TEXT: HIDEOUTS & HOODLUMS                     
   
  By Scott Casper (after Gygax & Blume) 
  Illustrations by Gill Fox (Crack Comics), W. M. Allison (Star Ranger), Maurice Kashuba (Professor 
  Supermind), Scott Casper (misc., Thor after Roslof), Leonard Sansone (Don Davis, Mystico), Alex 
  Blum (Neon), Art Pinajian (Sgt. Reynolds), Fletcher Hanks (Tabu), Basil Wolverton (Spacehawk), 
  Vernon Henkel (Rock Braddon), August Froehlich (Biff Powers), George Mandel (Ted Crane), John 
  Celardo (Zero), unknown (Jim Hatfield) 
  Copyright 2011 (as if written in 1976) 
   
  Supplement III:  Better Quality 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  2 
   
  Hideouts & Hoodlums is a modification of the SWORDS & WIZARDRY:  White Box Edition rules, with swords 
  and sorcery elements expunged and replaced with elements of the Golden Age of the superhero genre, circa 
  1939.  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch and this author 
  is not affiliated with Matthew J. Finch, Marv Breig, or Mythmere Games™.  This supplement includes material 
  adapted from the core SWORDS & WIZARDRY rules in lieu of White Box Edition, as well as the Open Game 
  License ver. 1.0A psionics rules. 
  With thanks to the creators of Superman and Dungeons & Dragons, for all the people who have 
  swiped from them.  Special thanks to Megan Griffin, Tyler Casper, Steve Lopez, Garry Weinberger, 
  James Hutchings, Ned Martell, and Darci386 for their contributions to this supplement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Great Scott! Games 
  Publisher:  Scott Casper 
  scottenkainen@gmail.com 
  6300 Church Rd., Apt. 112C 
  Hanover Park, IL. 60133 
   
  
  3 
   
  Table of Contents 
  Men and Magic 
  Cowboys· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  5 
  Scientists· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  6 
  Inventing Things· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
  9 
  Powers· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  11 
  Spells· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  15 
  Stunts· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  21 
  Psionics· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  26 
  Psionic Attack and Defense Modes· · · · · · · · · · · · · 
  29 
  Psionic Powers· · · · · · · · · · · · · · · · · · 
   
   
  36 
  Mobsters and Trophies 
  Cougars· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  51 
  Demons· · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  52 
   
  Erinyes · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  55 
  Iguanadons· · · · · · · · · · · · · · · · · · · · · · · · · · · ·   
  57 
  Krakens · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  57 
  Maruts· · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  58 
  Pentaceratops· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
  59 
  Robots· · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  60 
  Satyrs· · · · · · · · · · · · · · · · · · · · · · · · · ·  
   
  62 
  Valkrys· · · · · · · · · · · · · · · · · · · · · · · · · ·  
   
  64 
  Machines· · · · · · · · · · · · · · · · · · · · · · · · ·  
   
  66 
  Transports· · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  67 
  Minor Hi-Tech Trophies · · · · · · · · · · · · · · · · · · · · · ·  
  69 
  Misc. Magic Trophies· · · · · · · · · · · · · · · · · · · · · · · · · 
  71 
  Ancient Mythic Trophies · · · · · · · · · · · · · · · · · · · · · 
  73 
  Underworld and Metropolis Adventures 
  Lost Worlds · · · · · · · · · · · · · · · · · · · · ·  
   
  79 
  Mars· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  81 
  Metropolises· · · · · · · · · · · · · · · · · · · · · · · · · · ·   
  82 
  Mythic Wild West· · · · · · · · · · · · · · · · · · · · · · · ·   
  84 
  Ruins· · · · · · · · · · · · · · · · · · · · · · · · · · · · · 
   
  85 
  Underworld· · · · · · · · · · · · · · · · · · · · · · · · · · · · ·  
  87 
  Appendix A:  Index of Golden Age Heroes· · · · ·   
  94 
  Apendix B:  Index of Comic Book Plots· · · · · · ·   
  99 
  Appendix C:  Index of Real-Life Plot Hooks from 1941 
  108 
  Appendix D:  Index of Themes by Geography for 1941 111 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  4 
   
  Foreword 
  This book is, following the model of the other set of supplements, the final influx of new rules to 
  HIDEOUTS & HOODLUMS, except for what will trickle in from The Trophy Case newsletter.  Because 
  this is a grand finale of sorts, it became time to pull out all the stops and produce (besides mixed 
  metaphors) a supplement that really goes beyond its model.  As originally conceived, H&H was limited 
  to as strict an adherence to the “original game” as possible, but the time has come to throw that out 
  the window.   
       This supplement is jammed with stuff that not only looks familiar, but plays well.  H&H is more than 
  just a simulacrum bound for the collector’s shelf; it is a legitimate source of satisfying game play.  It is 
  a celebration both of a certain type of roleplaying game and a certain type of comic book, in a mix that 
  stays both familiar and unique.  As of this writing, I have personally run H&H for over 40 people from 
  ages 9 to 50 and it has been a joy to hear both their accolades and their criticisms afterward.  It may 
  be my name on the source material, but the growth of H&H has definitely been a group process.   
       As with the previous books, this supplement is broken thematically into sections.  The Editor at 
  home may, of course, discard entire sections for his home campaign, adding or subtracting as much or 
  as little as he likes to the rules for his game.  Nothing in this book is meant to suggest the core 
  rulebooks are incomplete, but rather that there is always room to add more.  While H&H can certainly 
  be played without any supplements at all, the dangers of predictability were well spelled out in the 
  supplement this one emulates.  Indeed, to quote the venerable tome this book emulates, the 
  “supplements have fulfilled the need for fresh ideas and additional stimulation” (and, in a historical 
  context, simulation).  No more will some brave Heroes running down into a hideout, “find something 
  and immediately know how it works.” 
       Lastly, it is worth taking a moment to explain this supplement’s title for those unschooled in the 
  history of obscure comic book companies.  “Better Quality” is not a snarky remark about the contents 
  of the previous books, but is the combination of two different publishers’ names, Better comics and 
  Quality comics.  Though, I suppose, if you do think this supplement is of better quality, then I guess 
  that’s okay too! 
   
  Scott Casper 
  H&H Editor 
  Hanover Park, Illinois 
  28 January 2011 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5 
   
  MEN AND MAGIC 
  CHARACTER CLASSES:  This section introduces the Cowboy and Scientist classes, while continuing 
  the advancement charts for Fighter, Magic-User, Mysteryman, and Superhero.   
  Cowboys 
  In the real world, the days of the cowboys ended before the 20th century began, but in the popular 
  fiction of the 1940s, the Wild West could be as modern as yesterday and as close to big urban 
  metropolises as just heading west out of town.  Out of this mythic Wild West rides the cowboy, a 
  subclass of Fighter.  Examples include the Lone Ranger, the Golden Arrow, and the Masked Raider.  
  Furthermore, this class draws on inspiration from the cowboy Western movies, both feature films and 
  serials, from the start of the ‘40s – movies like Adventures of Red Ryder, Northwest Passage, and 
  Santa Fe Trail – that seem inseparably linked to the comic book cowboy genre. 
  Cowboys must have Strength, Dexterity and Charisma of 11 or higher.  
  Their Prime Requisite is Charisma.  They can trade points of Intelligence or 
  Wisdom for Strength and Dexterity at a cost of 3:1 or trade Strength and 
  Dexterity for Charisma at a cost of 2:1.  Cowboys are restricted to the 
  races of human and half-alien. 
  Cowboys lose the Combat Machine ability of the Fighter class.  Instead, 
  they gain the ability to do stunts.  Stunts are handled like spells, in that a 
  Cowboy can perform only a certain number of them per day and has a pool 
  of stunts to choose from.  The Cowboy does not have to prepare or memorize a stunt in advance, but 
  can choose them as he needs them.  At the Editor’s discretion, the players of Cowboys may be 
  allowed to develop their own stunts, but stunts are not and should never be allowed to be as powerful 
  as powers or spells of the same level. 
  At 9th level, the Cowboy can establish a stronghold, like the Fighter, though the Cowboy’s stronghold is 
  always a ranch. 
  Cowboys are unrestricted in weapons, but cannot wear armor.   
  Cowboys save as per Fighters; they enjoy a +2 bonus to saves against poison and missiles, and a +1 
  bonus to saves against science and plot. 
  Cowboys use a d6 for Hit Dice. 
   Table 1: Cowboy Advancement 
  Level 
    XP 
   
    HD 
    BHB    ST 
   
  Level Title 
   1 
   0 
   1+1 
   +0 
   16 
    Sidekick  
   2 
   2,000 
   2 
   +1 
   15 
    The Kid 
   3 
   4,000 
   3 
   +2 
   14 
    Rider 
   4 
   8,000 
   4 
   +2 
   13 
    Buckaroo 
   5 
   16,000 
   5 
   +3 
   12 
    Gunslinger 
   6 
   32,000 
   6 
   +4 
   11 
    Deputy 
   7 
   64,000 
   7 
   +4 
   10 
    Sheriff 
   8 
   128,000 
   8 
   +5 
   9 
    Marshal 
   9 
   256,000 
   9 
   +6 
   8 
    Range 
  10  
   506,000 
  10 
   +6 
   7  
    Cowboy 
  11 
  756,000 
  11 
   +7 
   6 
    Singing Cowboy 
  12 
  1,006,000 
  12 
   +8 
   5 
    King of the Cowboys 
   
   
  
  6 
   
  Table 2: Cowboy Stunt Advancement 
  Level 
   Stunt Level 
   
   1 
    2 
     3 
        
  1 
  1 
  - 
  - 
  2 
  2 
  - 
  - 
  3 
  2 
  1 
  - 
  4 
  3 
  1 
  - 
  5 
  4 
  2 
  1 
  6 
  5 
  2 
  1 
  7 
  6 
  3 
  1 
  8 
  7 
  3 
  2 
  9 
  8 
  4 
  2 
  10 
  9 
  4 
  2 
  11 
  9 
  5 
  3 
  12 
  9 
  5 
  3 
  Fighters   
  Table 3: Fighter Advancement (cont.) 
  Level 
  XP 
   
   HD 
   BHB 
   ST 
   
  15 
  1,662,000 
  10+10 +10 
  6 
  16 
  1,912,000 
  10+12 +10 
  6 
  17 
  2,162,000 
  10+14 +11 
  6 
  18 
  2,412,000 
  10+16 +12 
  6 
  Magic-Users 
  Table 4: Magic-user Advancement (cont.) 
  Level 
   XP 
   
    HD 
    
   
  BHB 
    ST 
      
   17 
   2,740,000 
  6d6+6 or 12d4+5 
  +7 
   5 
   18 
   3,040,000 
  6d6+7 or 12d4+6 
  +7  
   5 
   Table 2: Magic-user Spell Advancement 
  Level 
   Spell Level 
   
   1 
    2 
     3 
       4 
        5 
   
  6 
  7 
  8 
   
  9 
   17 
  6 
  6 
  6 
  5 
  5 
  5 
  2 
  2 
  - 
   18 
  6 
  6 
  6 
  6 
  6 
  5 
  2 
  2 
  1 
  Mysterymen 
  Table 5:  Mysterymen Advancement 
  Level 
   XP 
   
     HD 
       BHB  
  ST 
  Special Abilities 
  15 
  775,000 
  8d6 
  +6 
  5 
  6 in 10 invisible 
  16 
  950,000 
  9d6 
  +6 
  5 
  7 in 10 notice things, 2 in 3 pilfer, +5 to 
  signature move 
  Scientists 
  Just as the Magic-User strives to learn the arcane secrets of the universe, the Scientist strives to learn 
  the scientific secrets of the universe.  Ordinary scientists might be content to unlock such secrets by 
  conventional means and some would call these other scientists mad for how unordinary they are.  
  Their inventions are seldom practical and never work long for anyone but themselves, but their 
  inventions are surely pushing the boundaries of what is possible for science. 
  
  7 
   
  There are few examples of “pure” scientists from the Golden Age of Comics who are not evil mad 
  scientists or wacky sidekick characters.  There was Professor Supermind.  Dr. Miracle was a character 
  who was half-Magic-User/half-Scientist.  Doc Savage from the pulps surely had a level or two in 
  Scientist, as would Skyman from the comic books.  An Editor looking to run a magic-free campaign 
  might need the Scientist class to take the Magic-User’s place and the Editor is always free to use the 
  Scientist class to build his own mad scientist villains.  Prime Requisite is Intelligence (may trade STR 
  for INT at 2:1 or WIS for INT at 3:1). 
  Weapon/Armor Restrictions:  Scientists spend way too much time in the 
  lab to learn how to properly fight or defend themselves.  They can use 
  clubs, daggers, or knives as weapon and cannot wear armor (though 
  cover is allowed). 
  Inventing Things: For the new rules for inventing things, see below.  
  Hi-Tech Items: Out of professional pride, Scientists are limited to carrying 
  no more than four hi-tech items at a time they did not invent themselves. 
  Saving Throws:  They enjoy a +2 bonus to saves against science and 
  poison and a +1 bonus to saves against missiles and plot. 
  XP Bonus for Intelligence: This class bonus is due to a high intelligence attribute. 
    Table 6: Scientist Advancement 
  Level 
   XP 
   
    HD 
    
   BHB 
    ST 
     Level Title 
  1 
  0 
   1d4  
  +0 
  15 
  Whitney 
  2 
  2,750 
   2d4  
  +0 
  14 
  Zworkin 
  3 
  5,500 
   3d4 
  +0 
  13 
  Wright 
  4 
  11,000 
   4d4 
  +0 
  12 
  Bell 
  5 
  22,000 
   5d4 
  +1 
  11 
  Watt 
  6 
  44,000 
   6d4 
  +1 
  10 
  Tesla 
  7 
  88,000 
   7d4 
  +2 
  9 
  Edison 
  8 
  176,000 
   8d4 
  +2 
  8 
  Da Vinci 
  9 
  352,000 
   9d4 
  +3 
  7 
  Einstein 
  10 
  652,000 
  10d4 
  +3 
  7 
  Scientist 
  11 
  952,000 
  10d4+1 
  +3 
  6 
  Ultra-Scientist 
  12 
  1,250,000 
  10d4+2 
  +4 
  6 
  Ultra-Scientist 
  13 
  1,550,000 
  10d4+3 
  +4 
  6 
  Ultra-Scientist 
  14 
  1,850,000 
  10d4+4 
  +4 
  5 
  Ultra-Scientist 
  15 
  2,150,000 
  10d4+5 
  +4 
  5 
  Ultra-Scientist 
  Superheroes 
  Costume Armor: The gaudy costume of the Superhero is itself a psychological weapon, intimidating anyone 
  trying to attack the Superhero.  Hence, the more outrageous and colorful the costume, the better protected the 
  Superhero is. Anyone of lower level than the Superhero is automatically affected, while everyone of equal or 
  greater level to the Superhero is entitled to a save against plot to ignore it.  Certain mobsters (plants, undead, or 
  other mindless things) are always immune to Costume Armor. 
  In terms of Armor Class, points of armor are “purchased” with costume details and effective against anyone not 
  able to ignore the effect.  For costume details, see the Armor Class section below.   
   
   
  
  8 
   
  Table 7: Superhero Advancement (cont.) 
  Level 
  XP 
   
     HD 
    
  BHB 
   ST 
   
  15 
  2,350,000 
  9d6+3 
  +9 
  5 
  16 
  2,750,000 
  10d6+4 
  +9 
  5 
  17 
  3,150,000 
  11d6+5 
  +10 
  5 
  Table 8: Superhero Power Advancement 
  Level 
   Power Level 
   
   1 
     2 
     3 
       4 
        5 
   
  6 
  7 
   
   
   
   15 
  6 
  6 
  5 
  5 
  5 
  3 
  - 
   16 
  6 
  6 
  6 
  5 
  5 
  4 
  1 
   17 
  6 
  6 
  6 
  6 
  5 
  4 
  2 
  Equipment and Costs: 
  Table 9: Equipment (cont.) 
  Items 
   
   
   
   
   
  Cost 
  Weight 
  Arms 
   
   
  Browning .45 automatic pistol 
   $20 
  3 lbs. 
  Elephant gun (.357 H&H Magnum rifle) 
   $60 
  13 lbs. 
  Silver bullets, case of 10 
   $30 
  1 lb. 
  Smith & Wesson .357 Magnum revolver 
   $55 
  3 lbs. 
  Smith & Wesson .38 revolver 
   $22 
  2 lbs. 
  Armor 
   
   
  Padded sports uniform 
   $15 
  8 lbs. 
  Gear 
   
   
  Chainsaw 
  $20 
  12 lbs. 
  Animals 
   
   
  Dog, Guard 
  $65 
  60 lbs. 
  Dog, Hunting 
  $35 
  40 lbs. 
  Falcon, Trained 
  $75 
  2 lbs. 
  Horse, Quarterhorse 
  $650 
  1,000 lbs. 
  Horse, Racehorse 
  $1,250 
  1,000 lbs. 
  Horse, Trained Thoroughbred 
  $2,500 
  1,100 lbs. 
  Furnishings 
   
   
  Lab, scientific or magical 
  $1,000 
  N/a 
   
  GAME PLAY 
  Calculating Costume Armor: The following factors are worth 
  one half-point of Armor Class for Superheroes (but see 
  Superheroes above for more details): 
  1. Boots, knee-high 
  2. Bracers 
  3. Cape, half-length to full-length  
  4. Chest emblem or insignia 
  5. Crossed baldrics 
  6. Gauntlets, flared 
  7. Helmet with an unusual feature, like attached goggles, being bullet-shaped, a top fin, or wings on it 
  8. Hood or mask that conceals at least half the face 
  9. No pants 
  10. No shirt 
  11. Patriotic flag theme 
  12. Sash 
  
  9 
   
  13. Two or more primary colors prominently used 
  14. Underwear or girdle on the outside 
  A Superhero wearing all 14 factors above would have a –7 bonus to AC.  Always round down, so only 
  one half-point offers no AC bonus at all.  The same costume element cannot be stacked, so wearing 
  two capes at the same time would still only count as one half-point.  Editors concerned that players 
  are abusing this benefit by always using all 14 elements may restrict Superheroes to 1d6 random 
  points of armor, or no more than 1 point of AC per level no matter how many elements are worn. 
  Magic Weapons Needed to Hit:  There are a variety of monstrous mobsters that require special 
  weapons, usually magical, in order to damage.  Yet, in many H&H campaigns, even mid-level Heroes 
  might not have acquired magic weapons yet in a more technology-based campaign.  In these 
  circumstances, the Editor would be wise to allow other means of damaging such creatures.  A strong 
  flashlight might do 1d3 damage to an undead shadow, for example, or a water hose doing 1d6 
  damage to a fiery baalrog demon.  Other common sense solutions might come to mind.   
  Another option is to allow ordinary weapons to do damage, but only after subtracting 10 points off the 
  damage total first so that a weapon doing 10 damage or less would be harmless. 
  Inventing Things 
  The following are expanded rules for inventing things for use with the Scientist class.  The rules for 
  other classes to invent things, found in Book II: Mobsters and Trophies, are still valid.  The only class 
  still restricted from inventing hi-tech items is the Magic-User 
  The technology level table below reflects the priorities of the Scientist, his chance of success at each 
  level of priority, and some examples of what hi-tech items are available at each level. This table does 
  not necessarily coincide with the Scientist’s level.  At 1st level, a Scientist will have level 1 in all five 
  categories, but at each subsequent level of Scientist he will be able to bump up two categories by one 
  level of technology, or one category by two levels.  For example, a 5th level Scientist could choose not 
  to specialize at all and divide his levels more evenly, being level 3 in mad science, robots, and 
  transportation and level 2 in guns and pills; or the Scientist could really specialize and be level 9 in 
  mad science and level 1 in everything else; or any combination in between. There are five categories 
  of invention: guns, mad science, pills, robots, and transportation.  Explanations follow the table below.   
  The chance of success column refers both to the odds of the Scientist successfully inventing the item 
  and the chance of the invention functioning correctly on any particular turn.  The Scientist does not 
  have to work the invention himself; it can be used by anyone with the same chance of success if 
  shown how to work it first (one turn of instruction required for average Intelligence).  However, if the 
  Scientist works the invention, he may bump up his odds to an automatic success a number of times 
  per day equal to his level in Scientist.  For example, a 15th level Scientist who has never raised his 
  level in robots above 1 only has a 1 in 20 chance of his robot functioning correctly per turn – except 
  when the Scientist uses one of his 15 automatic successes per day for the robot.  If the Scientist has 
  already squandered his 15 auto successes for the day on other categories, then he will have to rely on 
  his 1 in 20 chance for his robot the rest of the day.  
  Just because a Scientist is higher in level than he needs to be for a type of invention does not mean 
  his chance of success goes up.  A 5th level Scientist trying to make a gas gun still only has a 1 in 4 
  chance to make one, despite the fact he could be making more advanced paralysis rayguns.  
   
  
  10 
   
  Table 10: Inventing for Scientists 
   
   Chance of 
   
   
  Level 
   Success 
   
  Examples 
  1 
  1 in 20 (5%) 
  Guns +1, florescent light wands, healing pills, 1 HD robots, jeeps 
  2 
  1 in 10 (10%) 
  Guns +1/+2, sleep gas guns, growth pills, 2 HD (man-sized) robots, aquatic cars  
  3 
  1 in 6 (16%) 
  Guns +2, ESP helmets, fire resistance pills, 3 HD robots, 2-seat helicopters  
  4 
  2 in 10 (20%) 
  Guns +2/+3, web guns, invisibility pills, 4 HD (large) robots, 2-seat fighter planes 
  5 
  1 in 4 (25%) 
  Guns +3, paralysis rayguns, speed pills, robot armor, 4-man submarines 
  6 
  2 in 6 (33%) 
  Guns +3/+4, lightning rayguns, flying pills, 6 HD robots, 1-seat jet planes 
  7 
  4 in 10 (40%) 
  Guns +4, polymorphing machines, extra-healing pills, 7 HD (huge) robots, 3-seat 
  orbital rocket planes 
  8 
  2 in 4 (50%) 
  Guns +5, dimensional portals, superheroism pills, huge robot armor, 4-seat lunar 
  landers 
  9 
  6 in 10 (60%) 
  Intelligent guns, telekinesis helmets, invulnerability pills, 9 HD robots, 5-seat Venus 
  shuttles 
  10 
  4 in 6 (66%) 
  Bombs, cloudkill machines, 1d8 pills , 11 HD robots, 6-seat Mars rockets 
  11 
  7 in 10 (70%) 
  Heavy mortar cannons, weather control machines, 1d10 pills , 13 HD robots, 7-seat 
  Jupiter rockets 
  12 
  3 in 4 (75%) 
  - , disintegrate rayguns, 1d12 pills, 15 HD robots, 8-seat Saturn rockets 
  13 
  8 in 10 (80%) 
  - , anti-gravity engines, - , 17 HD (giant) robots, 9-seat Uranus rockets 
  14 
  5 in 6 (83%) 
  - , simulacrum-making machines, - , - , 10-seat Neptune rockets 
  Guns:  This category refers to practical combat inventions of both an offensive and defensive nature.  
  If a Scientist wanted, for example, to invent a bulletproof vest +3, he would need to be at least level 5 
  in Guns first.  Guns with a slash refer to all guns with special characteristics.  For example, a Scientist 
  would need to be level 2 in Guns to make a gun +1, +2 vs. hoodlums.  A malfunctioning gun of level 5 
  or below simply jams and needs repair time to fix.  A malfunctioning gun of level 6 or higher backfires 
  against the wielder and does 1d6 damage.  Malfunctioning armor offers no AC bonus.    
  Mad science: This most general category refers to any machines that duplicate spell- or power-like 
  effects.  Some of the examples in the above table are called guns, but are treated as mad science 
  because they shoot something besides bullets.  The above examples also give only the barest of 
  guides to what is possible.  Though this category offers the greatest versatility, it also has two 
  significant drawbacks.  One is mass.  Mad science inventions tend to be heavy, 50 lbs. per level in 
  general.  Even something small in design, like a helmet, may need to be connected by wires to a 
  heavy backpack or, at higher levels, something even less portable (though wheels are always 
  possible).  The other drawback is volatility.  A malfunctioning mad science invention does damage to 
  the user equal to half the level of the invention (rounded down) in d6.  So, for example, someone 
  trying to use a malfunctioning simulacrum-making machine will instead take 7d6 damage (with a save 
  against science possible to half damage again).  The invention is damaged beyond use at that point 
  and needs repair.            
  Pills:  The obvious limitation on pills is that they are one-use only items.  They can also malfunction; if 
  a pill malfunctions, secretly roll randomly on a pill trophy table for what effect the pill produces instead.  
  The new result cannot be beneficial and if that was rolled then the pill simply has no effect instead.  
  For example, a malfunctioning healing pill, when re-rolled, could turn out to be a pill of fire resistance.  
  This is an acceptable result, so long as the Scientist is not in a situation like combat against someone 
  hurling bottles of flaming oil or needing to cross a ring of fire to enter a building.  The benefit of pills is 
  that they can be manufactured in greater quantity – 1d6 at a time, except at level 10 or higher (see the 
  above table).  
  Robots:  Robots have several distinct advantages.  The more obvious one is that robots can fight or 
  
  11 
   
  accomplish other tasks for the Scientist.  Another benefit is that the Scientist does not have to be in 
  contact with the robot to control it.  Robots are controlled by either remote controllers or voice 
  activation, both of which have a range of 10 ft. per level in robots the Scientist has.  The downside of 
  robots is that, when a robot malfunctions, it runs amok and keeps attacking random targets (including 
  the Scientist and his allies) until disabled.  If disabled before being reduced to 0 hp or without being 
  wrecked, a malfunctioning robot only needs to be repaired. If wrecked or destroyed, a robot would 
  have to be rebuilt from scratch. 
  Transportation:  A malfunctioning form of transportation is dangerous because it is most likely going 
  to malfunction while in motion and lead to a crash.  Damage from a crash can be worked out using the 
  ramming damage explained in the vehicular combat section of Book III:  Underworld and Metropolis 
  Adventures or, if the move per turn for the vehicle has not yet been statted but the Editor can estimate 
  speed in MPH, the damage can be 1d6 per 10 MPH traveled at the time of impact.  If it is still hard to 
  judge how fast the vehicle was moving in a given situation, the Editor might roll 2d6 (x10 MPH) for 
  cars or 1d4+2 (x100 MPH) for planes.  Damage should be a maximum of 20d6, with a save vs. 
  science for half-damage.  Transportation can normally be repaired instead of re-invented, unless it was 
  involved in a wreck that caused 10d6 damage or more. 
  Spending on Inventing: A Scientist can be assumed to have one free invention at the start of a 
  campaign, with all other inventions taking time and resources to build.  Each level of inventing takes at 
  least 1d4 days and 1d6 (x $100) to build (so, for example, a gun +1 would take at least 1d6 days, 
  while a Neptune rocket would take at least 14d6 days).  At the end of that time, the Scientist rolls for a 
  chance of success.  Failure means the invention simply does not work (it will not be able to 
  malfunction until it has already worked) and the Scientist will have to roll a new time and resources 
  requirement before he can try a chance of success again.   
  A Scientist who doubles the amount of money spent or 
  doubles the amount of time spent can double the chance of 
  success.  Doing both triples the chance of success.  Every 
  time either category is doubled, the multiplier increases by a 
  factor of one.  For example, a 1st level Scientist wants a gun 
  +1 that will never backfire.  To do that, he will have to boost 
  his chance of success 20 times.  He has more money than 
  time, so he commits 5d4 days and 15d6 (x $100) to the 
  project and is guaranteed a perfect gun +1.  Had he been 
  satisfied with a 50/50 chance of success, he could have 
  committed 5d4 days and 5d6 (x $100) to the project.  The Scientist must commit before the dice are 
  rolled.   
  Conversely, a Scientist can spend less time or money and reduce the chance of success.  For 
  example, suppose it is vitally important that a 14th level Scientist builds a Saturn rocket in no more 
  than 12 days.  He could cut his time commitment in half, but the 12d2 still leaves the chance that it 
  could take too long.  The Scientist cuts the time again, leaving his chance of success at 1 in 4.  He can 
  bump it back up to 3 in 4 by spending 36d6 (x $100) instead of 12d6 (x $100) on it.   
  Repairs:  Repairs take half as much time and resources as inventing from scratch. 
  Powers:  The following are additional powers available to Superheroes: 
   
   
  
  12 
   
  Level 2 
   
   
   
  Level 3 
   
   
   
  Fire Resistance 
   
   
  Electrical Resistance 
  Truer Blows 
   
   
   
  Head Blow 
  Turn Good 
   
   
   
  Shake It Off 
  Level 4 
   
   
   
  Level 5 
  Detect Evil II  
   
   
  Extension II 
  Extension I 
   
   
   
   
  Telekinesis 
   
   
   
   
  Level 6 
  Detect Evil III 
  Disintegrate 
  Extension III 
  Mission from Beyond 
  Description of Powers: 
  Detect Evil II 
  Power Level: 4 
  Range: 
  1,000 ft./level 
  Duration: 
  1 turn/level 
  A more powerful version of the 1st level Detect Evil power, Detect Evil II can sense anyone with evil 
  intentions within the radius and give the Superhero a general compass direction for each evil-minded 
  person in range.   
  Detect Evil III 
  Power Level: 6 
  Range:   
  2 miles/level 
  Duration: 
  2 turns/level 
  A much more powerful version of the 1st level and 4th level Detect Evil powers, Detect Evil II can tell 
  how many people are planning evil within the radius of detection, can lead the Superhero to each 
  person with evil intentions within range, and prioritize them in order of which evil acts would be worst.  
  Disintegrate 
  Power Level: 6 
  Range: 
  30 ft. + 2 ft./level 
  Duration: 
  Permanent 
  Not only is the object wrecked, but there is nothing left of the item.  The power is different from the 
  spell (see Supplement I: National) in that magical materials can be wrecked (though not fully 
  disintegrated) with this power, but living creatures cannot be disintegrated. 
  Electrical Resistance 
  Power Level: 3 
  
  13 
   
  Range:  
  Self  
  Duration: 
  2 turns/level 
  For the duration, the Hero is immune to non-magical electricity.  Against magical electricity the 
  Superhero enjoys a +1 bonus to save and takes –1 point of damage per die. 
    Extension I 
    Power Level: 4 
    Range: 
  Same as the power being extended 
    Duration: 
  See below 
    Extension lengthens the duration of another power by 50%.  Only powers of level 1-3 can be affected 
  by Extension I. 
    Extension II 
    Power Level: 5 
    Range: 
  Same as the power being extended 
    Duration: 
  See below 
    Extension II lengthens the duration of another power by 50%. Only powers of level 1-4 can be 
  affected by Extension II. 
    Extension III 
    Power Level: 6 
    Range: 
  Same as the power being extended 
    Duration:   
  See below 
    Extension III lengthens the duration of another power by 50%.  Only powers of level 1-5 can be 
  affected by Extension III. 
  Fire Resistance 
  Power Level: 2 
  Range: 
  Self 
  Duration: 
  1 turns/level 
  For the duration, the Hero is immune to non-magical fire and heat.  Against 
  magical fire or heat the Superhero enjoys a +1 bonus to save and takes –1 
  point of damage per die. 
  Head Blow 
  Power Level:  3 
  Range:   
  Melee 
  Duration:   
  1d6 turns + 2 turns/level 
  If the intended victim misses a saving throw against plot, the Superhero 
  immediately strikes that person in the back of the head hard enough to 
  suffer from temporary amnesia.  There is a –1 penalty to the saving throw 
  for every 2 levels of the Superhero. 
  
  14 
   
  Someone with amnesia cannot use any class-based special abilities for the duration.  When the 
  power’s duration ends, the victim will remember everything from before, plus a 3 in 6 chance of 
  remembering what happened during the amnesia.  Note that non-humans are only affected by 
  amnesia at the Editor's discretion. 
  Mission from Beyond 
  Power Level: 6 
  Range: 
  Self 
  Duration: 
  1 turn 
  This power can never be used more than once per month.  When used, the clouds part, a heavenly 
  light shines down on the Superhero, and a voice from a higher power informs the Superhero what he 
  should be doing at that moment.  This is the perfect time for the Editor to feed plot information to a 
  player who just is not getting what to do next on his own.  The Superhero can attempt to ask questions 
  afterwards, at which time the power functions exactly like the Contact Other Plane Magic-user spell 
  (see Book I: Men and Supermen). 
  Shake It Off 
  Power Level: 3 
  Range: 
  Self 
  Duration: 
  Immediate 
  The Superhero can immediately “just shake off” 2d6 worth of damage already inflicted.  The 
  Superhero will have to wear an arm sling and some head bandages for 1d6 days afterwards, no 
  matter where the Superhero was actually injured. 
  Telekinesis 
  Power Level: 4 
  Range: 
  5 ft./level 
  Duration: 
  1 turn/level 
  This is the power to move objects without physically touching them.  It could be a psychic 
  phenomenon or explained by the subtle use of other superpowers, like an icy coating making objects 
  slide around, super-speed vibrations, or even the flexing of muscles so powerful that the action knocks 
  away nearby objects – basically whatever rationale a player can come up with that the Editor will 
  allow.  This power is not an excuse to do damage and objects cannot normally be moved with enough 
  speed or force to do harm (though an obvious exception would be knocking over something that would 
  cause damage by landing on someone).  Simple tasks can be performed without the Superhero 
  moving in any noticeable way, such as knocking a telephone receiver off its handle or lifting someone 
  up to a high ledge.  Heavy objects can be moved about within range, up to 200 lbs. per level.  To some 
  extent this power can also overlap with wrecking things, being used to automatically force open doors 
  or remove bonds.         
  Truer Blows 
  Power Level: 2 
  Range:   
  Touch 
  Duration:   
  1 turn/3 levels 
  For the duration, the Superhero may roll 1d30 for all attack rolls (if a 30-sided die is not available, the 
  
  15 
   
  player may roll and add the result of 1d10-1 to a 1d20 roll). 
  Turn Good 
  Power Level: 2 
  Range: 
  5 ft./level 
  Duration: 
  1 month per level 
  Through oratory, by example, or some combination of the two, the Superhero can try to change the 
  Alignment of a Supporting Cast Member.  The SCM will need the Hero’s attention for 1 turn per 
  level/HD of the SCM before the SCM must make a save against plot.  Failure means the SCM will shift 
  one Alignment closer to the Alignment of the Superhero, e.g., from Neutral to Lawful for a Lawful 
  Superhero or always to Neutral for a Neutral Superhero.  If the SCM’s Alignment is made to match the 
  Superhero’s Alignment, that SCM will always enjoy a +2 bonus to loyalty/morale saves. 
    Spells   
    Level 1  
    Level 2 
     
   
    Level 3  
   
   
   
  Obscuring Mist 
  Calm Mobsters 
   
  Nightmares   
   
  Hold Animal  
   
   
  Produce Flame  
   
   
   
   
   
  Transfer Fire 
   
  Warp Wood 
     Level 4 
  Level 5 
   
   
    Level 6 
   
   
     
   
  Antiplant Shell 
  Control Winds  
   
    Extension III  
   
   
   
  Body Switch 
   
   
   
   
    Level 9 
    Astral Spell 
    Gate 
    Maze 
    Meteor Swarm 
   Mobster Summoning VII 
    Power Word Kill 
    Prismatic Sphere 
    Shape Change 
    Time Stop 
    Wish 
    Description of Spells: 
  Antiplant Shell 
  Level  
  4 
  Range:   
  10 ft. 
  Duration:  
  10 minutes/level  
  The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected 
  from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against 
  creatures whom the spell keeps at bay strains and collapses the field. 
  
  16 
   
    Astral Spell  
    Level  
  9 
    Range: 
  100 miles (above ground) 100 yards (below ground) 
    Duration:  
  2 hours 
    The caster projects his astral form into other places; the astral form is invisible to all creatures but 
  those also traveling the astral plane of existence. The spell has a duration of two hours. If the caster’s 
  physical body is moved more than 100 miles from its original location while the astral form is away, the 
  link is sundered and the caster’s soul becomes lost in the beyond; and if the caster’s body is 
  underground, it need only be moved 100 yards before the connection is broken. The astral form is 
  capable of casting spells, but there is a 5% chance per spell level that the spell will fail. Additionally, 
  there is a 2% chance per spell level of the attempted spell that the astral spell itself will falter as a 
  result of the spell casting, and the astral form will return to the physical body. When traveling in astral 
  form upon the earth, the astral form may travel as fast as 100 miles per hour per level above 18th. If 
  the form is traveling underground, its top speed is much slower: 120ft per 10-minute turn. When 
  traveling into the deeper regions beyond the earth, speed and distance are obviously not measured in 
  miles. 
  Body Switch 
  Level  
  4 
  Range: 
  20 ft +10 ft/level 
  Duration: 
  3 turns 
  A weaker version of Mind Jar, Body Switch allows the Magic-User to temporarily switch minds with a 
  willing or unwilling victim within range.  An unwilling victim is allowed a saving throw against spells to 
  resist.  Neither mind can access any of the class- or race-based abilities belonging to either body, 
  though psionic abilities are retained.  If either body is killed during the duration of the mind switch, 
  there is a 50/50 chance of which mind is instantly killed with it. 
  Calm Mobsters 
  Level  
  2 
  Range: 
  10 ft + 5 ft/level 
  Duration: 
  3 turns/level 
  The Magic-User can choose up to four individuals, plus one more for every two levels of the Magic-
  User, within range and force them to save against magic or be unable to act in a violently hostile 
  manner for the duration.  They are under no obligation to cooperate and can even try to flee, but they 
  just cannot attack.  The spell only works on humans or half-humans. 
  Control Winds 
  Level  
  5 
  Range:   
  40 ft./level 
  Duration:  
  10 minutes/level 
  The character alters wind force in the area surrounding the character. The character can make the wind blow in a 
  certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength 
  persist until the spell ends or the character chooses to alter his or her handiwork, which requires concentration. 
  The character may create an "eye" of calm air up to 80 feet in diameter at the center of the area if the character 
  so desires, and the character may choose to limit the effect to any circular area less than the character's full 
  range. 
  
  17 
   
  Wind Direction: The character may choose one of four basic wind patterns to function over the spell’s area: 
  A downdraft blows from the center outward in equal strength in all directions. 
  An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward 
  before impinging on the eye in the center. 
  A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. 
  A blast simply causes the winds to blow in one direction across the entire area from one side to the other. 
  Wind Force: For every three caster levels, the character can increase or decrease wind force by one level of 
  strength. Each round, a creature in the wind must make a Fortitude save or suffer the effect. 
  Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building 
  damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down 
  light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden 
  buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys 
  all nonfortified buildings and often uproots large trees. 
    Extension III 
    Level: 
  6 
    Range: 
  Same as the spell being extended 
    Duration:   
  See below 
    Extension III lengthens the duration of another spell by 50%.  Only spells of level 1-5 can be affected 
  by Extension III. 
   
    Gate  
    Level:  
  9 
    Range: 
  Near the caster 
    Duration:  
  See below 
    A gate spell creates an opening to another plane of existence, and summons forth a specified, 
  tremendously powerful being from the other plane, including gods and demi-gods. The caster must 
  know the name of the creature he is attempting to summon, or the spell will fail. There is a 5% chance 
  that the wrong being may be summoned, and (regardless whether the summoned being is the right 
  one or not) there is a 5% chance that it will lack interest in the situation and return through the 
  gate. The summoned being is not necessarily friendly to the caster, and may even be extremely 
  annoyed. 
  Hold Animal 
  Level  
  2 
  Range:  
  100 ft. + 10 ft./level 
  Duration:  
  1 round/level  
  The subject freezes in place, standing helpless. The animal is aware and breathes normally but cannot take any 
  physical actions. The animal can, however, execute purely mental actions.  A winged creature who is held cannot 
  flap its wings and falls. A swimmer can’t swim and may drown.  Hold animal does not work on magical beasts. 
  
  18 
   
    Maze  
    Level  
  9 
    Range:  
  60ft 
    Duration:  
  Depends on intelligence 
    The targeted creature disappears into a gap in reality, where strange curving and branching 
  passages conceal the way out. Creatures with intelligence lower than 6 require 2d4 x3 rounds 
  (minutes) to escape the interdimensional prison. Creatures with intelligence 7-11 require 2d4 rounds, 
  and creatures with an intelligence of 12+ require only 1d4 rounds to puzzle the way back into normal 
  reality. Although monsters aren’t described with specific intelligence scores, it shouldn’t be hard to 
  determine into which category any specific monster falls.  Unless ruled otherwise by the Editor, there 
  is no saving throw to avoid the spell. 
    Meteor Swarm 
    Level  
  9 
    Range: 
  240ft 
    Duration:  
  Instantaneous 
    Tiny meteors swarm from the caster’s hands and explode into fireballs where he desires. The caster 
  may hurl 4 normal fireballs for 10d6 damage or 8 fireballs of 10ft diameter that inflict 5d6 points of 
  damage. A saving throw is permitted in order to take half damage.  
    Monster Summoning VII  
    Level  
  9 
    Range:  
  Not applicable 
    Duration:  
  6 rounds (minutes) 
    The caster summons allies, who serve him until slain (or until the duration of the spell expires). The 
  allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. 
  Table 11:  Mobster Summoning VI Results 
  Die  
  Mobster Type Summoned 
  Type 
  (Chaotic casters may get the mobsters in parantheses, at the Editor’s discretion) 
    1 
  1d2 Banshees 
    2 
  1 Chimera 
    3 
  1 Djinn (1 Efreet) 
    4 
  1 10 HD Hydra 
    5 
  1 11 HD Gold dragon (1 10 HD Red dragon) 
    6 
  1 Plesiosaur 
    7 
  1d2 Huge bronze robots 
    8 
  1 Black pudding 
    9 
  1 11 HD Man-eating tree 
   10 
  1 Styracosaur 
  Nightmares 
  Level  
  3 
  Range: 
  5 ft./level 
  Duration: 
  1 night/level 
  
  19 
   
  The victim of this spell, unless a saving throw is made, will have his sleep plagued by such horrific 
  nightmares each night of the duration that no natural healing will happen.  While awake, he will be so 
  traumatized that all saving throws will be at –4 and all other rolls will be at –2.  Note that the range 
  refers to when the spell is first cast; the victim can go anywhere however far from the caster and still 
  suffer the dreams at night.  The spell never takes effect until the first night’s sleep, so if the spell is 
  dispelled before then, no harm will come to the victim.  Non-humans may be affected by this spell at 
  the Editor's discretion. 
  Obscuring Mist 
  Level  
  1 
  Range:   
  30 ft. 
  Duration:  
  1 minute/level 
  A misty vapor arises around the character. It is stationary once created. The vapor obscures all sight, including 
  darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the 
  target).  Note:  Cover works only like this for this one spell. 
  A moderate wind (11+ mph) disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. 
  A fire spell burns away the fog in the explosive or fiery spell’s area.  This spell does not function underwater. 
    Power Word Kill  
    Level  
  9 
    Range: 
  120ft 
    Duration: 
  Immediate 
    The caster speaks a word of power to a particular creature.  If that creature has fewer than 50 hit 
  points, it is slain by the word it hears; if it has more than 50 hit points it is not affected by the spell. No 
  saving throw applies. 
    Prismatic Sphere  
    Level  
  9 
    Range:  
  10ft sphere 
    Duration:  
  1 hour 
    A sphere of seven colors whirls about the magic-user, with a radius of ten feet. The glowing colors 
  form a layered spectrum; to destroy the sphere, each layer must be destroyed in turn from Red to 
  Orange, to Yellow, to Blue, to Indigo, and then to the innermost Violet layer. Any creature of 7 or fewer 
  hit dice that looks upon the sphere will be blinded for 1d6 turns.  The layers of the spectrum are as 
  follows: 
  Table 12: Prismatic Sphere Layers 
    Layer  
    (Outermost to 
    Innermost) 
   
    Effect of the Color 
   
   
   
   
    Layer Negated by 
    Red 
    Causes 12 points of damage to the touch, stops any 
  magic arrows or missiles (including the spell magic 
  missile) 
    Ice Storm or other cold-based 
  attack 
    Orange 
    Causes 24 points of damage to the touch.  Stops 
  arrows and any other non-magical missile.  
    Lightning Bolt or other electrical 
  attack 
    Yellow 
    Causes 48 points of damage to the touch.  Blocks all 
    Magic Missile spell or a magical 
  
  20 
   
  breath weapons. 
  arrow 
    Green 
  Causes death (saving throw allowed) to the touch.  
  Blocks and scrying and detection-type spells from 
  seeing within. 
  Passwall spell or other earth-moving 
  magic 
    Blue 
    Turns flesh to stone when touched (saving throw 
  allowed).  Blocks all 1st-4th level spells from passing 
  through. 
    Disintegrate spell (or from a wand 
  or item) 
    Indigo 
    Causes death and destroys the soul utterly when 
  touched (saving throw allowed).   
    Dispel Magic 
    Violet 
    Causes permanent insanity when touched.  Blocks all 
  5th-9th level spells from passing through.     
    Continual Light 
  Produce Flame 
  Level  
  2 
  Range:   
  0 ft. 
  Duration:  
  1 round/level 
  Flames appear in the character's hand. The character can hurl them or use them to touch enemies. The bright 
  flames, which illuminate out to 20 feet as torches do, appear in 
  the character's open hand and harm neither the character nor the 
  character's equipment. 
  The character can strike opponents with a melee touch attack, 
  dealing fire damage equal to 1d4 +1 point per two caster levels 
  (maximum +10). Alternatively, the character can hurl the flames 
  up to 120 feet as a thrown weapon. When doing so, the character 
  attacks with a ranged touch attack (with no range penalty) and 
  deals the same damage as with the melee attack. No sooner does 
  the character hurl the flames than a new set appears in the 
  character's hand. 
    Shape Change  
    Level  
  9 
    Range:  
  Cast on self 
    Duration:  
  1d6+10 turns, plus 1turn/level 
    When the caster casts this spell upon himself, he is able to turn at will into a variety of creatures. In 
  each form, he gains the characteristics of the creature (much as with the polymorph others spell). 
  Thus, turning into a dragon actually allows the caster to use the dragon’s breath weapon. The caster 
  might then choose to turn into a raven, then a frog, and whatever other creatures he might choose. It 
  is not, of course, required that the caster use more than one shape – if he wants to remain as a 
  dragon for the duration of the spell, that’s fine. 
   
    Time Stop  
    Level  
  9 
    Range:  
  Around caster 
    Duration:  
  1d4+1 rounds (minutes) 
    The caster stops the passage of time in a radius about 15 feet around himself (the time-stopped area 
  does not thereafter move with the caster. Any creatures within this area are suspended in time, unable 
  to act. The caster is not stopped in time while in the area or beyond. 
  
  21 
   
  Transfer Fire 
  Level  
  2 
  Range: 
  20 ft. per level 
  Duration: 
  1 turn/level (see below) 
  This spell moves already existing fire from one location to another within range.  The caster can affect 
  up to 5 cubic feet of fire per level.  While this spell can neither create nor dispel fire, the caster can 
  influence how long it lasts by moving it to more or less flammable material.  If removed from fuel, the 
  fire will die out after 1 turn.  If transferred to more fuel, the fire lasts up to the stated duration above, 
  unless smothered or in some other way extinguished first.  Fire can be moved directly to a person to 
  do damage, or multiple persons in the area of effect of the transferred fire, with the damage dependent 
  on the size and intensity of the fire.  If the light from a lit torch was moved to a person, for instance, the 
  victim would take 1d6 damage.  If enough flame is moved to completely surround four people in a 
  room, damage should be 2d6 to each of them. 
  Starting at 6th level, this spell can affect magical fire (but never from an instantaneous fire effect, like a 
  fireball spell).  Starting at 10th level, this spell can affect beings made of fire (like fire elementals).      
  Warp Wood 
  Level  
  2 
  Range:   
  25 ft. + 5 ft./2 levels 
  Duration:  
  Instantaneous 
  This spell targets 1 lb. of wood/level, all within a 20-ft. radius.  The character causes wood to bend and warp, 
  permanently destroying its straightness, form, and strength. Boards or planks can also be affected. Warped 
  ranged weapons are useless. Warped melee weapons suffer a –4 penalty to their attack rolls. 
  Alternatively, the character can unwarp wood with this spell, straightening wood that has been warped by this 
  spell or by other means. 
    Wish  
    Level  
  9 
    Range:  
  Unlimited 
    Duration:  
  See below 
    This spell is not all-powerful; it grants wishes of limited scope (although more powerful than a limited 
  wish). The Editor’s discretion will rule what sort of wishes are within the spell’s power (one possible 
  guideline – not official – might be that a wish can grant effects that would be similar in power to a spell 
  of level 8 or lower, with permanent effect in many cases). After casting a wish spell, the magic-user is 
  too mentally drained to cast spells for a period of 1d4 days. 
  Stunts 
  Level 1  
   
   
   
  Level 2  
   
   
   
  Level 3 
  Compel to Draw 
   
   
  Campsite Sanctuary 
   
   
  Advanced Tracking 
  Disarming Shot  
   
   
  Detect Indians  
   
   
  Raise Posse 
   
  Fancy Shooting  
   
   
  Deputize Others 
   
   
  Sing Healing Song 
  Improved Cover 
   
   
  Foil Tracking 
   
   
   
  Sing Inspirational Song 
  Jump into Saddle 
   
   
  Iron Lasso 
   
   
   
  Turn Vamps to Good Girls 
  Lasso Expertise 
   
   
  Shooting Expertise 
  Quick Draw 
   
   
   
  Sun at Your Back 
  
  22 
   
  Spur Horse 
   
   
   
  Summon Horse  
   
   
   
  Track 
   
   
  Explanation of Stunts: 
  Advanced Tracking 
  Stunt Level: 
  3 
  Range: 
  50 ft./level 
  Duration: 
  1 turn/2 levels 
  Similar to the spell Locate Object, the Cowboy is guaranteed to find who or what he is looking for, so 
  long as the quarry being tracked is within range.  If the quarry is out of range, this stunt functions as 
  the 1st level Track stunt with a +1 bonus. 
  Campsite Sanctuary 
  Stunt Level: 
  2 
  Range: 
  0 ft. 
  Duration:   
  1 hour/level 
  The Cowboy can set up a campsite that is spared from wandering mobster rolls for the duration. 
  Compel to Draw 
  Stunt Level: 
  1 
  Range:  
  10 ft./level 
  Duration: 
  1 turn/level 
  The Cowboy can force someone to save against plot at –1/level of the Cowboy or else attack the 
  Cowboy, no matter what the person’s previous intentions were. 
  Detect Indians 
  Stunt Level: 
  2 
  Range:  
  1,000 ft./level 
  Duration: 
  1 hour/level 
  The Cowboy just has an intuitive sense of when Indians are around.  If the Cowboy has the chance to 
  bend down and put his ear to the ground, he can accurately guess how many Indians are within range. 
  Deputize Others 
  Stunt Level: 
  2 
  Range: 
  Touch (1 person/turn) 
  Duration: 
  12 hours/level 
  The Cowboy can deputize people at the rate of one per turn, up to a number equal to his level.  These 
  people automatically become temporary Supporting Cast Members.  At the Editor’s discretion, the 
  Cowboy may still earn the XP award for recruiting SCMs, depending on how well the deputizing was 
  roleplayed). 
  Disarming Shot 
  
  23 
   
  Stunt Level:   1 
  Range: 
  10 ft./level 
  Duration:  
  1 shot/2 levels 
  This power requires the Cowboy to have a loaded gun.  The Cowboy can, with trick shot(s), disarm a 
  target by shooting the gun out of his hand if the target fails a saving throw against science.  The bullet 
  will barely hurt the target, doing 0-1 points of damage.  The gun will fly 5d4 ft. from the target’s hand in 
  a random direction. 
  Fancy Shooting 
  Stunt Level: 
  1 
  Range: 
  10 ft./level 
  Duration:   
  1 minute/level 
  This power also requires the Cowboy to have a loaded gun, preferably two.  The Cowboy can perform 
  a series of trick shots, such as shooting a nickel in mid-air, or a row of tin cans off a fence, or hats off 
  people’s heads, to demonstrate his prowess.  When he is done, all mobsters who witnessed it must 
  make morale saves.  The other benefit is that, during the length of the fancy shooting demonstration, 
  anyone wishing to attack the Cowboy must save against plot each turn, or wait until the shooting is 
  over before attacking. 
  Foil Tracking 
  Stunt Level: 
  2 
  Range: 
  Touch 
  Duration: 
  20 minutes/level 
  The Cowboy is an adept hand at covering tracks and can, indeed, cover the tracks of himself and his 
  horse, plus one additional man and horse per level after first-level, for the duration.   
  Improved Cover 
  Stunt Level: 
  1 
  Range: 
  Self 
  Duration: 
  2 turns/level 
  All forms of cover offer an improvement of AC [AAC] to the Cowboy of -1 [+1], with the exception of 
  window sills – when the Cowboy hides behind a window sill and shoots out the window, the sill grants 
  him an additional -1 [+1], for a total of -4 [+4] (since the sill counts as hard cover). 
  Iron Lasso 
  Stunt Level: 
  2 
  Range: 
  5 ft. + 1 ft./level 
  Duration:   
  1 turn/level   
  For the duration, the Cowboy can tighten his lasso like an iron band around someone already lassoed 
  (this stunt confers no bonus to hit).  The victim takes 1d6 points of constriction damage per turn and 
  the lasso cannot be removed for the duration without wrecking it as if a door. 
  Jump into Saddle 
  
  24 
   
  Stunt Level: 
  1 
  Range: 
  Self 
  Duration: 
  1 turn 
  The Cowboy can jump from a height of 10 ft. + 1 ft. per level into a waiting saddle on a horse’s back 
  and take no damage (nor cause any to the horse).  There must be a saddled horse already within 10 
  ft. (+1 ft. per level) of where the Cowboy would land for this to work.  
  Lasso Expertise 
  Stunt Level: 
  1 
  Range: 
  5 ft. + 1 ft./level 
  Duration: 
  1 turn + 1 turn/level 
  The Cowboy enjoys, for the duration, a +1/level bonus to attack with a lariat, with his target(s) suffering 
  a –1/level penalty to save against missiles to avoid being lassoed.   
  Quick Draw  
  Stunt Level: 
  1 
  Range: 
  Self 
  Duration: 
  1 turn 
  The Cowboy can automatically win initiative for one turn instead of rolling normally.  This benefit does 
  not extend to anyone else on the Cowboy’s side.  If the Cowboy is opposed by someone else using 
  Quick Draw (either a Cowboy or someone with an intelligent gun with the quick draw power), then both 
  sides roll 1d6 and add their level, with the high roll going first. 
  Raise Posse 
  Stunt Level: 
  3 
  Range: 
  1 mile/level 
  Duration: 
  1 turn + 1 turn/level 
  A Cowboy of sufficient level can raise a posse of 1d6 level 1 Cowboys +1 sidekick per level for the 
  express purpose of tracking down mobsters and laying siege to their hideouts.  The posse must be 
  formed somewhere Cowboys of such numbers can reasonably be found within range – almost always 
  limited, then, to when the Cowboy is out West.  The posse can be made to leave the West to find a 
  hideout as long as the distance can be traveled during the duration of the stunt.  The posse will be 
  willing to attack anyone coming out of the hideout or shoot at mobsters through windows, but none of 
  them can be coerced into entering the hideout or else the entire posse will disband and leave.  
  Shooting Expertise 
  Stunt Level: 
  2 
  Range: 
  100 ft. + 20 ft./level 
  Duration: 
  1 minute/2 levels 
  For the duration, the Cowboy can add +1 for every two levels of the Cowboy to an attack roll with a 
  gun. 
  Sing Healing Song 
  
  25 
   
  Stunt Level: 
  3 
  Range: 
  5 ft./level 
  Duration:   
  Immediate 
  If the Cowboy has a guitar and time to play a song, everyone within range heals back 1d4 hp.  The 
  song cannot be sung during combat. 
  Sing Inspirational Song   
  Stunt Level:  3 
  Range: 
  5 ft./level 
  Duration: 
  1 turn +1 turn/level 
  If the Cowboy has a guitar and time to play a song, everyone within range on the Cowboy’s side 
  enjoys a +1 bonus to hit and saves (including morale) for the duration. 
  Spur Horse 
  Stunt Level: 
  1 
  Range: 
  Touch 
  Duration: 
  1 minute/level 
  For the duration, the Cowboy can boost his horse’s Move up to 150 ft. (from 90 ft. normally) 
  Summon Horse 
  Stunt Level: 
  1 
  Range: 
  Special 
  Duration: 
  Permanent, until the Cowboy leaves his horse again 
  All the Cowboy has to do is whistle loudly and his horse will come in 1d4 minutes.  The Cowboy has to 
  already own a horse and there has to be some way for the horse to realistically reach him.  The horse 
  cannot pass through closed doors into buildings or hideouts. 
  Sun at Your Back 
  Stunt Level: 
  2 
  Range: 
  Self 
  Duration:   
  1 turn/2 levels 
  So long as the Cowboy is outside in daytime, he can always 
  ensure that the sun is behind him, no matter what direction he 
  is facing or what hour it is.  Anyone shooting missile weapons 
  at the Cowboy for the duration has to stare into the light and 
  suffer a –2 penalty to hit him. 
  Track 
  Stunt Level: 
  1 
  Range: 
  Self 
  Duration:  
  1 turn/level 
  Outdoors, the Cowboy has a 6 in 10 chance to track anyone or anything in the wild, with the following 
  modifications: 
  +1 for very soft ground, -1 for firm ground, -2 for very firm ground 
  
  26 
   
  +1 for tracking a group of 15 or more 
  +1 for every 2 levels of the Cowboy after 2nd level (+1 at 3rd and 4th level, etc.) 
  -1 for every day old the tracks are, -1 for every 5 hours of rain, or –2 for snowfall 
  -1 for tracking at night 
  -1 tracked party deliberately is concealing trail 
  Indoors, the Cowboy has a 13 in 20 chance to track people or natural animals (ruling out the 
  paranormal or supernatural), through normal passages with the same penalty modifiers, plus a –3 
  penalty for vertical movement (from one level to the next) and –6 penalty for moving through secret 
  doors.   
  Turn Vamps to Good Girls 
  Stunt Level: 
  3 
  Range: 
  10 ft/level 
  Duration: 
  1 month/level 
  If a Cowboy has at least 1 turn to discuss good old-fashioned values with a vamp, she must save vs. 
  plot or change Alignment to Lawful and lose her special abilities as a vamp.  The Cowboy can try to 
  turn up to 1 vamp per level at a time.  Starting at 3rd level, the Cowboy never needs longer than 2 
  hours with a vamp to turn her.  Every two levels, the amount of time halves, so that a 9th level Cowboy 
  needs no more than 15 minutes with a vamp to try and turn her.  Any turned vamps automatically 
  become Supporting Cast Members. 
  Psionics:  The following can be used in addition to or instead of the traditional way magic has been 
  described as working.  If traded, then all Magic-Users would become psionicists.  The psionics system 
  does offer greater flexibility than the Magic-User class allows.   
  If both magic and psionics co-exist, then there should be a 1 in 20 chance of a Hero being psionic.  A 
  psionic Hero would still progress in his normal class, but at a 10% Experience Point penalty.   
  Even if an Editor chooses not to use psionics, he may choose to apply as many of the rules for 
  psionics (such as displayed side effects or the definitions for ranged attacks) to magic as he wishes. 
  A psionic gains two each of attack and defense modes at each level until all are possessed.  Powers 
  (or spells) are gained at the progression shown on the table below.  The following table also shows 
  how many psionic points a psionic has, per day, for spending on attack and defense modes and 
  powers (and note that if the Editor wishes to make magic/psionic use more flexible, the number of 
  points per level can be increased, or even doubled). 
  Table 13: Psionic Points 
   
   
  Number of Powers by Level 
  Level 
  Points 1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  2 
   
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  7 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  10 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  15 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  20 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  27 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  9 
  34 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  
  27 
   
  10 
  43 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  11 
  52 
  3 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  12 
  63 
  3 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  13 
  74 
  4 
  3 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  14 
  87 
  4 
  3 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  15 
  100 
  4 
  3 
  3 
  3 
  2 
  2 
  1 
  - 
  - 
  16 
  115 
  4 
  3 
  3 
  3 
  2 
  2 
  1 
  - 
  - 
  17 
  130 
  4 
  4 
  3 
  3 
  3 
  2 
  2 
  1 
  - 
  18 
  147 
  4 
  4 
  3 
  3 
  3 
  2 
  2 
  1 
  - 
  19 
  164 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  20 
  183 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
   
  PSIONIC COMBAT 
  Overview 
    There are five psionic attack modes and five psionic defense modes. Each mode is like a specialized psionic 
  power and generally follows the rules for using a psionic power, but there are some differences. Successful 
  psionic attacks deal temporary ability damage, while successful psionic defenses protect the subject from taking 
  that ability damage. Psionic characters can target nonpsionic opponents with attack modes, though nonpsionic 
  creatures are naturally resistant to most such attacks. 
   
  Psionic Attack Modes  
  Psionic Defense Modes 
  Ego Whip (Dex) 
   
  Empty Mind 
  Id Insinuation (Str) 
   
  Intellect Fortress  
  Mind Blast (Cha) 
   
  Mental Barrier 
  Mind Thrust (Int) 
   
  Thought Shield 
  Psychic Crush (Wis) 
   
  Tower of Iron Will 
   
   
   
   
  (Nonpsionic buffer) 
   
  Attack and defense modes do not fall under any one discipline, nor do they possess levels; however, each 
  attack mode is keyed to a particular ability score (noted next to each attack mode in parentheses). The 
  attacker adds his or her key ability modifier to the saving throw number the defender must roll. The 
  ability also indicates the specific type of temporary ability damage the attack deals if successful. 
  Making a Psionic Attack 
    A psionic character initiates psionic combat by targeting any opponent in range with one of the five psionic 
  attack modes he or she knows. Using a psionic attack mode is a standard action, and normally only one attack is 
  allowed in a round. 
    Each psionic attack mode has a power point cost (as noted on Table: Psionic Attack Modes). The attacker 
  modifies the defender’s saving throw with the attacker’s appropriate ability modifier.  The attacker’s ability 
  modifier is always his or her key ability modifier, regardless of the specific attack mode used. The defender does 
  not know what specific attack he or she is defending against until after the defense is raised, nor does the 
  attacker know what defense will be raised until after the attack is launched. 
  Making a Psionic Defense 
    A character defending against a psionic attack mode makes a saving throw -- either a save against magic or a 
  save against science depending on the Editor’s decision on how psionics works in his campaign -- to 
  determine the success or failure of the attack. Unless surprised or out of power points, psionic characters can respond 
  to a psionic attack by putting up one of the five psionic defense modes. The defender is aware of the attack but not the 
  specific attack mode. Following the attack, the defender knows which attack mode it was, regardless of the success or 
  
  28 
   
  failure of the attack to deal temporary ability damage. 
  A psionic character must be conscious to raise a psionic defense mode. Regardless of initiative order, a defender 
  may always attempt to put up a defense mode as a free action if he or she has sufficient power points to pay for it 
  and is not surprised. 
    If caught surprised, or if the defender’s power points are exhausted, the defender must make his saving throw 
  with the appropriate modifier (see Table 13).   
    A defender who successfully raises a psionic defense mode gains a bonus on the save against that psionic attack 
  (and that attack only) and possibly mental hardness against temporary ability score damage, depending on the 
  mode utilized (again, only for the specific attack). This save bonus is set out in Table: Psionic Combat Modifiers. 
    Special Considerations: If the defender raises a psionic defense mode but still fails the save, the mental 
  hardness granted by the mode, if any, still reduces the total ability damage dealt by the attack (except in the 
  special case of id insinuation). A defender who fails the save and does not have sufficient mental hardness to 
  block out all the ability damage takes the balance as the appropriate amount and type of temporary ability 
  damage. 
  Defending against Multiple Attacks 
    Unless surprised, a psionic character can defend against multiple psionic attacks from different aggressors in 
  the same round, if he or she has sufficient power points to pay the cost of each defense. 
  Psionic Attacks against Nonpsionic Creatures 
    Like psionic creatures, nonpsionic creatures make a save to defend against psionic attacks.  Nonpsionic 
  creatures do not chose defense modes, however, they have protection from psionic attacks in the form of a 
  nonpsionic buffer (see Table: Psionic Combat Modifiers).  Furthermore, they naturally convert ability damage to 
  rounds of being stunned on a 1-for-1 basis. 
    Even when stunned a nonpsionic being retains its nonpsionic buffer. 
  Table 13: Psionic Combat Modifiers 
  Defense  
   
  Ego 
  Id 
   
  Mind 
  Mind 
  Pyschic 
  Mode 
   
   
  Whip 
  Insinuation 
  Blast 
  Thrust Crush 
  Empty Mind 
  -1 
  +2 
   -3 
  +3  
  +5 
  Intellect Fortress 
  +2 
  -1 
   +0 
  -4 
  -4 
  Mental Barrier 
  +1 
  -4 
   +3 
  -1 
  -3 
  Thought Shield 
  +4 
  +1 
   +2 
  -4 
  -2 
  Tower of Iron Will 
  -3 
  +0 
   +1 
  -4 
  +3 
  Nonpsionic Buffer 
  +4 
  +5 
    -4 
  +4 
  +4 
  Surprised or out of 
  power points 
  -4 
  -4 
    -4 
  -5 
  -4 
    The defender knows he or she is being attacked, but not what attack is coming in, and can put up a defense he 
  or she knows unless surprised. Depending on the combination of attack mode and defense mode, the defender’s  
  modifier is noted on the above table. 
  Table 14: Psionic Attack Modes 
  Attack  
   
   
   
   
  Ability  
  Power 
  Mode 
   
  Range  
   
   
  Damage  
  Points 
  Mind Thrust 
  Close (25 ft. +5 ft./2 levels) 
  1d2 Int 
  1 
  Ego Whip 
  Close (25 ft. +5 ft./2 levels) 
  1d4 Dex 
  3 
  Id Insinuation 
  Close (25 ft. +5 ft./2 levels) 
  1d2 Str* 
  3 
  Psychic Crush 
  Close (25 ft. +5 ft./2 levels) 
  2d4 Wis 
  5 
  
  29 
   
  Mind Blast 
  60 ft. cone (all within must save) 
  1d4 Cha** 
  9 
  *If the save is failed, the defender ignores mental hardness. 
  ** Nonpsionic beings affected by mind blast are stunned for 3d4 rounds. 
  Table 15: Psionic Defense Modes 
  Defense  
   
   
   
   
   
  Power 
  Mode 
   
   
  Secondary Protection* 
   
  Points 
  Empty Mind 
  None 
  1 
  Thought Shield 
  1 mental hardness 
  1 
  Mental Barrier 
  2 mental hardness 
  3 
  Intellect Fortress 
  3 mental hardness 
  5 
  Tower of Iron Will 
  2 mental hardness in 10 ft. rd.** 
  5 
  Nonpsionic Buffer 
  Ability damage converted to stun 
  n/a 
  *Mental hardness reduces total ability damage dealt by successful psionic attack.  
  **Modifiers on defender’s Will save does not stack with overlapping psionic defenses, but mental hardness does stack.  
   
  Ability Damage from Psionic Attacks 
    All damage taken during psionic combat is in the form of temporary ability damage. The specific attack mode 
  used determines the type of temporary ability damage dealt. Temporary ability damage returns naturally at a rate 
  of 1 point per day for each damaged ability.  
    If a psionic being’s score in any one ability damaged by an attack mode reaches 0, he or she drops helpless. All 
  further psionic attacks against that target deal temporary Constitution damage. The downed being cannot raise 
  psionic defenses against these attacks. If his or her Constitution reaches 0, he or she immediately dies. If brought 
  back to life through magical or psionic means, the victim comes back with a Constitution score of 1. Lost ability 
  points continue to return normally as the temporary damage fades. 
  Psionic Attack and Defense Modes 
    Psionic attack and defense modes are in many ways akin to standard powers, but they differ in some ways. 
  Since they do not really belong to any one discipline, a psionic character can use any mode he or she has access 
  to without worrying about a key ability score.     
  Ego Whip 
  Attack Mode (Dex) 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Negates (see text) 
  Power Resistance: No 
  Power Points: 3 
    The defender makes a save.  Psionic creatures are allowed to raise a psionic defense mode, which modifies the 
  defender’s save. Those who fail their saving throw take 1d4 points of temporary Dexterity damage. 
  Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat 
  Modifiers). On a failed saving throw, nonpsionic creatures are stunned for 1d4 rounds. 
  Empty Mind 
  Defense Mode 
  Display: Au 
  
  30 
   
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 1 
    A manifester can raise empty mind as a reaction in response to a psionic attack mode, even if he or she has 
  already taken the full allotment of actions for the round (unless the manifester is surprised or out of power 
  points).  Cross-reference this defense with the attack mode on Table: Psionic Combat Modifiers to get the 
  appropriate modifier to the save. 
   
  Id Insinuation 
  Attack Mode (Str) 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Negates (see text) 
  Power Resistance: No 
  Power Points: 3 
    The defender makes a save.  Psionic creatures are allowed to raise a psionic defense mode, which modifies the 
  defender’s save. Those who fail their saving throw take 1d2 points of temporary Strength damage, regardless of 
  mental hardness.  Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see 
  Table: Psionic Combat Modifiers). On a failed saving throw, nonpsionic creatures are stunned for 1d2 rounds. 
   
  Intellect Fortress 
  Defense Mode 
  Display: Au 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 5 
    A manifester can raise intellect fortress as a reaction in response to a psionic attack mode, even if he or she has already 
  taken the full allotment of actions for the round (unless the manifester is surprised or out of power points).  Cross-
  reference this defense with the attack mode on Table: Psionic Combat Modifiers to get the appropriate modifier to the 
  save. The manifester also gains mental hardness 3, which is applied against any temporary ability damage dealt by the 
  attack mode if the manifester fails his or her save (except against id insinuation). 
  Mental Barrier 
  Defense Mode 
  Display: Au 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  
  31 
   
  Power Points: 3 
    A manifester can raise mental barrier as a reaction in response to a psionic attack mode, even if he or she has 
  already taken the full allotment of actions for the round (unless the manifester is flat-footed or out of power 
  points). Cross-reference this defense with the attack mode on Table: Psionic Combat Modifiers to get the 
  appropriate modifier to the save. The manifester also gains mental hardness 2, which is applied against any 
  temporary ability damage dealt by the attack mode if the manifester fails his or her Will save (except against id 
  insinuation). 
  Mind Blast 
  Attack Mode (Cha) 
  Display: Vi (see text) 
  Manifestation Time: 1 action 
  Range: 60 ft. 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: negates (see text) 
  Power Resistance: No 
  Power Points: 9 
    This attack blasts the minds of all creatures in a 60-foot cone. Defenders within the area make a save.  Psionic 
  creatures are allowed to raise a psionic defense mode, which modifies the defender’s save. Those who fail their 
  saving throw take 1d4 points of temporary Charisma damage.  A nonpsionic creature’s buffer is less helpful 
  against mind blast than other psionic attack modes. The save suffers a -4 penalty, and on a failed saving throw, 
  a nonpsionic creature is stunned for 3d4 rounds (rather than 1d4). 
  Mind Thrust 
  Attack Mode (Int) 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: negates (see text) 
  Power Resistance: No 
  Power Points: 1 
    The defender makes a save.  Psionic creatures are allowed to raise a psionic defense mode, which modifies the 
  defender’s save. Those who fail their saving throw take 1d2 points of temporary Intelligence damage. 
  Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat 
  Modifiers). On a failed saving throw, nonpsionic creatures are stunned for 1d2 rounds. 
  Psychic Crush 
  Attack Mode (Wis) 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: negates (See text) 
  Power Resistance: No 
  Power Points: 5 
  
  32 
   
    The defender makes a save.  Psionic creatures are allowed to raise a psionic defense mode, which modifies the 
  defender’s save. Those who fail their saving throw take 2d4 points of temporary Wisdom damage.  Nonpsionic 
  creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat Modifiers). 
  On a failed saving throw, a nonpsionic creature is stunned for 2d4 rounds. 
  Thought Shield 
  Defense Mode 
  Display: Au 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 1 
    A manifester can raise thought shield as a reaction in response to a psionic attack mode, even if he or she has 
  already taken the full allotment of actions for the round (unless the manifester is surprised or out of power 
  points). Cross-reference this defense with the attack mode on Table: Psionic Combat Modifiers to get the 
  appropriate modifier to the save. The manifester also gains mental hardness 1, which is applied against any 
  temporary ability damage dealt by the attack mode if the manifester fails his or her save (except against id 
  insinuation). 
  Tower of Iron Will 
  Defense Mode 
  Display: Au 
  Manifestation Time: 1 action 
  Range: 5 feet 
  Area: 10-ft.-radius emanation, centered on you (see text) 
  Duration: Instantaneous 
  Saving Throw: Yes (harmless) 
  Power Resistance: No 
  Power Points: 5 
    A manifester can raise tower of iron will as a reaction in response to a psionic attack mode, even if he or she has 
  already taken the full allotment of actions for the round (unless the manifester is surprised or out of power 
  points).  Cross-reference this defense with the attack mode on Table: Psionic Combat Modifiers to get the 
  appropriate modifier to the save. The manifester and those within the area also gain mental hardness 2, which is 
  applied against any temporary ability damage dealt by the attack mode if the manifester fails his or her save 
  (except against id insinuation). 
    Because tower of iron will has an area, it specifically grants mental hardness (but not a save modifier) to other 
  living, willing creatures against a psionic attack. These bonuses stack.  Nonpsionic creatures within the area also 
  gain this mental hardness, which shields them from potential rounds of being stunned instead of temporary 
  ability damage, on a point-for-point basis. 
  Powers Overview:  Manifesting Powers 
  Choosing a Power 
    To manifest a power the character must pay power points, which count against his or her daily total, but the 
  character can manifest the same power over and over if he or she has points left to pay for it.  A power’s cost is 
  determined by its level, as shown below. Every power’s cost is also noted in its description. 
  
  33 
   
  Table 16: Psionic Power Level 
  Power Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Power point cost 1 
  3 
  5 
  7 
  9 
  11 
  13 
  15 
  17 
  Manifestation Time 
    A character can manifest a power with a manifestation time of 1 action as a standard action.  That means a 
  psionic can still move once or perform another small, non-attack action. 
    A power that takes 1 full round to manifest is a full-round action. It comes into effect just before the beginning 
  of the character’s turn in the round after he or she began manifesting the power. The character then acts normally 
  after the power is completed. A power that takes 1 minute to manifest comes into effect just before the 
  character’s turn 1 minute later. 
  Range 
    A psionic power’s range indicates how far from the manifester it can reach, as defined on the Range line of the 
  power description. A power’s range is the maximum distance from the manifester that the power’s effect can 
  occur, as well as the maximum distance at which the manifester can designate the power’s point of origin. If any 
  portion of the area would extend beyond the range, that area is wasted. Standard ranges include: 
    Effect: Some powers create or summon things rather than affecting things that are already present. Unless 
  otherwise noted in the power description, the manifester must designate the location where these things are to 
  appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is 
  mobile it can move regardless of the power’s range.  
    Ray: Some effects are rays. The character aims a ray as if using a ranged weapon. As with a ranged weapon, 
  the character can fire into the dark or at an invisible creature and hope to hit something. The character doesn't 
  have to see the creature he or she is trying to hit, as the character does with a targeted spell. Intervening creatures 
  and obstacles, however, can block the character's line of sight or provide cover for the creature the character is 
  aiming at.  If a ray spell has a duration, it is the duration of the effect that the ray causes, not the length of time 
  the ray itself persists. 
    Area: Some powers affect an area. The manifester selects where the power originates, but otherwise doesn’t 
  control which creatures or objects the power affects. Sometimes a power describes a specially defined area, but 
  usually an area falls into one of the categories described below.  
    Cone: When the character manifests a power with a cone area, the cone shoots away from the character in the 
  direction the character designates. A cone starts as a point directly before the character, and it widens out as it 
  goes. A cone's width at a given distance from the character equals that distance. Its far end is as wide as the effect 
  is long. 
    Creatures: Some powers affect creatures directly, but they affect creatures in an area of some kind rather than 
  individual creatures the character selects. The area might be a burst, a cone, or some other shape.  Many powers 
  affect "living creatures," which means all creatures other than constructs and undead. If a power has a limited 
  amount of targets it can affect, it will ignore those that it cannot affect. 
    Line of Effect: A line of effect is a straight, unblocked path that indicates what a power can affect. A line of 
  effect is canceled by a solid barrier. It's not blocked by fog, darkness, and other factors that limit normal sight. 
  A character must have a clear line of effect to any target that the character manifests a power on or to any space 
  in which the character wishes to create an effect. The character must have a clear line of effect to the point of 
  origin of any power the character manifests.  An otherwise solid barrier with a hole of at least 1 square foot 
  through it does not block a power's line of effect through the 5-foot section containing the hole.  The remainder 
  of the barrier, if unbroken, still blocks line of effect. 
  
  34 
   
  Discipline 
    All powers are grouped according to their discipline. Each of the six disciplines is associated with a key ability 
  score. The key ability score is important when manifesting a power, because it modifies the opponent’s saving 
  throw to resist a power, as described in Saving Throw, below. The power’s name line gives both the discipline 
  the power belongs to and the appropriate key ability score. 
  Saving Throw 
    Most harmful powers allow an affected creature to make a saving throw to avoid some or all of the effect. The 
  Saving Throw line in the power description defines which type of saving throw (if any) the power allows, with 
  additional terms to describe how saving throws against the power work.  Someone who has a modifier from 
  the same Ability Score must apply that same modifier to the saving throw.   
    Negates: This term means that the power has no effect on an affected creature that makes a successful saving 
  throw. 
    Half: The power deals damage, and a successful saving throw halves the damage taken (round down). 
    Succeeding at a Saving Throw: A creature that successfully saves against a power without obvious physical 
  effects feels a hostile force or a tingle, but it cannot deduce the exact nature of the attack. A character does not 
  sense when creatures succeed at saving throws against effect and area powers. 
    Voluntarily Giving up a Saving Throw: A creature can voluntarily forgo a saving throw and willingly accept a 
  power’s result. Even a character with a special resistance to psionics or magic can suppress this if he or she 
  wants to. 
    Items Surviving after a Saving Throw: Unless the descriptive text for the power specifies otherwise, all items 
  carried and worn are assumed to survive a psionic attack. If a character rolls a natural 1 for his or her saving 
  throw, however, an exposed item is harmed (provided the attack can harm objects). Determine which four 
  significant objects are most likely to be struck and roll randomly among them.  
  Table 17: Items Affected by Magical Attacks 
  Order*  
  Item 
  1st 
  Shield 
  2nd 
  Armor 
  3rd 
  Magic/Psionic helmet (or circlet/headband/third eye) 
  4th 
  Item in hand (including weapon, wand, etc.) 
  5th 
  Magic/Psionic cloak 
  6th 
  Stowed or sheathed weapon 
  7th 
  Magic/Psionic bracers 
  8th 
  Magic/Psionic clothing 
  9th 
  Magic/Psionic jewelry (including rings) 
  10th  
  Anything else 
  *In order of most likely to least likely to be affected. 
    The randomly determined item must make a saving throw as if wrecked by a non-Superhero. 
  Power Resistance 
    Normally, a defender’s spell resistance functions just like power resistance in its ability to resist psionic powers.  
  Likewise, power resistance grants psionic creatures an equal chance to resist spells, using the same mechanism. 
  A psionic power’s Power Resistance line and descriptive text tell whether power resistance protects creatures 
  from it. In many cases, power resistance applies only when a resistant creature is targeted by the power, not 
  
  35 
   
  when a resistant creature encounters a power that is already in place. 
    Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the 
  time is up, the magic goes away and the spell ends. If a power's duration is variable the Editor rolls it secretly. 
    Subjects, Effects, and Areas: If the power affects creatures directly, the result travels with the subjects for the 
  spell's duration. If the power creates an effect, the effect lasts for the duration. The effect might move or remain 
  still. Such effects can be destroyed prior to when their durations end. If the power affects an area, then the power 
  stays with that area for the power's duration. Creatures become subject to the power when they enter the area and 
  become no longer subject to it when they leave. 
    Touch Spells and Holding the Charge: If the character doesn't discharge a touch power on the round the 
  character manifests the power, the character can hold the discharge of the power (hold the charge) indefinitely.  
  The character can make touch attacks round after round. The character can touch one friend (or the character can 
  touch his or her self) and move or perform another half-action or touch up to three friends as a full-round 
  action. If the character touches anything with the character's hand while holding a charge, the power discharges. 
  If the character manifests another power, the touch power dissipates. 
  Display 
    When psionic powers are manifested, secondary displays usually accompany the primary effect. The psionic 
  display may be auditory, material, mental, olfactory, or visual. No power’s secondary display is significant 
  enough to create consequences for the psionic creatures, allies, or opponents during combat. 
    Auditory (Au): From the manifester's vicinity or in the vicinity of the power's subject (manifester's choice), a 
  bass-pitched hum issues, eerily akin to many deep-pitched voices. 
    Material (Ma): The subject or the area is briefly slicked with a 
  harmless ectoplasmic goo. The slime evaporates after 1 round 
  regardless of the power’s duration. 
    Mental (Me): A subtle chime rings in the minds of creatures 
  within 15 feet of either the manifester or the subject (at the 
  manifester's option) for the space of 1 second (or lasts for the 
  duration, at the manifester's option). 
    Olfactory (Ol): An odd but familiar odor brings to mind a brief 
  mental flash of a memory long buried. The scent is difficult to pin 
  down, and no two individuals ever describe it the same way. The 
  odor originates from the manifester and spreads to a distance of 20 
  feet, then fades in less than 1 second (or lasts for the duration, at the 
  manifester's option). 
    Visual (Vi): The manifester’s eyes burn like points of fire while 
  the power remains in effect, and an instantaneous flash of light sweeps away from the manifester to a distance of 
  5 feet. 
  Psionics-Magic Transparency 
    Psionics are spell-like abilities. In most cases, a spell-like ability (and manifesting a power) works just like a 
  spell, and casting a spell works much like manifesting a power for the purposes of the restrictions that apply. 
  Those restrictions are the same as those on casting a spell, except for one important difference: Armor does not 
  hinder the manifestation of a power. In all other cases, manifesting a power follows the rules for casting a spell.  
  Situations (other than armor) that interrupt a spell also interrupt the manifestation of a psionic power. When a 
  
  36 
   
  power manifestation is interrupted, the manifester loses the power points he or she would have spent to 
  successfully manifest the power. 
    The default rule for psionics and magic is that psionic powers interact with spells and spells interact with 
  psionic powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like 
  ability. This is known as transparency.  Though not explicitly called out in spell descriptions or magic item 
  descriptions, follow this rule: Spells, spell-like abilities, and magic items that could potentially affect psionics do 
  affect psionics. 
    Spell resistance functions against powers and vice versa.  All spells that negate or dispel magic are equally 
  effective against psionic powers of the same level using the same mechanics, and vice versa.  
    The spell detect magic detects psionic powers, their number, and their strength and location.  “Dead magic” 
  areas are also “dead psionics” areas. 
    Psionic powers and abilities have no verbal, somatic, or material components. The user activates the power 
  mentally. 
    Daily Power Point Acquisition: Each day, a psionic needs 8 hours of rest, after which he or she spends 15 
  minutes concentrating. During this period, the psionic character’s mind is charged anew with power points, 
  reaching the maximum allowed for the character based on level, key ability score (for psion only), and feat 
  acquisition. Without such a period of refreshment, the psionic character does not regain power points used up the 
  day before. A psionic character can only refresh his or her power points once every twenty-four hours. 
    Adding Powers to a Psionic Character’s Repertoire: Psionics gain powers and power points each time they 
  achieve new experience levels; they never gain powers any other way. 
  Psionic Powers: If magic and psionics exist separately in an H&H campaign, then the following powers 
  are the only ones that psionics can use.  If magic and psionics are merged, then spells from the 
  Magic-User class may be converted to psionics, or vice versa, by the Editor and the players. 
  Level 1  
   
   
  Level 2  
   
  Level 3  
   
   
  Level 4 
  Compression 
   
   
  Body Equilibrium 
  Body Adjustment 
   
  Dimension Door 
  Empathy 
   
   
  Detect Thoughts 
  Clairaudience/Clairvoyance 
  Domination 
  Telempathic Projection  
  Expansion 
   
  Dimension Slide 
   
  Polymorph Self 
   
   
   
  Invisibility 
   
   
   
   
   
  Telekinesis 
   
   
   
  Levitate 
   
   
   
  Suggestion 
  Level 5  
   
   
  Level 6  
   
  Level 7  
   
   
  Level 8  
   
  Energy Barrier  
   
  Aura Alteration  
  Etherealness 
   
   
  Matter Manipulation 
  Matter Rearrangement  
  Precognition 
   
  Mass Domination 
   
  Mind Blank 
   
  Teleport 
   
   
  Suspend Life 
  Level 9 
  Astral Projection 
  Probability Travel 
  Astral Projection 
  Level: 9 
  Display: None 
  Manifestation Time: 30 minutes 
  Range: Touch 
  
  37 
   
  Targets: You plus one additional creature touched per two levels 
  Duration: See text 
  Saving Throw: None 
  Power Resistance: Yes 
  Power Points: 17 
  This power allows the manifester to project an astral body into another plane altogether. The manifester can 
  bring the astral forms of other creatures with him or her, provided the creatures are linked in a circle with the 
  manifester at the time of the manifestation. These fellow travelers are dependent upon the manifester and must 
  accompany him or her at all times. If something happens to the manifester during the journey, the companions 
  are stranded wherever he or she left them. 
  The manifester projects his or her astral self into the Astral Plane, leaving his or her physical body behind on the 
  Material Plane in a state of suspended animation. The power projects an astral copy of the manifester and all he 
  of she wears or carries onto the Astral Plane. Since the Astral Plane touches upon every other plane, the 
  manifester can travel astrally to other planes. The manifester then leaves the Astral Plane, forming a new 
  physical body (and equipment) on the plane of existence he or she has chosen to enter. 
  On the Astral Plane or any outer plane, the astral body is connected at all times to the material body by a silvery 
  cord. If the cord is broken, the affected person is killed, astrally and materially. Very few things can destroy a 
  silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly 
  attached to the new body. If the second body or astral form is slain, the cord simply returns to the person’s body 
  where it rests on the Material Plane, reviving it from its state of suspended animation. Although astral 
  projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral 
  Plane; a physical body must be materialized on other planes. 
  The manifester and companions may travel through the Astral Plane indefinitely. Their bodies simply wait 
  behind in a state of suspended animation until they choose to return their spirits to their physical bodies. The 
  power lasts until the manifester desires to end it, or until it is terminated by some outside means, such as negate 
  psionics manifested upon either the physical body or the astral form, or the destruction of the body back on the 
  Material Plane (which kills the character). 
  Aura Alteration 
  Level: 6 
  Display: Ma 
  Manifestation Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous or 10 minutes/level 
  Saving Throw: negates 
  Power Resistance: Yes 
  Power Points: 11 
  The manifester can disguise the subject’s aura (alignment), level, or remove compulsions such as crisis of breath, 
  fatal attraction, curses, geases, and quests. Aura alteration can also sever all charm and compulsion powers of 6th 
  level or lower that might affect a target. 
  If disguising the subject’s alignment or level, the power has a duration of 10 minutes/level. The manifester may 
  change the subject’s alignment by only one degree. The manifester may adjust the subject’s apparent level by a 
  number equal to one-half the manifester’s own level (rounded down). 
  If attempting to cleanse the subject’s aura, the duration is instantaneous. When aura alteration is manifested, the 
  
  38 
   
  subject gains another saving throw against the affliction, but with a +2 bonus on his or her roll. The manifester 
  can remove the afflictions noted above, and may be able to remove others at the Editor’s discretion. 
  Body Adjustment 
  Level: 3 
  Display: Au, Ma 
  Manifestation Time: 1 full round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 3 
  The manifester cures him or herself of 2d6 points of damage. 
  Alternatively, the manifester can focus on a disease or poison. He or she must manifest body adjustment 
  separately for each different condition. If used against a disease, the next save to attempt to throw off the 
  infection gains a bonus equal to 4 + the character’s manifester level. If used against a poison, any saves gain a 
  bonus equal to 4 + the character’s manifester level, including the first one if the power is activated in the 
  first turn of being poisoned. Multiple uses of body adjustment for use against poison or disease do not stack. 
  Finally, a character can use body adjustment to heal 2 points of temporary ability damage. The manifester 
  doesn’t gain all three benefits from a single manifestation of this power. 
  Body Equilibrium 
  Level: 2 
  Display: Vi, Ma 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Power Points: 3 
  The manifester can adjust his or her body equilibrium to correspond with any solid or liquid that you stand on. 
  Thus, he or she can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this 
  does not confer any resistance to particularly sticky webs). The character can move at his or her normal 
  speed, but cannot run (x4 speed) on an unfirm surface without sinking or breaking through. If the character falls 
  while using this power, damage from the impact is halved. 
  Clairaudience/Clairvoyance 
  Level: 3 
  Display: Vi, Au 
  Manifestation Time: 1 action 
  Range: See text 
  Effect: Psionic sensor 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: 3 
  Clairaudience/clairvoyance enables the manifester to concentrate upon some locale and hear or see (manifester’s 
  
  39 
   
  choice) almost as if he or she were there. Distance is not a factor, but the locale must be known—a place familiar 
  to the manifester or an obvious one. The power does not allow psionically enhanced senses to work through it. If 
  the chosen locale is magically or psionically dark, the manifester sees nothing. If it is naturally pitch black, the 
  manifester can see in a 10-foot radius around the center of the power’s effect. Lead sheeting, magical protection 
  or psionic protection blocks the power, and the manifester senses that the power is so blocked. The power creates 
  an invisible sensor that can be dispelled or negated. The power functions only on the manifester’s current plane 
  of existence. 
  Compression 
  Level: 1 
  Display: Ol 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Power Points: 1 
  The manifester shrink up to 10% per manifester level, decreasing by this amount in height, width, and depth (to a 
  maximum reduction of 50%). Weight decreases by approximately the cube of the size decrease as follows: 
   
  Height Decrease 
  Weight Decrease 
   
  –10% (x0.9) 
  –30% (x0.7) 
   
  –20% (x0.8) 
  –50% (x0.5) 
   
  –30% (x0.7) 
  –60% (x0.4) 
   
  –40% (x0.6) 
  –80% (x0.2) 
   
  –50% (x0.5) 
  –90% (x0.1) 
   
  The character’s equipment also shrinks. His or her hit points, Armor Class, and attack rolls do not change, but 
  Strength decreases along with size. For every 10% of reduction, the character’s Strength score suffers an 
  enlargement penalty of –1, to a minimum score of 1. 
  Detect Thoughts 
  Level: 2 
  Display Vi, Me 
  Manifestation Time: 1 action 
  Range: 60 ft, 
  Area: Quarter circle emanating from you to the extreme of the range 
  Duration: Concentration, up to 1 minute/level (D) 
  Saving Throw: negates (see text) 
  Power Resistance: No 
  Power Points: 3 
  The manifester detects surface thoughts. The amount of information revealed depends on how long the 
  manifester studies a particular area or subject: 
  1st Minute: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 
  2nd Minute: Number of thinking minds and the mental strength of each. 
  3rd Minute: Surface thoughts of any mind in the area. A target’s save prevents the manifester from reading its 
  thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal 
  intelligence have simple, instinctual thoughts that the manifester can pick up. 
   
  
  40 
   
   
  Intelligence 
  Mental Strength 
   
    1–2 
   
  Animal 
   
    3–5 
   
  Very low 
   
    6–9 
   
  Low 
   
  10–11  
  Average 
   
  12–15  
  High 
   
  16–17  
  Very high 
   
  18–21  
  Genius 
   
  22–25  
  Supra-genius 
   
  26+ 
   
  Godlike 
  Note: Each minute, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, 
  but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Dimension Door 
  Level: 4 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Long (400 ft. + 40 ft./level) 
  Target: You and touched objects or other touched willing creatures (see text) 
  Duration: Instantaneous 
  Power Points: 7 
  The manifester instantly transfers him or herself from the character’s current location to any other spot within 
  range. The character always arrives at exactly the spot desired—whether by simply visualizing the area or by 
  stating direction. The character can bring along up to 500 pounds of nonliving matter or 250 pounds of living 
  matter. After using this power, the manifester can’t take any other actions until his or her next turn. 
  If the character arrives in a place that is already occupied by a solid body, he or she becomes trapped in the 
  Astral Plane. Each round that the character is trapped in the Astral Plane in this way, he or she may make a save 
  at -2 to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended 
  location. If there is no free space within 100 feet, make a save each minute to appear in a free space within 1,000 
  feet. If there is no free space within 1,000 feet, the character is stuck on the Astral Plane until rescued. 
  Dimension Slide 
  Level: 3 
  Display: Vi 
  Manifestation Time: 1action 
  Range: Close (25 ft. + 5 ft./2levels) 
  Target: You (see text) 
  Duration: Instantaneous 
  Power Points: 5 
  The character instantly transfers him or herself from the character’s current location to any other spot within 
  range that the character can see directly. The character arrives at exactly the spot desired, if he or she can see it. 
  A character cannot dimension slide through solid objects; even a curtain blocks dimension slide. A character 
  cannot bring along more than his or her medium load carrying capacity, nor can a character bring along any 
  living matter that weighs more than 20 pounds. After using this power, the character can’t take any other actions 
  until his or her next turn. 
  If the character somehow attempts to transfer him or herself to a location occupied by a solid body, the power 
  simply fails to function. 
  
  41 
   
  Domination 
  Level: 4 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One humanoid of Medium-size or smaller 
  Duration: 1 day/level 
  Saving Throw: negates 
  Power Resistance: Yes 
  Power Points: 7 
  The manifester can control the actions of any humanoid of 
  Medium-size or smaller. The manifester establishes a 
  telepathic link with the subject’s mind. If the manifester 
  and the subject share a common language, the manifester 
  can generally force the subject to perform as he or she 
  desires, within the limits of the subject’s abilities. If no 
  common language is shared, the manifester can only 
  communicate basic commands. The manifester knows 
  what the subject is experiencing but does not receive 
  direct sensory input from him or her. 
  Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with 
  a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried 
  out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and 
  subject are on the same plane. The manifester need not see the subject to control it. 
  Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the 
  telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate 
  it. 
  Empathy 
  Level: 1 
  Display Me 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Concentration, up to 1 minute/level (D) 
  Saving Throw: negates 
  Power Resistance: Yes 
  Power Points: 1 
  The manifester detects the surface emotions of any creature he or she can see that is in range. The character can 
  sense basic needs, drives, and emotions. 
  Energy Barrier 
  Level: 5 
  Display: Vi (see text) 
  Manifestation Time: 1 action 
  Range: Personal 
  
  42 
   
  Target: You 
  Duration: 10 minutes/level or until discharged 
  Power Points: 9 
  The manifester’s body assimilates and converts energy attacks to harmless light. The character gains resistance 
  10 to a specific energy attack. Once the power has prevented a total of 10 points of damage per manifester level 
  (maximum 150 points) from specified energy attacks, it is discharged. Specified energy attacks include powers 
  and spells that deal acid, cold, electricity, fire, and sonic damage. When the character absorbs damage, he or she 
  radiates visible light for a number of rounds equal to the points of damage successfully ignored. The light is 
  strong enough to illuminate a 60-foot-radius area. 
  Etherealness 
  Level: 7 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Touch (see text) 
  Targets: You and one other touched creature/3 levels 
  Duration: 1 minute/level (D) 
  Power Resistance: Yes 
  Power Points: 13 
  The manifester and other creatures joined by linked hands (along with their equipment) become ethereal. Besides 
  him or herself, the manifester can bring one creature per three manifester levels to the Ethereal Plane. Once 
  ethereal, the creatures need not stay together. When the power expires, all affected creatures in the Ethereal 
  Plane return to material existence. 
  Note: An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down 
  (albeit at half normal speed). As an incorporeal creature, the character can move through solid objects, including 
  living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and 
  insubstantial. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and magical 
  abjurations affect the character normally. Their effects extend onto the Ethereal Plane from the Material Plane, 
  but not vice versa. An ethereal creature can’t attack material creatures, and powers manifest while ethereal affect 
  only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal 
  Plane. By contrast, treat other ethereal creatures and ethereal objects as if they had become material. 
  If the power ends and creatures become material while inside a material object, they are shunted off to the 
  nearest open space and suffer 1d6 points of damage per 5 feet so traveled. 
  Expansion 
  Level: 2 
  Display: Ol 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Power Points: 3 
  The manifester grows up to 10% per manifester level, increasing by this amount in height, width, and depth (to a 
  maximum growth of 100%). Weight increases by approximately the cube of the size increase as follows: 
   
  Height Increase Weight Increase 
   
    +10% (x1.1)   +30% (x1.3) 
  
  43 
   
   
    +20% (x1.2)   +70% (x1.7) 
   
    +30% (x1.3) +120% (x2.2) 
   
    +40% (x1.4) +170% (x2.7) 
   
    +50% (x1.5) +240% (x3.4) 
   
    +60% (x1.6) +310% (x4.1) 
   
    +70% (x1.7) +390% (x4.9) 
   
    +80% (x1.8) +480% (x5.8) 
   
    +90% (x1.9) +590% (x6.9) 
   
  +100% (x2.0) +700% (x8.0) 
  Equipment worn or carried is also enlarged. If insufficient room is available for the desired growth, the character 
  bursts weak enclosures. However, the character’s larger size is constrained without harm by stronger materials.  
  The character cannot crush him or herself. 
  The character’s hit points, Armor Class, and base attack bonus do not change, but Strength increases along with 
  size. For every 20% of enlargement, the character gains a +2 bonus to Strength, and all Strength over 18 
  counts as True Strength even for non-Superheroes. 
  Invisibility 
  Level: 2 
  Display: None 
  Manifestation Time: 1 action 
  Range: Personal or touch 
  Target: You or a creature or object weighing no more than 100 lb./level 
  Duration: 10 minutes/level (D) 
  Saving Throw: negates (harmless, object) 
  Power Resistance: Yes (harmless, object) 
  Power Points: 3 
  The creature or object touched vanishes from sight. If the recipient is a creature carrying gear, the gear vanishes, 
  too. If a character manifests the power on someone else, neither the character nor allies can see the subject, 
  unless they can normally see invisible things or employ psionics to do so. 
  Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the 
  clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light 
  can become so. Any part of an item that the subject carries but that extends more than 10 feet from her becomes 
  visible. 
  The subject is not magically silenced, and certain other conditions can render the recipient detectable. The power 
  ends if the subject attacks any creature. For purposes of this power, an “attack” includes any power targeting a 
  foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s 
  perceptions.) Actions directed at unattended objects do not negate the power. Causing harm indirectly is not an 
  attack. Note that powers that specifically affect allies but not foes are not attacks for this purpose, even when 
  they include foes in their area. 
  An invisible attacker gains a +2 bonus on his or her attack roll (for the single attack, either melee or ranged, that 
  he or she is allowed before becoming visible), and the defender against such an attack loses any Dexterity bonus 
  to Armor Class. 
  
  44 
   
  Levitate 
  Level: 2 
  Display: Ol 
  Manifestation Time: 1 action 
  Range: Personal or close (25 ft. + 5 ft./2 levels) 
  Target: You or one willing creature or one object (total weight up to 100 lb./level) 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: 3 
  Levitate allows the manifester to move him or herself, another creature, or an object up and down as the 
  manifester wishes. A creature must be willing to be levitated, and an object must be unattended or possessed by a 
  willing creature. The manifester can mentally direct the recipient to move up or down up to 20 feet each round; 
  doing so is a move-equivalent action. The manifester cannot move the recipient horizontally, but the recipient 
  push or pull themselves along surfaces (generally at half its base speed). 
  A levitating creature who attacks with a melee or ranged weapon finds him or herself increasingly unstable; the 
  first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full 
  round spent stabilizing allows the creature to begin again at –1. 
  Mass Domination 
  Level: 7 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature/level, no two of which can be more than 30 ft. apart 
  Duration: 1 day/level 
  Saving Throw: negates 
  Power Resistance: Yes 
  Power Points: 13 
  The manifester can control the actions of any humanoids of Medium-size or smaller, regardless of language. The 
  manifester establishes a telepathic link with the subjects’ mind. The manifester can generally force the subjects 
  to perform as he or she desires, within the limits of the subjects’ abilities.  The manifester can give different 
  directions to different creatures. The manifester knows what the subjects are experiencing but does not receive 
  direct sensory input from them. 
  Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with 
  a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried 
  out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and 
  subjects are on the same plane. The manifester need not see the subjects to control it. 
  Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the 
  telepathic link over a subject so warded, but it does not prevent the establishment of domination or negate it. 
  Matter Manipulation 
  Level: 8 
  Display: Au, Me 
  Manifestation Time: 1 action 
  
  45 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 1 cu. ft./level of inanimate material 
  Duration: Instantaneous 
  Saving Throw: None 
  Power Resistance: Yes 
  Power Points: 15 
  The manifester can weaken or strengthen the substance of an object or structure. The power can affect both 
  mundane and magical inanimate material. Weakening an object’s substance makes it easier to wreck and 
  strengthening it makes it harder to wreck. The manifester can increase or decrease an object’s hardness by a 
  +/– 5 modifier to its wrecking things roll. A manifester can’t decrease the hardness of an object that already 
  requires no roll to wreck. 
  Working Manipulated Metals: An object or portion thereof whose hardness is decreased or increased is 
  permanently changed. A manifester can also harden or weaken a preforged weapon, armor, or other finished 
  item. 
  Matter Rearrangement 
  Level: 5 
  Display: Ma 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Nonmagical metal objects weighing up to a total of 1/10 pound, each no more than 1 inch from another 
  Duration: Instantaneous 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: 9 
  The manifester can transmute one metal into another. The power can affect a metal object up to 1/10 pound, or 
  several metal objects whose total weight does not exceed 1/10 pound. In practical terms, 1/10 pound equals ten 
  standard coins. 
  Mind Blank 
  Level: 8 
  Display: Ol 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 day 
  Saving Throw: negates (harmless) 
  Power Resistance: Yes (harmless) 
  Power Points: 15 
  The subject is totally protected from all devices and power that detect, influence, or read emotions or thoughts. 
  This protects against all mind-affecting powers and effects, as well as information gathering by 
  Clairvoyance/Clairaudience powers or effects. Mind blank even foils extraordinary powers and spells (such as 
  limited wish, miracle, and wish) when they are used in such a way as to affect the subject’s mind or to gain 
  information about him or her. In the case of remote viewing or scrying that scans an area that the creature is in, 
  the power works but the creature simply isn’t detected. Remote viewing and scrying attempts that are targeted 
  specifically at the subject do not work at all. 
  
  46 
   
  Mind blank is not effective against psionic attack modes. 
  Polymorph Self 
  Level: 4 
  Display: Ma, Ol 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  Power Points: 7 
  The manifester changes his or her form to that of another creature. The new form can range in mass from one-
  third to three times the character’s normal weight, and can have no more hit dice than the character has, and 
  in any case the assumed form cannot have more than 15 hit dice. A character cannot change into constructs, 
  elementals, outsiders, or undead unless the character is already are that type. 
  Upon changing, the character regains lost hit points as if having rested for a day (though this healing does not 
  restore temporary ability damage and provide other benefits of resting for a day; and changing back does not 
  heal the character further). If slain, the character reverts to his or her original form, though he or she remains 
  dead. 
  The character acquires the physical and natural abilities of the new form: natural size, physical ability scores 
  (average Strength, Dexterity, and Constitution for the new form’s kind), natural armor, natural weapons, and 
  similar gross physical quantities. A body with extra limbs does not allow a character to make more attacks (or 
  more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement 
  capabilities, such as walking, swimming, and flight with wings. 
  The character does not acquire the extraordinary, supernatural, or spell-like 
  abilities of the new form. The character cannot change into variation form 
  of a creature.  Incorporeal or gaseous forms cannot be assumed. 
  The character retains his or her Intelligence, Wisdom, and Charisma sores, 
  level and class, hit point (despite any change to the character’s 
  Constitution score), alignment, base attack bonus and save bonuses.  (New 
  Strength, Dexterity, and Constitution scores may affect final attack and 
  save bonuses.)  The character retains his or her extraordinary abilities, 
  spells, and spell-like abilities, but not his or her supernatural abilities (if 
  any).  The character can manifest powers, or cast spells for which the 
  character has components, but the character needs a humanlike voice for 
  verbal components and humanlike hands for somatic components. 
  If the character’s new form is a fey, giant, humanoid, shapechanger, or undead, the character’s equipment 
  changes to match the new form and retains its properties.  Otherwise, it melds into the new form and becomes 
  nonfunctional.  Melded material components and focuses cannot be used to cast spells.  Any part of the body or 
  piece of equipment that is separated from the whole reverts to its original form. 
  The character chooses the form’s physical qualities (such as hair color, height, and gender), but they must fall 
  within the normal ranges for the form.  The character is effectively disguised as an average member of the new 
  form’s race.   
  Precognition 
  Level: 6 
  
  47 
   
  Display: Vi, Au 
  Manifestation Time: 10 minutes 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Power Points: 5 
  The precognition power provides the manifester with a useful vision in reply to a question concerning a specific 
  goal, event, or activity that is to occur within a year. The vision can be as simple as a short glimpse of a 
  meaningful image, or it might take the form of a full-length dream lasting several minutes.  In all cases, the 
  Editor controls what information is received. Note that if the party doesn’t act on the information, the conditions 
  may change so that the information is no longer useful. 
  The base chance for a correct precognition is 80%, plus 1% per manifester level. The Editor adjusts the chance if 
  unusual circumstances require it. If the dice roll fails, the manifester knows the power failed, unless specific 
  psionics or magic yielding false information is at work. 
  Multiple precognitions about the same action by the same manifester use the same die roll result as the first 
  precognition and yield the same answer each time. 
  Probability Travel 
  Level: 9 
  Display: None 
  Manifestation Time: 1 minute 
  Range: Touch 
  Targets: You plus one additional creature touched per two levels 
  Duration: See text 
  Saving Throw: None 
  Power Resistance: Yes 
  Power Points: 17 
  This power allows the manifester travel to the Astral Plane, and from there to other planes. The manifester can 
  bring other creatures with him or her, provided the creatures are linked in a circle with the manifester at the time 
  of the manifestation. These fellow travelers are dependent upon the manifester and must accompany him or her 
  at all times. If something happens to the manifester during the journey, the companions are stranded wherever he 
  or she left them. 
  The manifester physically travels to the Astral Plane, leaving nothing behind. Since the Astral Plane touches 
  upon every other plane, the manifester can travel astrally to other planes. The manifester then leaves the Astral 
  Plane, entering into the plane of existence he or she has chosen. 
  Because the manifester and companions are physically on the Astral Plane, they possess no silver cords and thus 
  are not vulnerable to those who might sever them. However, if a character perishes while out journeying amid 
  the planes, he or she is just as dead as if he or she had perished in his or her home plane. 
  The power lasts until the manifester desires to end it, or until it is terminated by some outside means, such as 
  negate psionics manifested upon the manifester. 
  Suggestion 
  Level: 2 
  Display: Au 
  
  48 
   
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 hour/level or until completed 
  Saving Throw: negates 
  Power Resistance: Yes 
  Power Points: 3 
  The manifester influences the actions of the subject creature by suggesting a course of action (limited to a 
  sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable. 
  Asking the creature to do some other obviously harmful act automatically negates the effect of the power. The 
  suggested course of action can continue for the entire duration. If the suggested action can be completed in a 
  shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can 
  instead specify conditions that will trigger a special action during the duration. If the condition is not met before 
  the power expires, the action is not performed. 
  A very reasonable suggestion causes the saving throw to be made with a penalty (such as –1, –2, and so on) at 
  the discretion of the Editor. 
  Suspend Life 
  Level: 6 
  Display: Ol 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 11 
  The manifester can place him or herself into a trance so deep that all his or her life functions are essentially 
  halted. Even powers that detect life or thought are incapable of determining that the character yet lives. While 
  suspended, the character feels the passage of one day for every year that actually passes. Though on a slower 
  schedule, the character grows hungry after a “day” without food (though a year may pass in actuality) and begins 
  to suffer the effects of thirst and starvation as appropriate. The character is also aware of his or her surroundings, 
  though events that take less time than 10 minutes occur too quickly for the character to note them. If the 
  character takes damage, he or she comes out of the trance in 4 rounds. If the character chooses to come out of the 
  trance voluntarily, it takes 10 rounds. Once the character leaves the trance, he or she must manifest this power 
  once more to return to a state of suspension. 
  Telekinesis 
  Level: 4 
  Display: Vi  
  Manifestation Time: 1 action 
  Range: Long (400 ft. + 40 ft./level) 
  Target or Targets: See text 
  Duration: Concentration, up to 1 round/level, or instantaneous (see text) 
  Saving Throw: negates (object) (see text) 
  Power Resistance: Yes (object) (see text) 
  Power Points: 7 
  The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, 
  sustained force or a single short, violent thrust (manifester’s choice). 
  
  49 
   
  Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up 
  to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a 
  successful save or with power resistance. 
  This version of the power lasts up to 1 round per manifester level, but it ends if the manifester ceases 
  concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the 
  range of the power. The power ends if the object is forced beyond the range. If the manifester ceases 
  concentration for any reason, the object falls or stops. 
  An object can be telekinetically manipulated as if with one hand. The manifester might even be able to untie 
  simple knots. 
  Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl 
  one or more objects or creatures that are within range and all within 10 feet of each other toward any target 
  within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester 
  level. 
  The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items. 
  Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 
  25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects. 
  Creatures who fall within the weight capacity of the power can be hurled, but they are allowed saves to negate 
  the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled 
  against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points). 
  Telempathic Projection 
  Level: 1 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One living creature 
  Duration: 1 minute/level 
  Saving Throw: negates 
  Power Resistance: Yes 
  Power Points: 1 
  The manifester can alter the subject’s mood. An affected creature feels the new emotion, but telempathic 
  projection cannot radically change its emotional state. Instead, the power adjusts its emotions by one step. The 
  manifester can grant up to a +1 bonus on his or her own (or others’) attempts at Supporting Cast Member rolls 
  or loyalty/morale saves, or a –1 penalty to morale saves. 
  Teleport 
  Level: 5 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Personal and touch 
  Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level 
  Duration: Instantaneous 
  Saving Throw: None and negates (object) 
  Power Resistance: No and Yes (object) 
  Power Points: 9 
  
  50 
   
  This power instantly transports the manifester to a designated destination. Distance is not a factor, but interplanar 
  travel is not possible. The manifester can bring along objects and willing creatures totaling up to 50 pounds per 
  manifester level. Only objects held or in use (attended) by another person receive saving throws and power 
  resistance. 
  The manifester must have some clear idea of the location and layout of the destination. The clearer the mental 
  image, the more likely the teleportation works. Areas of strong physical, psionic, or magical energies may make 
  teleportation more hazardous or even impossible. 
  Note: Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also 
  blocks teleportation.  To see how well the teleportation works, roll d% and consult the table below. 
   
   
  On 
   
  Off 
   
  Similar 
  Familiarity 
   
  Target  
  Target  
  Area 
   
  Mishap 
  Very familiar 
   
  01–97  
  98–99  
  100 
   
  — 
  Studied carefully 
  01–94  
  95–97  
  98–99  
  100 
  Seen casually  
  01–88  
  89–94  
  95–98  
  99–100 
  Viewed once 
   
  01–76  
  77–88  
  89–96  
  97–100 
  Description 
   
  01–52  
  53–76  
  77–92  
  93–100 
  False destination 
  — 
   
  — 
   
  81–92  
  93–100 
     (1d20+80) 
  Familiarity: “Very familiar” is a place where the manifester has been very often and where he or she feels at 
  home. “Studied carefully” is a place known well, either because the manifester has been there often or has used 
  other means  to study the place. “Seen casually” is a place that the manifester has seen more than once but with 
  which he or she is not very familiar. “Viewed once” is a place that the manifester has seen once, possibly using 
  psionics. “Description” is a place whose location and appearance are know through someone else’s description, 
  perhaps even from a precise map. 
  “False destination” is a place that doesn’t exist. When traveling to a false destination, roll 1d20+80 to obtain 
  results on the table, rather than rolling d%, since there is no real destination for the manifester to arrive at or 
  even be off target from. 
  On Target: The manifester appears where he or she wants to be. 
  Off Target: The manifester appears safely a random distance away from the destination in a random direction. 
  Distance off target is 1d10x1d10% of the distance that was to be traveled. 
  Similar Area: The manifester winds up in an area that’s visually or thematically similar to the target area.  
  Generally, the manifester appears in the closest similar place, but since the power has no range limit, he or she 
  could conceivably wind up somewhere else across the globe. 
  Mishap: The manifester and anyone else teleporting with him or her have gotten “scrambled.” Each character 
  suffers 1d10 points of damage, and reroll on the chart to see where the characters wind up. For these rerolls, roll 
  1d20+80. Each time “Mishap” comes up, the characters suffer more damage and must reroll. 
  Psionics and Mobsters: If allowed for Heroes, it is encouraged to grant psionics to the following 
  mobster types: basilisks, cockatrices, grey ooze, invisible stalkers, liches, titans, and yellow mold. 
   
  MOBSTERS AND TROPHIES 
  New Mobsters: The following are new mobsters that can be inserted into any campaign: 
  
  51 
   
  Aliens, Jovian 
  Armor Class: 6 [13] 
  Hit Dice: 
  3+1 
  Attacks: 
  1 weapon 
  Special: 
  acid spit 
  Move:  
  60 ft. 
  HDE/XP: 
  3/120 
  Jovians are vaguely camel-like humanoid aliens, 
  advanced enough technologically to build rocket ships, 
  but culturally primitive.  Most Jovians are brigands or 
  pirates, constantly stealing from each other or 
  launching raids on the Martians.  There is a 50% 
  chance of any Jovian having 1-2 hi-tech items, and 
  they favor flame throwers as weapons.  In addition, 
  Jovians can all spit their acidic spittle up to 10 ft. for 
  1d6 damage every third turn.  
  Anthropomorphic Animals 
  Armor Class: 8 [11] 
  Hit Dice: 
  1 
  Attacks: 
  1 weapon 
  Special: 
  see below 
  Move:  
  45 ft. 
  HDE/XP: 
  1/40 
  There are other dimensions inhabited by anthropomorphic animals that resemble Earth’s cartoon 
  characters.  Most are smaller than human-sized, between three and five feet tall.  They are boneless 
  creatures, more flexible and rubbery than vertebrates, and even able to alter their shape for 1 minute 
  per hour.  They are not alive in the same way that Earth animals are.  If injured, they regain hp at the 
  rate of 1 per turn.  If rendered unconscious, they can still not be killed without taking at least 36 points 
  of damage.  Most are Neutral and only interested in being amusing.  
  Cougars 
  Armor Class: 7 [12]  
  Hit Dice: 
  2+1 
  Attacks: 
  bite (1d4), claw (1d6) 
  Special: 
  rakes (1d8), climb  
  Move:  
  75 
  HDE/XP: 
  2/80 
  Also known as mountain lions, cougars are the smallest of the great 
  cats.  The male cougar can weigh up to 240 lbs., while the female 
  cougar tends to be half that size (and has 1+1 HD).  If a cougar hits 
  with its claw attack, it can then roll again to rake with its back claws.  
  They are excellent climbers, able to climb as well as 1st level 
  Mysterymen. 
  Creeper Vines 
  Listings are for:  medium and large vampiric. 
  
  52 
   
  Armor Class: 8 [11]. 7 [12] 
  Hit Dice: 
  1, 4 
  Attacks: 
  grab (1d6), 2 constricting vines (1d10 + 1d4) 
  Special: 
  hold fast, paralysis; hold fast, blood drain 
  Move:  
  10, 20 
  HDE/XP: 
  2/80, 5/200 
  Medium-sized creeper vines are, in most ways, identical to smaller creeper vines.  There is a 45% of 
  creeping vines leak a paralyzing sap (save against poison or paralyzed for 2d6 turns).  Large vampiric 
  creeper vines, instead of having paralytic sap, drain blood through their thorns at the rate of 1d4 hp 
  per combat turn.   
  Cyclopses 
  Armor Class:  3 [16] or better 
  Hit Dice: 
  14+1 
  Attacks: 
  blow (4d6+2) or better by weapon 
  Special: 
   throw boulders wreck things, resistance to fire, javelins of lightning 
  Move:  
  65 ft. 
  HDE/XP: 
  15/2900 
  Cyclopses have a True Strength of 36, giving them +2 to hit and +6 to damage when using weapons 
  and wreck things as if 4th level Superheroes.  When throwing boulders or other weapons, they do 5d6 
  damage.  There is a 50% chance of a cyclops having 1d3 javelins of lightning that do 2d10+2 damage 
  to any targets in a 120 ft. long, 5 ft. wide ray and can only be thrown by larger-than-man-sized 
  wielders.  Otherwise, cyclopses have 1d3 random hi-tech and/or magic items, having made them 
  themselves.   
  Being supernaturally gifted craftsmen, they can craft items with up to a +4 bonus under the best 
  working conditions, or even +2 in the simplest of forges.  They may choose to do so in exchange for 
  valuables or livestock (which they prefer to eat while still alive; they may be capable, but they’re still 
  monsters) equal to four times the xp value of the item, but will increase that cost to five or six times at 
  the slightest provocation.  Any guile or coercion will make them attack instead. 
  Cyclopses are rare in Greece and Italy and very rare everywhere else.  They stand 12 ft. tall and suffer 
  no loss of depth perception from their one eyes.  They take half damage from all heat and fire 
  (rounded down). 
  Deinonychus 
  Armor Class: 6 [13] 
  Hit Dice: 
  2 
  Attacks: 
  claw (1d4), bite (1d6) 
  Special: 
  rake (2d4+1) 
  Move:  
  75  
  HDE/XP: 
  2/80 
  These carnivorous dinosaurs are 11-ft. long from tip to tail, but are lean in form and weigh in at only 
  160-180 lbs.  If their claw attack hits, they can also attack with their back claws separately, raking with 
  their over-sized rear talons. 
  Demons:  Demons all have the following characteristics in common: they can see clearly in complete 
  and even magical darkness to a range of 120 ft. (negating a human’s –2 bonus to be hit in dim light), 
  can teleport once per hour (as per the spell), have magic resistance to some degree, can polymorph 
  to some degree, are immune to all weapons not made from silver or cold iron or enchanted, and take 
  1 point of damage per turn from exposure to daylight.  All stats consider the demons to be small-sized.  
  
  53 
   
  An average-sized demon has d8 hp per die, does +1 damage per hit, and increases HDE by 1.  A 
  large-sized demon has d10 hp per die, does +2 damage per hit, and increases HDE by 2.   
  If psionics are used, all demons are psionic, have all attack and defense modes, and have a number 
  of psionic points equal to 10 per HD. 
  Demons are treated as living beings, in terms of being immune to Superheroes wrecking things. 
  All of this also holds true for lemures and baal’rogs, detailed elsewhere.         
  Demon, Gaap 
  Armor Class: -1 [20]  
  Hit Dice: 
  11 
  Attacks: 
  1 grapple (1+2+special) 
  Special: 
  see below 
  Move:  
  50 ft. (100 ft. swimming) 
  HDE/XP: 
  12/2000 
  Known as one of the Goetic demons, a gaap appears to be a man-shaped figure composed entirely of 
  murky water.  The gaap attacks by grabbing a victim and drowning him in the gaap’s own body.  They 
  have a True Strength of 31, giving them a +1 to hit and a +2 bonus to damage.  Anyone struck must 
  save against magic each turn or drown, unless able to breathe water.  Gaap’s can polymorph into the 
  form of an ordinary human, but only for the duration of 1 hour per day.  In addition to these and the 
  normal abilities of a demon, the gaap can perform the following spells once per turn: Create Water (but 
  never drinkable water), Confusion, Dimension Door, Invisibility II, Telekinesis, Water Breathing (bestow 
  on others); the spells Charm Mobster and Feeblemind every other turn; and the spell Wall of Ice three 
  times per week.  Gaaps are exceptionally intelligent, though unwise, and if a sacrifice is burned for 
  them they are usually willing to debate philosophy instead of attacking. Against spell casters of any 
  level they are 35% immune to all spells  
  Demon, Glasya 
  Armor Class: -1 [20] 
  Hit Dice: 
  10 
  Attacks: 
  1 bite (1d10), 2 claws (1d6) 
  Special: 
  see below 
  Move:  
  60 ft. (75 ft. flying) 
  HDE/XP: 
  11/1700 
  Another of the Goetic demons, a glasya appears to be an ordinary-sized dog with feathery wings, its 
  wingspan seemingly too large and drooping for its size when at rest, yet it is easily able to spread its 
  35-ft. wingspan in flight.  In addition to the normal abilities of a demon, the glasya can perform the 
  following spells once per turn:  Dark I, Invisibility I, Speak with Animals, and Speak with the Dead; and 
  the spells Confusion and Telekinesis every other turn.  Once per day, a glasya can take the form of an 
  ordinary dog, or a griffin, and change back.  Though glasyas are highly intelligent, they lack subtlety 
  and only crave murder, using their intelligence only for cruelty and planing ambushes.  They have the 
  Combat Machine ability of a 10th level Fighter. Against spell casters of any level they are 30% immune 
  to all spells  
  Demon, Incubus 
  Armor Class: 5 [14] 
  
  54 
   
  Hit Dice: 
  8 
  Attacks: 
  1 bite (1d6) 
  Special: 
  see below 
  Move:  
  75 ft. (90 ft. flying) 
  HDE/XP: 
  9/1100 
  An incubus appears to be a handsome man with horns, fangs, and batwings, but can polymorph into 
  the form of a normal man or woman and back at will.  An incubus in female form is called a succubus.  
  In addition to the normal abilities of a demon, the incubus can perform the following spells once per 
  turn: Charm Person, Detect Thoughts, Invisibility I, and Sleep.  An incubus that spends an entire night 
  sleeping in a bed with a person drains that person of one energy level by dawn.  The spells of casters 
  below 3rd level do not affect them, and against higher-level spell casters they are yet 55% immune to 
  all spells. 
  Demon, Marchosias 
  Armor Class:  4 [15]   
  Hit Dice: 
  11 
  Attacks: 
  1 claw (2d4+1), 1 bite (2d6+1), 1 tail constrict (1d12+1) 
  Special: 
  see below 
  Move:  
  65 ft. (120 ft. flying) 
  HDE/XP: 
  11/1700 
  One of the Goetic demons, a marchosias appears to be a bipedal wolf with huge bird wings on its 
  back and a long, snake-like tail.  It can polymorph into either the form of a man or a wolf and back 
  again once per day for each.  Less subtle than most demons, the marcosias prefers to lead with its 
  fiery breath weapon that does 5d4 damage (save for half allowed) at a range of 40 ft. and 10 ft. wide.  
  They have a True Strength of 30 and wreck things as if 1st level Superheroes.  Unlike other demons, 
  the marchosias has no additional spell-like abilities. Against spell casters of any level they are 40% 
  immune to all spells 
  Demon, Rakshasa 
  Armor Class: 1 [19] 
  Hit Dice: 
  14 
  Attacks: 
  bite (2d6+4), claw (1d10+4)   
  Special: 
  see below 
  Move:  
  75 (90 fly) 
  HDE/XP: 
  16/3200 
  Amongst the most powerful of demons, rakshasas were first known of in India.  They appear to be 
  grotesquely deformed orangutans taller than men in their natural forms.  They have a True Strength of 
  35 and wreck things as if 4th level Superheroes.  All rakshasas are also Magic-Users of at least 4th 
  level.  In addition to those spells and the spell-like abilities of all demons, rakshasas have the following 
  additional spell-like abilities: Detect Good, Gust of Wind, Invisibility II, Phantasmal Force, and 
  Polymorph to any form at will; and Lightning Bolt (8 HD) every other turn.  Rakshasas use d10 for Hit 
  Dice and regenerate 1 hp per turn (or twice normal healing rate if faster).  Further, the spells of casters 
  below 4th level do not affect them, and against higher-level spell casters they are yet 65% immune to 
  all spells. 
  Demon, Valefor 
  Armor Class: 1 [18] 
  
  55 
   
  Hit Dice: 
  9+1 
  Attacks: 
  1 bite (1d10) or 1 kick (1d12+3) 
  Special: 
  see below 
  Move:  
  60 (45 fly) 
  HDE/XP: 
  10/1400 
  Its normal form appears to be the body of a lion with tiny batwings on its back and a face that changes 
  randomly between a man’s and a donkey’s.  It can polymorph into the form of an ordinary lion or 
  donkey and back at will, and can change into the form of a man once every other turn.  In addition to 
  the normal powers of a demon, the valefor can perform the following spells once per turn: Invisibility I 
  and Silence 15’ Radius.  Valefors have all the abilities of a 4th level Mysteryman.  Against spell casters 
  of any level they are 45% immune to all spells.  Valefors are very intelligent and try to corrupt humans 
  into becoming thieves. 
  Demon, Yaksha    
  Armor Class: 3 [17] 
  Hit Dice: 
  8 
  Attacks: 
  fist or weapon (1d10) 
  Special: 
  see below 
  Move:  
  60 ft. (120 ft. fly) 
  HDE/XP: 
  9/1100 
  Yakshas are weaker forms of rakshasas, less twisted in shape, but often combusting into flames.  
  Less accomplished with magic, yakshas only have the following additional spell-like abilities:  
  Invisibility I, Phantasmal Force at will; and Fireball (7 HD) every third turn.   
    Dryads 
    Armor Class: 9 [10] 
    Hit Dice:  
  2 
    Attacks:  
  wooden dagger (1d4) 
    Special:  
  Charm person (-2 save) 
    Move:  
  60 
    HDE/XP:  
  3/120 
    Dryads are beautiful female tree spirits, and do not venture far from their home trees. They can cast 
  (as a native magical power) a strong charm that operates as a charm person spell with a –2 saving 
  throw. Those who are charmed seldom return, or might be kept for a hundred years and a day within 
  the dryad’s tree. 
  Erinyes 
  Armor Class: 6 [13] 
  Hit Dice: 
  6+1 
  Attacks: 
  grapple (1+6), bite (1d4+6+poison) 
  Special: 
  see below 
  Move:  
  55 ft. (100 ft. flying, 20 ft. through earth) 
  HDE/XP: 
  8/800 
  If a titan dies on Earth, an erinyes is born out of its corpse (so erinyes are naturally very rare).  Erinyes 
  are vengeful spirits who rise from those remains and avenge themselves on anyone remotely 
  connected to the death of the titan.  After their vengeance is sated, the erinyes remain and may act 
  
  56 
   
  more independently.  While many are still inclined to judge others (and may become vigilantes), others 
  may choose more peaceful paths.  Since erinyes are extremely long-lived (and, being essentially 
  undead, do not die so much as destruct over time), mutiple erinyes exist in the world at a time and 
  may be in touch with each other.   
  Erinyes can detect chaos and invisible at will.  They have a True Strength of 36, giving them a +2 to hit 
  and +6 to damage.  The bite of an erinyes, if the save against poison is missed, causes the victim to 
  lose consciousness for 1d3 turns and, after waking, will have a –1d4 to Constitution for 1d6 days.  
  There is a 50% chance of any erinyes carrying a whip that can be used to bind others, as per the Hold 
  Person power against a single target. Against spell casters of any level they are 40% immune to all 
  spells. 
  Evil Eyes 
  Armor Class: 5 [14] 
  Hit Dice: 
  7+3 
  Attacks: 
  1d3 tentacles (1d10) 
  Special: 
  see below 
  Move:  
  180 ft. (flight) 
  HDE/XP: 
  12/2000 
  While floating eyes observe the world of man to watch justice being meted out, evil eyes are there to 
  kill people so they can watch them die.  An evil eye appears to be a giant human eyeball floating in a 
  mass of slimy, gray tentacles up to 7 ft. long.  Like floating eyes, evil eyes are never surprised and can 
  communicate telepathically, but there the similarities end. 
  When encountered, an evil eye will attempt to grab and constrict up to three people in its tentacles at a 
  time.  A constricted foe can be freed by a Superhero wrecking things vs. cars, a Magic-User magically 
  compelling the eye with a spell such as Charm Mobster, or another class of 9th level or higher.  Once 
  per turn, the evil eye can turn one of its victims to face into the eye.  It is impossible to resist looking 
  into the eye and it can be seen even if the victim closes his eyes or is blind.  The effect of this gaze 
  attack is based on the Intelligence score of the victim, as follows: 
  INT 
  Save against 
  3-5 
  Death 
  6-9 
  Feeble mindedness (as per the Feeblemind spell) 
  10-12 Madness for 2d6 weeks 
  13-14 Comatose for 1d6 days  
   
  15-16 Paralyzed for 1d4 hours 
  17 
  Stunned and unable to act for 1d6 turns 
  18 
  Confused (as per the Confusion spell) for 1d4 turns 
  The save is further modified by Alignment, with Lawfuls saving at +1 and Chaotics saving at –1.  A 
  Magic-User with an active divination spell cast on him receives a +4 bonus to save and the mental 
  feedback forces the evil eye to save against magic or be stunned for 1d3 turns.   
  A Hero driven mad by an evil eye will be terrified to ever be stared at – anyone spending a whole turn 
  looking at the Hero forces him to make a morale save (as if a SCM) or flee for 1 whole turn. 
  The evil eye is content just to know its victims fail to pass this test; it does not need to observe the 
  effects.  So it will still be trying to kill the victims, even if unconscious in the evil eye’s grasp.  This 
  would count as a deathtrap and can be lethal for Heroes. 
  
  57 
   
  As if that were not bad enough, evil eyes are also resistant to magic.  The spells of 1st-level casters do 
  not affect them and against higher-level casters they are 50% immune to all spells (before saving 
  throws). 
    Ghouls 
    Armor Class: 6 [13] 
    Hit Dice:  
  2 
    Attacks:  
  claw (1d4), 1 bite (1d6) 
    Special:  
  Immunities, paralysis 
    Move:  
  45 
    HDE/XP:  
  3/120 
    Ghouls are pack-hunting undead, corpse eaters. They are immune, like most undead, to charms and 
  sleep spells.  The most dangerous feature of these horrid, cunning creatures, is their paralyzing touch: 
  any hit from a ghoul requires a saving throw or the victim becomes paralyzed for 3d6 turns. 
  Giant, Mist 
  Armor Class: 4 [15] 
  Hit Dice: 
  10 
  Attacks: 
  blow (3d6+2) 
  Special: 
  throw boulders, wreck things 
  Move:  
  45 
  HDE/XP: 
  11/1700 
  Mist giants have a True Strength of 31, can wreck as if 1st level 
  Superheroes, and can throw boulders for 3d6 damage.  In addition 
  to their own thick hides, they often wear armor made of animal 
  hides as well and are AC 6 [13] without additional armor.  They 
  have a 4 in 6 chance of surprise when in fog or heavy mist.   
  Averaging 12 ft. in height (but varies depending on how erect they 
  keep their legs), mist giants greatly differ from other giants from the waist down, having two long, 
  snake-like appendages instead of legs.  They move by a combination of undulating and pulling 
  themselves along with their long arms.  Their heads, though human-like, are misshapen and appear 
  flattened, with their large eyes taking up much of their foreheads.  Their skin is a translucent, light 
  gray.  
  Iguanadons 
  Armor Class: 5 [14] 
  Hit Dice: 
  9 
  Attacks: 
  claw (2d8), tail swipe (3d6) or trample (7d6) 
  Special: 
  none 
  Move:  
  60 
  HDE/XP: 
  13/2300 
  Iguanadons are herbivorous dinosaurs best known for the spike-thumbs with which they can claw 
  large opponents.  They tend to be just over 30-ft. long from tip to tail and weigh 3 ½ tons.  Because of 
  their mass and bulk, iquanadons use d12 for Hit Dice instead of d6. 
   
  
  58 
   
  Jaguars 
  Armor Class: 7[12] 
  Hit Dice: 
  3+1 
  Attacks: 
  bite (1d6), claw (1d6) 
  Special: 
  rakes (2d4), surprised only on a 1 
  Move:  
  85 
  HDE/XP: 
  3/120 
  Jaguars, known as panthers out of the Americas, are among the largest of the great cats, with males 
  weighing as much as 350 lbs.  They can climb as well as 2nd level Mysterymen and leap up to 30 ft.  If 
  they hit with their claws, they can roll again to rake with their back claws. 
  Krakens 
  Armor Class: 4 [15] or 1 [18] 
  Hit Dice: 
  20 
  Attacks: 
  1d3 tentacles (4d4), bite (4d6) 
  Special: 
  constrict, energy drain, swallow whole, wrecking things 
  Move:  
  45 (swim 60) 
  HDE/XP: 
  22/5000 
  Krakens will try to lash as many tentacles as possible around the same target, for each tentacle 
  automatically does constriction damage each turn and every three tentacles around a target 
  automatically drains one energy level per turn.  Each tentacle can be severed by 12 points of damage 
  and has the AC of 4 [15], but a kraken typically has 12-14 of them and only half of their hp count 
  towards the kraken’s main body hp.  On an attack roll of a 20, a kraken can swallow a man-sized 
  victim whole, who then is drained 2 levels per turn until the kraken is dead or the victim is dead.  
  Krakens wreck as if 5th-level Superheroes.  Lastly, once per day, a kraken can cast Control Weather.   
  The lower bodies of krakens resemble crocodiles, though they can walk partially erect like bears, and 
  their upper bodies look like octopi, only with even more tentacles.  Their bodies are 20 ft. long and 
  their tentacles are 15 ft. long.    
  Lambeosaurs 
  Armor Class: 5 [13] 
  Hit Dice: 
  17 
    
    
  Attacks: 
  trample (10d6) 
  Special: 
  wreck things 
  Move:  
  45 
  HDE/XP: 
  21/4700 
  This huge, herbivorous dinosaur is over 50 ft. long from tip to tail and weighs about 8 tons.  Because 
  of their massive size and bulk, they use d12 for Hit Dice instead of d6.  Their trample damage is high, 
  but anyone with a faster Move can keep ahead of one of it rampages.  They can wreck things as if 2nd 
  level Superheroes. The colorful, bony crests on top of their heads are useful for producing the loud, 
  whale-like songs lambeosaurs sing to each other. 
  Lamassu 
  Armor Class: 4 [14] 
  Hit Dice: 
  9+3 
  
  59 
   
  Attacks: 
  1 hoof (2d6) 
  Special: 
  see below 
  Move:  
  45 (70 fly) 
  HDE/XP: 
  10/1400 
  Found in Mesopotamia and some certain museums around the world, lamassu are Lawful 
  extradimensional beings summoned to Earth to become guardians.  A lamassu can be summoned, but 
  not forced to serve; it must be persuaded in the value of an object or place.  If persuaded, a lamassu 
  will remain on guard for up to 3,000 years.  To accomplish this, a lamassu can change back and forth 
  at will between flesh and blood and a stone statue.  It cannot move when in statue form, though it is 
  aware of its surroundings.  In its stone form, it can only be hurt by magic weapons, wrecking, or spells 
  that can affect stone.  Once per hour, it can also assume gaseous form (as per the potion).   
  Most lamassu only have average intelligence, but some have greater and there is a 50% chance of 
  encountering a very intelligent one who is also then a Magic-User of 2nd-7th level.  All lamassu can 
  communicate telepathically in both flesh and stone forms.  If psionics are being used, all lamassu are 
  psionic. 
  Lamassu look like large bulls with human heads and necks, and eagle wings.  Because of their size 
  and mass (weighing 3,000 lbs.), they use d8 for Hit Dice.   
  Maruts 
  Armor Class: 4 [15] 
  Hit Dice: 
  12 
  Attacks: 
  2 sword (2d6) 
  Special: 
  see below 
  Move:  
  60 (150 fly) 
  HDE/XP: 
  13/2300 
  Maruts are wind spirits, first known of in India.  They appear to be humans with antique armor and 
  swords, when not invisible.  Maruts can turn invisible (as per the spell Invisibility I) at will.  They do so 
  much damage because of the gale-force winds that always back their sword slashes and allows them 
  to attack with such speed that they can do so twice per turn.  In addition, they such control of the air 
  around them that they can deflect missiles with gusts of wind, giving maruts a save to avoid being hit 
  by any type of missile that normally only Heroes enjoy.  Maruts are Lawful and usually encountered on 
  Earth for some specific purpose instead of loitering around hideouts. 
  Mosasaurs 
  Armor Class: 6 [13] 
  Hit Dice: 
  22 
  Attacks: 
  bite (5d6) 
  Special: 
  swallow whole, wreck things 
  Move:  
  10 (swim 75) 
  HDE/XP: 
  26/6200 
  Like a cross between a monitor lizard and a crocodile, but with paddle-like flippers instead of legs and 
  big as small whales, mosasaurus is a should-be extinct species of underwater reptile that roam the 
  ocean depths, competing with their only natural enemies, krakens.  They are over 50 ft. long and 
  weigh 15 tons.  Because of their mass, mososaurs use d12 for Hit Dice instead of d6.  On an attack 
  roll of 18-20, a mosasaurus will swallow whole a man-sized opponent.  Anyone swallowed takes 4d12 
  damage per turn until the mosasaurus is dead and gutted.  They wreck things as if 4th level 
  Superheroes. 
  
  60 
   
  Owls, Giant 
  Armor Class: 6 [13] 
  Hit Dice: 
  4 
  Attacks: 
  bite (3d6), claw (1d6) 
  Special: 
  +1 to hit in dark, surprised on a 1 in 8 
  Move:  
  30 (fly 180) 
  HDE/XP: 
  4/160 
  Giant owls are typically enchanted versions of the Eurasian Eagle Owl and are very rare on other 
  continents.  They have a wingspan of 20 ft. and terribly wicked beaks.  They have human-level 
  Intelligence and Lawful Alignment, but no ability to communicate with other species. 
  Pentaceratops 
  Armor Class: 2 [17] 
  Hit Dice: 
  15 
  Attacks: 
  bite (1d8), gore (4d6), trample (10d6) 
  Special: 
  wreck things 
  Move:  
  45 
  HDE/XP: 
  19/4100 
  This huge, herbivorous ceratopsid dinosaur is a smaller cousin to the triceratops, distinguished by its 
  three horns and two spikes around its face.  It is about 27-ft. long and weighs about 6 ½ tons.  
  Because of its mass, it uses d12 for Hit Dice instead of d6.  It can wreck things as a 3rd level 
  Superhero.    
  Phoenixes 
  Armor Class: 2 [18] 
  Hit Dice: 
  12 
  Attacks: 
  1 claw (2d8), 1 bite (2d10) 
  Special: 
  see below 
  Move:  
  45 ft. (150 ft. flying) 
  HDE/XP: 
  14/2,600 
  Guarding the most sacred sites and treasures of Egypt, phoenixes are flame-wreathed rocs that are 
  immune both to fire and to nonmagical weapons.  Because some of the damage caused by a 
  phoenix’s attacks is from the magical fire, Protection from Fire lessens the damage from each hit by –
  2.  If a phoenix dies, it will be reborn in the same spot 1d4 turns later inside a fireball that will do 5d6 
  damage in a 20 ft. radius (as per the Fireball spell) with full hit points.   
  Rhinoceroses 
  Armor Class: 5 [14] 
  Hit Dice: 
  8 
  Attacks: 
  gore (1d10), trample (2d10) 
  Special: 
  none 
  Move:  
  60 
  HDE/XP: 
  9/1100 
  The African White Rhino uses d8 for hp instead of d6. 
  
  61 
   
  Robots 
  Like dragons, robots each have a special attack form that does damage equal to its hit points instead 
  of random damage.  Victims can save against science for half-damage.  Also like dragons, the Editor 
  is discouraged from rolling randomly for hit points, but should choose from one of the following 
  categories: 
   
  Improvised from spare parts: 1 hit point per hit die, 1 hit point per hit dice inflicted by special weapon. 
   
  Hastily cobbled together: 2 hit points per hit die, 1 hit points per hit dice inflicted by special weapon. 
   
  Made from a kit: 3 hit points per hit die, 3 hit points per hit dice inflicted by special weapon. 
   
  Made in a factory: 4 hit points per hit die, 4 hit points per hit dice inflicted by special weapon. 
   
  Made in a laboratory: 5 hit points per hit die, 5 hit points per hit dice inflicted by special weapon. 
   
  Made by an ultra-mad scientist: 6 hit points per hit die, 6 hit points per hit dice inflicted by special weapon. 
  Robot, Giant Aluminum 
  Armor Class: 2 [17] 
  Hit Dice: 
  13 
  Attacks: 
  2 blows (3d6) 
  Special: 
  paralysis ray 
  Move:  
  75 (possible 120 fly) 
  HDE/XP: 
  14/2600 
  These 13 ft. tall robots are lighter, faster, and more maneuverable than the average giant robot 
  because of their silvery-white aluminum bodies.  Forty percent of these robots are equipped with 
  rocket jets that allow them to fly.    
  All giant aluminum robots can fire a 5 ft. wide paralysis ray from their chests to a range of 80 ft.  
  Anyone struck by this ray with fewer hp than the current hp of the robot will be paralyzed for 2d4 turns 
  (unless the victim saves against science, in which case the victim must be at half or less of the robot’s 
  current hp to be affected).  These robots are wrecked as if ordinary giant robots.    
  Robot, Huge Magnesium  
  Armor Class: 1 [18] 
  Hit Dice: 
  12 
  Attacks: 
  fiery blow (2d8+2d6) 
  Special: 
  blinding 
  Move:  
  50 
  HDE/XP: 
  12/2000 
  These 12 ft. tall, grayish-white robots have arms ending in large rollers that, when engaged, spark with 
  a blindingly-bright white flame.  Anyone within 30 ft. of a magnesium robot when it’s sparking will be 
  blinded for 1d8 hours if that person’s hp is less than the robot’s current hp (or, if a saving throw is 
  made, the victim must have half or fewer as many hp).  These robots are wrecked as if giant robots.     
  Robot, Huge Silicon 
  Armor Class: 1 [18] 
  Hit Dice:  
  13 
  Attacks: 
  blow (3d6) 
  
  62 
   
  Special: 
  immune to fire, psionic mind blast, regenerate 
  Move:  
  60 
  HDE/XP: 
  14/2600 
  This 12 ft. tall robot is encased in quartz stone.  It also houses a computer “brain” greater than the 
  average robot, possessing greater than average human intelligence, as well as the ability to speak.  
  Other robots tend to follow the commands of a silicon robot, unless actively controlled by a person.   
  A huge silicon robot is also psionic-endowed (roll 1d6 to determine its equivalent level in psionic ability 
  and psionic abilities randomly).  No matter how many psionic points it has, it can always release a 
  mind blast once per day.  Coated in asbestos, these robots are immune to fire.  These robots also self-
  repair; until at least half of the robot is pulverized into sand, it regenerates 1 hp per hour.  They are 
  wrecked as if giant robots (but cannot be wrecked by androids because of their immunity to fire). 
  Robot, Large Beryllium  
  Armor Class: 3 [16] 
  Hit Dice: 
  4 
  Attacks: 
  blow (2d4) 
  Special: 
  toxic cloud 
  Move:  
  35 
  HDE/XP: 
  5/200 
  These 8 ft. tall, silvery robots are usually trimmed with at least $200 worth of aquamarine and emerald 
  to entice others into attacking them, for the beryllium coating on the robot, when damaged, releases 
  toxic compounds into the air that cause hp of poison damage to all within a 10 ft. diameter of the robot 
  equal to the amount of damage the robot has already taken, cumulative, within the last 5 turns.   
  Robot, Large Coal   
  Armor Class: 2 [17] 
  Hit Dice: 
  6 
  Attacks: 
  blow (2d4), drill (2d6)  
  Special: 
  flame ray 
  Move:  
  30 
  HDE/XP: 
  7/600 
  For the mad scientist who likes to go Old School, these 
  steam-driven robots have tall, cylindrical bodies with a 
  single grate covering their otherwise open blast furnaces.  
  Every other turn, the large coal robot can open its grate 
  and blast a ray of fire to a range of 60 ft. that does the 
  robot’s current hp in damage to anyone it touches (save for 
  half).  One arm usually ends in a functional hand while the 
  other ends in a diamond-tipped drill worth at least $300 
  intact.  Tougher than the average large robot, they are 
  wrecked as huge robots. 
  Robot, Lithium 
  Armor Class:  5 [14] 
  Hit Dice: 
  3 
  Attacks: 
  blow (1d8) 
  
  63 
   
  Special: 
  electrical ray 
  Move:  
  25 
  HDE/XP: 
  4/160 
  Weaker and smaller (standing 7 ft. tall) than large copper robots, lithium robots are the cheap mobile 
  batteries of the robot world.  Their hands, if they have hands at all, are seldom (10%) functional, but 
  better used for clubbing.  They can only be programmed to carry out the simplest commands.  They 
  are never harmed by electricity and absorb any damage they would have taken.  They can release 
  electricity in a ray up to 15 ft. long and 2 ft. wide, doing damage equal to their hp to anyone it touches 
  (save for half damage).  They are wrecked as if ordinary-sized robots. 
  Satyrs 
  Armor Class: 5 [14] 
  Hit Dice: 
  4+1 
  Attacks: 
  kick (1d10+1) 
  Special: 
  lullaby 
  Move:  
  75 
  HDE/XP: 
  5/200 
  Satyrs might appear to be a light threat, being no more than half of a man and half of a goat.  Indeed, 
  the top, human half of the satyr is relatively weak, but the goat legs are fantastically powerful and 
  deliver devastating kicks.  If a satyr chooses not to attack, it can perform a lullaby on any musical 
  instrument that will cause anyone of 5 HD or less within 20 ft. to save vs. magic or fall asleep for 1d12 
  turns. 
  Satyrs are very rare outside of Greece or Italy, though they are drawn to places with lampposts, which 
  hold a special fascination for them. 
  Slugs, Giant Land 
  Armor Class: 8 [11] 
  Hit Dice: 
  3 
  Attacks: 
  bite (1d2) 
  Special: 
  spit poison, slime trail 
  Move:  
  10 ft. 
  HDE/XP: 
  3/120 
  In the dark, damp corners of some hideouts, slugs have been known to grow up to 4 ft. long and weigh 
  in at 100 lbs.  They have a poisonous spittle they can spit up to 10 ft. (save against poison or take 1d6 
  damage).  Anyone attacking a giant slug from behind must save against science or slip and fall in its 
  slime trail, which is also mildly poisonous and does 1d3 point of damage to anyone immersed in it. 
  Snakes, Black 
  Armor Class: 5 [14] 
  Hit Dice: 
  9 
  Attacks: 
  bite (1d10 + poison) 
  Special: 
  poison spittle, magic resistance 
  Move:  
  45 
  HDE/XP: 
  10/1400 
  These pitch black snakes can be found up to 30 ft. long.  Half-demonic, their poison is saved against 
  
  64 
   
  at -2 and can be spat up to 40 ft.   Against spell casters of any level they are 25% immune to all spells.    
  Spinosaurs 
  Armor Class: 5 [14] 
  Hit Dice: 
  17 
  Attacks: 
  bite (5d6), tail swipe (6d6), trample (8d6) 
  Special: 
  swallow whole, wreck things 
  Move:  
  75 
  HDE/XP: 
  25/5900 
  These carnivorous dinosaurs are about 45 ft. long from tip to tail and weigh about 6 tons, with 6-ft. tall 
  sail-like fins on their backs.  They are semi-intelligent.  If they bite and hit on a 19 or 20, they swallow 
  man-sized prey whole.  A swallowed victim takes 9d8 damage per turn until the dinosaur is dead and 
  gutted.  Because of their enormous mass and size, they have d12 Hit Dice instead of d6 and wreck 
  things as if 2nd level Superheroes.   
  Thugs, Drunken 
  Armor Class: 6 [13] 
  Hit Dice: 
  2+1 
  Attacks: 
  by weapon (1d8) 
  Special: 
  breath weapon 
  Move:  
  50 ft. 
  HDE/XP: 
  3/100 
  A cross between a drunken hoodlum and a thug is this mobster, as dangerous as he is random.  Each 
  turn, the Editor should roll for the action of a drunken thug on 1d6.  Morale saves are made at +3. 
  Table 13: Drunken Thug Reactions 
  Roll 
  Reaction 
  1 
  Goes into a beserk frenzy at +1 to hit and (in melee) damage 
  2 
  Attacks, but shows off (skipping a free attack or using a less effective attack) 
  3 
  Attacks to the best of his ability 
  4 
  Stumbles around and talks randomly 
  5 
  Attacks a random target within line of sight (even a friend) 
  6 
  Gets sick and doubles over, stunned for 1 turn 
  The stinky breath of a drunken thug acts as a drunken hoodlum’s, requiring a save against poison 
  within 5 ft. or suffer a –1 to hit for 1d6 turns.  With a cigarette lighter, a drunken thug can make a gout 
  of flame from his breath that does 1 point of damage at a range of 5 ft.  With a fire source as large as 
  a lit torch, a drunken thug can make a gout of flame from his breath that does 1d6 damage at a range 
  of 5 ft. 
  Tigers, Black 
  Armor Class: 3 [16]  
  Hit Dice: 
  7 
  Attacks: 
  bite (1d8), claw (1d12) 
  Special: 
  Get tough, wreck things 
  Move:  
  90 
  HDE/XP: 
  8/800 
  These viciously evil, jungle tigers are larger than Siberian tigers, measuring up to 10 feet long and 
  
  65 
   
  weighing a lean 700 lbs.  Half-demonic, they possess a supernatural strength that makes them able to 
  wreck things as if 1st level Superheroes and to, once per day, use the Get Tough power on themselves 
  (which increases bite damage to 1d10 and claw damage to 2d8 temporarily). 
   
  Valkrys 
  Armor Class: 2 [17] 
  Hit Dice: 
  9 
  Attacks: 
  weapon (1d10) 
  Special: 
  premonition of death 
  Move:  
  60 (120 fly) 
  HDE/XP: 
  9/1100 
  Appearing to be women clad in Chainmail +1 and Shields +1, valkrys sometimes still come to Earth to 
  escort fallen heroes to Valhalla.  Once per turn, a valkry can have a premonition of who within sight is 
  most likely to die next.  All attacks against that person for the next hour will be at +2 to hit and damage 
  and all saves will be at –2.  Valkrys cannot only magically fly, but they can impart that ability to any 
  steed they are riding. 
  Valkrys are rare in Scandanavia and very rare anywhere else.  
   
  Zombies, Pyre 
  Armor Class: 8 [11] 
  Hit Dice: 
  2 
  Attacks: 
  weapon or strike (1d8) 
  Special: 
  immune to sleep and charm, immolation 
  Move:  
  30 
  HDE/XP: 
  3/120 
  These undead creatures are weirdly enchanted with some sort of necromancy. When hit by a melee 
  weapon, they burst violently into flame, inflicting 1d6 points of damage to anyone within 5ft. Only the 
  bones remain after this conflagration: the remaining skeleton fights as a 1 HD skeleton rather than as 
  a 2 HD zombie (including the lower hit points). The flesh re-grows rapidly, and the creature will fight as 
  a zombie again in 10 turns (combat rounds), including the restored ability to immolate itself.  
  New Trophies:  This section is now broken into hi-tech, modern mythic, magic, and ancient mythic.  
  Hi-tech items are anything that can be invented intentionally by a Scientist.  Modern mythic items 
  are half-magical cowboy-related items, embued with a quasi-mystical power by the American love of 
  the Cowboy-Western mythos. These items can only be found, being spontaneously created.  Magic 
  items are anything that can be created intentionally by a Magic-User.  Ancient mythic items are 
  magic items created by gods or god-like beings in the distant past.  These items tend to be more 
  powerful and cannot be dispelled or even destroyed by all but the most extraordinary means (or 
  
  66 
   
  wrecked by a Superhero of 15th level or higher!).     
  New tables are presented only if enough new items have been introduced since Supplement I to 
  warrant them.  Items highlighted in boldface are described below the following tables. 
  Hi-Tech Trophies  
  Pills 
  Table 14: Pills 
  Roll 
   
  Result 
  01-03 
  Growth 
  04-06 
  Animal Control 
  07-09 
  Diminution 
  10-12 
  Gaseous Form 
  13-16 
  Giant Strength 
  17-20 
  Happy 
  21-22 
  ESP 
  23-26 
  Invisibility 
  27-29 
  Enhanced Senses 
  30-36 
  Healing 
  37-40 
  Sleeping 
  41-44 
  Headache 
  45-47 
  Polymorph (self) 
  48-51 
  Speed 
  52-54 
  Flying 
  55-58 
  Invulnerability 
  59-60 
  Intelligence Boosting 
  61-64 
  Impressionable 
  65-67 
  Plant Control 
  68-73 
  Antidote 
  74-79 
  Superheroism 
  80-82 
  Human Control 
  83-85 
  Poison 
  86-89 
  Weight Control 
  90-93 
  Fire Resistance 
  94-95 
  Alignment Change 
  96-98 
  Extra-Healing 
  99-00 
  Psionic Endowment 
  Alignment Change:  Anyone swallowing this pill will reverse Alignment for the next 1d6+6 turns, or 
  half that time if a save against science is made.  Not only will a Lawful person become Chaotic, but a 
  good person will become evil and a Hero will become a Villain.  A player may still control his character 
  under these conditions, at the discretion of the Editor. 
  Psionic Endowment:  Whoever swallows this pill will have randomly determined psionic powers for 
  the next 1d6+3 turns.  The abilities will be based on the imbiber’s level (so a 1st-level psionic would 
  have 2 psionic points, the mind thrust attack, and either empty mind or thought shield as a defense).  
  An already-psionic imbiber gains 2d6+12 more psionic points temporarily for the duration. 
  Machines 
  Table 15:  Machines 
  Roll 
  Result 
  1-2 
  1 power, level 1 
  
  67 
   
  3-4 
  1 power, level 1d3 
  5 
  Fighting machine 
  6 
  2 powers, level 1d2 each 
  7 
  3 powers, level 1 each 
  8 
  Malfunctioning machine 
  9 
  Flying machine 
  10-11 
  Protection machine 
  12 
  2 powers, level 1d4 each 
  13 
  2 powers, level 1d6-1 each 
  14 
  Time machine 
  15 
  1 power, level 1d4+1 
  16-17 
  War machine 
  18 
  Brain Draining machine 
  19-20 
  Brain Washing machine 
  Brain Draining machine:  This machine, which appears to be an overly-elaborate hairdresser’s chair, 
  complete with blinking lights, Tesla coils, and – on most models – wrist and ankle clamps.  Anyone 
  seated in the chair is drained of 1 point of Intelligence per hour (a saving throw against science only 
  doubles the length of time the draining takes).  Anyone trapped in the chair until Intelligence drops 
  below 3 becomes a mindless vegetable. 
  If psionics are being used, all that mental energy is stored in a psychic battery under the seat and can 
  be transferred via wires to a metal helmet.  Anyone wearing that helmet will become endowed with 
  psionics and can transfer that mental energy at a conversion of 10 psionic points per point of 
  Intelligence drained.  The mental energy is temporary, lasting however long the helmet is worn, plus 
  1d6 turns. 
  Brain Washing machine:  This machine is similar in both appearance and function to the brain 
  draining machine, but the entire head of the person seated in the machine is enclosed and subjected 
  to a hypnotic pattern of lights.  A special microphone attached to the machine by a cord allows 
  someone to attempt to program up to six commands into a single victim over the course of 1d4 hours.  
  The user of the machine will not know in advance how many of the commands will take; the Editor 
  rolls 1d6 to determine how many may take and then the victim gets a saving throw against science for 
  each one.   
  Table 16:  Protection Machines 
  Roll 
  Result 
  1-3 
  Bullets 
  4-5 
  Melee 
  6 
  Hi-Tech 
  7 
  Magic 
  8-9 
  Powers 
  10 
  Psionics 
  Magic, Powers, and Psionics Protection machines: All three protect a 5 ft. radius around where the 
  machine is set up, lasting one hour and usable once per day. 
  Table 17:  Time Machines 
  Roll 
  Result 
  1-3 
  Time machine, Mark I 
  4-5 
  Time machine, Mark II 
  6 
  Time machine, Mark III 
  Time machine, Mark II: This two-seater can transport its passengers up to 1d6+4 weeks into the past 
  
  68 
   
  or up to 1d4+2 weeks into the future.  It can be used once every 1d3 days.  The travelers can set a 
  specific day as their destination.  If the day falls beyond the range rolled for the machine, then most of 
  the time nothing happens and the machine simply fails to work, but there is a cumulative 5% chance 
  (up to 50%) each time of the time machine malfunctioning.  A malfunctioning machine will need a 
  Scientist to fix it to return to its own time. 
  Time machine, Mark III: This three-seater can transport its passengers up to 1d10+10 years into the 
  past or up to 1d8+6 years into the future.  It can be used once every 1d4 days.  The travelers can set 
  a specific hour as their destination.  If the hour falls beyond the range rolled for the machine, then 
  there most of the time nothing happens and the machine simply fails to work, but there is a cumulative 
  5% chance (up to 25%) each time of the time machine malfunctioning.  A malfunctioning machine will 
  need a Scientist to fix it to return to its own time. 
   
  Table 18:  Time Machine Malfunctions 
  Roll 
  Result 
  1 
  Machine transported to Age of Dinosaurs (Cretaceous Period) 
  2 
  Machine transported to Stone Age (Paleolithic Period) 
  3 
  Machine transported to Bronze Age (later period, circa 1,100 B.C.) 
  4 
  Machine transported to Iron Age (circa 500 A.D.) 
  5 
  Machine transported to end of the 20th century 
  6 
  Machine transported to middle of the 21st century 
  7 
  Machine transported to the end of the 22nd century 
  8 
  Machine and users lost in space for all time 
  Transports 
  Table 19:  Transports 
  Roll 
  Result 
  01 
  Rocket, interplanetary 
  02-09 
  Airplane, antique biplane 
  10-15 
  Airplane, 2-seat fighter 
  16-21 
  Airplane, cargo 
  22-24 
  Airplane, amphibious 
  25-29 
  Autogyro 
  30-33 
  Blimp 
  34-35 
  Airplane, medium fighter  
  36-43 
  Boat, sail 
  44-50 
  Boat, motor 
  51-53 
  Boat, yacht 
  54-56 
  Car, amphibious 
  57-65 
  Car, jeep 
  66-73 
  Car, air-conditioned 
  74-77 
  Car, super-charged 
  78-81 
  Car, armored 
  82-93 
  Motorcycle 
  94-97 
  Submarine, small 
  98-99 
  Tank, small 
  00 
  Tank, medium 
  Airplane, amphibious: This is an twin-engine aircraft that can also motor across the surface of a body 
  of water, like the Grumman Widgeon used by the U.S. Coast Guard, Navy, and Air Corps.  It can hold 
  six, counting its pilot, is 31 ft. long, and has a 40-ft. wingspan.  It can fly at 160 MPH, or at a Move of 
  90 ft. per turn on water.       
  
  69 
   
  Airplane, medium fighter: The Bell Airacrobra prototypes, considered unsuccessful as a fighter plane 
  by the U.S. Air Corps, is the sort of military plane that might slip through the system and fall into 
  mobsters’ hands.  Thirty feet long, with a wingspan of thirty-four feet, and weighing in at over two tons, 
  these fighter planes can hold a single pilot. They have a maximum speed of 380 MPH and travel 650 
  miles.  There is an autocannon that fires through the propeller and six machine guns mounted on the 
  wings.  While busy flying, though, the pilot rolls 1d20 each turn to determine how many attack rolls he 
  can get.  Only Fighters can handle flying fighter planes. 
  Car, amphibious: A prototype of the DUKW, the amphibious truck later developed for the Army, this 
  large car is 15 ft. long, weighs 2 tons, and seats up to 6.  It can travel at up to 55 MPH on a road, or at  
  a Move of 70 ft. per turn on water thanks to its propeller.       
  Tank, medium:  By 1941, the U.S. has begun replacing its old M2 tanks 
  with the M3, a medium tank with an unusually side-mounted tank gun 
  (fires armor-piercing shells, short range of 1,000 ft., 2d4 damage in a 10-
  ft. radius or 7d6 to a single target, wrecks as a 5th level Superhero) and a 
  smaller tank gun (fires anti-personnel ammo; treat as field gun) mounted 
  in its turret.  A machine gun is also mounted at the top of the turret.  The 
  tank is 18 ft. long, 8 ft. wide, and 10 ft. tall, weights 27 tons, and requires a 
  6-man crew, including 2 to work the turret.  It has a Move of 75 ft. off-road 
  and a Move of 85 ft. on-road. 
  Table 20:  Interplanetary Rockets 
  Roll 
  Result     
  1-3 
  Rocket, Moon 
  4-5 
  Rocket, Venusian 
  6 
  Rocket, Martian 
  Rocket, Martian: This tall, long-finned rocket can travel from Earth to Mars in just 19-21 days 
  (traveling at 70 miles per second).  The capsule at the head of the rocket has 30 cubic ft. of inhabitable 
  space and can fit up to six crewmembers (like sardines, or three comfortably).  The capsule is 
  detachable and can travel at 400 MPH with wings deployed, or walk on 30-ft. tripod legs at a Move of 
  45.  Such a rocket is 60% likely to have a raygun mounted on it.    
  Rocket, Venusian: This rocket is narrow on take-off, but when it reaches Venus from Earth in 14-16 
  days, it extends wide wings for helping to navigate the furious winds in the upper atmosphere.  It can 
  travel at 500 MPH in Earth’s atmosphere or 1,000 MPH in Venus’ atmosphere.  Because the 
  command module is not detachable, but an integral part of the rocket, there is more spacious 
  accommodations inside and the equivalent of 60 cubic ft. of inhabitable space.   
  Table 21:  Minor Hi-Tech Trophies 
  Roll 
  Result  
   
   
   
  Roll 
  Result 
  1 
  Fluorescent lamp 
  26 
  1d2 Magnesium flares 
  2 
  Invisible ink pen 
  27 
  Antique platemail armor 
  3 
  Hot-air balloon 
  28 
  Copying machine 
  4 
  Microfilm roll 
  29 
  Coil of 100 ft. of copper wire 
  5 
  Electric fan, large 
  30 
  Fire extinguisher 
  6 
  Wristwatch/2-way radio 
  31 
  Boots w/retractable blades 
  7 
  Acetylene torch 
  32 
  Mechanical gauntlet 
  8 
  Hearing aid 
  33 
  Antique shield 
  9 
  Flak jacket 
  34 
  Mountain-climbing gear 
  10 
  Radio, long-range 
  35 
  1d3 Canisters of tear gas 
  11 
  Gasoline, can of 
  36 
  Small sailboat 
  12 
  Car battery w/jumper cables 
  37 
  Centrifuge 
  
  70 
   
  13 
  Mechanical bicycle 
  38 
  Mechanical fortune-teller 
  14 
  Television set 
  39 
  Smoke alarm 
  15 
  Lockable attache case w/ secret compartment 
  40 
  Uncountable bullets 
  16 
  Miniature movie camera 
  41 
  Portable metal detector 
  17 
  Printing press 
  42 
  Small forge 
  18 
  Weightlifting set 
  43 
  Camouflage suit 
  19 
  Antique leather armor 
  44 
  Map-making kit 
  20 
  Small motorboat 
  45 
  Dog whistle 
  21 
  Hinge-removing set 
  46 
  10 ft. x 10 ft. of Insect netting 
  22 
  Oxygen tank w/closed-circuit rebreather 
  47 
  Bulletproof vest 
  23 
  Key-making set 
  48 
  Electric cooker range 
  24 
  Polarized sunglasses 
  49 
  Gas range 
  25 
  Antique chainmail armor 
  50 
  Used town car 
   
  Roll 
   
  Result 
  51 
  Tape recorder 
  76 
  1d20 Caltrops 
  52 
  1d4 Rolls of cellophane tape 
  77 
  Disguise kit 
  53 
  Jug of glue 
  78 
  1d4 Flash bombs 
  54 
  Lockpicks 
  79 
  Hang glider 
  55 
  1d4 Packages of nylon hose 
  80 
  Parachute 
  56 
  1d4 Ballpoint pens 
  81 
  Treasure map table 
  57 
  4d6 Armor-piercing bullets 
  82 
  Balloon backpack 
  58 
  1d12 Incendiary bullets 
  83 
  1d4 Exploding arrows 
  59 
  1d6 Acid bullets 
  84 
  Gliding cape 
  60 
  1d2 Walkie-talkies 
  85 
  Infrared goggles 
  61 
  Mini-buzz-saw 
  86 
  Infrared scope 
  62 
  Diving suit, old-fashioned 
  87 
  “Joy” buzzer 
  63 
  Gas mask 
  88 
  Periscope 
  64 
  Glasses 
  89 
  Spring-loaded boots 
  65 
  Asbestos suit 
  90 
  “Super” glue 
  66 
  Motorcycle 
  91 
  Voice changer 
  67 
  Antique biplane 
  92 
  Amphetamines, box of 1d10 pills 
  68 
  Bulletproof costume 
  93 
  First-aid kit 
  69 
  Tank of nitrogen gas 
  94 
  Smelling salts 
  70 
  Tank of sulfuric acid 
  95 
  Trench coat with deep pockets 
  71 
  Diving suit, modern 
  96 
  Tarot deck 
  72 
  Tank of break-resistant glass 
  97 
  Film projector 
  73 
  Smokescreen ejector 
  98 
  Captain Billy’s Whiz-Bang Whiskey 
  74 
  1d6 Sleep gas capsules 
  99 
  Treasure map table 
  75 
  Tank of helium gas 
  00 
  Roll again, twice 
  Amphetamines:  A legal prescription drug in the 1940s, amphetamines allow the imbiber to ignore all 
  effects of fatigue for 1d10 hours, after which the imbiber must save against science or fall asleep for 
  1d4 hours. 
  Captain Billy’s Whiz-Bang whiskey: One pint of this booze and the imbiber will have a +2 bonus to 
  morale saves, enjoy a +1 hp for 1d4 hours, and heal back 1 extra hp from magical healing during the 
  same duration, but will have a –1 to all non-morale die rolls for the same duration. 
  Film projector:  This item appears to be an ordinary movie camera, but the images it projects are 
  surprisingly realistic, to the point that, when seen at a distance, there is a 4 in 6 chance of fooling 
  people (5 in 6 for non-humans) into believing the images are real so long as they are plausible in that 
  location (a train in a small room – no, but a ghost – yes).  When inspected at closer than 40 ft., though, 
  these silent images can be automatically identified for what they are. 
  First-aid kit:  This kit contains aspirin, motion-sickness tablets, antiseptic cleansing pads, a splint, 
  
  71 
   
  gauze, and bandages.  If used correctly on an injured person, this kit has a 3 in 6 chance of giving the 
  injured person a second save against plot to heal twice as fast (someone normally has to rest 4 hours 
  to gain back 1 hp, with a save to heal that fast after 2 hours, but with this first-aid kit the healer gets a 
  save after 1 hour and then again after 2 hours).  A kit can be used 1d4 times before needing to be 
  replaced. 
  Maps:  See Underworld & Metropolis Adventures. 
  Smelling salts: Anyone unconscious who is exposed to smelling salts can make a save against plot to 
  regain consciousness for 1d3 minutes.  The revived person can not do anything as physically 
  demanding as walking during this time and, afterwards, loses consciousness until he returns to 1 hp or 
  higher. 
  Tarot deck: From a reading of a Tarot deck, someone might gain some insight into whether an 
  anticipated event in the next 24 hours will go well or poorly for someone (as best as the Editor can 
  guess in advance), with a 4 in 6 chance of being true.    
  Trench coat with deep pockets: Don’t try to figure out the science behind this, but this trench coat 
  can hold up to 20 lbs. of inorganic items in its pockets, even if the dimensions seem impossible. 
  Magic Trophies 
  Potions 
  Table 22:  Potions 
  Roll 
  Result 
  1-3 
    Animal Control 
  4-6 
    Clairaudience 
  7-9 
    Clairvoyance 
  10-12 
    Diminution 
  13-14 
    Dragon Control 
  15-16 
    Ethereality 
  17-19 
    Fire Resistance 
  20-22 
    Flying 
  23-25 
    Gaseous Form 
  26-28 
    Giant Strength 
  29-31 
    Growth 
  32-34 
    Heroism 
  35-37 
    Invisibility 
  38-40 
    Invulnerability 
  41-43    Levitation 
  44-46 
    Plant Control 
  47-51 
    Poison 
  52-54 
  Youth 
  55-57 
    Slipperiness 
  58-60 
   Trophy Finding 
  61-63 
    Undead Control 
  64-67 
    Extra-Healing 
  68-82 
    Healing 
  83-85 
  Zombification 
  86-88 
    ESP 
  89-91 
    Polymorph (self) 
  92-95    Speed 
  96-00 
    Super-Heroism 
  
  72 
   
  Youth:  The imbiber will be 10 years younger after drinking this potion.  The effect lasts 1d6+6 days 
  before the imbiber returns to his previous age. 
  Zombification:  The imbiber will turn into a zombie temporarily for 1d6+3 turns.  If the imbiber drinks 
  the potion willingly there is no saving throw, but if forced on the imbiber, there is a saving throw against 
  magic with a -2 penalty.  The temporary zombie will have the stats of a normal zombie, but is entitled 
  to a saving throw (regardless of if taken willingly or not) that, if successful, means the zombie retains 
  the hit points and saving throws of the original form.  
  If someone’s blood is mixed with the zombification potion before it is drank, then the transformed 
  zombie will have to obey the person who’s blood he drank during his transformation. 
  Misc. Magic Trophies 
  Table 23: Misc. Magic Items (Medium Items) 
  Roll 
  Result 
  1 
    Amulet Against Scrying 
  2 
    Bracers of Defense AC 4 [15] 
  3-4 
  Broom of Flying 
  5 
    Carpet of Flying 
  6 
    Cloak of Protection +2 
  7 
    Cloak of Displacement 
  8 
    Spade of Excavation 
  9 
    Gauntlets of Ogre Power 
  10 
  Talisman of Undead Turning 
  11 
    Figurine of the Onyx Dog 
  12 
    Helm of Reading Magic and Languages 
  13 
    Hole, Portable 
  14 
    Medallion of ESP 
  15 
    Horn of Valhalla, Bronze 
  16 
  Drums of Panic 
  17 
    Jug of Alchemy 
  18 
    Manual of Quickness 
  19 
    Mirror of Mental Scrying 
  20-21 
  Voodoo Doll 
  22 
    Robe of Blending 
  23 
    Robe of Eyes 
  24 
  Idol of False Curses 
  25 
    Robe of Wizardry 
  Idol of False Curses: This ruby statuette is made of solid gemstone and worth a cool million dollars.  
  But, it has a long reputation of being cursed to kill the possessor.  Whoever claims ownership of the 
  idol has a 1 in 6 chance per night of appearing to have died in a darkly ironic fashion (i.e., a fast driver 
  is hit by a car, a weapons collector is impaled on a spear, etc.).  If no one else claims ownership of the 
  idol, then the idol’s “curse” will claim one of the owner’s friends or companions each night thereafter 
  starting with those closest to them. 
  However, no one has actually died.  The idol has created powerful illusions of each person dying or 
  being found dead, while having teleported the real person to another dimension.  In 1d20 days after 
  each person “died”, they will reappear in one of the following situations: 
  Table 24: Fates of the Idol 
  Roll 
  Result 
  1 
  You wake up, lying in a gutter, dressed like a hobo, 300 miles in a random direction from where 
  you were 
  
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  2 
  You wake up, naked, in somebody’s swimming pool, 100 miles in a random direction from where 
  you were 
  3 
  You wake up, with no valuables, in a hotel room 200 miles in a random direction from where you 
  were, next to a dead body 
  4 
  You wake up, in your own home, clutching a new, random magical trophy in your hands, with no 
  memory of how you acquired it 
  5 
  You wake up, 500 miles in a random direction from where you were, in the back of a limousine.  
  The driver is now your loyal follower as long as you do not insist on knowing how you acquired 
  his services  
  6 
  You wake up, in your honeymoon suite, 400 miles in a random direction from where you were, 
  vaguely aware that the person next to you married you yesterday and is good-looking, famous, 
  and/or rich (33% chance of each) 
  Once the true nature of the idol has been learned, it will cease functioning for its current owner and 
  cannot be claimed by a new owner unless he or she has no idea of the secret of the idol.  There is still 
  a 2 in 6 chance after every time the idol changes hands that it will just cease functioning entirely. 
  Talisman of Undead Turning: Anyone possessing this talisman may try to force certain undead 
  encountered to turn and flee from the wielder as fast as the undead can for 2d6 minutes.  Up to 2d6 
  skeletons or zombies are automatically turned.  If a 7 or better is rolled on 2d6, then 2d6 ghouls can 
  be turned.  If a 9 or better is rolled on 2d6, then 2d6 wights can be turned.  If an 11 or better on 2d6 is 
  rolled, then 2d6 wraiths can be turned.  If undead of multiple types are encountered, the initial 2d6 roll 
  is only rolled once and treated towards each type, but separate 2d6 rolls are made to determine how 
  many of each type are turned.  For example, an initial roll of 8 could wind up turning 12 skeletons, 1 
  zombie, 5 ghouls, but no wights or wraiths.  For undead not named of 4 HD or less, assign it to the 
  undead type with the same or closest HD.  There is no limit to how often the talisman can be used. 
  Voodoo Doll: If this doll has someone’s belonging attached to it, then all damage done to the doll will 
  be felt (and hp lost accordingly) by that someone, so long as the victim is within 200 ft. of the doll.  
  Once a voodoo doll is “attached” to someone, there is only a 2 in 6 chance that the doll can be 
  attached to someone else, even if that person dies.     
  Modern Mythic Trophies: These items can be detected by Detect Magic, which will also recognize 
  these items from being distinct from normal magic items.  A Dispel Magic spell, or similar magic, can 
  affect them as if created by only a 4th-level Magic-User.  In a campaign using modern mythic trophies, 
  then intelligent guns (see Book II: Mobsters & Trophies) should be treated as modern mythic 
  trophies instead of hi-tech trophies.    
  Guitar of Sanctuary:  So long as this guitar is being actively played or strummed, up to 24 minutes 
  per day, anyone wishing to attack the guitar-player must save against plot to do so.  The guitar-player 
  can perform no hostile action while playing his guitar.   
  In addition, a Cowboy playing the guitar while singing a song before camping outdoors will be free of 
  possible wandering encounter checks for the first half-hour afterwards.  This can be done once per 
  night and does not count against the time limit on the other sanctuary effect of the guitar.    
  Gunslingers’ Gun:  This gun, usually a Colt .45 revolver, is haunted by the spirits of every dead 
  gunslinger to have ever used it.  During each turn the gun is fired, one of those spirits takes over 
  aiming the gun and controlling the shot from the wielder.  The wielder rolls 1d12 each turn to 
  determine the level in Cowboy of the spirit aiming the gun and rolls to hit as if a Cowboy of that level, 
  even if the wielder would normally be higher in level. 
  
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  Lucky Ace of Spades:  This playing card will appear anywhere its owner wants it to, once per hour.  If 
  appearing amongst other cards in a deck, the lucky ace will conform in appearance to the rest of the 
  deck.  A clever owner could use the card for a variety of other effects too; like making it flutter down in 
  front of someone’s face to distract him, concealing a small object under it, or getting a message 
  written on the card somewhere it could not normally go, like through a shut window.  If the owner has 
  to leave the lucky ace somewhere, it reappears in his possession 2d4 turns later.  It can be destroyed 
  just like a normal playing card, though, and never reappears if it is destroyed.  
  Mask of Forgetfulness:  This might be a domino mask or it could be bandana meant to be worn over 
  the lower half of the face, but if worn as a mask, anyone observing the wearer who knows who the 
  wearer is will have to save against plot when the wearer is no longer in sight or be unable to 
  remember who that masked man was. 
  Tin Star of Courage: This deputy’s badge, if pinned to one’s chest, grants the wearer a +4 bonus to 
  all morale saves and saves against science or magic that would cause fear.   
  Ancient Mythic Trophies:  These items strongly radiate magic if detected.  They cannot be dispelled, 
  nor can they be destroyed or wrecked under most circumstances. 
  Aegis, the Shield of Zeus: This is a long coat of armor that appears to be made from gold crafted 
  with a scale-like texture, but is really the hide of a long dead monster.  This Hide Armor +5 (AC 1 [18]) 
  is covered in 100 gold tassels.  On the command of the wearer, the tassels will part and reveal a 
  gorgon’s head embedded in the chest of the coat.  Anyone within line of sight of the head must save 
  against spells or be turned to stone (up to 200 HD can be affected per turn).   
  One drawback is that the gorgon’s gaze can be reflected back on the wearer and is particularly 
  effective if it is (-1 to save).  Krakens will also be drawn to the presence of the Aegis if it ever makes a 
  sea voyage (1 chance in 4 of encountering 1d2 krakens per day).  The shield can only be destroyed 
  by the digestive juices of a live kraken.   
  Boots of Loki: The boots are said to appear periodically by hot springs in the far north of Norway.  
  They combine the powers of Boots of Levitation, Boots of Speed, and a Ring of Water Walking.   
  Whoever wears the boots must eat twice as much as normal.  The boots can be destroyed by any 
  destructive spells of 6th level or higher. 
  Broadsword of Lemminkainen: Buried in some ruins in northern Finland is the lost sword of 
  Lemminkainen.  It is a +4 Sword, +5 vs. Serpents.  In addition to hitting and damage, the bonus also 
  adds to (subtracts from) Armor Class.  On command, the sword blade will burst into flame and do an 
  extra 1d6 points of fire damage per hit.  It can further release up to 6 HD of Fireball per day, in any 
  combination of dice.  Lastly, the sword has the ability of a Vorpal Blade.   
  
  75 
   
  The sword is intelligent and seeks to test its owner’s mettle.  Each day, there is a 1 in 10 chance of the 
  sword summoning 1d10 Fighters of levels 1-3 to attack the owner at a random hour (said Fighters 
  remain for 6 minutes, as per a Mobster Summoning spell).  The sword can be destroyed by a 
  destructive magic spell of 7th level or higher or a Superhero of 13th level or higher. 
  Copper Axe of Kullervo:  This copper-bladed hatchet is a +4 Axe with the ability to hew down any 
  normal tree in 1 minute or do 5d6 damage per hit to a tree-like being with HD.  Any Magic-User who 
  carries the axe will effectively be one level higher in all regards so long as he holds it.  Further, the 
  owner of the axe may, if not a Magic-User, begin to split his xp evenly between his current class and 
  the Magic-User class without penalty up to the point of reaching 6th level as a Magic-User. 
  The curse of the axe is that no one employing (or in any other circumstances setting a task for) the 
  owner will ever be satisfied with the results.  The axe can be destroyed by a destructive magic spell of 
  8th level or higher or wrecked by a Superhero of 14th level or higher.       
  Corrbolg, the Crane-Bag of Manannan Mac Lir: Said to be floating somewhere in the Irish Sea is a 
  large leather sack made from the skin of a crane.  The interior of the bag is bottomless.  The only 
  restrictions on what can be placed inside it is the width of the opening, which can only be stretched to 
  3 ft. wide.  Any item that has been personally placed inside by the owner of the bag can be 
  commanded to rise to the opening in 30 seconds.  Any other item, no matter how specific, can be 
  commanded to rise to the opening, but will not do so until 1d100 turns have passed. 
  The drawback is that there is a 1 in 6 chance of something else appearing at the opening instead of 
  the item commanded.  This something else will be one of the following: 
  1. A knife 
  2. A shirt 
  3. Cutting shears 
  4. A helmet 
  5. A pile of pig bones 
  6. A whalebone girdle 
   
  The only way to destroy the bag is to place a black pudding inside it. 
  Crossbow of Joukahainen:  This crossbow is made of iron and copper, inlaid with gold and silver.  
  The bowstring was the sinew of a half-demonic elk.  It has carvings all around its surface; it bears the 
  image of a standing horse on its back, the image of a running colt on its shaft, the image of a maiden 
  reclining on the bow, and the image of a crouched hare by the trigger.  It functions as a Crossbow +4.  
  At a command from its owner, the crossbow will transform into a rainbow and, at a similar command, 
  will change back to a crossbow.  As a rainbow, the crossbow will always be somewhere nearby the 
  owner.  At another command from the wielder, up to thrice per day, bolts fired will transform into 
  ordinary hawks.  The hawks can be made to perform simple tasks, such as any falconer would be able 
  to teach one to do.  Lastly, at a command from the wielder, it will envenom any normal crossbow bolt 
  fired from it.  Anyone struck by such a bolt must save against poison or die immediately.   
  This last power can never be used by a Hero.  Nor will a bolt fired from the crossbow ever hit a Hero, 
  always missing.  The crossbow can be destroyed by changing it into a rainbow during an eclipse, or by 
  a magic spell of 9th level or higher, or by being wrecked by a 17th or higher Superhero.    
  Gjallarhorn, Horn of Heimdall:  Buried under a sacred tree in Iceland, this horn has many uses.  It 
  doubles as both a Horn of Blasting and an Iron Horn of Valhalla.  Further, if placed to the ear to listen, 
  the wielder can Speak with Dead once per day.  If placed to the lips to drink, the horn will fill with water 
  as if from a Create Water spell thrice per day.  Once per day, someone can drink from the horn and 
  gain +1 to Wisdom for doing so, to a maximum of 18.  If placed to the lips to sound, the blowing of the 
  horn can be heard everywhere or anywhere in the world, at the selection of the blower. 
  
  76 
   
  The wielder has the enmity of all non-Lawful Magic-Users and will be attacked by them on sight.  The 
  horn can be broken under the hoof of a ram.   
  Golden Armor of Varuna: This suit of +6 Scale Armor (AC 0 [19]) is said to be hidden away in a 
  remote temple in the Himalayas.  It glows with the light of a continual Light spell and allows the wearer 
  to both levitate and walk on water at will.  
  Only someone who is Lawful can wear the golden armor.  If a Neutral person dons it, he will become 
  helplessly weak with fever (no save) until someone else removes the armor from him.  If a Chaotic 
  person dons it, he will immediately be inflicted with a horrible wasting disease (again, no save) that will 
  claim the wearer’s life after 1d10 painful days.   
  The golden armor can only be crushed by a column, said to come from Varuna’s celestial palace, 
  which can be found in the same temple. 
  Gugnir, Spear of Odin: Rumored to be held by the Vatican in a vault of pagan relics, Gugnir has a 
  large iron spearhead carved with many tiny runes, bound to a gnarled wooden haft.  Gugnir is a Spear 
  +5 that never misses wolves (including werewolves) and elk.  If the owner studies the runes on the 
  spearhead for at least 12 turns, he will enjoy a permanent bonus of +1 to Wisdom.  Anyone fighting on 
  the side of the wielder of Gugnir enjoys the benefit of a Bless spell for two combats per day.  Further, 
  the wielder can cast Fear once every 2 hours. 
  Wolves (including werewolves) will always attack the wielder of Gugnir on sight.  Gugnir can only be 
  destroyed by the blood of Fenris.  
  Kantele of Vainomoinen: Rumored to be floating somewhere in the Gulf of Bothnia, this ordinary-
  looking Finnish harp is made of wood and horsehair strings.  It has the following powers: its music can 
  be heard anywhere within 9 miles of the player, playing it can cast a Sleep spell (always maximum 
  duration and number affected, plus a –4 penalty to save against it) thrice per day, and it can cast a 
  Mobster Summoning VI spell twice per day.   
  No females will be friendly towards the owner of the kantele and no female Supporting Cast Members 
  can be gained or kept so long as the kantele is possessed.  The kantele can be destroyed only in the 
  Sampo.    
  Mjolnir, Hammer of Thor: Hidden in a cave in 
  Norway, Mjolnir can be compelled by its owner 
  to take the form of an axe or a simple wooden 
  club, as well as to shrink to any size, though it 
  can never grow larger than a one-handed 
  hammer.  In combat, it is a Hammer +6 that 
  does 2d6 damage vs. trolls, 4d6 damage vs. 
  giants, and 1d100 damage to any earth-based 
  creatures like magma monsters and earth 
  elementals.  It can be thrown up to 240 ft. and 
  always return to the hand of its thrower.  Its 
  wielder can cast Cure Wounds II twice per day, 
  Control Weather once per day, and cast up to 
  16 HD of Lightning Bolt per day, divided up any 
  way the wielder pleases. 
  Only a Superhero with a True Strength of 36 or 
  anyone else wearing a Girdle of Giant Strength 
  
  77 
   
  can lift Mjolnir and anyone without fire protection takes 1d10 points of heat damage every turn in which 
  he wields it in combat.  There is no means to destroy it.  
  Rudraksha Beads of Brahama: This simple string of Vedic beads is said to have been worn by 
  Brahama himself and has been rumored both to be in a Hindu temple in Bombay and also in the 
  hands of a lone fakir in Calcutta.  The owner of these beads regenerates 3 hp per turn and is immune 
  to disease.  Further, the wielder of the beads can cast Cure Disease thrice per day and, once per day. 
  The only drawback to the beads is that the Cult of Kali wishes to see them destroyed, which can only 
  be accomplished by burying them under a mountain in the Himalayas.      
  Scepter of Ptah: This gold, gem-encrusted baton is likely still buried in a well-trapped tomb hidden 
  deep inside Egypt.  Also known as the Scepter of the Gods, this scepter empowers the wielder so that 
  he functions as if one level higher (even to having an extra Hit Die) so long as he is carrying the 
  scepter.  The head of the staff, shaped like an ankh, can be commanded to transform into a bird once 
  per day.  The bird is immaterial and cannot be harmed by anyone the scepter’s wielder does not wish 
  to be able to touch it.  The bird can remember up to one minute of speech and deliver that speech, 
  whispered into the ear, of anyone on Earth in 1d6 turns.  If used as a weapon, the scepter is treated as 
  a Club+5.  The scepter can be commanded to transform into a black snake (see above) once per day, 
  similar to a Staff of the Snake.  Lastly, it has the following additional powers:  Light at will and Speak 
  with Dead once per day. 
  The drawback of the scepter is that anyone who touches it, after dying, comes back as a mummy.  
  Every day, there is a 1 in 20 chance of 1d6 of those mummies showing up and attacking the scepter’s 
  new owner at a random hour.  The Scepter of Ptah can only be broken when a Staff of Wizardry is 
  broken against it.     
  Shield of Dunatis:  Said to be hidden in a cave somewhere in Europe, this small round, wooden 
  shield functions as a Shield +5.  The wielder takes –1 damage per die from earth elementals and 
  boulders thrown by giants.  Further, the wielder can cast Bless and Protection from Evil II twice per 
  day each.   
  The drawback of the shield is that its wielder is more vulnerable to fire, suffering a –1 to save against it 
  and taking +1 damage from all fire attacks.  The shield can only be destroyed by dropping it into a 
  volcano.       
  Silver Bow of Apollo: This bow, lost somewhere in the underworld, appears to be only decorative, 
  carved from silver with a silver string, yet it is as supple as any bow made of wood.  It is a Short Bow 
  +4, +5 vs. dragons, and further anyone firing it attacks as if two levels higher.  It fires arrows, but never 
  exhausts a quiver of arrows (there must always be at least three arrows in the quiver, though, or this  
  benefit is lost).  It can fire three arrows per turn or one poisoned arrow (save against poison at –4 or 
  die).   
  The drawback of the bow is that there is a 1 in 12 chance per day of the bow accidentally poisoning its 
  user (with the same penalty to save).  The bow can only be destroyed if the best harp player in the 
  world misses a note in its presence. 
  Sword of Horus: This gold-handled falchion sword, believed to be under heavy guard in a British 
  museum, is treated as a Sword +5 in melee, with the ability to flame on command and do an additional 
  1d6 points of fire damage to anyone hit.  Further, the sword can automatically hit and destroy up to 
  three skeletons, two zombies, or one ghoul (non-cumulative) per turn.   
  If the sword-wielder must chose between undead targets or other targets, the sword will always take 
  
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  control and attack the undead first until all have been destroyed.  After three times the sword has had 
  to choose on its own, it engages in a will contest against its wielder for total control.  It has a will score 
  of The sword can only be destroyed by melting it down in a forge operated by a lich.   
  Thet Amulet: This simple figure of carved and petrified sycamore wood, said to be in the hands of a 
  wealthy private collector somewhere, is also said to have been imbued with great magic by Isis 
  herself.  The wearer is immune to all disease.  It has all the powers of a talisman of undead turning.  
  For five minutes after the amulet is soaked in water mixed with the flower of the Henna plant, the 
  wearer subtracts 3 from all damage dice taken (results of 0 or less mean no damage).  Lastly, once 
  per day, the amulet can be thrown down and commanded to transform into a stone golem.  If the 
  golem is destroyed, it merely transforms back into the amulet and reappears back on its previous 
  wearer. 
  The drawback of the Thet amulet is that the owner is slowly petrified. Once per day, its owner must 
  save against spells or lost 1 point of Dexterity.  When the owner loses all Dexterity, he permanently 
  becomes a stone golem with no will of his own.  The Thet Amulet can only be broken by scraping it 
  with a carnelian stone soaked in water mixed with lotus blossom, by hand, until the hand is so raw that 
  1d8 damage has been taken. 
  Trident of Poseidon: This 8-ft. long trident appears to be made entirely of coral and is said to be in a 
  shipwreck somewhere on the bottom of the Atlantic.  It is a Trident +6.  Its wielder can breathe water at 
  will and cast Create Water once per turn.  Further, he can Polymorph Other into a horse once per four 
  hours, create an Earthquake (as per the spell) once per day, and create a sea storm once every 
  twelve hours.  The sea storm can wreck ships as if attacked by an 8th level Superhero, affecting all 
  within a 300-ft. diameter, and anyone in the water within that same diameter must save against spells 
  or drown. 
  The drawback of the trident is that there is a 1 in 12 chance per day of the wielder no longer wanting 
  to live on land and choosing to disappear into the sea forever (no save).  The trident can only be 
  broken if a mermaid princess’ heart is broken in its presence.   
  Uaithne, Harp of the Daghdha: This oak harp, engraved with blossoms and bent into four sharp 
  angles, is said to be an ancient castle in Ireland.  The owner of the harp can command it not to play for 
  anyone else until the harp’s owner commands it to play again.  By playing the harp, its wielder can 
  cast Control Weather up to four times per day.  Anyone who hears the harp being played will recognize 
  the player as having the level title (and the authority that goes with it) of a 10th level Fighter, unless the 
  player’s level is already higher.  Once per day, its owner can command the harp to return to his hand 
  from a distance of up to 5 miles away, wrecking objects between itself and its owner as if a 8th level 
  Superhero.   
  The drawback is that the harp slowly drains Wisdom from its owner to power it.  Each day, there is a 1 
  in 12 chance of the owner losing 1 point of Wisdom.  The harp can only be destroyed by the greatest 
  musician in the world purposely misplaying a note in its presence. 
  Ukonvasara, Sword of Ukko:  There is a 1% chance of this sword appearing before anyone of 9th 
  level or higher who calls for it by name, once in each person’s lifetime.  This broadsword appears to be 
  made of stone, but feels like steel in one’s grip.  It functions as a +6 Sword in terms of hitting.  It 
  always does, not only enough damage to kill whatever living thing it hits, but kills 1d4 relatives of 
  whoever or whatever was hit (determined by both proximity of relation and physical proximity).  The 
  wielder can command the sword to take the form of a hammer or battle axe at will.  Further, the 
  wielder can command the sword to burst into flame or crackle with electricity.  When in its 
  corresponding state the sword can hurl a 12 HD Fireball or Lightning Bolt twice per day each.  The 
  sword is intelligent (17 INT) and can speak to its wielder.  Lastly, the sword can be commanded to take 
  
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  the form of a white snake (as per a black snake, but instead of a venomous bite, its bite has the effect 
  of a Cure Wounds II spell).  The sword will stay in this form for up to 12 turns and, if killed, simply 
  reverts to a sword again.   
  There is a 1% cumulative chance per sentient being slain with the sword of the wielder growing 
  suicidal.  The owner of the sword, despondent over what harm he has done, will be compelled to ask 
  the sword if it will kill him, it will say yes, and mortally stab him.  The sword can only be destroyed 
  while in white snake form and only if a Wish spell is used to ensure it stays dead.  
  Vajra, Scepter of Indra: This is an ornately-carved scepter made out of human bone and tipped with 
  a large diamond worth at least $50,000.  It has no known whereabouts, appearing where ever it 
  wishes to be found.  It can be used as a Club +5 with the blunt end or a Dagger +5 with the diamond 
  end.  The wielder can fly at will (120 Move).  The scepter can fire up to seven 8 HD Lightning Bolts (as 
  per the spell) per day, once per turn.  After all seven bolts have been expended, the scepter can fire 
  rays of red magical radiance, 100 ft. long, that do 10 points of damage (like touching the outermost 
  layer of a Prismatic Sphere) once per turn.   
  The drawback of Vajra is that, once any power other than flight is used, it will only stay with that owner 
  for the next 1d20 weeks.  After that time has elapsed, Vajra lifts into the heavens and vanishes.  Vajra 
  can also never be destroyed.  Any time it takes over 100 points of damage, it also lifts into the heavens 
  and vanishes.          
   
  UNDERWORLD AND METROPOLIS ADVENTURES 
  Mobster Tables by Location:  Like in previous supplements, boldface denotes that entries came from 
  this supplement instead of previous ones. 
  African Wilderness:  Out of all the locales to choose for an H&H campaign, the African wilderness 
  offers the most similarities to a traditional fantasy “sandbox” campaign.  One can choose any 
  “Westernized” city as one’s starting point for civilization; surround it by dangerous savannah; have it 
  connect to jungle (or magic jungle for some spicing up), mountains, swamps, and desert; and hide the 
  ruins of a lost civilization in there somewhere.  The end result should have the feel of the Tarzan 
  genre.  This is mostly true for South America and the Indian sub-continent as well, though they do not 
  have quite the same geographic variety. 
   
  Table 25:  African Wilderness Encounters 
  Roll 
  Result 
  1 
  Crocodiles (use alligators) 
  2 
  Apes (any size) 
  3 
  Giant Beetles (any size) 
  4 
  Creeper Vines (any size) 
  
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  5 
  Dervishes 
  6 
  Lions 
  7 
  Nomads 
  8 
  Savages 
  9 
  Snakes, Giant Poisonous 
  10 
  Big Game Hunters (use fighters level 1-2) 
  11 
  Gibbon Men 
  12 
  Jungle Vine-Trees (any size) 
  13 
  Hyenas (use wolves) 
  14 
  Giant Tsetse Flies (use giant mosquitoes) 
  15 
  Giant Scorpions 
  16 
  Man-Eating Trees (any size) 
  17 
  Panthers (jaguars) 
  18 
  Rhinoceroses 
  19 
  Phoenix (one only) 
  20 
  Black Tigers 
  Sample African Wilderness:  The city of Abéché, in the Territory of Chad, in French Equatorial Africa, 
  was once the seat of the Ouaddi Kingdom.  The monarchy was restored here in 1935 to bring stability 
  to the region, but King Muhammed Ouarada is little more than a figurehead.  The city is also home to 
  about 17,000 people and has a palace, garrison, hospital, airport, and busy markets. 
  To the north and northeast of Abéché is the Sahara Desert and, in the midst of the desert, the Ennedi 
  Plateau.  To the west is a savannah that runs to the edge of the swampy Bahr El Ghazal river valley 
  and, past that, the Mandara Mountains.  Somewhere in the mountains is the Lost Citadel of Ouaddi, 
  where the great-great uncle of the current king is said to be buried.  The citadel is overrun with gibbon 
  men now, with worse dwelling in the catacombs below.     
  Lost Worlds: Every continent (with the possible exception of North America) seems to have at least 
  one remote lost world area where evolution and nature have gone a little nutty.  Superficially, the 
  environment will not look that different, but closer inspection will show that even the trees, plants, and 
  insects are slightly different, like ancestors of their present day versions.  Because there is a good 
  chance of running into some frighteningly powerful animals (like dinosaurs) in a lost world, the Editor is 
  strongly encouraged to roll only on one of the tables below appropriate to the level of the Heroes. 
  Table 26: Lost World (Low Level)     
  Roll 
  Result 
  1 
  Giant Beetles (small or medium) 
  2 
  Cavemen 
  3 
  Giant Centipedes (any) 
  4 
  Creeper Vines (any) 
  5 
  Deinonychus 
  6 
  Giant Lizards (small or medium) 
  7 
  Giant Rats 
  8 
  Sabre-Toothed Cats 
  9 
  Savages 
  10 
  Giant Poisonous Snakes 
  11 
  Giant Spiders (any) 
  12 
  Giant Crabs (any) 
  13 
  Jungle Tree-Vines 
  14 
  Lizardmen 
  15 
  Giant Mosquitoes 
  16 
  Giant Scorpions 
  17 
  Giant Ticks 
  18 
  Giant Toads 
  19 
  Irish Elks 
  20 
  Pternadons 
  
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  Table 27: Lost World (Mid-Level) 
  Roll 
  Result 
  1 
  Giant (large) Beetles  
  2 
  Iguanodons  
  3 
  Giant (large) Lizards  
  4 
  Magma Monsters  
  5 
  Woolly Mammoths  
  6 
  Aurochs  
  7 
  Dire Boars  
  8 
  Man-Eating Trees  
  9 
  Glyptodonts  
  10 
  Pachycephalosaurs  
  11 
  Styracosaurs  
  12 
  Woolly Rhinoceroses  
  Table 28:  Lost World (High-Level) 
  Roll 
  Result 
  1 
  Giant Ground Sloths 
  2 
  Ankylosaurs 
  3 
  Gorgosaurs 
  4 
  Titanotheres 
  5 
  Triceratops 
  6 
  Tyrannosaurus Rexes 
  7 
  Elasmotherians 
  8 
  Lambeosaurs 
  9 
  Pentaceratops 
  10 
  Spinosaurs 
  Sample Lost World:  Deep in the heart of the 
  Belgian Congo is said to be a place called 
  Dinosaur Forest.  Every big game hunter in Africa 
  dreams of finding it and a few claim to have found 
  it, though rarely with any prizes to prove their 
  claims.  The forest is about six square miles, 
  almost 4,000 acres, situated on a plateau cut off 
  from the rest of the Congo by deep gorges.  A 
  single rope bridge leads across a gorge on the north side of the island, leading to the island’s only 
  settlement, a mixture of 100 cavemen and savages who stay separated from the rest of the forest by a 
  rock and earth wall lined with always-lit torches.  This site is holy to these primitives and they will 
  defend it to the death.  In the cave that serves as their shrine is a trap door, made by ancient 
  engineers, that leads to an underground lair that leads to openings all around the forest.  What ancient 
  culture fashioned these underground tunnels, and for what purpose…? 
  Mars:  Mars is a planet 34 million miles from Earth, or approximately two weeks’ travel by a Martian 
  rocket.  It is a world of basalt rock and deserts of iron oxide dust and sand, for which it has the 
  nickname “The Red Planet”.  The planet has canyons and mountains larger than Earth’s, as well as 
  craters like the Moon.  The northern hemisphere is dominated by volcanic plains.  Water is scarce on 
  the surface, but can be found in wells and canals built specifically for transporting water to where the 
  Martian people need it.  Mars is only half as large as Earth and has about 1/10 as much mass.  In the 
  lighter gravity of Mars, all Humans have the abilities of Aliens.   
  Martians are a human-like species.  Ruins of their hi-tech cities litter the whole planet.  The Martians 
  are a dying race, older than mankind on Earth.  Perhaps 10,000 of them remain, scattered in small 
  settlements or leading a nomadic existence, scavenging the ruins.  A strong militaristic strain runs 
  through them and every so often some Martians will get the idea of attacking Earth for whatever 
  reason, either to conquer a more lush world or simply to bring back Earth women to breed with.  Their 
  
  82 
   
  primary mode of transportation across Mars is the hover-ship (a hovercraft shaped like a boat).  These 
  human-like Martians, or Pink Martians, can easily be distinguished from the other dominant species of 
  the planet, the Gray Martians, who resemble four-armed trolls. 
  The Martian atmosphere has more carbon dioxide in it than is safe for Earth life to breath.  Smaller 
  than man-sized animals must save against poison or die for each hour of exposure, while humans 
  must save against poison per hour or become ill and incapable of fighting.  Any exposure to oxygen-
  enriched air will revive an Earth being. 
  The Martian year is twice as long as an Earth year.  Summer heat tends to be about 60 degrees F, 
  while winter cold can get down to -80 degrees F.  Dust storms are a frequent weather problem. 
  Mars has two moons, Phobos and Deimos, both of which are just as inhospitable to life as our Moon 
  and even more uninhabited. 
  When encountering fauna native to Mars, use your imagination to make the animals as unique and un-
  Earth-like as possible, while keeping the same stats. 
  Table 29:  Mars Encounters 
  Roll 
  Result 
  1 
  Aliens (non-Martian, non-Earthlings) 
  2 
  Androids 
  3 
  Giant Martian Warrior Ants 
  4 
  Apes (medium or giant) 
  5 
  Giant Beetles (any) 
  6 
  Giant Centipedes (any) 
  7 
  Martian Dervishes 
  8 
  Martian Fighters (levels 1-6) 
  9 
  Mist Giants 
  10 
  Lions 
  11 
  Giant Lizards (any) 
  12 
  Grey Oozes or Gelatinous Cubes 
  13 
  Martian Mad Scientists 
  14 
  Magma Monsters (any) 
  15 
  Martian Nomads 
  16 
  Iron or Tin Robots 
  17 
  Huge Bronze or Silver Robots 
  18 
  Large Brass or Copper Robots 
  19 
  Skeletons 
  20 
  Trolls (Gray Martians) 
  Sample Martian Encounter:  On a basalt plateau surrounded by red sandy desert is a Martian space 
  center, abandoned 50 years ago after an aborted attempt to launch an attack on Earth.  The complex 
  consists of ten glass and steel buildings between one and seven stories tall, all connected to each 
  other by underground tunnels.  The largest building is a mostly empty vehicle hangar.  Three 
  launchpads surround the complex, all with Martian rockets remaining beneath them in underground 
  silos. 
  The signage around the center cannot be read by humans without magic, but the iconography is 
  suggestive of rockets and stars and featured everywhere.  The buildings are a treasure trove of hi-tech 
  trophies, particularly machines, with 1d10-1 trophies recoverable from each building, but the complex 
  is still guarded by beryllium robots so numerous that even the Gray Martian raiders of the surrounding 
  desert have not been able to take the place. 
  Metropolises:  Though using the wandering mobster lists from previous supplements while in the city 
  can yield some interesting results, the implausibility of creeper vines hanging on the average city 
  street might strain the suspension of disbelief for some Editors and players.  Hence, the following 
  tables might work better for urban adventures. 
  
  83 
   
  Table 30: Towns (Challenge Level >1)   
  Roll 
  Result 
  1 
  Half-Pints 
  2 
  Cowardly Hoodlums 
  3 
  Entertainers 
  4 
  Giant Rats 
  5 
  Giant Vampire Bats 
  6 
  Superstitious Hoodlums 
  7 
  Subtle Men 
  8 
  Wimpy Hoodlums 
  9 
  Vamp (one only) 
  10 
  Giant Venus Fly-Trap (one only) 
  Table 31:  Smallest Cities (Challenge Level 1) 
  Roll 
  Result 
  1 
  Beat Cops 
  2 
  Drunken Hoodlums 
  3 
  Charade Men 
  4 
  Robbers 
  5 
  Corrupt Politicians 
  6 
  Slick Hoodlums 
  7 
  Giant (small) Beetles 
  8 
  Tricksters 
  9 
  Watch Dogs 
  10 
  Androids 
  Table 32:  St. Cloud, Minnesota-Sized Smaller Cities (Challenge Level 2) 
  Roll 
  Result 
  1 
  Detectives 
  2 
  Hoodlums, Yellow Peril 
  3 
  Abtruse Men 
  4 
  Thugs 
  5 
  Anarchists 
  6 
  Mad Scientists 
  7 
  Magicians 
  8 
  Giant (small) Centipedes 
  9 
  Good/Bad Men 
  10 
  Giant (small) Poisonous Snakes 
  Table 33:  Elgin, Illinois-Sized Small Cities (Challenge Level 3) 
  Roll 
  Result 
  1 
  Hoodlums, Elite 
  2 
  Master Criminals 
  3 
  Sergeants 
  4 
  Constrictor Snakes 
  5 
  Sages 
  6 
  Great Men/Evil Great Men 
  7 
  Thugs, Drunken 
  8 
  Ghouls 
  9 
  Apes 
  10 
  Robots, Iron 
  11 
  Robots, Tin 
  12 
  Perplexing Men 
  Table 34:  Fort Wayne, Indiana-Sized Cities (Challenge Level 4) 
  Roll 
  Result 
  1 
  Extraordinary Men/Evil Extraordinary Men 
  2 
  Lieutenants 
  
  84 
   
  3 
  Warlocks 
  4 
  Alligators 
  5 
  Shadows 
  6 
  Robots, Lithium 
  7 
  Puzzling Men 
  8 
  Burglars 
  Sample Metropolis:  See Duluth in Book III: Underworld & Metropolis Adventures.    
  Moon:  Earth’s only satellite is over 225,000 miles away in orbit, or a mere two hours’ jaunt away by 
  Venusian rocket (one hour by Martian rocket).  A quarter of the Earth’s diameter, the Moon’s surface is 
  rocky basalt surrounded by gray sand of silicon and aluminum.  The geography is crater-pocked and 
  punctuated with dormant volcanoes.  It is barren save for oases of fungal vegetation found every 2d20 
  miles apart.   
  The gravity is lighter on the Moon, allowing a Human to have the movement rate and leaping ability of 
  an Alien while on the Moon.  The atmosphere is much thinner and just as inhospitable is the Moon’s 
  temperature extremes – up to 175 degrees F by day and -100 degrees F below zero by night.  Any 
  living being on the Moon without, say, an environmentally-sealed suit with its own air supply will suffer 
  fatigue four times as fast as on Earth (see Fatigue rules in Book I: Men and Supermen) and take 1d3 
  points of damage during any turn spent performing any exertion.   
  The Moon Men live in plastic bubble-protected small cities, always near large craters from which they 
  can recover frozen ice and fungal forests that defy the inhospitable clime outside.  The Moon Men 
  usually move about the planet in tank-like vehicles, or sometimes in rockets.  The Moon Women, 
  unaffected by the weak atmosphere and temperature extremes, tend to cultivate the fungal forests and 
  live amongst them.   
  Giant Martian ants are also known to be an invasive species on the Moon and have carved great 
  tunnel complexes beneath the surface. 
  Because the Moon is mostly uninhabited, wandering encounter checks should only be made twice per 
  day, with a 1 in 10 chance of encountering anything. 
  Table 35:  Moon Encounters 
  Roll 
  Result     
  1 
  Aliens (from other worlds) 
  2 
  Martians 
  3 
  Moon Men 
  4 
  Moon Women 
  5 
  Giant Martian Warrior Ants 
  6 
  Iron or Tin Robots 
    Sample Moon Encounter:  In the side of a dormant volcano can be found a large Martian rocket, 
  crashed into its surface some 25 years ago.  The rocket is gutted out inside and connects to an 
  underground tunnel complex dug by giant Martian warrior ants.  Some hi-tech trophies from the rocket 
  might still be recoverable from the ant tunnels.  The power source for the rocket is still active and 
  affecting the volcano, so that it will become erupt in 1d4 days after first being encountered and will 
  endanger a fungal forest cultivated by moon women on the far side of the volcano. 
  Mythic Wild West: Though the geographic West can be found anywhere west of St. Louis, Missouri – 
  and Editors can certainly keep things that realistic if they prefer – the Mythic Wild West is a 
  metaphysical manifestation of the public’s interest in the Wild West and its dominance of popular 
  culture.  Some part of everyone longs to be there and, magically, makes that possible.  This is how, in 
  the Golden Age comic books, a Hero can sometimes reach the Wild West from his home metropolis, 
  not by time travel or other extraordinary means, but between panels!    
  
  85 
   
  No matter where one’s starting point, for every 1 hour of 
  travel in a westerly direction someone takes, with the 
  intention of reaching the Wild West, there is a 1 in 6 
  chance of reaching it.  Nothing encountered in the Mythic 
  Wild West is necessarily illusionary; any people 
  encountered there are the same people one can 
  encounter by traveling west through mundane methods, 
  but when encountered in the Mythic Wild West, may be 
  elevated to Western archetypes. 
  Table 36:  Mythic Wild West 
  Roll 
  Result 
  1 
  Bandits 
  2 
  Giant Vampire Bats 
  3 
  Bears or Cougars (50/50) 
  4 
  Brigands 
  5 
  Giant (small) Lizards (Gila monsters) 
  6 
  Giant Rats or Wolves (coyotes) 
  7 
  Savages (Indians) 
  8 
  Beat Cops (soldiers) 
  9 
  Giant Poisonous Snakes 
  10 
  Giant Scorpions 
  11 
  Giant Toads 
  12 
  Cowboys (levels 1-3) 
  Sample Mythic Wild West Encounter Area:  
  Belmonton, pop. 793.  This town is 2 miles from some mesas on an otherwise flat, arid plain.  Tough 
  scrub clings to the terrain while tumbleweeds roll over it.  The sign for Belmonton at the town limits is 
  right next to the hanging tree, with several cut nooses dangling from its branches.  The population has 
  been crossed out and re-written, always downwards, several times.  The main street is a double row 
  of shops and saloons that ends in a small fort that used to be a Spanish mission and currently serves 
  as the town chapel.  The housing around main street are little more than shacks belonging to the shop 
  staff, while the better-off clientele live on horse and cattle ranches spread out in the surrounding 
  countryside.  The town’s hillside cemetery actually conceals an old mine entrance.         
  Heroes could easily come into Belmonton and have all kinds of ordinary Western adventures – defeat 
  a bad gunslinger who wants to build a rep in town, get hired to stop cattle rustlers – but Heroes who 
  dig a little deeper might uncover some mysteries.  Why does the town’s resident gunslinger, a drunk 
  who sits in the Sideburns Saloon all day without even wearing a gun, have such a feared reputation?  
  Why does Leila, the headmistress at the Wild Horses Saloon, have a stagecoach full of innocent-
  looking recruits from out East arrive each week and how does she turn them into wild showgirls within 
  one week’s time?  And where do the girls go who get replaced each week?  The chapel minister has 
  the old fort equipped like an armory and preaches about a coming attack each Sunday.  Are these 
  paranoid ravings, or is some horrible attack coming?  The old mine is guarded by an old prospector 
  pretending to be a ghost, but the mine is also protected by traps too elaborate to have been fashioned 
  by his hands alone.  Who else wants no one in the mines and what is being guarded there? 
  Ruins:  The ghost town out West (mythic or not), the abandoned Anasazi cliff dwellings of New 
  Mexico, the Mayan ruins of Honduras, and Macchu Pichu, the lost city of the Aztecs in the Peruvian 
  Andes – what they all have in common is that civilization has abandoned them and left them available 
  to become hideouts.  There is a 10% chance per decade that the ruins have lain uninhabited that 
  someone, something, or the plural version of either will have made a hideout there.  The entrances to 
  such hideouts will likely not be obvious; there should be a 1 or 2 in 6 chance per hour per searcher of 
  finding one.  In the meanwhile, any Heroes searching ruins are likely to encounter something if they 
  stay there long enough, hideout or not.  Where there is a choice of encounters, choose whichever is 
  
  86 
   
  most appropriate for the circumstances. 
  Table 37:  Ruins (low-level)      
  Roll 
  Result 
  1 
  Alligators 
  2 
  Apes 
  3 
  Bandits 
  4 
  Giant Vampire Bats 
  5 
  Giant Beetles (small or medium) 
  6 
  Bugbears 
  7 
  Wild Cattle (non-combatant) 
  8 
  Giant Centipedes (small or medium) 
  9 
  Creeper Vines (small) 
  10 
  Dervishes 
  11 
  Wild Dogs (use Watch Dogs) 
  12 
  Druids 
  13 
  Giant Lizards (small or medium) 
  14 
  Giant Mosquitoes 
  15 
  Nomads 
  16 
  Giant Rats 
  17 
  Giant Poisonous Snakes 
  18-20 
  Roll on table 38  
  Table 38:  Ruins (mid-level) 
  Roll 
  Result 
  1 
  Giant Badgers 
  2 
  Giant Beetles (large) 
  3 
  Wild Boars 
  4 
  Giant Centipedes (large) 
  5 
  Cockatrices 
  6 
  Creeper Vines (medium or large) 
  7 
  Gargoyles 
  8 
  Lizardmen 
  9 
  Werewolves or Wereboars 
  10 
  Magic-Users (level 2-7) 
  11 
  Ogres 
  12 
  Pegasi 
  13 
  Giant Scorpions 
  14 
  Shadows 
  15 
  Giant Phase Spiders 
  16 
  Giant Spiders (small or large) 
  17 
  Wights 
  18 
  Wraiths 
  19-20 
  Roll on table 39 
  Table 39:  Ruins (high-level) 
  Roll 
  Result 
  1 
  Athatches 
  2 
  Barghests (any) 
  3 
  Basilisks 
  4 
  Chimerae 
  5 
  Lemure or Baalrog Demons 
  6 
  Djinn or Efreet 
  7 
  Black or Green Dragons 
  8 
  Gold or Red Dragons 
  9 
  Elementals (any) 
  10 
  Cloud or Fire Giants 
  
  87 
   
  11 
  Frost or Hill Giants 
  12 
  Stone or Storm Giants 
  13 
  Giant Lizards (large) 
  14 
  Manticores 
  15 
  Mummies 
  16 
  Ogre Magi 
  17 
  Rocs 
  18 
  Specters 
  19 
  Trolls 
  20 
  Will-o-the-Wisps 
  Sample Ruins Encounter:  Copán is the name of a valley in Honduras, the name of the river that 
  runs through the east end of the valley, the name of the small town of 1,500 people living there today, 
  and the name of the ruins of the ancient city still standing a mile away from the semi-modern town.  
  This was a great city of the Mayans 1,100 years ago called Ixwitik then, home to 20,000 Mayans at the 
  height of its power.  Its last known king was Yax Pasaj Chan Yopaat in the 9th century.   
  The ruins includes several step-pyramid temples and palaces, intact plazas and courtyards, and a 
  large cemetery.  At least 60% of the ruins should be empty, gutted, and adventure free, but the rest is 
  fair game for Editors to insert anything they like.  Rumors of jaguars, gibbon men, and winged snakes 
  suggest some alternative encounters for the ruins, but virtually anything rolled on the above tables can 
  be explained by the existence of underworld levels located beneath the ruins, or perhaps the presence 
  of an ancient mythic trophy in the ruins that draws powerful creatures to it to serve as its guardians.    
  Underwater:  Rare is going to be the all-aquatic campaign, but there will be reasons for Heroes to try 
  extended underwater adventure.  The War in Europe is also being fought in the world’s oceans and 
  Heroes could easily be drawn into this naval (or even submarine) warfare.  Mermen are numerous, 
  technologically advanced (don’t try to think too much about how they make machines underwater), 
  and hostile towards humanity, so skirmishes or even outright wars might need to be fought.  Even 
  more deadly are the various sea monsters that lurk in the ocean’s depths and might rise to the surface 
  to feast in the shipping lanes or terrorize remote islands at any time.  And then there are sunken 
  treasures, an “easy” source of income for Heroes who need a quick influx of cash (or their resulting 
  xp). 
  Similar to lost worlds, the underwater environment can offer such challenges that the Editor is 
  encouraged to use only the table below the Heroes are best suited for. 
  Table 40:  Shallow Waters 
  Roll 
  Result 
  1 
  Alligators 
  2 
  Mermen 
  3 
  Giant Octopi 
  4 
  Giant Piranhas 
  5 
  Pirates 
  6 
  Giant Crabs (any) 
  7 
  Giant Sea Otters 
  8 
  Giant Sea Slugs 
  9 
  Giant Eels 
  10 
  Giant Stingrays 
  Table 41:  Deep Waters 
  Roll 
  Result 
  1 
  Sea Monsters 
  2 
  Sharks 
  3 
  Elasmosaurs 
  4 
  Plesiosaurs 
  5 
  Giant Squids 
  
  88 
   
  6 
  Krakens or Mosasaurs (50/50) 
  Sample Underwater Encounter: Mereel-Por, a secret merman base in Lake Ontario.  A compound of 
  stone, Greco-Roman style buildings were built on a shelf 200 feet below the lake’s surface in 1938 
  when the mer-people were still overtly spying on humanity without making contact.  There will be 3-
  300 mermen here at any given time, half of which will be Fighters of levels 1-3.  Merman foreign policy 
  is fluid to say the least; there is a 50% chance of an ambassador being present with the authority to 
  entreat with humans and a 50% chance of a warlord being present with the authority to make battle 
  plans against mankind.  This situation might not only reverse from day to day, but the ambassador and 
  the warlord might be the same merman!  If a warlord is present, there will also be 1d6 elite mermen 
  Fighters of levels 4-7 riding trained sharks.   
  Not far from Mereel-Por is the wreck of a schooner, but it did not arrive here naturally.  The wreck was 
  moved here to conceal a trident stuck into the bedrock under the schooner, which can be found 
  through a hole in the schooner’s hull if it is searched.  Removing the trident will magically awaken an 
  undead mosasaur-ghoul from the bottom of Lake Ontario, a secret known only to the warlords 
  assigned to Mereel-Por and a coven of mermaid witches who want the monster awakened to wreck 
  havoc. 
  Note the underwater rules in Book III: Underworld and Metropolis Adventures 
  Underworld:  It is up to each Editor whether to treat hideouts as separate lairs, or link them as part of 
  one large, connected, literal underworld.  Exploring a mega-hideout could take the course of an entire 
  campaign, with Heroes rarely seeing the light of day.  Because of this, 1 in 8 encounters in one should 
  be with Lawful denizens who can help rather than fight the Heroes.  Some possibilities include: 
   
  A guardian, not protecting something from the Heroes, but protecting it for the Heroes and just 
  waiting for them to arrive (maybe they have to pass some challenge first, though). 
   
  A roomful of prisoners who can be released and fight with the Heroes. 
   
  An enclave of ex-mobsters who have formed their own self-sufficient community free of crime and 
  from bosses. 
   
  A section of the Hideout that has already been claimed and being held by the police. 
   
  The secret lair of a cabal of Lawful, but extremely secretive Magic-Users. 
  Hideout levels that house mad scientists, ultra-mad scientists, or Scientists of 7th level or lower should 
  have a 10% greater chance of finding a hi-tech trophy in each encounter area.  This chance should be 
  20% greater if a Scientist of 8th level or higher is present. 
  Table 42: Hideouts (Challenge Level >1)  
  Roll 
  Result 
   
   
   
   
   
   
   
   
   
   
  1 
  Half-Pints 
  2 
  Hoodlums, Cowardly 
  3 
  Giant Rats 
  4 
  Entertainers 
  5 
  Giant Vampire Bats 
  6 
  Superstitious Hoodlums 
  7 
  Creeper Vines (small) 
  8 
  Gibbon Men 
  9 
  Giant Venus Fly-Trap (one only) 
  10 
  Subtle Men 
  11 
  Skeleton (one only) 
  12 
  Wimpy Hoodlums 
  
  89 
   
  Table 43: Hideouts (Challenge Level 1) 
  Roll 
  Result 
  1 
  Beat Cops 
  2 
  Bandits 
  3 
  Giant (small) Beetles 
  4 
  Brigands 
  5 
  Corrupt Politicians 
  6 
  Watch Dogs 
  7 
  Drunken Hoodlums 
  8 
  Slick Hoodlums 
  9 
  Robbers 
  10 
  Savages 
  11 
  Skeletons 
  12 
  Vamps 
  13 
  Giant Venus Fly-Traps 
  14 
  Zombies 
  15 
  Charade Men 
  16 
  Moon Men 
  17 
  Giant (small) Crabs 
  18 
  Druids 
  19 
  Giant Mosquitoes 
  20 
  Tricksters 
  Table 44: Hideouts (Challenge Level 2) 
  Roll  
  Result 
  1 
  Giant (small) Centipedes 
  2 
  Yellow Peril Hoodlums 
  3 
  Giant (small) Lizards 
  4 
  Mad Scientists 
  5 
  Giant (small) Spiders 
  6 
  Thugs 
  7 
  Giant Wasps 
  8 
  Wolves 
  9 
  Detectives 
  10 
  Anarchists 
  11 
  Giant (medium) Beetles 
  12 
  Magicians 
  13 
  Lizardmen 
  14 
  Giant Scorpions 
  15 
  Giant Ticks 
  16 
  Giant Toads 
  17 
  Good/Bad Men 
  18 
  Yellow Mold 
  19 
  Abtruse Men 
  20 
  Creeper Vines (medium) 
  Table 45:  Hideouts (Challenge Level 3) 
  Roll 
  Result 
  1 
  Apes 
  2 
  Cavemen 
  3 
  Floating Eyes 
  4 
  Master Criminals 
  5 
  Sergeants 
  6 
  Mermen 
  7 
  Iron Robots 
  8 
  Tin Robots 
  9 
  Constrictor Snakes 
  
  90 
   
  10 
  Giant Poisonous Snakes 
  11 
  Sages 
  12 
  Bugbears 
  13 
  Giant Badgers 
  14 
  Elite Hoodlums 
  15 
  Great/Shameful Men 
  16 
  Ghouls 
  17 
  Jaguars 
  18 
  Giant Land Slugs 
  19 
  Drunken Thugs 
  20 
  Pyre Zombies 
  Table 46:  Hideouts (Challenge Level 4) 
  Roll 
  Result 
  1 
  Aliens 
  2 
  Alligators 
  3 
  Giant (medium) Centipedes 
  4 
  Lions 
  5 
  Lieutenants 
  6 
  Giant (medium) Lizards 
  7 
  Napoleons 
  8 
  Ogres 
  9 
  Ultra-Mad Scientists 
  10 
  Warlocks 
  11 
  Venusian Frog-Men 
  12 
  Blink Dogs 
  13 
  Wild Boars 
  14 
  Harpies 
  15 
  Extraordinary/Extra-Bad Men 
  16 
  Shadows 
  17 
  Lithium Robots 
  18 
  Puzzling Men 
  19 
  Fleet Speedsters 
  20 
  Muggers 
  Table 47:  Hideouts (Challenge Level 5) 
  Roll 
  Result 
  1 
  Centaurs 
  2 
  Fu Manchus 
  3 
  Genghis Khans 
  4 
  Grey Oozes 
  5 
  Werewolves 
  6 
  4 HD Magma Monsters 
  7 
  Captains 
  8 
  Large Copper Robots 
  9 
  Sabre-Toothed Cats 
  10 
  Giant (large) Spiders 
  11 
  Warlocks 
  12 
  4 HD Barghests 
  13 
  Giant (large) Crabs 
  14 
  Doppelgangers 
  15 
  Gelatinous Cubes 
  16 
  Remarkable/Rotten Men 
  17 
  Owlbears 
  18 
  Wights 
  19 
  Secret Men 
  20 
  Burglars 
  
  91 
   
  Table 48:  Hideouts (Challenge Level 6) 
  Roll 
  Result 
  1 
  Giant (large) Centipedes 
  2 
  Gargoyles 
  3 
  5 HD Magma Monsters 
  4 
  Large Brass Robots 
  5 
  Majors 
  6 
  Wraiths 
  7 
  5 HD Barghests 
  8  
  5 HD Jungle Vine-Trees 
  9 
  Wereboars 
  10 
  Werelions 
  11 
  Spellbinders 
  12 
  Giant Phase Spiders 
  13 
  Lemure Demons 
  14 
  Wax Golems 
  15 
  Gorilla-Lions 
  16 
  Fantastic/Fearful Men 
  17 
  Minotaurs 
  18 
  Ochre Jellies 
  19 
  Enigmatic Men 
  20 
  Arrangers 
  Table 49:  Hideouts (Challenge Level 7) 
  Roll 
  Result 
  1 
  Mystifying Men 
  2 
  6 HD Magma Monsters 
  3 
  Mummies 
  4 
  Ogre Magi 
  5 
  6 HD Barghests 
  6 
  Giant Apes 
  7 
  Bears 
  8 
  Commanders 
  9 
  Giant (large) Beetles 
  10 
  Sorcerers 
  11 
  Incredible/Indecent Men 
  12 
  Quick Speedsters 
  13 
  Racketeers 
  14 
  5 HD Hydrae 
  15 
  5 HD White Dragons 
  16 
  Cockatrices 
  17 
  6 HD Jungle Vine-Trees 
  18 
  Sheriffs 
  19 
  Edisons 
  20 
  Large Coal Robots 
  Table 50:  Hideouts (Challenge Level 8) 
  Roll 
  Result 
  1 
  Basilisks or Desert Basilisks 
  2 
  Giant (large) Lizards 
  3 
  Manticores 
  4 
  Huge Bronze Robots 
  5 
  Huge Silver Robots 
  6 
  Trolls 
  7 
  7 HD Barghests 
  8 
  6 HD Black Dragons 
  9 
  6 HD Hydrae 
  
  92 
   
  10 
  Salamanders 
  11 
  Major Generals 
  12 
  8 HD Man-Eating Trees 
  13 
  Wizards 
  14 
  Aurochs 
  15 
  Mighty/Merciless Men  
  16 
  Mysterymen 
  17 
  6 HD White Dragons 
  18 
  Griffons 
  19 
  Black Tigers 
  20 
  Cutthroats 
  Table 51:  Hideouts (Challenge Level 9) 
  Roll 
  Result 
  1 
  Djinn 
  2 
  8 HD Elementals (any) 
  3 
  Hill Giants 
  4 
  Specters 
  5 
  7 HD Vampires 
  6 
  Lt. Generals 
  7 
  Dire Boars 
  8 
  7 HD Black Dragons 
  9 
  7 HD Green Dragons 
  10 
  7 HD Hydrae 
  11 
  Invisible Stalkers 
  12 
  9 HD Man-Eating Trees 
  13 
  Senior Wizards 
  14 
  7 HD White Dragons 
  15 
  Astonishing/Arrogant Men 
  16 
  Werebears 
  17 
  Mysterymen (10th level) 
  18 
  Incubus Demons 
  19 
  Yaksha Demons 
  20 
  Valkrys 
  Table 52:  Hideouts (Challenge Level 10) 
  Roll 
  Result 
  2 
  Senior Wizards 
  3 
  Stone Giants 
  4 
  8 HD Vampires 
  5 
  Full Generals 
  6 
  8 HD Black Dragons 
  7 
  8 HD Green Dragons 
  8 
  8 HD Hydrae 
  9 
  10 HD Man-Eating Trees 
  10 
  Amazing/Angry Men 
  11 
  Will-o-the-Wisps 
  12 
  Mysterymen (11th level) 
  13 
  8 HD Blue Dragons 
  14 
  Very Fast Speedsters 
  15 
  Villains 
  16 
  Black Snakes 
  Table 53:  Hideouts (Challenge Level 11) 
  Roll 
  Result 
  1 
  Mysterymen (12th level) 
  2 
  Black Puddings 
  
  93 
   
  3 
  Chimerae 
  4 
  Baalrog Demons 
  5 
  9 HD Red Dragons 
  6 
  9 HD Vampires 
  7 
  Full Generals (11th level) 
  8 
  9 HD Green Dragons 
  9 
  9 HD Hydrae 
  10 
  Senior Wizards (10th level) 
  11 
  11 HD Man-Eating Trees 
  12 
  Super/Super-Villainous Men 
  14 
  Banshees 
  15 
  9 HD Blue Dragons 
  16 
  Arch-Villains  
  17 
  Two-Headed Giants 
  17 
  Glasya Demons 
  18 
  Marchosias Demons 
  19 
  Mist Giants 
  19 
  Very Fast Speedsters (10th level) 
  Table 54:  Hideouts (Challenge Level 12) 
  Roll 
  Result 
  2 
  10 HD Gold Dragons 
  3 
  10 HD Red Dragons 
  4 
  Efreet 
  5 
  Fire Giants 
  6 
  Full Generals (12th level) 
  7 
  Frost Giants 
  8 
  Senior Wizards (11th level) 
  9 
  Flesh Golems 
  10 
  10 HD Hydrae 
  11 
  Mysterymen (13th level) 
  12 
  10 HD Blue Dragons 
  13 
  Super/Super-Villainous Men (10th level) 
  14 
  Gaap Demons 
  15 
  Evil Eyes 
  16 
  Huge Magnesium Robots 
  Table 55:  Hideouts (Challenge Level 13) 
  Roll 
  Result 
  1 
  11 HD Gold Dragons 
  2 
  11 HD Red Dragons 
  3 
  12 HD Air or Earth Elementals 
  4 
  12 HD Fire or Water Elementals 
  5 
  Full Generals (13th level) 
  6 
  11 Hydrae 
  7 
  Senior Wizards (12th level) 
  8 
  Super/Super-Villainous Men (11th level) 
  9 
  Mysterymen (14th level) 
  10 
  Arch-Villains (13th level) 
  11 
  Ultra-Scientists (13th level) 
  12 
  Maruts 
  Table 56:  Hideouts (Challenge Level 14) 
  Roll 
  Result 
  1 
  Full Generals (14th level) 
  2 
  12 HD Hydrae 
  3 
  Senior Wizards (13th level) 
  
  94 
   
  4 
  Glyptodonts 
  5 
  Super/Super-Villainous Men (12th level) 
  6 
  Phoenixes 
  7 
  Giant Aluminum Robots 
  8 
  Mysterymen (15th level) 
  9 
  Huge Silicon Robots 
  10 
  Very Fast Speedsters (12th level) 
  11 
  Arch-Villains (14th level) 
  12 
  Ultra-Scientists (14th level) 
  Sample Hideout: See Reuter Mansion in Book III: Underworld and Metropolis Adventures. 
  Venus:  Known as Earth’s “sister planet” for being roughly the same size, Venus is 151.9 million miles 
  away, or 2 weeks away by a Venusian rocket (13 days by Martian rocket).  The planet is all volcanic 
  plains covered in lush vegetation.  It has no surface oceans, but many stream-fed lakes the size of 
  North America’s Great Lakes.  The atmospheric pressure on Venus will feel unusually strong to an 
  Earthling for the first day, doing 1d2-1 points of damage per hour for the duration of acclimation 
  (unless protected by something like the Impervious power).  The high carbon dioxide content in the 
  atmosphere has the same effect for the same duration, unless someone’s breathing is protected 
  somehow (like a gas mask).  The temperature is warmer on Venus, averaging 130 degrees F in the 
  summer and 95 degrees F in the winter over most of the planet.  The summer heat can also cause 
  damage just like the atmospheric pressure and content until one adjusts to it or is somehow protected.  
  The most common intelligent lifeform on Venus is the frog-men.  Most frog-men possess low 
  intelligence, but idiot-savants are not rare among them and these individuals are capable of putting 
  together advanced technology, even interplanetary rockets.  Most of the time, frog-men do not use 
  their own technology, though, preferring to live primitively and just hoarding their hi-tech trophies.   
  Another peculiarity to Venus, and one that makes a stronger case for Venus being our sister planet, is 
  that flora and fauna found on Venus is almost exactly the same as that found during Earth’s 
  Cretaceous period. 
  Table 57:  Venus Encounters 
  Roll 
  Result           
  1 
  Aliens (from other planets) 
  2 
  Venusian Frog-Men 
  3 
  Harpies 
  4 
  Giant Venus Flytraps 
  5 
  Black Dragons 
  6 
  Green Dragons 
  7 
  Rocs 
  8 
  Giant Poisonous Snakes 
  9 
  Pachycephalosaurs 
  10 
  Styracosaurs 
  11 
  Anklosaurs 
  12 
  Gorgosaurs 
  Sample Venus Encounter:  Fifteen years ago, an ultra-mad scientist built a rocket, flew to Venus, 
  took control over a tribe of frog-men, and commanded them to build him a palace.  Due to a 
  miscalculation about the atmospheric pressure, the roof caved in and the palace was abandoned.  The 
  scientist since returned to Earth, leaving many hi-tech trophies behind at the palace (and possibly one 
  your Heroes need desperately enough to go to Venus after it).  A tribe of frog-Men have taken over the 
  place, their king (an unusually intelligent frog-man) rules from there and orders attacks on neighboring 
  tribes.  Also defending the palace, or rather the grassy plain at the back of the palace, is a herd of 
  triceratops who call this area home.   
   
  
  95 
   
  BIBLIOGRAPHY 
  Digital Comic Museum.  Internet site, as of November 9, 2011.  http://digitalcomicmuseum.com/ (art, 
  Appendix B). 
  Finch, Matt.  Swords and Wizardry:  Core Rules.  Mythmere Games, 2008-2009.  
  http://lulu.com/product/ebook/swords-wizarry-core-rules-%28pdf%29/5246621 (game mechanics). 
  Grand Comic-Book Database.  Web site, as of October 2, 2011.  http://www.comics.org (Appendices 
  A, B). 
  Gygax, Gary and Brian Blume.  Supplement III:  Eldritch Wizardry.  Lake Geneva, Wis.:  TSR, 1976 
  (inspiration). 
  Illinois at War, 1941-1945: a Selection of Documents from the Illinois State Archives.  Springfield, Ill. : 
  Illinois State Archives, 1994 (Appendix D).   
  Kuntz, Rob and James Ward.  Supplement IV:  Gods, Demi-Gods & Heroes.  Lake Geneva, Wis.:  
  1976 (inspiration).  
  Leonard, Thomas M.  Day by Day: the Forties.  New York:  Facts on File, 1977 (Appendices C, D). 
  National Geographic.  Africa Map 1943.  http://www.maps.com/map.aspx?pid=15588 (sample African 
  wilderness). 
  Wikipedia.  Web site, as of September 30, 2011.  http://www.wikipedia.org/ (various research). 
  Zombler Style 3.0 SRD v1.0a.  Web site, as of October 2, 2011. http://www.zombler.org/files/srd30a/ 
  (psionics). 
   
  Appendix A:  Index of Golden Age Heroes   
  Continuing from Supplement II, this list takes the index through the first half of 1941, by cover date.  
  Boldface names are known not to be in the public domain.  All characters are from the adventure, 
  jungle, occult, superhero, urban crime, and war genre stories, excluding historical and futuristic 
  settings.  This appendix is not, this time, intended to be comprehensive, but merely to present a broad 
  range of examples.   
  Cowboys 
  “Bulls-Eye” Bill (Target Comics #12-16) 
  Golden Arrow (Whiz Comics #12-18) 
  Hatfield, Jim (Exciting Comics #7-10) 
  Jones, “Nevada” (Zip Comics #10-15) 
  Masked Rider (Startling Comics #5-7) 
  Sheriff Jed (Silver Streak Comics #11) 
  Silver Ranger (Silver Streak Comics #8-11) 
  Whip (Flash Comics #13-18) 
  White Rider (Blue Bolt Comics #8-13) 
  Fighters 
  2-R (Target Comics #12-15) 
  Abdul the Arab (Smash Comics #18-23) 
  Ace of Space (Feature Comics #40-45) 
  Atom (All-American Comics #22-27; All-Star Comics #4-8) 
  Bannon, “Biff” (Speed Comics #14-15) 
  Bates, Betty, Lady at Law (Hit Comics #7-12) 
  Battle, Steve, Undercover Agent (Champ Comics #13) 
  Black Condor (Crack Comics #9-13) 
  Black X (Smash Comics #18-23) 
  
  96 
   
  Bradley, “Slam” (Detective Comics #47-52) 
  Brodie, “Shark” (Fight Comics #13-16) 
  Bronson, “Biff” (More Fun Comics #63-66)  
  Buckley, “Ace” (Startling Comics #5-7) 
  Byrd, “Lucky” (Target Comics #12-16) 
  Capt. Battle (Silver Streak Comics #10-11) 
  Capt. Bruce Blackburn, Counterspy (Feature Comics #40-45) 
  Capt./Major Colt of the Military Intelligence (Speed Comics #12-13) 
  Capt. Desmo (More Fun Comics #63-68) 
  Capt. Fight (Fight Comics #16) 
  Capt. Freedom (Speed Comics #13-15) 
  Cap Fury (Doc Savage Comics #3-6) 
  Capt. Gallant (Super-Mystery Comics #6, v. 2 #1-2) 
  Capt. Kidd (Fantastic Comics #14-19) 
  Capt. S.R. “Spin” Shaw of the Naval Air Corps (Feature Comics #40-45) 
  Capt. Valor (Zip Comics #10-15) 
  Carson, “Clip” (Action Comics #32-36) 
  Carter, Chic (Smash Comics #18-23) 
  Carter, Kit, Cadet (Target Comics #16) 
  Carver, “Cotton” (Adventure Comics #58-63) 
  Challenger (Daring Mystery Comics #7) 
  Chameleon (Target Comics #12-16) 
  Champ (Champ Comics #12-13) 
  Chandler, “Happy” (War Comics #4) 
  Christian, Jimmy (Smash Comics #18-23) 
  Cole, Dick (Blue Bolt Comics #8-13) 
  Collins, Chip (Fight Comics #13-16) 
   “Congo” Bill (More Fun Comics #63-68, Action Comics #37) 
  Conrad, Steve, Adventurer (Adventure Comics #58-63) 
  Cornwall, Cliff (Flash Comics #13-17) 
  Corporal Collins (Blue Ribbon Comics #8-13) 
  Crane, Ted (Exciting Comics #7-10) 
  Crosby, Cliff (Detective Comics #47-52) 
  Curtis, “Cloud” (Silver Streak Comics #7-11) 
  D-13, Secret Agent (Mystery Men Comics #18-23) 
  Dare, Dan (Whiz Comics #12-18) 
  Davis, Dan (Startling Comics #5-7) 
  Detective Sgt. Burke (Startling Comics #5-7) 
  Detective Sgt. Carrey (More Fun Comics #63-68)  
  Dolan, Jim (Wow Comics #2-4) 
  Dollman (Feature Comics #40-45) 
  Dr. Voodoo (Whiz Comics #12-18) 
  Falcon, “Flip” (Fantastic Comics #14-19) 
  Fin (Daring Mystery Comics #7) 
  Flynn, “Lefty” (Doc Savage Comics #4) 
  G-5, Super Agent (Hit Comics #7-12) 
  G-Man Dalton (Startling Comics #5-7) 
  Gilday, Greg (War Comics #4) 
  Glory, Don (Hit Comics #8-12) 
  Hale, Lance (Silver Streak Comics #8-10) 
  Harrigan, “Hop”/Guardian Angel (All-American Comics #22-27) 
  Hawkman (All-Star Comics #4-8; Flash Comics #13-18) 
  Hill, “Dynamo” (Silver Streak Comics #7)  
  Johnson, Buck (Speed Comics #13) 
  Johnson, “Gypsy” (Blue Ribbon Comics #8) 
  Jungleman (Champ Comics #12-13) 
  Ka-Zar (Marvel Mystery Comics #15-20) 
  Lansing, Mark (Adventure Comics #58-63) 
  
  97 
   
  Larkin, Lance (More Fun Comics #64-68) 
  Lt. Brad Fletcher (Champ Comics #12-13) 
  Lt. Bob Neal (More Fun Comics #63) 
  Lt. Drake of the U. S. Naval Intelligence (Mystery Men Comics #18-23) 
  Lion Boy (Hit Comics #7-12) 
  Logan, “Loop” (Blue Ribbon Comics #8-13) 
  Madam Fatal (Crack Comics #9-13) 
  Malone, Steve, District Attorney (Detective Comics #47-52) 
  Martin, “Presto” (Silver Streak Comics #7-11) 
  Masked Pilot (Popular Comics #59-64) 
  Mason, “Kinks” (Fight Comics #13-15) 
  Mason, “Scoop” (War Comics #4) 
  Morgan, “Pep” (Action Comics #32-37) 
  North, “Frosty” (Fight Comics #13-16) 
  O’Casey, Lance (Whiz Comics #12-18) 
  O’Neil, Barry (Adventure Comics #58-60) 
  O’Shay, Rick (Wow Comics #2-4) 
  Oran of the Jungle (Fight Comics #13-15) 
  Parrish, Ted, Man of a 1000 Faces (Speed Comics #12-15) 
  Parker, Pat, War Nurse (Speed Comics #13-15) 
  Patriot (Human Torch - Spring, Summer) 
  Peace Raider (War Comics #4) 
  Powers, “Biff” (Startling Comics #5-7) 
  Preston, Lee, of the Red Cross (Crack Comics #9) 
  Q-13 (Super-Mystery Comics #6) 
  Reagan, Red (Zip Comics #10-15) 
  Red Bee (Hit Comics #7-12) 
  Red Tornado (All-American Comics #22-27) 
  Red Torpedo (Crack Comics #9-13) 
  Regan, Bart, Spy (Detective Comics #47-52) 
  Ronson, “Runaway” (Blue Bolt Comics #8-12) 
  Samar (Feature Comics #40-45) 
  Saunders, “Speed”, Ace Investigator (Detective Comics #47-52) 
  Saunders, “Sub” (Fantastic Comics #14-19) 
  Secret Agent X-101 (Silver Streak Comics #8-9) 
  Sgt. Bill King (Exciting Comics #7-10) 
  Sgt. Jim Reynolds of the Mounted (Feature Comics #40-45) 
  Sky Hawk (Popular Comics #59-64) 
  Sky Hawk (War Comics #4) 
  “Smilin’” Jack (Popular Comics #61-64) 
  Smith, “Sky” (Super-Mystery Comics #6, v. 2 #1-2) 
  Spacehawk (first modern-day stories, Target Comics #16) 
  Spider (Crack Comics #9-13) 
  Spy Fighter (Fight Comics #13-16) 
  Stacey, Steve (Blue Ribbon Comics #9-12) 
  Steele, Larry, Private Detective (Detective Comics #47-52)  
  Steel, Spenser (Fight Comics #13-16) 
  Taylor, “Speed” (Speed Comics #12-15) 
  Thompson, “Tex”/Mr. America (Action Comics #32-37) 
  Ty Gor (Blue Ribbon Comics #8-13) 
  Warren, “Strut” (Fight Comics #13-16) 
  Watts/Sparks, Les, Radio Amateur (Flash Comics #13-18) 
  Wendell, “Wings” (Smash Comics #18-23) 
  Williams, Dan (Exciting Comics #7-10) 
  Williams, Wally (Popular Comics #59-64) 
  Wilson, “Peewee” (Super-Mystery Comics v. 2 #1-2) 
  Wilson, “Yank” (Fantastic Comics #14-19) 
  
  98 
   
  Magic-Users 
  Astron the Crocodile Queen (Doc Savage Comics #5-6) 
  Dr. Fate (All-Star Comics #4-8; More Fun Comics #63-68) 
  Dr. Miracle (Champ Comics #12-13) 
  Green Lantern (All-American Comics #22-27; All-Star Comics #4-7) 
  Ibis the Invincible (Whiz Comics #12-18) 
  Mr. Justice (Blue Ribbon Comics #9-13) 
  Mystico (Startling Comics #5-7) 
  Neon the Unknown (Hit Comics #7-12) 
  Norgil the Magician (Doc Savage Comics #4-6) 
  Sargon the Sorcerer (All-American Comics #26-27) 
  Spectre (All-Star Comics #4-7; More Fun Comics #63-68) 
  Stardust (Fantastic Comics #14-19) 
  Starman (All-Star Comics #8; Adventure Comics #61-63) 
  Thunder, Johnny (All-Star Comics #4-8; Flash Comics #13-18; World’s Finest Comics #2) 
  Tor (Crack Comic #9-13) 
  Zambini the Miracle Man (Zip Comics #10-15) 
  Zanzibar the Magician (Mystery Men Comics #18-23) 
  Zatara (Action Comics #32-37; World’s Finest Comics #2) 
  Zonga the Miracle Man (Silver Streak Comics #7) 
  Mysterymen 
  Angel (Marvel Mystery Comics #15-20; Sub-Mariner Comics #1-2) 
  Batman (Detective Comics #47-52; Batman #4-5; World’s Finest Comics #2) 
  Black Spider (Super-Mystery Comics #6, v. 2 #1-2) 
  Buckskin Blake (Super-Mystery Comics v. 2 #1-2) 
  Clock (Crack Comics #9-13) 
  Crimson Avenger (Detective Comics #47-52; World’s Finest Comics #1) 
  Daredevil (Silver Streak Comics #7-11) 
  Dr. Mid-Nite (All-American Comics #25-27; All-Star Comics #8) 
  Fox (Blue Ribbon Comics #8-13) 
  Fox, Johnny (Champ Comics #12-13) 
  Hunchback (Wow Comics #2-4) 
  Invisible Justice (Smash Comics #18-23) 
  Jester (Smash Comics #22-23) 
  King/King Standish (Flash Comics #13-18; World’s Finest Comics #2) 
  Lynx (Mystery Men Comics #18-23) 
  Kirk, Paul, Manhunter (Adventure Comics #58-63) 
  Mask (Exciting Comics #7-10) 
  Midnight (Smash Comics #18-23) 
  Mr. Scarlet (Wow Comics #2-4) 
  Sandman (All-Star Comics #4-8; Adventure Comics #58-63) 
  Scarlet Avenger (Zip Comics #10-15) 
  Scarlet Seal (Smash Comics #18-23) 
  Sgt. Spook (Blue Bolt Comics #8-13) 
  Silver Scorpion (Daring Mystery Comics #7) 
  Sphinx (Exciting Comics #7-10) 
  Spy Smasher (Whiz Comics #12-18) 
  Target (Target Comics #12-16) 
  Thunderer (Daring Mystery Comics #7) 
  Voice (Popular Comics #59-64) 
  Wasp (Speed Comics #12-13) 
  Zero, Ghost Detective (Feature Comics #40-45) 
  Scientists 
  Blake, Atom (Wow Comics #2-4) 
  Doc Savage (Doc Savage Comics #3-6) 
  Doc Wackey (Smash Comics #23) 
  Dr. Hormone (Popular Comics #59-60) 
  
  99 
   
  Keane, Rance (Feature Comics #40-45) 
  Professor Supermind (Popular Comics #60-64) 
  Professor Zog (Marvel Mystery Comics #15-20) 
  “Wizard” Wells (Crack Comics #9-13) 
  Speedsters 
  Flash (All-Star Comics #4-7; Flash Comics #13-18) 
  Silver Streak (Silver Streak Comics #7-11) 
  Superheroes 
  Ajax the Sun Man (Doc Savage Comics #3-6) 
  Black Terror (Exciting Comics #9-10) 
  Blue Beetle (Mystery Men Comics #18-23) 
  Blue Diamond (Daring Mystery Comics #7) 
  Blue Bolt (Blue Bolt Comics #8-13) 
  Captain Future (Startling Comics #5-7) 
  Captain Marvel (Whiz Comics #12-18; Captain Marvel Adventures #1-2) 
  Green Mask (Mystery Men Comics #18-23) 
  Hand (Speed Comics #12-13) 
  Hazzard, Hugh, and Bozo the Robot (Smash Comics #18-23) 
  Hercules (Hit Comics #7-12) 
  Hercules (Blue Ribbon Comics #8) 
  Hourman (All-Star Comics #4-7; Adventure Comics #58-63) 
  Human Torch (Marvel Mystery Comics #15-20; Human Torch - Spring, Summer) 
  Inferno (Blue Ribbon Comics #13) 
  Magno (Smash Comics #18-21) 
  Magno (and Davey, Super-Mystery Comics #6, v. 2 #1-2) 
  Martan the Marvel Man (Popular Comics #59-64) 
  O’Dowd, “Duke”, Human Meteor (Champ Comics #12-13) 
  Ray (Smash Comics #18-23) 
  Regan, Rip, the Power-Man (Fight Comics #13-16) 
  Samson (Fantastic Comics #14-19) 
  Shock Gibson (Speed Comics #12-15) 
  Sterling, “Steel” (Zip Comics #10-15) 
  Sub-Mariner (Marvel Mystery Comics #15-20; Human Torch - Spring, Summer; Sub-Mariner Comics #1-2) 
  Sub-Zero (Blue Bolt Comics #8-13) 
  Super-American (Fight Comics #15-16) 
  Superman (Action Comics #32-37; Superman #8-10, World’s Finest Comics #2) 
  Thesson, Son of the Gods (Exciting Comics #7-8) 
  Twister (Blue Bolt Comics #13) 
  USA, the Spirit of Old Liberty (Feature Comics #40-45) 
  Vision (Marvel Mystery Comics #15-20) 
  Vulcan (Super-Mystery Comics #6, v. 2 #1-2) 
  White Streak (Target Comics #12-16) 
  Villains 
  Black Shark (Crack Comics #10, 13) 
  Captain Blue (Smash Comics #21-22) 
  Cat’s Paw (Marvel Mystery Comics # 18-20) 
  Chen Chang (Mystery Men Comics #18-23) 
  Clayface (Detective Comics #49) 
  Clown (Super-Mystery Comics #6, v. 2 #1-2) 
  Cricket (Crack Comics #11-12) 
  Crow, Jasper (Crack Comics #11-12)  
  deKraft, Paul (Marvel Mystery Comics #18) 
  Fang Gow (Adventure Comics #58) 
  Green Sorceress (Blue Bolt Comics #8-10) 
  Hammerfist (Target Comics #12-13) 
  Hitler, Adolph (Feature Comics #41, Speed Comics #14, Crack Comics #9, Blue Ribbon Comics #13) 
  
  100 
   
  Joker (Batman #4-5) 
  Luthor (Superman #10) 
  Madame Doom (Smash Comics #20, 23) 
  Mask (Whiz Comics #12-15) 
  Mighty Mite (Target Comics #12-13) 
  Mr. Nimbus (Zip Comics #10) 
  Rattler (Zip Comics #11-12) 
  Rook (Mystery Men Comics #21-22) 
  Sivana (Whiz Comics #13-15; Captain Marvel Adventures #1-2) 
  Tigress (Action Comics #35) 
  Trug (Whiz Comics #13-18) 
  Witch (Flash Comics #15; World’s Finest Comics #2) 
  Appendix B:  Index of Comic Book Plots 
  The following are examples of comic book plots published by the companies Better and Quality, cover 
  dated January or February 1941: 
   
  In British Colonial Africa, rumors of a lost diamond mine remain rumors until the Heroes stumble on a dying 
  man in the jungle carrying an uncut diamond.  Unbeknownst to the Heroes, a German agent in the nearby 
  British settlement already knows where the diamond mine is.  He has been inciting violence between two 
  rival native tribes in order to make the area where the diamond mine is too dangerous for anyone to explore 
  (Exciting Comics #7). 
   
  A civic leader openly opposed to gambling is murdered.  The police miss a vital clue on his person, but one 
  of the Heroes will recognize a membership token from an old, closed athletic club.  At the club, the Heroes 
  find some hoodlums and betting forms for the local racetrack and the next day’s races.  The rest of the 
  hoodlums will be there, planning to kill the horse favored to win with poisoned darts from a dart gun (Exciting 
  Comics #7). 
   
  German spies in the U.S. test their plan for wider sabotage on a small town where their chemical formula 
  turns the contents of a gasoline truck into a deadly poison.  Their own plans are complicated when robbers 
  on the lam refuel their car from the gasoline truck.  Afterward, their exhaust kills dozens in their wake as they 
  continue to flee from town to town.  The Heroes have to catch them and stop the car without being killed, 
  track down the gasoline truck they refueled from, and then trail the German agents to the nearest oil 
  company where they are converting silos of gasoline into poison (Exciting Comics #7). 
   
  British Intelligence asks the Heroes to infiltrate German-occupied Belgium to find out what the Nazis’ secret 
  weapon is there.  When the Heroes arrive, the German heavy infantry is moving towards the City of Namur.  
  The Heroes can attack the Germans directly and learn that the secret weapon is exploding bullets, or they 
  can move on ahead of the Germans to Namur and learn about saboteurs who have been wrecking Namur’s 
  defenses for days.  If the Heroes manage to shadow one of the saboteurs (who are landing by parachute 
  under cover of darkness), they will find the saboteurs are looking for maps hidden behind the paper on 
  billboards to find their instructions.  Clever Heroes could use these hiding places to lure future saboteurs, or 
  even the advancing German army, into traps (Exciting Comics #7). 
   
  The president of an aircraft company summons the Heroes because he needs better guards for the plans for 
  his top secret plane.  Soon after that, a gasoline truck explodes at the factory and someone has been injured 
  and needs rescuing.  That person has to be rushed to the doctor on staff at the factory, but a Hero might 
  notice him later use his bandaged right hand to open a door (or the nurse might point it out to them later).  
  The doctor has taken pictures of the plans and concealed the pictures in his accomplice’s bandages.  If they 
  are found out, they can summon more hoodlums to the scene quickly, but will try to escape to their hideout 
  (Exciting Comics #7).                   
   
  A wealthy investor has been robbed of the invention he funded, a germ-killing raygun.  The next day, radium 
  goes missing from the safe of a local hospital and the now-missing nurse on duty is suspected of having 
  stolen it.  The following day, the same robbers use the raygun in a bank robbery, but now the raygun is able 
  to kill people.  The Heroes can lure the nurse out of hiding by planting a story that a new radium shipment 
  has arrived at the hospital and wait for her.  If caught, the nurse confesses that she is being forced to steal 
  the radium under threat of violence at the hospital.  The robbers are nearby, ready to do just that, but the 
  nurse also knows more – that the investor is also behind the robbers (Exciting Comics #7). 
  
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  Commanche braves attack a ranch in the Mythic West and kill everyone.  At a town hall meeting, a rich 
  landholder urges everyone to move out, but the mayor feels they will be safe once the U.S. Army arrives.  
  The local sheriff is also skeptical, fearing the troops will be too inexperienced at dealing with the 
  Commanche, and urges the Heroes to meet them.  Indeed, the troops will be wiped out in an ambush unless 
  the Heroes intervene.  Only the mayor’s daughter, riding with the troops by stagecoach, would be spared 
  and taken prisoner.  If the Heroes are hard-pressed, the Texas Rangers will ride in at the last minute to help.  
  The rich landholder was the one urging the Indians to attack so he could claim the silver mine buried under 
  the town (Exciting Comics #7). 
   
  One of the Heroes or their SCMs is offered $1 million to help a Mexican businessman purchase a power 
  plant in San Antonio.  The man can be trailed back to Corpus Christi, where he posts bond for 500 illegal 
  immigrants being held there, and then to the German consulate in Mexico to report.  Hoodlums will attack 
  the Heroes at each location if they do not use stealth. The German ambassador can be forced to reveal that 
  a traitorous Mexican general is ready to launch an invasion of Texas by a flotilla of warships disguised as 
  freighters.  The Heroes can summon the U.S Navy to help fight the fleet or they can capture the general and 
  force him to recall the fleet.  Then the Heroes still have 500 men at the power plant to deal with, building 
  electric planes to serve as the Mexican air force (Startling Comics #5). 
   
  Five U.S. Army colonels and generals have been assassinated, including an investigator already on the 
  case, all killed by the same gun with a unique caliber.  U.S. Intelligence requests the Heroes investigate.  If 
  they search the previous investigator’s home, they find the address of a gun shop.  The owner of the shop 
  will admit to selling a rare .46 caliber 1907 pistol to an arms contractor named Hanson that could be the 
  murder weapon, but Hanson has alibis – at the time of the murders he was in meetings with the War Dept.  
  Only if the Heroes persist in investigating Hanson will they run into the hoodlums working for him and if they 
  don’t find the hoodlums soon enough, they will kill the next general on their list (Startling Comics #5). 
   
  A scientist the Heroes know invents an invisibility potion, but is soon murdered by his assistant and his body 
  made invisible.  The assistant leaves the scientist’s daughter in a fiery deathtrap and then sneaks invisibly 
  into the nearest prison to free some of his associates.  If the assistant and any of the convicts escape, they 
  stage an invisible attack on an Army fort, intent on taking it over (Startling Comics #5). 
   
  An Army Major asks the Heroes for help with a sensitive matter; the Army believes one of its own captains 
  has stolen blueprints from them and wants the Heroes to quietly investigate.  If the Heroes search the house, 
  they find two sets of blueprints. If they shadow the captain, they will find him driving out into the country to a 
  rendezvous with hoodlums.  The hoodlums will drive past first, shooting if they see anything suspicious.  But 
  at the same time, other hoodlums kidnap the captain’s sister.  If they question the captain at any time, he will 
  reveal his plan to hand fake blueprints over to the hoodlums to deal with his blackmailers (the captain had 
  once killed a hoodlum) without betraying the government.  The captain knows where to find his blackmailers 
  so they can rescue his sister (Startling Comics #5). 
   
  The Heroes discover a time machine capable of traveling to the past.  They cannot change the settings, 
  which are set for a round-trip to 1588 England. No matter how stealthy the Heroes try to be, they will 
  eventually be mistaken because of their strange look or speech for Spanish spies and attacked. The battle 
  will be interrupted by Sir Francis Drake, come looking for conscripts for the British Navy. Sir Drake refuses to 
  judge the Heroes himself and wants to take them to London and Queen Elizabeth. The queen, wants the the 
  Heroes thrown in the dungeon, except for ones who have shown to have powers or magic, who must be 
  burned as witches. Sir Drake can be convinced (or tricked) into helping the Heroes’ cause, but the Heroes 
  will only be pardoned if they help defeat the the Spanish Armada (Startling Comics #5). 
   
  The world thinks an Arctic explorer is mad for saying there is a tropical lost world at the North Pole, but a 
  circus owner wants the Heroes to prove it and bring him back some unknown animal species for him to 
  exhibit. They can get the exact coordinates from the explorer at the asylum, but if they will be observed and 
  followed by a rival expedition (they will even try to sneak a spy into any help the Heroes hire). A steamship 
  can take the Heroes to Cumberland Sound and then a plane over the ice (but if a spy is onboard, they will 
  have sabotage to deal with). The lost world is surrounded by mountains and a thick mist, but if the Heroes 
  make it through, they will find a mix of tropical savannah and jungle where reindeer, elephants, iguanodons, 
  savages, tigers, and horned (semi-intelligent) bugbears all live together (Startling Comics #5). 
   
  While the Heroes are traveling through the Mythic West, they see outlaws on horseback abducting a woman.  
  The Heroes can rescue the woman, but cowhands riding after the outlaws will catch up to them and attack 
  the Heroes, mistaking them for abductors. Back at their ranch, the cowhands can show the Heroes the 
  
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  ransom note they found, demanding all of their cut timber for the woman’s life. Soon, the rest of the outlaw 
  gang will try to lure the Heroes into a gulch by shooting at them and then fleeing on horseback.  The outlaws 
  will ride over a chasm where the desperados wait in ambush. Soon after that, the remainder of the gang will 
  be down river, with dynamite, intending to cause an explosion that will dam the river. The reason the outlaws 
  want the ranchers’ logs is that the outlaws had hid thousands of dollars in stolen loot in one of those trees 
  (Startling Comics #5). 
   
  A bank robber is captured in Cheyenne, Wyoming, and the New York Police ask the Heroes to help extradite 
  him back to New York so the robber can turn evidence against his boss-in-hiding.  The trip to Wyoming and 
  the trip back to New York are uneventful until the Appalachian Mountains.  The robber then confides in the 
  Heroes that he knows where his boss stashed all his money and gives the Heroes an envelope with the 
  location written in it.  Then the Heroes and whatever means of transportation they chose are ambushed and 
  attacked by hoodlums who concentrate on capturing or killing the robber-informant.  If any of the hoodlums 
  escape, the Heroes can follow them into the mountains where the hoodlums will roll boulders down the cliffs 
  at the Heroes.  At the top of the mountain is a house where the mob boss has been hiding (Startling Comics 
  #5). 
   
  While patrolling the waterfront, the Heroes witness a man being stabbed and badly wounded before the 
  Heroes can intervene. If the man is saved, he resists saying what motivated his attackers, but his wife can 
  be made to confess if she is found. With their young, crippled son, they are an immigrant family tricked by 
  mobsters who offered to file their immigration papers, but didn’t, and have been blackmailing the family ever 
  since. The family knows of the mobsters’ address, living in an upscale penthouse. The Heroes can simply 
  beat up the mobsters or force them to repay all their victims (they blackmail other families as well). 
  Regardless of which they choose, any mobsters who escape their penthouse hideout try to lure the Heroes 
  to a warehouse where they can drop a vat of wet concrete at the Heroes when they come in (Crack Comics 
  #9). 
   
  A boxing manager, in a chance encounter with one of the Heroes, confides that he is in love with a beautiful 
  woman and boxing enthusiast who won’t notice him because he’s small and puny.  He has hatched a 
  scheme, though, to win her attention and only needs someone to take a fall in a fight against him and asks 
  the Hero to do so.  Only, if the Hero agrees, the manager’s star boxer – who was not in on the plot – 
  observes it and tries to beat up the Hero in revenge (Crack Comics #9). 
   
  The Heroes, or one of the Heroes, find a man dying from poison in the street one night.  He tells the Hero/es 
  with his dying breath to warn the explorers’ club and to beware of one of the Heroes’ old enemies.  Soon 
  after the Heroes arrive at the explorers’ club, it is attacked by savages armed with spears, knives, and 
  swords.  An explorer at the club thinks the savages were there for him and that his wife might also be in 
  danger.  Indeed, the wife was abducted at the same time and the Heroes’ old enemy is seen driving away.  
  The enemy can be chased to an old house where more savages wait.  The savages are here to reclaim 
  treasure stolen from their land by the explorer and his wife, while the old enemy is there to steal the 
  treasures for his or herself (Crack Comics #9). 
   
  The Heroes are patrolling the Atlantic to assist the British Navy when they see a German warship attack an 
  American ship.  The Germans try to board the American ship to claim a single passenger, a French doctor 
  who had escaped from a concentration camp and was fleeing to the U.S., and then will renew their attack to 
  sink the American ship.  Meanwhile, a German amphibious airplane is approaching to pick up the French 
  doctor from the warship and take him to Berlin.  Whether the plane manages to pick up the doctor or not, it 
  will head back towards Berlin, stopping to refuel at a German U-boat along the way in shark-infested waters 
  (Crack Comics #9). 
   
  One of the Heroes is watching a polo game when one of the teams finds itself short a player and asks the 
  Hero to play.  But someone on the opposing side is playing ruthlessly in order to impress a woman in the 
  stands and someone, possibly the Hero, will get knocked off his horse and hurt if he isn’t stopped (Crack 
  Comics #9). 
   
  The Heroes are aware of five stores being blown up in a specific neighborhood in the last two days. They 
  catch someone suspicious outside a tailor’s shop just before it blows up. The police arrive, but mistake the 
  Heroes for the arsonists. If the Heroes are arrested, the arsonists stop the bombings to make it look like the 
  Heroes were behind their protection racket. If the Heroes are not in jail or escape, the arsonists will bomb 
  three more shops to finish that phase of their plan, giving the Heroes three chances to catch them in the act. 
  Alternately, the Heroes might ID the man at the tailor’s shop and track him, through his contacts, back to his 
  
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  crime boss in hiding (Crack Comics #9). 
   
  A college football team is being “plagued” by a feisty young woman intent on dating the entire team.  The 
  coach is concerned about the most recent player to be smitten by her, who has been staying out late to night 
  clubs with her and then being too tired at practice.  He asks the Heroes to intervene somehow (Crack 
  Comics #9). 
   
  The Heroes are heading to Paris, either officially or unofficially, to offer relief to homeless war victims. En 
  route over France, the Heroes observe a Nazi plane gunning down refugees on the road.  The Heroes can 
  deal with the plane and/or the injured refugees who beg to be taken to England for medical help.  Some of 
  the refugees are faking their injuries, hoping to be taken to England so they can commandeer the Heroes’ 
  transportation and use it to attack the English (Crack Comics #9). 
   
  The laundry woman that one of the Heroes (or perhaps one of their SCMs) use has been visited by 
  racketeers who cut her lines down to threaten her.  If the Heroes look into it, they will find that every laundry 
  in the city pays protection money.  Then the owner of the most laundries in town will hear about the Heroes’ 
  investigation and offer to pay them up to $10,000 to stop the racketeers.  Another laundry owner will call the 
  Heroes (or someone they know) and tell them he suspects one of the other laundry owners is behind the 
  rackets, but will be shot before he can say more.  But the man survives.  So the Heroes can wait at the 
  hospital for the racketeers to try again or they can tell all the laundry owners that they know the man’s secret 
  and use themselves as bait.  It’s the rich guy behind the racket (Crack Comics #9).                                  
   
  It makes it into the newspapers that shopkeepers in the city are being terrorized by racketeers.  If the Heroes 
  investigate, they will find the only thing the shops have in common is that they all belong to the chamber of 
  commerce.  The Heroes can patrol shops belonging to the chamber, hoping to get lucky, or set up their own 
  dummy store, join the chamber, and wait for the racketeers to come to them.  Then the shake-down men can 
  be followed back to their leader, who is the leader of the chamber of commerce (Crack Comics #9). 
   
  While visiting (or volunteering for duty at) an U.S. Army camp, the Heroes chance on a military test just off a 
  remote shoreline.  Government officials are watching a torpedo being tested that can fly in the air as well as 
  travel through water.  However, before striking a floating target in the sky, the torpedo goes off-course and 
  strikes a military arsenal on the shore.  One of the Heroes will spot a periscope in the water nearby.  If 
  pursued, the Heroes will find a submarine fleeing to a secret door in an underwater cliff that leads to an 
  underground hideout full of German agents.  The next day, the President will be here to see the torpedo 
  tested again and, next time, the Germans will use their guidance control ray from the sub to make the 
  torpedo blow up the President unless stopped (Feature Comics #41). 
   
  The Heroes come into possession of a treasure map that leads to a South Seas island.  If the Heroes follow 
  the map and spend the night on any island, they will be lured away from their transportation by ghostly lights.  
  If they get too close to the “ghost lights”, apes will appear and try to drive the Heroes off. The lights are 
  bottles coated with phosphorescent paint being juggled, while the apes are people in costumes.  At the same 
  time, three pretty young women try to steal into the Heroes’ transportation to steal it.  If caught, these people 
  will confess to being a shipwrecked vaudeville troop that had been touring China and now were just looking 
  to get off the island.  They were afraid of the ape costumes scaring off the Heroes, which they can’t ditch 
  because it’s the only clothes they salvaged to wear (Feature Comics #41). 
   
  Army recruitment camps are being plagued by poisonings and bombings that make people afraid to 
  conscript for training.  An Army colonel is interviewing the Heroes to see if they can help when he receives 
  word of an attempted train wreck to prevent recruits from reaching another camp.  As the colonel is giving 
  advice over the phone about where to divert the train, one of the Heroes can overhear someone outside the 
  door.  If the Heroes investigate, they find the watchman who the colonel believes is above suspicion.  But if 
  the Heroes observe him stealthily, they can catch the watchman sending coded messages by flashlight out 
  his window.  The watchman is being impersonated by a spy who is a remarkable brawler.  And if the Heroes 
  hurry (probably by plane), they can reach the re-routed train before disaster befalls it (Feature Comics #41). 
   
  In the African wilderness, the Heroes come across hunters who have captured two lion cubs, but assure the 
  Heroes that they plan to sell the cubs to a humane zoo back in the U.S. and the Heroes can tag along to 
  make sure if they like.  That night, rival poachers will show up, hoping to steal the cubs and sell them quicker 
  for their hides.  If any poachers flee, they will call in favors and return later with a tribe of savages in tow.  
  The grateful hunters will return the lion cubs (Feature Comics #41). 
   
  The Heroes are asked to come help an old friend stake a gold claim in Papua, New Guinea. In the side of an 
  
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  extinct volcano they have dug out an entire wall of gold.  Behind the wall is a cave complex where the 
  Heroes soon find the prince of a lost city being attacked by guardsmen loyal to his twin brother, who has 
  usurped the crown.  If the Heroes approach the castle, the guards will try to catch the Heroes in nets before 
  attacking with swords.  If the twin on the throne is found, the prince will wish him slain.  If they win, the prince 
  will reward the Heroes with gold (Feature Comics #41). 
   
  The Heroes come across a madman with a gun thinks he’s guarding the local gas company, not letting 
  anyone in or out or even walk past, thinking this will win his entrance into the FBI (Feature Comics #41). 
   
  A famous anthropologist summons the Heroes to his house.  He shows the Heroes the skull of a mutant with 
  an oddly-shaped head and elongated chin recently unearthed in Egypt and dating back to 100 BC, then 
  shows the Heroes a photograph taken from his own front yard several nights ago, showing in silhouette an 
  intruder with the same-shaped head.  If the Heroes guard the house, they will soon encounter a wraith-like 
  figure that tries to come into the house and take the skull, but will also try to take the anthropologist’s 
  daughter.  If the wraith gets both or either, it will disappear with its spoils and can only be encountered again 
  by going to the temple in Egypt where the skull was found.  At the temple, wraiths of the temple’s past 
  worshippers try to sacrifice the daughter and another kidnapped woman in their fire pit unless stopped 
  (Feature Comics #41). 
   
  The Heroes are summoned to an U.S. Army Air Corps field to inform them that a flying fortress with a secret 
  bomb sight is coming and that the Air Corps wishes them to help guard it.  No sooner does the plane come 
  in for a landing than three other planes dive on the assembled troops with machine guns blazing.  Each 
  plane is a 4-man craft; if any of the crew manage to land and make it to the flying fortress, they will attempt 
  to either steal it or destroy it (Feature Comics #41). 
   
  A solo adventure for one Hero – while sleeping, the Hero is woken up by a dwarf king who claims to have 
  come for help against a wizard who is bringing some giants to fight against them.  The dwarves are primitive 
  savages and cliff-dwellers with nothing more than simple weapons.  The wizard is a dwarf witchdoctor with 
  three ogres, come to claim rulership of the tribe.  After the battle for the tribe, the Hero might or not wake up 
  and find it was all a dream (Feature Comics #41). 
   
  During a winter sailboat race, the Heroes spot one of the contestants is dead on his boat. At the parking lot 
  by the races’ finish line, they may spot two men getting into their car, one of who is trying to conceal a rifle 
  under his coat.  If the Heroes try to make them talk, a second gunman will snipe at them from across a 
  frozen pond that will crack if walked on. If the second gunman escapes, the Heroes might track him back to 
  the nearby resort where the killer might be identified by his shoe prints at the frozen pond. The dead racer 
  was a college director and his killer a professor mad about the director’s hypocrisy at cutting sports 
  programs (Feature Comics #41). 
   
  The Heroes are called in to investigate by an Army Air Corps major when a superintendent is murdered at a 
  major airplane factory with defense contracts.  Soon, the new bomber the factory has built will be test-piloted 
  – but crash, the pilot dead. However, the plane can be identified as not the bomber at all, but another plane 
  made up to look like it. If the Heroes try to search the pilot’s boarding house rooms, they will find that his 
  sister has already come and cleaned them out, but left a note that was gibberish.  The Heroes (or their 
  players) should be able to decipher the simple code of the note and discover she has left for the Rocky 
  Mountains.  If the Heroes show up in the Rocky Mountains without using stealth, they will be observed and 
  attacked by the stolen bomber and the spies who stole it, including the “sister” (Feature Comics #41). 
   
  A taxi cab driver approaches the Heroes (or an authority figure connected to the Heroes) with news of a 
  protection racket that just smashed his cab with a truck and has done the same to other drivers who won’t 
  pay to them.  If the Heroes ride in a cab long enough, or become cabbies themselves, eventually they will 
  encounter a car full of racketeers.  If the Heroes give them trouble, they will summon more of their gang by 
  radio.  Any routed racketeers will fall back to their HQ and can be followed there, or prisoners can be forced 
  to lead the Heroes to their hideout so the Heroes can confront the boss (Hit Comics #7). 
   
  A retired British major dies on an expedition to Africa to find a diamond mine, but Scotland Yard asks the 
  Heroes to investigate because of the death threats he received before heading to Africa.  In the African 
  jungle, the Heroes will be ambushed by many savages armed with (sleeping) poison-tipped spears and any 
  taken prisoner will be held for a sacrificial ceremony.  Before the ceremony, the savages will be attacked by 
  British mobsters intent on finding the diamond mine for themselves, giving the Heroes a chance to escape or 
  rescue prisoners. After the fight, the hoodlums will offer to join forces with the Heroes. They will all have to 
  
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  brave the quicksand-laden and leopard-populated veldt, together or not, before they can reach the village 
  where the major died.  Searching the village, though, the Heroes will learn that it has been taken over by a 
  second gang of mobsters who are actually still holding the major alive, having faked his death, and are still 
  torturing him to find out where the diamond mine is (Hit Comics #7). 
   
  The Heroes happen to be aboard a U.S. Navy ship stationed at a fortified island naval base just off the coast 
  of Alaska when they are asked to patrol the island and look for suspicious activity.  Sure enough, they will 
  find someone snapping pictures with a camera, but will be attacked by other spies if they confront the man.  
  If any spies escape, or capture the Heroes somehow, they will flee by boat to a neighboring island where 
  another base is being built by the Germans.  If the Heroes did not manage to follow anyone there, they will 
  learn about the island when another boat is discovered with dying Eskimos in it, shot for getting too close to 
  the rival island.  The Germans have three U-boats guarding their island (Note:  the Editor and players will 
  just have to accept the comic book logic of Nazis in Alaska, or change the location)(Hit Comics #7). 
   
  One of the Heroes is asked to come to the home of an old, dying man as he changes his will.  He was going 
  to leave all his money to a nearby old folks’ home until he heard things about the place – but the man dies 
  before he can elaborate.  The man actually died from being stabbed through his bed!  The Heroes can find 
  stairs hidden under the man’s bed that lead to a secret tunnel. If the Heroes fail to catch the killer in the 
  tunnel, they can track him to the old folks’ home. Any polite inquiries to inspect the home are met with 
  resistance, the cover story being that the home is closed for remodeling.  If the Heroes use stealth, they will 
  find that the old folks’ home is overrun with hoodlums, all mistreating their aged guests and skimming money 
  from them.  If the Heroes attack directly, the hoodlums can use the aged guests as hostages (Hit Comics 
  #7). 
   
  The Heroes observe a tenement fire with women and children trapped inside.  Before or after the Heroes 
  help, they will get to know some of the firefighters (possible SCMs) and their mascot dog.  The next night, 
  the firehouse dog comes after the Heroes and tries to lead them back to the firehouse.  Once there, the 
  Heroes will find the firemen beaten up and unconscious, but if one is roused they can learn that bank 
  robbers are using their uniforms and fire truck to escape in.  The Heroes should be able to learn where the 
  fire truck is (a speeding fire truck is easily spotted by a police patrol car if the Heroes use the police to help) 
  and catch up to it. No sooner will the robbers be beaten than the truck will be summoned to another fire and 
  the Heroes will have to get it there (Hit Comics #7). 
   
  Newspaper headlines in Washington, D.C. scream that the plans for a new machine gun sight have been 
  stolen from an office in the Capitol Building.  The Heroes can pick up the trail, but the trail is cold enough that 
  the thieves will have left the country before the Heroes can catch them.  Determined Heroes, though, can 
  follow the spies to occupied France and catch up to them in Paris.  The spies, celebrating in their hotel suite, 
  are easily overcome and robbed, but getting out of France with the plans will mean dealing with the German 
  army, air force, and/or navy (Hit Comics #7). 
   
  The Heroes are at a remote hotel or resort where a murder takes place. The weapon could be the carbide 
  rifle hanging over the mantelpiece in the lobby, but the manager won’t let anyone touch it. The hotel’s 
  original owner, before he died, left instructions that the gun never be touched. If the Heroes do not bother 
  with the gun, someone else will be shot and killed in the hotel the following night. If examined, sure enough 
  the gun has been fired. If the Heroes try to leave the hotel with the carbine, a strange man shows up and 
  asks for it back.  If the gun is given to him, he puts it back on the mantle.  If the gun is not given to him, the 
  man turns out to be undead and attacks to get the rifle back.  The man is the “ghost” of the hotel owner, 
  swindled in life by three men currently staying at the hotel, and he plans to kill them all for revenge (Hit 
  Comics #7). 
   
  One of the Heroes has had an aunt die and is asked to come to the reading of her will.  There, the Hero 
  learns that the aunt left him (or her) her only possession of value, her “lucky charm” – a broach shaped like a 
  skull with gemstone eyes.  One of the Hero’s cousins is a jeweler and will offer a good sum for the charm.  
  Whether the Hero sells the charm or not, a colleague of the cousin will try to kill whoever has the charm on 
  their way home and has both a gun and a stick of dynamite to try and do it.  The charm is real, acting as a 
  Stone of Good Luck (Hit Comics #7). 
   
  This one requires the Heroes to have already befriended a pride of lions in Africa.  While watching the pride’s 
  cubs, the Heroes are beset by a pack of hyenas large enough to get at least one of the cubs away.  The 
  pride will no longer trust the Heroes afterward and move on.  After the Heroes part ways with the lions, they 
  will stumble across a group of poachers already with the body of a lioness from the pride and talking about 
  
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  getting the rest.  If the Heroes defeat the poachers, the pride will observe and trust the Heroes again (Hit 
  Comics #7). 
   
  The Heroes are traveling by boat through the South Seas when a storm grounds their ship on an island.  If 
  the island is explored, the Heroes will be attacked by savages who shout American colloquialisms like, 
  “boogie woogie!” and “hep kat!”  The savages try to force or lead the Heroes to their camp where the Heroes 
  will encounter four Americans -- a dim-witted man, two girls, and a boy with the quickest wit of the four of 
  them – who have convinced the natives to make the boy their royal emperor.  The boy king says the natives 
  will only allow the Heroes to leave without a fight if they pass a test – fight a cobra and win with no weapons.  
  True to the boy’s word, the natives honor the contest.  The Heroes can even take the Americans with them, 
  though the boy does not want to go (Hit Comics #7). 
   
  Switzerland shocks the world by declaring war on all its neighbors.  As the Swiss martial their forces, the 
  Heroes can try to talk to the chancellor. At first the chancellor will admit to being compelled by some strange 
  force before he begins talking like a warmonger again. Perhaps the Heroes can use divination magic to trace 
  the ‘strange force’, or simply travel with the chancellor as their prisoner in whatever direction is making his 
  warmongery stronger. Finally, the magical trail would lead to a lamasery in Tibet where four (one will flee 
  before the Heroes arrive) Oriental Magic-Users (or using psionics) have been pouring their powers into a 
  magical globe that allows them to transmit their charm spells anywhere in the world.  In this way they plan to 
  drag the whole world into war to weaken it. (Hit Comics #7). 
   
  The Axis launches a joint fleet of hundreds of giant bomber planes across the Pacific to attack the U.S.. The 
  U.S. Army Air Corps can help the Heroes repel that wave of the attack. Next, the Axis launches a fleet of 
  giant ‘sub tanks’ that drive across the bottom of the Atlantic with a 1,000 soldiers in each tank. Unless the 
  Army and Marines are alerted in time (The only warning of their coming are the thousands of dead fish 
  floating on the ocean’s surface, killed by the pollution of the sub-tank fleet). If not, only local militias are 
  available for back-up before the sub-tanks reach land. Of course, Superheroes able to punch holes in tanks 
  would make short work of the invaders before they can breach the surface.  Most of the Axis soldiers, if 
  captured, will quickly change sides and promise to go home and build democracies there (Note:  this story 
  also calls for a lot of suspension of disbelief and acceptance of comic book logic, unless the Editor somehow 
  explains the presence of massive refueling stations in the mid-Atlantic)(National Comics #7). 
   
  While making conversation with an old lady running a newspaper stand in the city, the Heroes learn about 
  kids paying for things with a lot of counterfeit money lately.  Her grandson thinks he knows where the 
  counterfeit gang is based, but she’s told him to stay out of it.  Just then, a newspaper truck drops off bundles 
  with a bribe for the old lady attached, with a note warning the lady to take it. A hoodlum had snuck onto the 
  truck and attached the note, but has jumped out before the Heroes can catch the truck. The Heroes can wait 
  in ambush for the rest of his mob at any newspaper stand or use the grandson to track them down to their 
  hideout. Once a battle breaks out in the hideout, the half-pints being forced to work for the counterfeiters will 
  change sides (National Comics #7). 
   
  The Heroes meet a boy who complains that his teacher made him stay after school all night writing on the 
  chalkboard. If questioned, though, he never actually saw his teacher, but heard the order from another room. 
  The Heroes can easily set a trap for the school bullies, one of whom does a perfect impersonation of their 
  teacher’s voice (National Comics #7). 
   
  A giant talking ape, obviously lost and afraid, befriends the Heroes. Through a SCM of the Heroes, a 
  professor learns of this and comes to tell the Heroes that, on a recent trip to India he confirmed that a race of 
  giant apes live in the Himalayas and he asks them to return the giant ape there. The professor can help 
  them charter passage on an ocean liner bound for South Africa and, from there, India (which takes almost a 
  month, unless the Heroes can somehow get there faster). While crossing the Great Indian Desert, the 
  Heroes are attacked by nomads who try to take prisoners and flee. Eventually, in the Himalayas, the Heroes 
  are met by more giant talking apes who demand one of the Heroes defeat their chief in order to go free 
  (National Comics #7). 
   
  One of the Heroes is walking through the dock district (somewhere on the West Coast) when he overhears 
  men complaining that their funding has been cut and the expedition is off. If questioned, the men are willing 
  to share their plans of finding a mountain of gold in the Rousseau Range of Alaska. If the Heroes help get 
  them to Alaska, they can stay and help deal with an avalanche and a pack of wolves before reaching the 
  mountain (National Comics #7). 
  
  107 
   
   
  While at the state fair, a pickpocket is caught lifting one of the Heroes’ wallets. It turns out there is a whole 
  mob operating around the fair for “vacation” – picking pockets or robbing fairgoers and cashiers alike at 
  gunpoint. After cleaning up the amusement park and fighting hoods on various rides, the mob boss himself 
  will confront the Heroes (National Comics #7). 
   
  The Heroes are flying en route to an Army Air Corps base in Tennessee when their plane conks out and they 
  are forced to land in the mountains. While repairing the plane (or waiting for it to be repaired), the Heroes are 
  approached by a dumb hillbilly who takes a liking to them and tries to become their sidekick. At the base, the 
  Heroes are asked to continue on to Bermuda, where the Army suspects there may be an attack. While the 
  Heroes are patrolling there, they encounter a suicidal woman about to jump into the ocean. If saved, she 
  says her father was a German chemist, forced to make a drug for the Nazis, and his inventions are about to 
  be used in the attack on Bermuda. A fleet of small motorboats is even now being launched, each carrying 
  dynamite and piloted by a soldier who is drugged and compelled to crash his boat into the first naval vessel 
  he comes across. The Heroes can pick off the boats easiest from the air and, once the U.S. Navy is alerted, 
  they can get plenty of help to storm the nearby, German-held island (National Comics #7).  
   
  The Heroes find a dead man floating in the harbor, his hands and feet bound with an unusual rope they can 
  learn is used in oriental carpets. If the Heroes interrogate a worker from the biggest oriental carpet importer 
  in town, they learn that all of the workers are near-East immigrants forced to not register and kept as slave 
  labor. If confronted, the company owner not only has hoodlums working for him, but can convince his non-
  English speaking workers that the Heroes are here to deport them and urge them to fight. If any Heroes are 
  captured, they are tied up and dumped into the harbor in the same way (National Comics #7). 
   
  A past-his-prime boxer asks one of the Heroes to fight him in the ring to help launch his comeback. While 
  training, the Hero overhears mobsters talking about killing the boxer and framing the Hero for it. The crooks 
  want the boxer dead because they had all lost so much money betting against him in the past (National 
  Comics #7). 
   
  A Magic-User is waiting for a portal to Fairyland to open when he overhears a principal at a middle school 
  lecturing his students about not believing in magic. In Fairyland, he/they encounter a deer with a cherry tree 
  sapling growing from its head, lions hunting a unicorn, and a castle where a princess vows to marry the first 
  man to complete the following quests: to bring her hair from the heads of a three-headed ogre and a two-
  headed ogre and to bring her a golden egg from the hen belonging to a cloud giant in a castle on a cloud. 
  On his/their return, he/they learn that the princess’ true love is a prince held by a dragon, but the princess 
  will honor the contest and marry its winner if the Hero will rescue the prince first (National Comics #7). 
   
  The Heroes are at the circus (perhaps to bring their kid sidekicks there), when one of the Heroes spots a 
  man with the weirdest-looking camera he’s ever seen. Another Hero notices that the pretty horseback rider’s 
  horse seems to be tapping out a message in Morse code with its hooves. But before the Hero can decipher 
  the message, the cameraman points it at a trapeze artist, who then falls and will die unless saved. If the 
  Heroes follow the cameraman, they will overhear him telling someone else that they got the wrong one and 
  need to try again. If the Heroes talk to the horseback rider, she admits to nothing. However, if the Heroes talk 
  to the acrobats, one of them will admit to being a FBI agent, investigating the horseback rider. The rider can 
  be forced to confess, or followed the next night to a meeting of foreign spies on an abandoned riverboat 
  (Smash Comics #24). 
   
  The Heroes go to the circus, having learned that pickpockets have been following it from city to city and 
  stealing thousands of dollars. While there, one of the Heroes notices his pocket being picked, but the thief is 
  a monkey! Trained monkeys carrying wallets all converge on the wagon of the circus’ animal trainer, who has 
  a pair of hoodlums and a trained ape for backup. If any of them manage to escape, they rob the circus 
  payroll and try to make their escape on the backs of elephants (Smash Comics #24). 
   
  One of the Heroes spots a once-famous Broadway actor who everyone thinks went mad when the critics 
  thrashed his performance in Hamlet. The Hero overhears him quoting Shakespeare to a newsstand woman 
  who then signals a cabbie. If the Heroes are suspicious enough to follow the cab, it heads to an abandoned 
  theater in town where two men carry a dead man upright between them into the cab and drive to the 
  waterfront to dump him. Back at the theater, the actor arrives to watch his mobsters murder their next 
  prisoner beneath the stage. All of their captives are actors, tricked into signing what they thought were stage 
  contracts but were really life insurance policies (Smash Comics #24).        
   
  U.S. Army Intelligence summons the Heroes to show them an aerial photo of an unknown airbase, taken 
  
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  from an infrared camera. The base was never seen before because, somehow, it can only be seen by 
  infrared light, and it also can’t be found on the ground. Shortly, bombers attack a U.S. airbase only to flee 
  and disappear from Radar and all pursuit. The Heroes will have a chance to attack the bombers later when 
  they try the same trick against an industrial area. If the Heroes down a plane, they find the pilots wear 
  infrared goggles that allow them to see their secret airbase. A mad scientist’s invisibility machine otherwise 
  protects the airbase – an aircraft carrier mounted on top of a giant blimp (Note: feel free to replace this with 
  something more realistic) -- from discovery (Smash Comics #24). 
   
  The Heroes have just dropped off some mobsters to the police when someone phones the police and warns 
  them to let one of the mobsters go. Then a lawyer shows up to post bail for the same mobster. The mobster, 
  if followed, leads the Heroes to a mob boss who had the mobster steal a policeman’s gun while at the 
  station. The boss has the mobster sign a letter saying the police tortured him and then sends the mobster 
  outside to be gunned down by another mobster with the policeman’s gun as part of a frame-up (Smash 
  Comics #24). 
   
  An U.S. govt. agent wants to meet with the Heroes at a restaurant to ask for their help against Asian agents 
  sabotaging the rubber industry in the South Pacific, but once there a gunman tries to kill the agent. The 
  Heroes and the agent are soon summoned to the hotel room of a Magic-User who knows the agent and has 
  had a vision of one of the Heroes’ arch-foes being behind the scheme and heading by plane to Sumatra. 
  There, the arch-foe oversees traitorous Americans selling their shares in the rubber industry to foreign spies, 
  unless the Heroes follow them to Sumatra and stop it (Smash Comics #24). 
   
  The Heroes learn of sabotage at a U.S. munitions plant in Panama and go to investigate. While there, the 
  Heroes observe porters taking crates of food and cigarettes into the jungle. If the Heroes follow, they are 
  attacked by savages before reaching a hidden Mayan city. The Mayans, descended into savagery, are ruled 
  by a recent usurper of their throne allied with foreign saboteurs. If any Heroes are captured, they are thrown 
  into a dungeon with the rightful king to await being sacrificed at the temple, unless they escape and restore 
  the king (Smash Comics #24). 
   
  On a dark street corner, the Heroes come across an odd scene – a dead man, and unconscious man with a 
  gun in his hand, and a woman kneeling over the unconscious man. The woman is the sister of the 
  unconscious man, who was supposed to testify soon against mobsters. She followed him here after he got a 
  note to come here and meet the dead man, who is a police officer involved in the case. The note is missing, 
  but the girl insists men who drove away from the scene before she got there must have taken it. The Heroes’ 
  best bet is to force or trick a confession out of the mob boss who was going to be standing trial soon. It might 
  help that the boss is highly superstitious and goes to see a spiritualist every week (Smash Comics #24).   
   
  The Heroes are traveling by boat when a storm wrecks their ship and strands them on an island. Savages 
  on the island want to capture the Heroes and sacrifice them to their fire god. The savages’ queen is a fellow 
  shipwreck victim, but she cannot dissuade the savages to spare the Heroes. The savages are particularly 
  keen to have the Heroes sacrificed because their prophecies foretell that on this day the fire god will be 
  angry. The ‘fire god’ is a volcano that soon erupts. The queen will try to flee the island with the Heroes, but 
  the jealous high priest of the savages will try to hunt them all down and kill them himself (Smash Comics 
  #24). 
   
  A mob boss is murdered and a cop is shot when he comes to investigate – both by someone who appears to 
  be one of the Heroes, which the cop reveals to his peers with his dying breath. Luckily, the Hero on the lam 
  can learn quickly that a rival mob boss in town is also a master of disguise and force hoodlums to reveal the 
  boss’ hideout to him. The hideout is a tenement in a busy section of town, so the Hero only has so long to 
  force a confession from the boss before police arrive (Smash Comics #24). 
   
  Over two weeks, five researchers with govt. contracts die of heart failure, their files and plans stolen. Only 
  when a sixth, a chemist working for the Navy, dies are the Heroes called in. The press get wind of this and 
  print the story. Soon thereafter, the Heroes receive a note from someone asking to meet them in a remote 
  hilly area at night. At the rendezvous, the Heroes see a headless man trying to get them to follow him. The 
  headless man leads them past several traps including rolling boulders and dynamite. If the headless man is 
  captured, he gives away the location of his hideout, in a building under a pier back in town, where more 
  headless men are. In the story, they’re not really headless, but short men wearing costumes to make them 
  look headless (Note: but feel free to make them scarier!)(Smash Comics #24). 
   
  
  109 
   
  Appendix C: Index of Real-Life Plot Hooks from 1941 
  This appendix continues from Supplement II, covering the first half of 1941. 
  January 1941 
   
  All babies born in Puerto Rico after the 12th will be considered U.S. citizens by law.  Anyone looking to 
  abduct a bunch of babies for a ritual of dark magic might take advantage of the influx of expectant mothers 
  coming from elsewhere in Central America. 
   
  A German cruiser, known as Raider F by the British, captures the entire Norwegian whaling fleet. Which 
  would be bad if someone was on that fleet the Heroes needed to find. 
   
  John Vincent Atanasoff and Clifford Berry begin working on the first electronic digital computer at Iowa State 
  College. Perhaps their secret prototype was actually too powerful and began manufacturing robots to take 
  over the world. 
   
  The British Army invades the Italian colony of Eritrea on the Horn of Africa. They could probably use some 
  Heroes as advance scouts. 
   
  FDR is sworn in for his third term as President. Given the controversy of his serving a third term and the 
  hostile political clime, it would make sense to have some Heroes on hand for extra security. 
   
  After the Siege of Tobruk in Libya by the 7th Armoured Division of the Australian Army, a counter-attack by 
  Italian forces caused one company to have to retreat. Perhaps it was Heroes, holding back a larger counter-
  attack, that spared the other companies. 
   
  Charles Lindbergh is about to testify before Congress, recommending the U.S. negotiate for a pact of non-
  aggression with Germany. This might be the Heroes’ last chance to talk to him and change his mind. 
   
  Joseph Grew, the U.S. ambassador to Japan, reports hearing a rumor about a surprise attack on Pearl 
  Harbor. Military Intelligence might ask the Heroes to look into this rumor. 
  February 1941 
   
  Nicaragua invites the U.S. to build air and naval bases in their country. The Defense Dept. might ask Heroes 
  to go scout the offered areas first. They might find spies, or Mayan descendents who think the bases will be 
  built too close to their ruins. 
   
  The U.S. Conference of Mayors proposes the need for a civil defense plan for all major metropolises. They 
  might ask established Heroes with a good, urban track record for advice – or to test out a proposed plan. 
   
  Several days of rioting in Johannesburg, South Africa, between British soldiers and the local citizenry 
  opposed to occupation might need to be broken up by Heroes before things get too violent. 
   
  When Eleanor Roosevelt refuses a speaking engagement for the American Youth Congress after they 
  announced opposition to her husband’s foreign policies, the organization might ask popular Heroes to speak 
  to a large group of young people instead and possibly show off what they can do. 
   
  Japanese troops occupy Kwangtung Province to cut off supply lines to free China. Heroes supporting China 
  against their Japanese oppressors should probably start heading here. 
   
  If the Heroes want to take the fight straight to Nazi Germany, while at the lowest personal risk factor, they 
  might want to join the British Royal Air Force and participate in air raids on cities like Dusseldorf. 
   
  At FDR’s request, the USO is formed to provide morale-boosting support for U.S. troops. An aggressive 
  fundraising campaign to build clubhouses and fund concerts begins and could surely use some high-profile 
  Heroes’ support. 
   
  The ‘Three-Nights Blitz’ of Swansea, South Wales happens. The bombing run on the last evening lasts five 
  straight hours. In total, almost 900 bombs are dropped on downtown Swansea unless stopped by Heroes. 
  March 1941 
   
  Belgium will join the Axis, unless the Heroes can raise a rebellion in occupied Belgium before then. 
   
  The first FM radio station starts broadcasting out of Nashville, Tennessee.  Alert radio enthusiasts in 
  
  110 
   
  Tennessee might notice spies using otherwise empty FM wavelengths and alert the Heroes. 
   
  British commandos raid the Norwegian archipelago of Lofoten in Operation Claymore.  Officially, it is a 
  diversionary operation, but what if the British are trying to secure a Norse mythic artifact before the Germans 
  can seize it? 
   
  Axis spies might be desperate enough to prevent the passage of the Lend-Lease Act in the Senate to kidnap 
  a senator or two and replace them with disguised agents. 
   
  The National Gallery of Art opens in Washington, D.C., with the President at its official opening. The event 
  might be irresistible to art thieves. 
   
  Construction of the first power plant at Grand Coulee Dam in Washington State is finished, making it a 
  natural target for foreign saboteurs. 
   
  Rommel, surely the highest-level Fighter of the German Army, launches his first offensive in Libya against 
  the British and Australian Armies. 
   
  Young King Peter II of Yugoslavia stages a coup to retake the throne from his Axis-supporting cousins with 
  the support of the British and, possibly, some Heroes. Some high-level Heroes had best stick around, 
  because the German, Italian, Bulgarian, and Hungarian armies combined are about to descend on 
  Yugoslavia for Operation Punishment. 
  April 1941      
   
  The White House declares a shift in foreign policy, declaring it legal for the U.S. to seize ships from Italy, 
  Germany, or Denmark. Next month this goes before the House, but from now on Lawful Heroes can salvage 
  trophies from such ships without making a save vs. plot. 
   
  Things get ugly between factory workers on strike in Milwaukee, Wisconsin and the local police; 35 people 
  will be injured unless Heroes are there to intervene. 
   
  The number of coal miners on strike across 12 U.S. states rises to 400,000. Unless Heroes intervene, coal 
  mine owners might resort to drastic tactics to break the strikes (some strikers were murdered under 
  ‘suspicious circumstances’). 
   
  Two hundred people are injured during a strike at the Ford River Rouge Complex in Dearborn, Michigan. 
  The factory director wires FDR, calling the strike an act of Communist terrorism.  Which, for the sake of 
  drama, it could be.  
   
  FDR orders the Navy to draft Hemispheric Defense Plan No. 1 to prepare for submarine warfare. The Navy 
  might ask the Heroes to contact the mermen of Atlantis to see how much help they would be willing to lend 
  in such an effort. 
   
  The FDA announces that a popular hair-waving treatment uses poison gas and seizes the company that 
  produced it. Could the product have been intended that was, as an elaborate trap for Americans desiring 
  wavy hair…? 
   
  Not long after the British and Australian Armies secured Benghazi, Libya, Rommel’s forces roll in and retake 
  it. Or did the Heroes convince the Allies to retreat in order to set a trap for Rommel? 
   
  German freighters are found, hundreds of miles off the coast of Peru, burning, sinking, and abandoned. Did 
  the Peruvians sink them, or did they encounter something else in the ocean that did? 
  May 1941 
   
  British troops occupy Iraq, to use as a launch point for more forces into Africa. When the Iraqi Army attacks 
  British bases, the British retaliate and accuse the Iraqi government of being pro-German. If the Heroes are 
  hesitant to take sides, perhaps they can broker an agreement between the Iraqi Premier and the British 
  generals. 
   
  U.S. defense bonds go on sale. The Heroes might be asked to perform at a bond rally. 
   
  Geologists at M.I.T. ascertain that the Earth is much older than the established scientific view of 500 million 
  years and, hence, man’s existence might exceed the estimate of 1 million years. Perhaps Heroes with a time 
  machine could go back and verify this. 
  
  111 
   
   
  Physicists at Harvard bombard mercury with neutrons and transmute it into radioactive gold. Sales of 
  alchemical supplies to Magic-Users skyrocket. 
   
  Lebanese and Palestinian nationalists, blaming the Jews for the British occupation of Iraq, use it as an 
  excuse to kidnap prominent Israelis. A rescue operation is called for. 
   
  The New York Public Library acquires $1 million in rare books including, perhaps, spell books, treasure maps 
  to lost cities… 
   
  Sixty thousand Brazilians race from their homes ahead of the worst flooding in Porto Alegre’s recorded 
  history.  Was it just ordinary weather that caused it, or some ancient curse? 
   
  Sir James Frazer, author of the famous multi-volume study of folklore, The Golden Bough, dies in 
  Cambridge, England at the age of 87. Or does he?  Perhaps fairies come to spirit him away to Fairyland in 
  the end. 
  June 1941 
   
  Hitler and Mussolini meet at the Brenner Pass in the Alps, where Austria and Italy meet – a rare chance for 
  Heroes to attack both of them at once. 
   
  Twelve thousand lumberjacks are on strike in Washington State. Could a crisis like this bring Paul Bunyan 
  out of hiding?  Or perhaps another giant would turn up, impersonating Paul Bunyan, but in the employ of the 
  lumber companies? 
   
  Axis bombers begin nightly air raids on Alexandria, Egypt. By day, perhaps they are launching secret 
  expeditions to recover mythic artifacts from ancient Egypt. 
   
  The U.S. protests the Japanese seizure of American property in French Indochina. The U.S., still wishing to 
  remain neutral with Japan, might have to send Heroes into French Indochina to recover anti-Japanese 
  documents before they fell into Japanese hands. 
   
  The U.S. military starts supporting and training a Costa Rican army and might ask some Heroes to come 
  help with training exercises. 
   
  Teachers unions in New York and Pennsylvania are accused of being Communist and may need Heroes to 
  exonerate them. 
   
  The Radical Party in Argentina charges pro-German factions within their country of spreading propaganda 
  and building up a military presence. They might ask Heroes to come intervene and root out the activists (or 
  the U.S. military might, to help secure their South American allies). 
   
  Japan announces they have taken 25,000 prisoners from Shansi Province, China. Amongst them might be 
  some people important to the Heroes (aged mystics, family to Chinese sidekicks) that absolutely have to be 
  rescued. 
  Appendix D: Index of Themes by Geography for 1941 
  This appendix will deal more broadly with issues and themes that could influence a campaign based 
  on where it takes place. 
  Eastern United States:  This region is hit by a bad blizzard in February and heavy snow continues to 
  coat the Northeast well into March, followed by forest fires in April long after a quick Spring thaw.  The 
  nationwide issue of massive labor strikes hits the Southeast’s coal industry hard. Paranoia about 
  Communist influence hits the Northeast, particularly New York. The FBI (and many Heroes) 
  aggressively pursues fifth columnists through this region, as well as illegal aliens – often suspecting 
  the two groups of being the same thing. A groundswell of patriotism, fueled by immigrants for whom 
  the American Dream seems new and fresh, starts to fill the American mainstream, including the comic 
  book industry.  While many criminal gangs work independently of each other, many are also 
  connected to the Italian Mafia. 
  Midwest United States:  The South continues to be heavily segregated, while the North is heavily 
  unionized. The Great Depression is not over yet, at least not in most of the Midwest. While many 
  workers strike to voice their discontent, blacks lobby the President directly for relief from discrimination 
  
  112 
   
  in the defense industry, leading to the creation of the President’s Committee on Fair Employment 
  Practice.  Civil defense is a burning issue, particularly in metropolises that fear becoming air raid 
  targets. Chicago alone already has tens of thousands of civil defense volunteers learning enemy 
  aircraft detection, blackout procedures, chemical weapon defense, first aid, and other emergency 
  operations.  Organizations like the Freemasons still have lots of political clout, while organizations like 
  the Ku Klux Klan are not yet gone.  The Midwest crime syndicates of the 30s are largely broken, 
  though many smaller syndicates operate under the radar of law enforcement, their bosses hiding 
  behind legitimate businesses while appearing to have no connections to crime.  
  Western United States:  High unemployment and labor unrest has led many Westerners to flee into 
  the Mythic West where they can try to live out their fantasies inspired by cowboy movies and the 
  Western genre. The gateways to the Mythic West are often small mining towns and horse ranches 
  that, by clinging to the old ways of the West, coexist comfortably in both worlds.  It is these ‘open’ 
  gateways that allow anyone heading west to reach the Mythic West, if they so desire.  There is a racial 
  prejudice at work here, though; since most people do not picture the Japanese as being part of 
  America’s mythic past, these people have largely not been able to enter. Back in the real world, 
  Japanese American face strong prejudices, though not yet as strong as against blacks in the South. 
  Canada:  The Great Depression was even harder on Canada than most countries because of their 
  dependence on export income back when world trade collapsed. Because of its closer ties to Great 
  Britain, Canada has been officially at war with Germany since 1939.  The 1st Canadian Infantry 
  Division was briefly in France in 1940, but since then have been defending Great Britain. Back home, 
  Canada is still mobilizing a larger army and modernizing. Like the U.S., they are investing heavily in 
  the defense industries. This and massive spending by the government is creating jobs to get Canada 
  working again.  Large expanses of Canada are still rural or wilderness. These wild, lawless regions are 
  only brought to order by the diligence of the Mounted Police, or Mounties.  
  Mexico: Colima, Mexico, is rocked by a bad Earthquake in April.  Though there may be sympathizers 
  among the people, the government is anti-Nazi. Merchant ships belonging to Axis countries have been 
  seized. A weak economy, fluctuating currency values, and the fact that Mexico has never fully 
  industrialized has hurt them. Far behind their neighbors medically, Mexico suffers endemics and 
  deaths even from diseases like measles.  But there are sources of relief too. Mexico has a blossoming 
  movie industry, wildly popular professional wrestling, and northern parts of Mexico can sometimes 
  access the Mythic West.  
  Central America:  No country that traded internationally was immune to the Great Depression.  
  Belize, though, a British colony, is seeing some recovery from providing labor and troops to Great 
  Britain. Most other Central American countries are too weak, or have militaries too weak to be 
  considered of any importance for the ongoing wars around the world.  Some, like El Salvador and 
  Guatemala, suffer from cruel dictators of their own.  Some, like Honduras and Panama, are strongly 
  pro-United States (Panama’s democracy being strongly influenced by U.S. sovereignty over the 
  Panama Canal within their borders). Some are both, like Nicaragua, with a strongly anti-German 
  dictator (though, in this case, it is out of a desire to seize German ships and land from German 
  immigrants). 
  South America: The independent countries of South America remain officially neutral, though all for 
  different reasons. Argentina and Uruguay are pro-British, with Argentina being one of their major 
  exporters of food.  Brazil has pro-U.S. leanings.  Some countries, such as Bolivia and Paraguay, are 
  still ravaged by internal and external wars and of no consequence on the world scene. Paraguay is a 
  dictatorship. Chile is too busy rebuilding its economy to bother with the outside world.  Other countries, 
  like Colombia, Ecuador, and Peru, are distracted watching their mutual borders.  Ecuador and Peru 
  are currently building up to war on each other, unless tempers there are quelled.  Peru, additionally, 
  has been teetering on the brink of civil war ever since the Great Depression hit.  Venezuela is a 
  dictatorship, but one of the world’s most lax dictatorships at this time.       
  The loyalties of British Guiana are clear from the name, but the colonies of Dutch Guiana (modern-day 
  
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  Suriname) and French Guiana have been a more complex matter since France and the Netherlands 
  fell to Germany.  Germany would surely love to secure a toehold in South America by occupying both 
  colonies, but are unready to battle neighboring British Guiana and have won no allies in South 
  America to support them. There are talks with the U.S. to allow them to come occupy Dutch Guiana 
  and defend it, but as of June 1941 it has not happened yet.  The most significant kind of South 
  American H&H campaign, then, would be to have the Heroes positioned there to stop Nazi agents 
  from winning such allies and to prevent occupations of the colonies. 
   
  For more H&H, visit http://sites.google.com/site/hideoutsandhoodlums/ 
   
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  and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
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  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) "You" or "Your" means the licensee in terms of this agreement.  
   
  The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.  
   
  Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License.  
   
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of 
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  COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
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  114 
   
   
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.  
   
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  copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
   
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  from the Contributor to do so.  
   
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  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
   
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave 
  Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Copyright 2011, HIDEOUTS & HOODLUMS by Scott Casper and Great Scott! Games. 
   
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Hideouts & Hoodlums/Hideouts & Hoodlums, Supplement 3 Better Quality.pdf