TEXT:  
   
   
   
   
  OCT 2004
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In this issue: 
  • Calamity 
  Ca
  • 
  tastrophe 
  • Lowlife 
  • Highlife 
  • Afterlife 
  • Moves 
  • Mystics 
  • Monsters 
  
   
  the secret special page 
   
  
  DIGITAL HERO #24 
  1 
  DIGITAL HERO 
   
   
  Publisher 
  Hero Games 
  Editor 
  Dave Mattingly 
  Authors 
  Scott Bennie 
  Steven S. Long 
  Denver Mason 
  Jason Walters 
  W. Ross Watson 
  Artists 
  Scott Bennie 
  Kerry Connell 
  Brad Parnell 
  Derrick Thomas 
  Cover Artist 
  Brad Parnell 
  Online 
  herogames.com 
  To Subscribe 
  herogames.com/ 
  digitalhero 
   
  Table of Contents 
   
  HHEERROO  HHIIGGHHWWAAYY  
  WHEN LAST WE LEFT OUR HEROES… 
   
   
  Keep up with the news from Hero Games. 
  This issue – Arcane Adversaries and DEMON: 
  Servants Of Darkness. 
  2 
  HEROGLYPHS 
   
   
  See how Steve Long himself answers 
  rules questions. This issue – many options for 
  movement powers. 
  4 
  YOU GOTTA HAVE CHARACTER 
   
   
  Calamity Jane worked, played, and 
  fought like a man, but had a woman’s heart 
  under that rough exterior. 
  6 
  AADDVVEENNTTUURREE  AAVVEENNUUEE 
  AND THERE WAS BLOOD EVERYWHERE! 
   
   
  A giant blur on the satellite photo of 
  Africa leads to unthinkable horrors for your 
  Champions team. 
  12 
  RREESSOOUURRCCEE  RROOAADD  
  BULLY FU 
   
   
  Hold onto your lunch money, and 
  guard your head against noogies, as 
  characters learn “Bully Fu.” 
  28 
  CCHHAARRAACCTTEERR  CCOORRNNEERR  
  THE CHOIR 
   
   
  This octave of outlaws orchestrates its 
  crimes perfectly, under the leadership of 
  eir maestro, Virtuoso. 
  32 
  th
   
  HERO System
  TM ® is DOJ, Inc.'s trademark for its roleplaying system. 
  HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
  Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
  Justice Inc., Danger International, Dark Champions, Fantasy Hero, and Star Hero Copyright © 2002 by DOJ, 
  Inc. d/b/a Hero Games. All rights reserved. 
  No part of this electronic magazine may be reproduced or transmitted in any form or by any means, electronic 
  or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval 
  system, without permission in writing from the Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, 
  California 94102. 
  Issue #24 (October 2004) 
   
  
  DIGITAL HERO #24 
  When Last We Left Our Heroes… 
  2 
  by Steven S. Long 
   
   
  Time to return to the wondrous worlds of 
  mysticism! 
   
  A couple months ago we released The 
  Mystic World and The Fantasy Hero Grimoire II. 
  Now we’re continuing our “Year of the Mystic” 
  with two more books for Champions:  an 
  enemies book, Arcane Adversaries; and an 
  organization book, DEMON:  Servants Of 
  Darkness. 
  ARCANE ADVERSARIES 
   
   
   
  “AA” is a follow-up to The Mystic World. 
  The manuscript Dean Shomshak sent in for 
  TMW was so large that we couldn’t afford to 
  publish it as one book. I left the master villains 
  in TMW and split the rest off to form AA. It 
  contains over fifty villains conceived and 
  designed along mystic lines, organized into two 
  chapters. 
   
  Chapter One, Mystic Villain Organizations, 
  details some of the main groups of evil mystics 
  active in the Champions Universe:  the Circle of 
  the Scarlet Moon; the Devil’s Advocates; the 
  Kings of Edom; the Sylvestri clan, and the 
  Vandaleur family. Each has from three to six 
  villains written up, with notes about other 
  members, group tactics and plots, and more. 
  Some of them, particularly the Sylvestri and 
  Vandaleur families, make great background 
  elements for PCs – fighting crime is a tough 
  enough job for a super-mage, but it’s even harder 
  when his family is on the opposite side! 
   
   
  Chapter Two Mystic Solo Villains, rounds 
  out the book with a dozen solo villains, ranging 
  in power from relatively low-level, one-
  dimensional threats to the powerful Aztec god 
  Tezcatlipoca. So far as your heroes know, these 
  villains have no particular affiliation… but in the 
  Mystic World, matters are often not as they 
  seem. 
   
  As with all of Hero’s enemies books, Arcane 
  Adversaries is presented as a resource for you to 
  use as you see fit, not a take-it-or-leave-it 
  straitjacket. The GM can easily rearrange teams, 
  make team villains into solos (and recruit solo 
  villains into teams), and increase or decrease a 
  villain’s power level to suit his campaign. And 
  as always, each villain has at least three plot 
  seeds to get the GM’s fiendish mind working on 
  new adventures! 
   
  DEMON:  SERVANTS OF DARKNESS 
   
   
   
  Next up is DEMON, written by our own 
  Allen Thomas. I think he’s done an absolutely 
  fantastic job on this book – in fact, I think it’s 
  probably the best organization book ever written 
  for Champions or the HERO System in any of 
  their incarnations. It just oozes fiendish coolness 
  and wicked plot ideas. If Tim Powers were hired 
  to write a traditional superhero comic book, this 
  is the villain organization he’d’ve created. 
   
  The thing that makes DEMON so intriguing 
  is the multiple layers of fiendishness. The face it 
  presents to the world – that of a Satanic cult 
   
  
  DIGITAL HERO #24 
  3 
  devoted to conquering Earth, or at least to 
  spreading as much evil as possible – is bad 
  enough. But the organization has a secret, far 
  more sinister purpose known only to its most 
  powerful members, the Morbane sorcerer-priests 
  and the leaders of the Inner Circle. And the truth 
  is there’s more going on that even they don’t 
  know about! 
   
  Chapter One, Res Demonica, chronicles the 
  history of DEMON. With its seeds lying in the 
  turn of the 20th Century, DEMON has plagued 
  the world for over a hundred years… but its true 
  plan is just a few years short of fruition. This 
  chapter alone is likely to provide the GM with at 
  least a dozen campaign and adventure ideas. 
   
  Chapter Two, The Nature Of The Demon, 
  discusses the basic organization, goals, and 
  resources of DEMON, as well as its worldview 
  and approach to matters occult. While it seems 
  like a simple Satanic cult, DEMON is in fact far 
  more… and far worse. 
   
  Chapter Three, The Doings Of The Wicked 
  Ones, describes DEMON’s leadership. It 
  includes not only the terrifying Inner Circle and 
  their servants (the five Rites of the Maleficia), 
  but the organization’s true leader and his 
  bodyguards, the Inverted Trinity. 
   
  Chapter Four, Mephistophelean Evil, looks 
  at the main members of DEMON:  the Brothers, 
  the Initiates, and the powerful Morbanes who 
  lead Demonhames. It includes information about 
  DEMON’s recruitment network and procedures, 
  personality archetypes for each level of 
  membership, and templates of powers and spells 
  by membership category. It also describes the 
  Demon-Bound, members of DEMON granted 
  superhuman powers through demon-binding 
  rituals. By mixing and matching the various 
  templates and Package Deals provided, the GM 
  can create dozens of supervillains quickly and 
  easily, and can vary his Morbanes so that the 
  PCs don’t know from one encounter to the next 
  what sort of powerful opposition they’ll 
  encounter. 
   
  Chapter Five, The Abode Of The Demon, 
  discusses Demonhames – DEMON’s bases and 
  places of power throughout the world. After 
  reviewing common features of hames, it provides 
  two detailed examples:  the Redbrood 
  Demonhame in New York City; and Studio Lot 0 
  in Los Angeles. As usual, we’ve got some 
  awesome Keith Curtis maps for these places, so 
  you can drop ’em right into your game without 
  difficulty. 
   
  Chapter Six, Infernal Devices And 
  Malevolent Magics, reviews the Profane Regalia 
  – the enchanted items commonly used by 
  DEMON members. If you need to beef up your 
  local Demonhame’s forces before a 
  confrontation with superheroes, this chapter has 
  the weapons and other resources you’ll need. 
   
  Chapter Seven, A Gamemaster’s Demonic 
  Designs, discusses how to GM DEMON. It 
  includes notes about making DEMON a more-
  or-less immediate threat, the anatomy of a black 
  magic-based adventure, how the organization 
  relates to other beings and groups in the 
  Champions Universe, and how you can fit 
  DEMON into other genres and settings. 
   
  Just when you thought it was safe to go 
  trick-or-treating…. 
  — Steven S. Long 
  HERO System Line Developer 
   
   
  
  DIGITAL HERO #24 
  HEROglyphs by Steven S. Long 
  4 
   
  Movin’ Out! 
  Some Options for Movement Powers 
   
  I’ve had a few ideas here and there about 
  Movement Powers recently, so I thought I’d 
  combine them into one column – call it a 
  “Movement Powers grab-bag.” Some of them 
  have been inspired by questions I’ve received on 
  the Hero message boards, so special thanks to 
  the fans out there who’ve given me something to 
  think about. ;) 
  METERS INSTEAD OF HEXES 
   
   
   
  To create greater “granularity” and precision 
  for movement within the game, consider 
  changing Movement Powers from being defined 
  by hexes to being defined by meters. Thus, 
  instead of buying Flight 15” or Running 9”, a 
  character would buy Flight 30m and Running 
  18m. Here’s what the various Movement Powers 
  cost using this system: 
  Power 
  Cost Per 1 Meter Of Movement
  Extra-Dim. 
  N/A 
     Movement 
  FTL Travel 
  N/A 
  Gliding 
  ½ Character Point 
  Flight 
  1 Character Point 
  Leaping 
  ½ Character Point 
  Running 
  1 Character Point 
  Swimming 
  ½ Character Point 
  Swinging 
  ½ Character Point 
  Teleportation 1 Character Point 
  Tunneling 
  1 Character Point per 1m 
  Tunneling through 1 DEF 
  material; increase the character’s 
  velocity for +1 Character Point 
  per each +1m; increase the DEF 
  Tunneled through for +3 
  Character Points per each +1 
  DEF 
   
  If you switched to this system, you might 
  also consider changing other Powers to work on 
  a meters basis instead of via hexes. For example, 
  maybe Darkness to Sight Group would cost +5 
  Character Points for each +1 meter radius; Area 
  Of Effect (Radius) gives a power a radius of 2 
  meters per 10 Active Points for a +1 Advantage. 
  Change Environment, Images, and Explosion 
  could all use meters as well. 
   
  FIXED LOCATIONS 
   
   
   
  Under the standard rules, characters cannot 
  buy Fixed or Floating Fixed Locations for any 
  Movement Power other than Teleportation. 
  However, the GM might want to consider 
  allowing this in some circumstances. For 
  instance, characters might want to buy a 
  Location for: 
  Leaping (particularly MegaLeaping) to 
  ensure they can always hit the Location 
  without having to make an Attack Roll 
  to land in the correct “hex.” 
  MegaRunning or MegaFlight, so they 
  can run/fly to the exact spot they want 
  and stop right there. 
  Extra-Dimensional Movement powers 
  that allow travel to multiple locations 
  within one or more dimensions, to 
  ensure they can always reach a 
  particular location in a particular 
  dimension without any worries or 
  effort. 
  LINKED POWERS 
   
   
   
  Characters sometimes want to Link a power 
  to a Movement Power. Usually this is a Defense 
  Power or the like, but sometimes they want it to 
  be an attack, such as an Explosion (a “sonic 
  boom” they create when they move) or an HKA 
  (defined as “running past someone and slashing 
  him with my claws/sword/whatever”). In this 
  case, the character can define the Linked attack 
  as occurring wherever he wants to along his 
  movement path, provided the GM doesn’t object 
  – but he has to choose where it occurs when he 
  buys the power, and can’t alter it thereafter. 
  Some possibilities include at the beginning of his 
  movement path, at the end of his movement path, 
  and in the middle of his movement path. If he 
  wants the power to take effect all along the path 
  of his movement (such as a sword slash, where 
  he can attack everyone he runs past), he should 
  buy that attack as an Area Of Effect (Line) with 
  a length equal to his maximum Combat 
  Movement. 
   
  A character can use a Power that’s Linked to 
  a Movement Power when he makes a Half Move, 
  but pursuant to the standard proportionality rules 
  governing Linked (HERO System 5th Edition, 
  page 196), can only use it at half effect. 
   
  
  DIGITAL HERO #24 
  5 
  ALTERABLE MODES OF MOVEMENT 
   
   
   
  There’s a +¼ Advantage for Flight called 
  Usable Underwater that effectively allows Flight 
  to function like Swimming. With the GM’s 
  permission, a character can take that same 
  Advantage, renamed Usable As [Second Mode 
  Of Movement], for any other Movement Power. 
  In that case the character has the same number of 
  inches in the secondary mode of movement as he 
  does with the primary mode of movement, 
  regardless of their relative Character Point costs, 
  whether one adds to the character’s base 
  movement and the other doesn’t, or the like. (In 
  the case of Movement Powers not measured in 
  inches, such as FTL Travel, use the Character 
  Points spent on the base primary Movement 
  Power to determine the speed or effect in the 
  secondary mode of movement.) Changing from 
  one mode of movement to another is a Zero-
  Phase Action, but a character can only do it once 
  per Phase. 
   
  The GM can forbid any particular use of this 
  Advantage that seems unbalancing or 
  inappropriate. The GM can also allow a 
  character to buy this Advantage multiple times 
  for the same Movement Power, allowing it to 
  function as three, four, or more modes of 
  movement. 
   
  Here are some examples: 
  Broad Wings:  The character has large wings. 
  Normally he uses them to fly, but when he’s 
  tired he can simply glide. 
  Flight 15”, Usable As Gliding (+¼) (37 
  Active Points); Restrainable (-½). Total 
  cost:  25 points. 
  Ice Slides:  The character can create narrow 
  sheets of ice in front of himself on which he can  
  “skate” at high speeds. Normally he just uses the 
  slides to move along the ground, but if he starts 
  above ground level, he can slide downward, 
  provided he has a nearby solid surface (the 
  ground itself, the side of a building, a large tree, 
  or the like) to which he can anchor the slide. As 
  the character “skates” downward, he can 
  occasionally create a small “mogul” to give 
  himself a little bit more altitude. Unfortunately, 
  this power leaves large chunks of ice lying 
  around after the character passes through the 
  area, which may pose various hazards until they 
  melt. 
  Running +9”, Usable As Gliding (+¼) 
  (25 Active Points [includes the cost of 
  putting the Advantage on the 
  character’s base Running]); Physical 
  Manifestation (-¼), Side Effects (leaves 
  big chunks of ice around the 
  environment; -0). Total cost:  20 points. 
  Spaceflight:  The character can fly both in 
  atmospheres at standard speeds, and in the icy 
  depths of space at faster than the speed of light. 
  Flight 15”, Usable As FTL Travel (up 
  to 1,000 LY/year; +¼). Total cost:  37 
  points. 
  CHANGING MOVEMENT SKILL LEVELS 
   
   
   
  In some campaigns, GMs may find that 
  Movement Skill Levels (HERO System 5th 
  Edition, page 242) are too useful. They not only 
  improve a character’s Turn Mode, they can also 
  sometimes improve his DCV while he’s moving, 
  help him to accelerate and decelerate, and so on. 
  That’s a lot of utility for 2 Character Points per 
  Level! If this is causing problems in the 
  campaign, the GM should increase the price of 
  “MSLs” – at least to 3 Character Points per 
  Level, and possibly 5, for Levels that only apply 
  to one type of movement, and at least to 5 
  Character Points for Levels that apply to all 
  modes of movement. 
   
  Alternately, the GM could change the cost 
  of Movement Skill Levels for a single 
  Movement Power based on the Power they apply 
  to, since they’re more useful for some Movement 
  Powers than others. Here’s a list of suggested 
  costs: 
  Power 
  Cost Per Movement Skill Level
  Extra-Dim. 
  N/A 
     Movement 
  FTL Travel 
  N/A 
  Gliding 
  3 Character Points 
  Flight 
  3 Character Points 
  Leaping 
  2 Character Points 
  Running 
  2 Character Points 
  Swimming 
  2 Character Points 
  Swinging 
  2 Character Points 
  Teleportation 2 Character Points 
  Tunneling 
  1 Character Point 
   
   
   
   
  
  DIGITAL HERO #24 
  You Gotta Have Character by Jason Walters 
  6 
  THE MANY 
  FACES OF 
  CALAMITY JANE 
   
   
   The real Calamity 
  Jane was a true 
  pioneer in the arena of
  women’s rights, 
  violating nearly every 
  rule that was 
  supposed to govern 
  the behavior of 
  women at the time 
  (which, oddly, was 
  fine with her male 
  friends, but annoyed 
  other women greatly). 
  Yet until recently 
  Hollywood chose to 
  ignore the real person 
  behind the legend in 
  favor of bending the 
  myth of Calamity 
  Jane into something 
  traditional. Doris Day,
  Yvonne De Carlo, 
  Jane Russell, Jean 
  Arthur, and Ellen 
  Barkin all portrayed 
  cute, perky, and 
  blonde Calamity 
  Janes whose primary 
  ambition was to be 
  rescued from their 
  lives of pseudo-
  maleness. Only 
  recently in the 
  performances of Jane 
  Alexander in the 1984 
  production of 
  Calamity Jane and 
  Robin Weigert in 
  HBO’s Deadwood has
  the character been 
  given any depth… or 
  even been allowed to 
  be brunette. 
   
   
   
   
  “Life is lived forwards, but understood 
  backwards” — Kierkegaard 
   
   
   
  “It was a bit awkward at first but I soon 
  got to be perfectly at home in men’s 
  clothes.” 
  — Calamity Jane 
   
   
   
  “After the 1871 Indian campaigns I 
  returned to Fort Sanders, Wyoming. I 
  remained there until spring of 1872, 
  playing cards and drinking with the other 
  scouts. Eventually Buffalo Bill and I 
  were ordered to assist the army during 
  the Muscle Shell Indian outbreak; a 
  none-too-merry event that I’m certain we 
  would both rather forget. In that conflict 
  Generals Custer, Miles, Terry, and Crook 
  all became engaged in a violent war with 
  the Blackfoot Indian Nation. This 
  campaign, which accomplished little 
  save the reckless slaughter of men both 
  red and white, lasted until fall of 1873. 
  Yet it was during this ill-fated campaign 
  that I Martha Jane Canary was first 
  christened Calamity Jane. 
   
  “It was on the muddy, blood-soaked 
  banks of the Goose Creek where the 
  town of Sheridan is now located that this 
  inadvertent verbal baptism transpired. 
  Captain Egan was in command of the 
  nearby post, which was little more than a 
  crude stockade of roughly hewn logs 
  protecting a clutch of miserable wool 
  tents. We were ordered out to quell an 
  uprising of the local heathenry, angry 
  savages who had developed the charming 
  habit of skinning passing cattle ranchers 
  alive. We were out for several hellish 
  days during which we had numerous, 
  indecisive skirmishes with our enemy. 
  These consisted primarily of ambushes, 
  traps, sniping, charges, and counter 
  charges during which six of our soldiers 
  were killed and several severely 
  wounded. When Captain Egan had 
  finally had enough of this tedious, 
  dangerous work he ordered us to return 
  to the Post.  
   
   
   
  “Unfortunately our opponents were 
  not so eager to break off the fight; we 
  were ambushed about a mile and a half 
  from our destination on the shores of the 
  creek by a large group of braves. During 
  the initial assault Captain Egan was 
  almost immediately shot in his saddle. I 
  was riding in advance and, upon hearing 
  the firing, turned to see the Captain 
  tumbling to the ground. Turning my 
  horse quickly about, I galloped back with 
  all haste across the shallow brook’s bed 
  to his side and got there in time to catch 
  him as he was falling. I lifted him onto 
  my horse in front of me and, riding like 
  the devil himself was stabbing at my 
  heels, succeeded in getting him safely to 
  the stockade where he was tended to by 
  the company’s surgeon. All of the other 
  men save him and myself were lost in 
  this bloodthirsty raid, wilting like 
  dandelions in the desert sun as a hail of 
  bullets cut them all down. It was a 
  tragedy of the sort that became all too 
  common during that war. Under such 
  grim circumstances men develop strange 
  ideas about humor and joviality. When 
  Captain Egan, who had suffered the sort 
  of wound that a man should never have 
  to endure, awakened from his stupor to 
  gaze upon his ghoulish wound he 
  laughingly said, ‘I name you Calamity 
  Jane, the heroine of the plains.’ I have 
  borne that name up to the present time. 
   
   
  Calamity Jane was a frontier woman of 
  some considerable renown, a legendary figure 
  whose exploits both real and imagined became 
  the subject of innumerable dime novels during 
  the early 20th Century. Raised in the rugged 
  mining camps of the Montana and Utah 
  territories to be as tough as any man of the time, 
  she was a legendary horsewoman, a crack shot, a 
  scout for Custer, a notorious boozer, and a foul-
  mouthed brawler of epic proportions. Although 
  much of her life has been shrouded in tall tales, 
  conjecture, and legend, she remains a fine 
  example of the courageous and free-spirited 
  frontier people who settled the Old West. 
   
                                                             
  artwork by Brad Parnell 
   
  
  DIGITAL HERO #24 
   
  7 
  Calamity Jane 
   
   
  
  DIGITAL HERO #24 
  Calamity Jane 
  8 
   18 STR 
  8 13- Lift 300 kg; 3½d6 [2] 
   18 DEX 
  24 13- OCV:  6/DCV:  6 
   15 CON 
  10 12- 
   15 BODY 
  10 12- 
   13 INT 
  3 12- PER Roll:  12- 
   12 EGO 
  4 11- ECV:  4 
   17 PRE 
  7 12- PRE Attack:  3d6 
   12 COM 
  1 11- 
   
   
  8 PD 
  4 
   Total:  11 PD (3 rPD) 
   
  6 ED 
  3 
   Total:  9 ED (3 rED) 
   
  4 SPD 
  12 
   Phases:  3, 6, 9, 12 
   
  8 REC 
  2 
   35 END 
  3 
   40 STUN 
  8 
   
  Total Characteristics Cost:  99 
  Movement: Running: 
  6”/12” 
   
   
  Leaping:   
  3½”/7” 
   
   
  Swimming:   2”/4” 
  Cost Powers 
  END 
   13 Brawler:  HA +4d6 (7½d6 with STR); 
  HA Lim (-½) 
  2 
   
   Perks 
   
  2 Reputation:  Hell-Raising Frontier 
  Woman (medium-sized group) 11-, 
  +2/+2d6 
   
   Talents 
   
  6 Combat Luck (3 PD/3 ED) 
   
   Skills 
   
  7 Calamity Prowess:  +2 Overall; Only 
  when Character is the Last Man Standing 
  or the Only One who Can Save the Day 
  (-2) 
   
  8 Pistolero:  +4 vs. Range Modifier with 
  Handguns 
   
  3 +1 with Rifles 
   
  6 +2 with Handguns 
   
   
  3 Acrobatics 13- 
   
  4 Animal Handler (Bovines, Canines, 
  Equines) 12- 
   
  3 Breakfall 13- 
   
  3 Bribery 12- 
   
  3 Climbing 13- 
   
  3 Fast Draw 13- 
   
  5 Gambling (Card Games, Dice Games, 
  Horse Racing) 12- 
   
  3 Riding 13- 
   
  3 Streetwise 12- 
   
  5 Survival (Arctic/Subarctic Forests, Desert, 
  Mountain) 12- 
   
  1 TF: Carts & Carriages, Equines 
   
  3 Tracking 12- 
   
  3 Trading 12- 
   
  3 Traveler 
   
  2 1) AK: Deadwood 12- 
   
  2 2) AK: Nevada 12- 
   
  2 3) AK: The Dakotas 12- 
   
  2 4) AK: The West 12- 
   
  3 WF: Blades, Handguns, Rifles, Shotguns 
   
  Total Powers & Skill Cost:  101 
   
  Total Cost:  200 
   
   100+ Disadvantages 
   20 Distinctive Features:  Six-Foot Tall-
  Heavily Armed Woman Dressed Like a 
  Man (Not Concealable, Major Reaction) 
   20 Enraged:  when Her Friends are Harmed 
  (Common, Go 11-, Rec 11-) 
   
  5 Money: Poor 
   15 Psychological Limitation:  Combative 
  (Common, Strong) 
   15 Psychological Limitation:  Violent 
  (Common, Strong) 
   15 Reputation:  Dangerous, Brawling 
  Woman Gunfighter, 11- (Extreme) 
   10 Social Limitation:  Woman in a Man’s 
  World (Frequently, Minor) 
   
  Total Disadvantage Points:  150 
   
  
  DIGITAL HERO #24 
  9 
  Background/History:  Calamity Jane was born 
  Martha Jane Canary on May first of 1852 in 
  Princeton Missouri, the oldest of six children. 
  She was an aggressive, adventuresome child 
  with a fondness for the outdoor activities such as 
  riding, shooting, and hunting. At a fairly early 
  age she became an expert rider who assisted her 
  father in the breaking of wild horses for use on 
  their family farm.  
   
  When Martha Jane was 13, pressures 
  leading to the outbreak of the Civil War 
  convinced her father to uproot his family and 
  move to Virginia City, Montana. Though this 
  journey was a brutal trek that took five months to 
  complete she seems to have enjoyed herself 
  immensely, spending the greater portion of the 
  trip hunting alongside of the mountain men who 
  acted as their wagon train’s guides. She also 
  helped the party’s men lower their wagons over 
  ledges with ropes, navigate fast moving rivers, 
  and scout bogs filled with quicksand. By the 
  time the Canary family reached their destination 
  their oldest daughter had toughened into an 
  expert outdoorsman, a remarkably good shot, 
  and a fearless rider. 
   
  Martha Jane’s mother died at Black Foot in 
  1866, a tragedy which seemed to sap the strength 
  from her father who passed away two years later. 
  Shortly afterwards, an Indian uprising scattered 
  the Canary children to the four winds, with Jane 
  finding work as a “bullwhacker” and cowboy. 
  Standing six feet in height by the age of eighteen 
  and possessed of considerable strength for a 
  member of the fairer sex, Martha Jane signed on 
  as a scout with General Custer’s unit at Fort 
  Russell, Wyoming. Alongside her friend and 
  sometime lover Buffalo Bill she spent her 
  formative years trying to keep hapless soldiers 
  from falling off cliffs or otherwise getting 
  themselves killed by Blackfoot Indians. “She had 
  unlimited nerve and entered into the work with 
  enthusiasm,” he later commented, “doing good 
  service on a number of occasions. Though she 
  did not do a man’s share of the heavy work, she 
  has gone places where old frontiersmen were 
  unwilling to trust themselves, and her courage 
  and good-fellowship made her popular with 
  every man in the command.”   
    
  In 1871 a massive Indian revolt broke out 
  near what is now the town of Sheridan, 
  Wyoming. Martha Jane and Wild Bill were 
  dispatched along with units commanded by 
  generals Custer, Miles, Terry, and Crook to put 
  down the rebellion that had already claimed the 
  lives of numerous natives, settlers, ranchers, and 
  miners. It was during this campaign that Martha 
  picked up her unique moniker. She was guiding 
  a unit back to their fort when they fell into a 
  sudden ambush that quickly wounded her 
  commanding officer, Captain Egan. Charging 
  into the middle of combat under a hail of gunfire 
  she managed to pull the wounded man onto her 
  saddle before sprinting for the relative safety of 
  the stockade walls. The two of them were the 
  only survivors of what quickly became a 
  massacre, leading Egan (who must have been 
  something of a wag) to nickname the brave 
  horsewoman “Calamity Jane” in commemoration 
  of the terrible event. The name stuck. 
   
  In 1874 Calamity Jane was ordered to Fort 
  Russell near the current site of Custer City. The 
  Sioux Indians had rebelled there in response to a 
  veritable invasion of gold miners into the Black 
  Hills, which not only lay within their territory 
  but was also regarded as sacred land by the 
  warlike tribe. During this military campaign she 
  worked as a courier, bearing messages from 
  general to general often over a distance of some 
  90 miles through bog, river, and rain. After she 
  contracted a severe illness from the cold, General 
  Crook had to forcibly confine her to his hospital 
  out of fear she would kill herself in his service. 
  After she recovered Calamity Jane was 
  discharged from the army. She quickly hooked 
  up with James Butler Hickok, better known to 
  history as legendary gunfighter Wild Bill 
  Hickok, becoming part of his close circle of 
  friends along with prospector Charlie Utter and 
  Captain Jack Crawford. Together they all 
  emigrated to the now infamous boomtown of 
  Deadwood that lay just at the foot of the gold-
  rich Black Hills.  
      While Charlie mined for gold in the hills and 
  Wild Bill drank himself blind in the Bell Union 
  Saloon, Jane got herself a job acting as a pony 
  express rider carrying the mail between 
  Deadwood and Custer. It was considered to be 
  the most dangerous mail route in the Dakota 
  Territories; 50 miles of some of the most rugged, 
  bandit-infested trails in the Black Hills. Several 
  pony express riders assigned to the run had been 
  recently robbed of their packages, mail, and 
  money. Yet as Jane’s reputation as a rider and 
  quick shot were well established, she was 
  bothered very little by the local outlaws, many of 
  whom were her drinking companions in any case 
  (in her own words, “the toll gatherers looked on 
  me as being a good fellow”). She would 
  complete the round trip in two days at a total 
  distance of roughly 100 miles; a considerable 
  feat of horsemanship. 
   
  Then in August of 1876, Wild Bill, who was 
  sitting at a gambling table in his favorite saloon, 
  was shot through the back of the head by the 
  notorious desperado Jack McCall. Upon hearing 
  word of her friend’s death Calamity Jane went 
  berserk. She began tearing up the town of 
  Deadwood in search of McCall, finally cornering 
  him in Shurdy’s Butcher Shop where, unarmed 
  save for a hastily snatched meat cleaver, she 
  battered and disarmed him. Although he escaped 
  her, soon afterwards McCall was once again 
   
  
  DIGITAL HERO #24 
  caught by Jane at Fagan’s Ranch on Horse 
  Creek. She transported him to Yankton where 
  under her watchful eye he was quickly tried, 
  sentenced, and hung.   
  10 
   
  Following Wild Bill’s death, Jane’s circle of 
  friends seemed to scatter, leaving her once again 
  alone. She hung around the mining camps near 
  Deadwood, drinking, fighting, and gambling 
  with casual friends until, seemingly tired of 
  human company, she vanished into the hills for 
  several months. In the spring of 1877 Jane 
  reappeared, riding seemingly out of nowhere to 
  save a stagecoach under attack by the Sioux 
  some 12 miles outside of Deadwood. With the 
  coach’s horses out of control, driver John 
  Slaughter lay slumped in his seat, slain by a 
  bullet through his back when Jane’s horse bolted 
  from the salt brush. Leaping from the back of her 
  horse into Slaughter’s seat she deftly pushed his 
  corpse over the side, followed by all of the 
  baggage save for the mail. She then drove to the 
  Deadwood station as fast as she could with a 
  dozen Sioux braves in hot pursuit, saving the 
  carriage’s six passengers. 
   
  After bravely nursing dozens of 
  Deadwood’s citizens back to health during a 
  winter smallpox outbreak, in the fall of 1877 
  Calamity Jane left to look for adventure in other 
  parts of the West. She signed on as a scout for 
  the 7th Cavalry, assisting them in the founding 
  and construction of the towns of Fort Meade and 
  Sturgis. In 1878 she left to put in a year of 
  prospecting in Rapid City before spending a 
  couple of years driving teams of oxen from Fort 
  Pierce to Sturgis. She then spent a couple of 
  years ranching and keeping a roadside inn 
  (“where a weary traveler could be 
  accommodated with food, drink, or trouble if he 
  looked for it”) before wanderlust once again 
  seized her, taking her to California, Arizona, and 
  Texas. In El Paso she met and married a Mr. 
  Clinton Burke. Together they had a baby girl, but 
  Calamity Jane couldn’t seem to shake off her 
  wanderlust. Perpetually restless, she dragged her 
  small family to Wyoming, Montana, Idaho, and 
  Oregon before her husband decided that he had 
  traveled just about enough. He returned to Texas 
  with their daughter, leaving Calamity Jane alone 
  in the rugged hills of her youth. 
   
  On October 9th of 1895 a 43-year old 
  Calamity Jane rode quietly into Deadwood for a 
  drink some 17 years after she had left. She was 
  completely unaware of her own notoriety; the 
  spontaneous public celebration which broke out 
  upon her arrival left her astonished. Surprisingly, 
  many of her old friends were still alive and the 
  town’s newer citizens were all eager to meet the 
  celebrated frontierswoman for the very first time. 
  Jane enjoyed a brief career as a celebrity, touring 
  briefly with Buffalo Bill’s Wild West Show 
  (before getting canned for being rowdy and 
  drunken). She even composed a brief but 
  charming autobiography entitled Calamity Jane: 
  In Her Own Words, which proved to be a hot 
  seller in 1898. 
   
  In the end, though, years of hard living 
  caught up with Calamity Jane. Now in her early 
  50s, she looked like a woman in her 70s. She still 
  drank hard, chewed tobacco, and swore, but the 
  fire had gone out of her. Martha “Calamity Jane” 
  Canary Burke died penniless in 1903. At the end 
  she had been living in a small room in the 
  Calloway Hotel in Terry, South Dakota. She 
  requested to be buried in Deadwood next to Wild 
  Bill Hickok on Mt. Moriah overlooking the city. 
  Her funeral was one of the largest ever held for a 
  woman in Deadwood. Her coffin was closed by a 
  man that she had nursed back to health when he 
  was a boy during the smallpox epidemic. 
   
  Personality/Motivation:  Calamity Jane was 
  raised almost exclusively by frontier men with 
  very little civilizing feminine input. 
  Correspondingly she’s a ripsnorter, a hellraiser, a 
  drinker, a blasphemer, a fornicator, and, when 
  she absolutely has to be, a killer as well. In other 
  words she is pretty much one of the guys, a point 
  she attempts to drive home on every occasion. 
  She works when she has to, generally selecting 
  the most dangerous jobs available as a way of 
  proving herself to those around her. She has a 
  well-earned reputation for exceptional, possibly 
  even suicidal bravery. 
   
  When Calamity Jane isn’t working, she’s 
  playing… hard. She practically lives in a honky-
  tonk known as Al Swearengen’s Gem, where the 
  bartenders know her line when she bellies up, 
  “Give me a shot of booze and slop it over the 
  brim!” She has an extremely short temper, too, 
  especially when she’s been drinking. Jane is 
  never shy about brandishing her deadly pair of 
  Colt .45s at the slightest insult, although she’s all 
  smiles if the offending miscreant buys her a 
  drink. Around the town of Deadwood she is well 
  liked and popular, recognized everywhere she 
  goes by her swagger and distinctive clothing. 
  Wherever she slaps open a pair of batwing 
  saloon doors the same shout always rings out: 
  “Here comes Calamity Jane!” This is as much a 
  warning as anything else as Jane is fond of trick 
  shooting down chandeliers, whether anybody is 
  sitting under them or not. 
   
  Although later in life alcoholism wreaked 
  havoc on her personality, driving her into a deep 
  chronic depression, the younger Calamity Jane 
  upon whom this write-up is based is loyal, 
  dashing, and charismatic… in a rustic, foul-
  mouthed sort of way. She has a deeply buried 
  tender side to her as well. Jane was one of the 
  few citizens of Deadwood to stay behind and 
  tend to the infected during a smallpox outbreak 
  which sent most of the town’s citizens fleeing 
   
  
  DIGITAL HERO #24 
  11
  into the brush in terror, an act of kindness which 
  many felt was far braver than facing gunfire. 
  “When she nursed children,” commented the 
  town doctor, “oh, she’d swear to beat the hell out 
  of them, but it was a tender kind of cussin’.” 
   
  Quote:  “As a scout I performed a great many 
  dangerous missions, during which I found 
  myself in many close places. Yet I always 
  succeeded in getting away safely. By the time 
  my soldiering career finished I was considered 
  the most reckless and daring rider, as well as one 
  of the best shots, in the western country.” 
   
  Powers/Tactics:  Calamity Jane is an admirably 
  capable paramilitary fighter and frontier woman:  
  tough, practical, experienced, and fearless. Her 
  riding, tracking, hunting, and general 
  outdoorsman abilities (Animal Handler 12-, 
  Riding 13-, Survival 12-, and Tracking 12-) are 
  as good or better than that of any man in the 
  territories. Her acrobatic abilities (Acrobatics 13-, 
  Breakfall 13-, and Climbing 13-) are probably 
  superior to that of most men in the Dakotas. She 
  is also perfectly at home in the crude urban 
  centers of the Old West, gambling and carousing 
  in a manner almost identical to her male 
  counterparts save for her occasional trips “off 
  into the brush” with young men (Jane dresses 
  like a man but her tastes are strictly traditional) 
  when “the itch” comes upon her (Bribery 12-, 
  Gambling 12-, Streetwise 12-, and Trading 12-). 
   
  Although Calamity Jane is a powerful and 
  capable hand-to-hand brawler (she can punch or 
  kick for 7½d6), she is much more at home 
  using knives, pistols, rifles, and shotguns to 
  dispatch violence outward from her person. In 
  addition to Combat Skill Levels, her Pistolero, 
  Fast Draw, and Combat Luck abilities serve to 
  make her a gunfighter able to stand boot-to-
  boot with all but the fastest “shootists” around. 
  A walking arsenal, Calamity Jane will always 
  have the following on her person or close at 
  hand:  a buck knife, two .45LC single action 
  revolvers, a two-shot 38 derringer hidden in her 
  belt, a 12-gauge double-barreled “coach” 
  shotgun, and a .45LC lever action rifle. If for 
  some reason she is caught unarmed (such as 
  during Wild Bill’s murder) she will improvise 
  with typically violent gusto. 
   
  Calamity Jane has a final special combat 
  ability directly related to her name. During 
  extremely desperate circumstances in which she 
  is the only combatant from her side left standing 
  or she is the only one could realistically save the 
  day, Calamity gets an extra two “overall” levels 
  to her actions.   
   
  Campaign Use:  Calamity Jane isn’t so much a 
  person as a broad type of person, a fantastic 
  example of the American “frontier character” 
  popularized in story, song, and legend. She was 
  so well known during her time that the original 
  Western writer Bret Harte is said to have based 
  his famous character Cherokee Sal on Jane. She 
  was by no means the first or only pistol-packing 
  mama in the Old West. There was the 
  voluptuous Belle Starr who went everywhere in 
  “a swagger with a six-gun on either ample hip.” 
  There were bootleggers turned cattle rustlers like 
  Cattle Annie McDougall and Little Britches 
  Jennie Metcalf. Yet it is Calamity with her 
  larger-than-life deeds whose name has best 
  endured, partly due to some judicious marketing 
  of her own image late in her life. 
   
  A GM will find Calamity Jane useful in two 
  capacities. Firstly, she is an absolutely fantastic 
  NPC background character for any Western Hero 
  campaign, especially one that take place in that 
  most legendary of Old West towns, Deadwood. 
  The historical Jane was considered colorful by 
  the townspeople of her day so there is no reason 
  she shouldn’t provide color for an enterprising 
  GM’s campaign. Secondly, while many players 
  (especially those in Fantasy Hero games) enjoy 
  creating tougher-than-nails, tall-as-a-man women 
  characters who like to “hang with the guys,” 
  Calamity Jane actually was one of those women. 
  Players could use her as an inspiration to create a 
  dashing female “frontier character” of their very 
  own.       
   
  Appearance:  Calamity Jane is nearly six feet 
  tall, “thickset” with masculine features. She has 
  long brown hair which is kept tightly wound in a 
  bun underneath her hat. She prefers to wear 
  men’s clothing, generally the sort of rugged gear 
  common to cowboys and frontiersmen of her 
  time:  denim pants, work shirts, leather vests, 
  and chaps. When she is out in the brush for long 
  periods of time she wears fringed buckskins with 
  knee-high moccasins. Although she has been 
  known to wear a Union private’s hat, Calamity 
  more commonly wears a wide brimmed 
  prospector’s hat of the type quite common in the 
  Black Hills area.  
  BIBLIOGRAPHY 
   
   
  Books 
  Ames, John, The Real Deadwood, Penguin 
  Books, 2004 
  Canary, Martha Jane, Calamity Jane: In Her 
  Own Words, Applewood Books, 1997 
  McMurtry, Larry, Buffalo Girls, Simon & 
  Schuster, 2001 
  Movies  
  Calamity Jane (1953), Doris Day 
  Calamity Jane (1984), Jane Alexander 
  Websites 
  www.blackhills-info.com 
  www.cowgirls.com 
  www.deadwoodunderground.com 
   
   
  
  DIGITAL HERO #24 
  “And There Was Blood Everywhere!”  
  12 
  IT’S PROBABLY 
  OBVIOUS, BUT… 
   
   
   The original 
  background of this 
  scenario was meant to 
  be an analog of the 
  Rwanda Civil War. In 
  keeping with the 
  tradition of comic 
  books, the names of 
  the nation and the 
  factions involved in 
  the conflict have been 
  changed; it’s now a 
  fictitious nation with 
  non-real world 
  geography that can be 
  fitted (very roughly) 
  onto a map of Africa. 
   Scenarios which 
  use real world 
  international settings 
  can be very topical 
  and may seem absurd 
  over time as political 
  situations change. It’ll 
  be easier to run a 
  scenario in Kinyasa in 
  a few years than in 
  Rwanda, provided 
  that the situation gets 
  resolved. In the case 
  of the Rwanda 
  conflict, the sooner it 
  becomes absurd, the 
  better. 
  OTHER POSSIBLE 
  LOCATIONS 
   
   
   This scenario, alas, 
  is not inconceivable 
  for Africa again at the 
  time of this writing, 
  with war in Sierra 
  Leone and the Ivory 
  Coast, and an out-of-
  control conflict in 
  central Africa 
  involving many of the 
  same players as the 
  original Rwanda 
  crisis. The Balkans, 
  Kashmir, and East 
  Timor are also hot 
  spots (the former 
  possibly involving 
  nuclear weapons). 
  by Scott Bennie 
   
  Pity the living. 
  They came in a long, haggard line 
  of human misery:  young women 
  weeping for lost children, old men 
  hobbling on improvised canes – one of 
  them was an unloaded rifle, another a 
  broken guitar. Possessions were 
  bundled in makeshift sacks. No one was 
  without scars. Hope had been replaced 
  by desperation, and desperation by a 
  weary inhuman numbness. They were 
  the army of the defeated, despoiled, and 
  desecrated scions of humanity, their 
  losses worn on their lined faces. They 
  may have been handsome or happy 
  faces once, but such emotions had been 
  long lost, like the memory of a taste of 
  an old favorite food, they had passed 
  into an intangible realm that was not 
  quite forgotten, but incapable of making 
  a lasting impression in memory. 
  And who was here to observe 
  them? Who was there to give them 
  solace, let alone tend to their physical 
  needs? A handful of altruists, people 
  whose bravery was beyond question, 
  able to endure the sight of such 
  suffering and remain usefully unmoved. 
  All the rest of the world viewed them as 
  curiosities, subjects for cocktail parties 
  and computer chatrooms, abstract 
  objects of pity, editorial remarks, and 
  conversation fillers. Such was their use 
  in the modern world. Poor wretched 
  souls, barely alive on a continent that 
  had been all but forgotten by their 
  fellows, their souls broken, their bodies 
  a testament to the brutalities of which 
  the human spirit was capable. 
  — Kinyasa Review 
   
   
  “And There Was Blood Everywhere!” is a 
  Champions scenario for a group of characters 
  built on 350-450 points, with 20-30 defenses and 
  50-70 Active Point attacks. This scenario deals 
  with themes of mysticism, brutality, torture, and 
  fantastic horror. It is recommended for gaming 
  groups who are capable of dealing with mature 
  themes. 
   
  This adventure gives a lot of options for the 
  GM and attempts to encourage the GM to be 
  flexible and creative. As a result, it will be 
  necessary for the GM to carefully read through 
  this adventure before it is played, and to 
  determine some of the staging for himself. 
   
  The scenario involves a battle in a war-torn 
  land against a mystical threat. There are six 
  sections to the scenario: 
  1. The Background 
  2. Getting the PCs There 
  3. Geography of the Damned 
  4. Minor Encounters 
  5. The Main Event 
  6. Consequences, Consequences 
   
                                                             
  artwork by Derrick Thomas 
  cartography by Scott Bennie 
   
  
  DIGITAL HERO #24 
  13
  The Background 
   
  The (fictional) nation of Kinyasa, located in 
  East Central Africa, had been a Portuguese 
  dominated colony for nearly two centuries. The 
  nation was inhabited by two tribes, the Inatu, and 
  the Besi. The Portuguese chose the Inatu tribe, a 
  minority tribe of tall warriors, to be their proxy. 
  The Inatu’s main rivals, the Besi, were not as tall 
  (or to the colonial mindset, as handsome), and 
  were therefore racially inferior to the Inatu, even 
  though they comprised over 80% of the 
  population of Kinyasa. The Inatu enjoyed their 
  dominance over the Besi. 
   
  In 1973, Kinyasa gained its independence 
  from Portugal. The Inatu attempted to maintain 
  their dominant position, but things soon broke 
  down. However in the halcyon days of the end of 
  colonialism, people were inclined to be 
  generous. A compromise was reached between 
  Inatu and Besi, and a multi-party democracy 
  ruled in Kinyasa, which lasted for nearly twenty-
  five years – until now. 
   
  Three months ago, the President of Kinyasa, 
  a respected Besi, was assassinated. This was the 
  only spark that was needed to reignite old 
  hatreds. Since then, chaos has reigned in 
  Kinyasa. The Besi were responsible for most of 
  the initial massacres, although Inatu retaliation, 
  using the army and some superhuman militia, 
  has been equally brutal. At present, the Inatu 
  have used their technological superiority to gain 
  the upper hand, and have driven most of the Besi 
  from their villages. Some Besi have taken refuge 
  in neighboring nations; others have made crude 
  refugee camps, plagued by disease and 
  starvation. 
   
  Aggravating the situation are the cult 
  militias, a crude blend of Christian rhetoric, 
  African animism, and outright thuggery. Cult 
  militias such as the locally based Army of the 
  Ten Commandments have attacked missionaries 
  and United Nations workers, murdered tens of 
  thousands of people, kidnapped many thousands 
  more, pillaged the countryside, and generally 
  made a hellish situation even worse. 
   
  The international community has discussed 
  finding a solution to the crisis, but so far it’s 
  been mostly talk and a few relief missions. 
  International rescue organizations have done 
  better, although a few workers paid for their 
  altruistic goals with their lives. 
   
  Two days ago, the situation changed. A 
  small smudge appeared on satellite photos; a two 
  kilometer area in southwest Kinyasa that was 
  neither a cloud nor any known phenomena. It has 
  completely engulfed one of the major refugee 
  camps in the area. Since it appeared, all 
  communications from that region have ceased, 
  and no one knows for certain what’s happening 
  there. The US government was interested enough 
  to send an AWAC plane into the area, but it 
  vanished without a trace. 
  OPTIONAL 
  ENCOUNTERS 
   
   
   Some encounters 
  may or may not easily 
  fit into the scenario, 
  but would make for 
  an entertaining run; 
  other encounters may 
  be spurred by player 
  action. 
  OH, THE PRICE 
  OF A PULITIZER! 
   
   
   
  Most Likely 
  Location:  Prior to 
  arrival in Kinyasa
   A famous 
  journalist, perhaps 
  one that the PCs know
  (a DNPC or someone 
  that the PCs have a 
  grudge against) learns 
  about the PCs’ 
  mission and decides 
  to secretly tag along 
  with them during the 
  trip. This will be 
  easier if the PCs take 
  public transportation 
  to Kinyasa; a PC 
  could find the 
  journalist attempting 
  to stow away on their 
  aircraft either in the 
  States or as they 
  transfer to a smaller 
  craft at a major 
  African airport. 
   The journalist will 
  be defiant in the face 
  of superior numbers, 
  but will try to get the 
  heroes’ sympathy. 
  The journalist could 
  claim that his brother 
  or sister is a missing 
  aid worker in Kinyasa 
  (this may or may not 
  be true) and that the 
  only way to find out 
  what happened to the 
  relative is to come 
  with them.  
   If the PCs refuse to 
  help the journalist, the 
  journalist will find 
  some other way to get
   
  Naturally, there are a number of 
  individuals who are interested in what is going 
  on in the area. 
  What’s Going On 
   
  Magic. The bloodshed of the civil war has 
  released old spirits (in the West, they would be 
  called demons), who have fed on the hatred and 
  the violence. It has created a vast region of flies 
  which has dimmed the land (to the point where 
  even satellite photos cannot get a clear view of 
  what is going on).  
   
  The center of magical activity is an Inatu 
  refugee camp in southwest Kinyasa. There was a 
  major massacre there, and the dark spirits are 
  feeding. A huge Column of Misery is now the 
  master of this land; a filthy and terrifying thing 
  composed of a swarm of billions of blood-
  swollen flies, a thing that takes the hatred it feeds 
  upon and is spreading it as a plague even greater 
  than its source. The walking dead surround it, 
  animated by swarms of magical, telekinetic flies. 
   
  The Column has fed on the refugee camp 
  and is ready to travel. Unless it is stopped, much 
  of central and southern Africa (and perhaps 
  beyond) will become a wasteland. 
  Getting the PCs Involved 
  The scenario generally assumes that the PCs 
  are respected superheroes capable of quick 
  globe-trotting actions (at least, they’re the easiest 
  sort of heroes to bring into the scenario).  
  Nonetheless, there are several ways to get 
  these heroes involved in the crisis:   
  1)  The Red Cross. The Red Cross recruits the 
  heroes to investigate the disaster area. The 
  Red Cross will want the PCs to scout the 
  location and escort a relief team into the 
  area. The Red Cross may also have made an 
  agreement with a photographer from a major 
  news organization to come along (or a news 
  photographer could sneak along). 
  2)  The Government. Any major government, 
  particularly in a world where magic and 
  aliens are known to exist, will view this sort 
  of anomaly with suspicion, and will want to 
  dispatch some superheroes into the area to 
  investigate it and see if it poses a threat. The 
  PCs will be ordered to investigate the area, 
  determine if something there is a potential 
  worldwide threat, and deal with it. 
  3)  A Rich Patron. Some billionaire’s daughter 
  decided to become a relief worker and just 
  happened to be in the area when the 
  darkness appeared. The billionaire hasn’t 
  been able to contact her and will pay a great 
  deal of money to determine her safety (and 
   
  
  DIGITAL HERO #24 
  rescue her from trouble, since the billionaire 
  is not particularly happy that she’s there in 
  the first place). 
  14 
  to Kinyasa and will 
  probably end up in the
  scenario somehow by 
  its conclusion. 
   
  If the PCs agree 
  to help the journalist, 
  the journalist will try 
  to be helpful. This is, 
  of course, a double-
  edged sword. The 
  journalist could be 
  useful as a translator 
  and guide, but is also 
  another body to 
  protect in combat. 
   Unless the 
  journalist is 
  superhuman, the 
  character should 
  avoid the final 
  confrontation with the 
  Column and the 
  Cloud of Flies. There 
  are some things that 
  aren’t worth a 
  Pulitzer, and a two 
  kilometer diameter 
  cloud of blood-
  sucking flies is one of 
  them. 
  MERCENARY 
  MAYHEM 
   
   
  Most Likely 
  Location:  Lake 
  Amazu Refugee 
  Camp 
   Some famous 
  mercenary super-
  villains, enemies of at 
  least one of the PCs, 
  decided to take out a 
  contract on one of the 
  Besi leaders. The 
  leader is dead, but the 
  contract also calls for 
  the death of every 
  member of their 
  family. That family is 
  located at the Lake 
  Amazu refugee camp. 
  The mercenaries and 
  their employer don’t 
  care if a lot of 
  refugees die in the 
  process. They’ll 
  attack the camp,  
  4)  A Mystical Watchdog. The darkness is 
  magical and highly evil in nature, and 
  presents a mystic threat to life in the region. 
  The patron mystic decides that the PCs are 
  the best ones to investigate it, and contacts 
  them to deal with it. (This does give away 
  part of the plot, and is only recommended if 
  the PCs would normally expect magic in 
  these circumstances.) 
  5)  An Old Friend of a PC is in Trouble. This 
  method is particularly favorable to PCs who 
  have less than favorable reputations; 
  someone whom one of the PCs have a strong 
  emotional attachment just happens to be in 
  the area and the PC abruptly loses contact 
  with him or her. 
  One variation on this is the “plea for 
  help” scenario. An old friend of the PCs is 
  serving as a peacekeeper (or perhaps the 
  head of the local peacekeepers) and is fed up 
  with international apathy. Due to disasters 
  that have occurred in other areas of the 
  world, NATO/The United Nations and the 
  international community are deliberately 
  shunning the Kinyasa crisis and letting it 
  happen. The old friend can’t take it any 
  more, doesn’t care about proper procedure; 
  he just wants someone to do something. 
  (This actually happened to General 
  Romeo Dellare, a distinguished Canadian 
  officer who was the head of the United 
  Nations Peacekeeping forces in Rwanda and 
  who warned about the possibility of 
  massacres well in advance of the actual 
  event, only to have to watch the atrocities 
  after his warnings were repeatedly ignored. 
  Dellare later left peacekeeping duty and 
  reportedly suffered a mental breakdown). 
  6)  The Old Enemy of a PC. The PC learns that 
  an old enemy happened to be present here 
  (perhaps a mercenary or gun-runner, or 
  perhaps a sorcerer) when the trouble started. 
  The PCs may wonder whether the enemy is 
  connected with the phenomena and send the 
  team to investigate (in the case of the 
  sorcerer, the enemy could well be the person 
  who summoned the Column of Misery). 
  7)  The Press. Some members of the press are 
  going to the war zone, and ask the PCs to 
  escort them in a dangerous situation. 
   
  There are two likely routes that foreign 
  visitors would use to get into Kinyasa. Zaire has 
  the best air facilities of any nearby country; a 
  team could fly into Kinshasa (Zaire’s capital), 
  then proceed by charter plane (or personal flight) 
  to the Zaire-Kinyasa border. The most likely 
  route would be across Ryanda Pass, although 
  PCs could also fly over the mountains and avoid 
  the Inatu fortifications there. 
  The Area  
  GEOGRAPHY OF THE DAMNED 
   
   
   
  Kinyasa is a mountainous region of central 
  Africa, located mostly on plateau. If incorporated 
  into the real world, consider it an autonomous 
  region between Rwanda and Burundi along 
  Zaire’s eastern border. The area in this scenario 
  is on a high plateau, surrounded by mountains.  
   
  Ryanda Pass is on the Kinyasa-Zaire border. 
  The pass was used initially by Besi refugees to 
  flee into Zaire, but Inatu militia have set up a 
  small encampment entirely in Kinyasa, and is 
  fenced by hills and mountains on its western 
  shores, making it a poor escape route for 
  refugees. The refugee camp is comprised of 
  about 11,000 Besi. The Besi know about the 
  massacre at the Lake Tolta refugee camp five 
  days ago, but do not know about the flies; there 
  are rumors that several people who lost loved 
  ones in the massacre went back to the camp and 
  never returned. The smudge of the flies is visible 
  in the distance from Amazu, but most people 
  believe it’s smoke, in spite of the lack of a 
  burning smell. The camp is in the process of 
  scattering and fleeing in the safest direction; a 
  few intend to try for the road into Zaire, but most 
  intend to head south. 
   
  Now the camp is home to about 400 Inatu; 
  the Besi have been killed or driven off their land 
  and the victorious Inatu have claimed the land as 
  theirs. Inatu dead have been buried with honor, 
  while the Besi dead were thrown into Lake Tolta. 
  Lake Tolta (much smaller than Amazu) is the 
  final local feature. Some sections overflowed in 
  recent rains before the massacre, and a large 
  section is fenced in by a small levee on the 
  southeastern shore. Lake Tolta is also the site of 
  a Besi refugee camp, one that was massacred 
  five days ago by the Inatu militia stationed near 
  Ryanda. The dead were not buried. Shortly after 
  the massacre, the cloud appeared (see Under a 
  Storm Black Sky). 
   
  
  DIGITAL HERO #24 
  15
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  probably at some 
  inconvenient time 
  (such as the early 
  morning before 
  dawn). 
   This isn’t 
  particularly a good 
  analog to the real 
  world situation 
  (mercenaries were not 
  particularly employed 
  in the Rwanda 
  conflict); this 
  encounter is simply a 
  good way to bring 
  Hunteds and/or old 
  enemies into the 
  fracas.  
  FIGHTING A 
  MASSACRE 
   
   
  Most Likely 
  Location:  Ryanda 
  Pass, along the 
  road 
   As the PC s 
  approach, they spot 
  gun-toting Inatu 
  soldiers in the 
  distance, surrounding 
  and killing families of 
  Besi refugees. There 
  are about fifty people 
  in the refugee group, 
  including women, 
  children, the elderly, 
  and the infirm, and 
  they’re trying to 
  scatter. The problem 
  is simple:  stop the 
  massacre. 
   It’s not hard for 
  superhumans to defeat
  the Inatu; doing it at 
  long range (say 50” to 
  100”) may be more of 
  a problem. If the PCs 
  talk with the 
  Kinyasans, the Inatu 
  will claim that several 
  of the Besi they were 
  attacking were 
  involved in massacres 
  and were themselves 
  responsible for the 
  deaths of Inatu 
  women and children. 
  Area Overview 
  Militia Camp 
  Ryanda
  road 
  The Militia Camp
   
  
  DIGITAL HERO #24 
  THE MILITIA CAMP 
  16 
   
   
   
  There are also two superhumans in the 
  camp:  a young Inatu man, known to locals 
  (Inatu) as Perfect Ntare (The Besi have more 
  gruesome names for him), and a mercenary who 
  calls himself Mortar. These militia members 
  belong to the paramilitary organization that calls 
  itself the Army of the Ten Commandments (but 
  whose actions are about as far from Judeo-
  Christian principles as they get). The camp is a 
  mobile base for a band of thirty young Inatu 
  fighters here; consider them to be DEX 11 SPD 
  3 Normals armed with rifles (RKA 2d6+1, +1 
  STUN Multiplier, 5-shot Autofire, 4 Clips of 16 
  Charges; No Knockback plus Night Scopes).  
   
  The Militia Camp is displayed on a map. 
  They are located on a small escarpment with a 
  clear view of the road, approximately thirty 
  meters above it. There is a small path up an 
  extremely steep slope, accessible by a single all 
  terrain vehicle (ATV). Sticks and rocks and other 
  impediments have been placed on top of the 
  slope to provide a bit of cover (this is the shaded 
  area around the compound on the map). 
  Lookouts/snipers have been placed at the “L” 
  positions and are stationed at regular intervals. 
  The Inatu have set up a sniping position 
  approximately 60” from the road; including a 
  grenade launcher (RKA 2½d6, Explosion, +1 
  Stun Multiplier, 30 charges, +4 RMod 
  (rangefinder)), and a rocket launcher to use 
  against vehicles (RKA 5d6, 12 Charges, +2 
  RMod).  
   
  There are three caves:  a command post 
  cave, a barracks (mostly used for sleeping), and 
  an ammo dump. Each cave contains 
  communications equipment (and a line to the 
  outside so they can broadcast and receive freely), 
  and two people on station in each cave at all 
  times. The militia will also send a five-team 
  patrol south of the road to attempt to waylay 
  people who attempt to bypass the road. The 
  ammo dump contains a lot of explosives:  
  enough to do a 16d6 EB explosion attack; with a 
  successful Demolitions roll, add+1d6 per -2 that 
  the roll is made by, to a maximum of 24d6.  
   
  The life of a militia camp member tends to 
  be dirty, with a lot of waiting around, punctuated 
  by sporadic moments of violence. The militia 
  gang is composed of hard men, or people who 
  are willing to be led by hard men (such as 
  Perfect Ntare). 
  Important Encounters 
  A telepathic 
  examination of some 
  of the surviving males 
  will reveal that some 
  of the people that the 
  Inatu were attacking 
  do indeed have a lot 
  of blood on their 
  hands, and no 
  intention to stop the 
  bloodletting. 
  ANNEXATION 
   
   
  Most Likely 
  Location:  
  Kinyasa’s Capital 
   There’s always the 
  possibility that 
  particularly powerful 
  and ambitious heroes 
  may feel that the 
  situation in Kinyasa is 
  so morally wrong that 
  the best thing they 
  could do is take over 
  the mess and attempt 
  to run the country 
  themselves and end 
  the suffering. 
   This is a bad idea. 
  It is not an impossible 
  idea, but it is one that 
  the PCs may come to 
  regret. First, the PCs 
  will have to make 
  their way to the 
  capital, and when they
  demonstrate their 
  intentions, the Inatu 
  who currently control 
  the government will 
  throw everything they 
  have at them. Second, 
  the international 
  community does not 
  look kindly to the 
  takeover of foreign 
  countries. The PCs 
  may end up being 
  hunted by 
  international heroes 
  who are looking to 
  fight superhuman 
  imperialism, or by 
  supervillains who 
  think that taking over 
  a country is a splendid
  idea, but the PCs are 
   
  While a scenario should run in accordance 
  with the players’ wishes (if they want to avoid 
  encounters with refugees, let them) there are a 
  number of scenes that are appropriate to this sort 
  of scenario, and should be worked into the 
  adventure if at all possible. The order of these 
  encounters is not necessarily important to the 
  adventure. 
  HELPING THE REFUGEES 
   
   
  Most Likely Locations:  Lake Amazu Refugee 
  Camp, Along the Road 
   
  There are a lot of people out there who need 
  help. Cholera is widespread, and because of the 
  contamination of corpses in Lake Tolta and Lake 
  Amazu, there is no safe drinking water. The PCs 
  will have to help dig a well for the refugees and 
  try to help cure the sick and perform other 
  humanitarian duties with their powers (erecting 
  shelters, reuniting children with their lost 
  parents).  
   
  Some refugees that have approached the 
  cloud of flies may come back in fear and terror, 
  muttering madly about “flies” and “blood.” This 
  can serve as foreshadowing for the climactic 
  encounter, particularly if the PCs decide to use 
  telepathy on the victims. The telepathic 
  memories of these refugees are not pretty and the 
  GM should make sure that the telepath 
  understands this vividly, perhaps with a 1d6 Stun 
  loss per phase that the memories are being read 
  as the telepath attempts to deal with the pain. 
  CHECKPOINT:  HARASSMENT 
   
   
  Most Likely Location:  Along the road near 
  he Ki
  oba. 
  t
  nyasa border, or the village of K
   
  The PCs will have to pass an Inatu 
  checkpoint. The Inatu will not be happy to see 
  foreigners on a mission in their country. If the 
  PCs pass through these checkpoints, the Inatu 
  guards will verbally harass them, and demand 
  that they remain in custody for questioning. The 
  Inatu will claim that they suffered greatly from 
  the Besi genocidal attacks, and are pursuing 
  justice for their people; if the PCs decide to 
  argue the point, they also want to make sure 
  foreigners don’t “accidentally” assist war 
  criminals. They will describe the massacres and 
  the deaths of family members, children being 
  forced into homes which were then set on fire, 
  nd 
   
  a
  other Besi practices in graphic detail. 
   
  If the PCs comply with the detention 
  request, they will be held for as long as possible. 
  If they are escorting the Red Cross, the 
  humanitarian organization will bail them out 
  after six hours of detention. They will be held in 
  a tent, under armed guard (probably two guards 
  aximum). 
  m
   
   
  
  DIGITAL HERO #24 
  17
  the wrong people for 
  the job. 
   If the PCs find 
  themselves trying to 
  set up democratic 
  elections, they’re 
  likely to attract a few 
  opportunistic Besi 
  (who will attempt to 
  distance themselves 
  as quickly as 
  possible from the 
  foreigners) and 
  agitate the Inatu, 
  who will believe that 
  once the Besi come 
  to power, they’ll use 
  their numerical 
  advantage to oppress 
  them. 
   The PCs might find 
  some Besi leaders 
  who’d be willing to 
  be their front men in 
  putting together a 
  more stable and 
  peaceful Kinyasa. At 
  this point in the 
  conflict, many Besi 
  leaders would use the 
  heroes to bring them 
  to power, then look 
  for a way to dump 
  them as soon as it’s 
  convenient. 
   Anything is 
  possible, and it might 
  be feasible to secretly 
  support and protect a 
  leader who’s looking 
  for compromise and 
  consolidation, or even 
  to mentally control 
  one of the more 
  charismatic leaders 
  and make him a 
  telepathic puppet 
  (something that will 
  not play well 
  internationally if 
  discovered). But PCs 
  expecting to find an 
  easy route to a lasting 
  peace in Kinyasa 
  should find failure 
  and misery.  
   
   
  If the PCs are not with the Red Cross and 
  decide to comply, they’ll be sent by truck or 
  truck convoy to Koba, under as heavy a guard as 
  the Inatu can give them. In Koba, they’ll be 
  thrown into a prison, along with several Besi 
  who are being held by the Inatu for war crimes 
  (i.e. they are accused of being involved in the 
  massacre. The Besi will deny involvement, point 
  out the Inatu as colonial collaborators, and 
  accuse them of stealing, murder, and tyranny). It 
  will take weeks before the necessary channels 
  manage to influence the Inatu sufficiently to 
  release them, and by that time, the cloud will 
  have moved to menace the Lake Amazu refugee 
  camp. 
   
  If the PCs do not comply with the detention 
  request, there may be trouble. Mental powers or 
  a Presence Attack might be used to persuade 
  their would-be captors to let them go without 
  causing an incident. Otherwise they’ll have to 
  fight their way out. It should be an easy fight, 
  but… the Inatu do have radio contact with each 
  other and they may be alerted to the PC attack. 
  The Inatu will band together as many of their 
  best troops (including superhumans such as 
  Perfect Ntare and Mortar; the GM may add 
  others to the roster to balance the mix as he sees 
  fit) and try to hunt down and attack the PCs. 
   
  If the PCs are with the Red Cross and chose 
  to defy the checkpoint, this will give the Inatu an 
  excuse to harass or attack the Red Cross in 
  Kinyasa. This is a very bad thing; if the 
  campaign is not a dark campaign, the PCs should 
  receive some sort of experience point penalty for 
  putting the Red Cross in danger. 
   
  The Inatu fighters do know that something is 
  odd with the cloud over the Tolta refugee camp, 
  but don’t quite understand what’s going on. 
  They’re beginning to get frightened, and their 
  leaders have started talking about gathering their 
  forces and evacuating the area.  
   
  When dealing with Inatu and Besi fighters, 
  roleplay the depth of hatred and the feeling of 
  righteousness felt by both sides. They are both 
  incredibly determined to kill the other side, and 
  believe that they are completely justified in 
  hatred and their deeds. The heroes should get the 
  impression that good intentions, brute force, or 
  acts of heroism will not provide a quick fix for 
  the problems of Kinyasa. 
   
  Under a Storm Black Sky 
   
  The central menace of the scenario is the 
  hatred between the factions, but its 
  personification is the huge cloud of flies that 
  hovers over the Lake Tolta refugee camp. 
   
  From orbit, the cloud looks like a thick grey 
  smudge. This is what appears in satellite photos.  
   
  The cloud is visible from the ground at a 
  distance of 20 km. Between 5 to 20 km, it looks 
  like a dark cloud looming on the horizon. 
   
  From 1 to 5 km, the scale of the cloud 
  begins to become more apparent. Some motion 
  can be seen of the flies, as the cloud seems to 
  blur and highlights shift rapidly. At 1 km, the 
  buzzing can be heard as a noise on the horizon. 
   
  Between 0 and 1 km., the cloud’s 
  composition will become readily apparent. In 
  addition, the noise of billions of flies in a 
  gargantuan swarm will rapidly increase in 
  volume, until it sounds like an unbelievably loud 
  engine at the edge of the cloud. 
   
  As soon as the PCs arrive at the edge of the 
  cloud, they will realize it is slowly moving. It is 
  now heading for the Lake Amazu refugee camp, 
  where it will arrive in three hours. 
   
  Fly zombies, grotesque creations of the 
  Column, patrol the edges of the cloud. When the 
  PCs penetrate the cloud (be it with their bodies, 
  or an energy blast or rock to test the waters, two 
  fly zombies per PC will emerge from the cloud 
  and lurch toward them, trying to kill them. If the 
  PCs haven’t entered the cloud at this point, the 
  cloud (and the central Column) will start to move 
  toward them. It is possible that at this point, the 
  PCs will realize that the flies are controlling the 
  zombies and can be dealt with by area effect or 
  spread attacks. 
   
  When the PCs enter the cloud, they will find 
  themselves buffeted by billions of biting flies. 
  This is almost as bad as entering a two kilometer 
  swarm of wasps! PCs that are not covered from 
  head-to-toe in armor (or other resistant defenses) 
  will not be physically capable of withstanding 
  these bites (they’ll take 1 point of BODY NND 
  every twelve seconds that they’re inside the 
  cloud; lack of blood, qualifies of course, as an 
  immunity). 
   
  Visibility within the cloud is poor at best. 
  Movement within the cloud is normal, but most 
  creatures won’t be as determined as a normal 
  superhero. 
   
  Seventy meters from the center, the cloud of 
  flies gets so thick that it nearly counts as 
  darkness. The noise of the swarm makes it 
  almost impossible to hear a thing. All visual, 
  audio, and radar perception rolls are made at a -5 
  penalty. Spatial awareness becomes useless. 
  Patrols of six fly zombies will rise up and 
  attempt to stop the PCs before they can reach the 
  center. 
   
  
  DIGITAL HERO #24 
   
  At the center of the cloud is the Column, an 
  amalgamation of flies, blood, corpses, and refuse 
  that somehow manages to maintain a malign 
  consciousness. Its only goal is to feed. It views any 
  intruders as a threat to be expelled or destroyed. It 
  is essentially Desolidified to pinpoint attacks (Area 
  Of Effect attacks are required to affect it) and uses 
  its telekinesis to hold everyone and let them be 
  eaten to death by flies. Vehicles are crushed and 
  battered until they break. If PCs aren’t eaten by 
  flies, they’ll also be crushed with the Column’s 
  telekinesis. 
  18 
   
  There are several environmental factors they 
  could use against the Column. As mentioned 
  earlier, there is a levee near the camp (about 50”) 
  from the column. Luring the Column in front of the 
  Lake Tolta levee and breaking the levee will give a 
  3d6 NND flow in a 3” wide stream, +1 DC per -2 
  that any Demolitions roll on the dam was made by. 
  This will last twelve seconds, and do damage every 
  two segments. 
   
  Because the Column requires the use of flies in 
  its attacks, the Column cannot attack an underwater 
  target. It is possible for the PCs to submerge 
  themselves in Lake Tolta and attack the Column 
  with perfect cover (although the Column may 
  eventually get smart enough to use its telekinesis 
  and throw buildings or other wreckage at 
  underwater attackers). 
   
  The militia camp near Ryanda Pass has a large 
  supply of explosives. PCs may find them useful in 
  this situation. The PCs may attempt to set a timer 
  and estimate the Column’s course (Perception at -5 
  to correctly judge position, plus a Demolitions 
  roll). It is possible to leave the explosives at the 
  foot of the creature and fly away without having to 
  take penalties on the Perception roll, but there is a 
  risk of getting caught in the explosion. 
   
  The Column is immune to radar, making it 
  impossible to target with conventional missiles. 
  Fuel-to-air explosives or napalm strikes might be 
  called in by industrious PCs, but in all likelihood, 
  they’ll burn away a swath of flies on top of the 
  cloud and leave the next layer untouched. 
   
  If the PCs choose to call in a nuclear strike 
  against the cloud, they will have to be 
  extraordinarily persuasive; the public relations 
  damage caused by nuking a foreign country would 
  be incalculable, and could possibly destroy their 
  host nation’s reputation. Even if the host nation 
  agrees, they would wish to evacuate as many of the 
  refugee areas as possible, which will, ironically, 
  give the Column a chance to start moving and 
  threaten the Lake Amazu refugee camp. 
   
  If the PCs succeed in destroying the Column, 
  all of the flies in the cloud will be killed. The 
  ground will be littered in a sward of dead flies, a 
  meter deep, in a two kilometer radius. The sudden 
  silence may prove almost as unnerving as the 
  scene. 
  Aftermath 
   
  If the PCs deal with the threat of the flies 
  and complete any secondary objectives (find 
  missing persons, capture an old adversary, etc.) 
  then they’ll have successfully completed the 
  scenario. They can return home to deal with their 
  old problems – and any nightmares that result in 
  dealing with this abomination. 
   
  The origin of the Column is something of a 
  mystery, and need not solely be associated with 
  Africa. It could thrive any place where human 
  hatred has defeated reason, and mankind 
  becomes a pestilence unto itself. It’s possible 
  that similar Columns, driven by a mysterious 
  force, could reappear in future scenarios. 
   
  
  DIGITAL HERO #24 
  19
  The Column of Misery 
   Val Char Cost Roll Notes 
   *100 STR 
  -10 
  9- Lift 25 kg; 0d6 HTH [0] 
   
  0 DEX 
  -30 
  9- OCV:  0/DCV:  0 
   60 CON 
  100 21- 
   *80 BODY 100 21- 
   
  8 INT 
  -2 11- PER Roll:  11- 
   13 EGO 
  6 12- ECV:  4 
   60 PRE 
  50 21- PRE Attack:  12d6 
   
  0 COM 
  -5 
  9- 
   
   10 PD 
  10 
   Total:  10 PD (0 rPD) 
   12 ED 
  0 
   Total:  12 ED (0 rED) 
   
  3 SPD 
  20 
   Phases:  4, 8, 12 
   20 REC 
  16 
   120 END 
  0 
   *120 STUN 
  10 
   * Growth Figured In 
   
   
  Total Characteristics Cost:  265 
  Movement: Running: 
  6”/12” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   150 Giant Form:  Growth (+100 STR, +20 
  BODY, +20 STUN, -20” KB, 1 kiloton, 
  -12 DCV, +12 PER Rolls to perceive 
  character, 128m tall, 64m wide), 
  Inherent (+¼), Reduced Endurance (0 
  END; +½), Persistent (+½) (Already 
  Figured In); Always On (-½) 
  0 
   317 Millions of Flies Working Together:  
  Telekinesis (60 STR), Fine 
  Manipulation, Reduced Endurance (0 
  END; +½), Area Of Effect (35” Radius; 
  +1), Selective (+¼), Affects Physical 
  World (+2); No Range (-½) 
  0 
   17 Millions of Biting Flies:  EB 1d6, NND 
  (Sealed Armor, Force Field, Lack of 
  Blood, +1), Does BODY (+1), 
  Continuous (+1), Affects Physical 
  World (+2), Area Of Effect (Radius, 
  +1), Megascale (1” = 1 km, +¼), 
  Reduced Endurance (0 END, +½), 
  Persistent (+½), Personal Immunity 
  (+¼), Gradual Effect (1 Turn, -¼), No 
  Range (-½), Always On (-½) 
  0 
   52 Create Fly Zombie:  Major Transform 
  1d6 (Corpse into Fly Zombie), Reduced 
  Endurance (0 END; +½), Affects 
  Physical World (+2) 
  0 
   60 Colony Form:  Desolidification 
  (Affected by Area Of Effect Attacks), 
  Inherent (+¼), Reduced Endurance (0 
  END; +½), Persistent (+½); Always On 
  (-½) 
  0 
   10 Unnatural:  Life Support:  Immune to 
  All Terrestrial Diseases and Biowarfare 
  Agents 
  0 
   
  5 Undying:  Longevity:  Immortality 
  0 
   60 Colony Form:  Physical Damage 
  Reduction, Resistant, 75% 
  0 
   60 Colony Form:  Energy Damage 
  Reduction, Resistant, 75% 
  0 
   20 Impenetrable Colony Creature Mind:  
  Mental Defense (23 points Total) 
  0 
   20 Porous Colony Form:  Lack Of 
  Weakness (-20) for Normal Defense 
  0 
   34 “I Can’t Get A Radar Lock!”:  
  Invisibility to Radio Group and Spatial 
  Awareness, Inherent (+¼), Reduced 
  Endurance (0 END; +½), Persistent 
  (+½) 
  0 
   142 “So Dense… So Loud… There Must be 
  Billions of Flies in the Center!”:  
  Change Environment 35” Radius, -5 to 
  Normal Sight, and Normal Hearing and 
  Radar PER Rolls, Inherent (+¼), 
  Personal Immunity (+¼), Reduced 
  Endurance (0 END; +½), Persistent 
  (+½), Affects Physical World (+2); No 
  Range (-½), Always On (-½) 
  0 
   39 Detect Warm-Blooded Creatures:  
  Detect a Class of Things 20- 
  (Smell/Taste Group), Discriminatory, 
  360o, Targeting, Tracking 
  0 
   
  Total Powers & Skills Cost:  986 
   
  Total Cost:  1251 
   
   200+ Disadvantages 
   25 Distinctive Features:  Monstrous Colony 
  of Flies (Not Concealable; Extreme) 
   15 Psychological Limitation:  Bloodlust 
  (Common, Strong) 
   15 Psychological Limitation:  Drawn to 
  Misery and Despair (Common, Strong) 
   20 Physical Limitation:  Cannot 
  Communicate (All the Time, Greatly) 
   30 Susceptibility:  when Knocked 
  Unconscious, 3d6 damage per Segment 
  (Uncommon) 
   
  5 Vulnerability:  1½x STUN from Cold 
  Attacks (Uncommon) 
   941 Experience Points 
   
  Total Disadvantage Points:  1251 
   
  Description:  There is magic in the world, and 
  much of that magic is tied to feelings of misery 
  and suffering, suffering which can give birth to 
  abominations. The Column of Misery is one such 
  abomination, a carrion creature suckled on the 
  milk of human cruelty. It is an ancient evil of 
  which no legend speaks, for no people has ever 
  survived its coming. 
   
  The Column is composed of a swarm of flies 
  – billions and billions of flies. It’s a two 
  kilometer sphere of flies, controlled by a gigantic 
  column of blood, flies, corpses, and debris that 
  form a roughly solid mass at the center. It is a 
  carrion colony creature. Its purpose in life is to 
  find areas of large unburied dead and 
   
  
  DIGITAL HERO #24 
  transforming them into fly zombies under its 
  control. For some inexplicable reason, it seems 
  to find this pleasurable. It has no interest in 
  anything else, and other attempts to force its 
  thoughts away from feeding (such as attempts to 
  communicate or attacks) are viewed as an 
  annoyance. This creature’s mind is alien and 
  malignant.  
  20 
  Campaign Notes:  The Column is a monster in 
  the classic horror sense. It should not be possible 
  for heroes to defeat it with an open display of 
  force; it’s a puzzlebox creature and players 
  should have to use their brains to defeat it. 
   
  The Column of Misery 
   
  The Column is treated as invisible to radar 
  (i.e. a missile strike against it is not an effective 
  option). As a colony creature, it is considered 
  Desolidified; a non-area effect attack will either 
  pass through it or be harmlessly absorbed by it. 
  An Energy Blast that is spread will affect it in 
  the same manner as an Area Of Effect attack. 
   
  The Change Environment field near its 
  center is a representation of the incredible mass 
  of flies within the field. It becomes difficult to 
  see, and the noise of billions of flies sounds like 
  an inhuman engine to anyone within a ½ 
  kilometer of the sphere. 
  20 
   
  
  DIGITAL HERO #24 
  21
  Fly Zombie 
   Val Char Cost Roll Notes 
   40 STR 
  30 17- Lift 6400 kg; 8d6 HTH  
   11 DEX 
  3 11- OCV:  4/DCV:  4 
   
  0 CON 
  -20 
  9- 
   10 BODY 
  0 11- 
   10 INT 
  0 11- PER Roll:  11- 
   
  0 EGO 
  0 
  9- ECV:  0 
   30 PRE 
  20 15- PRE Attack:  6d6 
   
  0 COM 
  -5 
  9- 
   
   
  9 PD 
  18 
   Total:  9 PD (0 rPD) 
   
  9 ED 
  27 
   Total:  9 ED (0 rED) 
   
  3 SPD 
  9 
   Phases:  4, 8, 12 
   
  0 REC 
  -16 
   
  0 END 
  0 
   — STUN 
  0 
   
   
  Total Characteristics Cost:  66 
  Movement: Running: 
  6”/12” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
   60 Undead:  Automaton (Takes  
   
   No STUN) 
  0 
   34 Detect Warm-Blooded  
   
   Creatures:  Detect a Class  
   
   of Things 15- (Smell/Taste  
   
   Group), Discriminatory,  
   
   360o, Targeting, Tracking 
  0 
   
  6 Tireless:  Reduced  
   
   Endurance (0 END, +½)  
   
   on Running 
  0 
   20 Tireless:  Reduced  
   
   Endurance (0 END,  
   
   +½) on Strength 
  0 
   
   
   Martial Arts:  Driven  
   
    
  by Hate of Life 
   
   Mnvr OCV DCV Notes 
   
  4 Choke -2 
  +0 1 Limb, 
   
   Hold  
   
   
  2d6 NND 
   
   Talents 
   16 Berserk Fury (Fantasy Hero) 
   
   Skills 
   35 +7 with Hand-to-Hand Combat 
   
  2 +1 with Choke Hold 
   
  Total Powers & Skills Cost:  209 
   
  Total Cost:  275 
   
   200+ Disadvantages 
   15 Vulnerability:  1½x STUN, BODY, and 
  Effect from Area Of Effect or “Spread” 
  Attacks (Uncommon) 
   10 Vulnerability:  2x BODY from Insecticide 
  (Uncommon) 
   50 Experience Points 
   
  Total Disadvantage Points:  275 
  Description:  Fly zombies are corpses animated 
  by a swarm of several hundred large telekinetic 
  flies. They have lifeless features (when the 
  corpse is fresh enough to resemble a living 
  person) and are moved by telekinetic jerks, 
  giving them a marionette-like movement. In 
  spite of their apparent limpness, fly zombies can 
  swing and grab with inhuman strength. They are 
  incapable of speech.  
   
  Campaign Notes:  Fly zombies have no will of 
  their own; they are directed by the hatred of the 
  Column and the flies which are animating them. 
  They want to kill living humans so they can be 
  turned into fly zombies themselves. The zombies 
  are vulnerable to attacks that can be spread over 
  an area and kill the flies that animate the host. 
   
   
  Fly Zombie 
   
   
  
  DIGITAL HERO #24 
  The Perfect Ntare 
  22 
  Background/History:  Some local heroes are 
  made, not born. Ntare Sembagare was not a born 
  hero; he’s viewed as such by his fellows in the 
  militia, but that was never really his choice. 
  Neither was the murder or the butchery, although 
  he had a greater say in that matter and chose to 
  be led down his current path. 
   
  Ntare was born in Sinashu, a village in 
  western Kinyasa. Ntare was always a star athlete 
  (a particularly good distance runner) and a hard 
  worker. He was also an Inatu, and had the height 
  of his people, along with a good build (even 
  though he tended to hold his limbs in a dangling 
  manner, and kept smiling like an idiot most of 
  the time). 
   
  When Ntare was 12, he encountered 
  mercenary soldiers belonging to a guerilla group 
  known as the Army of the Ten Commandments. 
  Some observers have grimly noted that they 
  probably earned the name because no one in 
  Africa breaks them more often (especially the 
  commandment “thou shalt not kill” – they’re 
  responsible for over 16,000 deaths, including 
  many Christian missionaries). On a return trip to 
  their village, the ATC stole all the food, all of the 
  farming tools, and then forced Ntare to kill his 
  parents as a loyalty test. Shaken but unwilling to 
  defy his commanders, Ntare killed his family in 
  one of the most brutal methods of execution 
  possible. 
   
  Ntare continued living the life of a guerilla 
  fighter for years afterward. At 17, he (like so 
  many African guerillas for whom rape is a way 
  of life) became HIV-positive. But before the 
  disease could ravage him as it had done to so 
  many of his comrades, Ntare changed. Perhaps it 
  was a mutant reaction to stolen HIV drugs – or 
  perhaps because some dark power had chosen 
  him to find new ways to spread misery and 
  despair, but Ntare became superhuman. Muscles 
  strengthened to give him levels of strength found 
  only in folk tales. His reaction times, perception, 
  and accuracy with a gun also became 
  superhuman. And he was no longer HIV-
  positive. He was a beautiful shining tower of an 
  African man, and in the Army of the Ten 
  Commandments he became known as Perfect 
  Ntare. His friends made sure he lived up to the 
  name. 
   
  Emboldened by his power, a small splinter 
  group of the ATC known as the First 
  Commandment gathered around Ntare. 
   
  The Inatu have been gaining the upper hand in 
  the civil war, thanks in part to the Perfect Ntare’s 
  ability to kill people. The Ntare initially served 
  with government troops, but got talked by his 
  friends into going “independent,” killing any Besi 
  who attempted to cross Ryanda Pass into Zaire. 
  The Perfect Ntare is now a member of a rather 
  vicious little militia gang, one that’s tolerated (for 
  now) by what passes for local authority. 
   
  Personality/Motivation:  The Perfect Ntare is a 
  vain and weak-willed young man, easily 
  impressed by friends, and easily conned into 
  doing things that his conscience says should not 
  be done. He is driven by an insecurity that is 
  astonishing, given his powers; Ntare needs to be 
  fed a diet of constant compliments and friendly 
  remarks, or he’ll sulk and become useless. 
   
  The Perfect Ntare has a reputation as a 
  ruthless killer among the Besi, and a brave hero 
  among the Inatu. Neither is true, though the 
  former is more deserved than the latter, given his 
  weapons and what he’s done with them. Ntare’s 
  conscience is strong enough that he really 
  doesn’t want to kill non-Besi, and has managed 
  to talk his way out of performing any executions 
  against foreigners. His friends have been 
  pumping him up for a fight against foreign 
  supers (given the reputation of American supers 
  worldwide), and he’d probably welcome a fight 
  against a foreign super (he has killed Besi supers 
  on two occasions). 
   
  Quote:  (broken English) “You… Stay away 
  from friends… or I kill you…” 
   
  Powers/Tactics:  The Perfect Ntare is an 
  excellent physical specimen with superhuman 
  agility and toughness. He has no particular 
  superpowers, except perhaps for extraordinary 
  natural instincts with firearms. 
   
  The Perfect Ntare prefers ambush tactics and 
  mass assaults to one-on-one competition. Ntare’s 
  role is to charge the enemy hardpoint (although 
  he prefers to engage supers after they’ve been 
  softened up with mortar fire) and break the 
  enemies. He’ll often do Presence Attacks, 
  although usually with the Very Violent Action 
  bonuses. If there is anyone with military 
  experience in an operation, Ntare will always 
  defer to their commands, except in situations 
  where his friends spend a lot of time persuading 
  him to “disobey orders.” 
   
  Appearance:  The Perfect Ntare is a (black) 
  African male, 6’5” and weighing close to 230 
  pounds. He is built tall, not thick, but still has an 
  impressive build. He has short curly brown hair, 
  brown eyes, and a broken nose. He usually wears 
  brown khaki pants, a green fatigue shirt (loosely 
  buttoned on top) and has appropriate weapons to 
  perform his mission. His voice is tenor, but he 
  keeps silent. With his friends, he’ll often joke 
  and wear a goofy grin, but in combat, he is 
  stone-faced. 
   
  
  DIGITAL HERO #24 
   
  23
  The Perfect Ntare 
  
  DIGITAL HERO #24 
  The Perfect Ntare 
  24 
   Val Char Cost Roll Notes 
   30 STR 
  20 15- Lift 1600 kg; 6d6 [3] 
   26 DEX 
  48 14- OCV:  9/DCV:  9 
   30 CON 
  40 15- 
   20 BODY 
  20 13- 
   18 INT 
  8 13- PER Roll:  13- 
   14 EGO 
  8 12- ECV:  5 
   13 PRE 
  3 12- PRE Attack:  2½d6 
   12 COM 
  1 11- 
   
   16 PD 
  10 
   Total:  25 PD (9 rPD) 
   16 ED 
  10 
   Total:  25 ED (9 rED) 
   
  5 SPD 
  14 
   Phases:  3, 5, 8, 10, 12 
   12 REC 
  0 
   60 END 
  0 
   50 STUN 
  0 
   
  Total Characteristic Cost:  182 
  Movement: Running: 
  23”/46” 
   
   
  Leaping: 
  6”/12” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   33 Automatic Rifle:  RKA 2½d6, 
  Autofire (2 shots; +¼), 64 clips of 32 
  Charges (+1); OAF (-1), Activation 
  Roll 15-, Jammed (-¾) 
  [32] 
   34 Natural Toughness:  Armor (9 PD/ 
  9 ED), Hardened (+¼)  
  0 
   
  5 Lack Of Weakness (-5) for Normal 
  Defense 
  0 
   
  5 LS:  Water-Breathing (Expanded 
  Breathing) 
  0 
   
  7 Regenerative Capacity:  Healing 1 
  BODY, Reduced Endurance (0 END; 
  +½), Persistent (+½); Self Only (-½), 
  Extra Time (Regeneration-Only) 1 Turn 
  (Post-Segment 12) (-1 ¼) 
  0 
   
  5 IR Perception (Sight Group) 
  0 
   42 Running +17” (23” Total), Reduced 
  Endurance (½ END; +¼) 
  1 
   20 Immunity to all Terrestrial Diseases and 
  Poisons 
  0 
   
   
   Martial Arts:  Basic Self-Defense 
   
   Maneuver OCV DCV Notes 
   
  4 Block 
  +2 
  +2 Block, Abort 
   
  4 Disarm 
  -1 
  +1 Disarm; 65 STR 
  to Disarm 
   
  4 Dodge 
  -- 
  +5 Dodge, Affects 
  All Attacks, 
  Abort 
   
  4 Escape 
  +0 
  +0 70 STR vs. Grabs 
   20 +5 Damage Classes (Already Figured In) 
   
   
   Skills 
   24 +3 with All Combat 
   
  9 +3 with Firearms 
   12 Penalty Skill Levels:  +6 vs. Range 
  Modifier with Firearms 
   
   
  3 Acrobatics 14- 
   
  3 Breakfall 14- 
   
  3 Concealment 13- 
   
  3 Interrogation 12- 
   
  1 Language:  English (Basic, Kinyarwanda 
  is Native) 
   
  2 Language:  French (Conversation) 
   
  3 Paramedics 13- 
   
  3 Shadowing 13- 
   
  3 Stealth 14- 
   
  3 Survival 13- 
   
  3 Tactics 13- 
   
  4 WF:  Flamethrowers, General Purpose/ 
  Heavy Machine Guns, Grenade 
  Launchers, Shoulder-Fired Weapons 
   
  Total Powers & Skill Cost:  266 
   
  Total Cost:  448 
   
   200+ Disadvantages 
   15 Hunted:  Besi Superhumans 8- (As 
  Pow, Public ID, Harshly Punish) 
   15 Psychological Limitation:  Insecure, 
  Backs Down from Direct Confrontation 
  (Very Common, Moderate) 
   10 Psychological Limitation:  Secretly 
  Wants a Peaceful Life, but is Too 
  Afraid to Show It (Common, Moderate) 
   10 Reputation:  Vicious Anti-Besi Fighter, 
  8- (Extreme) 
   20 Social Limitation:  Public ID 
  (Frequently, Severe) 
   
  5 Unluck:  1d6 
   
  5 Vulnerability:  1½x STUN from Mental 
  Powers (Uncommon) 
   
  5 Vulnerability:  1½x Effect from 
  Persuasion- or Compulsion-Based PRE 
  Attacks (Uncommon) 
   163 Experience Points 
   
  Total Disadvantage Points:  448 
   
   
  
  DIGITAL HERO #24 
  25
  Mortar 
  Background/History:  Hank Muldoon was an 
  average kid in Middle America, an average kid 
  with more energy than he could handle and a 
  limited attention span. This didn’t meet with his 
  parents’ approval, and they gave him large doses 
  of Ritalin in an attempt to moderate his moods. 
   
  This calmed Hank down for awhile, but it 
  also had an unforeseen effect. Hank was a 
  mutant, and the Ritalin he was forced to take was 
  being compensated for by his metabolism. The 
  parents continued drugging their child until he 
  couldn’t take it anymore, and when he was 13, 
  he finally snapped. The Muldoons were proud 
  gunowners, but took appropriate precautions 
  with their weapons and their children. When 
  Hank went nuts, these precautions saved his 
  mother’s life, but not his father’s. 
   
  There was a police stakeout of the home, 
  which the out-of-control Hank set on fire (partly 
  out of grief and guilt), rather than get shot like a 
  dog by the cops. Alas, Hank’s mutant powers 
  allowed him to survive the fire, and he was 
  treated for third degree burns and sent to juvenile 
  lock-up. 
   
  Hank was released when he was 18. The 
  experience left him a cold and hard young man, 
  but also one who was determined to do the 
  things he liked to do (play with weapons and kill 
  people) without getting thrown back in prison. 
  Hank’s next step was to go into the army.  
   
  Hank and the army weren’t a bad fit at first, 
  in spite of his nickname of “Burn Boy” (his old 
  burns didn’t particularly interfere with his ability 
  to perform his duties). Basic training was hell, 
  but he actually made friends. Some of his friends 
  had political and social views that were 
  definitely not in the mainstream, and this was 
  fine with Hank. He was not a mainstream kind of 
  guy. 
   
  The army also found out, through genetic 
  testing, that he was a mutant. They took him 
  away from his buddies and put him into a mutant 
  training facility. This was a mistake. He could 
  relate to his friends, but not to doctors and 
  psychiatrists or the other members of the 
  technical staff. The other mutants had some real 
  bad attitude problems (Hank’s hyperactivity can 
  be very annoying), and the doctors attempted to 
  control them with drugs. Hank asked to be 
  transferred back to his old unit, but the brass 
  refused. Hank never liked brass very much. 
   
  Eventually, Hank once again overloaded on 
  depressants, and exploded. The other mutants 
  joined him, and they made a break. One of the 
  mutants was a teleporter, a really good teleporter. 
  He got them to Central America in a few 
  seconds. 
   
  The mutants talked about forming a team of 
  superhuman mercenaries, but Hank still didn’t 
  care for some of their attitudes, and he left them 
  almost immediately. At this point, the crisis in 
  Kinyasa came up. Hank decided this would give 
  him a chance to kill people indiscriminately, and 
  he volunteered as a mercenary. He did think that 
  the Inatu had the moral high ground (not that it 
  mattered) and the better military, so he chose that 
  side. 
   
  Life in Kinyasa has not been kind to the 
  “Burnt Man” (as some of the locals call him); he 
  can barely speak a language that anyone knows, 
  he’s almost always hungry, and he’s spent a lot 
  of time sitting on his butt in a cave. But there is a 
  certain primitivism to the life that he enjoys, and 
  he thinks of the people that he’s with as his 
  buddies, and no one’s tried to drug him and tell 
  him to settle down. So far, he’s been content. 
   
  Personality/Motivation:  Hank’s personality is 
  a contradiction. His friends think he’s the best 
  guy in the world, although one who needs to 
  calm down. Everyone else thinks he’s at best, an 
  overbearing hyperactive loudmouth, and at 
  worst, a complete psychotic. 
   
  Hank is at his happiest when he’s in a 
  firefight, when he gets the adrenaline rush from 
  combat. He actually prefers an element of danger 
  to a massacre (a problem with the fights in 
  Kinyasa), and he’s thought about going back to 
  the States and becoming a supervillain. He’s not 
  at all interested in comfort or material goods, but 
  does like good friends and comrades. Hank has 
  no regard for human life, believing that the world 
  is a game of “survival of the fittest.” Hank’s 
  politics runs towards libertarianism (bent to 
  justify some of his criminal deeds) and a belief 
  in government conspiracy theories. Hank is 
  sometimes overwhelmed by the adrenaline rush 
  of combat, and can occasionally be a danger to 
  himself and his comrades. 
   
  Quote:  “Shut up? Shut this up!” 
   
  Powers/Tactics:  Hank’s mutant abilities are 
  linked to his desire for combat, and his love of 
  weapons. In addition to superhuman reflexes and 
  toughness, Hank creates large shells that he can 
  throw with a force that greatly exceeds his 
  (formidable) natural strength. He has one 
  unusual weakness – Hank’s powers require him 
  to be within 200 km of a weapons cache to 
  activate his powers.  
   
  Hank has a good sense of tactics, but usually 
  stays with his plan for about five seconds in a 
  fight before he gets overwhelmed by the urge to 
  go wild and experience an adrenaline rush, when 
  he rushes out and attacks. The longer a fight 
  goes, the more likely Hank is to become careless 
  with his powers. 
   
  Hank has a strong physical reaction against 
  anything that forces him to calm down (be it 
  telepathy or drugs). 
   
  
  DIGITAL HERO #24 
  26 
  Mortar 
  Appearance:  Hank is a tall blond brown-eyed 
  Caucasian, 6’1” and 180 lbs, in his early 20s. He 
  has an athletic build, but he is also badly burned 
  on his face and on much of the left side of his 
  body. He wears military fatigues (US Army 
  issue) and a black half-mask that obscures most 
  of his facial scarring. His voice is a constant 
  enthusiastic chatter, often quite loud; unless 
  Hank is deliberately trying to stay silent, it’s 
  hard not to notice him. 
   
   
  
  DIGITAL HERO #24 
  27
  Mortar 
   Val Char Cost Roll Notes 
   20 STR 
  10 13- Lift 400 kg; 4d6 [2] 
   23 DEX 
  39 14- OCV:  8/DCV:  8 
   33 CON 
  46 16- 
   14 BODY 
  8 12- 
   18 INT 
  8 13- PER Roll:  13- 
   14 EGO 
  8 12- ECV:  5 
   20 PRE 
  10 13- PRE Attack:  4d6 
   
  4 COM 
  -3 10- 
   
   17 PD 
  13 
   Total:  23 PD (6 rPD) 
   17 ED 
  10 
   Total:  23 ED (6 rED) 
   
  5 SPD 
  17 
   Phases:  3, 5, 8, 10, 12 
   11 REC 
  0 
   66 END 
  0 
   41 STUN 
  0 
   
  Total Characteristic Cost:  166 
  Movement: Running: 
  11”/22” 
   
   
  Leaping: 
  4”/8” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   86 Summon Explosive Shell:  RKA 3 ½d6, 
  Indirect (Same origin, always fired 
  away from attacker; +¼), Armor 
  Piercing (+½), Explosion (+½), 
  Reduced Endurance (0 END; +½); 
  Activation Roll 14- (-½), Ordinance 
  Must Actually Exist within a 200 km 
  Radius (-¼) 
  0 
   18 Toughness:  Armor (6 PD/6 ED) 
  0 
   30 Resistance to Conventional Weapons:  
  Energy Damage Reduction, Resistant, 
  50%; Only Protects Against Traditional 
  Military Weapons (-1) plus Physical 
  Damage Reduction, Resistant, 50%; 
  Only Protects Against Traditional 
  Military Weapons (-1) 
  0 
   10 Steady on His Feet:  Knockback 
  Resistance -5” 
  0 
   10 Swift:  Running +5” (11” Total) 
  1 
   
  5 Infrared Perception (Sight Group) 
  0 
   
   Skills 
   16 +2 with All Combat 
   12 Penalty Skill Levels:  +4 vs. Range 
  Modifier with All Attacks 
   
   
  3 Acrobatics 14- 
   
  3 Breakfall 14- 
   
  3 Bureaucratics 13- 
   
  3 Climbing 14- 
   
  3 Combat Piloting 14- 
   
  3 Concealment 13- 
   
  3 Language:  French (Fluent) 
   
  3 Navigation 13- 
   
  3 Shadowing 13- 
   
  3 Stealth 14- 
   
  3 Streetwise 13- 
   
  3 Survival 13- 
   
  3 Tactics 13- 
   
  3 Teamwork 14- 
   
  3 Tracking 13- 
   
  4 WF:  Emplaced Weapons, Small Arms 
   
  Total Powers & Skill Cost:  236 
   
  Total Cost:  402 
   
   200+ Disadvantages 
   15 Distinctive Features:  Burns on Half of 
  His Body (Concealable, Major Reaction) 
   15 Enraged:  When Wounded (Uncommon, 
  Go 8-, Recover 14-, Berserk) 
   10 Hunted:  Enemies of Current Employer 8- 
  (As Pow, Harshly Punish) 
   15 Psychological Limitation:  Addicted to 
  Combat (Common, Strong) 
   10 Psychological Limitation:  Hyperactive 
  (Common, Moderate) 
   20 Social Limitation:  Public Identity 
  (Frequently, Severe) 
   10 Susceptibility:  2d6 from Depressants 
  (Uncommon) 
   15 Susceptibility:  3d6 from Mental 
  Commands to Calm Down (Uncommon) 
   92 Experience Points 
   
  Total Disadvantage Points:  402 
   
   
   
   
  
  DIGITAL HERO #24 
  Bully Martial Arts by W. Ross Watson 
  28 
   
   
  In schoolyards all across the world, bullies 
  ply their trade, intimidating and extorting lunch 
  money from youngsters in every grade. There are 
  no set “teachers” of this style… one normally 
  learns how by being a crony of another bully and 
  putting up with the abuse long enough to learn 
  how to dish it out. There is no set “uniform” 
  either, although many bullies cultivate a tough 
  image by wearing torn clothing or rock ’n’ roll 
  emblems. 
  Optional Rules: 
   
  The Gimme Yer Lunch Money! maneuver 
  automatically targets the stomach, but gains no 
  benefits or penalties for doing so. The Indian 
  Burn and the Why Ya Hittin’ Yerself? maneuvers 
  automatically target one arm, but they gain no 
  benefits or penalties for doing so. The Noogies 
  maneuver automatically targets the head, but 
  gains no benefits or penalties for doing so.  
  Special Abilities: 
   
  Don’t Be A Hero: Many bullies rely upon 
  intimidation to operate and to keep their cohorts 
  in line. Some bullies take this even further, being 
  able to put someone in his place with merely a 
  look. This can be simulated by purchasing Mind 
  Control, with the Limitations Uses PRE Instead 
  of EGO (-¼), Only One Command (“Stand Still/ 
  Shut Up” -1), and Requires Eye Contact (-½). 
   
  BULLY FU MANEUVERS 
   
   
   
  Gimme Yer Lunch Money!:  This 
  maneuver is a kind of punch, delivered to the 
  stomach accompanied by the maneuver’s name 
  typically sneered by the Bully Fu artist. This 
  maneuver is often used as the “violent action” to 
  assist a Presence Attack. 
   
  Indian Burn:  This maneuver follows a 
  Grab of one limb (usually an arm). Next, the 
  Bully Fu artist abrades the limb by twisting his 
  hands back and forth quickly, leaving a painful 
  burn upon the skin. Hardened coverings on a 
  target’s arms make this attack ineffective. 
   
  Noogies:  This maneuver involves grabbing 
  the head by wrapping one arm around the neck, 
  then applying one’s knuckles in a vigorous 
  rubbing motion over the scalp of the grabbed 
  target. A helmet or hard covering on one’s head 
  renders this attack ineffective (the grab is still 
  active, however). 
   
  Why Ya Hittin’ Yerself?:  Often, the Bully-
  Fu artist will state the name of this maneuver as 
  he is using it, by grabbing an arm and repeatedly 
  striking the target with his own limb. 
   
  Wedgie:  This maneuver has no effect on a 
  target who does not wear underwear or has 
  hardened covering over any access to underwear 
  (For example, a character wearing a battle armor 
  suit would be immune).
  BULLY FU MANEUVERS 
   
   
  Maneuver 
  Phs 
  Pts 
  OCV 
  DCV 
  Damage/Effect 
  Gimme Yer Lunch 
  ½ 
  3 
  +1 
  +0 
  STR +2d6 Strike 
   Money! 
  Where are You 
  ½ 
  3 
  -1 
  -1 
  Grab Two Limbs, +10 STR for  
   Going? 
   
   
   
   
   Holding On 
  Indian Burn 
  ½ 
  4 
  +0 
  +0 
  STR +4d6 Abrasion, Must Follow 
   Grab 
  Noogies 
  ½ 
  4 
  -2 
  +0 
  Grab One Limb, 2d6 NND 
  Why Ya Hittin’ 
  ½ 
  4 
  +1 
  +0 
  Grab One Limb, STR +1d6 Strike 
   Yerself? 
  Shove 
  ½ 
  4 
  +0 
  +0 
  +15 STR to Shove 
  Wedgie 
  ½ 
  4 
  -1 
  +1 
  2d6 NND 
  Ranged Maneuver Phs 
  Pts 
  OCV 
  DCV 
  Rng 
  Damage/Effect 
  Rock Throw 
  ½ 
  4 
  +0 
  +0 
  +2 
  Strike, +2 DC 
  Skills: 
  Acting 
   
  Analyze “Toughness” 
   
  AK: Local Block or Playground 
   
  Streetwise 
  Notes:  Bully Fu is sometimes used with a “stick” weapon element, typically a one- to two-
  foot long length of wood. 
   
   
                                                             
  artwork by Derrick Thomas 
   
  
  DIGITAL HERO #24 
  29
  Billy Kapowski 
  Background/History:  The Kapowski family has 
  never been overly prosperous. Jack Kapowski is a 
  blue-collar worker who has risen to lower 
  management in a nearby coal mine. A former 
  marine, Jack expects a lot out of his son Billy. 
   
  Billy’s sister, Karen, has many advantages. 
  For one, she’s older… around fourteen. For 
  another, she’s popular and pretty… the head 
  cheerleader at the Sunnyside Junior High School. 
   
  Billy is not fitting in as well, however. Unlike 
  his sister, Billy has never been popular… and no 
  one has ever called him “cute.” The areas in 
  which he excels are not as innocent as Kelly’s 
  either…. 
   
  Ever since he found out that he was 
  substantially bigger and stronger than most of his 
  peers, Billy began a reign of terror in his 
  neighborhood. Most folks in Sunnyside Hills 
  blame Billy’s father for the son’s behavior. Jack 
  Kapowski, it is well known, was dishonorably 
  discharged from the Marines for drinking on duty 
  and brawling with superior officers. It’s also clear 
  that Jack approves of Billy’s macho posturing and 
  possibly even encourages it. However, Jack 
  positively dotes on Billy’s sister, Karen. 
   So far, Billy’s prestige as the biggest, toughest 
  kid around hasn’t found anyone brave enough, 
  smart enough, or tough enough to stand up to 
  him… yet. 
   
  Personality/Motivation:  Billy is quite possibly 
  the most classic example of a bully ever born. He 
  has little use for girls except as objects to tease 
  when he is bored, but any boy who is not one of 
  his cronies Billy singles out for abuse.  
   
  Billy is also strongly influenced by his father. 
  Since Karen is his father’s favorite, he takes it 
  upon himself to keep an eye out for her when he 
  can, and has actually intimidated a few of the 
  junior high school students away from attempting 
  to become her boyfriend.  
   
  Jack Kapowski is also a bigot in addition to 
  his other dubious qualities. This attitude has had a 
  strong effect on Billy, who taunts and beats up 
  minority students in his grade school more often 
  and more enthusiastically as a result. 
   
  If Billy has one weakness, it’s animals. Billy 
  loves animals, especially puppies, and his few 
  friendships have been formed because of a mutual 
  interest in different breeds of dogs. Billy hopes 
  one day to grow up into a dog-sled racer. 
   
  Quotes: “All right, weenie. Gimme yer lunch 
  money, and nobody gets hurt.” 
   
  “What are you, some kind of momma’s boy? 
  Is the baby gonna cry?” 
   
  “Go away. dork. You want your glasses 
  broken?” 
   
  Powers/Tactics:  Billy Kapowski is an 
  impressive physical specimen… for a ten-year 
  old boy. He’s remarkably tough and strong for 
  his age, and when he grows up he has the 
  potential to become a gifted athlete.  
   
  Billy also has learned a trick or two from his 
  years as Sunnyside Hill’s resident bully. He’s an 
  accomplished fighter, able to hold his own, 
  although to be fair he’s never really fought 
  anyone at or above his own level of skill.  
   
  Finally, Billy has a very impressive stare 
  when he wants to make a point. If he can make 
  eye contact with a target, there’s a good chance 
  he can “stare him down.” Even adults are not 
  immune to this petrifying effect. Whether this is 
  some kind of latent superpower or simply a very 
  well-developed expression of menace is yet to be 
  determined.  
   
  It should be noted that Billy’s demolitions 
  skill represents his facility with firecrackers, 
  especially noisemakers and the large “M-80” 
  style explosives. 
   
  Billy’s skill Analyze “Toughness” functions 
  identically to the Analyze Combat Technique 
  skill, except that it only helps him analyze 
  characters who have no “definite” martial arts 
  style. This category includes any character 
  without a real martial arts style and any variation 
  on Dirty Infighting or Commando Training. 
  Against a Karate black belt, however, Billy’s 
  skill would be no help to him. He’s just a kid, 
  after all! 
   
  Campaign Use:  If Billy Kapowski is Hunting 
  you, it means he wants to beat you up… usually. 
  It could also mean you’re on his “lunch money 
  collection” list, or it could mean he’s seen you 
  flirting with his sister… and doesn’t approve. 
  Likewise, if a character belongs to a minority 
  group, such as being Jewish or Islamic, Billy will 
  take time out of his busy grade school day to try 
  and give that character a few bruises. 
   
  To make Billy more powerful, raise his 
  Mind Control to 12d6, add 7 points of STR, and 
  give him a few more levels in hand-to-hand 
  combat. To scale Billy down a bit, you can take 
  his Mind Control down by several dice, or 
  remove it altogether. Billy can also be “powered 
  down” by taking away his bully fu martial arts or 
  lowering his characteristics to that of a normal 
  ten-year old boy. 
   
  Appearance:  Billy Kapowski is a pugnacious, 
  solidly built ten-year old boy. He prefers to wear 
  a denim jacket with the sleeves torn off and 
  usually has a slingshot stuck in his back pocket. 
  Scuffed and dirty is the normal condition of his 
  clothing, and his face seems to have a permanent 
  sneer stuck upon it. While not unattractive, his 
  rough features, red hair, and brown eyes will 
  never be considered handsome, or even cute. 
   
  
  DIGITAL HERO #24 
   
  30 
  Billy Kapowski 
  PLOT SEEDS 
   
   
   Billy would make 
  an excellent foil for 
  any child character or 
  DNPC. He also can 
  add a bit of “local 
  color” if any of the 
  characters in the 
  campaign hail from 
  the Sunnyside Hills 
  neighborhood.  
   Billy can also enter 
  the campaign if one or
  more teen heroes 
  become involved with 
  his sister Karen. 
  Karen’s quite 
  attractive and popular, 
  so it’s easy for her to 
  make a hero’s life 
  easier or more 
  difficult. Billy, of 
  course, is part of the 
  package. 
   
  
  DIGITAL HERO #24 
  31
  Billy Kapowski 
   Val Char Cost Roll Notes 
   
  8  STR 
  -1 11- 75 kg; 1½d6 HTH [1] 
   12 DEX 
  6 11- OCV:  4/DCV:  4 
   10  CON 
  4 11-  
   
  8 BODY 
  -4 11-  
   10 INT 
  0 11- PER Roll:  11- 
   
  8 EGO 
  -4 11- ECV:  3 
   
  8 PRE 
  -2 11- PRE Attack:  2d6 
   10 COM 
  0 11- 
   
   4/8  PD 
  3 
   Total:  8 PD (0rPD) 
   
  3  ED 
  1 
   Total:  3 ED (0rED) 
   
  2 SPD 
  8 
   Phases:  6, 12 
   
  4 REC 
  0 
   30 END 
  5 
   17 STUN 
  0 
   
  Total Characteristics Cost:  16 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  1½”/3” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   14 Don’t Be A Hero:  Mind Control 8d6; 
  Set Effect: Stand Still and Shut Up  
   
   (-1), Requires Eye Contact (-½), Uses 
  PRE instead of EGO (-¼) 
  4 
   
  3 Tough:  +4 PD; Must Be Aware of 
  Attack (-½) 
  0 
   
   Martial Arts:  Bully Fu 
   
   Maneuver OCV DCV Notes 
   
  3 Gimme Yer +1 
  +0 3 ½d6 Strike 
   
   
  Lunch  
   
   
  Money! 
   
  3 Where are 
  -1 
  -1 Grab Two Limbs,  
   
   
  You 
   
   
   18 STR for 
   
   
  Going? 
   
   
   holding on 
   
  4 Indian Burn +0 
  +0 5½d6 Abrasion, 
  Must Follow 
  Grab 
   
  4 Noogies 
  -2 
  +0 Grab One Limb, 
  2d6 NND 
   
  4 Why Ya 
  +1 
  +0 Grab One Limb,  
   
   
  Hittin’ 
   
   
   2 ½d6 Strike 
   
   
   
  Yerself? 
   
  4 Shove 
  +0 
  +0 23 STR to Shove  
   
  4 Wedgie 
  -1 
  +1 2d6 NND 
   
   Maneuver OCV DCV Rng Notes 
   
  4 Rock Throw +0 
  +0 
  +2 Weapon 
  +2 DC 
   
   
   Skills 
   
  5 +1 with Hand-to-Hand Combat 
   
   
  3 Acting 11- 
   
  3 AK: Bulldog Elementary School 11- 
   
  3 AK: Bulldog Elementary School 
  Playground 11- 
   
  3 AK: Sunnyside Hills Neighborhood 11- 
   
  3 Analyze “Toughness” 11- 
   
  3 Demolitions 11- 
   
  3 Streetwise 11- 
   
  Total Powers & Skills cost: 73 
   
  Total Cost: 89 
   25+ Disadvantages 
   15 Age:  10 
   10 DNPC:  Karen Kapowski (Billy’s Popular 
  Cheerleader Sister) 8- (Incompetent) 
   15 Psychological Limitation:  Enjoys Picking 
  on the Weak (Common, Strong) 
   15 Reputation:  Schoolyard Bully, 11-  
   
  9 Experience Points 
   
  Total Disadvantage Points:  89 
   
   
   
  
  DIGITAL HERO #24 
  The Choir by Denver Mason 
  32 
  POSSIBLE 
  BATTLE 
  COMMANDS 
   
   
  Overture:  Make a 
  grand entrance, 
  Presence Attacks, 
  and showy displays. 
  Fat Lady or The Fat 
  Lady Just Sang:  
  It’s over, let’s get 
  out of here – Often 
  used in retreat. 
  Uscita Maestro:  
  Focus your 
  attentions on the 
  opposing team’s 
  leader or tactical 
  head and take him 
  out. 
  Standing Ovation:  
  Just the opposite – 
  knock your 
  opponents down or 
  immobilize them so 
  that other members 
  of The Choir might 
  have a better 
  chance of hitting 
  them. 
   
   
  Duet looked across the table at the Stronghold guard, then glanced back at the suit sitting 
  next to her. She then looked over at yet another guard behind him. She made a point of visibly 
  eyeing the guns, looked down at the high tech shackles still on her wrists, then smiled, “You 
  must think…” in her best John Wayne impersonation, “that I’m a real… dangerous… 
  person.”  
   
  The suit didn’t laugh. The guards didn’t even smile. 
   
  “Tough crowd,” she muttered to herself. 
   
  “Can the comedy, Michelle,” The federal representative a.k.a. “Mr. Suit” said. He opened 
  the briefcase at his side and pulled out some files, “We’re here to get some facts. You’ve been 
  most uncooperative.” 
   
  She gave a lazy toss of her head, “Hey, I told you guys curtains were the way to go, add a 
  touch of color. You can’t say I’ve not tried.” 
   
   
  “I’m talking about your friends, The Choir,” Mr. Suit said calmly. “So far, you’ve 
  refused to even plea bargain. Michelle, we know you’re not the worst of them. It’s the leader 
  we want, most of all.” 
   
  Duet wished they’d use her villainess name. You work hard to build a reputation, rob 
  some places, spread a little terror, you’d think they’d get the hint that you were trying to stand 
  out. She didn’t respond to his comment. 
   
  “Tell me, without jokes, about Virtuoso and The Choir,” Mr. Suit demanded. 
   
  Duet calmly clasped her shackled hands, and delicately crossed her legs, seeming all 
  business at last. She stopped smiling, and looked at Mr. Suit, “I’ll be honest, and very serious 
  then. No games, and no jokes.”  
   
  Mr. Suit was too well trained to say “finally” out loud, but she could tell he was thinking 
  it. He leaned forward. 
   
  She leaned forward a bit as well, and whispered, “Bite. Me.” Then leaned back. 
   
  Mr. Suit scowled, “Another time, Michelle.” To the guards he barked, “Take her back to 
  the holding cell.” 
   
  The guards did just that, careful of any sudden move she might make. Guard 1 was 
  quietly professional, but Guard 2 must have been new on the job, he couldn’t help talking, “I 
  don’t get it. What is it about this Virtuoso guy that inspires such loyalty?” 
   
  Duet walked into her cell, and when it closed, she turned and answered Guard 2, even 
  though he was talking to his buddy, “Because no one wants to be the discordant note when the 
  band is really wailing.” Then she fell back on her cot and closed her eyes. “Mr. Suit could 
  learn a lot from Virtuoso about the power of respect.”  
   
  The Choir  
  Membership:  Bridge, Caterwaul, Crescendo, 
  Dirge, Duet, Songbird, Soprano, Virtuoso  
   
  Background/History:  The Choir has been 
  around for but a short time compared to some 
  supervillain teams, but it is gaining notoriety 
  quickly. Actually, the rookie nature of the team 
  is something of a deception. Before they began 
  public crimes, the majority of the team was 
  already united by the man who dubbed himself 
  Virtuoso.  
   
  It was Michelle the duplicator who was first 
  discovered when she attempted to mug Harrison 
  Rayburn, totally unaware of who he was. 
  Offering her a greater destiny than mere 
  thuggery, Virtuoso would soon forge her into the 
  villainess Duet. Thanks to her street smarts and 
  his resources, a recruiting drive was started and 
  Virtuoso began to personally seek out and offer 
  membership to those he found both useful and 
  worthy. The mutant Adriana Tabacchi a.k.a. 
  Soprano had come to America of her own 
  volition, but found the life of a supervillainess 
  harder and less glamorous than she first 
  imagined. Fortunately for her, the invitation to 
  join The Choir offered both comfort and the 
  training she’d need to get her still nascent 
  powers under control. Tyrone Greene was 
  another mutant, one misdiagnosed as merely 
  hearing impaired when instead his might was 
  fueled by the very sounds about him. He soon 
  was brought into the fold, rechristened 
  Crescendo. Realizing that many superheroes had 
  an edge in mysticism, The Choir extended an 
  offer to the chanting necromancer known as 
  Dirge. The mystic accepted for his own reasons.  
   
  The villain Tomcat needed no invitation to 
  realize he had made too many enemies to thrive 
  by himself. He helped himself to a visit with 
  Virtuoso, and was allowed to join as long as he 
  agreed to a name change. Thus Caterwaul was 
                                                             
  artwork by Kerry Connell 
   
  
  DIGITAL HERO #24 
  33
  CHOIR PLOT 
  SEEDS 
   
   
   Virtuoso assures 
  the rest of The Choir 
  that no member shall 
  be left behind 
  (besides, why risk 
  Duet letting secrets 
  slip?) and plots a 
  jailbreak. When 
  several “low risk” 
  superhumans are 
  transported to a lesser 
  facility from 
  Stronghold due to 
  overcrowding, Duet is 
  among them. Virtuoso 
  sees his chance and, 
  learning what route it 
  will take, plans to 
  have The Choir free 
  not just Duet, but the 
  other prisoners as 
  well. If the heroes can 
  learn about it 
  beforehand, they have 
  a chance to prevent it. 
  If not, they must play 
  clean up. 
   Stalker captures yet 
  another Choir 
  member. Enraged, 
  The Choir begins a 
  massive hunt for the 
  MC-8 member 
  making him their 
  number one concern. 
  To make matters 
  worse, Virtuoso puts a
  price on the masked 
  man’s head to attract 
  various mercenaries 
  and hitmen. The PCs 
  stumble onto an 
  injured and weary 
  vigilante too proud to 
  ask even his friends 
  for help, let alone a 
  bunch of strangers. 
  The Choir and the 
  Ultimates attempt to 
  rob the same art 
  gallery at the same 
  time. After a brief 
  scuffle, Virtuoso 
  throws down the  
  born. Already experienced, he needed little 
  training, and The Choir began to test themselves. 
  After many successes, they hit a snag on an 
  attempted theft of harmonic research, one that 
  might have ended much of the team in jail had 
  Virtuoso not convinced Professor Youngblood to 
  devote his harmonic research to their cause and 
  later become Bridge. The team seemed complete, 
  but later, Songbird would be forged from the 
  flesh of a woman now stripped of her past. 
   
  The Choir’s infamy has been growing, and 
  what they lack in the raw power of some groups, 
  they more than make up for in teamwork, style, 
  and ambition. More than one hero has attempted 
  to thwart them (among them the first Stalker), 
  and paid the price. While they’d find the term 
  “mercenaries” insulting, The Choir has worked 
  for others in the past if the job interested 
  Virtuoso. Indeed, ARGENT has employed their 
  services more than once, paying The Choir in 
  some additional high-tech favors and resources. 
  Chiefly though, their “performances” are under 
  the artistic vision of their leader. Thus they most 
  often commit crimes related (however loosely) to 
  music, art, and theatre. As this has included 
  everything from the theft of priceless paintings 
  to the cold-blooded murder of certain music 
  critics, most authorities are unwilling to simply 
  dismiss them despite these “quirky jobs.” 
   
  Group Relations:  Virtuoso’s charisma and 
  leadership (as well as his more subtle 
  manipulations) hold The Choir together. He 
  takes pride in his team, and makes sure each 
  member has pride in his own contributions as 
  well. By making each one feel like they’re 
  invaluable, he has earned their loyalty… for the 
  most part. While Duet, Bridge, Crescendo, and 
  even Soprano are completely behind him, Dirge 
  has his own agenda, and Caterwaul is pretty 
  skilled at manipulation as well – most don’t 
  realize just how willing he’d be to sell out The 
  Choir to save his own skin. Songbird sees 
  Virtuoso as her “father,” but should she ever find 
  out the truth and be freed, there’s little doubt she 
  might become his bitterest enemy.  
   
  Among themselves, the dynamics are less 
  certain. Duet’s flippant attitude and rough and 
  tumble ways have annoyed Soprano more than 
  once, and Duet in turn finds the singer’s “stuck 
  up attitude” deserving of mockery. Were it not 
  for their leader and their own sense of 
  professionalism, they might have come to blows. 
  Both have striven for the attention of Virtuoso, 
  which doesn’t help their interaction. Despite 
  their better judgments, most ladies on the team 
  have been charmed by Caterwaul at one time or 
  another. Crescendo is respected by his 
  teammates, but there is an undercurrent of pity 
  for his condition that grates on him sometimes. 
  Dirge gives everyone on the team the creeps, and 
  they each react to that in their own way, mostly 
  by avoiding him. Bridge is considered by some 
  on the team as too softhearted, but he’s saved 
  them so many times with a getaway that that is 
  forgiven. Songbird doesn’t know the truth about 
  herself, and the others therefore see her more as 
  a puppet than an equal; the exception being 
  Bridge, who finds her fascinating scientifically, 
  even as, having a daughter himself, he shows her 
  kindness. Chiefly though, The Choir takes pride 
  in working harmoniously. 
   
  External relations with other groups and 
  organizations are not so tight-knit. Not only has 
  the team caught PRIMUS’ unwelcome attention, 
  one superhero in particular, Stalker, seeks to 
  bring each and every one of them to justice. 
  Whether he’ll trust his allies, MC-8, enough to 
  ask their aid for his war on The Choir remains to 
  be seen, but it could be great trouble for Virtuoso 
  and crew if he does.  
   
  As mentioned above, ARGENT has both 
  hired and assisted The Choir more than once, and 
  keeps a closer eye on Virtuoso’s activities than 
  the mastermind is aware. It is their hope to 
  slowly build a dependency in The Choir on 
  ARGENT’s services and technology so they may 
  make demands in return (such as a peek at 
  Bridge’s own armor). No fool though, Virtuoso 
  strives to keep the organization at arm’s length 
  and keep the group sufficient within itself for the 
  most part. If he knew ARGENT’s schemes in 
  full though, or the fact that Songbird could have 
  been even better, he might sever ties with them 
  immediately. 
   
  Nor has Virtuoso’s drive to become the 
  greatest leader of a supervillain team impressed 
  those he would see as rivals. Fiacho and Eurostar 
  want little to do with the upstart American and 
  his crew, and if The Choir ever comes to Europe 
  they may find they’ve made a terrible mistake. 
  The Ultimates, while less powerful, are in the 
  States, and thus actually encountered. Binder and 
  Virtuoso took an instant dislike to each other, 
  and the teams seem to echo the sentiments. 
  While it’s not broken into a battle (yet), either 
  team would gladly complicate the others’ jobs if 
  given half a chance. 
   
  Tactics:  While inexperienced by some 
  standards (Virtuoso is the only one who is built 
  on more than 350 points), The Choir’s 
  membership works well together once a 
  performance starts. Each one has been 
  intensively trained not just in his own powers, 
  but in coordinating attacks with his teammates 
  and working together. Fully aware of the 
  idiosyncrasies of the individual members, 
  Virtuoso has attempted to turn any weaknesses 
  into strengths, or at the least has already 
  accounted for them before the proverbial curtains 
  go up and the show goes on. 
   
  
  DIGITAL HERO #24 
  34 
  gauntlet before 
  Binder. Whichever 
  team can defeat and 
  capture the most 
  heroes in 48 hours 
  will be proclaimed the 
  better. Binder replies, 
  “You’re on!” The PCs 
  (as well as various 
  NPC heroes) may 
  wonder just what they 
  did to tick these 
  groups off when they 
  come at them with 
  everything they’ve 
  got. 
   
  In battle, The Choir follows the general 
  outline of their predetermined plan while trying 
  to keep things fluid enough to adjust for the 
  unexpected which inevitably occurs. They are 
  very big on Presence Attacks, sometimes even 
  going so far as to attack in two waves:  The 
  showier members crashing in, attempting to 
  overawe whoever they can, while the second 
  wave slips in afterwards, hopefully unnoticed. If 
  Virtuoso has a choice, there is almost always one 
  member in reserve, usually Bridge, who is ready 
  to affect a getaway. The Choir is very goal-
  oriented, as long as that goal is reached with 
  style. Once they achieve that goal, they move 
  quickly. 
   
  The Choir relies on Virtuoso’s resources for 
  bases, and the current one the team uses is a 
  theatre that still appears to be “under 
  construction” and sealed off. It has as yet few 
  things to offer them beyond space, comforts, and 
  acoustics, but Virtuoso is working on that. 
   
  Campaign Use:  The Choir is an attempt to mix 
  thematic villainy with a very dangerous group of 
  villains. One can easily alter the feel or “age” of 
  The Choir in one direction or another, either 
  making them less lethal and even more focused 
  on theme to the point of having them leave 
  superheroes in Silver Age death traps and 
  leaving odd musical clues, or making them more 
  ruthless en masse, and more Iron Age in their 
  strategies with the musical theme as merely a 
  front. A balance is suggested, but not required. 
   
  As mentioned earlier, they are meant to be a 
  tactically efficient group that works well 
  together, so a GM may want to take a little prep 
  time to plan ahead for them, or even construct a 
  few code words (with musical themes) to use as 
  Battle Commands. A group of PCs who don’t 
  use teamwork of their own may find themselves 
  at a disadvantage facing The Choir despite 
  (possibly) superior power levels. Fortunately for 
  any PCs who are defeated, The Choir isn’t as 
  lethal as they could be, for Virtuoso sees wanton 
  killing for its own sake as garish. This should 
  give the PCs time to lick their wounds and 
  prepare strategies of their own the next time The 
  Choir performs. 
   
  The Choir hunts as a group only at 
  Virtuoso’s direction, but individual members 
  would have their own reasons for stalking 
  heroes. The danger level is severely downed in 
  that case, for as their “Standard” Power level 
  suggests (all members save Virtuoso are built on 
  350 points) the sum is greater than its parts. En 
  masse, their preferred method of hunting is 
  actually to arrange an ambush for the one who’s 
  proven to be so much trouble. If hunting an 
  entire team, they prefer to divide and conquer. 
   
  If The Choir is too weak for you, there are 
  two ways to go. One is to add more members, 
  likely capping it off at twelve. Virtuoso prefers 
  tools that are reliable to powerful wildcards, and 
  of course, any new members, whatever their 
  powers or abilities, will be expected to have a 
  name and style that suits the musical theme – 
  however much of a stretch. The other option is to 
  simply boost the existing members up as 
  recommended in their individual write-ups.  
   
  Remember that each one of The Choir is an 
  individual with his own life. Virtuoso takes this 
  into account, he has to; but he can’t prepare for 
  everything. The players may find their heroes 
  rubbing shoulders with The Choir members in 
  mutual secret identities in their day-to-day lives. 
  For example, it is entirely possible that a PC 
  whose alter ego is that of a gifted musician may 
  find Harrison Rayburn as a patron.  
   
  The Choir should evolve even when the PCs 
  aren’t focused on them. If a GM is using the 
  storyline from Stalker in Digital Hero #13, then 
  at least one of The Choir (Duet) has been 
  captured. In some ways this is a real test of 
  Virtuoso’s leadership. His action or inaction on 
  this may cost him not just team efficiency, but 
  could either dim the loyalty of his followers or 
  make them all the more devoted. While she is 
  gone, tactics will have to be changed, and the 
  roster possibly restocked. 
   
   
   
  
  DIGITAL HERO #24 
  35
  BRIDGE 
  PLOT SEEDS 
   
   Bridge’s daughter 
  is a bright girl, and 
  perhaps shouldn’t 
  touch the things 
  daddy has in his work 
  places. Teresa 
  discovers one of her 
  father’s devices, a 
  bulky helmet that is 
  meant to have an 
  automatic failsafe to 
  keep it from 
  materializing into 
  solid objects. Startled 
  at first when she 
  accidentally triggers 
  it, the girl is soon 
  popping all over the 
  city. Virtuoso is 
  appalled; this could 
  blow the identity of 
  one of their most 
  valued members. 
  Bruce is terrified, the 
  helmet is not ready to 
  be used so often, and 
  eventually the failsafe 
  will short out, and he 
  will tear the town 
  apart trying to stop 
  her before it does. Her 
  life depends on it. The 
  chase for the young 
  lady vanishing is on. 
   Bridge discovers an 
  elaborate means of 
  teleporting entire 
  buildings, but it 
  involves constructing 
  some high tech 
  monoliths around the 
  buildings in question. 
  Virtuoso now has the 
  means of stealing 
  national monuments, 
  and eagerly puts 
  Bridge to work. 
   Bridge makes a 
  breakthrough he never
  expected – he finds a 
  means to access 
  alternate dimensions, 
  and eagerly begins 
  exploring. However, 
  Bridge 
  Background/History:  Bruce Youngblood 
  couldn’t believe what was written on the paper 
  before him. He glared up at his so called 
  “superior” and tried to keep his rising anger in 
  check. Dr. Pickly sat there smugly waiting. 
   
  “You want me to sign what?” Bruce 
  demanded. 
   
  Dr. Pickly gloated, “I would think it would 
  be obvious, Mr. Youngblood….” Bruce noticed 
  his own professorship was being ignored by the 
  arrogant bastard, “If you wish to collect your 
  remaining pay and compensation, you will sign 
  your acceptance of your termination and 
  responsibility for your… misconduct.” 
   
  That tore it; Bruce exploded “Misconduct? 
  You lying sack of… I was the one who made the 
  breakthrough on Project:  Transit! I was the one 
  who figured out the whole key was isolating the 
  special harmonics using the Kelvarite. You stole 
  my notes, erased my files, and when I tried to go 
  over your head about it, you pulled every string 
  you could to….” 
   
  For a moment, the doctor shrank back, then 
  hissing, he interrupted, “So ‘you’ say, Bruce. I 
  say otherwise. Now, if you want to have any 
  money to keep that brat of yours on anything 
  better than Kibble, I recommend you do the 
  smart thing and sign! Or do I need to call 
  security?” 
   
  Ironically enough, that’s when a security 
  guard was blown through the door.  
   
  “Well done, as ever, Soprano. Let’s get what 
  we came for.” A commanding voice resounded 
  and Professor Youngblood gazed in wonder at 
  the sight of a group of costumed criminals 
  entering the lab.  
   
  “We have a problem boss.” One woman, 
  standing near what could have been her twin 
  announced, “I think PRIMUS just trashed our 
  ride. There are more agents out there than you 
  can shake a stick at.”  
   
  The leader sighed, “Thank you, Duet. One 
  should never underestimate the power of the 
  bourgeois to frustrate their betters.” Then the 
  man turned to the two scientists in the room, “I 
  am Virtuoso, and this is The Choir. I understand 
  there is harmonic research done here? I require 
  it.”  
   
  Dr. Pickly had all but wet himself, but 
  managed to gasp out, “You can’t! Project Transit 
  is going to make me a fortune! I—”  
   
  Virtuoso sighed, “How crass.” He then 
  turned to Bruce, “And you, good sir?” 
   
  Bruce bitterly replied, “Frankly, I’d rather 
  give it to you than this vulture. He stole it from 
  me, seems only fair someone else steal it from 
  him. Good luck making it work… unless you 
  have an advanced degree in dimensional 
  harmonics.” Then came the revelation, “It could 
  get you past those agents.” 
   
  Picky whined, “What are you doing, 
  Youngblood?”  
   
  Virtuoso smiled, “Tell me something, 
  Maestro Youngblood, does anyone but this lout 
  know you’re here?”  
   
  “No…” Bruce responded. He should be 
  scared, but he felt he had nothing left to lose, 
  “Why?” 
   
  “Make three wishes…” Virtuoso stated with 
  humor, even as the PRIMUS agents outside were 
  fortifying. 
   
  “I want my technology back in my hands. I 
  wish this jerk would get what was coming to 
  him, and I want to provide for my daughter…. 
  What game are you playing with me?” Bruce 
  almost snapped. 
   
  Virtuoso nodded to Soprano, who turned 
  and hitting a piercing note, caused Dr. Pickly’s 
  body to rip open. 
   
  “One wish granted.” The leader of The 
  Choir stated calmly, “If you can get your genie 
  out of the bottle, you’ll get the others.” 
   
  Bruce Youngblood got to work, and when 
  the PRIMUS agents finally rushed the building, 
  The Choir was long gone. 
   
  Personality/Motivation:  Professor Bruce 
  Youngblood is a passionate man, passionate 
  about his family, about science, and about 
  repaying his debts. He is not a violent man 
  himself, but he has grown to accept violence in 
  others. Thanks to Virtuoso’s manipulations, he’s 
  come to realize that he is elite. In a world full of 
  pretentious morons, Bruce is a genius with both 
  drive and talent. His idealism turned to cynicism 
  by the corruption of the legal world, he’s become 
  very good at rationalizing the illegal activities of 
  The Choir. 
   
  Sadly, it’s some of Bruce’s more admirable 
  traits and dreams that bind him most tightly to 
  The Choir now. He’s able to provide for his 
  daughter better than he ever dreamed, she gets 
  the best of everything and he dotes on her. He’s 
  loyal to Virtuoso (and oddly, Virtuoso does 
  consider him a friend – ultimately a tool, but a 
  friend) and helps him in his plans out of 
  gratitude. Bridge’s goals are fairly simple 
  beyond that. He hopes to continue improving his 
  technology and advancing his knowledge of 
  science. 
   
  Quote:  “You heard Virtuoso, the fat lady sang! 
  Let’s go!”  
   
   Powers/Tactics:  Bridge (as Bruce was dubbed 
  by Virtuoso) has used the considerable funding 
  he’s been granted by his patron and team leader 
  to incorporate his Transit technology into a suit 
  of powered armor. He uses this to great effect, 
  though his chief task is holding the team together 
   
  
  DIGITAL HERO #24 
  36 
  when he opens a door 
  he can not close, he 
  doesn’t want to risk 
  the lives of his 
  teammates, so instead 
  requests help from the 
  PCs. One of V’han’s 
  generals is certain this 
  is some sort of covert 
  strike attempt and 
  wishes to respond 
  accordingly. 
   
  and acting as walking “getaway vehicle” for the 
  team. Bridge’s options also extend into the 
  offensive. His Aportive Pulse can be set to either 
  teleport a target to a location and position of his 
  choosing or disorient through multiports until a 
  target falls unconscious. He’s also taken some 
  stolen blaster technology and incorporated it… 
  with a twist. He can transit the energy beam to 
  any location even as it fires, allowing him to 
  strike foes at angles they’d not expect. Of course, 
  the armor itself offers intensive protection. In 
  addition, polarized lenses and sound dampening 
  gear in the helmet prevent attacks meant to 
  overload senses.  
   
  In combat, Bridge follows Virtuoso’s plans 
  as tightly as he can. He’s often held in reserve so 
  The Choir will be able to retreat, but his armor’s 
  capabilities are handy in other ways. His 
  “Bridge” gateway has been used (in conjunction 
  with his teammates) as a means of clearing a 
  room before even entering it. As there are 
  dangers to teleporting blindly, Bridge tries to get 
  as much foreknowledge of a location as he can. 
   
  On an ironic note (pun intended) since the 
  Transit technology is based on harmonics, it 
  literally does chime softly as it operates. If a GM 
  allows, and if it fits the “age” of the campaign, 
  this could be used by resourceful PC science 
  whizzes on the team to track or even tag along 
  after Bridge. 
   
  Campaign Use:  As stated elsewhere, Bridge is 
  the “getaway” man for The Choir. This is sure to 
  make him hated by the PCs trying to bring the 
  team to justice, but the fact that he has this in a 
  focus means it’s a precarious status at best. In his 
  way, Bridge may be The Choir’s second most 
  indispensable member. Beyond that, however, 
  he’s also a character with a life beyond being a 
  villain. He is a good father, and any heroes who 
  somehow discover his identity may come to 
  realize that there will be a lonely and potentially 
  bitter daughter left behind if they capture him. Of 
  course, they must, but it does add an element of 
  the human factor into the equation. 
   
  It’s unlikely that Bridge would hunt anyone 
  on his own accord. Someone really has to tick 
  him off for him to lose it like that. However, a 
  superhero with technology, especially 
  teleportation-related technology, might pique his 
  interest enough that he’d try to steal it so he 
  could later incorporate it in his suit. Also, should 
  any hero ever be seen as threatening his 
  daughter, it will awaken a ruthless side in him 
  that will make Dirge seem almost compassionate 
  by comparison.  
   
  Souping Bridge up is easily rationalized, and 
  even encouraged. Options that come to mind are 
  life support for breathing, enhanced senses, and 
  little knickknacks such as lightning calculator 
  built in the armor. It should be noted that Bridge 
  currently has no Armor Piercing slots for his 
  teleportation, nor can he yet adjust for velocity or 
  blind teleport without danger. A GM could just 
  add those in as well, but it’s recommended that 
  that come later as Bridge has time to research 
  and develop his theories. Dimensional physics is 
  hardly a completely explored science, even in the 
  Champions Universe. If he’s too powerful, try 
  toning down his Offensive array to say 60 or 
  even 50 Active Points. 
   
  Appearance:  Bridge’s powered armor has a 
  multi-plated yet high-tech look; the underlying 
  frame being a solid black, with the plates being 
  ivory white to contrast. The polarized lenses 
  conceal his eyes, but the lower half of his face is 
  exposed so not to impede communication. Once 
  combat begins, an additional shield drops over 
  this however.  
   
  Out of costume, Bruce Youngblood is a 
  thoughtful man of Sioux descent and a little over 
  30 years of age. He stands about 5’9” (the 
  costume adds an inch or two) and keeps his dark 
  hair short. He is nearsighted, and wears gold 
  rimmed glasses (naturally, the costume’s lenses 
  are corrective as well as polarized.) 
   
  
  DIGITAL HERO #24 
   
  37
  Bridge 
  
  DIGITAL HERO #24 
  Bridge 
  38 
   
  Val Char Cost Roll 
  Notes 
  15+25‡ STR 
  17 12-(17-) 200kg(6400kg); 
  4d6(8d6)HTH[2(4)] 
  15+10‡ DEX 30 12-(14-) OCV:  5(8)/ 
  15+15‡ CON 25 12-(15-)  
  DCV:  5(8) 
   
  11 BODY 2 
  12- 
   
  20 INT 
  10 
  13- 
  PER Roll:  13- 
   
  13 EGO 
  6 
  12- 
  ECV:  4 
   
  20 PRE 
  10 
  13- 
  PRE Attack:  4d6 
   
  10 COM 
  0 
  11- 
   
   
  5 PD 
  2 
   
  18 PD (13 rPD) 
   
  5 ED 
  2 
   
  18 ED (13 rED) 
   3+2§ SPD 
  18 
   
  3, 5, 8, 10, 12 
   
  8 REC 
  4 
   
  § OIF (-½) 
   
  30 END 
  0 
   
  ‡ OIF and No Figured  
   
  35 STUN 8 
   
     Characteristics (-1) 
   
  Total Characteristics Points:  134 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  3”(5”)/6”(10”) 
   
   
  Swimming: 
  2”/4” 
   
   
  Teleport: 
  30”/60” 
  Cost Powers 
  END 
   12 Power Source:  Endurance Reserve (80 
  END, 10 REC); OIF (-½) 
  0 
   50 Transit Armor Offensive Array:  
  Multipower, 75-point reserve; all OIF 
  (-½) 
  – 
   5u 1) Aportive Pulse I:  Teleportation 12”, 
  Position Shift, Usable As Attack 
  (Defense is Teleportation, Extra-
  Dimensional Movement, or Force Wall, 
  +1), Ranged (+½) 
  7 
   4u 2) Aportive Pulse II:  Energy Blast 6d6, 
  NND (Defense is Teleportation, Extra-
  Dimensional Movement, or Force Wall, 
  +1) 
  6 
   5u 3) Reroute Blaster:  Energy Blast 8d6, 
  Fully Indirect (+¾) 
  7 
   43 Transit Armor Travel Array:  
  Multipower, 65-point reserve, all OIF 
  (-½) 
  – 
   4u 1) Basic Teleportation:  Teleportation 
  30”, Position Shift 
  7 
   4u 2) Courier Teleportation:  Teleportation 
  20”, Position Shift, 8x Mass 
  6 
   4u 3) Long Range Teleportation:  
  Teleportation 20”, MegaScale (1” = 
  10 km, +½) 
  6 
   3u 4) Bridge Transit:  Teleportation 5”, 4x 
  Mass, Area Of Effect (1 Hex, +½), 
  Continuous (+1), MegaScale (1”=10 
  km, +½), Usable By Others (+¼), Gate 
  (-½) 
  7 
   
  7 Pre-Programmed Exit Sites:  Two 
  Floating and One Fixed Location, OIF 
  (-½) 
  0 
   26 Reinforced Armor:  Armor (13 PD/13 
  ED), OIF (-½) 
   
  5 Polarized Lenses:  Sight Group Flash 
  Defense (8 points), OIF (-½) 
   
  7 Sound Dampeners:  Hearing Group 
  Flash Defense (10 points), OIF (-½) 
   
   Skills 
   10 +1 Overall 
   
   
  3 Computer Programming 13- 
   
  3 Electronics 13- 
   
  3 Mechanics 13- 
   
  3 Power:  Teleport Technology 13- 
   
  3 Scientist 
   
  6 1) SS:  Dimensional Engineering 17- 
   
  3 2) SS:  Physics 14- 
   
  3 Teamwork 12-(14-) 
  Total Powers & Skills Cost:  216 
  Total Cost:  350 
   200+ Disadvantages 
   10 DNPC:  Teresa Youngblood (Daughter), 
  8- (Normal), Unaware of Secret ID 
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   
  5 Physical Limitation:  Nearsighted 
  (Infrequently, Slightly) 
   15 Psychological Limitation:  Protective 
  of/Loves His Daughter (Common, Strong) 
   15 Psychological Limitation:  Loyal and 
  Grateful to Virtuoso (Common, Strong) 
   10 Psychological Limitation:  Scientific 
  Curiosity (Common, Moderate) 
   
  5 Reputation:  Member of The Choir, 8- 
   15 Social Limitation:  Secret ID (Bruce 
  Youngblood) (Frequently, Major) 
   60 Experience Points 
  Total Disadvantage Points:  350 
   
   
  
  DIGITAL HERO #24 
  39
                                                            
  CATERWAUL 
  PLOT SEEDS 
   
   One of the PCs’ 
  female NPC friends 
  seems to be walking 
  on air of late. She is 
  the latest victim of 
  Caterwaul’s 
  manipulations and he 
  has her completely 
  fooled into thinking 
  he is merely 
  misunderstood, needs 
  her help, and yes, he 
  “really does love her.”
  The PC may find out 
  that whoever this 
  friend’s new love is, 
  he’s no good for her 
  and asking favors 
  from her that are 
  increasingly 
  unethical. If she’s not 
  brought to her senses 
  and shown the truth 
  about Caterwaul, she 
  could lose her job, or 
  even be put in jail 
  while the lascivious 
  catman moves on to 
  his next victim. 
   Bridge discovers a 
  way to increase 
  Caterwaul’s animal-
  enraging abilities so 
  they spread for miles. 
  Caterwaul is 
  intrigued, so agrees to 
  steal the components 
  needed. If no one 
  stops him, the PCs 
  may have to deal with 
  an entire city’s animal 
  population attacking 
  everything in sight. If 
  Virtuoso sees 
  blackmailing the 
  entire city with such 
  power in his team as 
  beside the point, and 
  wouldn’t cash in, 
  Caterwaul still would.
   In a battle (perhaps 
  with Witchcraft) 
  something mystical 
  goes terribly wrong 
  Caterwaul 
  Background/History:  The sex had been great. 
  Matt had been trying to bag this new age chick 
  for a week now. His mind made a mental notch 
  in his memory, as he tried to slip out of her bed 
  as quietly as he could. Love ’em and leave ’em – 
  that was his motto. Been there, done her. 
   
  That’s when she stirred. Her smile quickly 
  turned into a frown as she saw him pulling his 
  pants on, “You’re leaving?” 
   
  Ah, what the hell, Matt figured, might as 
  well make it quick, “Yup. Don’t get me wrong; 
  you were fantastic, but I’m not ready for a 
  relationship yet.” He slipped his shirt on and 
  moved further away from the bed. He hoped she 
  wasn’t a yeller… he hated yellers. 
   
  Instead she drew the sheet around herself 
  and stood up, “You said you loved me.” 
   
  “And you believed me.” Matt tsked, “You 
  new age babes will believe anything it seems. 
  Think of it this way, I’m doing you a favor. 
  Maybe you learned a lesson about buying 
  everything a guy sells you.” 
   
  “The only one getting a lesson here is you.” 
  She hissed, and clawed at his head quickly 
  yanking some of the hairs from it.   
   
  “Ow!” He pushed her, knocking her against 
  her apartment window. “What the hell?” 
   
  The woman seethed with fury, “Since you 
  enjoy tomcatting around so much, let’s give you 
  a form more suited to your nature….” Then her 
  eyes glowed. 
   
  What happened next was a blur for Matt. 
  The lady (what was her name again?) rambled on 
  about letting his siren songs be maddening to 
  nature itself, and used weird words like Bast and 
  others he didn’t even begin to understand. As she 
  did so, incredible pain shot through his body. 
  Matt glanced down at his hands and saw his nails 
  growing more pronounced. His tongue brushed 
  against the increasingly sharp teeth in his mouth. 
  Cripes! She was turning him into a cat!  
   
  In a fit of panic, he shoved her away as hard 
  as he could – right through the window. In a rain 
  of glass and a hearty thud on the concrete two 
  stories down, the witch’s life (and the spell she 
  was casting) ended. Despite the darkness, Matt’s 
  new eyes could see the unnatural way she had 
  landed. 
   
   By the time the police were on the scene, 
  the man who had been Matthew Thompson was 
  gone. 
   
  That was the beginning of the criminal 
  career of the supervillain Tomcat. After all, he 
  sure as hell wasn’t going to work for a living. 
  Tomcat grew to know and like his catlike nature. 
  One night, however, he’d bit off more than he 
  could chew. After really ticking off Witchcraft 
  (he had driven Sunshine into a frenzy), the entire 
  Champions team went after him. Only a quick 
  run to the Millennium City Zoo and a lot of luck 
  kept him from getting captured. 
   
  When he heard word on the street that a new 
  villain team was forming, Tomcat crashed the 
  interviews and introduced himself. Despite his 
  lack of vocal musical talent, he was allowed to 
  join with one proviso – now he goes by the name 
  of Caterwaul. 
   
  Personality/Motivation:  Caterwaul takes all 
  the worst traits of man and cat, and combines 
  them. He’s lecherous, egotistical, lazy, and most 
  especially selfish. He sees no reason why the 
  world shouldn’t hand him everything he wants 
  on a silver platter; and if it could be arranged, 
  couldn’t the hands carrying that tray belong to a 
  hot blonde? This isn’t to say his near-
  transformation into a cat taught him nothing. 
  Now he keeps lying even after he’s gotten what 
  he wants just to be on the safe side. 
   
  In his off time, Caterwaul continues to 
  seduce any woman he’s even remotely attracted 
  to. While the crimes of The Choir now keep him 
  financially comfortable, he still gets a kick out of 
  having some hottie pay the tab. When “on the 
  job,” he’s a better team player than most would 
  suspect. He realizes that by looking out for the 
  others, he’s looking out for his own meal ticket 
  and protection. He lays his charm on as thick as 
  he dares on the rest of The Choir, with varying 
  success.  
   
  Quote:  “You think I want to live this life of 
  crime? I’m being forced to… no, don’t bother. I 
  got myself into this, I’ll get myself out of it.”  
   
  Powers/Tactics:  The unfinished spell ended up 
  giving Matthew the best of feline grace and 
  power. Extremely agile and quick reflexes are 
  but a part of it. His senses are finely attuned and 
  well-suited to nocturnal crimes. Ironically, his 
  delicate hearing makes him especially vulnerable 
  to the sonic attacks of some of his own 
  teammates. His sharpened nails can extend fully 
  into razor sharp claws which he uses freely. The 
  cat/man hybrid mindset Caterwaul endures is 
  something of a protection as well. Attacking 
  mentalists will find it hard to influence him 
  unless they can affect both men and beasts. 
  Caterwaul’s oddest ability is what inspired his 
  namesake. By taking the time to tilt his head 
  back and yowl, those creatures in range attack 
  whoever is physically closest to them, unless it is 
  Caterwaul himself1. 
   
  While Caterwaul doesn’t go out of his way 
  to kill his opponents, he wouldn’t shed a tear if it 
  happened… unless it spoiled his fun. More than 
  once, the instinct to “play with his prey” has 
  worked against him in finishing an opponent off.  
   
  1 This is an odd use of Personal Immunity, that some GMs 
  may wish to alter 
   
  
  DIGITAL HERO #24 
  40 
  Caterwaul 
  In battle, Caterwaul alternates between brutally 
  direct slashing, and devious attempts to fool, 
  infuriate, and distract. Caterwaul sometimes 
  pretends to be slower than he is to lull his foe 
  into overconfidence. Then he can bring his claws 
  to bear with surprising speed. 
  and Caterwaul is 
  transformed yet again. 
  This time, he becomes 
  even more cat like, 
  but larger and more 
  ferocious. His 
  intellect dims and he 
  escapes into the 
  streets to hunt. Can 
  the PCs stop him 
  before the former 
  lady-killer becomes a 
  real live man-eater?  
   
   
  That’s one of his least treacherous 
  maneuvers. He’s also been known to play the 
  hapless victim or reluctant criminal. More than 
  once he’s fooled a hero into lowering her guard, 
  only to make her regret it. Out of combat, it’s 
  even worse. Caterwaul always tries to keep at 
  least one besmitten woman in the law 
  enforcement or judicial areas. One never knows 
  when he might need her.  
   
  Campaign Use:  If you want to make Caterwaul 
  more powerful, you could expand his ability to 
  influence animals (true control instead of just 
  enraging them, larger area, or more dice), or 
  perhaps make his claws Armor Piercing. To 
  power him down, try removing his Lightning 
  Reflexes and/or Mental Defense. Since his 
  powers hail from a half-finished mystic curse, 
  almost any magical incident can be used to 
  justify a “radiation accident” for him. 
   
  As a hunter, Caterwaul is likely to be more 
  spiteful than lethal. He’ll try to do it in a style 
  that will sate his hedonism as well as 
  demoralizes his foe. For example, he might 
  attempt to seduce any comely female DNPCs 
  and then use what he learns from them against 
  the hero. Should some hero ever become such a 
  threat as to make Caterwaul fear for his very life 
  and freedom (not easy to do, but possible) he 
  might instead grow ruthlessly serious. 
   
  Ultimately, Caterwaul could be the downfall 
  of The Choir. Currently, it’s in his best interest 
  to be a team player. If he sees that its ship is 
  sinking, there is nothing to prevent him from 
  deserting it or even selling it out. After all, he’s 
  been solo before, and the name Tomcat can 
  always be picked up again. 
   
  Appearance:  If anything, Matt’s semi-
  transformation has only improved his looks; 
  albeit in an exotic way. He keeps his dark hair 
  long (the better to hide his pointed ear tips when 
  he must), and his green almond shaped eyes are 
  most alluring to the ladies when they aren’t 
  behind a pair of shades. His 5’11” build is 
  reminiscent of a gymnast or dancer. In or out of 
  costume he moves with incredible grace, and a 
  bit of a swagger. When not on the job, he prefers 
  clothes he can go clubbing in. 
   
  Caterwaul’s costume consists of a gray 
  bodysuit that covers his torso and legs. 
  Accompanying this are black boots, gloves, and 
  a sash-like belt. He also has a black half mask. 
  He doesn’t wear the costume to protect a secret 
  identity – he just thinks it looks good on him.  
    
   
  
  DIGITAL HERO #24 
  41
  Caterwaul 
   Val Char Cost Roll Notes 
   20 STR 
  10 13- Lift 400 kg; 4d6 HTH [2] 
   26 DEX 
  48 14- OCV:  9/DCV:  9 
   23 CON 
  26 14- 
   15 BODY 
  10 12- 
   13 INT 
  3 12- PER Roll:  15- 
   11 EGO 
  2 11- ECV:  4 
   20 PRE 
  10 13- PRE Attack:  4d6 
   20 COM 
  5 13- 
   
   12 PD 
  8 
   Total:  18 PD (6 rPD) 
   
  8 ED 
  3 
   Total:  14 ED (6 rED) 
   
  6 SPD 
  24 
   Phases:  2, 4, 6, 8, 10, 12 
   10 REC 
  2 
   46 END 
  0 
   45 STUN 
  8 
  Total Characteristics Points:  159 
  Movement: Running: 
  12”/24” 
   
   
  Leaping: 
  12”/24” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   26 Cat’s Claws:  HKA 1d6 (2d6 with 
  STR), +1 Increased STUN Multiplier 
  (+¼), Reduced Endurance (0 END, +½) 0 
   42 Call to Go Wild:  Mind Control 7d6 
  (Animal Class of Minds), Area Of 
  Effect (15” Radius, +1½), Personal 
  Immunity (+¼), Reduced Endurance 
  (½ END, +¼), Extra Time (Full Phase, 
  -½), No Range (-½), Set Effect (Attack 
  Anyone Near You, -½) 
  5 
   
  6 Hybrid Mind:  Mental Defense (10 
  points Total), Does Not Work if 
  Mentalist Can Affect Both Animal and 
  Human Class of Minds (-¼) 
  0 
   12 Feline Speed:  Running +6” (12” Total) 2 
   
  8 Feline Muscles:  Leaping +8” (12” 
  Total) 
  2 
   
  5 Cat’s Eyes:  Nightvision 
  0 
   
  9 Heightened Senses:  +3 PER with All 
  Sense Groups 
  0 
   
  3 Keen Ears:  Ultrasonic Perception 
  (Hearing Group) 
  0 
   
   Perks 
   
  5 Latest victim(s) of Seduction:  Contact:  
  varies, Often in Law Enforcement or 
  Legal Areas 
  0 
   
   Talents 
   12 Catlike Grace:  Combat Luck (x2) 
   
  3 Catnaps:  Lightsleep 
   
  4 Quick Claws:  +4 Lightning Reflexes with 
  Claws 
   
   Skills 
   
  8 +1 with All Combat 
   
  4 +2 OCV with Claws 
   
   
  3 Acrobatics 14- 
   
  2 Acting 11- 
   
  7 Breakfall 16- 
   
  2 CK:  Millennium City 11- 
   
  5 Climbing 15- 
   
  5 Defense Maneuver II 
   
  2 KS:  The Superhuman World 11- 
   
  1 KS:  Music 8- 
   
  3 Persuasion 13- 
   
  5 Seduction 14- 
   
  3 Stealth 14- 
   
  3 Streetwise 13- 
   
  3 Teamwork 14- 
   
  Total Powers & Skills Cost:  191 
   
  Total Cost:  350 
   200+ Disadvantages 
   
  5 Distinctive Features:  Catlike Traits – 
  Eyes, Pointed Ear Tips, etc. (Easily 
  Concealed)  
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   10 Hunted:  Witchcraft 8- (As Pow, Capture) 
   15 Psychological Limitation:  Catlike 
  Instincts (Common, Strong) 
   15 Psychological Limitation:  Deceitful and 
  Amoral (Common, Strong) 
   
  5 Reputation:  Member of The Choir, 8- 
   10 Vulnerability:  1½x STUN from Sonics 
  (Uncommon) 
   75 Experience Points 
   
  Total Disadvantage Points:  350 
   
   
  
  DIGITAL HERO #24 
  42 
  CRESCENDO 
  PLOT SEEDS 
   
   
   Crescendo learns of 
  a scientist who is 
  working on 
  “preventative 
  medicine” for latent 
  mutancy in infants. 
  Outraged by what he 
  sees as an assault on 
  the future of his own 
  kind, Crescendo 
  decides to make an 
  example of this 
  fellow. However, he’s 
  not the only one 
  involved; the IHA is 
  also in the wings 
  giving the doctor their 
  full support. 
   Crescendo’s powers 
  appear stronger 
  overnight, soon he’s 
  able to drink in sound 
  from miles around, 
  not only is he causing 
  chaos through the city 
  as no one else can 
  hear anything, he 
  becomes the strongest 
  man on the planet. 
  The most likely 
  reason is some new 
  technology or 
  treatment made by 
  Bridge or ARGENT. 
  The PCs have to find 
  it and destroy it, or 
  the city maybe held 
  hostage to silence. 
   One of the PCs 
  discovers a means 
  (either mystically or 
  scientifically) to 
  restore Crescendo’s 
  hearing. Even if they 
  don’t think of 
  themselves, if they 
  talk to the press about 
  it, Crescendo will 
  “hear” about it via 
  internet rumor and 
  attempt to steal it. For 
  that matter, it might 
  just be a rumor with 
  no truth to it, but  
  Crescendo 
  Background/History:  Tyrone Greene put his 
  hand against the box. He could feel the vibration 
  shaking the device; it tickled his fingertips and 
  danced along his palm. The silence remained 
  though, oppressive, heavy. Tyrone twisted the 
  dial up, still nothing. There was a tap on his 
  shoulder, he turned back and looked over his 
  shoulder to see his father wincing in annoyance. 
  His mouth moved, and Tyrone tried to make out 
  the words by reading the lips. 
   
  He was pretty sure his father was yelling 
  “Turn that #$$#$ thing down please!”  
   
  Sullenly, the fifteen-year old turned the 
  device off. Everyone in the manor had heard the 
  music; everyone but him. His father left the 
  room after encouraging him with silent mouth to 
  read his book on sign language again. 
   
  An hour later, Tyrone put the music back on. 
  Maybe, just maybe, if he believed enough, tried 
  enough, he’d be able to make his ears hear it. 
  Again the dial twisted upwards, and again the 
  silence persisted.  
   
  “#$#$ it!” Tyrone screamed, and even his 
  own voice was denied him. He backhanded the 
  CD player and it flew across the room shattering 
  into a hundred pieces. Tyrone gaped, he hadn’t 
  meant to hit it that hard. 
   
  “If L’institut Thoth found out I was doing 
  this…,” the man yanked at his necktie with one 
  hand as he handed over the files with the other. 
  His career could be ruined, but the money, and 
  the threats, had both been very influential in 
  having him take this risk. 
   
  Virtuoso looked at the nervous Dr. Tavish 
  reassuringly, “Calm yourself, Doctor. No one 
  knows we’re here. What do you have for me 
  today?” He glanced through the papers. 
   
  “You wanted to study superhumans, their 
  powers? This is a collection of some with 
  unusual mutations. Mind you, most of them 
  won’t be of use to you, they’re hindered as well 
  as helped by their abilities, but you did want to 
  know about any with sound-related powers or 
  conditions?” 
   
  “Yes, very much so.” The mastermind’s 
  fingers flipped through the pages, then stopped 
  on one subject. “Tyrone Greene is a mutant?” It 
  was not often that he was surprised. 
   
  “Yes, Tyrone has been getting checkups for 
  years. His very hearing is impaired by the 
  efficiency of his own power. He absorbs sound, 
  and through some method we can’t understand, 
  he can convert it to raw physical power.” Then 
  Tavish realized something, “You know Tyrone 
  Greene?” 
   
  “I know of his parents.” Virtuoso smoothed 
  over the understatement. The Greenes were a 
  respected family in some circles that he 
  associated from time to time, though they’d been 
  reclusive since their son had gone deaf. Still, 
  their trust would be easy to garner. “Thank you, 
  Doctor. There will be a bonus in this for you,” he 
  assured as he dismissed the man. 
   
  “Duet.” He spoke to the bored woman 
  behind him, “Learn what you can about this 
  young man’s activities when he’s away from his 
  parents. I had heard rumors Tyrone had been 
  engaging in petty theft out of frustration, and that 
  his parents had been paying to keep his record 
  clean, now that I know what he can do, I want 
  him among us.” 
   
  Duet was taken aback, “Um, sure boss, but 
  there are strong guys who are more experienced 
  that aren’t….” 
   
  He cut her off with a wave of the hand, 
  “Hearing impaired? My dear Duet, I want him 
  precisely because he is deaf.” 
   
  “Okay, I’ll bite, why do you want him 
  because he’s deaf?” 
   
  “Beethoven was deaf.” Her leader stated, as 
  if that explained everything, “Now, go and make 
  sure the rumors are right….” 
   
  They were. Virtuoso used his secret identity 
  to befriend Tyrone, even as he had some files at 
  the institute buried. When the… unfortunate car 
  accident occurred to his parents and their driver; 
  the young man (now old enough to live on his 
  own anyways) was left adrift. Who else would he 
  turn to? 
   
  Personality/Motivation:  Crescendo is an 
  intelligent young man whose power is both his 
  blessing and his curse. He has bought – hook, 
  line, and sinker – Virtuoso’s beliefs in their 
  innate superiority over the cattle of common 
  humanity. Tyrone is actually quite proud of 
  being a mutant. He’s turned his former self-
  loathing into a source of self identification. As 
  his power and expertise in using it have grown, 
  so too has his confidence. Perhaps overly so; 
  occasionally he bites off more than he can chew, 
  though at least he isn’t the thrillseeker Duet is. 
   
  That all said, Crescendo still harbors a secret 
  desire to hear again. If he were ever offered a 
  surefire way to do so, he’d take it even, perhaps, 
  at the cost of his powers. Virtuoso is trying to 
  find a way to help Crescendo have the best of 
  both worlds, but he’s unaware how deep 
  Tyrone’s feelings on the matter are. In the 
  meantime, Crescendo wants to increase his 
  power and skill, using it to be the toughest brick 
  around. He wants to be able to outfight and 
  outthink any other “strongman type” in a battle. 
  If he meets a brick who is tougher and who 
  applies his strength more creatively, he’s likely 
  to end up hating the guy.  
   
  Quote:  (In ASL) “I can take him, Virtuoso. 
  Give me five minutes, and I’ll beat out a 
  symphony on his carcass.” 
   
   
  
  DIGITAL HERO #24 
  43
                                                            
  Crescendo is getting 
  desperate. 
   
  Powers/Tactics:  The louder it gets, the stronger 
  Crescendo becomes. This might seem amusing 
  until one remembers that many of Crescendo’s 
  teammates are very loud indeed.* He can even be 
  hit with sonic energies directly (which also 
  energizes him somewhat), so at the most extreme 
  levels, he can rival some of the strongest beings 
  on the planet. 
   
  Virtuoso has insisted that Crescendo not 
  merely settle for raw force, and Crescendo has 
  come to be very versatile indeed. He can tear up 
  materials and wrap them around a foe to hold 
  him fast, or give a hard but controlled tap to an 
  enemy’s skull to knock him out. He tends to use 
  these tactics against downed martial artists or 
  mere norms respectively. Against multiple foes 
  about him, or those just too darn agile to strike, 
  Crescendo will give a powerful stomp in an 
  attempt to bowl them over. Crescendo does not 
  always succeed in applying such moves, but he 
  hopes to one day do it effortlessly. 
   
  As for his handicap, technology has been 
  incorporated to deal with that. A shaded glass 
  band circles Crescendo’s entire head. While 
  anyone can tell it offers some protection from 
  bright lights, it’s not so obvious that a complex 
  series of micro lenses within it allows Crescendo 
  to see even targets behind him. This allows him 
  to use lip-reading somewhat, but masks and such 
  still neutralize that and frustrate him because 
  they mean he may not even hear the orders being 
  given. Fortunately, Virtuoso has incorporated 
  simple hand gestures as well as code-words to 
  keep him in sync with the rest of the group. 
  Crescendo has also developed a good grasp of 
  tactics himself… so much so that between 
  missions, Virtuoso will take his counsel on how 
  best to proceed. 
   
  Campaign Use:  Crescendo is an example of a 
  young man overcoming his impairment with 
  tenacity, creativity, and pride. It would be 
  downright admirable, if only he were on the 
  right side. Those good qualities in the face of 
  adversity don’t change the fact he’s still a 
  criminal who thinks he’s better than 80% of the 
  people out there and that this entitles him to do  
   
  * GM Note:  In fact, it is for this reason that his Ambient 
  Sound Absorption is about ¼ less than the Limitations given 
  for the Energy Conversion power in the USPD that inspired 
  it. Loud noises are a lot more common around him. 
  pretty much whatever he wants. PCs might yet 
  be able to teach him some humility and “save 
  him” from a life of crime, but he would have to 
  want to be saved first. Not to be neglected is 
  Crescendo’s mutant pride (in fact, should The 
  Choir ever be broken up, he might fall in with a 
  group of Mutant Supremacists), so if a GM 
  wishes to introduce mutant-oriented plotlines 
  into his campaign, Crescendo could play a part. 
   
  Crescendo’s biggest hook is his quest to 
  hear again. It could be another weakness in The 
  Choir. If Crescendo was somehow de-powered 
  by a “cure,” The Choir would lose a formidable 
  weapon. Crescendo might even end up turning to 
  a PC if they could help him, and while loyal to 
  Virtuoso, if anything would cause him to betray 
  The Choir, that would be it. Detective work 
  might also uncover that the “accident” which 
  killed Tyrone’s parents was no accident. How 
  will Tyrone handle that if he’s told?  
   
  Crescendo could become a hunter out of 
  pride or an attempt to outdo a PC brick. While 
  it’s unlikely any PC is truly anti-mutant, if 
  Crescendo thinks they are, he might decide to 
  hunt him just to teach the guy a lesson.  
   
  If Crescendo is too powerful, turn his 
  increment increases of ten to fives, or reduce his 
  base STR to 40. You might also decide to 
  remove a slot from his Multipower. If you want 
  to boost him up, try increasing his SPD to a 5 
  and/or buying off the required roll for his 
  Multipower. Concept-wise, Crescendo will be 
  seeking a way to hear, so buying off his deafness 
  disadvantage also fits the character. 
   
  Appearance:  Crescendo is a tall young black 
  man. His costume is a skintight outfit of black, 
  gray, and white. His gloves and boots are also 
  black, and he wears a circlet of shaded material 
  over his eyes. While not as wide as other bricks, 
  he does seem to broaden at the shoulders slightly 
  when sound “muscles him up.” 
   
  Out of costume, Tyrone dresses in expensive 
  clothes that are in fashion. He keeps his hair 
  trimmed close, and occasionally wears a bit of 
  jewelry. 
   
  
  DIGITAL HERO #24 
   
  44 
  Crescendo 
  44 
  
  DIGITAL HERO #24 
  45
  Crescendo 
   Val Char Cost Roll Notes 
   50 STR 
  40 13- 25 tons; 10d6 HTH [5] 
   18 DEX 
  24 12- OCV:  6/DCV:  6 
   30 CON 
  40 15- 
   15 BODY 
  10 12- 
   15 INT 
  5 12- PER Roll:  12- 
   16 EGO 
  12 12- ECV:  5 
   20 PRE 
  10 13- PRE Attack:  4d6 
   14 COM 
  2 12- 
   
   25 PD 
  15 
   Total:  25 PD (20 rPD) 
   20 ED 
  6 
   Total:  20 ED (20 rED) 
   
  4 SPD 
  12 
   Phases:  4, 6, 10, 12 
   16 REC 
  0 
   60 END 
  0 
   55 STUN 
  0 
  Total Characteristics Points:  176 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  10”/20” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   47 The Artistry of Might:  Multipower, 70-
  point Reserve, Requires a Strength 
  Artistry Roll (-½) 
  – 
   2u 1) That’s a Wrap:  Entangle 6d6, up to 
  6 DEF; OIF (Appropriate Materials of 
  Opportunity, -½), No Range (-½), Extra 
  Time (at Least a Full Phase Depending 
  on Material Availability, -½), Defense 
  Depends on Material Used (-½), Side 
  Effect (May Cause Considerable 
  Damage to the Environment, -0) 
  6 
   3u 2) Skull Percussion:  Energy Blast 6d6, 
  NND (Defense is Lack Of Weakness on 
  Defenses Covering the Head, or Any 
  Innate rPD Protecting the Head, +1) 
  Reduced Endurance (½ END, +¼); No 
  Range (-½), Side Effects (if Character 
  Fails Roll, Opponent Takes Character’s 
  Full STR Damage, -¼) 
  3 
   4u 3) Lord of the Stomp:  Energy Blast 
  8d6, Explosion (+½), Hole in the 
  Middle (+¼), No Range (-½) 
  7 
   
  9 Ambient Sound Absorption I:  STR +10, 
  Reduced Endurance (0 END, +½); No 
  Figured Characteristics (-½), Only 
  When in the Presence of Strong Sounds 
  (His Own Screaming, a Busy City 
  Street, etc., -¼) 
  0 
   
  8 Ambient Sound Absorption II:  STR 
  +10, Reduced Endurance (0 END, +½); 
  No Figured Characteristics (-½), Only 
  When in the Presence of Intense Sounds 
  (Rock Concert, Many Sonic Powers at 
  Work, etc., -½) 
  0 
   
  7 Ambient Sound Absorption III:  STR 
  +10, Reduced Endurance (0 END, +½); 
  No Figured Characteristics (-½), Only 
  When in the Presence of Overwhelming 
  Sounds (Rocket Launch, etc., -¾) 
  0 
   20 Drinking from the River:  Absorption 
  4d6 (Energy), split between STR and 
  END evenly, Delayed Return Rate (5 
  per Minute, +¼); Limited Phenomena 
  (Sonics Only, -¼) 
  0 
   12 Bring on the Noise:  Armor (16 rED), 
  Linked to Absorption (-½), Only up to 
  Amount Rolled by Absorption (-½) 
  0 
   20 Natural Resilience:  Damage Resistance 
  (20 PD/20 ED) 
  0 
   
  4 Full Peripheral Eye Band:  Increased 
  Arc of Perception for Normal Sight, 
  360o; IIF (Eye Band, -¼) 
  0 
   
  3 Shaded Lens:  Sight Group Flash 
  Defense (5 points); OIF (Eye Band, -½) 0 
   
   Perks 
   
  2 Inheritance:  Well Off:  $200,00 per year  
   
   Skills 
   10 +2 with Hand-to-Hand 
   
   
  3 Breakfall 13- 
   
  2 CK:  Millennium City 11- 
   
  3 KS:  Music 13- 
   
  3 Language:  American Sign Language 
  (Fluent) 
   
  3 Lipreading 13- 
   
  2 SS:  Physics 11- 
   
  3 Strength Artistry (Power) 19- 
   
  3 Tactics 13- 
   
  3 Teamwork 13- 
  Total Powers & Skills Cost:  174 
  Total Cost:  350 
   200+ Disadvantages 
   10 Distinctive Features:  Mutant (Not 
  Concealable, Unusual Senses)  
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   15 Physical Limitation:  Deaf (All the Time, 
  Slight [thanks to equipment]) 
   15 Psychological Limitation:  
  Overconfidence (Very Common, 
  Moderate) 
   15 Psychological Limitation:  Feels Superior 
  to the “Mundanes” (Very Common, 
  Moderate) 
   15 Psychological Limitation:  Would Do 
  Anything to Hear for Real (Uncommon, 
  Total) 
   
  5 Reputation:  Member of The Choir, 8- 
   15 Social Limitation:  Secret ID (Tyrone 
  Greene) (Frequently, Major) 
   45 Experience Points 
  Total Disadvantage Points:  350 
   
   
  
  DIGITAL HERO #24 
  Dirge 
  46 
  Background/History:  “I’m cut!” Caterwaul 
  complained, gripping at his left shoulder with his 
  right hand. “What sort of heroes use weapons 
  like that, I ask you?” 
   
  Dirge stared at his teammate, his gaunt pale 
  face made no apparent change of expression, 
  “Apparently the sort that hunts you.” Dirge’s 
  deep rasp was as emotionless as his face. Dirge 
  doubted very much the wound was lethal. 
  Caterwaul’s lifesong was still strong and vibrant 
  despite the brief endangerment that set the 
  catman’s heart to a hurry. 
   
  “Not unlike Flight of the Bumblebee.” The 
  necromancer said aloud to himself. 
   
  “Baking powder?” Caterwaul arched a brow, 
  “I don’t know what you’re talking about, but a 
  little patching up here please.” 
   
  “Of course,” Dirge turned, not to his 
  ‘patient’ but to the box of animals he kept for 
  just such an emergency. Gripping the quivering 
  rodent, he began to sing the Intonations of 
  Infernal Inversions, before snapping its neck. 
  The creature died instantly, and its lifeforce 
  played a small lamentable little note, before 
  feeding the greater song that was Caterwaul’s 
  energies. The wound was gone. 
   
  “Thanks, Dirge.” Caterwaul backflipped 
  away to make sure the old arm was up to snuff. 
   
  But Dirge did not hear him. His mind was 
  on another sound:  that snap. 
   
  Snap! 
   
  The young man hid his face as his best 
  friend’s neck was broken by the zombie. It didn’t 
  matter that the zombie had been their music 
  teacher. It was empty now. Zachary didn’t know 
  how or why, but it was like the music from his 
  teacher had been taken, and replaced with 
  another tune, a dirge that refused to end. Then 
  his friend rose, a walking dead man; again that 
  dirge had replaced what once was.  
   
  “Dirge,” Virtuoso’s voice called him, “Is all 
  well?” Dirge did not bother to look back at his 
  leader. He didn’t need to. He could hear 
  Virtuoso’s own soulsong. It was an ambitious 
  masterpiece driven by hidden notes of 
  desperation. 
   
  “Yes,” he replied. 
   
  “Good. Do not forget, we’ll be meeting to 
  discuss the strategy for our latest performance in 
  an hour.” 
   
  “I won’t forget,” Dirge assured him. Perhaps 
  Virtuoso nodded as he walked away, perhaps 
  not. All Dirge knew was that the song was 
  retreating. 
   
  Alone again, he muttered to himself, “I 
  never forget.” 
   
  “The world shalt ne’er forget the ascension 
  and return of the Lord of the Dragon Crown,” 
  the …thing on the writhing throne stated calmly. 
  “The time of Takofanes hath come again…. 
  Prepare the sacrifices.” 
  DIRGE PLOT 
  SEEDS 
   
   
   Dirge discovers that 
  Stalker has protection 
  from the other side, 
  and attempts to 
  ensnare the soul of the
  late Anthony Thomas 
  Palante in order to 
  interrogate it. The 
  PCs find Dirge 
  committing odd 
  robberies completely 
  on his own and any 
  mystics among them 
  will realize it is for 
  some sort of binding 
  ritual. Can they save 
  the soul of the first 
  Stalker? 
   In a fierce battle 
  with The Choir, one 
  of the PCs is hit with 
  truly lethal force, and 
  lies dying. To 
  everyone’s surprise, 
  Dirge uses his power 
  to heal and save the 
  PC, keeping him from 
  the brink of death. 
  After the “rescue,” 
  Dirge vanishes. The 
  only sign of the magic 
  used is an odd symbol 
  now inscribed on the 
  flesh over the hero’s 
  heart. What exactly 
  this means is for 
  Dirge to know, and 
  the nervous PC to find
  out. 
   Dirge hears news of 
  an exciting 
  archeological find in 
  Oklahoma. A 
  collection of tablets 
  has been found that 
  predate the earliest 
  known tribes. Dirge 
  becomes convinced 
  that the tablets may 
  hold some secret to 
  defeating Takofanes, 
  perhaps even part of 
  The Archlich’s True 
  Name. He is willing 
   
  Zachary was laid out along with the others; 
  those who’d been allowed to live, for now. His 
  naked form was fastened down as part of the 
  great ritual to be. The gruesome archlich began 
  to intone words that had not been uttered for 
  untold millennia.  
   
  And yet, he knew them. They were the same 
  words he heard in the horrid dirge that filled 
  everything. He didn’t know how to stop the 
  words, but perhaps… if he sang them? 
   
  Dirge found himself humming, and stopped. 
  He put away his tools and goods before walking 
  along to join the others in the meeting. It had not 
  begun yet, so idle banter flitted about him like 
  the chatter of birds. 
   
  “…what are you complaining about? We got 
  away….” 
   
  “…if I ever get my claws on that hero…” 
   
  “…did you hear Stalker has allies now?” 
   
  “…doesn’t matter, nothing can save him.” 
   
  The Archlich’s gaze of green hued flames 
  cast about at the song come up from the pit. Had 
  he lips to curl into a smile, he would have, “So… 
  one hath talent, but clearly no training. 
  Amusing.”  
   
  Zachary kept singing, he could feel the song 
  becoming his, buoying him. If he could just hold 
  all the notes, maybe he could survive. 
   
  There was a negligent gesture from 
  Takofanes, less energy expended than most 
  would use shooing a fly, and Zachary screamed. 
  He could feel his own music rising out of his still 
  living body, and about to be replaced. 
   
   “Nothing can save thee, boy.” The skeletal 
  creature tsked as it toyed with the essence and 
  pain of his rebellious victim, “Nothing can, save 
  power that ye shall never have enou of.”  
   
  There was a crash, and an explosion… 
  colorful figures had arrived. Zachary could not 
  recall what they looked like, but oh, how 
  defiantly their lifesongs raged.  
   
  “Get the prisoners out of here!” One voice 
  declared. 
   
  And he was swept away…his body escaped, 
  but his soulsong lost in the void. 
   
  Dirge listened to the team plans attentively, 
  of course. He had to do his part. He had come to 
  The Choir for a reason. They needed a mystic, 
  and he needed to grow. It would be a slow, 
  gradual climb before he would be strong enough 
  to make his challenge; to pit his song against the 
  dreadful words of the Dragon Crowned Lord.  
   
  One day, he swore to himself, I will have 
  “enou.” 
   
   
  
  DIGITAL HERO #24 
  47
  to try any means to 
  obtain them, but 
  knows doing so with 
  magic may attract 
  Takofanes’ attention. 
  He must convince 
  The Choir, or better 
  yet, extort or trick a 
  superhero team, into 
  stealing it for him. 
   
  Personality/Motivation:  Dirge is outwardly 
  cold, uncaring, and empty. He comes across as 
  extremely dry and morbid. Inwardly, he’s cold, 
  uncaring, and empty. Not every villain is 
  pretending after all. Despite his emptiness, he 
  does have drive and dreams. One might say his 
  inability to feel normal passions has created a 
  new need in him.  
   
  As his background states, Dirge wants 
  power. He is patient, and willing to wait for it. In 
  a sense, he’s just passing his time using The 
  Choir as both a way to build up his mystic 
  muscle, and as a shield should danger come his 
  way. His ultimate dream is to gain enough power 
  to challenge Takofanes (and even then, he might 
  prefer to find puppets for that task) and usurp the 
  Archlich’s mystic might and place. The thought 
  of reclaiming his soul is something he tries not to 
  dwell on. On some level, it frightens him. 
   
  Quote:  “Your lifesong is strong… you should 
  be proud of it. I promise to remember it long 
  after it’s stilled. Rejoice in that.” 
   
  Powers/Tactics:  Dirge is a potent necromancer 
  with a musical bent to his powers. He influences 
  the flow of life and death energies with the 
  mournful chants and songs from which he takes 
  his name. Those who hear his songs may find 
  themselves withering slowly, or torn asunder 
  abruptly. Some of his notes can even pierce the 
  essence of ethereal beings. Dirge can heal the 
  wounded, though it requires at least a token 
  sacrifice. While it is in his power to create an 
  undead servant from a corpse, he rarely uses this 
  power, feeling he must get stronger in it first. He 
  has always had a knack, a latent talent that came 
  in the form of hearing the “soul songs” of those 
  about him. 
   
  Unfortunately for Dirge, if silenced, he is 
  nearly helpless, even his ability to Nether Walk 
  fails him. This makes him rather reliant on his 
  teammates when facing certain foes. Many of his 
  attacks are lethal, but Dirge prefers not to kill 
  human beings casually. Like Virtuoso, he 
  considers himself something of an artist, a 
  master of his craft. To simply snuff a life is  
  wasteful when it could be used to power rituals, 
  or at least study the condition of life and soul 
  songs. In battle, he prefers to match up against 
  opposing mystics. How else is he supposed to 
  prepare for his last greatest battle? 
   
  Campaign Use:  Dirge is an example of a 
  lesser evil. He’s a murderer, he’s callous, and 
  he craves power no matter who else it hurts; but 
  he’s still nothing compared to the evil he seeks 
  to usurp. Should your heroes find out his 
  ultimate goal after having met Takofanes, they 
  may find themselves hoping beyond hope he 
  can pull it off. 
   
  The problem with that, of course, is twofold. 
  The path to such power may call for a lot of 
  deaths to feed it. If Dirge thought somehow 
  destroying a city would defeat Takofanes, he 
  would do it without hesitation. Should he 
  somehow (unlikely) ever succeed, he would 
  eventually be no better than Takofanes himself. 
   
  Dirge is likely to run into PCs while 
  assisting The Choir. On his own, he’s most likely 
  to clash with mystic-oriented PCs. They may foil 
  his robbery of some occult book or object, or 
  merely find themselves being used as a way for 
  Dirge to “test himself.” Eventually, Dirge hopes 
  to free himself of his need for vocal spells. 
   
  If Dirge is too powerful, try reducing the 
  dice of damage he does, or perhaps change his 
  RKA into an EB, and his Drain BODY into a 
  Drain BODY/STUN split. If you wish to pump 
  him up, you could have the incantations become 
  nothing more than a special effect that he doesn’t 
  really need, or augment/replace his Multipower 
  with a necromantic Variable Power Pool. 
   
  Appearance:  An unnatural interest in death and 
  darker magicks has not had a healthy affect on 
  Dirge’s looks. He is pale; some even confuse 
  him for an albino at first. He is unkempt and 
  smells faintly of blood, sulfur, and 
  formaldehyde. Dirge’s hollow black eyes are 
  hidden under his cowled hood. His costume is of 
  Virtuoso’s choosing, not his own, with a flowing 
  gray cloak over a black body suit. 
   
  
  DIGITAL HERO #24 
   
  48 
  Dirge 
  
  DIGITAL HERO #24 
  49
  Dirge 
   Val Char Cost Roll Notes 
   10 STR 
  0 11- Lift 100 kg; 2d6 HTH [1] 
   21 DEX 
  33 13- OCV:  7/DCV:  7 
   23 CON 
  26 14- 
   10 BODY 
  0 11- 
   18 INT 
  8 13- PER Roll:  13- 
   21 EGO 
  22 13- ECV:  7 
   25 PRE 
  15 14- PRE Attack:  5d6 
   
  8 COM 
  -1 11- 
   
   
  8 PD 
  6 
   Total:  15 PD (7 rPD) 
   
  8 ED 
  3 
   Total:  15 ED (7 rED) 
   
  5 SPD 
  19 
   Phases:  3, 5, 8, 10, 12 
   
  7 REC 
  2 
   48 END 
  1 
   30 STUN 
  3 
   
  Total Characteristics Points:  137 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  2”/4” 
   
   
  Swimming: 2”/4” 
   
   
  Teleport: 
  15”/30” 
  Cost Powers 
  END 
   64 The Songs of Death:  Multipower, 80-
  point Reserve; Incantations (-¼) 
  – 
   5u 1) Chant of Dissolution:  Drain BODY 
  3d6, Continuous (+1), Ranged (+½); 
  Incantations (Throughout, -½) 
  8 
   6u 2) The Stinging Notes of the Inevitable:  
  RKA 3d6, Affects Desolid (+½), 
  Reduced Endurance (½ END, +¼); 
  Incantations (-¼) 
  3 
   3u 3) Intonations of Infernal Inversions:  
  Simplified Healing 4d6, Can Heal 
  Limbs; Incantations (-¼), Requires 
  Animal Sacrifice or Bloodletting (-¼)  
  5 
   6u 4) Torments of the Damned:  Ego 
  Attack 5d6, Reduced Endurance (0 
  END, +½); Incantations (-¼) 
  0 
   4u 5) Song of Awakening:  Summon 1 
  Undead of Up to 175 points, Expanded 
  Class (Any Simple Undead – Skeletons, 
  Zombies, etc., +¼), Slavishly Devoted 
  (+1), Incantations (-¼), Summoned 
  Being Must “Inhabit” Locale (Spell 
  Requires Appropriate Number and Type 
  of Corpses in the Vicinity, -½), Arrives 
  Under Own Power (-½) 
  8 
   24 Nether Walk:  Teleportation 15”, 
  Incantations (-¼) 
  3 
   37 To Hear the Silent Songs:  Detect Souls, 
  Spirits, and Spiritual Energies 13- 
  (Hearing Sense Group), Discriminatory, 
  Sense, Range, Targeting 
  0 
   21 Emplaced Spells of Protection:  Armor 
  (7 PD/7ED) 
  0 
   
   Talents 
   
  4 Simulate Death 
   
   Skills 
   
  6 +2 with The Songs of Death 
   
   
  3 Analyze Mystic Potency 13- 
   
  2 AK:  Oklahoma 11- 
   
  2 PS:  Singing 11- 
   
  3 Power (Necromantic Song) 13- 
   
  3 Scholar 
   
   
  3 KS:  Arcane and Occult Lore 14- 
   
  3 KS:  Demonology 14- 
   
  2 KS:  Music 13- 
   
  2 KS:  The Mystic World 13- 
   
  4 KS:  Necromancy 15- 
   
  3 Stealth 13- 
   
  3 Teamwork 13- 
   
  Total Powers & Skills Cost:  213 
   
  Total Cost:  350 
   200+ Disadvantages 
   10 Distinctive Feature:  Mystic Aura (Not 
  Concealable, Unusual Senses) 
   10 Distinctive Feature:  Signs of 
  Soullessness; Upsets Animals, No 
  Reflection (Concealable) 
   20 Hunted:  Trismegistus Council 8- (Mo 
  Pow, NCI, Capture) 
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   15 Psychological Limitation:  Seeks to Gain 
  Mystic Power (Common, Strong) 
   20 Psychological Limitation:  Soulless, Feels 
  No Empathy/Compassion (Very 
  Common, Strong) 
   
  5 Reputation:  Member of The Choir, 8- 
   55 Experience Points 
   
  Total Disadvantage Points:  350 
   
   
  
  DIGITAL HERO #24 
  50 
  DUET PLOT 
  SEEDS 
   
   
   The Choir is 
  planning something 
  big – very big; 
  hundreds of lives are 
  in danger. 
  Unfortunately, clues 
  are scarce or 
  nonexistent and time 
  is running out. Duet is 
  the only one handy 
  who knows how 
  Virtuoso thinks, and 
  the authorities agree 
  to release her if she 
  helps them. However, 
  they don’t trust her to 
  hold to her word, so 
  the PCs are called in 
  to assist. Will Duet 
  make a break for it, or 
  honestly help out 
  since, who knows, 
  this plan might 
  endanger her too, 
  since she’s now on 
  the outside with the 
  public? 
   Duet decides to 
  investigate her own 
  origins a bit more 
  thoroughly. Maybe if 
  she could get more of 
  that gunk, she could 
  boost her power 
  level? It’s not so 
  simple, though. 
  Companies that leave 
  toxic material about 
  are rather reluctant to 
  have people prying 
  into their affairs. If 
  the PCs try to help the 
  corporation in 
  question capture the 
  intruder, they may 
  end up being listed 
  along with her as 
  “knowing too much.” 
   While on patrol, the 
  PCs stumble onto a 
  vicious firefight 
  between VIPER 
  agents and a group of 
  supervillains  
  Duet 
  Background/History:  For what must have been 
  the second time that week, Duet was hauled 
  before “Mr. Suit” and questioned, “We meet 
  again, oh, he-of-the-too-tight-neck wear,” she 
  greeted him. 
   
  “It’s Agent Randolph. Now, Michelle, you 
  won’t give us any information on The Choir, 
  despite the fact they’re leaving you to rot?”  
   
  “You catch on quick….” she dimpled at 
  him. 
   
  Agent Randolph repressed a sigh, then 
  “Fine, why not tell us about yourself then.” 
   
  Well, this was a new tact; intrigued, she sat 
  down, not that the guards were giving her a 
  choice, “Moi? What do you want to know about 
  little old me? You have my real name now, 
  probably done more background checks than 
  Ashcroft on coke.” 
   
  He cleared his throat, and continued, “Well, 
  how did you get your powers?” 
   
  She smirked, “Well, I was bitten by a 
  radioactive copying machine, and then I learned 
  with great power comes great opportunity….”  
   
  Randolph slammed the table, “Can the B.S.! 
  You don’t want to talk about your boss, fine, but 
  work with me a little… as annoying as you think 
  our visits are, it can get much worse, I assure 
  you.” 
   
  Duet sighed, “Spoilsport. Fine. I’ll tell 
  you… it kind of went down like this….” 
   
  Michelle Stevens ran, her cheek was still 
  stinging from the blow. It was raining, cold and 
  hard; and Michelle was glad of it. Rain hid tears, 
  hid weakness. She was so tired of being weak. 
  So she ran, as fast as her thirteen-year-old legs 
  could carry her. When she tired of running, she 
  started to hitch rides.  
   
  The money she’d taken with her ran out 
  sooner than she thought it would, and within a 
  month, the rain was turning into snow, and she 
  just wanted to be warm again. Warmth was 
  promised by some men, at a price. One look into 
  the vacant eyes of one of the “working girls” 
  made up her mind. She discovered pimps didn’t 
  like the “no” word, but after she squeezed 
  through the hole in a factory’s fence, he stopped 
  chasing her. 
   
  She didn’t know what was in the barrels she 
  slept nearby that night. Michelle only knew that 
  whatever was in them made her feel warm. It 
  became her regular hiding place in the city, and 
  when the city got too tough, or the police tried to 
  bring her in (first to take her back to her mother, 
  then later to stop her shoplifting), she fled back 
  to it. She became hard, she became quick… and 
  she got sick. 
   
  It’s what happens when you sleep all winter 
  near barrels full of who-knows-what. She 
  honestly thought she’d die when the fever 
  dreams came. Then one morning, she woke up, 
  and felt one hundred percent better. 
   
  “Thank God!” Michelle groaned.  
   
  There was a grunt of agreement nearby. 
  Michelle rolled over, and found that she was 
  beside herself with amazement… literally. The 
  two Michelles gaped at each other, and in unison 
  muttered, “What the #$#$?” 
   
  After the initial confusion, it was the 
  beginning of a beautiful friendship. Michelle 
  finally had someone she could trust – herself. 
  The long stay near whatever radiation those 
  containers were leaking had given her the ability 
  to clone herself. Suddenly she had someone who 
  could help her shoplift, snatch food, and pick 
  pockets on a scale she’d never dreamed before. 
  She even paid a certain pimp a visit a year later, 
  to teach him the new definition of “tag team.” 
   
  Women in the leg-breaking business are 
  rare. She considered hiring out, but most of the 
  would-be employers either wanted her to put out 
  on the side, or treated her like a freak. Michelle 
  most often had to work alone – well, as alone as 
  she ever got. She kept picking pockets, but her 
  newfound confidence meant she alternated 
  between that, muggings, and even a few 
  carjacks. She was her own woman, she was 
  making a living; she was in a rut maybe, but she 
  was content with it. 
   
  Then one night she tried to waylay a guy 
  coming out of some orchestra showing. There 
  was something about the guy; he was well 
  dressed, posh, and utterly confident. She had to 
  resent that. He was just begging to be brought 
  down a peg or two. As he passed by, she tried to 
  filch his wallet, only to have his hand grab her 
  wrist. 
   
  “My dear lady,” he said as calmly and 
  coldly as he squeezed, “You are attractive, and I 
  have an appreciation for beauty. That is the only 
  reason I am not breaking your arm.” 
   
  “Do tell? Let me double your pleasure then.” 
  She smirked, and suddenly her duplicate 
  materialized. Most people were too shocked to 
  do anything the first time they saw her use her 
  power. Her other self swung for his family 
  jewels, and ended up hitting the original 
  Michelle in the back as he twisted nimbly. It 
  would seem this guy was not most people. The 
  following fight was one for the books. He moved 
  like a dancer and hit like a hammer. The two 
  Michelles ignored their mutual pain, and fought 
  like twin tigresses in the rough-and-tumble 
  manner she’d learned on the streets. It was with 
  some satisfaction she noted he was actually 
  getting winded. Then she saw his foot come into 
  her personal horizon, and everything went black. 
   
  She woke up seconds later, and heard a slap 
  sound next to her. A leather wallet had landed 
  next to her. 
   
  
  DIGITAL HERO #24 
  51
  composed of Duet 
  and other villains who 
  should be in 
  Stronghold, and by 
  latest accounts… are!
  If the heroes side with 
  them against VIPER, 
  Duet will wink and 
  hint at some sort of 
  “weekend furlough” 
  program. Is the 
  government really 
  using Stronghold 
  prisoners on missions, 
  or is this some sort of 
  con job by escapees? 
   
   
  “Raw, unrefined, but with talent and a gift… 
  and you use it for this?” he sighed, “Such a 
  waste.” 
   
  She glared, “Wonderful, spare me the 
  ‘straighten up and fly right’ routine buddy. I—.” 
   
  “Fly right? Hardly; my disappointment is 
  you swim in this small pond when you could do, 
  be, and have so much more.” He straightened his 
  tie, “I’ll make you an offer, since I’m looking for 
  talent like yours anyways. What you wanted so 
  badly is beside you. You can pick it up and 
  leave, rejoining the very ordinary world that you 
  do ‘okay’ in. Or, you can follow me, and I can 
  show you a much larger stage to play on. Your 
  choice… find your potential, seek out the 
  greatness I see within you… or stay here, and…” 
  he looked at the wallet disdainfully before 
  returning his gaze to her, “settle.” 
   
  Hours later a bum nearly fainted when he 
  found a wallet containing over a thousand dollars 
  in cash that someone had just abandoned. 
   
  Duet repressed a smile and kept her utterly 
  straight face as she watched the little vein in 
  Agent Randolph’s forehead throb, she finished 
  her grand story of being the last of her race, 
  “…and now I’m an American icon.” 
   
  Randolph snapped to the guards, “Take her 
  back to the cell before I forget what the law will 
  or won’t let me do to her!” 
   
  Personality/Motivation:  Duet is a rough 
  diamond who has quite proudly resisted efforts 
  to smooth her. She still prefers Rock ’n’ Roll to 
  Classical or Opera. She often seems to get away 
  with more than some others of the team with 
  Virtuoso, perhaps because she was his first 
  recruit. Her loyalty to him is easy to explain, if 
  you know her. Duet craves respect – respect 
  from others, and respect for herself. Virtuoso 
  helped give her that. Even more than Caterwaul, 
  Duet is flippant and fun-loving. She’s a rough-
  and-tumble girl who is both streetwise and 
  likable. Some mistake the playfulness of her 
  nature to mean she’s not as “bad” a villain as the 
  rest of her team – Big Mistake. 
   
  If you are starting her out in Stronghold, 
  then Duet’s main motivation is to find a way out. 
  She’s sure The Choir will try to break her out, 
  but she’d rather do it herself if she can. If she’s 
  still among the liberated, her goals are cash, rep, 
  and a good time; not always in that order. 
   
  Quote:  (Talking to herselves) “Love what you 
  did with your hair.” “Oh, thank you… and I 
  adooore the way you’re slapping that hero 
  silly…”  
   
  Powers/Tactics:  Whatever was in those barrels 
  seems to have mutated Duet so that she can 
  create an exact double of herself (Bridge is still 
  baffled just how she manages to duplicate the 
  gear she carries/wears as well). A byproduct of 
  this seems to be accelerated cellular replacement 
  that causes her to heal quickly. There is also a 
  strong mental connection between the two, 
  which allows them not only to communicate, but 
  to share each other’s pain. Hitting one will hurt 
  the other (STUN-wise, anyways) but the pain 
  will also be diffused for both. It is indeed a 
  mixed blessing for her.  
   
  While a potent hand-to-hand combatant, 
  Duet is not formally trained in any martial art. 
  Rather her techniques were honed in the streets 
  of Chicago, and the only fighting philosophy she 
  has is a belief in pragmatic results. She tries to 
  adjust her techniques to her foe, usually while 
  making idle conversation either with him or with 
  her duplicate. This is really meant as more of a 
  distraction than anything, since internally the 
  twin forms are conveying ideas and information 
  on the fight through their link. 
   
  Duet will tag team a single opponent if she 
  can. One of her will throw a target down, while 
  the other holds her phase, then takes advantage 
  of that moment when the victim is prone. 
  Sometimes she will take risks and go for 
  something fancy, just for the fun of it. Such 
  unwanted improvisation makes Virtuoso cringe, 
  but it pays off often enough that he lets it slide. 
   
  Campaign Use:  While the background story 
  shows Duet currently being held in Stronghold, it 
  certainly doesn’t have to be that way in your 
  campaign. You can say she was never captured, 
  or just got out again (or better yet, use her as an 
  excuse to have The Choir try to perform a 
  jailbreak). She has a devil-may-care ’tude that 
  might endear her to some PCs, and really annoy 
  others. She’s a bit less urbane and far more urban 
  than most of The Choir, which means she’s not 
  above pulling some old-fashioned crimes just for 
  the kick of it. One could also go deeper into her 
  background for story ideas. Clearly, some 
  company was a bit sloppy with mutagens. 
   
  To make Duet more powerful, try giving her 
  a ranged weapon. While Virtuoso sneers at mere 
  guns (and his prejudices direct the group), she 
  might be able to sway him into letting her use 
  some sort of sonic beam weapon eventually. You 
  could also buy up her DEX so she can keep up 
  with the faster members. 
   
  If you need to tone her powers down, reduce 
  (or remove entirely) the Damage Reduction; this 
  will certainly cause her to be taken out of any 
  combat that much quicker. You could also 
  remove the Ranged advantage from her 
  Duplication. This will cut down on her 
  versatility. 
   
  Appearance:  Duet wears a skintight protective 
  costume of red with a black V sort of design 
  along the torso. On that black field is a gold 
  Roman Numeral II design. Her boots (also black) 
  are flat and sturdy. There is no mask to the 
   
  
  DIGITAL HERO #24 
  52 
  costume, since she figures she 
  has a known criminal record 
  anyways. Michelle is a tall 
  athletic woman standing a 
  full six feet in height. She 
  tends to keep her blond hair 
  pulled back into a ponytail 
  for ease of combat. She has 
  green eyes that sparkle with 
  mischief. 
   
   
   
  Outside of costume, she tends to 
  dress in tight jeans and midriffs (if 
  the weather permits) along with a 
  leather jacket. Virtuoso has tried to 
  cure her of wearing T-shirts with 
  rude or profane slogans on them, 
  to no effect. 
   
  
  DIGITAL HERO #24 
  53
  Duet 
   Val Char Cost Roll Notes 
   20 STR 
  10 13- Lift 400 kg; 4d6 HTH [2] 
   20 DEX 
  30 13- OCV:  7/DCV:  7 
   20 CON 
  40 13- 
   11 BODY 
  2 12- 
   13 INT 
  3 12- PER Roll:  12- 
   12 EGO 
  4 11- ECV:  4 
   17 PRE 
  7 13- PRE Attack:  3d6 
   14 COM 
  2 12- 
   
   10 PD 
  6 
   Total:  15 PD (5 rPD) 
   10 ED 
  6 
   Total:  15 ED (5 rED) 
   
  5 SPD 
  20 
   Phases:  3, 5, 8, 10, 12 
   10 REC 
  4 
   40 END 
  0 
   31 STUN 
  0 
  Total Characteristics Points:  134 
  Movement: Running: 
  8”/16” 
   
   
  Leaping: 
  4”/8” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   70 Duet Effect:  Duplication (one 350-
  point Duplicate), Ranged (+½), 
  Feedback (STUN Damage Only, -½) 
  0 
   
  5 Very into Herself:  Mind Link with Her 
  Other Self, Psychic Bond, Both Must 
  Have Mind Link (-1) 
  0 
   17 Sisters Share I:  Physical Damage 
  Reduction, Resistant, 50%, Linked to 
  Duplication (-¼), STUN Only (-½) 
  0 
   17 Sisters Share II:  Energy Damage 
  Reduction, Resistant, 50%, Linked to 
  Duplication (-¼), STUN Only (-½) 
  0 
   11 Cellular Replication:  Healing 2d6 
  (Regeneration; 2 BODY per Hour), 
  Reduced Endurance (0 END, +½), 
  Persistent (+½), Self Only (-½), Extra 
  Time + Increased Time Increment (2 
  BODY per Hour, -2¼) 
  0 
   10 Protective Costume:  Armor (5 PD/ 
   
   5 ED), OIF (-½) 
   
   
  4 Fast on Her Feet:  Running +2” (8” 
  Total) 
  1 
   
  8 Tandem Expertise:  +2 with All 
  Combat, Usable Only Within 5” of 
  Other Self (-1) 
  0 
   
   Martial Arts:  Dirty Infighting 
   
   Maneuver OCV DCV Notes 
   
  4 Disarm 
  -1 
  +1 40 STR Disarm 
   
  4 Kidney Blow -2 
  +0 1d6 HKA 
   
  4 Low Blow 
  -1 
  +1 3d6 NND 
   
  4 Punch 
  +0 
  +2 8d6 Strike 
   
  5 Roundhouse -2 
  +1 10d6 Strike 
   
  3 Throw 
  +0 
  +1 6d6+v/5, Target 
  Falls 
   
  8 +2 Damage Classes (already added in) 
   
   Talents 
   15 Combat Sense 12- 
   
   Skills 
   
  6 +2 with Dirty Infighting 
   
   
  3 Acrobatics 13- 
   
  3 Breakfall 13- 
   
  2 CK:  Chicago 11- 
   
  2 CK:  Millennium City 11- 
   
  2 KS:  Music 11- 
   
  3 Sleight of Hand 13- 
   
  3 Streetwise 12- 
   
  3 Teamwork 13- 
  Total Powers & Skills Cost:  216 
  Total Cost:  350 
   200+ Disadvantages 
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   20 Psychological Limitation:  Overconfident 
  Thrillseeker (Very Common, Strong) 
   15 Psychological Limitation:  Craves Respect 
  and a Piece of the Pie (Very Common, 
  Mod) 
   
  5 Reputation:  Member of The Choir, 8- 
   70 Experience Points 
  Total Disadvantage Points:  350 
   
   
  
  DIGITAL HERO #24 
  54 
  SONGBIRD PLOT 
  SEEDS 
   
   
   Songbird loves her 
  “father,” but does not 
  feel truly a part of 
  The Choir. Her 
  appearance cuts her 
  off from humanity, 
  and at times she is 
  lonely beyond words. 
  Seeking comfort in 
  the open sky, her keen 
  senses one day pick 
  up a flying PC also 
  out and about. Staying
  a certain distance 
  away, she continues 
  to observe him. If he 
  seems to love the gift 
  of flight as much as 
  she, she’ll begin to 
  wonder what else they 
  have in common. In 
  short, she may 
  become romantically 
  attracted. Will the PC 
  even notice her 
  holding back when 
  they fight? And will 
  he try to help her, or 
  simply exploit it? 
   In the middle of 
  combat, when hit by a 
  mental attack (or 
  electricity if no 
  mentalists are on the 
  PC team) Songbird is 
  overcome by a rush of 
  images from her old 
  true life. It is not 
  enough to free her 
  from her false 
  persona, but it does 
  jar and confuse her. 
  Indeed, she may run 
  off in terror and try to 
  figure it all out. This 
  is something Virtuoso 
  can’t allow to happen 
  – she knows too much 
  now. “Daddy” will 
  insist on his little girl 
  coming home… dead 
  or alive. 
   A series of high-
  tech robberies occurs, 
  Songbird 
  Background/History:  “You came to the right 
  people. ARGENT cybernetics division is far 
  ahead of other departments, if I do say so 
  myself,” The agent rambled. The ARGENT 
  scientists were good, Virtuoso admitted to 
  himself, but at times they seemed to come across 
  more like businessmen than true artists. Alas, 
  what he had desired was not Bridge’s forte.  
   
  “I’m sure. She is redesigned to my 
  specifications?” Virtuoso asked as they 
  continued down the hallway. 
   
  “Of course the hardest part was the memory 
  wipe and reprogram, actually, but that’ll hold. 
  The cybernetics themselves are so ingrained in 
  her system that removing them would kill her. 
  As you asked, she’ll never be the same woman 
  again.” The agent put a hand over a panel, and 
  the door slid open. “I’m sorry we couldn’t 
  arrange a more… musical theme. The ‘shriek’ 
  we supplied her with is weak in comparison with 
  Soprano, but she hits like a jackhammer and will 
  make a great scout. That’s what you needed, 
  right?”  
   
  “Among other things,” Virtuoso concealed 
  his displeasure at the failure to make a stronger 
  sonic array; then again, the cybernetics in the 
  faceplate would be tricky work. It was too late to 
  change her name, since the reprogramming was 
  at last complete. He only hoped it didn’t damage 
  the symmetry of the team. 
   
  They entered, and Virtuoso could not help 
  but admire her. She lay on the bed still asleep. 
  Her face and much of her form resembled the 
  airbrushed female robots found on science 
  fiction websites. Great metal wings spilled over 
  the sides like a chrome angel. She was beautiful, 
  yet the humanity ripped from her also made her 
  disturbing. She evoked a response, even more 
  than one at a time. By many definitions, she was 
  indeed art.  
   
  “Beautiful.” He voiced his thoughts. 
   
  “Thank you, “said the scientist, “given how 
  attractive you wanted her, we were a little 
  surprised by the memories you had us load into 
  her.”  
   
  Virtuoso’s only response was a look that 
  told the scientist to pursue no further. “Let’s 
  begin this.”  
   
  The ARGENT agent nodded and activated 
  the systems. 
   
  “Songbird,” Virtuoso whispered. “Wake up 
  darling.”  
   
  Glass eyes that glowed a flickering crimson 
  lit as she awoke. She could feel the numbness of 
  the metal; the combination of weight and power. 
  She tried to remember what had happened. Who 
  was this man? Who was she? It was… 
   
   
  “You were in an accident, Songbird. I’m 
  sorry; this was all we could do to save your life.” 
  Virtuoso allowed his apparent grief to leak 
  through. If this didn’t work, they’d have to kill 
  her, and ARGENT was notoriously fussy about 
  refund policies. 
   
  Suddenly, Songbird (yes that was her name 
  now) remembered the accident. She couldn’t 
  remember much else, but she recalled how nobly 
  Virtuoso and the rest of The Choir had tried to 
  save her. She reached out with her metallic hand, 
  and stroked Virtuoso’s face. 
   
  “It’s okay. I’ll be okay… father.” She 
  assured him. She didn’t want him upset; she 
  loved her father very much. 
   
  Songbird was soon given a room at the base 
  with the others. It was Bridge who was the most 
  intrigued. While she was sorting out her room, 
  putting up false knickknacks that she 
  remembered as hers, but never had been, Bridge 
  approached Virtuoso about it. 
   
  “Who was she… really?” The armored 
  teammate had his own daughter to worry about; 
  perhaps this ruse had struck a nerve. 
   
  The leader of The Choir shrugged in 
  response, “Someone who got in my way one too 
  many times. It got a bit irritating, yet one can’t 
  deny that fate might have been leading her to me 
  anyways. Who am I,” Virtuoso said with 
  uncharacteristic modesty, “to deny that? As for 
  her, she should have known that if you get too 
  close to The Choir too often, you may end up 
  singing along.”  
   
  Personality/Motivation:  Some daughters are 
  made, not born. Songbird is the doting daughter 
  that adores her “father” with all her heart. There 
  is nothing she wouldn’t do for him, except 
  perhaps kill someone she sees as innocent. Those 
  who fight The Choir do not qualify in her mind 
  as innocents (though she’s still reluctant). After 
  all, they tried to hurt the most wonderful man in 
  the world. Her nigh robotic condition keeps her 
  from interacting with humanity, so she must trust 
  The Choir to let her know what most people are 
  “really” like. She does not hate her condition, 
  though she has regrets. She has grown to love 
  flying, and even relish combat. The feeling of 
  power is intoxicating in its way. 
   
  She just doesn’t like killing. 
   
  She has few drives beyond serving her 
  father, even her hobbies are based around what 
  he likes. She listens to music hoping to have this 
  to share with him, and is even learning how to 
  play the violin since her cybernetic throat is ill 
  suited to singing. A part of her longs for 
  romance, but as she realizes she’s a freak to most 
  of the world, she has resigned herself that this is 
  never to be. 
   
   
  
  DIGITAL HERO #24 
  55
  and the figure on the 
  security cameras is 
  Songbird! She’s 
  shown possessing 
  superior technical and 
  martial knowledge 
  that she normally 
  does not. She doesn’t 
  remember doing any 
  of this, and would 
  deny it if asked. 
  What’s going on? Did 
  ARGENT leave more 
  programming in her 
  than Virtuoso paid 
  for? 
   
  Quote:  “Don’t you touch him!” 
    
  Powers/Tactics:  The misnamed Songbird is 
  more of a raptor than a nightingale. Her own 
  sonic blast is weak compared to some others, but 
  it’s a good weapon to fall back on when she 
  wishes to keep her distance in combat or a foe 
  seems especially resistant to physical damage. 
  Given how her extra dense fists powered by her 
  strength are quite formidable, someone would 
  have to be quite physically resistant indeed to 
  casually shrug off any punch of hers. Similar 
  material is laced through her body, above and 
  below the surface, making her quite durable 
  herself. 
   
  While the enhanced senses are very useful, 
  and her reflexes are phenomenal, it is flying that 
  is her favorite ability. She can soar with great 
  agility, and will use this to advantage against 
  clumsier fliers battling her. She’s also not above 
  using those wings for a surprise strike when on 
  land.  
   
  Her tactics are rather simple. She sees it as 
  her duty to make sure Virtuoso remains 
  unharmed. Indeed, she has more than once taken 
  a blast meant for him. Other than that, she 
  follows what ever plan has been laid out… 
  usually. Sometimes she gets so desperate to 
  prove herself to her father and The Choir that she 
  will act rashly. It’s not overconfidence, just 
  being too eager to please. 
   
  Campaign Use:  By now, you’ve probably 
  guessed that Songbird’s original identity has 
  been left a mystery so a GM may tailor the 
  character more easily to his own campaign. If a 
  GM wishes to “make it personal” between the 
  PCs and The Choir, this is an excellent time to 
  dust off a neglected or no longer useful female 
  NPC and cast her in the role of the victim/villain. 
  One could even do it to a DNPC, but given the 
  nature of the transformation (so integrated it 
  doesn’t even have Restrainable as a limitation), it 
  would have long term consequences that might 
  displease your player. 
   
  Virtuoso himself has many reasons for doing 
  such a thing to someone. It could be anything 
  from destroying a rival or a rival’s loved one, to 
  responding badly to a critic. A reporter could 
  have gotten too close to the truth, and just 
  arranging an accident and leaving it at that was 
  cliché in his eyes. For that matter, it might 
  merely have been the muse descending, and he 
  acted on it. Who says the artistic temperament 
  needs rationale we mere mortals can understand?  
   
  Appearance:  Songbird does indeed looks like 
  she stepped off the cover of a sci-fi magazine. 
  Her face plate and wings resemble airbrushed 
  chrome, with the hands and feet of a darker 
  metal. She is beautiful to behold, but also very 
  unnerving. She adorns herself in whatever outfit 
  her father suggests, though her personal 
  preference is actually a black sweatsuit with the 
  back torn out for her wings.  
   
   
  
  DIGITAL HERO #24 
   
  56 
  Songbird 
  
  DIGITAL HERO #24 
  57
  Songbird 
   Val Char Cost Roll Notes 
   40 STR 
  30 15- 6400 kg; 8d6 HTH [4] 
   25 DEX 
  45 14- OCV:  8/DCV:  8 
   24 CON 
  28 14- 
   13 BODY 
  6 12- 
   14 INT 
  4 12- PER Roll:  12- 
   10 EGO 
  0 11- ECV:  3 
   20 PRE 
  10 13- PRE Attack:  4d6 
   16 COM 
  3 12- 
   
   10 PD 
  2 
   Total:  25 PD (15 rPD) 
   
  8 ED 
  3 
   Total:  23 ED (15 rED) 
   
  6 SPD 
  25 
   Phases:  2, 4, 6, 8, 10, 12 
   13 REC 
  0 
   48 END 
  0 
   45 STUN 
  0 
  Total Characteristics Points:  156 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  8”/16” 
   
   
  Swimming: 2”/4” 
   
   
  Flying: 
  20”/40” 
  Cost Powers 
  END 
   30 Talon Hard Hands:  Armor Piercing on 
  STR (Up to 12d6 Damage) (+½) 
  3 
   40 “Bird Cry”:  EB 8d6 
  4 
   27 Cybernetic Wings I:  Flight 20”, 
  Restrainable (-½) 
  4 
   
  4 Cybernetic Wings II:  Extra Limbs (2), 
  Limited Manipulation (-¼) 
  0 
   45 Armored Body:  Armor (15 PD/15 ED) 0 
   15 Bird’s-Eye View:  Telescopic Sight +10  0 
   
  5 IR Eyes:  Infrared Perception (Sight) 
  0 
   
   Skills 
   10 +2 with Hand-to-Hand Combat 
   
  4 +2 with Flight 
   
   
  3 KS:  Music 13- 
   
  2 PS:  Violinist 11- 
   
  3 Shadowing 12- 
   
  3 Stealth 14- 
   
  3 Teamwork 14- 
   
  Total Powers & Skills Cost:  194 
   
  Total Cost:  350 
   
   200+ Disadvantages 
   20 Distinctive Features:  Avian Style Cyborg 
  (Not Concealable, Major Reaction) 
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   25 Psychological Limitation:  Desperate to 
  Please her “Father” (Very Common, 
  Total) 
   15 Psychological Limitation:  Will Not Kill 
  Innocents (Common, Strong) 
   
  5 Reputation:  Member of The Choir, 8- 
   70 Experience Points 
  Total Disadvantage Points:  350 
   
   
  
  DIGITAL HERO #24 
  58 
  SOPRANO PLOT 
  SEEDS 
   
   
   Adrianna gives a 
  performance in her 
  secret identity that 
  one of the PCs is 
  attending (perhaps 
  dragged along by an 
  NPC friend if they 
  hate opera). The 
  performance is 
  enthusiastically 
  received by most of 
  the audience, but the 
  next morning a critic 
  lambastes her singing 
  as “technically 
  flawless, emotionally 
  frigid.” Unknown to 
  him, his days are 
  numbered, unless of 
  course, the PCs can 
  save him from one 
  very temperamental 
  artist. Should a PC 
  deduce her identity 
  and be so bold as to 
  spout it out, 
  Soprano’s choice of 
  targets will most 
  certainly shift.  
   Soprano fears 
  nothing more than the 
  loss of her voice and 
  the control thereof. 
  How horrible, then, 
  when she discovers 
  she can no longer 
  keep her every 
  utterance from lashing
  out with force even 
  greater than before? 
  Refusing the methods 
  of restraint The Choir 
  offers (which would 
  silence her utterly 
  while a better solution 
  could be sought) she 
  goes on a rampage. If 
  she must suffer, so 
  must the world. Is this 
  uncontrolled power 
  boost a natural 
  progression of her 
  abilities, or is there 
  another cause? 
  Soprano 
  Background/History:  Adriana Tabacchi flung 
  her head back haughtily as she was asked to do 
  the piece again. She was a beauty, and her voice! 
  The Maestro was in awe of that voice, but she 
  was too angry, too proud, and far too young to 
  play the ’donna in such a fashion. He motioned 
  again for her to begin once more. 
   
  Adriana silently fumed. She was the next 
  great voice in opera, all the world should know 
  it, yet the old fart kept her locked away from the 
  public eye for the “grand unveiling” that was 
  supposed to occur a year from now. A year?!? It 
  was intolerable. He wanted more, Very well, 
  Maestro, she thought, I shall give you all that I 
  have.  
   
  Back straight, a flash of throat, and the 
  music came. She reached deeper into herself than 
  she ever had before. Sometimes it hurt, in ways 
  no other singer spoke of. Now she took that pain, 
  and the rage she felt at the old man, and 
  unleashed it upon him. The Bel Canto seemed to 
  please him, the enraptured look on his weathered 
  face soothed her somewhat, but no, he wanted it 
  all. She reached deeper still. 
   
  Abruptly, the Maestro choked something out, 
  but she could not hear what he was saying above 
  her own voice. He gripped the side of his head. 
  Was he screaming? Adriana found the thought… 
  exciting somehow. She pressed the music down 
  on him, continuously. He tried to cover his ears, 
  but clearly, her voice was too strong. 
   
  Then a crimson flood began to escape his 
  fingers. Now Adriana was the one enraptured. 
  Her voice, his pain, it was the most exquisite 
  duet she had ever been a part of. She found she 
  liked it. 
   
  Alas, her Maestro disappointed her yet 
  again. All too soon, his lifeless body fell to the 
  floor, the last of his blood pooling from his freed 
  ears. How very intriguing. Obviously, even she 
  had not realized how talented she truly was. 
   
  She bowed before leaving the stage. 
   
  It had not been as easy as she thought. 
  Tickets to America, the grand stage of the 
  supervillain, were simple. However, already the 
  money was running low. She was not 
  accustomed to the sheer effort it took to commit 
  such crimes. Besides, many of them seemed 
  base. Her powers were still growing, and she 
  could not always control them. The death of 
  strangers meant nothing, but a loss of control 
  over her voice was humiliating. Now, her latest 
  crime had not gone well, and she was paying the 
  price for it. 
   
  The masked figures were gaining on her – 
  damn them anyways. She turned and let her 
  voice cry out, knocking them back, but still they 
  came. She felt a momentary surge of panic claim 
  her when out of the shadows came yet another 
  figure. This one moved like a dancer, taking one 
  of her foes down. Not letting this chance go to 
  waste, she sang again, blowing the second 
  pursuer out the window. Perhaps he’d catch 
  himself, perhaps he’d die. She hoped the latter. 
   
  Her rescuer began to clap his hands, 
  “Bravisimo.” There was no scorn in his voice, 
  and his eyes held only admiration. She lowered 
  her lashes with false modesty. 
   
  “Talent such as yours, dear angel, is wasted 
  on such unimaginative crimes.” His voice was 
  powerful, but in a different way, “Come with me, 
  hear me out, and decide for yourself if you wish 
  to perform my works?” 
   
  She considered it, and then let him take her 
  hand. 
   
  Personality/Motivation:  Adriana, or Soprano 
  as she’s now known, is a petty, vain woman, 
  who loves herself more than she ever loved her 
  art. She has also developed a taste for killing 
  those that displease her – in a painful fashion. 
  Unfortunately for the world, her mutant nature 
  has allowed her to indulge in that taste. Virtuoso 
  has tried to restrain her from casual killing (with 
  mixed success), more because of his own sense 
  of style than any respect for life. She still attends 
  the opera, and even performs in her secret 
  identity, however nothing quite compares to the 
  blatant use of her power as the masses flee in 
  terror. 
   
  Beyond her cruelty and vanity, Adriana’s 
  only motivations are comfort and enjoying the 
  lifestyle she feels she is entitled to. She dislikes 
  petty theft, preferring the big scores, but is not 
  above taking fine jewels from victims should 
  they possess them. Soprano has slept with both 
  Virtuoso (who was at first almost professionally 
  resistant) and later Caterwaul, but she now 
  believes the latter was a mistake, for she doesn’t 
  like being one among many. He’s been warned 
  that if he should be too free with her name, she’ll 
  destroy him as painfully as possible. No fool, 
  he’s kept mum.  
   
  Quote:  “I give my all for my art; you however, 
  will be giving your life.” 
   
  Powers/Tactics:  Once unable to fully control her 
  power, Soprano has done a complete turnaround 
  and has such precise control over her voice that 
  she can use her mutant talent to myriad effects. 
  With very little effort she can create devastating 
  blasts of pure sonic energy from her voice. She 
  can modulate her attacks, keying them to a foe’s 
  defenses so better to destroy him. Other sopranos 
  may be able to break glass, but she can break 
  steel. Soprano can even disorient those about her 
  by emitting notes that throw off nearby people’s 
  equilibrium. Her favorite attack is her Bel Canto 
  di Morte, and she can grow petulant when facing 
  a foe immune to it. 
   
  
  DIGITAL HERO #24 
   Annoyed she does 
  not have the 
  monopoly of 
  Virtuoso’s attention 
  since Songbird came 
  along, Soprano 
  decides to kill her. 
  However, Virtuoso 
  would be outraged, so 
  she decides to find 
  away to frame a PC 
  for the murder 
  instead. If a PC has 
  sonic powers, it will 
  be that much easier. 
  VACUUM 
   
   While her powers 
  would not work in a 
  vacuum, unless the 
  GM wills it, Virtuoso 
  does his best to keep 
  The Choir from such 
  areas, and Soprano 
  certainly wouldn’t 
  stand for it. Because 
  of this, it’s not really 
  much of a limitation 
  and she received no 
  savings for it. 
   
  59
   
  At Virtuoso’s insistence (and after more 
  than a few close calls), Soprano has learned more 
  than merely offensive techniques. Her voice is so 
  powerful and superior to the typical humans that 
  she can put her powers to two or more uses at 
  once (indeed, she sounds a bit like a one woman 
  chorus in battle). She can ride her own songs to 
  the very heights, or use them to deflect attacks 
  aside. While not as resistant to sound as some 
  other sonic villains, she’s still somewhat 
  defended against it (her Flash Defense).  
   
  In battle, Soprano often takes point or lead. 
  Her vanity would have it no other way, and 
  Virtuoso takes this into account. Her 
  grandstanding would be more of a liability if she 
  was not so effective while doing it. She adores 
  Presence Attacks, despite the danger of having 
  her audience grow jaded. Should some hero 
  engage her in hand-to-hand combat and hurt her 
  significantly, she will reluctantly use her 
  Overwhelming Performance to knock him away. 
  Of course, once deafened, they’re temporarily 
  immune to her favored way to kill; hence the 
  reluctance. 
   
  Campaign Use:  Soprano is in no way a 
  “sympathetic villain,” and any GM wanting to 
  cast her as such has his work cut out for him. 
  While versatile, she’s also one of the more 
  straightforward of The Choir, and since her 
  powers are sonic in nature, she’s probably what 
  the PCs will expect if they hear of the team. She 
  is hardly the master villain type, but she is a 
  good candidate for “most hated” by your heroes.  
   
  The good news (for GMs) is that she’ll hunt 
  a hero at the drop of a hat. PCs who are singers 
  in their secret identity, or have sonic or music-
  related powers themselves will be seen as 
  rivals to be eliminated. Any hero who 
  wounds her pride will earn her wrath 
  and then some. She might even go 
  after a heroine who is better 
  looking than her. While she 
  thinks herself sophisticated, if 
  she hunts a hero on her own, 
  she’s likely going to go at it 
  with all the grace of a bull in 
  a china shop. She might 
  endanger a few innocents 
  to amuse herself and 
  cause the hero to make 
  hard choices, but that’s 
  as creative as she’ll get 
  about it. Patience has 
  never been one of her 
  virtues, not that she has 
  many. 
   
  If you wish her to 
  be more powerful, 
  consider some new and 
  innovative slots in her 
  Multipower (or even not so 
  innovative, a simple direct RKA 
  that affects only the living is quite 
  ugly all on its own). Another 
  suggestion would be to make her 
  more immune to sound by giving 
  her Damage Reduction against 
  it. She is weak in senses, so 
  getting her sonar or some other 
  way of dealing with darkness 
  might be a logical progression 
  in her powers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Appearance:  Soprano 
  is an Italian beauty who 
  has not yet reached the 
  age of twenty-one. Her hair 
  is a cascade of dark ringlets, 
  and her deep brown eyes are 
  almost as bewitching as her 
  voice. Her costume consists of a 
  red corset-like garment that 
  blends into a flowing gown that 
  shows her legs to good effect. A 
  thin gold trim garnishes the edges, 
  and matches the golden earrings 
  shaped like soprano symbols that she 
  wears while on crimes. She scorns true 
  masks, but at Virtuoso’s prodding has 
  applied stage makeup to resemble one. 
   
  When not in costume, Adriana dresses 
  in the very best of clothes. Red remains her 
  favorite color. 
   
  
  DIGITAL HERO #24 
  Soprano 
  60 
   Val Char Cost Roll Notes 
   10 STR 
  0 11- Lift 100 kg; 2d6 HTH [1] 
   23 DEX 
  39 14- OCV:  8/DCV:  8 
   21 CON 
  22 13- 
   10 BODY 
  0 11- 
   13 INT 
  3 12- PER Roll:  12- 
   11 EGO 
  2 11- ECV:  4 
   25 PRE 
  15 14- PRE Attack:  5d6 
   22 COM 
  6 13- 
   
   
  5 PD 
  3 
   Total:  18 PD (15 rPD) 
   
  8 ED 
  3 
   Total:  23 ED (15 rED) 
   
  5 SPD 
  19 
   Phases:  3, 5, 8, 10, 12 
   
  7 REC 
  2 
   50 END 
  4 
   30 STUN 
  4 
   
  Total Characteristics Points:  122 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  2”/4” 
   
   
  Swimming: 2”/4” 
   
   
  Flying: 
  15”/30” 
  Cost Powers 
  END 
   70 Vocal Gift:  Multipower, 70-point 
  Reserve 
  – 
   7u 1) Fill the Chamber:  EB 7d6, Area Of 
  Effect (8” Cone, +1), No Range (-½) 
  7 
   7u 2) Mere Practice:  EB 9d6, Reduced 
  Endurance (0 END, +½) 
  0 
   7u 3) Some Effort Required:  EB 11d6, 
  Reduced Endurance (½ END, +¼) 
  4 
   4u 4) Shattering Note:  RKA 4d6+1; Only 
  versus Rigid Nonliving Objects (-1) 
  8  
   7u 5) Dizzying Performance:  Drain DEX 
  3d6, Area Of Effect (3” Radius, +1), 
  Personal Immunity (+¼) 
  7 
   5u 6) Bel Canto di Morte:  EB 4d6, NND 
  (Defense is Being Deaf, or Hearing 
  Group Flash Defense, +1), Does BODY 
  (+1), No Knockback (-¼) 
  6 
   6u 7) Overwhelming Performance:  
  Hearing Group Flash 10d6, Does 
  Knockback (+¼), Double Knockback 
  (+¾) 
  6 
   15 The Mantle of Song:  Elemental 
  Control, 30-point Powers 
  – 
   15 1) Uplifting Performance:  Flight 15” 
  3 
   15 2) Holding the Crowd at Bay:  Force 
  Field (15 PD/15 ED) 
  3 
   16 3) Countersong:  Missile Deflection 
  (All Ranged Attacks), Ranged (+1), 
  Costs END (-½) 
  4 
   20 Adjusting for One’s Audience:  Find 
  Weakness 11- with Vocal Gift 
  Multipower 
  0 
   
  5 Not So Delicate Hearing:  Hearing 
  Group Flash Defense (5 points) 
  0 
   
   Talents 
   
  3 Perfect Pitch 
   
   Skills 
   
  3 High Society 14- 
   
  3 KS:  Music 13- 
   
  2 Language:  English (Conversation, Italian 
  is Native) 
   
  2 Language:  French (Conversation) 
   
   
  3 Mimicry 12- 
   
  7 PS:  Singing 18- 
   
  3 Seduction 14- 
   
  3 Teamwork 14- 
  Total Powers & Skills Cost:  228 
  Total Cost:  350 
   200+ Disadvantages 
   10 Distinctive Features:  Mutant (Not 
  Concealable, Unusual Senses)  
   15 Hunted:  Stalker 11- (As Pow, Painful 
  Capture) 
   10 Hunted:  Sapphire 8- (As Pow, Capture) 
   15 Psychological Limitation:  Cruel and 
  Sadistic (Common, Strong) 
   20 Psychological Limitation:  Narcissistic, 
  Must be Center of Attention (Very 
  Common, Strong) 
   
  5 Rivalry:  Other Singers 
   15 Social Limitation:  Secret ID (Adriana 
  Tabacchi) (Frequently, Major) 
   55 Experience Points 
  Total Disadvantage Points:  350 
   
  
  DIGITAL HERO #24 
  61
  VIRTUOSO 
  PLOT SEEDS 
   
   Virtuoso wishes for 
  The Choir to tour 
  Europe, but realizes 
  they are no match for 
  Eurostar. It galls him 
  that his polished 
  performances are 
  given less credit and 
  attention than the 
  mere terrorism of that 
  psychopath Fiacho. 
  So, using his 
  resources he attempts 
  to locate Fiacho, and 
  drop some hints to the 
  PCs to remove his 
  rival for him. 
   One of the female 
  PCs (or a female 
  DNPC of a PC if none 
  of the characters are 
  women) is captured 
  by The Choir after 
  intruding on a 
  “performance.” 
  Rather than have her 
  harmed, he instead 
  has dinner with her at 
  his hidden base and is 
  a perfect gentleman. 
  Is he merely lonely? 
  Is there an honest 
  attraction on his part? 
  And can she turn this 
  to her advantage and 
  learn the secrets of 
  The Choir then get the
  heck out of there? 
   Deciding some 
  superheroes have 
  finally gotten on his 
  nerves once too often, 
  Virtuoso uses his own 
  formidable acting 
  skills to impersonate 
  certain do-gooders, 
  and some technology 
  from ARGENT to 
  mimic their powers. 
  While the ruse is not 
  100% perfect, it’s 
  good enough to fool 
  most of the Press, and 
  much of the public.  
  Virtuoso 
  Background/History:  Harrison read the review. 
  He was too well bred, and too strong-willed to 
  shred it as he noted those most damnable of 
  praises within “adequately conceived, and well 
  executed. However, there is nothing truly great 
  in his work.” Adequate, nothing truly great; 
  terms like these stung and tore at him with a 
  gnawing frustration. All his life Harrison had 
  done well at anything he strove for, often even 
  excelling. There seemed to be no skill, no craft, 
  he could not master once he put his mind to it. 
  He never, however, had been dubbed “the best” 
  at anything. Dance, Chess, the playing of 
  instruments, even the martial arts competitions; 
  the prize of being the true virtuoso of a field 
  eluded him. His entire life was one of class, 
  poise, and a quest for perfection, yet until that 
  perfection was reached, he would never be 
  satisfied. Like Tantalus of legend, that which 
  could slake his needs was forever out of reach.  
   
  Placing the paper down, Harrison turned on 
  the television to see what snippets of distraction 
  might be gleaned. The insipid newscasters 
  recounted yet another tale of superheroics, and 
  the failure of some villain team to best the 
  Sentinels… again. It was hardly a surprise to 
  Harrison. From what he could gather, the 
  “mastermind” of the team had so alienated his 
  own people that the heroes found and exploited 
  their weaknesses easily. 
   
  Why is it, he wondered, that these people 
  never incorporate the needed elements for 
  greatness in their little felonious flocks? Vision, 
  intellect, and knowing how to motivate those 
  under you – those were the things needed for 
  shaping and unifying a group’s artistic endeavor. 
  Why couldn’t that happy balance ever be found 
  for villainy? Some came close, with two out of 
  three, but really, there were only a few even 
  worth mentioning. Not that one would believe 
  that with the praise lavished on even the 
  mediocre supervillain teams. 
   
  An almost insane thought occurred to him. 
  Why not? What did he have to lose? A great deal 
  actually, he admitted to himself; his freedom at 
  the very least, his place in polite society, and 
  he’d be risking his life while madmen like that 
  Thunderbird fellow were out there. But what 
  wouldn’t he give, to finally be the best at 
  something? This could be an Art, and art 
  demanded sacrifice. 
   
  He began training and preparing the next 
  day. 
   
  Personality/Motivation:  Harrison Raymond is 
  a man with a desperate need as yet unfulfilled. 
  He has decided to become the very best at 
  something, a relatively specialized field. He 
  wants nothing more than to become a master 
  criminal, mixing art and intelligence to 
  devastating effect. As Virtuoso, he molds and 
  crafts The Choir through any method that works:  
  seduction, manipulation, and the garnering of 
  loyalty. He picked or at least permits each 
  member to be among them, and sees himself as 
  the maestro directing them, and thus their crimes 
  must be grand performances.  
   
  Rich or upper class people are never crazy, 
  they’re just eccentric. Following a similar logic; 
  Harrison isn’t a sociopath, he’s just dedicated to 
  the craft of crime. Driven by his own desperate 
  lunge to be at the zenith of some profession, his 
  love of music, beauty, and artistry have blended 
  with his natural arrogance and creative genius 
  to make Virtuoso the man he is today. When he 
  prevents others from killing, it’s not because he 
  cares about life, but because it doesn’t feel right 
  or fit the needs of the performance. The 
  important thing to remember about Virtuoso is 
  he sees everyone in terms of what they can do 
  to help or hinder him. His sheer presence and 
  understanding of human nature allow him to 
  gauge and use people. He’s loyal and generous 
  in return… until it risks his vision. Then all 
  deals are off. 
   
  Quote:  “Enter the Heroes, about to give their 
  all; unaware it will not be enough. My friends, 
  you star in a tragedy already pre-scripted.”  
   
  Powers/Tactics:  What Virtuoso lacks in 
  superhuman powers, he compensates for by 
  resources, tactical knack, some gadgetry, sheer 
  charisma, and years of training driven by artistic 
  obsession. His hand-to-hand fighting style is a 
  blend of various martial arts and dance. Virtuoso 
  carries on his belt and other parts of his garb 
  throwing weapons that he uses for foes at range 
  that he cannot or would not wish to close in on. 
   
  The weapons in question are shaped like 
  musical symbols. The attacks vary from sharp 
  notes that live up to their name, flats that release 
  sonic waves, whole notes that grow to entrap 
  foes within them, half notes that simply club a 
  foe at a distance, and eighth notes that release a 
  sonic pitch that makes it that much more difficult 
  to stay conscious. The quarter note, however, is a 
  particular favorite. When it strikes, it breaks into 
  micro particles that are quickly breathed in by 
  the target, and rob him of his voice. Not only 
  does this make it useful for silencing an 
  opposing team leader, Virtuoso finds stealing a 
  voice from one who’d oppose him “poetic 
  justice.”  
   
  Virtuoso has also blended in his love of 
  theatrics with his other more protective gear. His 
  flowing cloak makes it difficult to draw a bead 
  upon him and his mask has protections of its 
  own as well as night vision lenses. The entire 
  wardrobe is reinforced to defend him from 
  bullets and the like. No doubt, with his wealth 
  and connections he could get more advanced 
   
  
  DIGITAL HERO #24 
  62 
  Virtuoso gives the 
  performance of his 
  life as one by one he 
  tries to sink the 
  reputation of the PCs. 
   
  gear, but he’s highly reticent when it comes to 
  over-reliance on such. His foes must know that 
  in the end, the master masters more than the 
  instruments he uses. 
   
  Tactically, Virtuoso is very canny. Despite 
  his arrogance, he is wise enough to know when 
  to play spoiler and often assists or backs up the 
  members of his team instead of stealing center 
  stage. He directs, they perform, and their 
  successes are his, so has no problems hanging 
  back (often in the shadows) until he is needed. 
  One of his first goals in any battle against a 
  superhero team is to try to destroy their 
  coordination and cooperation with each other. 
  Given the various methods The Choir has of 
  deafening, separating, and otherwise causing 
  chaos, this is not a hard task. On the other hand, 
  he will try to keep his team in perfect harmony. 
  This, given the membership, can be a wee bit 
  trickier.  
   
  If Virtuoso has a failing in his stratagems, it 
  is his stubborn insistence in doing things with 
  artistry. His love of panache does not keep him 
  from sounding a retreat for his team, but he may 
  succumb to the tendency to give a grandiose 
  speech or even begin to obsesses over besting 
  those who ruined The Choir’s “performance.” 
   
  Campaign Use:  Virtuoso is a hubris ridden man 
  who is self aware enough to be frustrated by his 
  own secondary standings in every endeavor he’s 
  ever tried. He is intended to be a master villain 
  and team leader that mixes artistic genius with 
  ruthless ambition to great effect and style. He is 
  a charismatic leader that actually does look after 
  his team, even though that has more to do with 
  his pride than any true affection. A GM can find 
  him useful either fighting in the line side by side 
  with his underlings, or turn him completely into 
  the power behind the curtains, unseen and even 
  unreachable until the final grand finale of a 
  storyline.  
   
  As a hunter, Virtuoso is quite dangerous. 
  This is, after all, a man of many skills and 
  resources even before he decided to seek acclaim 
  as a villain. He’s also quite concerned with the 
  reputation of both himself, and The Choir. While 
  not juvenile enough to swear vengeance on 
  anyone who merely insults him, continued 
  ruination of his plans will not be tolerated and 
  dealt with lethally if need be. The quarry will not 
  only have Virtuoso, but the entire Choir after 
  them. Fortunately for those he does hunt, his 
  love of style may cause his methods to be more 
  convoluted or elaborate than they need to be. 
  Defeating his opponent may not be enough, a 
  stage upon which to do it may be required. 
   
  Despite being built on the most points of this 
  team, many of Virtuoso’s points are tied up in 
  skills and perks, so one shouldn’t count on him 
  standing toe to toe with an entire team of PCs on 
  his own in raw battle, despite martial prowess. 
  Should a GM wish, the various gadgets and 
  combat skills could be removed entirely, making 
  him completely behind the scenes, a mastermind 
  of musically themed crimes who is quite 
  vulnerable if ever caught and cornered. Should 
  you wish to raise his threat level and make him 
  more powerful, feel free to give him yet more 
  gadgets, resources, or even a boost to his 
  characteristics. 
   
  However, he should never be “the best” at 
  any one thing, be it hand-to-hand combat or a 
  humble knowledge skill. At his core, such 
  limitations are what drives and motivates 
  Virtuoso. By all rights, he should not be a 
  supervillain. There is no great need for 
  vengeance, he doesn’t need money, and he has 
  the respect of his peers in all he tries. However, 
  that arrogance is fueled by a great insecurity and 
  pettiness. His unfulfilled drives gall him. A GM 
  could portray him as one who, if he could only 
  come to accept his good fortune, would be a 
  great man, but instead reduces himself to a small 
  man attempting to cast a very large shadow. 
   
  Appearance:  Virtuoso dresses in a dramatic 
  costume, akin to the more elegant guise found in 
  the Phantom of the Opera style save with a cowl 
  substituting for a hat. The colors of his wardrobe 
  depend on his mood, and the theme (if any) of 
  the crime being pulled for he has more than one 
  costume. 
   
  Out of costume, Harrison is a tall, brown 
  haired man appearing in his early to mid thirties, 
  with a commanding gaze and an air of class 
  about him. He prefers to wear the best. 
   
  
  DIGITAL HERO #24 
  63
  Virtuoso 
   Val Char Cost Roll Notes 
   20 STR 
  10 13- Lift 400 kg; 4d6 HTH [2] 
   26 DEX 
  48 14- OCV:  9/DCV:  9(11) 
   23 CON 
  26 14- 
   12 BODY 
  4 11- 
   23 INT 
  13 14- PER Roll:  14- 
   18 EGO 
  16 11- ECV:  6 
   30 PRE 
  20 13- PRE Attack:  6d6 
   18 COM 
  4 13- 
   
   
  8 PD 
  4 
   Total:  16 PD (8 rPD) 
   
  8 ED 
  3 
   Total:  18 ED (10 rED) 
   
  6 SPD 
  24 
   Phases:  2, 4, 6, 8, 10, 12 
   10 REC 
  2 
   46 END 
  0 
   42 STUN 
  8 
  Total Characteristics Points:  182 
  Movement: Running: 
  9”/18” 
   
   
  Leaping: 
  6”/12” 
   
   
  Swimming: 4”/8” 
  Cost Powers 
  END 
   37 Music Themed Arsenal:  Multipower  
  45-point, 30 Charges (+¼), OIF (-½) 
  – 
   1u 1) Sharp:  HKA 1d6 (2d6 with STR), 
  Penetrating (+½), Ranged (+½), OAF 
  (-1), Range Based on STR (-¼) 
  [30] 
   2u 2) Flat:  Energy Blast 6d6 (versus ED), 
  Area Of Effect (1 Hex, +½), OAF (-1), 
  Ranged Based on STR (-¼) 
  [30] 
   2u 3) W’hole’ note:  Entangle 4d6, 5 DEF, 
  Can Be Missile Deflected (-¼), Cannot 
  form Barriers (-¼), OAF (-1), Range 
  Based on STR (-¼) 
  [30] 
   2u 4) Half Note:  Energy Blast 9d6 (versus 
  PD), OAF (-1), Range Based on STR  
   
   (-¼) 
  [30] 
   2u 5) Quarter Note:  Voice Flash 15d6, 
  Does Not Affect Desolid (-¼), OAF  
   
   (-1), Range Based on STR (-¼), LS:  
  No Need to Breathe and Certain Masks 
  May Act as Free Flash Defense or Even 
  Grant Full Immunity (-0) 
  [30] 
   2u 6) Eighth Note:  Drain STUN 3d6, 
  Ranged (+½), OAF (-1), Range Based 
  on STR (-¼) 
  [30] 
   23 Protective Costume:  Armor (8 PD/  
   
   10 ED), Hardened (+¼), OIF (Costume, 
  -½) 
  0 
   
  3 Fluttering Cloak I:  Lack Of Weakness 
  (-6) for Resistant Defenses; OAF 
  (Cloak and Cowl, -1) 
  0 
   
  5 Fluttering Cloak II:  +2 DCV Levels, 
  OAF (Cloak, -1) 
  0 
   
  3 Protective Mask:  Sight Group Flash 
  Defense (5 points), OIF (-½) 
  0 
   
  3 Optional Night Lens:  Nightvision, OIF 
  (-½) 
  0 
   
  8 Earplugs:  Hearing Group Flash 
  Defense (10 points), IIF(-¼) 
  0 
   
  6 Athletic Prowess I:  Running +3” 
  (9”Total) 
  2 
   
  2 Athletic Prowess II:  Leaping +2” (6” 
  Total) 
   
   
  2 Athletic Prowess III:  Swimming +2” 
  (4” Total) 
  1 
   
   Martial Arts:  Intense Combat Training 
   
   Maneuver OCV DCV Notes 
   
  4 Block 
  +2 
  +2 Block, Abort 
   
  4 Disarm 
  -1 
  +1 50 STR Disarm 
   
  3 Legsweep 
  +2 
  -1 9d6 Strike, 
  Target Falls 
   
  4 Release 
  +0 
  +1 8d6+v/5, Target 
  Falls 
   
  4 Open Palm +0 
  +2 10d6 Strike 
   
  4 Side Step 
  __ 
  +5 Dodge, Abort 
   
  4 Slip Away 
  +0 
  +0 55 STR Escape 
   
  5 Spinning 
  -2 
  +1 12d6 Strike 
   
      Kick 
   16 +4 Damage Classes (already added in) 
   
   Perks 
   20 Base:  Team HQ  
   20 Contacts:  Various in High Society and 
  Musical Related Areas 
   10 Money:  Wealthy 
   
   Skills 
   20 +2 Overall 
   16 +2 with All Combat 
   
   
  3 Acrobatics 14- 
   
  3 Acting 15- 
   
  3 Analyze Combat Technique 14- 
   
  3 Breakfall 14- 
   
  2 Disguise 11- 
   
  3 High Society 15- 
   
  3 Linguist 
   
  2 1)  Language:  American Sign Language 
  (Fluent with “Accent”) 
   
  2 2)  Language:  French (Fluent with 
  Accent) 
   
  2 3)  Language:  Italian (Fluent with 
  Accent) 
   
  1 4)  Language:  Japanese (Conversation) 
   
  2 5)  Language:  Portuguese (Fluent with 
  Accent) 
   
  2 Mimicry 11- 
   
  3 Oratory 15- 
   
  3 Persuasion 13- 
   
  3 PS:  Composition 15- 
   
  3 PS:  Dancing 14- 
   
  3 PS:  Musician 15- 
   
  3 PS:  Singing 15- 
   
  3 Seduction 15- 
   
  3 Stealth 14- 
   
  2 SS:  Psychology 11- 
   
  5 Tactics 15- 
   
  3 Teamwork 14- 
   
  3 Scholar  
   
  
  DIGITAL HERO #24 
  64 
   
  2 1)  KS:  Literature 14- 
   
  Virtuoso
   
  2 2)  KS:  Music 14- 
   
  2 3)  KS:  Superheroes 14- 
   
  2 4)  KS:  The Superhuman World 14- 
   
  2 5)  KS:  Supervillains 14- 
   
  2 6)  KS:  Theatre 14- 
   
  Total Powers & Skills Cost:  318 
  Total Cost:  500 
   200+ Disadvantages 
   20 Hunted:  PRIMUS 8- (Mo Pow, 
  NCI, Capture) 
   10 Hunted:  Stalker 11- (Less Pow, 
  Painful Capture) 
   15 Psychological Limitation:  Sees 
  Crime as an Art Form (Very 
  Common, Moderate) 
   15 Psychological Limitation:  
  Determined to be “The Best” at 
  Something (Common, Strong) 
   15 Psychological Limitation:  Loves 
  Beauty, Art, and Fine Music 
  (Common, Strong) 
   
  5 Reputation:  Leader of The Choir, 8- 
   10 Rivalry:  with Other Villain Team 
  Leaders (Professional, Some in 
  Superior Position) 
   15 Social Limitation:  Secret ID 
  (Harrison Rayburn) (Frequently, 
  Major) 
   195 Experience Points 
  Total Disadvantage Points:  500 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                        
   
   
  
SOURCE: textdata/thevault/Hero System/DIGITAL_HERO/Hero System - Digital Hero 24.pdf