TEXT: TM
  All characters pictured and depicted herin are the sole property of MARVEL COMICS GROUP.
  This publication is a fan-made accessory for the out of print Marvel Superheroes Role Playing Game.
  This publication is not for sale and is for entertainment purposes only. Artwork has been pulled from
  SPIRITS OF VENGEANCE
  AN UNOFFICIAL GAME ACCESSORY
  
  TM
  SPIRITS OF VENGEANCE
  AN UNOFFICIAL GAME ACCESSORY
  01
  
  02
  
  Written by Louis Danhoff. Edited by Louis 
  Danhoff. Layouts and design by Louis Danhoff. 
  Cover by Louis Danhoff. Proofread and write-ups, 
  helpful hints, and ideas by: Andrew Goldstein,
  Killian Grey, and Steve Jolly.
  Interior Illustrations by the Marvel Bullpen, 
  myself, various internet sources, and comics.
  This publication is a creation of the MARVEL 
  SUPER HEROES: THE UNOFFICIAL CANON 
  PROJECT. 
  All characters pictured and depicted herein are 
  the sole property of MARVEL COMICS GROUP.
  This publication is a fan-made accessory for the 
  out-of-print Marvel Superheroes Role Playing 
  Game developed by TSR, Inc.
  This publication is not for sale and is for 
  entertainment purposes only. Artwork has been 
  pulled from MARVEL publications, comics, and 
  other internet sources.
  All characters pictured and depicted herin are the 
  sole property of MARVEL COMICS GROUP. This 
  publication is a fan-made accessory for the out of 
  print Marvel Superheroes Role Playing Game.
  This book is dedicated to the following people: 
  David E Martin, Chris Mortika, Scott Bennie, 
  David Rogers, William Tracy, Scott Davis, 
  Raymond Maddox, Anthony Herring, Dale 
  Donovan, John Elliot, and David Pulver. Your 
  work on the original Gamer’s Handbooks, is what 
  inspired this book. To Jeﬀ Grubb, thank you for 
  creating the game that is still loved by many. And 
  a special thanks to Stan Lee and Jack Kirby for 
  creating a better universe.
  Spirits of Vengeance
  Overview: 4 
  The Last Stand of the Spirits of Vengeance: 5
  Introduction: 6 
  The setting and the war: 8 
  Humanity & The supernatural: 9 - 10 
  Hell Is Other Places: 11 - 12 
  Spirits of Vengeance (2017-2018): 13 
  The Ghost Riders: 14
  The Nightstalkers: 15 
  Vampires: 16 - 19 
  Lycanthropy: 20 - 21 
  Maggia: 22 - 25
  Hand: 26 
  Classic Marvel Gang’s: 27 
  The Premise Beginning setup: 28 - 29 Game-play 
  start: 30 - 67
  Optional Encounter / Add on: 68 - 76
  Main Characters: 77 - 104
  03
  TABLE OF CONTENTS
  
  Overview
  The Spirits of Vengeance were a team of benevol-
  ent beings who protected mankind during ancient 
  times. They were the vestiges of God’s power 
  bonded to human hosts calling themselves Ghost 
  Riders. There have been different sorts of Spirits 
  of Vengeance around the world based on each 
  country’s customs, belief and religion. Keeping 
  them in charge was the archangel Zadkiel, whose 
  sole purpose was to manipulate the Spirit’s true 
  place of origin.
  History
  Stone Age
  The earliest occurrence of a Spirit of Vengeance
  was the one inside the Rider of the Stone Age 
  Avengers (a mammoth-riding fighter). 
  Origins
  The tale down here is told by Sister Sara the 
  Caretaker. It is unknown how the previous mention 
  of a Stone Age Ghost Rider fits in it. After the 
  Great Flood that wiped out almost the entire human 
  population ended, God created a rainbow signifying 
  his promise to humanity that he would never smite 
  his wrath upon the face of the Earth. However, he 
  continued to witness mankind committing countless 
  misdeeds and ungodly actions, which eventually 
  infuriated him. The Spirits of Vengeance, 
  04
  
  vestiges of God’s power bonded to human hosts, 
  were designed to fight off the thriving supernatural 
  and satanic threats, purify sin and wreak havoc 
  on the guilty for their mistreatment towards the 
  innocent and undeserving. Over the generations, 
  the Spirits pursued their cause to purge the 
  unrighteousness. 
  The Last Stand of the Spirits of 
  Vengeance
  During this event, most of the Spirits of Vengeance
  population disappeared due to the corrupted 
  motive brought by Danny Ketch, which was given 
  to him by Zadkiel, whose plan was to collect all of 
  the Spirits’ power to break down the walls of New 
  Jerusalem and wage war on Heaven. After the 
  walls were felled, the Spirits rained down from the 
  sky and were returned to their rightful hosts.
  05
  
  Introduction
  Hades God of the Underworld and master of the 
  lower levels of the Nether Realm and King of 
  Hell and The Acolytes of Darkness
  I am the God of the Underworld and I control 
  what happens to the people after they die. It 
  may seem to be gloomy, cruel, and a shadowy 
  figure. I sometimes make people do things that 
  they do not like to do. Who am I? you ask, I am 
  Hades, the God of the Nether Realm.
  I am the oldest son of Uranus, and I really don’t 
  care for the safety of any Mortals, because to 
  me they are just another toy added to my dark 
  and gloomy kingdom. I say this because when 
  you come to the lower levels of the Nether 
  Realm known as Tartarus, you will be tortured 
  by me and other dark creatures that roam this 
  Underworld.
  I will take it upon myself to tell you about the 
  creatures that reside in my glorious kingdom, but 
  don’t expect too much information, because well 
  then there will be no surprises left.
  First there are the three judges of the Dead;
  Minos, Rhasdamanthys, and Aeacus. These three 
  judge you Mortals after you die. If you were not 
  bad, but not good either you will be sent to a 
  place near the River of Forgetting. If you were 
  good, you will be sent to Elysium near the River 
  of Remembrance. And if you were bad in life, 
  you will be sent to a place behind my castle 
  and you will be tortured for all your eternity after 
  death.
  Finally, there is Cerberus, my giant three headed 
  dog. He guards the entrance to my Kingdom. He 
  allows people to pass into the Underworld, but 
  he does not allow them to come back out again. 
  He is such a good three headed dog!
  I shall tell you a little more about myself. I like 
  the gloominess and silence of my Kingdom. I’m 
  almost always hidden in the shadows of the 
  Underworld. My symbols are the cornucopia, the 
  horn of plenty, and the scepter, which is either 
  a wine glass or a staff, you make your pick.
  My family is very stretched out or what’s left of it 
  here in the Nether Realm, and I really don’t care 
  about half of them, mainly my younger brother, 
  Zeus.
  Poseidon is the God of the Seas. There is Hera, 
  Demeter, my wife Persephone, and many others, 
  because Zeus went and married every woman 
  under the sun just to make Hera jealous.
  And guess what?
  I LIKE JEALOUSY!
  Now you Mortals have a good day and do 
  something evil so you can get tortured by my 
  shadowy friends! As I will make an attempt to 
  explain a Marvel supernatural setting for an RPG 
  of which they clearly don’t.
  5
  06
  
  Urban supernatural fantasy first appeared in its 
  modern form in the 1980s (Marvel Super Heroes 
  (MSHRPG) 1984 (1st edition) 1986 (Advanced 
  Game) until present day,  and  has  grown  into  
  one  of   the  most  popular genres of  fantasy 
  or should I say supernatural fantasy. The basic 
  concept is simple; the setting is largely identical 
  to the modern day, except that supernatural 
  creatures and supernatural powers  actually  
  exist. 
  Vampires and werewolves stalk the night, magi-
  cians cast powerful spells,  and  the  mysterious  
  fae  occasionally  travel  from their realm to the 
  mortal world. In many of these novels, the setting 
  looks so much like our own world because magic 
  and the  supernatural  are  a  carefully  kept  
  secret.  Vampires  and psychics might be real, 
  but almost no one who lacks supernatural powers 
  or is not themselves a supernatural creature 
  knows  they  exist.  Usually  there  is  either  
  some  supernatural force that prevents ordinary 
  people from noticing or remembering the super-
  natural, or there is a vast conspiracy by various 
  supernatural beings to keep their existence a 
  secret from ordinary humans. However, other 
  options are also possible. 
  In a few urban fantasy stories, the supernatural 
  has always been a known and accepted part of  
  life, and despite this fact society  and  technology  
  are  still  remarkably  similar  to  our own. More 
  commonly, the supernatural was previously hidden 
  from the vast majority of  the population, but some 
  relatively recent event or series of  events caused 
  it to be gradually (or perhaps suddenly) revealed 
  to the general public. 
  Regardless of the details of the setting, urban
  fantasy is set in a world that is simultaneously a
  modern day setting with cars and cell phones,
  and a setting filled with wonders and dangers far
  greater and stranger than those in our own world. 
  This fantasy contains many of the magics and
  creatures found in heroic fantasy novels, folklore, or
  fantasy roleplaying games, but in modern urban
  settings. In many ways, urban / or in this case
  current fantasy is the modern analog of faerie tales.
  Instead of the protagonists finding strange
  creatures or hungry witches in the depths of the
  forest, they find such things in the back alleys and
  bad neighborhoods of a modern city. Instead of a
  group of adventurers marching through the
  wilderness to find the remote castle of a tyrannical
  vampire-lord, a more modern group of adventurers
  must break into a mansion or perhaps the sub-
  basement of an illegal casino to find where the
  vampiric crime-boss dwells. This current fantasy
  can feature quests for ancient and powerful
  magical objects, complex and confusing proph-
  ecies, and all of the other trappings of heroic
  fantasy, but these adventures all take place in a
  world similar to our own, and most of these
  adventures occur inside cities, towns, and our
  comic book RPG’s. 
  07
  
  THE SETTING 
  The Spirits of vengeance is designed to be  
  to run with almost any type of urban fantasy  
  campaign. However, it also includes its own  
  detailed background. This setting is a world  
  much like our own, in 2019, but there are  
  several important differences. In the world of  
  After the Spirits of vengeance which happens 
  once every 1000 years, humanity has  un-
  knowingly lived alongside magicians, psychics, 
  lycanthropes, vampires, and other  supernatural 
  powers 
  and 
  creatures 
  for 
   
  centuries. 
  Supernatural phenomena and  supernatural 
  creatures remained secret because of a phe-
  nomenon known as Protecting the veil, which
  causes normal humans to instinctively forget 
  about or avoid  the supernatural. However, 
  sufficient amounts    of direct exposure to the 
  supernatural can   partially or entirely overcome 
  the effects of  Protecting the veil, and some 
  people are naturally immune to it, allowing 
  them to easily notice the various supernatural 
  phenomena   that most people unconsciously 
  ignore.  
  THE WAR 
  Other than the existence of  vampires, powerful 
  magic, and similar supernatural phenomena, the 
  major way the setting for the Spirits of Vengeance  
  differs from our world is “The Diplomatic Summit 
  held every thousand years. Between Heaven and 
  Hell.
  But 20 years ago, the government of  the United 
  States used a network of  newly installed street 
  cameras to identify and attempt to exterminate all 
  vampires. Unfortunately, the government had no 
  idea exactly how powerful or well prepared some 
  of  the older vampires were. Instead of  a brief  
  campaign of  extermination, the result of  the 
  government’s efforts was a war that is still ongoing. 
  The vampires conquered several large United 
  States cities and stole more than a dozen nuclear 
  weapons, including an  entire  nuclear  submarine 
  with their leader Dracula and possible The Cabal.  
  Human  forces  only  managed to defeat the 
  vampires with the aid of  Doctor Strange and 
  others including a rival faction of  vampires, as 
  well as invaluable help from psychics, magicians, 
  and several other types of  supernatural creatures 
  protecting the veil. The price for this alliance was 
  full civil rights for all living supernatural individuals 
  and limited civil rights for all law-abiding vampires.
  Western Europe watched the War from afar, but 
  vampires in  Russian  and  the  Ukraine  also  rose  
  up  against  humanity, capturing several cities and 
  two nuclear missile bases. Fighting in this region 
  was even worse than in the United States  and 
  resulted in many more deaths.
  08
  
  This supernatural war, most commonly simply 
  called The Spirits of Vengeance or for the other 
  factions protecting the veil. Although Russia 
  remains violent and troubled, life in the United 
  States gradually returned to peacetime normalcy 
  with the help of the heroes. However, this  is  a  
  new  normal,  where  vampires and various other 
  supernatural creatures now sometimes live openly.  
  While the effects  of   protecting the veil caused 
  some  people to avoid contact with all aspects of  
  the supernatural, it also causes most people to 
  dismiss and minimize the dangers the supernatural  
  presents.  As  a  result,  the  majority  of   the  US 
  population is largely willing to live next to and even 
  patronize businesses run by sorcerers, vampires, 
  and other supernatural creatures.
  In many ways, this setting very much like our own 
  world, but the United States is still recovering from 
  a brief  but terrible time.  The  majority  of   the  
  population  has  put  the  War behind  them,  but  
  a  number  of   people  who  actually  fought and 
  faced monstrous vampires and their supernatural 
  allies vividly remember the realities of  the 
  supernatural. Many of these veterans (or more 
  commonly referred to as hunters) also have occult 
  knowledge and some even posses their own 
  supernatural abilities to fight against the things 
  that go bump into the night.
  HUMANITY &  THE SUPERNATURAL  
  The  vast  majority  of   humans  have  absolutely  
  no  ability  to interact with the supernatural. They 
  cannot tell if  someone is attempting to read their 
  mind or to notice that a ghostly presence is 
  watching them. Ordinary humans also have very 
  little resistance to supernatural influence. This 
  has been true for the entire history of  the human 
  species. However, a small number of  people 
  known as Foreseers (who have psychic abilities 
  and work with the hunters), are able to sense 
  magic and supernatural beings, and are also far 
  more resistant  to  all forms of  supernatural  ma-
  nipulation.  Some people  are  born  as  Foreseers,  
  others  become  Foreseers  when  they hit puberty, 
  and a few people develop this ability later in life, 
  often during or immediately after some significant 
  interaction with the supernatural. 
  In addition to being  sensitive  to  the  supernatural,  
  Foreseers are also the only humans who can gain 
  supernatural abilities, or at least the only people 
  who can do so and remain human. 
  Foreseers  can  all  learn  various forms of the 
  occult such as Magic,  Mysticism,  Psychic  
  Powers, and Sorcery, but no other humans can 
  without the help of those who possess the power 
  and knowledge of things that are supernatural. 
  Other than suddenly becoming a Foreseer (right 
  place right time hence altered human), the only 
  way that ordinary humans can gain supernatural 
  power is by becoming a supernatural creature, 
  which most often happens when someone drinks 
  a vampire’s blood and rises as a member of  the 
  undead or survives an attack by a werewolf, or 
  being bitten by a vampire.
  For most of  human history, Foreseers have been 
  exceedingly rare, with roughly one person in 1,000 
  being a Foreseer. However, during the Spirits of 
  Vengeance, massive numbers of  people were 
  exposed to a wide variety of  supernatural 
  influences.
  09
  
  10
  As a result, the number of  Foreseers
  increased dramatically. In the aftermath of  
  this time, the number of  Foreseers has 
  approximately doubled, with one in 500 people 
  being Foreseers in both the US and Eastern 
  Europe.
  
  Hell Is Other Places
  What lies beyond the land of the living? For those of questionable character, there are a variety of 
  extra-dimensional repositories waiting to collect the divine spark within. Although details of necrohierarchy 
  remain largely beyond human comprehension, the largest and most powerful hereafters are often one of 
  the following…
  HELL
  Hell is a vast region full of many powerful demons who trade on the torture of 
  sinful souls. Though many have claimed to rule Hell, the most famed overlord 
  was Mephisto, until he was dethroned by Johnny Blaze, also known as Ghost 
  Rider.
  LIMBO
  A sorcerous dimension, Limbo was populated by demonic spell casters twisted 
  by dark energies. Once ruled by Belasco, it eventually served as the home for 
  Magik of the X-Men during a very difficult adolescence, as well as briefly serving 
  as home for the Jean Grey School for Higher Learning. Its unpredictability is 
  matched only by the savagery of its denizens.
  NIFFLEHEIM
  Beneath the roots of Yggdrasil lies Niffleheim, a realm of cold, fog and death. 
  Within Niffleheim is the renowned region known as Hel, the domain of Queens 
  of the Dead, Hela and Kamilla. Hel serves as a resting place for the souls of 
  Asgardians who did not find their way to Valhalla, resting place of the honored 
  dead.
  EIGHTH CITY
  Used as an ancient prison for evil creatures by the Seven Capital Cities of 
  Heaven. Its mighty gates can only be opened with the combined chi of the 
  Immortal Weapons from each hidden city and thus remained locked for many 
  years. The nefarious ruler of the Eighth City, Changming, was eventually 
  deposed.
  11
  
  BELOW-PLACE 
  The source of an elusive kind of gamma energy that metaphysically connects 
  beings who have been mutated by gamma. The One Below All and his hordes 
  of demons are kept behind the Green Door, which was partially opened in the 
  accident that created the Hulk. To open it fully would unleash all those who 
  hide in the shadow of God.
  SOMINUS
  Thought to be one of the Splinter Realms, Sominus is ruled by the powerful 
  demon-lord Thog. It is a dark reflection of the mysterious, benevolent realm of 
  Therea, embroiled in eternal war. This war is perpetuated by Thog, whose only 
  purpose in life is conflict.
  DARK DIMENSION 
  The Dark Dimension is a chaotic patchwork landscape made from the scraps 
  of long-ago-conquered dimensions. The laws of physics are fundamentally 
  different in the Dark Dimension than on Earth, and it is populated largely by 
  the brutish Mindless Ones. It is ruled by the dread Dormammu, hated enemy 
  of Doctor Strange and sorcerers throughout history.
  HADES
  Located on the border of the River Styx and guarded by Cerberus, a savage 
  three legged dog, Hades also known as the Underworld is home to the spirits 
  of the Olympian Gods and their worshipers after death. Its ruler Pluto’s many 
  attempts to destroy the universe have led to visits from Hercules, Thor and 
  many others.
  BRIMSTONE DIMENSION
  Putrid and hellish, the Brimstone Dimension was supposed to be a prison for 
  the Neyaphem, an exiled race of demonic mutants. Azazel, their leader, 
  escaped to father several mutant children whose powers rely on a connection to 
  this dimension, including Nightcrawler of the X-Men. Though there are several 
  mutants who frequently visit briefly, no one chooses to stay for long.
  12
  
  Spirits of Vengeance (2017-2018)
  Collects Spirits of Vengeance #1-5. A dead angel. 
  A silver bullet. A kept promise. For ages, the war 
  between Heaven and Hell raged in the unseen 
  corners of society, with both sides in delicate 
  balance. But when an undercover angel is murdered, 
  the scales are tipped. Now, Johnny Blaze must find 
  the killers and punish them - but he won’t do it alone. 
  A deadly team rises from the darkest depths of the 
  Marvel Universe to form an unholy alliance: Ghost 
  Rider! Hellstorm! Satana! Blade! They are the Spirits 
  of Vengeance - and they must unravel a plot against 
  God himself. The forces of Necrodamus mean to 
  unleash a deicidal rampage not seen since the Old 
  Testament. As the drums of war beat louder and 
  louder, only the Spirits of Vengeance stand between 
  the armies of Heaven and Hell! 
  13
  
  The Ghost Riders:
  Powers (Base)
  Transformation: The new host Ghost Rider 
  whenever Innocent blood is spilled, or he or she 
  can control it. Transformation back to the host 
  for at least five rounds will heal Ghost Rider. 
   Body Armor: Due to not having a physical body, 
  organs, skin, etc... He or she has Amazing body 
  armor verses Physical damage. CL1000 against 
  fire, heat, poison, radiation, and soul attacks. 
  Mystic Chain:  
  •     Material Strength Unearthly 
  •     Grapple with Unearthly ability 
  •  Inflict up to Amazing damage, blunt or 
  edged 
  •     Feeble Elongation one area range 
  •     Individual links turn into shurikens, each 
  causing Amazing damage, May attack everybody 
  in an area with one to five shurikens causing 
  Good damage each 
  •     May also spin to form a shield of 
  Remarkable.  
  •     Unlimited amount of chain as long as Ghost 
  Rider has any of it. 
  Penance Stare: A successful grapple for 1 
  round enables Ghost Rider to use the penance 
  stare.  A Psyche FEAT vs. Amazing intensity on 
  the victim’s part is allowed. If they pass they are 
  cleansed of evil and are a changed person. If 
  they fail they loose a rank of Psyche permanently 
  and pass out for 1d100 rounds. If below Feeble 
  they go insane works only on evil and those 
  who hurt others, unless victim already tortures
  themselves i.e. Morbius or they do not have a 
  soul. It shows victims the pain they inflict on 
  others times one hundred.
  Bike: Hellfire wheels, Amazing speed, Incredible 
  control, Incredible Body, if destroyed returns in 
  one to ten rounds. 
  Ghost rider has mental control of it up to ten 
  miles away. It can go up vertical walls and across 
  water without penalty. 
  •     Special battering ram: In material, and 
  causes no harm to the rider.
  14
  GHOST RIDERS
  
  The Nightstalkers:
  A trio of occult experts, they reluctantly banded 
  together to fight supernatural threats. 
  It was composed of the vampire-hunters Blade and 
  Frank Drake  and, private detective Hannibal King, 
  a “neo-vampire” with vampiric abilities but only a 
  craving, not a need, for drinking blood. They were 
  gathered by Doctor Strange to battle an immediate 
  threat, but under his larger, hidden agenda. 
  Before being formally gathered by Doctor Strange 
  to fight supernatural threats, Hannibal King, Frank 
  Drake, and Blade had founded the detective 
  agency King, Drake, and Blade, later renamed 
  Borderline Investigations. 
  After Strange manipulated the trio into forming 
  the Nightstalkers, the team fought the many su-
  pernatural enemies that were emerging, including 
  the Lilin, Meatmarket; HYDRA’s Department of 
  Occult Armaments (DOA) and its renegade Dracula 
  clone, Bloodstorm, who slaughtered that division, 
  including its chief, Lt. Belial; and, ultimately, the 
  one-time Lord of Vampires, Varnae.
  15
  NIGHTSTALKERS
  
  Vampires
  F           GD(10) 
  A           GD(10) 
  S           EX(20) 
  E           RM(30) 
  R           PR(4) 
  I             FE(2)
  P           PR(4) 
  Health: 70 
  Karma: 10 
  Resources: Variable 
  Popularity: -10 
  KNOWN POWERS 
  Undead form:  
  Immortality - limited. 
  Invulnerability: Excellent (not vs Fire, Silver,
  holy weapons). 
  Regeneration: Incredible.
  Claws & Fangs: Remarkable edged. 
  Senses: Scent: Remarkable. 
  Night Vision: Excellent. 
  Creature of the Night: 
  Animal Summoning & Control - Bats, Rats,
  Wolves: Excellent. 
  Hypnotic Gaze: Excellent. 
  Transformation: Can transform into a Bat,
  Mist or wolf. 
  Stronger vampires may be able to change
  into a man-bat or man-wolf form. 
  Mist: Incredible phasing ability, Feeble Flight 
  Bat: Bite Attack: Good. 
  Flight: Typical. 
  Wolf: Bite Attack: Remarkable. 
  Running: Good. 
  Vampiric Movement: May develop alternative
  modes of movement. They may have inhu-
  man Speed, Wallcrawling abilities, Flight or
  even winged Flight. 
  Speed: Excellent. 
  Wallcrawling: Remarkable. 
  Flight: Good. 
  Winged Flight: Excellent. 
  Vampire Bite: Inflicts Typical damage per turn.
  If the victim is not slain, they remain -1cs on 
  all FEATs until a weekly Endurance FEAT is
  made, and subject to particular vampire’s
  telepathic commands. 
  VAMPIRIC LIMITATIONS
   
  Blood dependency: deprivation of blood
  results in weakness (-1cs on all stats every
  2 days) and overwhelming desire for blood.
  Upon seeing blood, a vampire failing a Psyche
  FEAT roll automatically attacks. 
  Direct Sunlight: Am/50 Damage per Turn.
  Mirrors: Do not cast reflections.
  Wood: A wood stake or blade produces 
  an automatic kill result on a red result.
  Permanent 
  Destruction: 
  Exposure 
  to 
  Sunlight, Staking/beheading/burning the body, 
  or the Montesi Formula.
   
  16
  VAMPIRES
  
  HISTORY 
  The race of vampires first appeared in the 
  pre-cataclysmic era (before the sinking Atlantis 
  and Lemuria), circa 18,500 B.C., when the 
  Atlantean cult of Darkholders used the power of 
  the Chthon Scrolls in order to oppose King Kull, 
  who had slain their leader, Thulsa Doom. The 
  result was Varnae, one of their own raised as 
  the world’s first vampire. Varnae quickly slew the 
  other Darkholders and used them to found the 
  vampire race, with himself as Vampire Lord. 
   
  Other races of vampires the Adze, Ancient, 
  Charniputra, Huskies, Jumlin, Nosferati, Tryks, 
  and Yiki Onna either diverged from this original 
  Varnaean line, or else arose out of other 
  circumstances. 
  When Atlantis sank 500 years later after his 
  creation, Varnae went into hibernation, emerging 
  from time to time to confront threats such as in 
  10,000 B.C. when he battled against Conan, Red 
  Sonja and Zula but they were able to fend them 
  off. 
   
  In 2000 B.C., in the region known as Sumeria, 
  Varnae forced a mystic named Aamshed to create 
  a ritual which would make the vampire lord into a 
  god. However he could not complete the ritual as 
  it must be done on his home land and Atlantis 
  had sunk beneath the ocean. 
   
  During the age of vikings, Varnae traveled to the 
  new world and attacked a Norse colony in North 
  America turning the settlers into Vampires. A 
  young girl escaped and prayed to the gods for 
  help and Thor answered the call and battled 
  the hordes of Vampires and eventually facing 
  the first vampire himself. He was able to drive 
  off Varnae and destroyed the vampire settlers by 
  directing sunlight at them leaving only the young 
  girl alive. 
   
  In 1459, tired of his ages-long existence, Varnae 
  chose Dracula as his successor as lord of Earth’s 
  vampires, and imparted much of his supernatural 
  power to him by forcing Dracula to drink his 
  blood. Varnae then committed suicide by 
  exposing himself to direct sunlight. 
   
  In 1591, the young girl arrived at the English colony 
  of Roanoke which will one day be part of Virginia. 
  She was revealed to be a vampire and turned all 
  the 121 settlers into vampires, leaving only one 
  message carved into a tree: “Croatoan”.
  Dracula retained his title in a nearly unbroken 
  reign until Earth’s Sorcerer Supreme, Dr. Stephen 
  Strange, uncovered a mystical spell called the 
  Montesi Formula that would banish all vampires 
  from this dimension. Ironically, this spell was 
  found within the Darkhold, the same mystical text 
  containing the spell used to create vampires in the 
  first place. Like most spells, the Montesi Formula 
  contained a counter-spell, and within a few short 
  years, vampires began to appear across the 
  world once again. 
  17
  VAMPIRES
  
  Dracula himself rose from the grave and reclaimed 
  his title as Lord of the Vampires. 
   
  Dracula met with Victor von Doom on Earth’s moon. 
  He proposed a non-aggression treaty with Doom, 
  which enabled him to coordinate plans for an 
  attack on England without encroaching upon any of 
  Doom’s prospective interests. Using the scientific 
  wizardry at his coven’s disposal, he genetically 
  mutated vampire assassins with specific targets in 
  mind, notably members of MI13. 
   
  More recently, Brother Blood (Sabastian Blood 
  IX) lay dying, his Church of Blood had obtained a 
  sample of the mutant pseudo-vampire, Ian Grey 
  (Vampry). They used the blood to turn Blood into a 
  pseudo-vampire. Brother Blood then re-dedicated 
  his church to the philosophy of vampirism. He 
  transformed his country, Zandia, into a haven for 
  various forms of undead as long as they acknow-
  ledged him as their lord. 
   
  A group of vampire hunters and, so called, “good” 
  vampires, formed a strike team to stop this before 
  Dracula and Varnae stormed the island laying 
  waste to everyone, prompting what would become 
  known as the Vampire wars. Blood’s attempt at 
  ruling the Vampire Nation was eventually thwarted.
  Kreiger Sect: Western European type warriors, one 
  of the strongest sects. 
   
  Claw Sect: Middle Eastern type warriors, rivals of 
  the Krieger.
  Mystikos Sect: American Vampires embraced the 
  modem world. They are Businessmen, with skill at 
  technology.
  Anchorite Sect: American rural outcasts who 
  prefer to hide from humanity and live in peace, 
  similar to the lifestyle of the Amish. 
  Nosferati: Eastern European, similar to Count 
  Orlock, their need for powerful blood sometimes 
  drives them to attack other Vampires. 
  Moksha Sect: Seers who gain their powers by 
  feeding as little as possible. 
  Siren Sect: All beautiful female Vampires with 
  powers of seduction. 
  Adze: African Vampires who are able to survive 
  the usually instantaneous methods of Vampire 
  destruction for ten minutes. 
  Ancients: Italian Vampires with superior superhman 
  speed and healing factor compared to that of other 
  Vampires.
  Yiki Onna: Japanese Vampires with the power to 
  turn into ice storms rather than fog as most 
  Vampires can. 
  Jumlin: Native American Vampires. 
  Sub-Species 
  Ferals: Vampires who are brought back brain dead. 
  They only follow their base instinct to feed.
  Charniputra: Gargoyle like Vampires that reside in 
  the Himalayas 
  18
  VAMPIRES
  
  Aqueos: Atlantean (Homo mermanus) converted 
  Vampires 
  Tryks: A powerful, parasitic race that prefers the 
  blood of other Vampires. 
  Pseudo Vampires 
  Baalists: The followers of Ba’al exhibited many of 
  the same properties as traditional vampires, but 
  were not in fact true vampires. They wore false 
  fangs and were not inhibited by ultraviolet radiation, 
  but they did partake in the consumption of human 
  blood. Ba’al bestowed power to his underlings, 
  making them stronger, faster and more durable, 
  but they did not possess characteristics that could 
  be defined as superhuman. The Baalist vampires 
  originate from the region known as Gehenna and 
  have followed the edicts of Ba’al since about 13,000 
  BCE. 
  19
  VAMPIRES
  
  Lycanthropy
  Because of a curse that affects all victums,on 
  the nights when there is a moon present in the 
  sky the host transforms into the traditional, 
  almost ape-like, half-wolf, werewolf creature. 
  Under any moon which isn’t full, Most have no 
  control their transformations, they cannot switch 
  back and forth at will, and a rare few can even 
  keep their personality and intelligence while in 
  werewolf form, or even temporarily delaying the 
  transformation until well after the moon has 
  risen in the night sky. The stats listed belowand 
  the rest of the powers listed below reflect their 
  average state when in this form. 
  Claws and Teeth: Incredible both of his werewolf 
  forms, he has Good material strength fangs and 
  claws. The traditional werewolf can inflict 
  Remarkable edged damage with them.
  Infectious Bite: Inflicts Excellent damage per turn. 
  If the victim is not slain, they remain -1cs on all 
  FEATs until a Full Moon then an Endurance 
  FEAT is made vs. Amazing intensity or the victim 
  will transform.
  Infravision: In all werewolf forms, they can see 
  in normal darkness with Excellent ranked ability.
  Invulnerability: Both werewolf forms possess 
  Remarkable protection to all forms of damage 
  except that which is inflicted with silver weapons 
  or by Magick. Also, neither werewolf’s 
  Endurance can be reduced by Feeble unless the 
  damage is inflicted by magical means or silver 
  weaponry.
  During the nights with a full moon, theyuncontrol-
  lably transform into a huge (150% of his normal 
  height), savage, feral, and near-mindless beast, 
  which is physically much closer to being a wolf, or 
  even a fox, than a human. The Stats of his feral 
  form is as follows:
  Fighting            Excellent to Incredible
  Agility               Excellent to Incredible
  Strength           Excellent to Incredible
  Endurance       Excellent to Incredible
  Reason            Feeble
  Intuition            Remarkable to Monstrous
  Psyche              Good to Incredible
  Health                80 to 160
  Karma                42 to 117
  Limitation
  Vulnerability to Silver: If struck by a silver weapon, 
  either werewolf form must make a successful 
  Endurance FEAT roll. Either a Red or Yellow result 
  means an additional Endurance FEAT roll must 
  be made in the “Kill” column.
  20
  WEREWOLF’S
  
  21
  WEREWOLF’S
  
  MAGGIA 
  The Maggia is the world’s most powerful criminal
  organization, with a hand in most drug   traffic, illegal
  gambling, extortion rackets and other illegal activities
  in the United States. As  well as running the major
  criminal organizations    in the U.S., the Maggia has
  diversified into many legitimate businesses. 
  The Maggia originated in southern Europe in  the 13th
  century partly in response to a series   of oppressive
  governments. Its influence grew  in non-communist
  Europe and then in the Americas. The Maggia first
  came to the public  attention in the 1890s and its
  bootlegging of   liquor during Prohibition is legendary. 
  The Maggia is not a single unified organization,       
  but a coalition of loosely connected groups called
  “families.” Each family has their own  organization and
  inner structure. Currently, there are three preeminent
  families in the Maggia, all situated on the east coast of
  the United States. 
  Maggia membership estimates are a shaky guess at
  best. Worldwide, the family member’s   number in the
  tens of thousands, and about 3500 or so operate in the
  United States, mostly on the East Coast. 
  High  level Maggia members are referred to as 
  “wise guys.” They are usually male, with one major
  exception, and are well-dressed, since  they could be
  considered executives in a multi-national corporation.
  Families are always    segregated along ethnic lines.
  The three major   families in the United States are as
  follows.
  THE HAMMERHEAD FAMILY 
  This family first gained prominence when the  leader,
  was referred to as the “Top Man,” outfitted  his family
  hit men with costumes and advanced weaponry. He
  then purchased the Baxter  Building, figuring that he
  would own all of the advanced weaponry and
  discoveries of Reed Richards and could use them to
  further his  criminal career. The Fantastic Four defeated     
  and captured him however, and his hit was ordered
  by his own family for failing and embarrassing the
  family name. The family  searched for a new leader
  that would follow       along the traditional style of the
  Maggia and found the newcomer, Hammerhead. 
  An amnesia victim, his last memory of a gangster
  poster for the Al Capone Mob shaped  his vicious
  personality, Hammerhead uses  methods from the
  20’s and 30’s, including gang  wars, to run his family,
  although he’s not against  sing advanced technology for
  personal     gain, such  as the exoskeleton that he uses
  to enhance his strength. The Hammerhead family 
  is easily the most traditional Maggia family in the United
  States. 
  Recently, Hammerhead has become the ally of  the
  Chameleon in his bid to become the crime lord of New
  York City.
  22
  MAGGIA
  
  THE NEFARIA FAMILY 
  This is the most eccentric family in the Maggia. The
  deceased Italian nobleman, Count Luchino  Nefaria,
  a scientific genius, was the world’s most powerful
  Maggia leader until his first defeat at the hands of the
  Avengers. He moved his operation to the New York
  City area. As his first major  criminal act, he imprisoned
  Washington, D.C. inside an impenetrable force dome and
  held the  city for ransom. After being defeated again, his  
  daughter, Guiletta, known also as Whitney Frost, took
  over the top position in the family and  unsuccessfully
  attempted to steal the technological weaponry of Tony
  Stark. The next   leader called himself the Masked
  Marauder. He tried to gain control of New York City by  
  threatening to explode a nuclear bomb within the  city
  limits. 
  He was defeated and the reins of command  passed to
  Whitney again, now known as Madame Masque. She is
  currently in charge of the  technologically-based Nefaria
  family. 
  The Nefaria family stole plans for a powerful robot   
  developed by HYDRA to combat agents of 
  S.H.I.E.L.D. and has constructed about a dozen  more
  Dreadnought robots, using modified designs.
  THE SILVERMANE FAMILY 
  The leader if the Silvermane family branch of the   
  Maggia is Silvio “Silver-mane” Manfredi, one of the last
  legendary gangsters who came to fame in  the 1920s
  and 1930s. This section of the Maggia  conducts matters
  along the traditional lines with its chief activity being in
  the narcotics trade.
  Silvermane uses unusually scientific methods   only
  for his own goals to stave off his death and  not for
  family purposes. Silvermane has a son,  Joseph, but
  the job of leader will probably fall to  Silvermane’s chief
  rival, top Maggia lawyer,  Ceasar “Big C” Cicero. Big
  C may have to wait a  while though, since Silvermane
  has had his vital organs transplanted into a bionic body
  after having nearly every bone in his body crushed  
  during a battle with Spider-Man. 
  Many criminals have tried to unite the American East
  Coast’s independent gangs to break the  dominance of
  the Maggia and to compete with the families, the most
  successful being the Kingpin. The Punisher has claimed
  that the Kingpin has  taken over about 80 percent of
  the criminal activities on the East Coast. Regardless
  of the amount of criminal activity the Kingpin has
  taken  over, the Maggia is still an organization to be
  reckoned with, especially the leaders of each family.
  TYPICAL MAGGIA THUG 
  F                    GD(10) 
  A      
  TY(6) 
  S  
  TY(6) 
  E  
  TY(6) 
  R                    TY(6) 
  I                      PR(4) 
  P                 PR(4)                              
  Health: 28 
  Karma: 14                                     
  Resources: GD(10)                       
  Popularity: 0 
  23
  MAGGIA
  
  KNOWN POWERS 
  Talents: Martial Arts B and E 
  ROLE-PLAYING NOTES: 
  The typical Maggia thug, though he may dress better
  than the ordinary thug, is usually no better  or worse.
  He has a cheap pistol or revolver, extra   ammo, and
  possibly a knife, blackjack, or brass knuckles.
  CRIMINALS AND THE HAND
  MAGGIA
  Criminal organization
  The Maggia is a Class 1000 criminal organization with
  perations throughout the United States,Europe, and
  the Free World. The statistics below are for various
  positions within a Maggia family and can be used for
  similar positions in non-Maggia criminal gangs.
  HENCHMEN
  F       A       S        E       R        I       P
  Gd      Ty       Ty        Ty        Pr       Ty       Pr
  Health: 28
  Henchmen are the rank and file of Maggia operations
  and include petty thieves, gang members, numbers
  runners, drug dealers, and other low-level street
  operatives that do the Maggia’s dirty work. They have
  no special powers, though some may carry handguns
  and knives for their own protection.
  ENFORCERS
  F       A       S       E        R       I         P
  Gd      Ty       Gd       Ty        Ty       Ty       Ty
  Health: 32
  Don’t confuse them with the super-criminal organization
  of the same name. Enforcers are the hired muscle of
  the Maggia operation. They are the ones that lean on
  small businessmen and the opposition to enforce the
  Maggia’s control. They are also called “soldiers.” 
  Enforcers usually carry knives, handguns, and brass
  knuckles (shift right one column to damage), reserving
  heavier weaponry for times when a gang war is under
  way.
  24
  MAGGIA
  
  HIT MEN
  F      A      S        E        R      I      P     
  Ty     Gd      Ty        Gd       Ty      Ty     Ty 
  Health: 32
  Hitmen are specialized killers used by the Maggia when
  the need arises. They are usually from out of town
  but may be local talent, depending on the immediate
  situation. Such individuals may carry submachine guns
  and assault rifles, using them with Excellent Agility.
  UNDERCOVER AGENTS
  F       A     S     E      R       I        P                   
  Ty      Ty     Ty    Gd     Gd      Gd      Gd 
  Health: 28
  Agents are marginally brighter than your standard Maggia
  goon and are used as informationgatherers, not fighters.
  They have ExcellentReason with regard to information
  and rumorson the street and are a guarantee that a
  costumed crime fighter’s activities will be reported to
  Maggia higher-ups.
  MIDDLE  MANAGEMENT
  F         A         S         E         R         I          P 
  Ty       Ty          Ty          Ty         Ty          Ty         Ty 
  Health:  24
  These are the Maggia’s businessmen. They don’t fight;
  they keep shop, whether it is an illegal gambling
  operation or a legitimate business used to launder
  Maggia funds. If  threatened, they have a tendency to
  fold unless Maggia support (enforcers or agents) is
  close at hand. Modus  Operandi: The Maggia is a crime 
  cartel, divided into different “families” that  dominate the
  criminal underworld. Taken  together, the families are
  the largest such organization in the world.
  There are several families in the New York area, of
  which three have come to preeminence. The Silver-
  mane family was  controlled by Silvio Manfredi until his
  recent death and resurrection, and has developed along
  traditional lines. The Hammerhead family  is also rather
  traditional but has been controlled  by superpowered
  operatives such as  HAMMERHEAD. The Nefaria
  family has devoted itself to high technology and has
  hired  super-powered operatives regularly. The leader 
  of this family is known as “Big M.” Previous  leaders
  have included COUNT NEFARIA and MADAME
  MASQUE, Because of the high casualty rate among
  the leadership of prominent Maggia families that have
  adopted  superhuman powers and fought heroes
  directly, there has been a resurgence of standard
  Maggia operating procedure. Like an octopus,  the
  Maggia seeks to quietly entrench itself in every portion
  of American life.
  25
  MAGGIA
  
  HAND
  Criminal organization
  (Typical member)
  Fighting:                               
  Agility:                                                
  Strength:                                       
  Endurance:                                     
  Reason:                                  
  Intuition:                                                
  Psyche:       
  Health:        60
  Karma:        46                                  
  Resources:  EXCELLENT                   
  Popularity:   -10
  KNOWN POWERS
  MARTIAL ARTS. All members of the Hand are trained 
  in the use of martial arts. They may slam and stun 
  individuals who have a higher Endurance than the Hand 
  member’s Strength.
  ORIENTAL WEAPONS MASTERS. All members of the 
  Hand are also trained in the use of oriental weaponry 
  including the sai (treat  as  a knife; it can be thrown), 
  the shuriken (Range five areas, damage ten points on 
  Hack  & Slash Table), the sword, the quarterstaff (blunt 
  weapon; it can be thrown), and the crossbow. Their 
  ability to  strike with these weapons is Remarkable.
  DISSOLVING  FORM. The Hand will allow no member to 
  be taken prisoner. If a member of the Hand is knocked 
  unconscious, reduced to 0 Health, or otherwise subdued, 
  the body  dissolves and the member of the Hand dies.
  Modus Operandi: The Hand is an organization of 
  assassins that has its roots and heart in the Orient 
  but has recently branched out to become a global 
  threat in the underworld. The Hand’s ultimate goal is 
  worldwide domination through threats and fear. Its 
  members operate as assassins to further both their 
  own goals and those of other organizations that 
  support them. 
  It is common to relay an assignment by burning a 
  picture of the assassin’s  target. The Hand’s  
  secrecy, the devotion of its minions, and its  method 
  of disposing of its operatives when  captured all help 
  to maintain the aura of mystery that surrounds this 
  organization. The  American hero Daredevil has 
  battled the Hand on a number of occasions. His love, 
  ELECTRA, was a member of that group at one time.
  26
  HAND
  EXCELLENT
  EXCELLENT
  GOOD
  GOOD
  TYPICAL
  EXCELLENT
  EXCELLENT
  
  CLASSIC MARVEL GANG’S
  The Flashing Blades
  F       A       S       E       R        I        P        
  TY      GD       TY       TY        TY        PR       TY
  Health: 28 Karma: 16
  KNOWN POWERS
  Straight Razors: These guys carry razors capable of 
  inflicting Good (10) edged damage.
  Talents: None.
  Role-Playing Notes: The Flashing Blades are 
  downright mean and nasty. They hate everybody, 
  especially the Buzz Cuts.
  The Buzz Cuts
  F       A       S       E       R        I       P
  GD     TY        TY       TY        PR       PR      PR
  Health: 28 Karma: 12
  KNOWN POWERS
  Switchblades: Buzz Cuts are armed with switchblade 
  knives that inflict Good (10) edged damage.
  Talents: None.
  Role-Playing Notes: The Buzz Cuts are heavily 
  into crime, and many are wanted by the police. They 
  see the Flashing Blades as competitors for their turf.
  The Steel Cavalry
  F       A       S       E       R        I        P
  GD     TY        TY       TY       TY        TY        TY
  Health: 28 Karma: 18
  KNOWN POWERS
  Chains and Pipes: These guys don’t carry weapons, 
  but they do have lengths of pipe or chain on their 
  bikes for self-defense. These weapons inflict Good 
  (10) blunt damage.
  Talents: None.
  Role-Playing Notes: Though most biker
  27
  GANGS’S
  
  28
  SPIRITS OF VENGEANCE
  
  The Premise Beginning setup
  The Fixer and Mentallo (let’s say) have joined forces
  to form a criminal organization, with  themselves as
  its leaders. Calling their gang a part of Faces of Fear
  (or you can change the characters all together and
  the name of the group whatever you need), the Fixer
  and Mentallo decided to bring about the downfall of  
  Hammerhead’s branch of the Maggia. They stole a 
  priceless, magical book and a pouch of silver coins
  from the Metropolitan Museum of Art, and tried to pin 
  the crime on Hammerhead.
  Now, Hammerhead wants revenge and The book and
  the pouch of silver coins, and he plans on attacking
  the Faces of Fear (or whatever the group name may
  be and this is where you can insert other factions to
  also give it a Marvel Knights feel) in New York and
  also possibly brokering a deal for the stolen goods. 
  Can the heroes protect the frightened people of New
  York, while at the same time stopping the heinous
  plot of the villains?
  Main Body of the story
  The book centers on the idea of the Covenant: A
  ceasefire between Heaven and Hell with a thousand year
  summit in which both sides meet to reaffirm the truce.
  A sorcerer named Necrodamus has found a way to kill
  angels, by means of the cursed silver once belonging
  to Judas Iscariot. An angel informs Johnny Blaze of this
  plot, who in turn enlists the help of Daimon Hellstrom,
  Satana, and Blade. 
  Someone’s unearthed a weapon that can the tip scales
  in the war between Heaven and Hell… And an ancient 
  summit known as the Covenant is the perfect place
  to use it! Johnny Blaze, the Ghost Rider, joins forces
  with Blade, Satana and Hellstorm to unravel the plot 
  against God himself. The supernatural corners of the
  Marvel U will never be the same again!
  The Covenant, an ancient summit between the forces
  of Heaven and Hell, draws near, and the tensions
  between both factions are at an 
  The dark goddess Razan manages to ambush Ghost 
  Rider, Hellstrom, Satana, and Blade with her squadron 
  of monsters. In the heat of battle Razan retrieves the
  final piece of cursed silver. 
  Necrodamus completes his ultimate weapon in his
  mission to eradicate the legendary Archangels.
  After the team suffers defeat Satana and Blade travel
  underground to Port Brimstone, a sanctuary for the
  monsters. Once inside the two investigate the mystery
  behind Razan, Necrodamus, and the silver piece. They
  encounter the one person responsible for springing the
  war into full measure. Necrodamus now has full access
  to the one weapon that can eliminate Heaven forever. 
  29
  
  Summary/ Start: (This game-play is
  intended for 1 to 5 players with other
  options of adventures not just Spirits 
  of Vengeance)
  When (You the Player, or players) take a seat 
  at the bar and order a drink, you think it’s just 
  going to be another day. But when another
  person enters the bar, pulls a bullet out of his
  own chest and tosses to you with the instruction 
  “Take this to Hellstrom”, then self-immolates...
  it’s time for you to take over. 
  30
  SPIRITS OF VENGEANCE
  
  After being handed a silver bullet by a dying
  angel, Johnny Blaze (or the player character)
  turned to Daimon Hellstrom for answers.
  Unbeknownst to them, the silver bullet was
  the
  property of a human sorcerer named
  Necrodamus,
  who is desperate to get the
  enchanted metal back. His lieutenant, Razan 
  the Night Jackal, was entrusted to retrieve the
  silver and prevent knowledge of their existence
  from spreading by any means necessary...
  Let’s begin!
  When the Angel tells you that it’s time to take
  over he then explodes! (1 full area takes Incredible
  damage).
  If you survive you then look around and see
  that no one else has made it. you are then met 
  by fake police that are demons (and hellhounds),
  Fight Scene! (no rest for you Lol)
  Demon Minions - Infernal Armies of 
  Hell :
  Typical Demons:
  F    A     S     E      R    I    P
  10   20      30    30        4     6    6
  Health: 90
  Karma: 16
  Resources: Not Applicable Powers
  KNOWN POWERS
  Invulnerability: Class 1000 to Fire and Heat.
  Teeth & Claws: Remarkable rank
  Longevity: Do not age, at least not at a rate
  humans can recognize.
  BloodHound :
  F     A    S     E      R    I     P
  20     20    30     30        4    20     4
  Health: 100
  Karma: 28
  KNOWN POWERS
  Body Armor: Rough hides provides Excellent 
  resistance to physical and energy attacks.        
  Claws & Fangs: Remarkable.
  Enhanced Senses: Incredible rank, Hearing &
  Amazing rank, Smell.
  Tracking: Amazing
  KARMA:
  Defeating Bloodhounds +30
  Defeating Vampires +30
  Good role playing: +5
  Not dying and continuing on with the adventure 2
  thumbs from the GM
  31
  
  Body Armor: Rough hides provides Excellent
  resistance to physical and energy attacks.        
  Claws & Fangs: Remarkable.
  Enhanced Senses: Incredible rank, Hearing &
  Amazing rank, Smell.
  Tracking: Amazing.
  KARMA:
  Defeating Bloodhounds +30
  Defeating Vampires +30
  Good role playing: +5
  Not dying and continuing on with the adventure
  2 thumbs from the GM
  RECENT HEADLINES / CHAPTER 2
  SUMMARY: The heroes learn about the theft of
  the artifact. Let the adventure begin!
  STARTING: Read the following to the players:
  While flipping through your local Monday
  morning paper, you notice an interesting article
  on the  front page:
  “PRICELESS MUSEUM PIECES STOLEN!
  Sometime after midnight last night, a priceless
  book and ancient sliver was stolen from the
  Metropolitan Museum of Art in New York City.
  Police have no suspects and are continuing their
  investigation.
  The book, titled The Book of Shadows, is several
  thousand years old along with some sliver coins 
  and deals with topics and spells of the
  supernatural. Because specific details of the
  crime are being withheld by the authorities, the
  museum’s curator, Mr. Alaric Waldron, refused to
  comment to reporters.”
  AFTERMATH: The theft of anything from the
  museum is a major media event. Not only is the
  crime detailed on the front page of every
  newspaper in the country, but it is also on
  national television all day Monday.
  During the day, the heroes witness television  
  interviews with celebrities of the art community,  
  all of whom are appalled that the security of the
  museum has been breached. If one artifact has
  been  taken, what is to keep the thieves from
  stealing other art treasures?
  Be sure the players realize the theft is receiving
  a lot of public attention. A robbery at the
  museum should be enough to entice the
  heroes. 
  By solving this important crime, the costumed
  characters can expect some good publicity (and
  possibly a monetary reward).
  AT THE MUSEUM:
  SUMMARY: The heroes visit the Metropolitan
  Museum of Art to look for clues, either on their
  own initiative or at the request of the curator. 
  STARTING: Read the following text to the
  players:
  It’s nearly  five o’clock closing time at the Met. An
  elderly watchman named Harry meets you at the
  entrance to the museum, just as the last visitors
  are leaving.
  Unfortunately, your guided tour is short, for your
  destination is nearby. Harry leads you through the
  Great Hall, which is currently decorated with
  medieval tapes-tries and weaponry, and into the
  library.
  32
  SPIRITS OF VENGEANCE
  
  Sitting in a comfortable chair is an elderly man
  wearing a fine suit. He is reading today’s issue
  of the Daily Bugle.
     
  “Hello, I’m Mr. Alaric Waldron, the curator.”
  Although Mr. Waldron has been asked by the
  police to remain silent, recent events have
  caused him to believe the police are going to
  need all the help they can get. He is prepared to
  answer the heroes’ questions, and he is willing to
  reveal some useful information. Some of the most
  important questions and answers are the
  following ones:
  1. How was the book and sliver coins stolen? The
  theft took place in the library the same room the
  heroes are sitting in. The book and the sliver
  coins was kept in a locked case, which was
  smashed to bits. There were no signs of forced
  entry into the museum. Only the alarm protecting
  the case was activated.
  During the robbery, security cameras recorded an
  unnatural darkness in the library; this darkness
  totally concealed the thief. (The truth of the matter
  is that the Shroud was teleported into the library.
  Cloaking the area in darkness with his Dark force
  Control Power, he smashed the case with a
  nearby chair, took the book, and was teleported
  away.)
  2. Was anything else stolen? Several other
  valuable texts on display with the book in
  question were left untouched. When the guards
  responded to the alarm, they found no sign of any
  intruders, except for one incriminating clue.
  3. What is the evidence? Nestled upon the ruins
  of the display case was a hat, similar in style to
  that made famous by the gangsters of the 1920s
  a wide brimmed fedora with the crown creased
  lengthwise. Stuck into a black band around the
  hat was a note that read:
  33
  
  “Hammerhead’s putting’ the hammer down!”
  The police had missed the hat and note, but the
  watchman (Larry) had read it, and later told the
  curator. (and you will also find this out upon talking
  with him)
  4. What is the name of the book? The book is
  titled The Book of Shadows. It was written nearly
  2000 years ago by a man named Stryker
  Tempest, who was burned as a witch in 1542.
  Because of the fragile nature of the book, Mr.
  Waldron has never endeavored to read it, nor
  has he allowed anyone else to handle it.
  However, he knows the writing supposedly
  consists of myths and spells about the
  supernatural. The book is thought to be
  confusing and tedious to read.
  The curator is aware of a legend concerning the
  book
  (which is often told during tours of the museum).
  According to the tale, The Book of Shadows was
  written in a secret code, which when deciphered,
  reveals how to create an assortment of
  gruesome monsters and spell preperation for
  evil. 
  Apparently, Stryker Tempest was burned
  because he summoned such creatures from the
  spirit world.
  Upon starting your list of investigating the
  museum once inside (use the map to navigate
  around) you hear a loud crash along with the
  lights going out followed by very erie breathing,
  and the breathing followed by foot steps is
  getting closer! 
  Read the following to the players: 
  “You should have never come here, but not to
  worry you wont be leaving and then after you
  Ghost Rider is next”! 
  KARMA:
  Defeating Bloodhounds +30                
  Defeating Demons +30                            
  Finding the hat and note +20                   
  Talking with Larry +10
  *Interrogating a demon and finding out why they
  are at the museum +30
  *(The book was in posession of Hammerhead
  but a mysterious woman had stole it right under
  his nose and also there is a bounty on Ghost
  Rider’s head but as to why it is unclear)
  Good role playing: +5
  Not dying and continuing on with the adventure
  2 thumbs from the GM
  34
  SPIRITS OF VENGEANCE
  
  Ghost Rider & Daimon Hellstrom:
  Upon making it to Hellstorm’s residence you
  meet up with Daimon Hellstrom (AKA Hellstorm,
  who is the son of Lucifer) you then tell him
  what happend and give him the sliver bullet and
  he informs you that the bullet is made from one
  of the 30 pieces of silver given to Judas. “The
  Covenant”, a ceremony where angels and
  demons meet on neutral ground to discuss the
  tentative peace between them, is coming. The
  other 29 pieces of silver have been used to
  make a weapon, once the 30th piece is added,
  that can kill archangels. Sorcerer Necrodamus,
  a human, is hoping to bypass the peace and
  give the edge to the forces of darkness.
  Information gathering at The Wall
  Street Club Chapter 4:
  You and Daimon proceed to The Wall Street
  Club (use the map to do a bit of role-play) so
  that Daimon can gather infomation for your next
  move. Essentially all Daimon is doing is talking
  to a mix of vampires that are in a way his
  contacts, and what info he did recieve is about
  the book at the museum and the sliver piece
  and how they may be connected.
  Coming out of The Wall Street Club you feel a
  bit at a loss, Daimon had spoken to 2
  individuals and you feel like it rendered no info
  that would be of any use. 
  Ghost Rider / Player: Was that all that you
  hoped it would be?
  Daimon: Not quite. But we learned something.
  This is even Bigger than we thought, There’s a
  lot to do and not much time to do it. We should
  bring in some help. 
  Ghost Rider / Player: I take it you have
  somebody in mind.
  Daimon: A candidate. Somebody who covers a
  lot of the same territory we do. The real
  question is... Will he even pick-up.
  MEANWHILE BACK AT THE MUSEUM:
  SUMMARY: Upon returning to Mr. Waldron at the
  museum the next morning / day, Mr. Waldron
  opens today’s Daily Bugle, lays it on the table,
  and points to one of the headlines: “GANG
  HANGOUT DEMOLISHED IN WILD RAMPAGE!
  (Although it was demons and not extra gang
  violence it just can’t be reported as such because
  then you would run the risk of adittional panic).
  STARTING: Read the following text to the
  players:
  Hank’s Bar and Grill, located on the Lower East
  Side, was nearly torn to the ground late last night. 
  Police reports state that just after midnight a
  lunatic entered (Frankenstein) the bar and began
  smashing anyone and anything in sight with an
  uprooted street sign.
  Three persons were killed, and five others
  suffered minor injuries in the scuffle. The suspect
  is still at large.
  35
  
  Eyewitnesses report the madman as being ‘a
  monster, like Frankenstein or something.’
  Police refute this, speculating that by the
  amount  of destruction more than one individual
  was  involved. Gang fights are common in the
  establishment, say the police, because it is one
  of the hangouts of the notorious Flashing
  Blades gang.”
  Mr. Waldron explains that he believes the book  
  has been deciphered, and that more incidents
  of murder are imminent. He told the police of
  his fears, but they laughed at him. He begs the
  heroes to recover the book, “for  the sake of
  New York City!”
  If your players are heavily motivated by money,
  Mr. Waldron is willing to offer up to $75,000 for
  the return of the book. Digging for More Clues.  
  The heroes may wish to further research the
  history of Stryker Tempest and The Book of
  Shadows. It is unnecessary for them to do so,
  however, because Mr. Waldron offers to do the
  research himself.
  If he finds anything interesting, he promises to get
  in touch with the heroes immediately. The curator
  asks the characters to leave a telephone number
  or an address where they can be reached. If they
  do not (because of secret IDs or whatever), Mr.
  Waldron states that he will take out ads in the
  Daily Bugle to contact them. When the heroes
  have nearly finished questioning Mr. Waldron, 
  Heather finally arrives with a pot of coffee and
  whatever else the heroes may have asked for. 
  Clattering cups and saucers, the young waitress   
  appears flustered. Anyone succeeding at a
  Typical Intensity Intuition FEAT realizes Heather
  is extremely nervous. If asked, she replies that
  nothing is wrong, and continues pouring drinks.
  At some point she accidentally spills hot coffee on
  one of the characters (roll randomly). If the hero
  reacts nicely, Heather smiles warmly and helps
  clean up the mess. Should the hero be rude or
  abusive, the waitress flees from the room in tears.
  Heather is upset because she believes her twin 
  brother, Kyle, is involved in the theft of the book.
  She knows that he hangs out with a street gang
  called the Flashing Blades. Heather thinks Kyle
  was forced to commit the crime as part of some
  sort of initiation. 
  AFTERMATH: If the heroes have gained
  Heather’s trust by seeming concerned about her
  and by not being rude when she spills hot coffee.
  KARMA:
  Befriending Heather: +10 
  Scaring Heather away: -15 
  Good role playing: +5
  36
  SPIRITS OF VENGEANCE
  
  Elsewhere a conversation between Recrodamus
  and Razan is taking place she expresses her
  concern about the demons hellhounds that you
  (the player or players) had killed and
  Necrodamus was more concerned about the
  sliver that he had placed Razan in charge of
  getting for him, then he conjures a Greater
  hellhound for Razan. 
  Currently at the East Side Blood Bank:
  (This is where the GM can add Blade or
  another NPC)
  Start / ENCOUNTER:  
  The east side blood bank has just been robbed 
  of it’s blood bags, they collectively get into their 
  vehicle and give each other high fives in a 
  robbery well done then they begin to pull off to 
  make their get away until they see you (The 
  player) and now you are the only thing 
  preventing them from getting away!
  Blood bank robber (2 to 6 depending on how 
  powerful the character is)
  F      TY 6           Health: 32
  A     GD 10
  S     TY 6           Karma: 12
  E     GD 10
  R     PR 4           Resources: PR (4) 
  I      PR 4
  P     PR 4           Popularity: 0
  Talents: Guns, Edged and Blunt Weapons,
  and Driving.
  Equipment: Guns, Edged and Blunt Weapons.
  37
  
  KARMA:
  Defeating Blood bank robbers +10
  Answering Daimon’s phone call after defeating
  the Blood bank robbers and allowing him to
  catch you up to speed +10
  Good role playing: +5
  Not dying and continuing on with the adventure
  2 thumbs from the GM
  CHAPTER 5: TROUBLE AT HANK’S
  SUMMARY: The heroes approach Hank’s
  Tavern, where they become involved in a
  drive-by shooting; they also must defeat the
  Werewolf’s and Vampire’s.
  A vampire visits the city looking for a rare book
  (The Book of Shadows and sliver coins) that
  they have traced to a vampire that is supposed
  to live in the city. But he had sold the book to
  Mr. Waldron because he could not decifer it. It
  is quickly revealed the vampire in question was
  killed by werewolf’s looking for the book a short
  time ago and the PCs can investigate this and if
  they do so they will find out  that the vampire’s
  wanted the book to become day-walkers and
  the werewolf’s wanted it to have control over
  their change.
  STARTING: If you are using the map included
  with the Advanced Set, Hank’s Tavern is
  located on the corner of 8th Avenue and Grant
  Street, on  the first floor of the place marked
  “vacant building.”
  If you have the map included with the Basic Set,
  Hank’s is along 7th Avenue, on the first floor of
  the building marked “Schweinenger’s Furs.”
  An interior map of Hank’s Tavern has been
  included with this module.
  Read the following to the players when they arrive
  at Times square and approach Hank’s Tavern:
  You are standing outside Hank’s Tavern. The
  full moon hangs above the city, watching
  impassively.    Late at night, Times Square is a
  very busy place. Con-men and prostitutes fill the
  streets, along with junkies and pushers.
  Panhandlers beg for loose change, while
  performers do back flips and play 
  Suddenly, a woman’s scream and the squeal of  
  a car’s tires grab your attention. A long black
  sedan tears down the street, scattering people in
  its path. From the windows, the barrels of
  machine guns protrude menacingly. It’s heading
  right for you!
  On any street adjacent to the tavern, place a
  marker for the car 4 areas away from Hank’s.  
  The sedan is moving at a rate of 4 areas per turn.
  ENCOUNTER: The heroes have one turn to react  
  before the car driven by Hank’s. Inside the sedan
  are four of the thugs (Hammerhead’s men), who
  have orders to do a drive-by shooting at Hank’s
  Tavern and kill Heather and if possible to
  interrogate anyone (Mr. Waldron) with any
  knowlegde of the where-abouts of the book and
  sliver coins. Five of them are armed with
  submachine guns. The driver carries a handgun.
  38
  SPIRITS OF VENGEANCE
  
  If the car is stopped, the thugs do not hesitate
  to fire upon the heroes. If they must flee from
  the  car, they attempt to take hostages (there
  are a lot of people on the sidewalks).
  Cry of the Werewolf. During the battle with the
  thugs, any hero succeeding at a Typical
  Intensity Intuition FEAT hears screams coming
  from the interior of Hank’s Tavern.
  Inside, the werewolf is attacking the patrons and
  then the vampire’s start attacking them. For
  each turn the heroes ignore the screams, one
  young man is killed by the Werewolf (a
  maximum of 15). If the player characters
  respond within one turn, the deaths are
  prevented.
  39
  
  Most of the customers are trying to flee through 
  the doors and windows. Those trapped inside 
  are attempting to find cover behind tables and 
  chairs. The monsters continues to destroy the 
  bar and its inhabitants for five more turns before 
  being dealt with by the hero’s. Now if the hero’s 
  have time to secure one of each werewolf and 
  vampire then they will find out more information 
  as to why they was there, and trying to find out 
  where the book is.
  KARMA:
  Defeating the thugs +10
  Defeating the vampires +30
  Defeating the werewolfs +30
  Save Heather +30
  Save Mr. Waldron +30
  Save the other innocent people +30 
  Interrogating the vampire and / or werewolf +10 
  Good role playing: +5
  Not dying and continuing on with the adventure 
  2 thumbs from the GM
  Meanwhile at Eduardo’s Rare and
  Collectibles Books store: 
  (this is the meeting up area that you and 
  another player will be picking up gameplay 
  from). If you look out and around you are not 
  the only ones here, there are 6 to 8 additional 
  book browser’s (depending upon the power 
  level of the characters) including the players / 
  NPC’s. 
  Read out the following to the players:
  Daimon: I appreciate you accommodating us on 
  such short notice Eduardo.
  Eduardo: Always happy to assist my longtime 
  clients Mr. Hellstorm. Thank you for phoning 
  ahead.
  Daimon: It gave me time to retrieve this 
  particular tome from the obliged archives what 
  do I owe you?
  Eduardo: On the house Mr. Hellstorm.
  Daimon: Well, That’s generous. But why?
  Eduardo: Compensation. You see... Ah...How to 
  put this? Most embarrassing. I hope you realize 
  this is nothing personal The half-breed are free 
  to leave. Mr. Blaze (Or player character 1) 
  However... Stays!
  Daimon: Why is that?
  Eduardo: You know why, Mr. Hellstorm.
  Daimon: Sorry (Player character 1, say name) is 
  with me. 
  Eduardo: *SIGH* I rather thought that might be 
  your reaction. Then almost without warning the 
  book browser’s are not what they seem, they 
  unmorph their disguise and the hellhounds attack! 
  ENCOUNTER: 
  BloodHound(s)
  F     A    S     E    R     I    P
  20   20  30    30   4    20  4
  Health: 100 Karma: 28
  40
  SPIRITS OF VENGEANCE
  
  KNOWN POWERS
  Body Armor: Rough hides provides Excellent 
  resistance to physical and energy attacks.            
  Claws & Fangs: Remarkable.
  Enhanced Senses: Incredible rank, Hearing & 
  Amazing rank, Smell.
  Tracking: Amazing.
  KARMA:
  Defeating Bloodhounds +30
  Capturing Eduardo +30
  Good role playing: +5
  Not dying and continuing on with the adventure 
  2 thumbs from the GM
  After defeating the Bloodhounds and capturing 
  Eduardo you collectively go back to Daimon’s 
  residence as Daimon continues to finish the 
  conversation he had started with Eduardo back at 
  bookstore:  
  Read out the following to the players:
  Eduardo: There’s a bounty on Blaze (Or name of 
  the player character)
  Daimon: Why?
  Eduardo: I don’t know. The instructions were 
  quite simple: Get Blaze (Or name of the player 
  character) and recover the sliver. That’s all.
  Daimon: Who ordered the bounty?
  Eduardo: I haven’t a clue but the messenger was 
  Razan, The one called the Night Jackal. She 
  insisted the job had to be done by tomorrow 
  night. She was very clear on that point. I swear 
  that’s all I know. 
  Cut scene / Meanwhile at Popocatepetl
  Volcano, Mexico : 
  Ragnar and Necrodamus are discussing on the 
  specifications and the nearing the completeion of 
  the weapon.
  The Covenant:
  Read out the following to the players:
  Daimon: I assume you’re familiar with the story, 
  the basics at least-- A revolt in heaven, A third of 
  the Angels expelled-- known from then on as 
  Demons. I am passingly familiar with he who led 
  the revolt. The covenant is a bit of the resulting... 
  “BUREAUCRACY.” Think of it as... A sort of 
  Diplomatic Summit held every thousand years. 
  Between Heaven and Hell. These are Eternal 
  beings fighting an endless war, Once A millenium 
  is just the usual Friday meeting to them. Earth is 
  a battleground, humanity is caught in the middle 
  and the war never ends. But it’s war with rules. 
  Rules of engagement. Once every thousand 
  years, both sides form a demilitarized zone-- A 
  portal-- where their emissaries meet to discuss 
  terms, air grievances, trade prisoners or whatever 
  is needed. And neither side makes a move on the 
  other.
  41
  
  The balance between Heaven and Hell is that 
  precise. It’s been that way since the dawn of 
  time and it will remain that way... Unless 
  something comes along to tip the scales. I’m 
  not keen on coincidences, and (player name or 
  Johnny) saw what this bullet could do. It’s no 
  ordinary sliver. You’ve heard of Judas? He was 
  paid for his betrayal. Thirty pieces of sliver. 
  Which means there are more of these little 
  beauties out there. And somebody’s turning 
  them into weapons. History’s oldest cold war... 
  Is about to heat up. There are no sidelines 
  anymore
   Someone is looking to END this WAR... And 
  all of the players in it. The big Questions are 
  WHO and WHAT THEY HOPE TO GAIN!
  42
  SPIRITS OF VENGEANCE
  
  Cut-Scene: 
  While Daimon was talking with the player characters 
  Razan with the help of her Hellhounds are 
  back-tracking Daimon’s contacts and killing them with 
  extreme predacious.
  43
  
  Continuing From Chapter 5:
  Thirty turns after the monsters are taken away 
  (because your not going to leave them in front 
  of the police), the police and a news crew arrive 
  on the scene. If the heroes stick around, they 
  can expect to answer a lot of questions, and 
  get their   faces splattered all over the 
  newspapers and television in the process.
  Kyle Walker and Pals. Before the police show 
  up, Kyle Walker and the other Flashing Blades  
  approach the heroes.
  Kyle suffered only a few scratches during the 
  fight. Obviously shaken (because he didn’t know 
  that the hit was possibly his own sister he was 
  under the impression that it was just Mr. 
  Waldron and especially if a werewolf or vampire 
  killed some of his friends and his sister), Kyle 
  thanks the characters for their help.
  Anyone succeeding at a green Popularity FEAT 
  can get the answers to some important 
  questions from Kyle and the other members of 
  the Flashing Blades. Some of the most 
  important questions and answers are listed 
  below.
  1. Where did the werewolf and vampires come 
  from? He was just a regular guy until he started 
  having spasms fell to the floor then what stood 
  up wasn’t a man anymore and the others 
  looked normal until the fangs and guns! Right in 
  the middle of the bar and they started whaling 
  shooting and attacking any and everybody they 
  could reach.
  2. Where is the book and the sliver coins? Kyle 
  swears he didn’t steal the book or the coins. He 
  does not know where they are. If he did swipe 
  the book, why would he send monsters  to kill 
  his own friends?
  4. What gang is likely to be attacked next? Most 
  likely the Buzz Cuts will be hit tomorrow night. 
  They hang out in a pool hall on the Lower East 
  Side called Starkey’s.
     
  5. Where is Hammerhead’s hideout? Johnny and 
  his buddies don’t know for sure. They believe 
  Clark Kent (the leader of the Buzz Cuts)  probably 
  knows where the heroes can find Hammerhead. 
  Several months ago, Clark worked for the 
  Maggia, but they had a falling out. Hammerhead 
  has sworn many times to have  Clark killed.
  Getting Kyle out of the Gang. If the players are 
  faithful to their agreement with Heather, they 
  attempt to talk Kyle into leaving the Flashing 
  Blades for good. (Which wont be that hard due to 
  current circumstances) Trying to do this while his 
  friends are standing around requires a yellow 
  Popularity FEAT. Otherwise, because of tonight’s  
  gruesome events, merely a green result is called 
  for.
  CHAPTER 6: BIG NEWS
  SUMMARY: The heroes decide to either spend 
  the day resting, searching for clues, or performing  
  the daily routines of their civilian identities (if they 
  have secret IDs).
  44
  SPIRITS OF VENGEANCE
  
  STARTING:  Heroes with secret Ids often have 
  day-to-day responsibilities in their civilian lives 
  (families, jobs, etc.).
  Because this adventure takes place over
  several days, such heroes must see to their
  obligations  between encounters.
  This chapter is designed to let the heroes know
  how their actions (and those of the villains) are
  being viewed by the public. The following 
  newspaper article concerns the events that took 
  place at Hank’s Tavern. The Judge should feel
  free to add more details, describing the  specific
  actions of the heroes and villains.
  Read the following to the players:
  Opening the morning issue of the Daily Bugle,
  you notice a very interesting article:
  “MONSTERS IN NEW YORK? WHAT’S NEW?
  Last night, Hank’s Tavern was the subject of two
  attacks. The first was apparently a gang-related
  drive-by shooting.
  According to witnesses, the second assault was 
  instigated by ‘a wolfman, with claws and fur and 
  everything!’
  What’s going on New York? Monday night it was
  Frankenstein, last night it was the werewolfs and
  vampires. When are these monster murders
  going to stop? When are the authorities going to
  do something? Is this for real?
  The police refute the existence of monsters; 
  claim the violence is the result of a growing 
  gang war. Most of the victims of last night’s 
  mayhem were members of  the Flashing Blades 
  street gang. They wish to thank [insert names
  of heroes] for their assistance.
  According to one of the young toughs, ‘Without 
  them super-dudes we’d all be dead. The 
  Maggia is behind all of this. You better watch   
  out, Hammerhead, ‘cause [insert names once 
  more] are going to getcha!’”
  ENCOUNTER: During the time between  
  encounters, the heroes may wish to dig for 
  clues or consult contacts they had established 
  prior to beginning the adventure. Any such 
  clues or contacts are left to the creativity of the 
  Judge.
  POPULARITY: The heroes may be made to 
  look good or bad, depending on their actions.
  Either the Basic Set rules or the Advanced Set 
  rules may be used to determine awards and 
  reductions of Popularity. As a general guide:
  KARMA:
  Positive media coverage: +10 
  Negative media coverage: -6 
  Good role playing: +5
  Meanwhile at an old abandoned
  farmhouse in Southern Indiana : 
  There are some wanna be practicing occultists 
  trying to sacrifice a poor young girl in hopes to 
  make contact with Lucifer. 
  45
  
  Satana:
  Read out the following to the players:
  Occultist 1: We gather this night to pay tribute
  to the lord of Darkness! With the acceptance of 
  this scrifice, our lord Satan, will grant us 
  strenght and power! 
  Helpless Girl: P-Please! If you just let me go, I -
  I wont say anything. I promice.
  Occultist 1: And our Lord Satan will reward our 
  faith. He will shower us with, with endless 
  wealth and super hot women! 
  Satana: Yeah, I wouldn’t count on that, actually. 
  I mean come on guys, Endless wealth and 
  super hot women seem like A lot for one 
  scrawney little Co-ED!
  Occultist 1: Damn it, Frank you said this place 
  was clear! GRAB HER!
  ENCOUNTER:  
  Now of course this dosn’t have to be Satana it 
  could be another player character, but for the 
  script of the timeline it keeps us moving along. 
  Occultist (4 to 10 depending on how powerful 
  the character is)
  F     PR 4           Health: 16
  A 
  PR 4
  S
  PR 4           Karma: 14
  E
  PR 4
  R     TY 6           Resources: PR (4)                    
  I
  PR 4
  P     PR 4           Popularity: 0
  Talents: Nothing special here, accept maby 
  calling for an Uber and asking Satan for way
  too much for A scrawney little Co-ED.
  Equipment: Blunt and Sharp Weapons / things.
  KARMA:
  Defeating Occultist +4
  Saving scrawney little Co-ED +30
  Good role playing: +5
  Not dying and continuing on with the adventure 2 
  thumbs from the GM
  After you easily defeat the occultists you see a 
  man off in the distance, he then walks toward
  you, holds up while extending and slowly opening
  his hand to show you a bullet made of sliver and
  says we “have alot to talk about please come with 
  me.”
  46
  SPIRITS OF VENGEANCE
  
  Cut-Scene:
  A unique meeting is about to take place 
  between Beleth and Necrodamus.  
  Read out the following to the players:
  Necrodamus: I’m so glad you could make it. It’s 
  an honor to finally meet--
  Beleth: My time is valuable, Necrodamus. So 
  dispense with the pleasantries
  And tell me why I’m in the boondocks talking to
  a third-rate sorcerer.
  Necrodamus: A short demonstration that I think 
  you’ll find interesting. Something that will 
  change EVERYTHING. I assume most of these 
  faces are familiar to you. You must surely know 
  Barachiel, at least. (Necrodamus is referring to 
  the upside down hanging and chained Angels 
  above his head) You’ve been at it with 
  Barachiel and all of his winged comrades since 
  time began.One side pushing, the other pushing
  back, and then both meeting back in the middle
  to begin again. War designed to perpetuate
  itself. Not a war to be won. That is about to
  change. (Necrodamus then opens a case to
  reveal a very ominous weapon and aims it 
  directly at the Angels) 
  Angel Barachiel: Gonna... Shoot me? Seriously?
  Go ahead. The Cosmos... Will just... Spit me
  out again. It’s the eternal balance.
  Necrodamus: Let’s put that to the test, 
  Barachiel. Then Necrodamus opens fire upon all
  of the hanging Angels). Well... I don’t think the
  cosmos will be spitting them out again. 
  Beleth: Seeing is believing. On behalf of the 
  infernal armies of Hell, allow me to say...You 
  have my full attention.
  47
  
  CHAPTER 7: A DRINK ON THE HOUSE
  SUMMARY: The heroes go to Starky’s Pool Hall
  to find out from Tim (or tiny Tim) Russo where
  Hammerhead’s hideout is; they also want to
  prevent another monster attack.
  STARTING: If you have the Basic Set map, 
  consider Starky’s Pool Hall to be located at 
  Olson’s Five & Dime (on the corner of Arthur
  St. and 8th Ave.).
  If you are using the Advanced Set map,
  Starky’s is at Octavian’s on Pierce (a restaurant 
  on the corner of Pierce St. and 6th Ave.).
  An interior map of Starky’s Pool Hall has been 
  included with this adventure.
  When the heroes enter the pool hall, read  the
  following to the players:
  As the sound of billiard balls cracking together
  assaults your ears, a thick haze of cigar smoke
  stings your eyes. Throughout the dimly lighted 
  room, you see men hunched over decrepit pool 
  tables.
  At the bar, a wino moans and begs for one last 
  free beer. Such is the daily routine at Starky’s 
  Pool Hall.
  ENCOUNTER: The way in which the heroes 
  approach the situation greatly affects what they 
  encounter. There are a couple of possibilities. 
  The Blunt Approach. If the heroes enter the pool 
  hall in costume, everyone except the Buzz Cuts 
  quickly leave this is their turf and they plan to 
  defend it!
  If the characters reveal that the Buzz Cuts are
  going to be attacked tonight and offer to help, 
  they must succeed at a yellow Popularity FEAT
  in order to be believed and accepted by the 
  gangsters.
  If they do not state why they are here, but 
  simply start making demands or asking
  questions, they must succeed at a red
  Popularity FEAT.
  If either FEAT is missed, the Buzz Cuts jump the 
  heroes with pool cues and switchblade  knives, in
  an attempt to drive the “costumed creeps” off their
  turf. For each hero present, there are three thugs.
  After two turns of combat, Shroud and 
  Frankenstein’s Monster teleport into the pool hall 
  (see following).
  If the heroes can avoid a fight, they can learn
  some important information from Clark Kent,  the 
  leader of the Buzz Cuts (see following).
  The Stealthy Approach.  If the heroes enter the 
  pool hall wearing appropriate disguises (as  street 
  punks, etc.), the occupants do not react 
  strangely. Should they wear something
  inappropriate (such as a three-piece suit) 
  consider this to cause the same reaction as the 
  blunt approach.
  The gangsters are easily distinguished from the 
  other patrons because of their haircuts (flattops, 
  of Course).
  48
  SPIRITS OF VENGEANCE
  
  Out Go the Lights. At some point during the
  evening, Shroud and Frankenstein’s Monster
  are  teleported into Starky’s Pool Hall by
  Mentallo and the Fixer.
  The exact time of the attack is up to the Judge.
  It is suggested that it occur during a fight 
  between the heroes and the Buzz Cuts, or while
  the characters are questioning Russo.
  They begin to wreak havoc at the pool hall for
  20 turns before being teleported back to the
  Fixer and Mentallo’s hideout. Their objective is
  to cause as much death and property damage
  as possible.
  If either of them should be knocked
  unconscious, the one who is disabled teleports
  automatically, while the other continues to fight.
  KARMA:
  Defeating / saving Buzz Cuts +20
  Capturing / saving Russo +30
  Defeating Shroud +40
  Defeating Frankenstein +50
  Using Stealthy Approach +10
  Questioning Russo +6
  Building is severely damaged: -25
  Good role playing: +5
  Not dying and continuing on with the adventure 2
  thumbs from the GM
  Some Answers. If the heroes question Russo 
  before Shroud and Frankenstein’s Monster
  attack, he expects some money for his 
  information (at least 50 bucks). Otherwise, he is 
  thankful for the characters’ help during the fight,
  and answers their questions freely.
  A few of the most important questions and 
  answers are listed below.
  1. Where is Hammerhead’s hideout? The only 
  place Russo knows about is a speakeasy called 
  the Roaring’ Twenties. It’s not too far away, on 
  the Lower East Side. Hammerhead likes to play 
  poker in the back room.
  2. Where is the book? He does not know for sure.
  The rumor on the street is that Hammerhead
  stole the book and it has given him magical
  powers. Hammerhead is supposedly using his
  new arcane abilities to summon monsters in an
  attempt to wipe out rival gangs. Obviously, there
  must be some truth to the rumors because of
  what happened tonight.
  3. What gang will be hit next? Russo has no idea.
  He is surprised that Hammerhead is wasting his
  time on small-timers like the Buzz Cuts and the
  Flashing Blades. Russo suspects that 
  Hammerhead will move on to bigger game, but 
  he has no clue as to what that might be. “Here
  Come the Cops”. Thirty turns after the monsters  
  vanish, the police and a news crew arrive on the  
  scene. If the heroes are still around, they can
  expect to be asked a lot of questions.
  The Buzz Cuts back up anything the heroes say,
  and they are more than happy to elaborate to
  reporters. Unless the  player  characters  ask
  them to be quiet, Russo and the Buzz Cuts brag
  to the media about the abilities of the heroes.
  They also spout threats against Hammerhead
  and the Maggia.
  49
  
  Cut-Scene:
  The Gospel of Mattahias : 
  Cut-Scene: Read out the following to the
  players: This is an exchange between Beleth
  and Necrodamus, as Necrodamus explains
  about the history of the sliver coins / pieces.
  ”WE ALL KNOW THE STORY THE BETRAYAL.
  THE JUDAS KISS. “THIRTY PIECES OF
  SILVER IS A PALTRY SUM FOR SELLING 
  OUT ALL OF HUMANITY, ISN’T IT? “I MEAN,
  REALLY? THIRTY PIECES OF SLIVER? IT’S
  OVER NOTHING. A TRIFLE. “OF COURSE,
  JUDAS ISCARIOT HAD OTHER MOTIVATIONS
  FOR HIS FOUL DEED.
  “AND ANYWAY. YOU CAN’T BUY
  FORGIVENESS. “RAVAGED BY ANGER,
  CONFUSION AND GUILT... WELL, COULD
  ANYONE BLAME HIM FOR WHAT HE DID
  NEXT.”THE GOSPEL OF MATTHIAS WAS
  THOUGHT TO BE LOST. I FOUND IT. IT
  TOOK HUNDREDS OF HOURS OF PORING
  OVER ANCIENT HEBREW SCROLLS IN 
  DISTANT CRYPTS, BUT I FOUND IT.
  “PERHAPS MATTHIAS HAD BEEN GIFTED
  WITH SPECIAL VISION. OR MAYBE IT WAS
  SIMPLY THE CURSED NATURE OF THE 
  COINS. “BUT IN THAT MOMENT, MATTHIAS
  KNEW.
  “IT WAS FATE...AND MY GOOD FORTUNE...
  THAT MATTHIAS WAS THE ONE TO FIND
  HIM. HE WOULD LATER BE PICKED TO 
  REPLACE JUDAS AS THE TWELFTH
  APOSTLE.
  “THE GOSPEL OF MATTHIAS WAS THOUGHT
  TO BE LOST. I FOUND IT. IT TOOK
  HUNDREDS OF HOURS OF PORING OVER
  ANCIENT HEBREW SCROLLS IN DISTANT
  CRYPTS, BUT I FOUND IT.
  “PERHAPS MATTHIAS HAD BEEN GIFTED
  WITH SPECIAL VISION. OR MAYBE IT WAS
  SIMPLY THE CURSED NATURE OF THE 
  COINS.
  “BUT IN THAT MOMENT, MATTHIAS KNEW.
  “JUDAS’ MALEVOLENCE-- PERHAPS HIS
  VERY SOUL-HAD BONDED WITH THE
  SILVER. THE COINS WERE PURE EVIL...BUT
  ALSO POWERFUL IN A WAY MATTHIAS
  COULDN’T FULLY UNDERSTAND.
  “BUT WHAT HE DID KNOW WAS THAT THE
  SILVER WAS BLOOD MONEY AND SHOULD
  BE AS BURIED AS JUDAS HIMSELF. THUS
  THE 
  POTTER’S 
  FIELD 
  WAS 
  NAMED
  AKELDAMA.”
  “FIELD OF BLOOD,” WHEN TRANSLATED
  INTO ENGLISH.”
  50
  SPIRITS OF VENGEANCE
  
  CHAPTER 8: A POLITE CONVERSATION
  / CUT SCENE
  CUT SCENE: One of the werewolf’s was 
  captured by a horde of soliders and placed into 
  a dark room. During such time his 
  transformation has left him as his human form 
  and after hours of grilling interrogation a man 
  from the back of the room stands and walks 
  toward the prisioner and viciously grabs his jaw 
  looks him into eyes and says “I KNOW THAT 
  THIS
   BOOK AND SLIVER! HAS MORE POWER
  AND KNOWLEDGE TO JUST SIMPLY TURN 
  VAMPIRE’S INTO DAY WALKERS AND TO 
  YOU AND YOUR RABID DOG’S INTO A 
  STATE OF CONTROL ON HOW YOU 
  CHANGE! I WILL POSSESS IT’S POWER AND 
  ALL OF YOU WILL KNELL BEFORE YOUR 
  NEW MASTER!” (Solider) “Mein Fuhrer we will 
  send out the troops and your will be done HAIL 
  HYDRA!”
  SUMMARY: Plot :
  At the dawn of time, Heaven and Hell forged  a
  pact known as the Covenant. Although the two 
  sides were at war, every thousand years a 
  ceasefire would occur where the rules  of
  engagement were renegotiated. 
  Thus, the balance between Heaven and Hell has
  beenmaintained to this day.
  After being handed a silver bullet by a dying
  angel, you turned to Daimon Hellstrom for 
  answers. Unbeknownst to them, the silver bullet
  was the property of a sorcerer  named
  Necrodamus, who is desperate to reclaim the 
  enchanted metal His lieutenant Razan the 
  Night Jackal, was entrusted to recover the silver,
  and prevent knowledge of their existence from
  spreading by any means necessary...
  Summary part 2: 
  They placed a bounty on Johnny’s head (or
  your’s), putting demons of all kinds on the hunt for
  Blaze and the silver. Without the missing silver,
  Ragnar the Dark Dwarf cannot forge the ultimate
  weapon: One capable of killing an angel for
  good…
  ENCOUNTER:  
  Somewhere in Manhattan... Edwin (Damion’s 
  contact) is trying to explain to Damion if someone
  like Razan is after him he will then be doomed to
  die via assassination but then towards the end of
  the conversation Damion seems to be calming
  Edwin down but then Satana (Damion’s sister)
  but then Damion realises that it’s not his sister at 
  all, but insted it’s Razan disguised via a 
  Necrdamus spell! and Razan has brought lot’s of
  company with her. GM notes: Razan will not stay
  for the entire battle but just long enough to kill
  Edwin and steal the bullet from Damion without
  him knowing (the 30th piece of sliver) and as far
  as to make an attempt on the Ghost Rider’s life
  (or another player character).
  See player’s character compendium for Razan’s 
  and her main hellhound stats. Razan has her 
  main hellhound with her and the minion 
  hellhounds as the GM place just enough to make
  it interesting because in the comic the main
  heroes for the encounter was Damion and Blade
  but feel free to change it up if you like.
  51
  
  KARMA:
  Defeating Hellhounds +30 Saving Edwin +50 
  Causing Razan to Flee +50 Good role playing:
  +5
  Not dying and continuing on with the adventure 
  2 thumbs from the GM
  CHAPTER 9: THE ROARIN’ TWENTIES
  SUMMARY: The heroes go to the speakeasy in
  hopes of retrieving The Book and sliver coins 
  from Hammerhead and his minions.
  STARTING: If you have the Basic Set map,
  Guide’s Grocery (on the corner of 9th Avenue  
  and Cleveland Street) is a good location for the
  Roarin’ Twenties.
  If you employ the Advanced Set map, consider  
  the speakeasy to be at the unemployment office  
  (on the corner of Johnson St. and Grant St.).
  An interior map of the Roarin’ Twenties has been  
  included with this module.
  The Roarin’ Twenties is a legitimate business.    
  However, it is owned, operated, and frequented
  by members of the Hammerhead family. The bar  
  is open from 5 p.m. to 1 a.m. every day except
  Sunday.
  The speakeasy is decorated with 1920s style
  furnishings. During hours of operation, the place
  is filled with people out for a good time. Many of
  the patrons dress in clothing appropriate for the
  era.
  52
  SPIRITS OF VENGEANCE
  
  Behind the bar is a long, one-way mirror. On
  the other side is the back room, which serves
  as an  office and private game room. Anyone
  standing in the office can see everything that
  happens in the  bar by looking through the
  mirror.
  The only entrance to the office is a heavy door 
  (Remarkable material strength) near the bar. A
  large  thug is always sitting on a stool beside
  the door.  He does not allow anyone to enter
  the office unless that person’s name is on a list
  in his pocket.
  Inside the back room are a long table and several
  comfortable chairs. On the table is a rack holding
  an assortment of poker chips and two decks of
  cards.
  Against one wall of the office is an old safe 
  (Remarkable material strength, weighs 200
  pounds) containing $100,000 in cash, a letter,
  and a loaded handgun. 
  A trap door in the floor of the back room leads to
  the basement, where liquor and other supplies
  are stored. A hidden door in the basement opens
  onto a subway tunnel. Hammerhead uses this 
  secret entrance whenever he visits the Roarin’
  Twenties.
  ENCOUNTER: The approach the characters take
  to investigate the Roarin’ Twenties greatly affects   
  what they encounter.       
  There are several possibilities.
  The Illegal Approach. If the heroes break in while  
  the bar is closed, they find the bartender (named  
  Jack), who demands that the characters leave 
  immediately.
  If the heroes refuse, or begin to ask him
  questions, Jack picks up a phone resting on the
  bar, and begins to dial the police. Unless Jack is
  stopped (by pulling the telephone cord from the 
  wall, or whatever) the authorities arrive in five
  minutes.
  Whether or not the police are on the way, Jack
  again demands that the heroes leave, if they have
  not already done so. He is unarmed and does not  
  attempt to physically interfere with the
  super-powered characters.
  The only thing to be found in the bar is the
  money, which is locked in the safe. The  
  bartender knows the combination, but he refuses
  to reveal it to the heroes.
  If he is threatened, Jack challenges one of the
  characters to a fair fight. The bartender agrees to
  give the combination to his opponent, if he loses.
  If Jack wins the boxing match, the heroes must 
  promise to peacefully leave the bar.
  Although Jack has given up boxing, he still keeps
  in good shape and is a worthy opponent.
  Alternatively, various Mental Powers could be
  used to extract the information from Jack’s mind.
  Considering this to be an attack, Jack resists any   
  Mental Powers with all of his might, and he tries 
  53
  
  54
  Jack the Bartender
  F     EX      20         Health: 50
  A     GD     10
  S     GD     10         Karma: 14
  E     GD     10
  R     PR      4          Resources: PR (4)           
  I       TY      6
  P     PR      4          Popularity: 0
  Abilities: Jack was once a talented boxer, 
  granting him the equivalent of Martial Arts B and 
  a  +1CS when fighting unarmed.
  Weaponry: Jack is unarmed, but he can use his 
  hands to great effect.
  If the police arrive while the heroes are in the 
  bar, the characters have some explaining to do. 
  Unless one of the heroes succeeds at a green 
  Popularity FEAT while talking with the police, the 
  authorities begin to arrest the characters for 
  breaking and entering.
  Jack interferes, however, and informs the police 
  that he does not plan to press charges, if the 
  heroes will agree to leave the area. Jack refuses 
  to explain himself, stating only that it may be in 
  his boss’s best interest if the heroes remain free. 
  When they agree to leave the Roarin’ Twenties 
  in peace, the characters are freed.
  If the Popularity FEAT roll is successful, the 
  police do not attempt to arrest the heroes, but 
  instead they allow the characters to leave (after  
  giving them a lengthy lecture about abusing
  The Blunt Approach. If the heroes enter the bar in 
  costume during business hours, most of the 
  customers hurriedly exit. Those who remain are 
  Maggia thugs (three for each hero present), 
  carrying concealed handguns.
  Hammerhead’s men know better than to start  a 
  shoot-out. While the bartender dials the police, 
  they merely glare at the heroes, holding their 
  pistols beneath their coats.
  If the heroes make any threats or attempt to enter 
  the back room, the thugs draw their weapons and 
  shoot. Hammerhead is not present.
  If the characters do nothing, the police eventually 
  arrive and ask them to leave. The authorities do 
  not have a warrant to search the building for the 
  stolen book; they suggest that the heroes go 
  through legal channels if they want to investigate 
  the Roarin’ Twenties.
  If the characters decide to petition the court or 
  hire a lawyer, the heroes discover they do not
  have enough evidence for a search warrant.
  The Stealthy Approach. If the characters disguise 
  themselves before entering the Roarin’   
  Twenties, the customers continue about their 
  business.
  A small band plays music appropriate for the 
  period, while “flappers” dance frantically.
  By simply trying to blend in, and listening to the 
  people around them, the heroes hear fragments 
  of a conversation between three thugs sitting 
  nearby.
  SPIRITS OF VENGEANCE
  
  Read the following to the players: (Just for fun)
  Three drunk thugs at a nearby table are talking 
  rather loudly.
  Thug  #1: “Yeah, the Boss sure is steamed. Wait
  till he finds the guys who stole that book!”
  Thug #2: “I hear there’s a big poker game in the 
  back room tonight.”
  Thug  #3: “I ain’t gonna make it. Ten o’clock is 
  too late to start a game for me. Besides, the 
  Boss don’t like to lose.”
  Thug  #2: “I heard some big wheel from 
  Chi-Town’s gonna be in the game.”
  Thug  #1: “Yeah, the Boss ain’t never seen him  
  before, but he’s supposed to be good. His 
  name’s Colombo. I got orders to pick him up 
  AFTERMATH: The heroes find the letter in the 
  safe with the money and it says: “One hundred 
  thousand was not the agreed amount but not to 
  worry there is someone else who will pay me 
  what I asked for, so my dear it’s be fun”.
  KARMA:
  The illegal approach: -20
  Winning the boxing match: +10
  The blunt approach (no combat): -10 The blunt
  approach (with combat): -20 The stealthy 
  approach: +10
  Finding the letter: +10
  Good roleplaying: +10
  55
  
  CHAPTER 10: Meanwhile about as far
  as you can get below Manhattan : Port
  Brimstone
  Satana and Blade (or another player character 
  just use Satana to be a guide for the player 
  character. 
  Plot / Summary : 
  (GM notes: First what is Port Brimstone? Its an 
  underground large city, which is divided between 
  wealthy Lowtown and impoverished, crime-ridden 
  Lowertown. This serves to represent the extreme 
  social inequality in Port Brimstone, described as 
  “A place for the very rich and the very poor.” Port 
  Brimstone was is a haven for all normal factions 
  of the supernatural, a tradition that is continued 
  today with its loose rules quality).
  Satana will be taking you to help her gather 
  information starting with the world’s ugliest 
  doorman... Targus (as she affectionaly referes to 
  him as). He then instructs you to go to the Goats 
  Head (an inn of sorts for demons and other 
  things that go bump in the night. 
  ENCOUNTER:
  Upon entering the Goats Head, Satana begins to 
  speak (gathering info) to the barkeep (a demon / 
  monster named Perry). 
  Read out to the player(s):
  Perry: Geez Satana. Please tell me Daimon isn’t 
  with you.
  Player: What did he do?
  Satana: Yeah, it’s a long story. Perry, we’re 
  looking for some information.
  Perry: I don’t know nothing about it.
  Satana: I haven’t even asked--
  Perry: Don’t care. Even if I knew SOMETHING, I
  know NOTHING. Thing’s have been WEIRD 
  lately. Tense. Place has been filling up with 
  people looking to lie low.
  But a lot of people have been LEAVING
  too--Hardcore types heading west. Something big 
  going down something bad. I’m going to keep my 
  head down and ride this out. 
  Player(s) (may reference) Look man, we’re not 
  trying to cause any trouble to you but... Vampires: 
  You should listen to perry, DAYWALKER! you 
  should keep your head down and your mouth 
  shut, insted of showing up where your not 
  wanted!
  (Then the vampires attack, GM place just enough 
  vampires to make it interesting, unless you don’t 
  like the player(s) then add more 
  (smile just kidding or am I?).
  KARMA:
  Defeating Vampires +30
  Not destroying all of the Goats Head +50
  Not killing other innocent members of the 
  supernatural inside the Goats Head (well they 
  told me they were innocent) +20
  Not dying and continuing on with the adventure 2
  thumbs from the GM
  56
  SPIRITS OF VENGEANCE
  
  Read out to the player(s): Above Perry’s speech 
  bubles.
  Satana: Now before we were so rudley 
  interrupted, I believe you were going to offer 
  some helpful information?
  Perry: No we were ENDING a conversation.Here 
  have a drink. 
  Player(s): Notice two shot glasses.
  Perry: Bottle’s in there. Person buying the booze 
  wants PRIVACY. Nothing to do with me.
  As you enter the backroom: Read out to the 
  player(s):
  Mysterious woman (sitting on a comfy looking 
  couch and her feet propped up onto a table): The 
  man you’re looking for is called Necrodamus. 
  Satana: Oh?
  Mysterious woman: This is about the sliver isn’t 
  it? Because Necrodamus has it.
  Satana: I think I will have that drink.
  Player(s): And how do you know it’s this 
  Necrodamus guy who has the sliver?
  Mysterious woman: Easy. Because I’m the one 
  who gave it to him.
  57
  
  Cut scene / Meanwhile back at
  Popocatepetl Volcano, Mexico :
  Read out to the player(s):
  Ragnar the Dark Dwarf: You worry too much
  Necrodamus.
  Necrodamus: The deadline is upon us and you’re 
  still hammering, Ragnar. The question is why 
  aren’t you worried?
  Ragnar: Because I am happy in my toil. My 
  bretheren work their forges, making weapons for 
  the Asgardians and thinking themselves great. 
  But none could achieve this. I strive with essence 
  of evil itself, bending it to my will.
  Necrodamus: But will it be strong enough?
  Ragnar: It is complete! 
  Necrodamus: 29 pieces, surely one more 
  wouldn’t make a difference.
  Ragnar: How to explain to your mortal mind.. 
  The spark plug is among the smallest parts in 
  one of your automobiles. But without it... Nothing. 
  No more excuses. No half measures. You want
  your weapon then bring me the 30th piece.
  (Razan returns to Necrodamus with good news)
  Necrodamus: You’ve done well, Razan. You’ve 
  redeemed yourself for losing the sliver in the first
  place. I forgive you.
  Razan: Thank you lord Necrodamus.
  Meanwhile back at the Goat’s Head : 
  Plot / Summary : 
  Satana and Blade (or the player character)
  continue to investigate while talking to this 
  mysterious woman where in turn Necrodamus 
  acquired the pieces of Judas Silver while 
  Necrodamus himself prepares for the final stage 
  of his plan.
  (GM notes: Read aloud parts of the conversation 
  to give the player character a better 
  understanding of what’s going on.)
  Satana: What do you mean you gave him the 
  sliver? 
  Mysterious woman: I manage security for the 
  Judas Sliver. Almost sold it to a crimelord named 
  Hammerhead but I backed out of that. I mean it
  was just sitting there, so I figured why not sell it
  or trade it for something I could use. 
  Satana: Such as?
  Mysterious woman: A spell book. Higher-level 
  stuff than I’m used to. It was the only way I could 
  get what I wanted. I didn’t know what he 
  intended. I didn’t want to know. But when I heard 
  you were in Port Brimstone, I knew we needed to 
  talk. Because when this is over and people point
  fingers, I want you to remember I tried to HELP. 
  Satana: And we should trust you why? Maby 
  you’re feeding us false information to throw us 
  off.
  58
  SPIRITS OF VENGEANCE
  
  Mysterious woman: FINE. If you don’t believe I’m 
  trying to help, then here’s reason number TWO I 
  came to find you. That gigantic freak Razan tried 
  to kill me. She does all of Necrodamus’ heavy 
  lifting. Anyone who’d been NEAR that sliver is 
  being SILENCED. I barely escaped with my life. 
  Satana: Okay, but BELIEVING you and 
  FORGIVING you isn’t the same thing. You’ve got
  to give us more than his goferif you want on our 
  good side.
  Mysterious woman: (She think’s for a moment
  and then snaps her index finger and thumb and 
  says) Got it! Ragnar! A nidavellirian dwarf who 
  took a turn toward the dark side. He’s the only 
  one who’d have the skill AND the motivation to 
  forge the Judas Slivers. Not that I’ve met the guy 
  personally.
  Player : (May say something like this, “ Let me 
  guess, you have no idea where to locate this 
  dwarf.”)
  Satana: Actually.... I might.
  59
  
  CHAPTER 11: ROYALE RUMBLE:
  Shortly after coming out of the speakeasy the 
  players are greeted by some unwanted 
  company:
  The mysterious Dictator has hired Juggernaut
  and Crossbones along with some Hydra agents 
  to capture one of the player characters in order 
  to find out more info about the sliver and the 
  book. Also what would appear to be 
  supermodels in long black leather trench coats 
  armed with some ominous looking desert eagles 
  are starting to gather as well as humans 
  transforming into werewolves and if that wasn’t
  bad enough we now have hellhounds and some 
  demons gathering and about to join within the 
  fray.  
  (There are some segments that should be read 
  aloud for the players: )
  Juggernaut: Hey Brock! Who are these guys? 
  Crossbones: The name is Crossbones! We are 
  using code names! Not real ones! … Cain! And 
  I’m not sure just stick to the objective!
  Juggernaut: Right! Because that’s what the Red 
  Sku- (Crossbones cut’s off 
  Juggernaut: and says SHUT UP CAIN! AND 
  STICK TO THE OBJECTIVE!... Nobody is 
  supposed to know who or why we are here!)
  Juggernaut: I thought you said that we are 
  supposed to use our code names. Crossbones:
  (mumbles while palm facing himself …. 
  JEEZZZUS WHY!
  For this scenario, use the city map. Get your 
  stand-ups and place most of them somewhere 
  toward the center of the map.  Allow the players 
  to put their stand-ups anywhere on the map, 
  except the same area as Juggernaut and 
  Crossbones.
    
  When you are ready to proceed, read or 
  paraphrase the following aloud:
  A huge battle ensues, creatures and the 
  Juggernaut especially but Juggernaut are 
  destroying the city. The heroes must stop them, 
  as well as help innocent bystanders who have 
  been placed in danger as a result of the 
  devastation.
  World War III has come to New York! The 
  massive Juggernaut and unidentified creatures 
  are battling in the street. Skyscrapers quiver from 
  the strikes from the Juggernaut. Traffic screeches 
  around the battle. Taxi’s and other vehicles 
  careens out of control and crashes through an 
  office window. People scream and run in all 
  directions.
  Above the mayhem, you hear Juggernaut’s 
  mocking words: “Ha! You’re comin’ with me, 
  (insert player character name!)  Or I’ll tear this 
  city down around your sorry A$$!”
  AFTERMATH: The heroes find themselves in a 
  tough situation, save lives, minimize collateral 
  damage, find out why and how the Red SK-I 
  mean the evil Dictator’s role in this is, and 
  interrogate any leftovers to catch the players up 
  to speed and what else may be going on. Side 
  60
  SPIRITS OF VENGEANCE
  
  note Crossbones will not stay the entire fight if he 
  can capture one of the player characters he will 
  take his leave immediately. 
  KARMA:
  Defeating / Crossbones  +40 
  Defeating / Juggernaut  +100 
  Saving innocents +30
  Defeating Vampires +30
  Defeating Werewolf’s +30
  Getting Captured  -30
  Capturing / Interrogate leftovers +20
  Minimize collateral damage: +25
  Not minimizing collateral damage: -25
  Good role playing: +10
  Not dying and continuing on with the adventure 2 
  thumbs from the GM
  61
  
  Continuing on from The Goat’s Head in
  chapter 10:
  ENCOUNTER:
  Upon getting ready to leave the Goats Head, 
  more vampires begin to gather and some 
  demons who blended in with the bar crowd who 
  were also attempting to ease drop on you appear 
  to have joined forces at the moment with the 
  vampires and yes, you guessed it they attack!
  (Then the vampires and demon’s attack, GM
  place just enough of both to make it interesting, 
  unless you don’t like the player(s) then add more 
  (smile just kidding or am I?).
  KARMA:
  Defeating Vampires +30
  Defeating Demons +30
  Not destroying all of the Goats Head (again) +50 
  Not killing other innocent members of the 
  supernatural inside the Goats Head +20 Not
  dying and continuing on with the adventure 2 
  thumbs from the GM
  Now after the encounter gather up all the players 
  and share notes (I know more roleplay). Gather 
  up all of the Spirits of Vengeance (players) and 
  now it’s time to go after the dwarf who forged the 
  pieces of the Judas Silver into a weapon for 
  Necrodamus, which leads to Damion Hellstrom 
  and Satanna pursuing a familial reunion.
  62
  SPIRITS OF VENGEANCE
  
  Plot / Summary : Popocatepetl Volcano,
  Mexico / Cut scene :
  The group walks into the volcano and, read out 
  to the player(s):
  Ragnar the Dark Dwarf: So the famous Daimon 
  Hellstorm needs the legendary forging skills of 
  Ragnar. I’m flattered. What do you bring me?
  Magical in nature? if you need Ragnar, then it 
  must be a task beyond mere mortal 
  blacksmithing.
  Daimon: Indeed, the task I have in mind needs a 
  great amount of skill, and if your reputation is 
  true, then you’re definitely the blacksmith for the 
  job. IF your reputation is true.
  Ragnar: You seek to test Ragnar. Ask your 
  questions.
  Daimon: Word’s gotten around about your latest 
  project.
  Ragnar: Oh? I was told there was a trail of dead 
  bodies ten miles long specifically to keep word 
  from getting around. Well, never mind. A secret 
  like that never stays kept for long.
  Daimon: I’m curious how it turned out. The 
  materials must have been tricky to work with. I’m 
  no blacksmith, but I know a little something 
  about magic and curses. If there was some flaw, 
  even the tiniest mistake, then all that work would 
  be wasted. I need REASSURANCES before you 
  go hammering at the rare itme I’m bringing you.
  Ragnar: Let me see if I understand you. You 
  want to know if the weapon I forged from the 
  Judas Sliver has any ... WEAKNESSES.
  Daimon: Judas Sliver? I never mentioned--
  Ragnar: Let me ask YOU something, DAIMON 
  HELLSTORM...Do you take me for A 
  FOOL?!?!?
  ENCOUNTER:
  Ragnar attacks! and he swings and the closest 
  player character because he knows that he had 
  been outed my the mysterious woman at the 
  Goat’s Head.
  (In the comic Ragnar was alone, but here in this 
  case have some demons have his back as an 
  insurance policy, GM place just enough of both to 
  make it interesting, unless you don’t like the 
  player(s) then add more (I know I said it again, 
  smile just kidding, or am I?).
  KARMA:
  Defeating Ragnar +40
  Defeating Demons +30
  Not dying and continuing on with the adventure 2 
  thumbs from the GM
  63
  
  Plot / Summary : 
  Meanwhile back at the Diner : 
  The group is now inside the diner planning there 
  next move, also thinking on how to stop the 
  covenant from going terribly wrong. Also you all 
  see Daimon sitting at a table all by himself quite 
  and thinking. Read out to the player(s):
  Satana: I just realized, he’s not thinking. He’s 
  PROCRASTINATING! Daimon. 
  Daimon: What?
  Satana: I KNOW what you’re doing.
  Daimon: What I’m doing is racking my brain 
  trying to think of our next step. What we need are 
  ANSWERS. How does Necrodamus plan to use 
  the weapon? What effect will it have on the 
  covenant? Why--
  Satana: DAIMON! We both know who can 
  answer these questions. For crying out loud, he 
  was there when the covenant was made.
  64
  After defeating Ragnar and the demons, Ragnar goes 
  on and on about Necrodamus is nothing to him and 
  his work is everything to him, and that his greatest 
  achievement is the Judas weapon, and he is futher 
  disheartned about his efforts falling short of the 
  sorcerer’s deadline. Then Daimon futher repermands 
  him about on how the whole world needs to be turned 
  upsidedown to satisfy his sense of artistic 
  achievement, then Daimon asks the burning question, 
  “Where and when does the COVENANT take place”.
  SPIRITS OF VENGEANCE
  
  Cut scene / In Hades : 
  Now the players notice that Daimon and Satana 
  had got up and left, without really informing you 
  and where it is that they are going but you kinda 
  figure it out on where it is that they are going.
  Read out to the player(s):
  Demon minion: Lord Marduk! Master, we’re 
  under ATTACK! The main hall is under assault 
  and --
  Marduk: Be silent, you idiot. It’s just my kids.
  (GM notes) 
  The purpose of Daimon and Satana leaving is to 
  find out as much information and also compare 
  notes about the covenant and it’s location and 
  also discuss this poiential 
  However, there is nothing to keep mortals from 
  interfering. Most see Judas’ betrayal as the 
  greatest in history, but from Judas’ point of view, 
  He was the one betrayed. (Comics point of view) 
  He thought he was following a leader, someone 
  who would throw off the yoke of Roman 
  oppression. But what he got was a martyr. 
  Betrayal and Vengeance are opposite sides of 
  the same coin. Only the thinnest of lines seperate 
  them. Judas’ spirit festers within the sliver, eager 
  for revenge. and when Necrodamus assassinates 
  the heavenly emissary, Judas’ Vengeance will be 
  complete. The result is that the portal from 
  heaven will slam closed forever. Fail-saves, 
  remember? basically heaven cuts it’s losses, and 
  then, 
  65
  
  CHAPTER 12: THE MEETING / ROLL
  CALL
  SUMMARY: All is quiet and then the 
  Gethsemane Flats begins to shake and rumble, 
  a thick bright light strikes down upon the ground 
  and at the same time the ground opens up, the 
  archangel Michael ascends from heaven and 
  Beleth walks up from hell itself and the two come 
  closer about three feet from each other for a 
  meet and greet then discuss the rules of the 
  ritualistic combat about to take place.
  Daimon and Satana return with some good and 
  bad news. The good news is that Ghost Rider is 
  the key, or more specifically Vengeance is the 
  key. The bad news is, if Necrodamus kills the 
  archangel the gate to heaven closes 
  permanently. If that happens there won’t be 
  anything stopping Lord Marduk from 
  overthrowing the earth.
  STARTING: Upon gathering up all of the NPC’s 
  and PC’s and receiving this information 
  Necrodamus and his newly acquired army moves 
  in for the attack!
  ENCOUNTER: Necrodamus is essentially trying
  get into a flanking position to take the shot on 
  Michael possibly before the fight even begins. 
  Otherwise Razan, and her hellhounds along with 
  other demons will try and take out all of the 
  NPC’s / PC’s.
  66
  SPIRITS OF VENGEANCE
  
  GM optional notes: 1st if the battle leans in favor 
  of the NPC’s / PC’s to quickly Razan will try and 
  escape. Necrodamus and his vision will most 
  likely lead him straight to his own demise. 
  Lord Marduk and his forces will be on standby 
  and if there is a lean in the favor of the forces of 
  Necrodamus he will intervene but not to side with 
  him to kill everyone accept for Daimon and 
  Satana.
  And lastly, Scenario additional options, here I will 
  add a couple more options for you to incorporate 
  other characters and maybe another angle(s). 
  For example the Red Skull and Hydra could also 
  intervene... Why? Because he’s the Red Skull 
  that’s why! Also some Kingpin and The Hand 
  (this will be a connection if you choose). So just 
  in case for the purpose of this option I will 
  include the material to do just that.
  KARMA: (Optional)
  Defeating / Lord Marduk  +1000
  Defeating / Juggernaut  +100
  Saving innocents +30
  Defeating Demons +30
  Defeating Werewolf’s +30
  Getting Captured  -30
  Minimize collateral damage: +25
  Not minimizing collateral damage: -25
  Good role playing: +10
  Not dying and continuing on with the adventure 2 
  thumbs from the GM
  67
  SPIRITS OF VENGEANCE
  
  The HAND and the KINGPIN
  SUMMARY: THE HAND is attempting to find and 
  then silence an informer on behalf of the  
  Elektra.
  SET-UP: The hero is in the vicinity of the alley  
  behind the Bronder Building and notices five 
  red-robed figures enter the building from the fire 
  escape.
  ADVENTURE: The figures resemble ninja 
  (oriental assassins). They are members of the 
  Hand, acting on behalf of the Elektra order to  
  gather information on a book called The 
  Darkhold and wipe  out  anyone who stands in 
  their way.
  The Rose however has been a bit careless  
  enough to lose one of Hammerhead’s men with 
  information about this Book of Shadows or better 
  known as The Darkhold. Knowing his superior 
  would be furious if this information fell into the 
  wrong hands, the Rose has gone outside normal 
  channels and brought in extra muscle.
  By the time the hero reaches the apartment, a 
  wordless battle is in full swing. The window to  
  the fire escape is open, but the door (of Poor  
  material) is bolted. Two of the Hand are down,  
  but the remaining three are circling a shirtless  
  man wielding sai (oriental daggers). The Hand  
  members carry swords.
  The shirtless man is badly cut and bleeding from 
  numerous wounds. The man is Arron Baldwin, a 
  former member of the Rose’s  organization who 
  came into this knowledge having jumped ship and 
  sided with Hammerhead and he was among one 
  of the men with Hammerhead when he was 
  talking with this mysterious woman about selling 
  the book and some sliver coins, while the Rose 
  knows that the Kingpin would love to have such 
  an item in his possession. Arron is not yet under 
  police protection because he is still cutting a deal 
  with the authorities (Mysty Knight). The papers 
  are in  a safe  at a speakeasy called the Roarin’ 
  Twenties.
  Arron is no amateur in combat. His  statistics  are 
  all Good, Health = 40, and he has Excellent skill 
  with both guns and  words. In the round  after the 
  hero arrives, Arron succumbs to the mild  poison 
  the Hand has used to inhibit his fighting ability.
  Should the hero interfere, the remainder of the  
  Hand  attack.  Their mild  poison forces an 
  Endurance  FEAT  roll  each  time  the  hero  is 
  hit.  Failure results  in  unconsciousness for  1- 10  
  rounds. Those  members of the Hand that are 
  down  begin to dissolve.
  AFTERMATH: If the hero is defeated by the 
  Hand, he or she will recover to find Arron and the 
  assassins gone. Arron will not be seen alive 
  again.
  Should the hero defeat the Hand, Arron recovers 
  sufficiently to give the hero the key to  the safe. At 
  this point, four members of the Rose’s hired 
  muscle appear at the door to finish the job that 
  the Hand botched. Their prime concern is the 
  key, and they do not care how they get it. They 
  have the same statistics as the hit men listed 
  under the Maggia entry  in the mod, and are 
  armed with handguns, but the hired muscle is up 
  68
  OPTIONAL ENCOUNTER / ADD ON
  
  to you whom you choose. If the hero departs with 
  the key, the gangsters fire at him instead of Arron 
  Baldwin. While the hero is present with the key, 
  the Rose’s hit men and hired muscle try to take 
  Arron hostage.
  If the hero manages to reach the speakeasy and 
  retrieve the book (They will be met by Mysty 
  Knight in hopes to catch the bigger fish that being 
  Kingpin) and the sliver coins, a  representative of 
  the Kingpin will be waiting.  He invites the hero to 
  meet the Kingpin. If the hero agrees, he or she 
  will be brought (with  the book and sliver coins) to 
  the penthouse of the Fisk Building. Kingpin does 
  not threaten.  He points out that the hero is 
  holding stolen  property. He calls in any favors 
  owed him by  the hero (such as saving the hero’s 
  life in  “Fight  in the  Skies”). He offers information 
  in  exchange for the goods. If the hero refuses all  
  inducements, Kingpin lets him go, saying, 
  “While the Book and the sliver coins are of great 
  value to me, it is not incriminating whatsoever to 
  me. More important is your  reluctance to be 
  reasonable. You may go.”  There are no charges 
  against Kingpin, and trying to bring him in will do 
  no good.
  (But if you would like have The Kingpin leave the 
  premises and say perhaps maybe you can talk to 
  my associates about this situation then go ahead 
  and toss Bullseye and Typhoid  Mary with more 
  hand ninjas in the fray and have some fun) 
  KARMA:
  Each member of the Hand defeated       + 30
  Each of the Rose’s hit men defeated      + 30
  Permitting Arron  Baldwin to die through
  non-involvement or failing to defeat the Hand  
  -ALL
  Getting the documents from the bank     +10
  Getting the documents to  Kingpin  -20
  Defeat Bullseye +40
  Defeat Typhoid Mary +40
  69
  OPTIONAL ENCOUNTER / ADD ON
  
  Demons:
  In the darkest depths of the infinite layers of the 
  Abyss, terrible creatures fester. Whether 
  born from the cast-off spiritual remnants of 
  chaotic and evil mortals, from frenzied inter
  breeding amongst themselves, or even from the 
  bedlam of the Abyss itself, demons rise. 
  Mad passion and dark desire made manifest, 
  demons are perfect reflections of their home 
  plane, each a horror like no other. 
  While many demons share similar forms, this is 
  because these demonic entities have 
  learned what shapes help them survive their 
  home, mostly through evolutionary trial and 
  error on an infinite scale. And to survive in the 
  Abyss, demons must be willing and able 
  to kill anything and everything they can... and not 
  only are the demons capable of this, but 
  they relish each opportunity. 
  Each demon has suffered and inflicted more 
  suffering than you can possibly imagine, for 
  it is all they know. The more powerful amongst 
  them abuse their lessers at the slightest 
  whim, because who is to stop them? The less 
  powerful demons withstand this punishment 
  in the hopes of returning the favor some day, 
  and in turn take out their aggression on 
  anything they perceive to be weaker than 
  themselves. 
  But why do the demons act so? Each and every 
  demon, from the only slightly sentient 
  dretch to the mighty Abyssal lords themselves, 
  feel that they know the Answer, the 
  singular truth behind not only their lives, but of 
  existence as a whole. They try to teach 
  each other the tenets of this Answer, but demons 
  are so fiercely independent that they try to shout 
  down all others, and thus the current situation. 
  Demon Origins and Evolution 
  Demons, as stated above, generally originate 
  from three separate sources. They most often 
  come from the souls of deceased mortals of 
  chaotic and evil mindsets, landed in the Abyss in 
  the form of despicable larvae. While some 
  manifest in more advanced forms, such as 
  manes, dretches or rutterkin, few entities are 
  possessed of sufficient evil to arrive on the plane 
  in any form other than that of a larvae. 
  Of course, demons are mercurial and passionate 
  creatures, and often breed - it’s one of the few 
  things they do with each other that doesn’t 
  involve murder. Breeding usually 
  produces a new demon that is of equal station or 
  some midway between the two levels of its 
  parents’ evolution, unless true demons breed;
  this results in lesser forms as only the true 
  demons have experienced and dealt enough 
  suffering to attain that level. 
  Finally, demons occasionally just spring into 
  existence from nothingness. A plane of roiling 
  chaos and selfish evil, the Abyss only loosely 
  follows the ‘rules’ of causality that we take for 
  granted, and sometimes it just spits out whole life 
  forms at the drop of a hat. 
  These new demons are never manes, which are 
  still technically petitioners, and are most 
  likely dretches or rutterkin, but are sometimes 
  more powerful. 
  Once a demon is present in the Abyss, it will 
  evolve or die. Demons grow in power by 
  convincing others that it is stronger than they, 
  whether by demonstrating this with direct 
  action or faking it with trickery and treachery. 
  When it truly believes it is better than its fellows, 
  and enough of said fellows also believe this, a 
  tanar’ri will slowly change, its form evolving in 
  one of several fashions. 
  There is no set ‘pattern’ to this, as there is in 
  Baator, no ‘lessons’ to be learned from each 
  form, as with the yugoloths. A demon is as 
  powerful as it believes it is, and while they most 
  often move from their existing form to one that is 
  only slightly more powerful, sometimes a demons 
  can jump through the ‘ranks’ to a significantly 
  more powerful configuration if it possesses 
  exceptional capability. 
  This happens with greater frequency on 
  particularly hostile planes where one demon form 
  is more suited to survival than any others. But not 
  always. With the demon, it’s hard to pin them 
  down into categories or rules they are creatures 
  of chaos as much as they are entities of evil. 
  Sometimes a dretch may fight hard and become 
  a rutterkin, or instead 
  evolve into a bar-lgura. Who knows?
  70
  
  Demon, Balor
  F  
  A 
  S 
  E 
  R 
  I  
  P 
  Health: 150 
  Karma: 86 
  Resources: 50 
  Popularity: n/a 
   
  Origin: Mightiest of the true demons, balors are 
  astoundingly dangerous demonic beings 
  of chaos. They are unnatural beings, produced 
  by millenia of untold suffering, both given 
  and received, and wield magic, psionic and 
  demonic abilities against the multiverse at 
  large. 
   
  KNOWN POWERS 
  Demon Physique: the most powerful demons 
  outside of the Abyssal Princes and Lords, 
  the incredibly rare balors are each a force to be 
  reckoned with. They wield a staggering 
  array of powers due to their diabolical heritage, 
  including the following: 
  * Darkness: all demons have the ability to share 
  the inherent darkness of their very souls 
  with the world at large. This rudimentary power 
  functions only at Poor (4) rank, but 
  basically ‘blacks out’ the area a balor currently 
  occupies (it works within Near range).
  * Damage Reduction / Cold Attacks: while not 
  immune to the cold, a balor is nonetheless quite 
  resistant to it - possibly due to their continual fire 
  generation. When exposed to cold damage, a 
  balor may reduce its intensity by 2 CS - before 
  other defenses apply. 
  * Damage Reduction / Physical and Magical 
  Attacks: while not immune to all magical 
  and physical assault, a balor comes pretty darn 
  close. They may reduce all such assaults 
  directed at their person by 3 CS - even before 
  any other defensive abilities are considered!
  * Infravision: many of the Abyss’ countless layers 
  are dark beyond mortal ken, and have 
  never seen the light (physically or otherwise). As 
  such, all balors have evolved the ability 
  to see by heat as well as by visible light, and can 
  do so with Good (10) ability. 
  * Invulnerability to Fire, Electricity, Heat, and 
  Poison: balors are hardy creatures - 
  they have to be to survive at all in the endless, 
  horrific wastes of the Abyss. The balors in 
  particular possess immunity to fire, electricity, 
  heat, and poison. 
  Aura / Fire and Heat: balors are surrounded by a 
  nimbus of flames at all times. This fire 
  is of Excellent (20) intensity, and inflicts like 
  damage against anything foolish enough to 
  stay adjacent to the balor.  
  Claws: balors possess long, razor-like claws. 
  They may use these terrible implements to 
  inflict Edged Attack damage in melee if they 
  desire, though they usually prefer to strike a 
  foe without wielding them, instead pummeling 
  others senseless with their mighty fists. 
  Fangs: like almost all demons, balors possess 
  sharp fangs in addition to their lethal 
  claws. They can wield these needle-like objects 
  to inflict Edged Attack damage, most likely done 
  when attempting to rend their opponents - or 
  even eat them alive! Fear: the power of a balor 
  does terrible things to the resolve of others. On 
  contact, a balor may instill its foe with 
  Remarkable (30) ranked fear. If they fail a 
  Psyche FEAT roll against this power, the balor’s 
  target will either quiver in fear or flee in terror for 
  1d10 turns. 
  Fire Generation: in addition to their blazing 
  nimbus, a balor may project his internal flames at 
  range. These mighty demons may perform this 
  feat with Good (10) ability, causing like damage 
  with each application of the fire and heat that 
  they love so. If slain within the Abyss, a balor is 
  permanently destroyed and will explode 
  spectacularly! The Abyssal demise of a balor will 
  cause an Amazing (50) ranked explosion of fire 
  and heat, inflicting like SD Energy damage upon 
  everyone and everything within Very Near 
  distance of it. 
  71
  EX (20) 
  IN (40) 
  IN (40) 
  AM (50) 
  TY (6) 
  RM (30) 
  AM (50)
  
  72
  
  Red Skull 
  Johann Schmidt
  ID: Public
  Team Affiliation: Hydra, Skeleton Crew, AIM, 
  F       A       S       E        R        I        P
  IN     IN      EX     RM    RM     RM     MN
  40     40      20      30      30      30     75
  Health: 130 Karma: 135
  Resources: RM Popularity: -50
  KNOWN POWERS
  None
  Special: After exposure to the cosmic cube 
  Red Skull gained the Class 1000 Reality 
  Alteration ability. He could do almost anything 
  his mind desires due to exposure to the 
  Cosmic Cube. These are a few stunts he used: 
  ·True Flight: Shift-X 
  ·Reshape Molicules: Shift-X 
  ·Force Field: Unearthly vs. Energy, Physical, 
  Shooting and Edge damage 
  ·Teleport: Class 1000, anywhere he pleases 
  ·Mind Control: Amazing 
  He No longer possesses this power. 
   
  Equipment:
  ·  Body Armor: Provides Remarkable protection 
  from physical and energy damage. 
  ·  Gun: Remarkable damage 
  ·  Nanites: Monstrous Mind Control when placed 
  on forehead. Must make a Monstrous Psyche
  FEAT vs. mind control. Can be burned out of
  system or by electromagnetic pulse. 
  ·  Dust of Death: Remarkable intensity poison
  that 
  caused those failing an Endurance FEAT to die, 
  with their heads changing to resemble a red
  skull. 
  He could fire the dust in a pellet form from a 
  specially designed handgun. 
  73
  ·  Pre-programmed war machines: “Sleepers”, 
  created by the Third Reich to be used against
  their allies in the event of their defeat. These
  machines, which were controlled by the Red
  Skull for his plans of world conquest, have
  Monstrous physical stats and Incredible material
  strength. 
   
  Talents:
  All Martial Arts, Leadership, Guns, and Military
  OPTIONAL ENCOUNTER / ADD ON
  
  Typical Hydra Operative
  F 
  A 
  S 
  E 
  R 
  I 
  P 
  Health: 32
  Karma: 20
  Resources: Not Applicable
  Popularity: 0
  Usual Equipment:
  Body Armor: Excellent protection from energy 
  attacks, Remarkable protection from physical 
  attacks. Air filter provides Excellent protection 
  from airborne toxins and bacteria.
  Blaster: Remarkable damage at a range of 5 
  areas.
  New Hydra Battle Armor:
  ABILITY MODIFIERS
  Raises Fighting by 2 ranks
  (Maximum of INCREDIBLE) Raises Agility by 1
  rank
  (Maximum of REMARKABLE) Raises Strength by
  5 ranks
  (Maximum of AMAZING) Raises Endurance by 4 
  ranks (Maximum of AMAZING) 
  KNOWN POWERS
  BODY ARMOR
  •  Constructed of unspecified steel alloys using
  American-made circuitry.
  •  Provides Incredible protection against physical
  damage.
  •  Provides Amazing protection against energy
  attacks, including heat, cold, and radiation
  BLASTERS
  •  Variable setting pulse-Iaser.
  •  Inflicts up to Incredible damage up to 8 areas
  away.
  •  Carried separately from the suit, but takes its
  power from the armor.
  SENSORS
  •  Full-band energy and life-detection sensors,
  3-area range.
  •  Internal identification scanners are
  programmed with near-complete listing of
  established super-powered individuals.
  The wearer’s Reason is Incredible to identify
  such individuals and further enhancement may
  grant details of known points of career.
  •  Scanning program also gauges soldier’s
  capabilities against target, providing
  recommendations on tactics.
  FLIGHT
  •  Powered boot-jets allow the armor high speeds
  for short distances.
  •  Maximum speed is 7 areas per round, but
  internal fuel allows flight for only 10 rounds.
  74
  OPTIONAL ENCOUNTER / ADD ON
  GD (10)
  TY (6)
  TY (6)
  GD (10)
  TY (6)
  GD (10)
  PR (4)
  
  75
  OPTIONAL ENCOUNTER / ADD ON
  
  Frankenstein’s Monster
  F        EX (20) 
  A      PR (4) 
  S      IN (40) 
  E      AM (50) 
  R        PR (4) 
  I          TY (6) 
  P        GD (10) 
  Health: 114 
  Karma: 20 
  Resources: Not Applicable 
  Popularity: -2 
  BACKGROUND 
  Name: Frankenstein’s Monster
  Real Name: Adam
  Aliases: Adam, The Creature, The 
  Monster, Frankenstein, The Frankenstein 
  Monster, Fiend, Wretch, Demon, Vile 
  Insect, It, Frankie.
  KNOWN POWERS 
  Body Resistance: Adam has a thick hide that
  provides Good body armor against physical and
  energy attacks. Due to his unusual resistance all
  physical combat 
  effects are reduced by one color making him
  immune to red results.
  Rapid Healing: Once per day Adam can recover
  50 points of health.
  Suspended Animation: If he is subjected to
  exteme cold (Remarkable or greater) he enters a
  state of suspended animation until warmed
  (Endurance FEAT to avoid this effect).
  Growth: Adam is over 8 ft tall granting him 
  Feeble growth permanently. He is +1CS 
  to be hit.
  76
  OPTIONAL ENCOUNTER / ADD ON
  
  77
  CHARACTERS
  CHARACTERS
  MAIN CHARACTERS
  
  STATISTICS:
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  Health: 1155
  Karma: 170
  Resources: CL1000
  Popularity: 100
  Height: Unrevealed
  Weight: Unrevealed
  Eyes: Blue
  Hair: Blond
  BACKGROUND
  Alias: He is known on Earth as the 
  “Avenger”, and the “Right Hand of 
  God”.                                     
  Special Adaptations: Feathered 
  wings on the back;Glowing aura.    
  Occupation: Archangel, Heavenly 
  emissary.                            
  Citizenship: Heaven.                              
  Place of Birth: Heaven.        
  Affiliation: God (father/creator). 
  Base of Operations: Heaven.  
  Origin: Created to serve God and 
  protect humanity.
  KNOWN POWERS 
  The appearance of angels are widely varied and 
  many seem able to alter their appearance at will, 
  but most favor beautiful humanoid forms with 
  large, birdlike wings protruding from their 
  shoulder blades. They are immortal and do not 
  age.
  Angels, depending on their ranking in the 
  hierarchy of heaven, have varying levels of 
  superhuman capabilities.
  • Invulnerability: The tissues of Angels’ bodies, 
  while similar in appearance to a human’s, are 
  considerably tougher and more resistant to injury 
  than the tissues of a human being, to the extent 
  where their bodies are virtually invulnerable to 
  conventional injury. 
  Angels are capable of withstanding great impact 
  forces, high caliber bullets, exposure to 
  temperature and pressure extremes, and 
  powerful energy blasts without sustaining injury.
  • Immortality: Angels are immortal and do not 
  age. Angels are immune to all known Earthly 
  diseases and infections. They are also beyond 
  the need of food, water, or oxygen. If killed, an 
  Angel will merely reform in Heaven.
  • Magical Manipulation: Angels can use this 
  magical energy for various effects only a few 
  which have been shown. Known abilities include 
  the ability to project fire bolts, shapeshift, and 
  illusions. They can also summon celestial armor 
  and burning swords at will.
  Time Control: Unearthly.
  -Alter Temporal Flow (Slowing Time down, even 
  stopping it).
  • Dimension Travel: Unearthly.
  • Gateway: Unearthly.
  • Hyper-Speed: Unearthly.
  • Regenerative Healing Factor: Unearthly Despite 
  their superhuman durability, it is possible to injure 
  Angels. 
  However, their unique physiology and mystical 
  energies enable them to rapidly recover from 
  almost any form of injury. They are capable of 
  regenerating almost any damaged or destroyed 
  tissue, even missing limbs.
  • Telepathy: Amazing.
  • Ensnare Astral Bodies: Angels also possess 
  certain powers enabling them to capture and 
  detain the astral bodies (sheaths of the soul) of 
  recently deceased human beings.
  • Invisibility to humans: They can make 
  themselves (or simply their wings) invisible to 
  humans, although rare sensitive (four or five 
  millions of them on Earth) may still see them (or 
  the wings).
  • Resurrection: Some angels can resurrect the 
  dead by sharing their own divine essence with the 
  deceased.
  • Winged Flight: The Angels possess large 
  bird-like wings that protrude from their backs, that 
  allow them to fly at incredible speed, and defy the 
  laws of gravity. 
  Equipment:
  Heavenly Armor: Incredible protection vs physical 
  and energy attacks.
  Flaming Sword: Monstrous damage.
  Weaknesses
  • They can be harmed and killed with 
  heavenly-made weapons and also by Judas’ 
  silver.
  MN(75)
  IN(40)
  IN(40)
  CL1000
  EX(20)
  AM(50)
  UN(100)
  78
  ARCHANGEL MICHAEL
  MAIN CHARACTERS
  
  • An Angel powers can be decreased by 
  removing their wings. This will make them mortal 
  and can be as easily as killed as a human. 
  In that state they are humans and their souls will 
  be judged as such, and if they have sinned, they 
  will go to Hell rather than Heaven.
  Talents:
  Weapons Specialist: Flaming Sword; Martial Arts: 
  ALL,Wrestling,Weapons Master, Thrown Objects, 
  Scholars, Philosophers, Multi-Lingual: Aramatic, 
  All Known SpokenLanguages On Earth.
  Contacts:
  Heaven.
  HISTORY
  The Archangel Michael is ‘one of the chief 
  princes’, ‘the great prince’, ‘a mighty warrior’ and 
  ‘leader of the angels of Heaven’. He is God’s 
  enforcer of law and judgment, the Lord’s 
  Avenger… the Right Hand of God.
  It is said, that it was Michael who fought with, and 
  threw out the Devil/Satan/Lucifer from Heaven 
  (when the Satan revolted against God and tried to 
  take God’s place).
  79
  MAIN CHARACTERS
  
  STATISTICS:
  F 
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  Health: 140
  Karma: 26
  Resources: Not Applicable
  Popularity: -100
  Height: Unrevealed
  Weight: Unrevealed
  Eyes: Blue
  Hair: Blond
  BACKGROUND
  Alias: First of the Pit.                                     
  Relatives: Sybil (granddaughter); Olivier 
  Stoker (son); Raziel (partner); Rudiger (parent 
  or parent-in-law).
  Affiliation: Infernal Armies of Hell
  Base Of Operations: The Pit; formerly 
  Heaven.
  Occupation: Emissary of the Infernal Armies 
  of Hell.
  KNOWN POWERS 
  Invulnerability: Class 1000 to Fire and Heat.
  Teeth & Claws: Incredible rank
  Longevity: Do not age, at least not at a rate 
  humans can recognize.
  Talents:
  Leadership, Occult Lore, Demonology.
  Contacts:
  Hellish minions.
  HISTORY
  Beleth was an angel living in Heaven, and was 
  possibly the scion of Rudiger. He mated with 
  Raziel, and sired Olivier Stoker. At some point, 
  according to unconfirmed sources, Beleth 
  became a fallen angel, cast out of Heaven, 
  possibly for participating in Lucifer’s rebellion.
  He became a demon also known as the First 
  of the Pit and at some point became an 
  emissary of the Infernal Armies of Hell.
  Demon Minions - Infernal Armies of Hell.
  Typical Demons:
  F                  GD (10)
  A                  EX (20)
  S                  RM (30)
  E                  RM (30)
  R                  PR (4)
  I                   TY (6)
  P                  TY (6)
  Health:  90
  Karma:  16
  Resources:  Not Applicable 
  KNOWN POWERS
  Invulnerability: Class 1000 to Fire and 
  Heat.
  Teeth & Claws: Remarkable rank
  Longevity: Do not age, at least not at a rate 
  humans can recognize.
  RM(30)
  RM(30)
  IN(40)
  IN(40)
  GD(10)
  TY(6)
  GD(10)
  BELETH
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  MAIN CHARACTERS
  
  STATISTICS:
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  Health: 130
  Karma: 40
  Resources: TY(6)
  Popularity: 0
  BACKGROUND
  Real Name: Eric Brooks.
  Occupation: Vampire / Supernatural hunter.
  Legal Status: US citizen with no criminal
  record. 
  Identity: Secret.
  Other Known Aliases: Daywalker,
  Switchblade, Frank Blade.
  Place of Birth: London.
  Marital Status: Single.
  Known Relatives: Tara Cross (mother),
  Lucas Cross (father); Jamal Afari (foster father);
  Zukajaa (spawn via Cilla).
  Past Group Aﬃﬃﬃliations: Midnight Sons,
  Nightstalkers, Noah Van Helsings vampire
  hunters, the Nine, Quincy Harkers vampire
  hunters, Ogun Strongs vampire hunters,
  Bloodshadows gang.
  KNOWN POWERS 
  Immunity to Vampires: The bite of a vampire is 
  unable to turn Blade into a vampire. Nor can he
  be controlled by vampiric powers. 
  Berserker: Blade may enter a berserker rage.
  When he does so his Vampiric half takes over. He 
  may ignore stuns and gain Unearthly resistance 
  to mind control. A yellow psyche FEAT roll is 
  required to come out of it. 
  Vampire Bite: Blade’s canine teeth enlarge so
  that he can deliver a “vampire bite”. This bite
  inﬂicted Typical edged damage per turn.
  Enhanced Senses:
  Smell: Excellent 
  Hearing: Remarkable 
  Tracking: Blade has spent much  me in the
  pursuit of tracking individuals. He may track with 
  Excellent ability. He is also ﬁnely tuned to
  Vamipires and the Pseudo-Vampirism: Blade is
  required to once a day make a Psyche Feat or be
  forced to feed on human blood. His conditon,
  however, is not communicable, and is
  manageable using a serum created speciﬁcally
  for him.
  Regenerative Healing Factor: Remarkable
  Prolonged Lifespan: Although not a pure 
  vampire, he does have the advantage of being a 
  Hybrid. This includes a Pseudo-Immortality, 
  greatly enhanced lifespan.
  Hyper-Speed: Good
  Weaknesses
  Blade does possess one weakness common to
  all vampires: the need to ingest fresh blood in
  order to stay alive. However, rather than consume 
  blood, he ingests or injects a specially designed 
  serum that provides even beter 
  nourishment that blood would provide. If Blade
  doesn’t drink the serum for an extended period of 
  me, he will weaken and his self-control will be
  stretched. He would be forced to attack a human
  and consume his or her blood if this period 
  is more than a week. Blade does have a huge
  amount of blood-serum in his inventory and
  actually never runs out of energy. One serum is
  enough for 24 hours of extended combat or he
  can use it to quickly recover from grave wounds.
  Although he has a special medita on to maintain 
  his self-control an extended period of  me without 
  consuming either blood or the serum will prove
  fatal.
  Equipment:                                                                     
  Handgun: This lightweight weapon ﬁres the
  following types of ammo up to 5 areas in range:                             
  Silver Bullets: Excellent Shooting
  Rubber Bullets: Typical Shooting
  Kevlar body armor: Excellent protection vs. Heat
  and Cold, Good protection vs. Edge, Typical
  protection vs. Blunt and Shooting.
  Grappling Hook: In material, allows him to swing
  up to 3 areas.
  Samurai Sword (x2): Amazing material, Incredible
  Edge.
  Daggers: Typical Edge.  
  IN(40)
  RM(30)
  RM(30)
  RM(30)
  GD(10)
  EX(20)
  GD(10)
  BLADE
  81
  MAIN CHARACTERS
  
  Knives: Good Thrown Edge. 
  Double-Barrelled Gun: Fires 2 rune-covered
  wooden daggers, Remarkable damage, 10 areas. 
  Teak Wood Daggers: Excellent Edge. 
  Talents: Weapon Specialist: Samurai Sword; 
  Edged Weapons; Thrown Weapons;
  Marksmanship; Guns; Mar al Arts A, B, C, Occult
  Lore, Multi-lingual: English, German, Romanian,
  Japanese.
  Contacts: Borderline Detective Agency; 
  Midnight Sons, Dr. Strange; Caretaker, Vampire 
  Hunters, MI:13; S.H.I.E.L.D., Vanguard.
  HISTORY  
  The man known only as Blade came into the 
  world an orphan. Bitten while in labor by the 
  vampire Deacon Frost, his mother died during 
  childbirth. Blade was taken in and raised by his 
  mother’s friends. Determined to avenge her 
  death, he fashioned himself into a vampire hunter 
  even before he reached adulthood.
  After stalking the night on his own for a number of 
  years, Blade became leader of a small band of 
  like-minded individuals hunting Dracula. He first 
  encountered the dark lord in Japan, after many 
  months of searching. Blade lured Dracula into an 
  ambush, and the vampire was slain with a 
  wooden stake. However, Dracula soon was 
  resurrected by his servants and exacted revenge 
  by murdering Blade’s entire band of vampire 
  hunters.
  Blade pressed on, often fighting alongside a team 
  led by Quincy Harker, the great vampire hunter. 
  The company’s members included Rachael Van 
  Hesling and Frank Drake. Later, Blade teamed 
  with vampiric private eye Hannibal King to hunt 
  down and destroy Frost. Blade, King and Drake 
  helped Dr. Strange, Master of the Mystic Arts 
  and Earth’s Sorcerer Supreme, cast a spell that 
  destroyed Dracula and all the vampires on the 
  planet. Following their victory, King was cured 
  of his vampirism. Subsequently, he and Blade 
  formed a private-investigation firm.
  The mother of all demons, Lilith, hired Blade’s 
  agency to kill Ghost Rider the leather-clad, 
  motorcycle-riding Spirit of Vengeance and 
  bad-boy John Blaze, the fiery skeleton’s former 
  host. After a protracted battle, Blade and 
  company realized they had been duped.
  The team joined with Ghost Rider and Blaze 
  against Lilith, battling her monstrous minion 
  Meatmarket. Blade, Drake and King continued 
  their partnership with Ghost Rider and Blaze. 
  Along with Dr. Strange, Mobius the Living 
  Vampire and the Darkhold Redeemers, they 
  formed the Midnight Sons, a group dedicated to 
  preserving the boundaries between our world and 
  the dark realms. The Midnight Sons clashed with 
  Lilith and her demonspawn, Lilin, in a 
  supernatural contest with Earth as the prize. 
  The Midnight Sons proved victorious, destroying 
  Lilith and her brood.
  However, the team was unable to prevent its 
  hated quarry, the vampire, from returning to the 
  Earth realm. Blade, Drake and King, who 
  again had become afflicted with vampirism, 
  began their crusade anew to cleanse the world of 
  all bloodsuckers. Blade and his partners clashed 
  with dread lord Varnae supposedly the first 
  vampire, the demon who had visited this hellish 
  curse upon men. King and Drake were slain in a 
  bloody and futile battle. The loss of his 
  compatriots only strengthened Blade’s resolve to 
  rid the world of vampires, regardless of the 
  circumstances of their creation.
  82
  MAIN CHARACTERS
  
  STATISTICS:
  F 
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  Health: 80
  Karma: 160
  Resources: EX(20)
  Popularity: 4
  BACKGROUND
  Relatives: Dormammu (alleged grandfather); 
  Marduk Kurios (father, Satan); Victoria 
  Hellstrom (mother, deceased); Satana 
  Hellstrom (sister); Hellcat (Patsy Walker) 
  (ex-wife); Jaine Cutter (consort); Demona 
  Hellstrom (daughter).
  Marital Status: Divorced.
  Affiliation: Masters of Evil; formerly DOA, 
  Hell Lords, God Squad, Midnight Sons, 
  Hellstrom and Hellstrom, Paranormal 
  Investigation, Defenders, Hellfire Club, 
  Defenders Initiative, Defenders for a Day, 
  Shadow Hunters, Howling Commandos.
  Base Of Operations: Hell; formerly San 
  Francisco, California and Fire Lake, 
  Massachusetts.
  Occupation: Ruler of Hell, former 
  Demonologist, occult investigator, exorcist 
  and priest.
  KNOWN POWERS 
  Alter Ego: By invoking, “the sign of the trident,” 
  Daimon can transform himself into his heroic form 
  with the following powers and physical abilities:
  • Soulfire: Daimon can generate hellfire from his 
  own soul, or if necessary from the soul of anyone 
  in contact with his trident (hence, “Soulfire”). This 
  mystical energy causes excruciating pain through 
  direct stimulation of a person’s life force. The 
  victim must make a yellow Psyche FEAT roll or 
  pass out from pain. The bolts burn in a manner 
  similar to normal fire, doing Incredible energy 
  damage. He can project Soulfire at a 4 area 
  range.
  • Magic Detection: Daimon has a certain amount 
  of psychic sensitivity to occult or otherworldly 
  activity, at Excellent ability.
  He can identify magic and its effects, as well as 
  the potential for magic use in an individual. 
  A green FEAT will identify the past use of magic, 
  a yellow FEAT will identify the magic user 
  responsible, and a red FEAT will identify the 
  actual spell.
  • Biophysical Control-Healing: Daimon can 
  promote healing of damage caused by wounds, 
  trauma, toxins, and disease with a touch He can 
  increase a targets health by 40 points.
  This is the maximum benefit the hero can give 
  per day to one specific person. He must make a 
  FEAT on his Incredible power rank. A Green 
  FEAT will handle broken bones, non-terminal 
  disease, and simple wounds. A yellow FEAT will 
  heal physical trauma, wounds to organs, non-fatal 
  poisoning, and terminal diseases.
  A Red FEAT will cure mortal wounds, coronary 
  attacks, strokes, toxic poisoning, and massive 
  physical trauma. The Power seals the body and 
  returns any still-living tissues to health. It cannot 
  replace lost tissue.
  • Exorcism: Through the Catholic Church’s 
  Roman Ritual of Exorcism, and his own demonic 
  powers Daimon can release a being from any 
  external domination imposed by a third party with 
  Monstrous ability at a range of 10 feet. Such 
  controls include Possession, Mental Domination, 
  Serial Immortality, and Magic. If there’s a control, 
  this Power can break it. 
  Daimon’s Monstrous rank is compared to that of 
  the Power controlling the subject. Upon severing 
  the being’s control over the subject, that being is 
  immediately teleported to its home dimension. 
  This Power commonly appears as a spell used by 
  sorcerers and holy men. 
  Equipment:
  Trident: Hellstorm wields a trident made of Shift-Y 
  material strength Netheranium, a 
  ‘’psychosensitive’’ metal found only in his Father’s 
  extradimensional realm of Hell. The trident is a 
  medium through which magical energies can be 
  amplified and projected. Using the trident 
  Hellstorm can shoot his Soulfire for greater 
  distances and at greater magnitudes than without 
  it. He can also use the trident to levitate and fly. 
  By projecting a steady stream of Soulfire away 
  from the tips of the trident, he can create a 
  mystical jet of flame which provide him enough 
  thrust to get airborne.
  GD(10)
  GD(10)
  EX(20)
  IN(40)
  GD(10)
  AM(50)
  UN(100)
  Daimon Hellstrom
  83
  MAIN CHARACTERS
  
  He can alter his speed by varying the amount 
  of Soulfire he projects through the trident. 
  Because the steady generation of Soulfire 
  requires great concentration, Hellstorm cannot fly 
  for more than a half hour before fatigue forces 
  him to land. 
  The trident allows Daimon to:
  Detect Demons: Remarkable ability.
  Flight: Direct his Soulfire for short 
  flights at Poor airspeed.
  Call upon his mystic chariot pulled by 
  demonic steeds; Hecate, Amon and 
  Set. These steeds pulled his chariot at 
  Unearthly airspeed. The Chariot has 
  Excellent control and Amazing body.
  Talents:
  Mystic Background, Occult Lore, 
  Exorcism, Demonology, Theology.
  Contacts:
  Defenders; Johnny Blazer; Blade; 
  Satana.
  HISTORY
  Daimon Hellstrom is the son of a demon who 
  called himself “Satan” after the legendary 
  embodiment of evil, and a mortal woman named 
  Victoria Wingate. Desiring an heir in the event
  something should happen to him, the demon took 
  human form and established the trappings of a 
  mortal life for himself near Fire Lake, 
  Massachusetts. There he met and seduced a 
  young woman, and keeping his true identity a 
  secret, married her. Daimon Hellstrom was born 
  to the couple a year later, to be followed by the 
  birth of a sister, Satana, when Daimon was three.
  Despite the pentagram-shaped birthmark on his 
  chest, Hellstrom grew up in ignorance of his 
  father’s true identity. His mother discovered the
  demon’s identity as “Satan” when Hellstrom was 
  a young adolescent, when she interrupted a 
  demonic ritual “Satan” had staged in their 
  basement involving the participation of 
  Hellstrom’s sister. The revelation traumatized the 
  woman to the point of hysteria, and she was 
  institutionalized.
  While under clinical psychiatric care, she 
  regained enough of her sanity to sense that she 
  would die soon, and wrote a full diary describing 
  her life with the demon. Hellstrom and his sister 
   meanwhile were placed in separate orphanages, 
  and “Satan” disappeared to his netherworld
  domain, where he eventually brought Hellstrom’s 
  sister. Shortly thereafter, Victoria died.
  Hellstrom spent the rest of his adolescence in the 
  orphanage without any contact with his father or 
  sister. Upon leaving the orphanage, Hellstrom 
  entered a monastery to become a priest. In his 
  third year, shortly before, being ordained,
  Hellstrom turned twenty-one, and received legal 
  notification of his inheritance of his father’s house 
  in Greentown, Massachusetts. Hellstrom visited 
  the house for the first time since childhood and 
  found his mother’s diary. Hellstrom was
  incredulous at the revelations contained therein. 
  At that point, “Satan,” aware of his son’s new
  knowledge, directed him telepathically through 
  the house’s secret basement interdimensional 
  passageway to the demon’s netherworld domain. 
  There Hellstrom first met his father in his satanic 
  guise, who beseeched his son to disregard his 
  mother’s diary’s warnings and serve him in “hell.”
  “Satan” transported Hellstrom back to the surface 
  world, whereupon Hellstrom decided to dedicate 
  himself instead to fighting his father’s evil.
  Hellstrom immediately returned to the region 
  “below” to attempt to battle “Satan.” This first 
  confrontation was something of a victory for 
  Daimon Hellstrom, managing as he did to pit
  many of “Satan’s” slaves against their master, as 
  well as to steal the satanic trident of “Satan” and 
  demon-drawn chariot.
  During this battle, Daimon Hellstrom discovered 
  the powers of the Darksoul that he had inherited 
  from his father. He declared himself the Son of 
  Satan, and for the next several years battled
  many manifestations of demonic evil on Earth as 
  well as other realms.
  He eventually met his adult sister, Satana, who 
  had become a succubus, and battled her on at 
  least one occasion. During this period, the Son
  of Satan maintained his civilian identity of occult 
  expert Daimon Hellstrom, and was a visiting 
  specialist at a St. Louis college.
  During his career as an adversary of his father, 
  the Son of Satan several times aided the 
  Defenders in their battles with demonic 
  possessions and threats and eventually became 
  a member. During his Defenders membership, 
  Daimon Hellstrom met and fell in love with the 
  mortal crimefighter Hellcat, Patsy Walker. It was 
  during this period, too, that he finally confronted 
  his father and defeated him.
  84
  MAIN CHARACTERS
  
  Shortly after the Son of Satan declared himself 
  triumphant over his father and his father’s 
  influence, the Miracle Man, a superhumanly 
  powered criminal who had masqueraded as a 
  monk in Father Gosset’s monastery during one of
  Daimon’s visits, stole the Darksoul from Hellstrom 
  in battle. The Miracle Man himself was 
  subsequently defeated and the Darksoul sent into
  the form of a snake. Daimon Hellstrom was finally 
  liberated from his partial possession by demonic 
  evil, and much of his powers gone, retired his
  costumed identity of the Son of Satan.
  85
  MAIN CHARACTERS
  
  STATISTICS:
  F
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  Health: 150
  Karma: 60
  Resources: PR(4)
  Popularity: -10
  BACKGROUND
  Real Name: Johnny Blaze. 
  Occupation: Unemployed, former stunt-cyclist.
  Legal Status: American Citizen with no 
  Criminal Record.
  Identity: Secret.
  Place of Birth: Waukegan, Illinois 
  Marital Status: Separated. 
  Known Relatives: Barton Blaze (father, 
  deceased), Clara (adoptive mother, deceased), 
  Craig “Crash” and Mona Simpson (adoptive 
  parents, deceased), Roxanne Simpson (wife, 
  separated), Dan Ketch (brother, Ghost Rider II), 
  Barbara Ketch (sister, deceased), Craig and 
  Emma (children, presumed deceased), Naomi 
  Kale (mother), Noble Kale (ancestor, deceased), 
  Jennifer Kale (cousin). 
  Base of Operations: Mobile Present. 
  Group Affiliation: Former member of the 
  Midnight Sons, Former member of the 
  Champions of LA.
  KNOWN POWERS 
  Alter-Ego: The soul of Johnny Blaze was bound 
  with the Demon Zarathos, giving rise to the 
  creature with the attributes listed above. 
  Johnny Blaze’s normal statistics are:
  F    A   S   E    R   I    P
  GD EX  TY  EX  TY TY RM
  Health: 56 Karma: 42
  At first, Blaze would automatically change into the 
  Ghost Rider in times of danger (treat as 
  Monstrous rank Intuition for surprise purposes). 
  This state lasted until the danger was past, at 
  which point the Ghost rider abilities would fade. 
  As time went on, Johnny could summon the 
  Ghost Rider at will, but this proved to be 
  increasingly difficult (returning to human form 
  required an Endurance FEAT to avoid 1-10
  rounds of unconsciousness Hellfire: Using mystic 
  flame, the Ghost Rider could perform a variety 
  of Power Stunts:
  Create a flaming version of Blaze’s motorcycle in 
  a single round. (See Equipment, below)
  Create walls of flame, encircling a single area up 
  to two areas distant. 
  This flame was of Amazing intensity.
  Throw Fireballs of Amazing fire-damage, up to 
  four areas away.
  Use a form of cold Hellfire, which would inflict no 
  physical damage, but would force the target to 
  make an Endurance FEAT or lose one rank of 
  Psyche permanently (although this rank could be 
  regained through training). The victim also 
  needed to make a Psyche FEAT at the 
  newly-reduced rank against Amazing intensity to 
  avoid passing out due to psychic trauma. If the 
  target’s Psyche was brought below Feeble, their 
  spirit was irretrievably lost.
  Body Armor: The Ghost Rider’s body was 
  semi-tangible in such a way that most damage 
  proved ineffective against him. This provided 
  Amazing protection against physical attacks, and 
  Class 1000 protection from fire, heat, poisons, 
  and radiation. In addition, he was immune to the 
  effects of hard vacuum and any attack on a 
  living soul.
  Penance Stare: If Ghost Rider successfully 
  grapples with someone for one round, the 
  opponent is forced to look into his eyes. The 
  victim must make an Endurance FEAT or lose 
  one rank of Psyche permanently (although this 
  rank could be regained through training). The 
  victim also needed to make a Psyche FEAT at 
  the newly-reduced rank against Amazing intensity 
  to avoid passing out due to psychic trauma for 
  1-100 rounds. If the target’s Psyche is brought 
  below Feeble, their spirit was irretrievably lost 
  and he or she goes insane. This only works 
  against evil people and criminals who have hurt 
  others.
  Equipment:
  Chain (Unique Weapon): Ghost Rider possesses 
  a chain made of an Unearthly rank material, 
  which can perform the following Power 
  Stunts:
  RM(30)
  RM(30)
  IN(40)
  AM(50)
  GD(10)
  EX(20)
  RM(30)
  GHOST RIDER
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  Grapple with Unearthly Strength.
  Lash out and do up to Amazing damage.
  Feeble Elongation enables the chain to reach up 
  to one area away.
  The individual links can turn into shurikens and be 
  thrown all at once. Ghost Rider can attack one 
  person, causing Amazing edged damage, or he 
  can attack one area, hitting everyone in the area 
  with 1-5 Shuriken, each one causing Good edged 
  damage.
  Motorcycle: Johnny Blaze possesses an ordinary-
  looking motorcycle than never needs gas. It has 
  Typical Control, Excellent Speed and a Poor 
  Material Strength. When transformed by Hellfire, 
  the cycle transforms into a powerful bike with 
  flaming wheels, Amazing speed, Incredible 
  Material Strength, and Incredible Control. 
  The Flame Cycle could defy gravity, racing along 
  walls and across ceilings, as long as it was in 
  contact with a secure surface. Ghost Rider 
  can mentally control the bike from up to a 
  ten-area range, and if it is destroyed, it will reform 
  in 1-10 rounds.
  ROLE-PLAYING NOTES:
  Johnny Blaze puts up an easy goin’ cowboy front, 
  but inside he is a tortured soul. He is in a constant 
  struggle with the demon, Zarathos, that dwells 
  within him, that thrives upon the terrible 
  Vengeance it bestows upon those the Ghost 
  Rider deems to be ‘evil’. At one time, Zarathos’ 
  demonic personality completely dominated, and 
  Johnny could only gain control for limited times, 
  although Blaze has since reestablished his tether 
  on the demon.
  HISTORY
  Johnny Blaze was the son of stunt motorcyclist 
  Barton Blaze, who was killed performing a 
  dangerous stunt. Johnny, now an orphan, was 
  adopted by Crash Simpson and his wife Mona, 
  soon became an accomplished amateur 
  motorcyclist. He also fell in love with his stepsister 
  Roxanne Simpson. Blaze also began to take 
  interest in the occult. Just when then he was 
  about to get a chance at fame with a booking at 
  Madison Square Garden, Johnny learned that 
  Crash Simpson was dying of a rare blood 
  disease. Desperate to save his stepfather, 
  Johnny performed a ritual to summon the “devil,” - 
  the demon lord Mephisto - who agreed to save 
  Simpson from his fatal disease in return for  
  Johnny Blaze’s soul. 
  That night, Simpson performed the greatest stunt 
  of his career, a cycle jump over 22 cars widths, 
  and crashed to his death. When Mephisto 
  appeared to collect Johnny ‘s soul, the demon 
  explained that he promised to save Simpson from 
  the disease, and nothing more. But, before 
  Mephisto could claim Blaze’s soul, Roxanne 
  Simpson recited a spell from Blaze’s occult 
  books. Mephisto was forced to leave but, as 
  Vengeance, he grafted the demon Zarathos to 
  Blaze’s soul, transforming him into the Ghost 
  Rider.
  At first, Blaze was unaware of the demon that 
  dwelled within him, and believed that the Ghost 
  Rider was a sinister side of his own personality. 
  Initially, the demon manifested itself every 
  nightfall, mystically burning Blaze’s flesh to 
  become a fiery skeletal being, using his demonic 
  hellfire to create a fiery motorcycle, At first Blaze 
  dominated the Ghost Rider’s personality. After a 
  few months, Blaze’s automatic transformations at 
  nightfall ended. He then became the Ghost Rider 
  whenever he mystically sensed “evil”. Later, 
  Blaze learned to control his transformations. But 
  the more Blaze became the Ghost Rider, the 
  stronger the demon became, forcing Blaze to 
  walk a tightrope as he struggles to prevent 
  Zarathos from taking control completely. And so 
  Ghost Rider - blood-born Spirit of Vengeance, 
  High Lord of Hell on Earth - haunts America’s 
  highways, visiting his righteous wrath upon the 
  souls of the wicked and the damned.
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  MAIN CHARACTERS
  
  STATISTICS:
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  Health: 210                                            
  Karma: 90                                                        
  Resources: PR(4)                              
  Popularity: -10
  BACKGROUND Real Name: Johnny Blaze. 
  Occupation: Unemployed, former stunt-cyclist.
  Legal Status: American Citizen with no 
  Criminal Record.
  Identity: Secret.                                        
  Place of Birth: Waukegan, Illinois.       
  Marital Status: Separated.                  
  Known Relatives: Barton Blaze (father, 
  deceased), Clara (adoptive mother, deceased), 
  Craig “Crash” and Mona Simpson (adoptive 
  parents, deceased), Roxanne Simpson (wife, 
  separated), Dan Ketch (brother, Ghost Rider II), 
  Barbara Ketch (sister, deceased), Craig and 
  Emma (children, presumed deceased), Naomi 
  Kale (mother), Noble Kale (ancestor, deceased), 
  Jennifer Kale (cousin). 
  Base of Operations: Mobile Present. 
  Group Affiliation: Former member of the 
  Midnight Sons, Former member of the 
  Champions of LA.
  KNOWN POWERS 
  Alter-Ego: The soul of Johnny Blaze was bound 
  with the Demon Zarathos, giving rise to the 
  creature with the attributes listed above. 
  Johnny Blaze’s normal statistics are:
  F    A   S   E    R   I    P
  GD EX  TY  EX  TY TY RM                      
  Health: 56 Karma: 42
  At first, Blaze would automatically change into the 
  Ghost Rider in times of danger (treat as 
  Monstrous rank Intuition for surprise purposes). 
  This state lasted until the danger was past, at 
  which point the Ghost rider abilities would fade. 
  As time went on, Johnny could summon the 
  Ghost Rider at will, but this proved to be 
  increasingly difficult (returning to human form 
  required an Endurance FEAT to avoid 1-10
  GHOST RIDER Update, KING OF HELL
  RM(30)
  RM(30)
  AM(50)
  UN(100)
  GD(10)
  RM(30)
  AM(50)
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  Regenerative Healing Factor: Incredible. Despite 
  his invulnerability to conventional forms of injury, 
  objects such as weapons forged in heaven by the 
  arch angel Zadkiel, can actually harm the Ghost 
  Rider to a certain extent. However, if his being is 
  damaged, the magical energies imbuing him 
  allows the Ghost Rider or Johnny Blaze to 
  instantly regenerate any and all damage done, 
  even to the point of fully regenerating lost limbs in 
  moments, and regenerating his skull after it was 
  destroyed in seconds without any discomfort or 
  any evident pain.
  Empathic Reading: Incredible. Ghost Rider is 
  able to feel the transgression of an individual he 
  encounters by looking into their heart and soul. 
  He can also decide whether or not a person is 
  innocent or evil and in need of punishment. He is 
  also capable of doing this ability without the 
  process of transformation.
  Identity Detection: Incredible. He can also 
  determine the identity of the individual by simply 
  looking into their soul. However, if certain beings 
  do not possess a soul such as a symbiote or 
  demons, he can still identify them.
  Supernatural Awareness: Amazing. Ghost Rider 
  possesses an extrasensory ability that allows him 
  to detect any supernatural occurrences around 
  him.
  Sin Manipulation: Amazing. Ghost Rider can 
  manipulate the immoral act known as sin. He can 
  purify any soul, whether righteous or degenerate, 
  from sin. However, this effect may cause the 
  victim to be emotionless. He will only backfire the 
  wrongs of the victim causing either an emotional 
  break down or repentance. He can do a number 
  of things with it 
  Sin Perception: Amazing. In addition to read the 
  heart and souls of his victims, he also read, feel 
  and sense the sorts of sins the individual has 
  committed in the rest of their life.
  Sin Eating: Amazing. Also known as Sin 
  Removal. Ghost Rider can remove absorb any 
  sort of sin from the individual if so desires.
  Hellfire Manipulation: Amazing. Also known as 
  Infernal Pyrokinesis. Ghost Rider possesses the 
  ability to generate, control, and project mystical 
  fire, or hellfire at will. Hellfire is an ethereal and 
  supernatural flame that burns the soul of a person 
  and can also be used to burn their physical body. 
  He can utilize this fire in various ways.
  
  Hellfire Infusion: Amazing. His ability to channel 
  hellfire allows him to imbue objects and vehicles 
  by choice with his mystical element.
  Hellfire Projection: Amazing. He can spew the fire 
  from his eyes, mouth, hands and chest, including 
  channeling the fire from his body into his weapons 
  such as his shotgun.
  Hellfire Forgery: Amazing. He is able to construct 
  various things such as walls, weapons and his 
  motorcycle.
  Hellfire Telekinesis: Amazing. He can also 
  control hellfire infused objects through his mind.
  Hellfire Attacks: Amazing. In addition to 
  projecting and infusing hellfire, he can perform a 
  number of attacks. He can create hellfire balls, 
  spew out a massive wave and unleash 
  omnidirectional explosions that are incredibly 
  powerful, capable of bringing great pain to the 
  Hulk.
  Hell Firestorm: Amazing. He is able to rain down 
  a firestorm of hellfire directly towards the 
  surrounding enemies resulting to devastating 
  destruction.
  Soul Manipulation: Ghost Rider has the ability to 
  manipulate souls, the incorporeal essence of a 
  living thing. This more evident when he performs 
  the Penance Stare. He can do various things 
  with it:
  Soul Reading: Incredible. As stated above, he 
  can read the souls of his victims and judge their 
  innocence and guilt, their sins and identity.
  Soul Consumption: Amazing. He can consume 
  souls if the individual is degenerate and heartless 
  to an extent where the victim becomes lifeless.
  Dimensional Travel: Amazing. Ghost Rider is 
  able to traverse different dimensions. Though it 
  may have some complications due to Johnny 
  Blaze unfocused behavior, he can open vortexes 
  to escape other realms.
  Mystical Chain Projection: Amazing. Ghost Rider 
  wields a mystical chain that is capable of growing 
  in length, cutting through almost anything, and 
  transforming into other weapons. He can also 
  spew and project chains from his mouth or chest 
  at will, and control the movements with his mind.
  Feeble Elongation enables the chain to reach up 
  to one area away.
  Self-Size Alteration: Poor. In the past, Ghost 
  Rider demonstrated his ability to increase his 
  size. After being shrunkened, he was able to 
  grow back to his original height through a sheer 
  act of will. Recently, he once again perform this 
  action but only heightening himself against beings 
  such as Thor and Satana Hellstrom.
  Penance Stare: If Ghost Rider successfully 
  grapples with someone for one round, the 
  opponent is forced to look into his eyes. The 
  victim must make an Endurance FEAT or lose 
  one rank of Psyche permanently (although this 
  rank could be regained through training). The 
  victim also needed to make a Psyche FEAT at 
  the newly-reduced rank against Monstrous
  intensity to avoid passing out due to psychic 
  trauma for 1-100 rounds. If the target’s Psyche is 
  brought below Feeble, their spirit was irretrievably 
  lost and he or she goes insane. This only works 
  against evil people and criminals who have hurt 
  others.
  Weaknesses
  All Ghost Riders possessing the Spirit of 
  Vengeance have common disadvantages:
  Heavenly Weapons: Are at a +2CS for damage or 
  effects. Any weapon crafted from Heaven or 
  blessed can mutilate the Ghost Rider. This is the 
  only way to decapitate a Spirit of Vengeance.
  Host Separation: Exorcism: Though killing with a 
  Heavenly weapons is one way, another way to 
  defeat the Ghost Rider is to separate the Spirit 
  away from the host, such as if an  exorcism is 
  completed the Ghost Rider will be at a -2CS for 
  purposes of resisting the effects. This makes the 
  host return to be mortal but the Spirit will remain 
  in it’s current state until it finds a new body to 
  inhabit.
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  STATISTICS:
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  Health: 3250
  Karma: 250
  Resources: CL 3000
  Popularity: -1000
  BACKGROUND
  Aliases: Lord Marduk; Adversary; Great Red 
  Dragon; Lord of the Pit; God of the End of all 
  Things; Lucifer; Simon Garth; Lord of Darkness; 
  Lord of Damnation; Torment and Ruin; Angel of 
  Light; The Tempter; Lord of the Flies; Lord of 
  Lies; Master; Prince of Darkness; Prince of Evil; 
  Prince of Hell; Lou; the Devil; B.L. Zeebub; 
  Nicholis Eblis; Miles Gorney; Trachos; Fallen 
  One; Uninvited Guest; Black Halo; the Morning 
  Star.
  Relatives: Sinifer (alleged 
  great-great-grandfather); Dormammu 
  (alleged great-grandfather); Satannish 
  (alleged grandfather); Daimon Hellstrom 
  (son); Satana Hellstrom (daughter);
  Demona (granddaughter).
  Affiliation: Hell-Lords; Lord of the 
  Infernal Armies of Hell.
  Base Of Operations: Hell; formerly 
  Heaven.
  Unusual Features: Horns.
  KNOWN POWERS 
  Demonic Form: Marduk Kurios is a hostile
  supernatural being.
  Power Source: Marduk Kurios derives his powers
  from his pocket dimension of Hell. If he is away
  from Hell, his Endurance drops to CL1000.
  Dimension Travel: Unearthly rank.
  Interdimensional Teleportation: Marduk Kurios
  can teleport within his dimension of Hell at 
  CL1000 rank.
  Diminution: (Atomic Shrinkage): Unearthly rank.
  Enchantment: Marduk Kurios has the Shift-Z
  ability to create magical items, usually for the use
  of his minions.
  Enlargement (Atomic Growth): Unearthly rank.
  Forced Reincarnation: Marduk Kurios has the 
  Unearthly ability to take a disembodied soul and 
  place it into a new body.
  Immortality: Marduk Kurios does not age, at least 
  not at a rate humans can recognize.
  Invisibility (all types): Unearthly rank.
  Kinetic Bolts: Marduk Kurios can fire blasts of 
  Monstrous rank.
  Levitation: Unearthly rank.
  Magic Control: He has Unearthly control over any 
  magic anyone tries to use in his realm.
  Matter Control (all forms): Unearthly rank.
  Neural Manipulation: He has Unearthly control 
  over victims’ nervous systems and can cause up 
  to power rank damage.
  Power Control: He has Unearthly control over any 
  physical powers anyone else tries to use in his 
  dimension.
  Talents:
  Leadership, Occult Lore, Demonology.
  Contacts:
  Hellish minions.
  Additional Notes:
  Marduk Kurios has three main goals-collect souls, 
  control people, and instill fear.
  HISTORY
  Marduk Kurios has two origins:
  (1)
  He was one of the many demons and Hell-Lords 
  who arose from the primeval concentration of 
  energy left behind by the ousting of the Elder 
  Gods by the Demogorge, then shaped by the 
  unconscious desires of the early human 
  worshippers.
  (2)
  He was Lucifer, and led the rebellion against 
  Paradise. According to himself, in  ancient times 
  Satan tried to amass power, possibly from 
  Heaven. Still having the form of an angel, 
  Marduk/Lucifer was proposed the Covenant
  MN(75)
  UN(100)
  MN(75)
  CL 3000
  MN(75)
  MN(75)
  UN(100)
  Marduk Kurios (Satan)
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  MAIN CHARACTERS
  
  by God, and defied him, stating that as a 
  supreme being, he could change the rules 
  whenever he wished. God consequently agreed 
  to step away. He then degenerated into 
  becoming a demon, who ruled one of the 
  several realms of Hell. Sometime after the Great 
  Flood, the battles between the Hell-Lords used to 
  take place on Earth. After having seen Marduk’s 
  power during a battle, the Sumerians started 
  worshiping him, also recording his real name. In
  trigued by this new worship, he kept track of the  
  mortal realm over the centuries. Through time, 
  Marduk took control of a very large part of Hell,  
  falsely adopting the titles of Satan, Lucifer, and 
  Devil in order to further strengthen his power 
  and devotion. He became enamored by a family  
  of Satanists called Hellstrom and took the shape  
  of one of them. In this guise he married the 
  mortal Victoria Wingate and soon after moved to 
  Fire Lake,  Massachusetts. There Victoria gave  
  birth to Daimon Hellstrom, and a year and a half  
  later gave birth again, this time to Satana 
  Hellstrom. Over the years Marduk could see that 
  his son did not care for his dark family legacy  
  and instead lavished affection to his daughter 
  who did. While performing a ritual with his 
  daughter involving animal sacrifice, Victoria 
  accidentally walked in and Daimon once he was 
  old enough to discovered Marduk’s true nature. 
  Driven insane, Victoria spent the remainder of 
  her life in an asylum where she kept a diary she 
  meant to give to Daimon once he was old enough 
  to understand.
  Marduk took Satana with him to his Hell realm  
  while he left Daimon on Earth to be cared for by 
  servants. Upon his 21st birthday Marduk invited 
  his son to rule by his side, offering eternal life and 
  power. Daimon rejected his father’s wishes and 
  stole Marduk’s Netheranium trident, taking with 
  him a portion of Marduk’s power. Thus the rivalry 
  between father and son began.
  Marduk then tested Satana’s loyalty by having  
  her battle four sorcerers. Killing them she 
  discovered that her father was behind the plot. 
  When she was confronted by him Satana failed  
  to kill one of her new allies in honor of her father. 
  This angered Marduk and he banished Satana to 
  remain on Earth until her first mortal death.
  In a battle with the Defenders, Daimon’s evil soul 
  was released and he agreed to serve his father in 
  Hell. During Daimon’s final training Marduk asked  
  Daimon to kill a human in his honor.
  When Daimon failed to comply Marduk revealed  
  that although he has lived under many faces over  
  the centuries that not all of them have been evil. 
  He told Daimon that he was secretly pleased with 
  his choice but then banished him to Earth, no  
  longer under his care.
  Daimon eventually learned is father’s true name 
  from the witch LaVoisin. When next he confronted  
  his father, he used this name and received a 
  black halo over his head and became the new  
  ruler of his father’s realm in Hell.
  Greatly reduced in power, Marduk tricked the 
  male witch Andrew Kale into opening the Tome of 
  Zhered-Na. In doing so the demon Hellphyr was  
  released. The Hellphyr then began to attack  
  various magical persons in order to steal their 
  power and kill them shortly after. In causing this, 
  Marduk had hoped to rid the world of a good 
  percentage of its magic users in order for him to 
  acquire a better rank among magic’s stairway.  
  Marduk offered Satana the opportunity to help 
  him in this scheme and thus receive a higher  
  standing herself in the realm of magic. Refusing 
  his offer, Satana killed the Hellphyr with the help 
  of her fellow witches Jennifer Kale and Topaz. In 
  doing so Marduk made enemies of both his 
  children as he searches for another way to regain 
  his previous level of power.
  Despite the continuing conflict he has with his  
  children, Marduk still receives offerings  of  
  human souls from his daughter Satana. For every  
  nine souls she devours, she offers her tenth 
  victim’s soul to her father.
  Throughout time, he possibly started believing 
  himself to his own lies, claiming to be the original 
  Satan, also acting like him. On one such 
  occasions, he tried to oppose the Chaos King 
  from taking over Hell, but his power was not 
  enough, and he was temporarily absorbed by the 
  entity. He was presumably freed after the Chaos  
  King was defeated. Marduk appeared again at 
  the Devil’s Advocacy, the Hell’s “executive 
  council”, where he, among the other Hell-Lords,  
  discussed about how to treat the Serpent’s 
  situation. Marduk later reappeared when the soul 
  of Wolverine went to Hell and was tortured by 
  demons. In Wolverine’s place was a demon who 
  possessed Wolverine’s body. With the help of the 
  X-Men and Daimon Hellstrom, Wolverine 
  eventually returned to his body.
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  STATISTICS:
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  Health: 18
  Karma: 80
  Resources: EX(20)
  Popularity: 0
  BACKGROUND
  Real Name: Necrodamus.
  Occupation: Sorcerer.
  Affiliation: Legion of the Unliving, former
  servant of the Nameless One.
  Place of Birth: Unknown.
  Marital Status: Single.
  KNOWN POWERS 
  Magic: Necrodamus is a Sorcerer of
  Master level. He has Amazing Reason in
  matters of the occult.
  Many of Necrodamus’ spells have yet to
  be revealed, but they include:
  Eldritch Bolt: Necrodamus fires energy
  blasts with Incredible force and a range
  of 3 Areas.
  Energy Shield: Necrodamus can create
  protective shields of Amazing strength.
  Talents:
  Occult Lore; Demonology.
  Contacts:
  None.
  HISTORY
  Necrodamus was born with a shriveled
  body, so he turned to black magic to
  gain the power his physical frame
  lacked.
  PR(4)
  PR(4)
  PR(4)
  TY(6)
  RM(30)
  EX(20)
  RM(30)
  NECRODAMUS
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  Health: 96
  Karma: 26
  Resources: Not Applicable
  Popularity: 0
  BACKGROUND
  Real Name: Ragnar the Dark Dwarf.
  Occupation: Blacksmith.
  Base Of Operations: Popocatepétl Volcano, 
  Mexico; formerly Nidavellir.
  Eyes: Red.
  Hair: Bald with red beard.
  Unusual Features: Sometimes glowing eyes.
  Place of Birth: Unknown.
  Marital Status: Single.
  KNOWN POWERS 
  Dense Flesh: Typical Body Resistance.
  Resistance: Aging and Disease: Unearthly.
  Longevity: Does not age, at least not at a 
  rate humans can recognize.
  Talents:
  Blacksmith.
  Contacts:
  None.
  Additional Notes:
  The third race of Asgard is the Dwarves. Dwarves 
  are smaller in stature than the gods, and have 
  squat, stocky bodies. Their average height is four 
  feet. The Dwarves tend to be craftsmen and 
  farmers who maintain friendly trade and peace 
  relations with the Gods. Dwarves dwell in the land 
  of Nidavellir, which is part of the landmass where 
  Asgard and Vanaheim are situated. When 
  presenting himself to visitors, Ragnar referred to 
  himself in the third person.
  EX(20)
  TY(6)
  RM(30)
  IN(40)
  GD(10)
  TY(6)
  GD(10)
  RAGNAR
  HISTORY
  Ragnar is a Dwarf of Nidavellir who “took a turn 
  toward the dark side”. Needing the hottest 
  possible fires for his forge, and having a liking for 
  volcanos, Ragnar established himself in the 
  Popocatepétl Volcano, in Mexico. He was 
  approached by Razan, lieutenant of Necrodamus, 
  to transform Judas’ Silver into an Angel-killing 
  weapon in order to kill Michael during the 
  Covenant, a diplomatic summit held every 
  thousand years between Hell and Heaven.
  Quickly, Ragnar was very specific on the fact he 
  needed all of Judas’ Silver, at a moment where a 
  sliver of it was in possession of Johnny Blaze, 
  Daimon Hellstrom and Blade. He produced 
  anyway a weapon, used by Necrodamus to kill 
  Barachiel and other angels as a demonstration 
  for Beleth, the emissary of the Infernal Armies of 
  Hell. When Necrodamus still didn’t returned the 
  missing silver, Ragnar became less amicable and 
  issued a clear statement: If he wanted the 
  weapon, he had to bring the thirtieth piece of 
  silver to him. The silver was soon brought back to 
  Necrodamus, for Ragnar to complete the creation 
  of the Archangel Killer.
  He was then visited by Johnny Blaze, Blade, 
  Daimon and Satana Hellstrom who tried to gather 
  information by pretending to want to have a 
  weapon made, then drifting the subject to his 
  “latest project”. Ragnar deducted the group’s 
  goals and attacked them, but was quickly 
  subdued and convinced to give them the 
  information they needed.
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  Health: 170
  Karma: 70
  Resources: RM (30)
  Popularity: -10
  BACKGROUND
  Real Name: Razan.
  Unusual Features: Black spots around the 
  eyes, dark blue lips (unknown if natural or 
  make-up).
  Identity: Public (Dark Dimension).
  Other Known Aliases: Night Jackal.
  Marital Status: Single.
  Known Relatives: Osiris (father); Mother 
  (Unrevealed).
  Base of Operations: The Dark Dimension.
  KNOWN POWERS 
  Immortality:Razan is ahalf-goddess of 
  the Heliopolis pantheon and as such has 
  CL1000 resistance to aging and disease.
  True Invulnerability: Razan has 
  Incredible resistance to physical and 
  energy attacks.
  Weapons
  Egyptian Axe: Monstrous Edge damage; 
  Material: Shift-Y.
  Talents:
  Weapon Specialist: Egyptian Axe; Occult 
  Lore.
  Contacts:
  None.
  Additional Notes:
  Since her release from imprisonment, 
  Razan remained estranged from her 
  father Osiris.
  AM(50)
  RM(30)
  AM(50)
  AM(50)
  GD(10)
  RM(30)
  RM(30)
  RAZAN
  HISTORY
  Razan was a half-goddess, daughter of Osiris. At  
  some point, for reasons unrevealed, she was  
  sentenced to imprisonment for 2,000 years by  
  her fatherOsiris.
  She was released from imprisonment by the 
  sorcerer Necrodamus, and, as a matter of honor, 
  was forced to serve him. That tale ended up 
  spreading among the magical underworld. Razan 
  became Necrodamus’ lieutenant, and assisted 
  him in his plan of creating an Angel-killing 
  weapon from Judas’ Silver in order to kill Michael 
  during the Covenant, a diplomatic summit held 
  every thousand years between Hell and Heaven. 
  After she retrieved the Judas’ Silver from the 
  monastery it was secured in Akeldama with the 
  help of the keeper of the key, who gave it up in 
  exchange for a spell book, Ragnar the Dark 
  Dwarf was asked to forge the weapon from it. 
  When an angel, a spy among Necrodamus’ 
  operation, managed to flee after being shot with a 
  silver bullet, a thirtieth of the total silver, Razan 
  was tasked by Necrodamus to oversee the 
  situation and dispatched a couple of minor 
  demons to retrieve it. The angel found Johnny 
  Blaze, the Ghost Rider, and handed him the silver 
  before dying. The demons tried to have Blaze 
  give them the silver but were both destroyed by 
  him. Necrodamus consequently summoned the 
  Bloodhound to help Razan retrieve the silver, 
  threatening her should she fail again.
  Razan instated a bounty upon Blaze and the 
  silver, leading demons such as Eduardo, owner 
  of Eduardo’s Rare & Collectible Books, to try to 
  retrieve the silver, in vain. She went to Ragnar 
  to explain the “new specifications”, but Ragnar 
  urged his contractors to retrieve the last piece of 
  silver, which was essential for the weapon’s 
  completion. Razan then tracked down everyone 
  who had seen the silver or been in recent contact 
  with Blaze and his ally, Daimon Hellstrom. While 
  the Bloodhound killed the demon Agnes, she 
  went to Curtis and killed him, and also tried in 
  vain to kill the woman who had given her the key 
  to Judas’ silver.
  With the Bloodhound and a pack of demons, she 
  tracked down Edwin, Blaze, Hellstorm, who had 
  been joined since by Blade and Satana 
  Hellstrom. She didn’t managed to kill Edwin, but 
  retrieved the silver while the Bloodhound was 
  slain during the fight. The silver was then taken 
  back to Necrodamus, prompting Ragnar to 
  complete the creation of the Archangel Killer. 
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  MAIN CHARACTERS
  
  Razan was subsequently pardoned by her master 
  for losing the silver in the first place.
  By listening to Beleth, the emissary of the Infernal 
  Armies of Hell to whom Necrodamus had 
  presented his Angel-killing weapons and 
  proposed to kill Michael during the Covenant, 
  Razan deduced her master was being used, and 
  urged him to call off the operation; however, 
  Necrodamus decided to go ahead anyway, 
  having her gather the remaining demons to 
  cover his approach of the Covenant site. 
  During the Covenant, Razan battled the Ghost 
  Rider and then Blade when the Ghost Rider went 
  to stop Necrodamus from killing Michael. As 
  Necrodamus attempt failed, she rescued him 
  from the Ghost Rider’s Penance Stare, declaring 
  them now even and freeing herself of servitude.
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  BloodHound
  F    A     S     E     R     I     P
  30   20     40    50      4      30    6
  Health: 140
  Karma: 38
  KNOWN POWERS
  Body Armor: Rough hides provides
  Remarkable resistance to physical 
  and energy attacks.
  Claws & Fangs: Incredible.
  Enhanced Senses: Amazing rank,
  Hearing&Monstrous rank, Smell.
  Tracking: Monstrous.
  Flight: Winged Flight,Incredible rank; 
  +1CS to FEAT’s involving control in 
  flight.
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  STATISTICS:
  F 
  A 
  S 
  E 
  R 
  I 
  P 
  Health: 100
  Karma: 185
  Resources: GD (10)
  Popularity: 40
  BACKGROUND
  Real Name: Satana Hellstrom. 
  Occupation: Succubus, sorceress. 
  Legal Status: Citizen of the United States with 
  no criminal record. 
  Identity: No dual identity. 
  Other Known Aliases: Queen of Hell, The 
  Devil’s Daughter, Judith Chambers, Julia.   
  Place of Birth: Greentown, Massachusetts.  
  Marital Status: Single. 
  Known Relatives: Victoria Hellstrom (mother, 
  deceased); “Satan” (father); Hellstorm (Daimon 
  Hellstrom) (brother); Demona Hellstrom (niece); 
  Hellcat (Patsy Walker) (ex-sister-in-law). 
  Base of Operations: Mobile.  
  Past Group Affiliations: Hell Lords; formerly 
  Avengers of the Supernatural, Thunderbolts, 
  Witches, Legion of Monsters 
  KNOWN POWERS 
  Succubus: A succubus is a being which extracts 
  human souls and feeds on their psychic energies. 
  To take the souls of men, Satana would usually 
  kiss her victim as she drew forth his soul. To 
  escape Satana’s embrace requires a Red Psyche 
  FEAT roll; failure will drain the victim of one level 
  of Psyche. This Vampiric attack continues until 
  the victim makes his FEAT roll or is drained of all 
  his Psyche, killing them. 
  Levitation: Satana could levitate up or down at 
  Poor speed.
  Mind Control: She could control the minds of 
  beings with Typical or weaker Psyches, so long 
  as she concentrated on the effort. She could 
  attempt to control someone with a Good or better 
  Psyche but the victim may resist with a Green 
  FEAT roll and + 1 CS to his or her Psyche.
  GD(10)
  GD(10)
  IN(40)
  IN(40)
  GD(10)
  MN(75)
  UN(100)
  Satana
  Bolts of Soulfire: Satana could project bolts of 
  mystical energy, “soulfire,” that caused 
  excruciating pain through direct stimulation of a 
  person’s life force. The victim had to make a 
  Yellow Psyche FEAT roll or pass out from the 
  pain. Satana could also project her soulfire 
  as bolts of concussive force that did Remarkable 
  (30) damage. Her Soulfire had a range of 4 
  Areas. 
  Magic: Satana was a Sorceress of Master level. 
  The full range of Satana’s spells were never 
  revealed. She did have the following though: 
  Astral Detection (P): Satana had Amazing ability 
  to detect beings in the Astral Dimension.
  Astral Projection (D): Satana could transport her 
  Psyche into the Astral Dimension with Unearthly 
  (100) ability. 
  Mystical Energy Shield (U): A personal force field 
  of Incredible (40) strength. 
  The Basilisk: Satana contains within her spirit a 
  demon of immense but undefined powers called 
  the Basilisk which she can set free to do her 
  bidding. Each time she set the monster loose, 
  though, it grew more difficult to control. The 
  Basilisk had the following minimum 
  STATISTICS: 
  F: 30  A: 20  S: 50  E: 100  R: 6  I: 40  P: 40 
  Talents: 
  Occult Lore; Mystic Background; Persuasion.
  Contacts: 
  Daimon Hellstrom, Dr. Strange; The Witches.
  HISTORY
  Satana Hellstrom was born a couple years after 
  her brother Daimon. When she was still a child,
  her mother Victoria Hellstrom discovered her 
  husband and Satana performing a black magic
  ritual in the basement of their New England 
  mansion. Victoria went mad upon witnessing her 
  husband’s transformation and died soon 
  afterward. Daimon was placed in an orphanage, 
  and Satana was taken to “Hell” to be trained in 
  the use of her demonic powers.  
  Satana was possessed by a powerful demon 
  called the Basilisk. Satana remained in full control 
  of her mind and body,  however, and the Basilisk
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  MAIN CHARACTERS
  
  had to do her bidding when she released it from 
  her body. However, she became aware that the 
  more she used the Basilisk to serve her ends, the 
  stronger it grew, and that it might one day turn
  against her. 
  Satana was sent to Earth, where she continually 
  needed to feed on souls. She often posed as a
  prostitute to meet her victims.
  Her father continued to test her, Satana 
  eventually refusing to serve him. She tried her 
  best to fight other evil forces as well as learn 
  about humans. 
  At one point, the sorcerer Brian Abelard created 
  an illusion that she was the woman Judith 
  Chambers in a plot to take control of the Basilisk.
  He and the Camarilla of the N’Garai managed to 
  separate Satana and the Basilisk, but Satana 
  called upon the demon’s help before they could
  sacrifice her, killing Abelard and the Camarilla, as 
  well as re-merging the demon with her.
  Satana learned Doctor Strange had used 
  Shartra’s Book of the Damned. His physical body 
  was cursed to be a werewolf, while his astral self 
  was imprisoned by demons. Knowing he was of 
  great importance, Satana freed him and died, as 
  did the Basilisk. 
  After Jennifer Kale infiltrated the Raft with ease, 
  Luke Cage teamed up with Doctor Strange to 
  bring Satana into the Thunderbolts. 
  She escaped together with several other inmates 
  who were members of the Thunderbolts. Due to a 
  failure of the teleportation technology of their 
  tower (caused by Man-Thing), the tower began to 
  move in time as well as in space. They ended up 
  in World War II teaming up with the Invaders to 
  battle the Nazis. They next end up in Victorian 
  London. They went even further back in time 
  ending up in King Arthur’s court in Camelot. 
  They eventually bounced back to the time of the 
  original Zemo-led Thunderbolts team. After the 
  Fixer killed his younger-self, reality began to 
  collapse, forcing the Fixer to assume his younger 
  self’s place. Following this, Satana returned to the 
  future with the rest of the Thunderbolts. 
  Satana eventually returned to the underworld to 
  rule her own Hell. With the business of damnation 
  booming, due to people’s preference to spend 
  afterlife in a chaotic self-indulgent frenzy together 
  with the likes of dead rockstars and overdosed 
  actors, Satana set out to make her realm stand 
  out, by turning Doctor Strange into her Hell’s 
  newest attraction. 
  After abducting Strange from a fight in the 
  Dimension of Dreams, she forced him to eat 
  lethal food from her Hell’s diner, so once he died 
  his soul would be trapped there forever. While 
  Satana left Master Pandemonium to guard 
  Strange, the sorcerer used his astral projection 
  to make himself vomit and stop the food 
  poisoning. Following Strange’s escape, Satana 
  decided to settle with using Jim Morrison instead. 
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  STATISTICS:
  F                                                              
  A                                                              
  S                                                               
  E                                                                 
  R                                                                   
  I                                                               
  P 
  Health: 3200                                          
  Karma: 250                                    
  Resources: CL 3000                         
  Popularity: -1000
  BACKGROUND
  Aliases: Spirit of Vengeance, Noble Kale, Soul 
  Eater, King of Demons.
  Affiliation: Ghost Rider (Blaze); leader of the 
  Fallen, Agent of Lucifer and Mephisto, Cult of 
  Zarathos, formerly Ghost Rider (Jones), Zadkiel, 
  Lilin.
  Base Of Operations: Hell.        
  Occupation: Demon.
  KNOWN POWERS 
  Demonic Physiology: Zarathos is a hostile 
  supernatural being.
  Power Source: Zarathos derives his powers from 
  his pocket dimension of Hell. If he is away from 
  Hell, his Endurance drops to CL1000.
  Dimension Travel: Unearthly rank.
  Interdimensional Teleportation: Zarathos can 
  teleport within his dimension of Hell at CL1000 
  rank.
  Diminution (Atomic Shrinkage): Unearthly rank.
  Enchantment: Zarathos has the Shift-Y ability to 
  create magical items, usually for the use of his 
  minions.
  Enlargement (Atomic Growth): Unearthly rank.
  Forced Reincarnation: Zarathos has the 
  Unearthly ability to take a disembodied soul and 
  place it into a new body.
  Immortality: Zarathos does not age, at least not at 
  a rate humans can recognize.
  Invisibility (all types): Unearthly rank.
  Kinetic Bolts: 
  arathos can fire blasts of 
  Zarathos
  Monstrous rank.
  Levitation: Unearthly rank.
  Magic Control: He has Unearthly control over any 
  magic anyone tries to use in his realm.
  Matter Control (all forms): Unearthly rank.
  Neural Manipulation: He has Unearthly control 
  over victims’ nervous systems and can cause up 
  to power rank damage.
  True Invulnerability: He has Amazing protection 
  from any attack except Magic.
  Invulnerability: Class 1000 to Fire and Heat.
  Power Control: He has Unearthly control over any 
  physical powers anyone else tries to use in his 
  dimension.
  Astral Projection: Unearthly.
  Darkforce Manipulation: Unearthly.
  Death Touch: Monstrous.
  Penance Stare: Unearthly.
  Electricity Control: Monstrous.
  Energy Absorption and Manipulation: Monstrous.
  Hellfire Control and Manipulation: Monstrous.
  Ice Control and Manipulation: Monstrous.
  Possession: Monstrous.
  Shapechange Others: He can do this with 
  Unearthly rank.
  Shrinking (Atomic Shrinkage): Unearthly rank.
  Spirit Storage: He has the CL1000 ability to seize 
  and hold indefinitely millions of souls.
  Summoning: He has Unearthly control over lesser 
  supernatural beings.
  Gateway: Unearthly rank.
  Talents:
  Leadership, Occult Lore, Demonology.
  Contacts:
  Hellish minions.
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  MAIN CHARACTERS
  AM(50)
  MN(75)
  MN(75)
  CL 3000
  RM(30)
  MN(75)
  UN(100)
  
  HISTORY
  Over 21 millennia ago, the demon Zarathos  
  preyed on mankind, a legend even amongst his  
  own kind. Coveting the mystical Medallion of  
  Power, he was opposed by the Blood, humanoid 
  beings with innate magical abilities, and the  
  Spirits of Vengeance, the only beings capable of 
  facing Zarathos head on. They united against  
  him, but a Blood faction dubbed the Fallen came 
  to worship Zarathos, strengthening the demon by  
  channeling mankind’s negative energy into him,  
  and he briefly obtained the Medallion. The Spirits  
  of Vengeance sacrificed themselves to seal 
  Zarathos essence alongside theirs within the  
  Medallion, which the Blood then shattered. To  
  prevent the pieces ever being united, they were  
  given to two separate human families, who were 
  watched over by the Blood Caretaker.
  2000 years ago, hearing the legends, the mage  
  K’nutu led his starving tribe to find Zarathos’  
  early remains, and against the chief’s protest,  
  summoned Zarathos’ essences back to Earth. 
  Though diminished because part of him remained 
  trapped in the Medallion, Zarathos led the tribe to  
  conquer their neighbors in return for worship and 
  souls to consume, beginning with the protesting  
  chief. The Cult of Zarathos built a city of Ten 
  Thousand Souls, but the Hell-Lord Mephisto - 
  angered that Zarathos was destroying souls that 
  might otherwise be his and regarding Zarathos  
  as a potential rival - sent a man, later known as  
  Centurious, to confront Zarathos. When Zarathos 
  tried to consume his soul. Centurious proved to 
  be immune, his soul already claimed by 
  Mephisto; momentary doubt amongst Zarathos’ 
  followers grew when Zarathos proved unable to  
  defeat a manifestation of Mephisto, allowing 
  Mephisto to claim Zarathos’ soul. Over 
  subsequent centuries Mephisto bound Zarathos  
  to human servants, wielding his flames in 
  Mephisto’s cause, his memories wiped to make 
  him compliant. Nearly 20 years ago the Zarathos   
  spirit fragment within the shattered Medallion  
  possessed Max Parrish, rescuing his sister  
  Cammy from the ancient sorcerer Comte St. 
  Germaine. Zarathos would have kept his host  
  stolen body, but a youthful Johnny Storm  
  separated Max from the Medallion. Mephisto  
  apparently claimed the errant soul fragment, as 
  Zarathos’ essence was reportably absent from 
  the Medallion’s later users. Mephisto merged  
  Zarathos with stunt rider Johnny Blaze, one of  
  the Caretakers charges, transforming into the  
  vigilante Ghost Rider.
  Blaze and Zarathos remained bonded for years, 
  their level of control over their shared form  
  varying; twice they were briefly separated, once  
  by the mage Azaziah hoping to usurp Zarathos’  
  power, and them by Mephisto as part of a wager 
  with Asmodeus, but were rejoined both times.  
  Shortly after Nightmare restored Zarathos’ lost  
  memories, Ghost Rider encountered Centurious  
  again; when Centurious was sucked into his own 
  Crystal of Souls, Zarathos willing followed 
  seeking Vengeances, breaking his bond with 
  Blaze.
  Reclaiming the crystal, Mephisto wagered with 
  the Beyonder, who freed Zarathos to break  
  Spider-Man’s spirit, but Zarathos failed and was 
  reimprisoned. Centurious was later freed, 
  perhaps by Mephisto unknowingly carrying  
  Zarathos’ essence within him. Eventually 
  escaping. the initially confused Zarathos joined  
  the demon Lilith and her Lilin in seeking the 
  Medallion pieces, battling the mystical heroes  
  Midnight Sons, who included, Blaze, the new  
  Ghost Rider (Daniel Ketch), and Vengeance all  
  three were the Caretaker’s charges, with the  
  latter two wielding Medallions fragments and 
  possessed by Spirits of Vengeance. The Sons  
  extradimensionally banished the Lilin, but the 
  Fallen’s arrival spared Zarathos.Though Zarathos 
  commanded his followers to convert or kill the 
  remaining Blood, he quietly harbored doubts  
  about repeating past glories, feeling the world 
  offered new passions. He drained Ghost Rider’s 
  essences, but it burned him from within, and the 
  Midnight Sons impaled him with the Blood 
  Foundry’s sword, turning him to stone again  
  while his soul was lost between dimensions. The 
  Sons left him in Cypress Hills Cemetery, unaware 
  Lilith was carrying his child. Mephisto’s son  
  Blackheart later kidnapped Blaze, using him to 
  draw Zarathos back briefly remerging  them as  
  Ghost Rider. Although that bond was seemingly 
  broken, Blaze has since become Zarathos’ host 
  again; how this happened remains unrevealed.
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  TM
  All characters pictured and depicted herin are the sole property of MARVEL COMICS GROUP.
  This publication is a fan-made accessory for the out of print Marvel Superheroes Role Playing Game.
  This publication is not for sale and is for entertainment purposes only. Artwork has been pulled from
  SPIRITS OF VENGEANCE
  AN UNOFFICIAL GAME ACCESSORY
  
SOURCE: textdata/thevault/Marvel Superheroes/New Spirits of Vengeance.pdf