenson, Prof. Christopher McGlothlin, M.Ed., and Aaron Sullivan 
  Additional Design: James Dawsey, Mike Lafferty, and Jack Norris      Editing and Development: Jon Leitheusser
  Art Direction and Graphic Design: Hal Mangold     Cartography: Sean Macdonald
  Interior Art: Brett Barkley, Darren Calvert, Ceci de la Cruz, Gene Decicco, Alberto Foche,  
  Sean Izaakse, Scott James, Mike-Lito, MK Ultra, and Andy Smith 
   
  MUTANTS & MASTERMINDS
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Emerald City - Secrets.pdf