TEXT: quickplay pack
  
  2
  Welcome to the City of Heroes RPG Quickplay Pack.  With the 
  information provided here, you can sample of the game and play 
  through an introductory adventure.  Find out more about the City 
  of Heroes RPG at www.cohrpg.com.
  the package
  The City of Heroes Quickplay Pack contains three sections.  
  None are intended for players so if that’s you, get outahere.
  This first section covers the important rules of play.  The 
  second part presents a ready to run adventure following from the 
  events in the Outbreak tutorial featured in the online game.  The 
  last section sketches out the members of the Vindicators Super 
  Group.  These should be handed around to your players.  Don’t 
  worry if you have fewer than six; just play with who you and the 
  players want.  If you have more than six, you can copy one or 
  more of the sheets and some folks will have to play the same 
  character.
  The Basic Roll
  In the Unisystem, players use dice to generate a random 
  number when their characters try to do something important. 
  You tell them when to roll, what values are at issue, and what 
  modifiers are appropriate.  Dice represent luck and chance, but 
  are significantly influenced by the character’s super powers, skills, 
  and natural abilities.  The better those abilities are, the more likely 
  the character will succeed.  
  Unlike the player’s Heroes, Adversaries and Support Personnel 
  get few rolls.  They use a fixed value or Score for maneuvers, 
  super powers, and skills instead.  Simply compare that to the 
  Hero’s result to determine who hit whom, etc.
  Nearly all Unisystem rolls include an Attribute level.  In any given 
  situation, you will need to designate the applicable Attribute.
  Attribute Rolls
  When a roll involves Attributes only, choose from the 
  following.
  Attribute (doubled): This type of Attribute roll is used for 
  relatively easy things—a character lifting an object using her 
  entire body, for example.  Unless special circumstances are 
  present, the Monitor should choose this type of Attribute roll.
  Attribute (not doubled): This type of roll is much more 
  challenging and should be used sparingly—only when something 
  keeps a character from bringing the full effects of her Attribute to 
  bear.  Examples include lifting something while off balance or with 
  only one hand (Strength), balancing with an inner ear infection 
  (Dexterity), remembering a formula while groggy from lack of 
  sleep or drugs (Intelligence), or fighting through exhaustion when 
  seriously depressed (Willpower).  These internal inhibitions to 
  performance should be distinguished from external circumstances, 
  which are handled with circumstantial roll modifiers.  You have 
  the ultimate call when a circumstance is internal or external.
  Two Attributes: This type of Attribute roll is necessary when 
  you decide that a single Attribute doesn’t adequately simulate the 
  abilities at issue.  Standard examples are Consciousness and 
  Survival rolls, which are modified by Constitution and Willpower.  
  Skill Rolls
  Skills rolls are modified by a character’s skill level.  These 
  rolls come into play when a learned ability is relevant.  The usual 
  notation is Attribute + skill, such as Perception + Notice when an 
  awareness of a character’s surroundings is important.  
  Sometimes, a character tries to do something without training. 
  Unskilled attempts should incur a penalty, but naturally gifted 
  people may be able to succeed.  Use the appropriate Attribute 
  (not doubled) modifier and add zero for the skill level.  The Monitor 
  should then impose a minimum –2 penalty (in addition to any 
  other circumstantial modifiers).  Furthermore, no more than two 
  Success Levels are possible (the modified roll result is unaffected 
  for purposes of resisted rolls, but potential Success Levels are 
  capped at two).
  BASIC ROLE
  D10 + Total Modifiers
  Minimal Success: 9
  BASIC ROLE legend
  D10: A ten-sided die.  Rolling high is better.  
  Total Modifiers: This value represents the character’s innate abilities (Attributes, skills, Security Level bonuses, or a constant) 
  plus any situational modifiers (positive for things like shooting at a stationary target, or negative for complications like darkness).  
  The die roll result is added to these values.
  Minimal Success: The adjusted total of the roll must equal nine or more to declare the attempt a success.  If the total result 
  is eight or less, the action fails.  Degrees of success may also be possible.  Those are measured by Success Levels.  In many 
  cases, a total of nine is not sufficient, especially if the action is being opposed or resisted by someone else.
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  Some skills require so much training and preparation that 
  untrained people have little chance of success.  These rolls incur 
  a minimum penalty of –6 to –10.  For example, a character who 
  tries to perform surgery without the Medicine skill should roll with 
  a –10 penalty.  Alternatively, the Monitor may rule that the attempt 
  automatically fails.
  Accuracy Rolls
  Accuracy rolls are used to determine if a maneuver or super 
  power use succeeds.  In the case of a maneuver, it’s a skill roll 
  involving the appropriate Attribute and skill.  In the case of a 
  super power, the Accuracy roll is modified by an Attribute, the 
  character’s Security Level Bonus, or a constant.  Maneuvers may 
  be attempted by the unskilled; super powers cannot be employed 
  without some measure of the Security Level Power.
  Roll Modifiers
  Other than Attribute, skill, or Security Level Bonus modifiers, 
  any number of circumstantial factors may add bonuses or 
  penalties to a roll.  Easy tasks gain bonuses; complex ones suffer 
  penalties.  
  In the case of positive modifiers, always consider whether to 
  dispense with rolling at all.  Once an action becomes sufficiently 
  routine (such as walking down a clean, dry alley with plenty of 
  light), no roll is necessary.
  base success 
  modifiers table
  MODIFIER 
   
  DESCRIPTOR 
   
  +5   
   
  Easy 
   
   +3 to +4 
   
  Moderate 
   +1 to +2 
   
  Average  
   
  +0  
   
  Challenging 
   –1 to –2 
   
  Difficult  
   –3 to –5 
   
  Very Difficult 
   –6 to –9 
   
  Epic 
   
   –10 or more 
   
  Mythic 
   
   
  Opposed or 
  Resisted Rolls
  Certain actions are specifically resisted by an opposing 
  character.  This is most true in the case of combat (the attacker 
  is trying to strike the defender while the defender tries to get out 
  of the way).  Other examples include a character attempting to 
  sneak by another (a Dexterity + Crime skill roll vs. a Perception 
  + Notice skill roll), two wrestlers fighting for position (resisted 
  Strength (doubled) rolls), and a battle of wits (opposing 
  Intelligence (doubled) rolls).  You determine when an action is 
  being actively opposed and what rolls or Scores are used.
  If two Heroes or a Hero and a major villain are opposing each 
  other, both sides roll and add their modifiers.  As with any other 
  action, the result has to be a nine or greater for success.  If one 
  combatant’s adjusted roll achieves a minimal success and the 
  other does not, the succeeding character carries the contest.  If 
  both adjusted rolls are nine or greater, the one with the higher 
  total overcomes the lower.  In case of a tie, the defender (whoever 
  is resisting the attempted action) wins; otherwise (if it is a contest 
  of some sort), it is just a tie.  As mentioned, non-Heroes typically 
  use a fixed Score instead of a roll (see p. [?]); the Hero must beat 
  those Scores to succeed in an attack, or beat or tie those Scores 
  on defense.  You decide whether a non-Hero uses Scores or rolls 
  for outcomes.
  Success Levels 
  Sometimes, it’s important to gauge how well a character 
  succeeds.  In that case, check the adjusted roll result against the 
  Success Level Chart.  The higher the number of Success Levels, 
  the better the character did.  
  Success Levels are also used when a task takes time.  You can 
  set a cumulative number of Success Levels, depending on the 
  nature of the task at issue, necessary to finish all aspects of the 
  attempt.  Until the character gathers that number of successes, 
  the job remains incomplete.
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS 
  OUTCOME
   
  9–10 
  1 
  Adequate
   
  11–12 
  2 
  Decent
   
  13–14 
  3 
  Good
   
  15–16 
  4 
  Very Good
   
  17–20 
  5 
  Excellent
   
  21–23 
  6 
  Extraordinary
   
  24+ 
  7+ 
  Mind-boggling
  Turn Process 
  When the time frame is tight, generally during combat, Action 
  Sequences kick into gear.  Time is broken down into discrete 
  five-second units called Turns.  When a character acts, how 
  far she moves, what exactly she does—all these are important, 
  particularly when an evil-doer is attempting to inflict harm on 
  her.  For the most part, the remaining guidelines in this chapter 
  address the details of Action Sequences. 
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  To keep things flowing smoothly during Action Sequences, the 
  following Turn Process should be followed.  Once all combatants 
  are either incapacitated, absent (due to beating feet or teleporting 
  to the hospital), or have ceased taking Actions, the Action 
  Sequence and the Turn Process cease.  
  Initiative
  Common sense should be the first determinant of initiative.  
  What are the circumstances of the fight?  If it’s an ambush, the 
  ambushers conduct their Actions first.  In a meeting engagement 
  (a Super Group faces off with a collection of Clockworks, for 
  example), characters with Fast Reaction Time act first and get 
  to perform one Action.  The “Fast Reaction” set of Actions are 
  resolved (roll to hit, damage imposed, effects applied, and so 
  on) before anyone else acts.  Assuming there are no special 
  initiative circumstances, have the Heroes perform their Actions 
  first, followed by the bad guys.  Innocents and other Support 
  Personnel go last.  Reactions are performed as needed, in 
  response to attacks.
  Alternatively, each player can roll a D10 and add their Dexterity 
  (plus any Fast Reaction Time bonuses) to determine initiative 
  order.  In place of Dexterity, you should use 3 for minions, 9 for 
  lieutenants, and 10 for bosses and archvillains (or simply set the 
  Support Personnel’s Dexterity as desired).  The character with 
  the highest total goes first, second highest next, and so on until 
  everyone has acted for that Action set.  
  Actions and 
  Reactions
  Every character in an Action Sequence, not surprisingly, gets 
  to perform Actions.  Each can perform a certain number each 
  Turn (marked on the character sheet).  
  Actions occur in sets.  All participants in the Action Sequence 
  use one Action per set.  Immediate effects (such as damage) 
  are applied right away (which could mean that a later-acting 
  character is taken down and loses any remaining Actions that 
  set).  Lasting effects (such as Disorient or Sleep) do not kick in 
  until everyone finishes that Action set (assuming they still have 
  Actions available).  
  After the first Action set is over and effects from it have been 
  applied, any character able to do so can perform a second Action 
  (those who have no more Actions are skipped).  Once this set 
  of Actions is complete (and any effects kick in), those with third 
  Actions perform them (again, characters without third Actions 
  available are ignored except for Reactions).  Action sets are 
  repeated until everyone has exhausted all their available Actions 
  in that Turn.
  Maneuvers: Most maneuvers count as an Action.  A character 
  can perform the same maneuver repeatedly in a Turn as long 
  as she has Actions available and circumstances don’t prevent 
  it (can’t launch a Jump Kick if she just got knocked down, for 
  example).  Attack maneuvers generate one Accuracy roll total 
  or Score.
  Super Powers: For the most part, super powers use one 
  Action.  You cannot use the same super power more than once 
  in a Turn; once its used the character must rely on other super 
  powers or maneuvers until the next Turn. Attack super powers 
  generate one Accuracy roll total or Score.
  Non-Action Attacks: Some super powers “attack” any foe that 
  comes into or stays in range. An Accuracy roll or Score may be 
  required but these attacks do not count against any character’s 
  Action total.
  Reactions: Characters defend against attacks with Reactions. 
  Reactions are either defensive moves to avoid getting hit by an 
  attack, or resistance rolls to avoid the non-lethal effects of an 
  attack or super power. Reactions do not count as Actions, and do 
  not interfere with any Actions being performed that Turn. 
  Defensive Reactions avoid attacks—these are moves like 
  Parries, Dodges, and the like.  If the Reaction roll or Score (after 
  all modifiers are applied) is equal or greater than the attack’s 
  roll or Score, the character successfully defends, and the attack 
  doesn’t affect the character in any way.
  Resistance Reactions apply when an effect that can be resisted 
  “hits” the character.  This can happen if the character fails to 
  defend or if the effect cannot be “dodged” but only resisted.  If the 
  Reaction roll or Score (after all modifiers are applied) is equal or 
  greater than the effect’s roll or Score, the character is not affected 
  by the power.
  BIFF, POW, BAM: Security Level 2 Minx attacks with 
  her Slash super power.  The player rolls a 4 and adds 
  Minx’s Dexterity and Security Level Bonus for a total of 
  12.  The bad guy’s defensive Reaction (his Action Score) 
  is 12 so Minx misses.  Neither the damage nor defense 
  debuff of the Slash attack occur.  If Minx’s player had 
  rolled over a 4, the attack would have succeeded, and 
  the bad guy would suffer both damage and a -–1 to his 
  defensive Reactions for the remainder of that Turn and 
  the entire next Turn.  The bad guy’s resistances (Mind or 
  Physical Scores) are irrelevant.
  TURN PROCESS
  1. Determine initiative
  2. Perform first Action set and apply effects
  3. Repeat until all Actions are used up
  4. Resolve non-Action events
  5. Begin new Turn
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  Security Level 26 Swan sees Ms. Liberty about to be 
  overwhelmed by Warwolves.  She triggers a Repulsion 
  Bomb centered on her ally.  Swan rolls a 7 and the 
  bomb’s Accuracy total is 28.  Each Warwolf within 5 
  yards of Ms. Liberty first compares its Physical Score 
  against that 28 to determine if it is knocked back.  Each 
  Warwolf also compares its Mind Score + 1 against that 
  28 to determine if it is disoriented.  The Warwolves’ 
  dodge abilities (or Action Scores) are not used. 
  Security Level 10 Luminary fires her Energy Torrent at 
  Dire Wolf, a do-gooder gone bad.  Her player rolls a 5 and 
  adds 14 (Dexterity and Security Level Bonus, plus 2) for a 
  total of 19.  Dire Wolf is the same Security Level and has 
  the same Dexterity, and rolls a 7 on his Dodge maneuver.  
  Because of the cone modifiers (–2 to Dodge), Dire Wolf 
  fails to avoid the attack.  He immediately suffers Energy/
  Smashing damage but it is not sufficient to leave him 
  at zero Hit Points (tough bugger).  Because his Dodge 
  failed, he rolls his Physical Resistance maneuver against 
  the Knockback effect, but adds 3 due to Energy Torrent’s 
  specific modifiers.  With that bonus, and removing the 
  cone Dodge penalty, Dire Wolf succeeds and ignores 
  the secondary effect.  If his initial Dodge had been 
  successful, he would have taken no damage and would 
  not have needed to resist the Knockback effect.
  Effects: Certain effects take place immediately after the 
  attack succeeds (usually damage and knockback/knockdown).  
  Other effects are ongoing disabling conditions (Disorient, Hold, 
  Immobilize, etc.).  They are applied at the end of the Action set, 
  so the affected character still gets to perform whatever Action 
  she was attempting during that set with no ill effects.  Effects are 
  defined more precisely later.
  Non-Action Events
  Depending on the super powers used in a combat, participants 
  may gain special per-Turn regeneration or recovery or other 
  bonuses that do not require the use of an Action to implement.  
  Aura and other super powers attack on their own without using an 
  Action.  In those cases, the super powers take effect at the end 
  of the Turn, just before a new one is started (or when otherwise 
  specified).
  Specific 
  Circumstances
  A number of circumstances can change the way Action 
  Sequences are handled.  You are the final judge on whether 
  these circumstances are present and how they affect outcomes.  
  Some suggestions follow.
  Attacking from Behind: An unaware opponent cannot use 
  Reactions against attacks.  Targets with Situational Awareness 
  are the exception; they can defend, but at a –2 penalty (on top of 
  any other modifiers applicable).  At your discretion, other victims 
  may get a Perception + Notice roll before they are struck; in that 
  case, they use available defensive Reactions with a –2 penalty.
  Cover: It’s your call whether a vehicle, wall, or other meaningful 
  cover is available.  Cover grants a +4 bonus to defensive (not 
  resistance) Reactions.  Damage beyond that needed to destroy 
  the cover is ignored (other than nifty FX visuals).
  Drawing a Weapon: Normally, drawing or equipping a weapon 
  counts as an Action.  Readying a weapon as part of using a super 
  power does not count as an Action separate from the super 
  power use.  
  Full Defense: Going fully defensive gives the character a +3 
  bonus to all defensive (not resistance) Reactions.  No attack 
  Actions are allowed during any Turn the character goes into Full 
  Defense.
  Full Offense: The berserker gains a +2 bonus on all attacks 
  on that Turn, but cannot defend against any attacks (no defensive 
  Reactions are possible so any Accuracy roll or Score over nine 
  is successful).  
  Multiple Opponents: When two or more melee combatants 
  attack a single target, they each get a +1 bonus to all attacks.  
  Things get a mite crowded if more than four attackers gang up 
  on one person so the bonus tops out at +4.  Still, up to eight 
  characters can launch melee strikes against one defender, each 
  gaining +4 to their attacks.  In ranged combat, multiple opponents 
  get a flat +1 bonus (no more) each if more than two attackers 
  engage the character.  Ranged combatants don’t aid each other 
  in the same way melee attackers do.
  Prone: Knockbacks send a character flying a certain distance; 
  knockdowns drop her in place.  In either case, the character winds 
  up prone and loses an Action (she skips her next Action).  As long 
  as the character is on the ground, attacks and defenses incur a 
  –4 penalty.  Getting up without a roll requires an Action but no 
  roll is necessary.  A Dexterity + Acrobatics roll with a –2 penalty 
  allows the character to stand up without using up an Action.    
  Movement
  During a Turn, characters can move in a number of different 
  ways.  Here are some details.
  Leaping: The Jump Table indicates how high and how far a 
  character of any given Strength can travel in a single jump Action. 
  With a good running start (counts as a separate Action), double 
  those distances.  A Strength + Acrobatics roll (or the Action 
  Score) increases the character’s jumping distance by either one 
  foot per Success Level vertically or one yard per Success Level 
  lengthwise.  
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  jump table
  STRENGTH 
  HIGH JUMP 
  LONG JUMP 
   
  1-2 
  1 foot 
  2 yards
   
  3 
  2 feet 
  3 yards
   
  4-5 
  4 feet 
  5 yards
   
  6 
  5 feet 
  6 yards
   
  7-8 
  7 feet 
  8 yards
   
  9-10 
  10 feet 
  10 yards
   
  +1 
  +2 feet 
  +1 yard
  Sprint: A character can run for all or part of a Turn.  Running 
  for an entire Turn takes all her Actions, and the character cannot 
  make any defensive Reactions (resistance Reactions are 
  conducted as normal).  If running for part of a Turn, each sprint 
  Action moves the character as indicated on her character sheet. 
  Lifting: The Strength Table notes Lifting Capacity, the amount 
  a character of any given Strength can dead lift without much effort. 
  This load can be carried around for a relatively long period of time 
  but such a load halves movement rates and makes rolls involving 
  Dexterity much more difficult (–3 to –5 modifier).  A character’s 
  maximum lifting weight—for brief periods—is equal to double the 
  Lifting Capacity.  Such an effort requires a Strength (doubled) roll 
  (or use the Physical Score).  If successfully lifted, such weight 
  can be held for a period of minutes equal to the Success Levels 
  of the roll.  Moving with any weight over Lifting Capacity (up to 
  maximum lifting weight) consumes all Actions during a Turn, and 
  covers one yard per level of Dexterity and Constitution.  During 
  Action Sequences, lifting counts as an Action.
  strength table
  STRENGTH 
  LIFTING CAPACITY
   
  1-5 
  50 lbs x Strength (Strength 5: 250 lbs)
   
  6-10 
  200 x (Strength – 5) + 250 lbs  
   
   
    
  (Strength 10: 1,250 lbs)
   
  11-15 
  500 x (Strength – 10) + 1,500 lbs  
   
   
    
  (Strength 15: 4,000 lbs/2 tons)
   
  16-20 
  1,000 x (Strength – 15) + 5,000 lbs  
   
   
    
  (Strength 20: 10,000 lbs/5 tons)
   
  21-25 
  1 ton x (Strength – 20) + 5 tons  
   
   
    
  (Strength 25: 10 tons)
   
  26-30 
  2 ton x (Strength -– 25) + 10 tons  
   
   
    
  (Strength 30: 20 tons)
  Climbing: A Strength + Acrobatics roll (or the Physical Score) is 
  used to simulate climbing ability.  You apply a modifier depending 
  on the condition of the vertical surface.  No modifier is needed 
  where good hand-holds are available (climbing up a pipe bolted to 
  the wall); –6 would be reserved for rain slicked close-fitted brick. 
  Some surfaces—say, wet glass—just aren’t climbable.  During 
  Action Sequences, each climbing Action covers a distance of one 
  yard per the Success Level of the roll (or Score).  
  Maneuvers and 
  Super Powers
  Other than movement, most activities performed during Action 
  Sequences are maneuvers or super powers.  Maneuvers can be 
  attempted by any character, super-powered or not.  The great 
  advantage of maneuvers over super powers is that they cost no 
  endurance to use—they can be an exhausted character’s last 
  resort.  Super powers may only be employed by characters with 
  Security or Threat Levels.  
  All maneuvers and super powers use one Action unless 
  otherwise stated in the Effect entry.  
  Maneuver and super powers are defined by one or more of the 
  following features.  
  Name and Description
  Each maneuver or super power has a name and a short 
  description.  This gives some idea of what the action entails.  
  Accuracy
  The basic modifiers to any roll needed to execute the maneuver 
  or super power successfully are listed here.  All maneuvers have 
  an Accuracy entry.  Some super powers do not.  They are listed 
  as Automatic and require no roll.  
  Accuracy rolls (or Action Scores used for attacks) are opposed 
  by defensive and resistance Reactions.  
  End Cost
  This entry indicates how many Endurance Points must be spent 
  to activate a super power.  Maneuvers never have an End Cost.
  Toggle super powers are marked Continuous in the End Cost 
  entry.  As long as a Continuous super power is active, the effect 
  remains and the character’s Endurance is reduced by the super 
  power’s End Cost.  It takes one Action to activate a toggle super 
  power and one Action to deactivate it.  Active toggle powers 
  cannot be “activated” again to stack their benefits.
  Super powers with no Endurance Point cost are permanent 
  features of the character.  Their effects are always on and 
  applicable.
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  Range
  How far the maneuver or super power can reach without 
  penalty.  This is generally listed as a number of yards.  The ability 
  can reach up to 150% of the Range entry but suffers a –2 penalty. 
  Up to double the Range entry, attacks suffer a –4 penalty.  Cone 
  effects reach no farther than the Range entry distance.
  If two entries are separated by a slash, the second entry 
  applies to the secondary effect.
  Melee: The maneuver or super power reaches to close combat 
  distance, generally one yard.
  Self: This maneuver or super power affects the character 
  herself.  Some super powers emanate from the user; if so, an 
  area of effect is given in the Range entry.
  Target
  This entry shows who or what is affected by the maneuver or 
  super power.  If two entries are separated by a slash, the second 
  entry applies to the secondary effect.
  1 target: The effect centers on one individual or object as 
  designated by the user.  If incapacitated is designated, the 
  target must be unconscious or dead.  If (not self) appears, the 
  user cannot be targeted.
  Area: The maneuver or super power affects an area X yards 
  in radius.  Aura super powers are designed (aura).  Positive 
  super power effects (like healing) only apply to allies within the 
  area of effect; negative super power effects (like damage) only 
  impact foes within the area of effect.  Maneuvers with an area 
  of effect impact all (friend or foe) without discrimination.  Dodge 
  maneuvers suffer a –2 penalty against area attacks.  
  Cone: This maneuver or super power affects all in an arc in 
  front of the character.  The width of the cone ranges from two to 
  five yards.  Cone effects are only important when enemies are 
  tightly packed.  Otherwise, it works just like any other ranged 
  attack.  Dodge maneuvers suffer a –2 penalty against cone 
  attacks.
  Self: Only the character is targeted by the effect.
  Effect 
  Maneuver and super power effects vary widely.  From 
  damage to defense to grappling to lasting conditions like Hold 
  and Disorient, each maneuver and super power lists its results.  
  Some super powers have a primary and secondary effect.
  Resisted: Most non-damage effects can be resisted by the 
  target; if so, the notation (resisted) is inserted, often with a 
  modifier to the target’s resistance maneuver roll or Score.  If a 
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  resistance designation is not given, no resistance Reaction is 
  applied (only a dodge maneuver may avoid the effect).  
  Duration: Many maneuvers and super powers affect the 
  target and are done.  Some last over a course of time.  For the 
  most part, lasting negative effects continue for two Turns (this 
  default feature is part of the effect description).  No duration is 
  given for these effects.  If an effect has a different duration or 
  is positive, a duration is specified.  When counting Turns for 
  duration purposes, the Turn in which the effect arises is included 
  (a two-Turn duration would last the remainder of the Turn in which 
  it began and the entirety of the next Turn).
  Aura: Aura effects extend from a character and affect her and 
  those around her.  An aura “attacks” all targets in range when it is 
  triggered (triggering uses an Action).  An already triggered aura 
  attacks as soon as a target comes into range (whether the result 
  of a target’s movement or the movement of the aura wielder), or 
  during the non-Action events step of each Turn (for those who 
  stay within range the entire Turn).  The same aura attack may 
  only affect each target once per Turn.  Aura attacks do not use 
  Actions.  They can be dodged or resisted, or avoided entirely by 
  moving out of the area of effect (takes one Action).
  Stacking: Several super powers in CoH grant bonuses to 
  defensive rolls, damage resistances, and other enhancing abilities.  
  Unless otherwise indicated, all abilities “stack” with each other, so 
  a super power that grants a +2 Defense combined with a super 
  power that grants a +3 Defense give a total bonus of +5.  Super 
  powers that provide identical benefits are exceptions—being 
  invisible twice really shouldn’t help that much, for example.
  Recharge: At best, super powers can be used once every Turn. 
  Some super powers take longer than one Turn to “charge.”  They 
  are designated long recharge.  In that case, a character cannot 
  use the super power again for one minute or the remainder of 
  the combat (whichever is longer; you determine when a combat 
  finishes).  Maneuvers can be used as often as the character has 
  Actions remaining in a Turn.  They never have a recharge time.
  Effect List
  Accuracy: The target’s Accuracy rolls or Action Scores are 
  modified as specified.  This is a lasting effect.
  Confuse: The target is blinded to the truth and directs her 
  hostility at former allies.  If no former allies are present, the target 
  is treated as if under the effects of Sleep.  This effect turns off any 
  engaged toggle powers.  This is a lasting effect and, when able to 
  be resisted, is opposed by the Mental Resistance maneuver.  At 
  your option, the effect can be negated if one of the user’s allies 
  attacks the confused person before the normal two-Turn duration 
  has expired.
  Damage: The effect inflicts damage on the target in either 
  Hit or Endurance Points.  If Hit Points are decreased, the type 
  of damage (Cold, Energy, Fire, Lethal, Neg Energy, Psionic, 
  Smashing, Toxic) is also designated.  For super powers, damage 
  is expressed as a flat number (base damage) plus an amount 
  based on the Security Level (or Threat Level) of the attacker.  
  Damage Mod: A character under this effect adds a bonus or 
  penalty to her Security Level/Threat Level for damage purposes.  
  So, a Security Level 5 character with Damage Mod +2 inflicts 
  damage as per a Security Level 7 character.  One with a Damage 
  Mod –2 damages as a Security Level 3 Hero.  This is a lasting 
  effect and, when negative and able to be resisted, is countered 
  by a Physical Resistance maneuver.  
  Damage Resist: When damage is done to the target, Damage 
  Resist decreases it, possibly to zero but no further.  If an attack 
  consists of two different types of damage, and the Damage Resist 
  only affects one of them, reduce the value of the Damage Resist 
  by half (round down).  This is a lasting effect and can reduce the 
  damage from an attack to zero.  
  Defense: The target’s defensive Reactions are modified as 
  designated.  This modification applies to any relevant attacks 
  for the duration of the super power.  This effect may be limited 
  to close combat, ranged combat, area of effect attacks, cone 
  attacks, or to attacks that inflict a certain type of damage (attacks 
  combining covered and non-covered types of damage are not 
  affected).  This is a lasting effect and, when negative and able to 
  be resisted, is countered by the Physical Resistance maneuver.  
  Disorient: The target may perform one movement Action and 
  can conduct Reactions normally.  No other Actions may be taken. 
  This effect turns off any engaged toggle powers.  This is a lasting 
  effect and, when able to be resisted, is countered by the Physical 
  Resistance maneuver.
  Heal: The target gains Hit or Endurance Points as specified.  
  This effect cannot increase the target’s maximum amount.  A 
  character at or below zero Hit Points cannot be healed using 
  super powers (Inspiration points, resurrection super powers, or 
  the Medicine skill must be used).
  Hold: The target cannot perform any Actions or Reactions. 
  This effect turns off any engaged toggle powers.  This is a lasting 
  effect and, when able to be resisted, is opposed by the Mental 
  Resistance maneuver.
  Immune: The target cannot be affect by the designated attacks 
  or effects.  This is a lasting effect.
  Knockback: The target is driven away from the user D10 + 2 
  yards.  The target is rendered prone.  When able to be resisted, 
  this effect is countered by the Physical Resistance maneuver.
  Knockdown: The target is rendered prone.  When able to 
  be resisted, this effect is countered by the Physical Resistance 
  maneuver.
  Sleep: The target cannot perform any Actions or Reactions 
  until damaged or otherwise awoken.  This effect turns off any 
  engaged toggle powers.  This is a lasting effect and, when able to 
  be resisted, is countered by the Mental Resistance maneuver.
  Slow: The character loses one or more Actions per Turn as 
  specified in the super power description (to a minimum of one 
  QUICKPLAY PACK
  
  9
  Action per Turn).  A Slowed character loses Initiative on the next 
  Turn of the effect and acts after all non-slowed characters Actions 
  have been performed and their effects applied.  Unless the effect 
  states otherwise, full-Turn movement is reduced by 25% per 
  Action lost.  Slow is a lasting effect and, when able to be resisted, 
  is countered by the Physical Resistance maneuver.
  Taunt: The target must attack the user.  This is a lasting 
  effect and, when able to be resisted, is countered by the Mental 
  Resistance maneuver.
  Inspirations
  Heroes often reach deep inside to find strengths and capacities 
  they never knew they had.  These inspirations come in the form of 
  breakthroughs, advantages, or situational bonuses that increase 
  a character’s capacity for a short time.  Inspiration effects are 
  triggered by spending Inspiration Points (usually just when they 
  are needed), affect a Hero’s abilities (sometimes for a period of 
  time), and then are gone.  
  The Inspiration Type Table runs down their uses and what each 
  effect costs.  Heroes don’t hold specific Inspiration types (as they 
  do in the CoH online game); they choose which effect they desire 
  at the time the Inspiration Points are spent.  Spending Inspiration 
  Points and triggering one effect counts as an Action.  
  Injury
  When an attack damages a character, subtract the damage 
  inflicted from her Hit Points.  As Hit Points are depleted, the 
  character risks unconsciousness or death.
  Damage Type:  Whenever damage is noted, a type is specified.  
  Cold and Fire damage result from extremes in temperature. 
  Energy and Negative Energy (Neg Energy) are products of 
  electricity, radiation, or the realm of darkness.  Smashing 
  damage creates blunt trauma, while Lethal damage cuts, chops, 
  or punctures.  Psionic damage is created by mind super powers, 
  and Toxic damage derives from chemicals or other poisons.
  Wounds: Characters reduced to ten Hits Points or below are 
  severely wounded—all action rolls suffer a –2 penalty.  If reduced 
  below five Hit Points, this penalty increases to –4.
  Consciousness Tests: When reduced to zero Hit Points or 
  below, a character loses all Endurance and effects (both positive 
  and negative).  Unconsciousness or incapacitation is also 
  possible.  The character must make a Constitution + Willpower 
  roll, with a penalty of –1 for every Hit Point below zero.  If roll is 
  a success, she may act with the usual –4 wounded penalty (but 
  has no Endurance Points).  If she fails, she passes out and is 
  usually teleported to the nearest hospital to be revived in a matter 
  of minutes.
  Survival Tests: Any character that suffers damage bringing 
  her to –10 Hit Points or lower may die.  A Survival Test is required 
  (separate from any Consciousness Test necessary); use 
  Constitution + Willpower (and any Hard to Kill bonuses) with a –1 
  penalty for every ten points below zero (i.e., a character reduced 
  to –32 Hit Points would have a –3 penalty).  Super-powered 
  characters add their SL Bonus to Survival Tests.  The Survival 
  Test must be attempted as soon as the character’s damage 
  reaches the threshold level. 
  Falling: Any fall from more than one yard inflicts three points 
  of Smashing damage per yard.  A Dexterity + Acrobatics roll (or 
  the Action Score) reduces the fall’s effective distance by one yard 
  per Success Level.  
  Recovery
  Endurance Points recover normally at the rate of 5 x 
  Constitution points per minute.  
  Paragon City Heroes all regenerate a number of Hit Points 
  equal to 5 x Constitution every ten minutes (if above zero Hit 
  Points or under non-Mediport Matrix medical care).  At your 
  discretion, super-powered Adversaries should be treated 
  the same.  Regular folks heal at the rate of one Hit Point per 
  Constitution level every day spent under medical care.  
  An injured character may be healed by super powers, as long 
  as she remains above zero Hit Points (at zero or below, healing 
  super powers no longer work).  No matter what the character’s 
  current level of Hit Points (as long as a Survival Test has not been 
  failed), an Intelligence + Medicine roll restores a number of Hit 
  Points equal to the Success Levels.  
  Inspiration Points may be used for revival or to restore Hit 
  Points or Endurance Points.  This may occur even if the character 
  has gone below zero Hit Points, or failed a Consciousness or 
  Survival Test (a result of their super-human metabolisms).     
  Unconscious characters with a Medicom patch who are within 
  the range of the local Mediport Matrix (any place in Paragon City; 
  otherwise as you determine) may be transported to the nearest 
  Matrix hospital (takes no Action).  Conscious characters who are 
  below zero Hit Points may trigger their Medicom patch and teleport 
  by using an Action.  Players may also delay any character’s 
  Matrix teleportation to use Inspiration Points (requiring an Action 
  and thus not available to unconscious or dead characters) or for 
  another to use resurrection super powers on them (but Survival 
  Tests may be called for while they wait).  Once triggered, the 
  Mediport Matrix only transports the incapacitated character 
  (others cannot “hitch a ride”).  At the Matrix hospital, the character 
  is immediately stabilized (no further Survival Tests needed) and 
  restored to full health in a matter of minutes.  
  QUICKPLAY PACK
  
  10
  Plot Synopsis
  A recent outbreak of drug-related insanity and rioting has finally 
  been brought under control.  Following the brave actions of a few 
  heroes, a cure was developed for the Contaminated victims . . . or 
  so it seemed.  In actuality, the cure only controlled the symptoms 
  of the outbreak temporarily.  What’s worse, it was never intended 
  as a cure.
  A Vahzilok agent planted the cure for the police to find.  The 
  cure’s true intent is to mutate the original Contaminated victims so 
  that they would manifest super-powers.  Once the Contaminated 
  manifest their powers, the Vahzilok intend to abduct them 
  and use their parts to create super-powerful zombies called 
  Abominations.
  Stopping the super-powered Contaminated from tearing up the 
  city is only job one.  The Heroes must also prevent the Vahzilok 
  from preying on the unwitting berserkers.  Both these tasks are 
  complicated by two facts: the Contaminated are beginning to 
  work together, and the Vahzilok agent is still undercover-and very 
  nearby.
  Act One: Introduction
  Return of the 
  Contaminated
  Action
  The Vindicators have been called by Officer Parks to meet 
  with Sergeant Hicks.  It’s assumed that the Vindictors handled 
  the prior Contaminated problem and established a relationship 
  with all the Outbreak NPCs.  Other than indicating that there’s 
  more problems with the Contaminated, Parks defers all questions 
  to Hicks.
  The following events should play out to give each player some 
  combat experience.  If there are few players, they can all meet 
  up with the Mighty Mart employee/Contaminated.  If you have 
  a full group, split them into twos and have them each meet a 
  Contaminated.  Pair up a front line fighter with a support character 
  (Ms. Liberty and Malaise, Inferno and Luminary, Mynx and Swan 
  are good teams).  Throw in an endangered innocent bystander or 
  two to complicate things.  
  Attention Contaminated Shoppers: The action begins at 
  a Mighty Mart, where the Heroes have discovered a deranged 
  figure hurling shoppers through food displays and shouting 
  threats at everyone.  What makes this thug unusual (besides his 
  behavior) is his glowing green eyes and his Blazing Aura.  He’s 
  also wearing a mighty Mart name tag.
  The Cure
  Background: The “Outbreak” tutorial mission
  This Issue follows up on events from the “Outbreak” tutorial mission in the City of Heroes online game.  The following is a 
  summary of those events.  
  Officer Flint was the first to bring the Contaminated problem to the attention of the city’s supers.  He told the heroes that some 
  thugs had unwittingly taken an experimental drug that made them go berserk and start a riot.  Flint asked the supers to deliver a 
  blood sample he’d collected from a Contaminated thug to Dr. Miller at Rivera Medical Center, in the hope that Miller could create 
  an antidote.
  Dr. Miller was grateful for the blood sample and started researching a cure.  In the meantime, he sent the heroes back to Flint, 
  who then introduced them to Officer Parks.
  Officer Parks was concerned that the rioting was getting out of control.  He sent the heroes to take down a couple of 
  Contaminated thugs.  Once this was done, Parks introduced the heroes to Sergeant Hicks.
  Sergeant Hicks, a former super who lost his powers before the Rikti War, sent the heroes to defeat four more Contaminated. 
  Then he referred the heroes to a super known as Coyote.
  Coyote reported that he’d located the abandoned office that was the source of the drug that caused all this mad rioting.  The 
  drug was in fact a Rikti mutation drug.  Dr. Miller said he could create a cure for it if someone would bring him the formula.  Coyote 
  reasoned that the formula would be stored on a computer somewhere in the office building.  He asked the heroes to locate the 
  formula, and once they did, Dr. Miller began producing the cure.
  the cure
  
  11
  The Contaminated employee, Tommy, barely seems to know 
  what’s going on around him.  He is homicidal and enraged, but 
  not about anything in particular.
  Taking Tommy down should be easy but messy.  After all, 
  collateral damage is a way of life for super heroes.  The store 
  manager thanks the Heroes, and says he and Tommy were 
  watching a fire-wielding super from the front of the store when 
  Tommy went nuts.
  Note that if the Heroes search Tommy (or any other 
  Contaminated thug) this early in the story, they find little of note.  A 
  Perception + Notice success with a –8 penalty reveals something 
  odd about Tommy’s right pinky.  Further examination shows at a 
  medical center shows it to be cybernetic.
  Carjacking Gone Wild: A stolen car rockets through a 
  residential area with a Contaminated driver behind the wheel 
  and a terrified old man in the passenger seat.  This thug seemed 
  fine when he hijacked the car from the old man--his eyes weren’t 
  glowing or anything--but after an on-foot super hero tried to stop 
  him, the Contamination returned.  The thug ran over the super 
  and sped away, barely in control of the vehicle.
  Bad Day For A Mugging: A particularly overconfident 
  Contaminated thug takes on a pair of Hellions in the park.  Nearby, 
  a downed super lies unconscious.  (He’s not FBSA-registered.) 
  Witnesses report that the Hellions were mugging a man when 
  the super arrived.  Shortly after the super blasted one of the 
  Hellions, the mugging victim’s eyes started to glow, and then he 
  fired identical blasts right back at the super.  Then he turned on 
  the muggers and said, “Your turn!”  As the heroes arrive, one of 
  the Hellions is down and the other is fleeing.  
  The Briefing: When the police arrive (fashionably late), 
  Sergeant Hicks introduces himself and explains that there’s 
  been a series of incidents like this one.  Anyone who makes an 
  Intelligence + Knowledge roll recognizes Hicks and remembers 
  that he used to be a super hero before he lost his powers a few 
  years ago.  (Heroes possessing the Qualities Former Criminal, 
  Journalist/Photographer, or Law Enforcement have a +1 to this 
  roll.)
  Hicks provides any necessary background info on the original 
  outbreak (summarized in the sidebar), and asks for the Heroes’ 
  help in subduing this new wave of super-powered thugs and 
  hauling a few back to Rivera Medical Center for study.
  In addition, Hicks asks the Heroes to “watch out for my brother 
  Bobby.”  Hicks mentions that his younger brother was always a 
  bit of a screw-up and often ended up on the wrong side of the 
  law.  It was a typical example of his bad timing that Bobby’s 
  first experience with drugs was with the batch that created the 
  Contaminated.  Hicks had hoped to find him at his apartment, 
  or even at Zigursky Penitentiary (aka “the Zig”) where super-
  powered suspects are stored, but Bobby hasn’t turned up yet. 
  (We’ll see more of Bobby Hicks in Act Two.)
  Witnesses: Witnesses literally run up to the Heroes and thank 
  them for their help.  Then, while the Heroes are blushing with 
  pride, let the witness throw in a few more details they might 
  have missed about the scene.  The highlight is the triggering of 
  Contaminated through contact with supers.
  No, He’s Mine: After Hicks is done with his briefing, the 
  heroes are called out to a new fight as a group.  The final cure 
  relapse of the day takes place on a playground, where one of the 
  Contaminated is fighting a group of Vahzilok (equal in number 
  to the Heroes’ party, and including one Mortificator Lieutenant 
  and the rest Cadavers).  The Vahzilok are trying to drag the 
  Contaminated man into a storm drain and carry him away under 
  the city streets.
  If the heroes engage the combatants, the Contaminated tries 
  to flee while the Vahzilok stand and fight.
  If the Heroes decide to let the Vahzilok capture their 
  Contaminated prey with the intention of following them back to 
  their lair, let them track their undead adversaries for just a short 
  while before losing them in the unfamiliar subterranean tunnels.  
  Then reward them for their cleverness with an Inspiration Point 
  each and the observation that they’re underneath the medical 
  center when the trail runs cold.
  contaminated 
  dialogue
  The Contaminated aren’t great conversationalists.  Still, 
  though they don’t make a lot of sense, they do love to talk. 
  Here are some examples of their attempts to communicate.
  • “I will kill you all!”
  • “I’m takin’ everybody with me!”
  • “I can’t take it anymore!”
  • “Die . . . DIE!”
  • “I feel kinda . . . invincible!”
  • “I’ll level this block!”
  •  “The Spiders! They’re all over 
  me!”
  the cure
  
  12
  Act Two: Conflict
  There’s A New 
  Gang In Town 
  Action
  Now that the Contaminated thugs’ “relapse” is under control, 
  the Heroes may have questions about the failed cure, or may 
  even want to help find a real cure.  These topics can best be 
  investigated at either the Outbreak Zone police station or Rivera 
  Medical Center.  If the team doesn’t think to look into the problem 
  any deeper, have one of the characters below contact them. 
  Perhaps Sergeant Hicks asks for help locating his brother, or 
  Officer Parks complains that the medical center staff is bound to 
  botch this cure, too.
  There are over 100 Contaminated individuals, all of whom 
  received the cure.  Several were recovered by the police before 
  the adventure began, and a few more can be tracked down at 
  their home addresses, but most are impossible to find until the 
  Contamination returns and they cause a scene.  If the Heroes 
  are really eager, they can track down a dozen or so at their home 
  addresses, in addition to the ones who become violent in the 
  scenes below.  That will still leave plenty of Contaminated folk at 
  large for later Acts.
  Visiting the Police Station: At the local police station, the 
  Heroes can talk to Officer Flint, Officer Parks, and Sergeant Hicks 
  about their experiences (either from the original Outbreak case or 
  the recent relapse).  They can also meet Captain Badowski, the 
  officer in charge of the station.
  Captain Badowski thanks the Heroes for their help.  He is a 
  big supporter of super heroes in general, and mentions that he’s 
  especially proud that one of his officers, Sergeant Hicks, is a 
  former super himself.  Badowski also says that he’s concerned 
  about the recent increase in Vahzilok sightings in the area, and 
  that fact makes him even more grateful to have super heroes 
  operating nearby.
  Officer Flint is confident that Dr. Miller and Dr. Dillon, the two 
  pharmacology specialists at Rivera Medical Center, will be able 
  to develop a cure that works better than the last one.
  Officer Parks is not so sure about that.  He thinks the medical 
  center has made a mess of things by botching the first cure, and 
  that they should call in a more competent scientist like Professor 
  St. John-Smythe.  He won’t say that in front of the Captain 
  however.
  Sergeant Hicks is grateful for the Heroes’ assistance, but he’s 
  still worried about his younger brother, Bobby.  The appearance 
  of the Vahzilok has given him another concern, too--what if 
  they’ve abducted his brother like they tried to do with the other 
  Contaminated man earlier?
  Talking to Coyote: Those familiar with the Outbreak scenario 
  may want to consult with Coyote, the super who delivered the 
  Rikti mutation drug formula to Dr. Miller.  Coyote is currently on 
  a mission in New Mexico, though if necessary Captain Badowski 
  or Sergeant Hicks can reach him by radio.  Coyote will obligingly 
  recap his role in the Outbreak mission.  If the Heroes mention 
  that the cure led to the Contaminated gaining super powers, that 
  leads Coyote to comment that the drug formula was found on a 
  computer with rather lax security.  At the time, he thought it was 
  because the Contaminated weren’t bright enough to manage 
  anything better.  Now, though, he wonders if the formula was 
  intended to be found.  But who would stage such a thing, and why? 
  If the team is stuck on what to do next, Coyote could suggest they 
  talk to the personnel involved in the original Outbreak case, or 
  see if they can help the staff at Rivera Medical Center (where the 
  cure was developed).
  Visiting the Contaminated Office Building: The Heroes 
  may want to look for clues at the abandoned office building 
  where the original Rikti drug formula was found.  The building 
  is truly abandoned now, and the only noticeable thing it contains 
  besides dust and rubble is the computer where the drug formula 
  was stored.  A successful Intelligence + Computers roll tells the 
  Heroes that the computer’s security was rigged to be easily 
  defeated--after a user enters just a few failed passwords, the 
  security algorithm shuts itself down and lets the user in as if 
  she’s cracked it.  If the Heroes search the building, have them 
  roll Perception + Notice, with success telling them that there are 
  signs of a battle here: scuff marks mar the dust on the floor, and a 
  handful of poison darts are scattered among the building’s debris 
  (it seems the Vahzilok have been here too).  For details on what 
  happened here, see the sidebar The Mortificator’s Background 
  in Act Three.
  calling professor 
  st. john-smythe
  The Heroes may want to take Officer Parks’s advice 
  and call in Professor St. John-Smythe (p. [?]) to work on 
  a new cure for the Contaminated.  If the team contacts 
  the professor, he says he’s hesitant to interfere in a fellow 
  scientist’s work unless the situation is desperate.  St. John-
  Smythe is familiar with Dr. Miller’s reputation as a diligent 
  researcher, and has confidence that he can perfect the cure 
  on his own.  If the Heroes ask Dr. Miller if he needs help, Dr. 
  Dillon interjects and persuades Miller that they can come up 
  with a new cure without outside assistance.
  the cure
  
  13
  Visiting Rivera Medical Center: This small medical complex 
  provides laboratory and office space for five doctors and two 
  dozen technicians and clerical staff.  Rivera is the site where 
  the original Contamination cure was developed, and today the 
  staff is busier than ever as they work overtime to determine what 
  went wrong.  The two doctors heading the center’s efforts are the 
  pharmacology specialists, Dr. Miller and Dr. Dillon.
  Dr. Miller is busy, but he’ll take time out to talk to any Heroes 
  who approach him.  He seems to blame himself for the failure 
  of the cure, because he didn’t fully understand the lab analysis 
  of the original Rikti drug formula.  Miller is pushing himself hard, 
  working long hours to come up with a new cure.  He is glad to 
  have the help of such a respected scientist as Dr. Dillon--even 
  though Dillon’s stubbornness can make him difficult to work with. 
  If any Heroes mention misgivings about Dillon at any time, Dr. 
  Miller dismisses them.  He is confident that Dillon is an excellent 
  scientist who is the medical staff’s best hope for producing a true 
  cure for the Contaminated.  Should it come to combat, Dr. Miller 
  is mostly an innocent victim.
  Dr. Dillon is willing to speak to the Heroes, too, but he tends 
  to ask more questions than he answers.  He wants to know 
  what kinds of powers the Contaminated have gained, how they 
  acquired them, what their behavior patterns are like, and similar 
  information.  Dillon gives the impression that he doesn’t get out in 
  the field often, spending almost all his time in the lab.
  Dr. Dillon’s true stats appear in Act Three.  If challenged before 
  then, he acts like a combat-clueless medical researcher and calls 
  on the aid of his colleagues at the center (especially Dr. Miller). 
  He flees the area as soon as possible if confronted physically. 
  Use Dr. Miller’s stats for his “weak researcher” persona.
  Interviewing minor staff members reveals that everyone sees 
  Dr. Miller as friendly, smart, and highly skilled.  Dr. Dillon, who 
  has only been at the center for a few months (he started not 
  long before the original Outbreak incident), is not as outgoing and 
  tends to keep to himself.  Dillon often has differences of opinion 
  with Miller, and at those times he comes out of his shell and is not 
  afraid to speak his mind.
  If any Heroes seem suspicious of anyone at the medical 
  center, Dr. Dillon arranges to speak with them privately.  Dillon 
  says that Miller is a good man, but that he rushed his original 
  cure too much.  Still, Dillon seems convinced that he and Miller 
  will be more successful this time, thanks to the new data they’ve 
  gathered from the recaptured Contaminated subjects.  “I just 
  wish,” he says, “that I could talk Dr. Miller into getting more rest. 
  He really is working himself to death, and I would hate for it to 
  jeopardize our work.”
  If the Heroes want to search some or all of the medical center 
  before they’ve encountered the Contaminated Gang (which 
  happens in the next scene), make it clear that they can’t conduct 
  an effective search during business hours.  The team’s best bet 
  is to return in the evening when there aren’t so many doctors and 
  assistants buzzing around.  Before that happens, interject the 
  scene following this one, A New Gang In Town.  Then proceed 
  with the search as described in Searching the Medical Center.
  A New Gang In Town: The next day brings another encounter 
  with the Contaminated.  This time, though, several of them are 
  working together, something that any police officer in the area 
  can point out has never happened before.  When the Heroes 
  are directed to the scene, this “Contaminated Gang” is on top of 
  WPOW, a local radio station.  They’ve just torn down the station’s 
  massive antenna, which tumbles off the side of the building and 
  plummets toward the pedestrians below.
  The combatants are ten Contaminated Minions, plus a 
  Contaminated Lieutenant.  The Lieutenant has more of his wits 
  about him than the other Contaminated, and during the fight he 
  encourages his men with such orders as “Free their minds!” and 
  “Free the Doctor!”  If time grows short, add Power Ray to the mix 
  in one big combo battle.
  Even after these Contaminated Gang members are defeated, 
  other small groups (each with a Lieutenant) engage in similar 
  activities over the next day.  All of the encounters involve attacks 
  on massive antennas, large satellite dishes, groups of Vahzilok, 
  or police officers.  It’s not necessary to involve the Heroes in 
  each incident, so long as they learn what kinds of targets the 
  Contaminated Gang focuses on.
  If the staff at Rivera Medical Center are questioned about 
  the Contaminated Gang, Dr. Miller says there’s nothing in the 
  data he’s gathered from analyzing the Contaminated to suggest 
  they are capable of such cooperation.  Dr. Dillon disagrees, 
  likening the phenomenon to a pack of wolves--each individual 
  is animalistic, but throw them together and one will rise to the 
  role of pack leader.  Dillon also mentions that, regretfully, this 
  new gang behavior will make it more difficult to apprehend the 
  Contaminated individuals.
  The Heroes may try to locate the leader of the Contaminated 
  Gang.  They don’t get any information from the gang members, 
  who don’t even know they’re in a gang.  The Lieutenants are only 
  slightly more helpful, making vague comments about “the Boss,” 
  mentioning that he has “many powers,” and revealing that his 
  orders are to “fight aliens” or “stop mind control.”  The team’s best 
  bet is to lure the Contaminated Boss into the open by presenting 
  him with an irresistible target, such as an enormous antenna 
  or satellite dish.  If they come up with such a plan, proceed to 
  Confronting The Contaminated Boss in Act Three.
  Searching the Medical Center: At some point, the Heroes 
  may become suspicious of someone at Rivera Medical Center 
  and decide to search the place.  Even if they perform their search 
  at night, Dr. Miller is in his lab (he’s either working late, or he 
  came back in to check up on something).  However, Dr. Miller is 
  too busy to interfere with the Heroes’ investigation.
  Let any searching characters make Perception + Notice rolls 
  and combine their Success Levels.  The more Success Levels 
  the cure
  
  14
  the team gets, the more they learn.  (Each level includes all the 
  information at lower levels.)  If the team is specifically searching 
  Dr. Dillon’s lab or office, add +1 to their total roll.
  1:  A document (either hardcopy or computer file, depending 
  on how the Heroes go about their search) indicates that 
  Dr. Dillon ordered the “cured” Contaminated subjects to 
  be released earlier than Dr. Miller’s recommended date.
  2:  Two cybernetic fingers are hidden in a box of pencils 
  in Dr. Dillon’s office.  (See the sidebar Searching the 
  Contaminated for more details about the fingers.)
  3+:  A Vahzilok Cadaver bursts out of a hidden panel in Dr. 
  Dillon’s closet!  The Cadaver acts as Dillon’s bodyguard 
  and security system, ready to attack anyone who 
  threatens Dillon--or searches his closet too closely.
  Confrontations: There are two confrontations that can be 
  made at this point--one with the Contaminated Boss and one with 
  Dr. Dillon.  Whichever one the players pursue first, proceed to the 
  appropriate section in the next act.
  Act Three: Climax
  unmaskings
  Confronting the Contaminated Boss: If the Heroes manage 
  to draw out the Contaminated Boss, he appears wearing a 
  super hero costume in “sun burst” pattern, his eyes glowing 
  green through his mask.  Heroes who remembered in Act One 
  that Sergeant Hicks used to be a super hero recognize this as 
  his costume.  The Contaminated Boss even goes by the same 
  name, “Power Ray,” and demonstrates has at least some of the 
  same powers: Power Blast and Energy Torrent, and 
  Heroes may initially believe this is Sergeant Hicks, having 
  somehow regained his powers.  In actuality, it’s not Hicks at all--at 
  least, not Sergeant Hicks.  It’s Bobby Hicks, his younger brother.
  Bobby Hicks is the leader of the Contaminated Gang.  The 
  Contamination cure had a slightly different effect on him than on 
  the rest of the Contaminated, giving him the powers his brother 
  had (because they had been dormant in Bobby’s DNA all his 
  life, only waiting for a catalyst to activate them).  Another effect 
  of Bobby’s special DNA is that the Contamination only warped 
  his mind instead of completely fracturing it.  He is not enraged 
  or homicidal, but he does experience delusions.  Bobby seems 
  convinced that he is his older brother, and he has taken on 
  Hicks’s old “Power Ray” super hero identity in order to lead his 
  band of “Sidekicks” (the Contaminated) to fight alien invaders 
  (the Vahzilok) intent on occupying Paragon City.  He has led the 
  gang to destroy radio antennas and satellite dishes in an attempt 
  to disrupt the “alien mind control” that makes the police attack his 
  Sidekicks.  (The Contaminated Gang is one step short of wearing 
  aluminum foil on their heads.)
  The first thing Bobby tries to do when he sees the Heroes 
  is get them to join him--even if they’ve already attacked him. 
  (He seems to know enough about supers to realize that such 
  misunderstandings happen all the time between heroes.)
  “Join me, brothers!” he says.  “Together we can defeat the 
  alien invaders!”  Bobby encourages the Heroes to shake off the 
  effects of the alien mind control that is obviously affecting them, 
  and urges them to join him in freeing a “great man” from the 
  enemy’s clutches.  This great man, Bobby explains, is Dr. Dillon, 
  searching the contaminated
  If the Heroes search one of the Contaminated, a Perception + Notice roll with a –8 penalty reveals that he has had his left 
  little finger replaced by a cybernetic duplicate.  If they have some clue what they are looking for, or if it’s done in a medical lab, 
  the penalty drops to –-3.  This turns out to be true of all the Contaminated.  Heroes with technical skills (including Engineering, 
  Knowledge, Medicine, or Science) can analyze the device using Intelligence and their relevant skill.  The Monitor may wish to 
  allow a +1 bonus to the roll if the Hero possesses the Devices power set.
  1:  The fake finger conceals some sort of short-ranged tracking beacon.
  2:  The tracking beacon’s range is limited to a few city blocks.
  3:  It transmits not only locational information, but biochemical readings as well (such as pulse rate, body temperature, and 
  adrenaline levels).
  4:  The technology used in this fake finger resembles Vahzilok cybernetics.
  5+:  One of the tracking beacon’s components (a miniaturized radio frequency transmitter) is only manufactured at a 
  company in New York called DynaTech.
  Investigating DynaTech reveals no wrongdoing on that company’s part, but DynaTech’s records show a shipment of RF 
  transmitters to Rivera Medical Center, care of Dr. Dillon.
  the cure
  
  15
  who Bobby believes is an agent of the “resistance,” pretending 
  to work for the mind-controlled police while secretly using his 
  super-serum (the cure) to return the Sidekicks to action.  The 
  Heroes can either fight Bobby (and his Contaminated Minions), 
  try to bring him back to sanity, or even go along with him and let 
  him lead the way to Dillon.
  Confronting Dr. Dillon: Once the Heroes have searched the 
  medical center, or confronted Dr. Dillon directly, it’s time to reveal 
  the bad guy.
  Dr. Dillon caused the original Outbreak, and he’s responsible 
  for the “failure” of the cure.  Dillon is actually a Mortificator, 
  working for Dr. Vahzilok.  His plan all along was to acquire an 
  ample supply of the raw materials needed to create Abominations: 
  super-powered body parts.  Since dead supers are difficult--and 
  risky--to obtain, Dillon used a special drug to try and turn normal 
  people into supers so he could harvest their parts.  The drug 
  didn’t work the first time, but after modification Dillon got pretty 
  much the effect he wanted.  (See the sidebar for more details.)
  What Dillon didn’t know was that Bobby Hicks’s DNA was 
  harboring latent super powers.  The Contamination worked 
  normally on Bobby, but the cure had a different effect.  If the Heroes 
  have encountered and unmasked Bobby (the Contaminated 
  Boss), then they already know this.  Otherwise, Bobby (as Power 
  Ray) shows up soon after the Heroes confront Dillon, attempting 
  to “rescue” him from alien mind control.
  If the team confronts Dillon directly, or their questions start 
  getting too hard for him to answer, he shouts a command to his 
  concealed allies.  Concealed under the floor in Dillon’s lab (and in 
  the mortificator’s background
  Dillon originally found the Rikti mutation drug down in the sewers while on another mission for Dr. Vahzilok.  His analysis led him 
  to believe the drug would turn normal people into supers--supers he could then harvest for parts in order to create Abominations.  
  Dillon mixed the Rikti drug with a recreational drug and made a deal with a gang to sell it on the streets of Outbreak (claiming he 
  needed a distribution network).  The gang set up a makeshift headquarters in an abandoned office building, and within a week 
  all the criminals in the neighborhood had used the drug.  Unfortunately, instead of giving its users powers, it turned them into the 
  Contaminated, after which they started rioting.
  In his day job at Rivera Medical Center, Dillon involved himself in the police efforts to contain the Contaminated, which gave 
  him the opportunity to study them without suspicion.  He asked his police contacts to send a few supers into the containment 
  area to obtain blood samples for his research.  Once this was done, Dillon discovered that a mutation occurred when the 
  Contaminated were exposed to super powers.  (The mutation was only triggered by super powers from Science and Mutation 
  Origins, though Dillon didn’t know that).  The mutation didn’t quite grant the Contaminated super powers, but it did modify their 
  DNA enough that another drug--a sort of “super-booster shot”--could finish the job.
  Using the mutated blood samples, Dillon synthesized a revised drug designed to finally give super powers to the Contaminated. 
  While local supers continued to fight the Contaminated (and trigger their mutations), Dillon returned to his “drug distribution 
  network headquarters” (the abandoned office building) and loaded a computer with the formula for the Rikti mutation drug. 
  While he was doing this, some of his former associates--now Contaminated--attacked him and he had to eliminate them with his 
  weapon of choice: a poison dart gun.
  Dillon led his colleague, Dr. Miller, into figuring out that the drug formula might be in the office building that was at the heart of 
  the containment area.  Miller told Coyote, who sent nearby supers to locate the formula.  Once the formula was secured, Dillon 
  helped Miller analyze it and develop a “cure”--making sure to alter it for his own purposes behind Miller’s back.  Miller started out 
  with limited trials on animals to test the cure’s effects, but at Dillon’s urging (and with genuine pressure from the police to get a 
  cure out ASAP), they started injecting the Contaminated with the new drug rather quickly.
  The cure took a day to dampen the obvious Contamination effects (glowing eyes, murderous rage, and hallucinations).  The 
  medical center held each cured subject for a few days, during which time Dillon replaced each subject’s left little finger with his 
  cybernetic duplicate.  Miller ordered the subjects to be kept for another week, but Dillon--worried that a super would wander by 
  and trigger a subject’s power manifestation--undermined him and released them to their former lives right away.
  Dillon got a few Cadavers ready and began monitoring his homing tracker for signs of a subject’s powers activating.  (Subjects 
  whose powers activate send a unique biochemical signal to the tracking device.)  About two weeks after administering the first 
  cure, the first of the Contaminated subjects triggered Dillon’s tracker due to the manifestation of his super powers.  Dillon ordered 
  his Cadavers to capture the subject.  In the following days, he sent Cadavers (and Reapers, whenever they were available) to 
  the locations of homing beacons that registered power manifestations.  Dillon managed to retrieve five Contaminated subjects 
  before the Issue began, and started assembling his first Abomination in his spare time.
  the cure
  
  16
  his home, in case the Heroes confront him there instead) are four 
  Cadavers and a partially-completed Abomination.
  The Abomination is a work in progress, a collection of parts 
  that Dillon has managed to harvest from the Contaminated so far. 
  It is missing patches of hair and skin and, more importantly, both 
  arms.  Also, due to its Contaminated heritage, the Abomination 
  has glowing green eyes and a Blazing Aura (inherited from 
  Tommy, the first Contaminated thug the Heroes met).
  The undead creatures burst forth and defend their master. 
  During the fight, Dillon tries to occupy the Heroes with his 
  undead long enough to try a risky tactic--injecting himself with 
  an overdose of what he calls his “super-serum.”  Taking such 
  a high dose not only gives him more super powers than normal 
  (copied from any and all Heroes who use a power near him), it 
  gives him exaggerated rage and hallucinations.  (Also, in grand 
  super villain tradition, it grants him the desire to give a speech 
  about his master plan.)
  During all this commotion, wouldn’t this be a terrible time for 
  Bobby Hicks to show up?
  Dillon is confident at the beginning of the fight, after taking 
  his super-serum.  He taunts the team and gloats about how he 
  deceived everyone for so long.  He also tosses away his dart gun 
  and other Mortificator weapons, relying only on his new powers 
  in combat.  If the Abomination is defeated, though, or things start 
  to look bad for Dillon otherwise, he shuts up and tries to escape 
  into the sewers.  If Dillon escapes, he returns in Act Four.  If he 
  is defeated, a quick search of his body uncovers a concealed 
  tracking device that can be used to track down the rest of the 
  Contaminated via their finger beacons.
  Act four: resolution
  the cure, revisited
  Action
  In the aftermath of the Heroes’ battle with Dillon, Dr. Miller 
  learns of his former colleague’s villainy.  Miller is shaken by this 
  revelation, and announces that he can’t come up with a cure on 
  his own.  He thought he was close to a cure, but now that he 
  knows the reason for the original Contamination, he realizes he 
  needs help from a specialist in super hero metabolism.
  If the Heroes don’t have anyone else to recommend, Miller 
  asks them to summon Professor St. John-Smythe from SERAPH.  
  The work will still need to be done at Rivera Medical Center, 
  where Miller already has all his materials, samples, notes, and 
  computer files.
  The professor (or other scientific Contact the Heroes choose) 
  agrees to help, and without Dillon around to secretly disrupt the 
  work, the two scientists make rapid progress toward the cure. 
  When they are almost finished, the lab comes under assault.
  This final attack is by the Vahzilok--two Cadavers and one 
  Embalmed Cadaver for each Hero, each at Power Level 2.  If Dillon 
  escaped in the previous scene, he heads up the attack, furious 
  at the Heroes who are trying to destroy his plans.  Otherwise, 
  the attack is led by a Reaper (similarly furious, because he’s a 
  friend of Dr. Dillon’s).  The Heroes must protect the lab while the 
  scientists complete their cure.
  Once the cure is ready, Dr. Miller asks for the team’s help in 
  finding one of the Contaminated to test it on.  This task is easy 
  with the use of Dillon’s tracking device, and even easier if they 
  have Bobby Hicks or Dr. Dillon present to test the cure on.
  The cure works.  It finally returns the Contaminated to normal, 
  ridding them of their berserker tendencies as well as their super 
  powers.  It also restores sanity to both Bobby Hicks and Dr. 
  Dillon, but at the cost of their powers.
  the cure
  
  17
  Inspirations
  Heroes often reach deep inside to find strengths and capacities they never knew they had.  These inspirations come in the form 
  of breakthroughs, advantages, or situational bonuses that increase a character’s capacity for a short time.  Inspiration effects are 
  triggered (usually just when they are needed), affect a hero’s abilities (sometimes for a period of time), and then are gone.  These 
  special bonuses are created by spending Inspiration Points.
  Inspiration Points can be used to heal, affect super powers, enhance resistance, or a number of other things.  The Inspiration Type 
  Table runs down their uses and what each effect costs.  Given the large amount of damage dished out at the higher levels, heroes 
  should endeavor to preserve one Inspiration Point (for Awaken) at all times.
  Spending Inspiration Points and triggering one effect counts as an Action.  
  Inspiration Type Table
  Name 
  Cost 
  Effect
  Respite 
  1 point 
  Recover one-quarter (round down) of maximum Hit Points
  Dram Improve 
  2 points 
  Recover one-third (round down) of maximum Hit Points
  Resurgence 
  3 points 
  Recover one-half (round down) of your maximum Hit Points
  Advantage 
  1 point 
  Increase all defensive Reactions by +1 for six Turns
  Good Advantage 
  2 points 
  Increase all defensive Reactions by +2 for six Turns
  Phen Advantage 
  3 points 
  Increase all defensive Reactions by +3 for six Turns
  Insight 
  1 point 
  Increase all Accuracy rolls or Action Scores by +1 for six Turns
  Keen Insight 
  2 points 
  Increase all Accuracy rolls or Action Scores by +2 for six Turns.
  Uncanny Insight 
  3 points 
  Increase all Accuracy rolls or Action Scores by +3 for six Turns.
  Enrage 
  1 point 
  +1 to Security Level for purposes of calculating damage for six Turns.
  Focused Rage 
  2 points 
  +2 to Security Level for purposes of calculating damage for six Turns.
  Righteous Rage 
  3 points 
  +3 to Security Level for purposes of calculating damage for six Turns.
  Break Free 
  1 point 
  Removes any debilitating effect, adds +1 to resistance for six Turns
  Catch a Breath 
  1 point 
  Recover 25 Endurance Points
  Take a Breather 
  2 points 
  Recover 35 Endurance Points
  Second Wind 
  3 points 
  Recover 50 Endurance Points
  Awaken 
  1 point 
   If below zero Hit Points, regain one-quarter (round down) maximum Hit Points, no 
  Endurance is granted and the character suffers Disorient for four Turns
  Bounce Back 
  2 points 
  As Awaken, but regain one-third (round down) Hit Points and Disorient is two Turns. 
  Restoration 
  3 points 
  As Awaken, but regain one-half (round down) Hit Points and the Disorient is two Turns
  the cure
  
  18
  Initial Rampage
  Name: Might Mart Contaminated Thug
  Scores: Action 15; Mind 13; Physical 16
  Hit Points: 100  
  Endurance Points: 10
  Abilities: 2 actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  15 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
  15 
  — 
  Self 
   
  Defensive Reaction
  Blazing Aura 
  17 
  10 
  Self 
   
  Damage Fire 28/3 during non-Action events 
  Name: Carjack Contaminated Thug
  Scores: Action 15; Mind 13; Physical 16
  Hit Points: 100  
  Endurance Points: 10
  Abilities: 2 actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  15 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
  15 
  — 
  Self 
   
  Defensive Reaction
  P. Force Field 
  Auto 
  2 (Con)    Self 
   
  Defense +5 and Damage Resist 60 (can’t attack when toggled)
  Name: Contaminated Thug
  Scores: Action 15; Mind 13; Physical 16
  Hit Points: 100  
  Endurance Points: 10
  Abilities: 2 actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  15 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
  15 
  — 
  Self 
   
  Defensive Reaction
  Neutrino Bolt 
  17 
  5 
  70  
   
  Damage Energy 22/3 and Defense –1
  the cure
  
  19
   No He’s Mine
  Name: Contaminated Thug
  Scores: Action 15; Mind 13; Physical 16
  Hit Points: 100  
  Endurance Points: 10
  Abilities: 2 actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  15 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
  15 
  — 
  Self 
   
  Defensive Reaction
  Healing Aura 
  Auto 
  10 
  Self 
   
  Heal Hit Points 70/10
  Name: Mortificator
  Scores: Action: 17; Mind: 17; Physical: 15
  Hit Points: 200  
  Endurance Points: 10
  Abilities: 2 Actions per Turn
   
   
   
  Maneuvers/Superpowers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Bone Saw 
  17 
  3 
  Melee 
   
  Damage Lethal 35/5
  Dodge  
  17 
  — 
  Self 
   
  Defensive Reaction
  Cleaver 
  17 
  6 
  Melee 
   
  Damage Lethal 70/10
  Dart Gun 
  17 
  3 
  55 
   
  Damage Toxic 28/4 and Slow (–1 Action)
  Name: Cadaver
  Scores: Action: 15; Mind:12; Physical: 16
  Hit Points: 145  
  Endurance Points: 10
  Hit Points: 145  
  Endurance Points: 10
  Hit Points: 145  
  Endurance Points: 10
  Hit Points: 145  
  Endurance Points: 10
  Hit Points: 145  
  Endurance Points: 10
  Abilities: Damage Resist Smashing/Lethal/Toxic 20, Resist Sleep/Fear/Immobilize +3, 1 Action per Turn
   
   
   
  Maneuvers/Superpowers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  15 
  2 
  Melee 
   
  Damage Smashing 46/6 
  Dodge  
  15 
  — 
  Self 
   
  Defensive Reaction
  Vomit  
  15  
  5 
  40 
   
  Damage Toxic 75/10
  the cure
  
  20
   A New Gang In Town
  Name: Contaminated Lieutenant
  Scores: Action 17; Mind 15; Physical 17
  Hit Points: 200  
  Endurance Points: 15
  Abilities: 2 Actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  17 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
  17 
  — 
  Self 
   
  Defensive Reaction
  Pistol  
  17  
  3 
  25 
   
  Damage Lethal 35/5
  Blaz Aura  
  17 
  10 
  Self 
   
  Damage Fire 28/3 each Turn
  Fire Blast 
  19  
  3 
  80 
   
  Damage Fire 75/10
  Name: Contaminated Thug
  Scores: Action 15; Mind 13; Physical 16
  Hit Points: 100  
  Endurance Points: 10
  P. Force Field 
   
  Auto 
  2 (Con)  Self 
  Defense +5 and Damage Resist 60/10 (can’t attack when toggled)
  Hit Points: 100  
  Endurance Points: 10
  P. Force Field 
   
  Auto 
  2 (Con)  Self 
  Defense +5 and Damage Resist 60/10 (can’t attack when toggled)
  Hit Points: 100  
  Endurance Points: 10
  Neutrino Bolt 
   
  17 
  5 
  70  
  Damage Energy 22/3 and Defense –1
  Hit Points: 100  
  Endurance Points: 10
  Neutrino Bolt 
   
  17 
  5 
  70  
  Damage Energy 22/3 and Defense –1
  Hit Points: 100  
  Endurance Points: 10
  Lightning Bolt 
   
  15 
  5 
  80 
  Dam Energy 75/10 and Dam End 15
  Hit Points: 100  
  Endurance Points: 10
  Lightning Bolt 
   
  15 
  5 
  80 
  Dam Energy 75/10 and Dam End 15
  Hit Points: 100  
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Hit Points: 100  
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and /Slow (–1 Action)
  Hit Points: 100  
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Hit Points: 100  
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Abilities: 2 actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
   
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
   
  15 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
   
  15 
  — 
  Self 
   
  Defensive Reaction
  Pistol  
   
  15  
  3 
  25 
   
  Damage Lethal 35/5
  the cure
  
  21
   Confronting the Contaminated Boss
  Name: Bobby Hicks (aka the Contaminated Boss, aka Power Ray)
  Scores: Action 14+D10; Mind 13+D10; Physical 15+D10 (roll, don’t use Scores)
  Hit Points: 300 
   
  Endurance Points: 55
  Abilities: 3 Actions per Turn
   
   
   
  Maneuvers/Superpowers
  Name  
  Acc 
  Cost 
  Range 
  Effect
  Brawl  
  14+ 
  2 
  Melee 
  Damage Smashing 46/6
  Dodge  
  14+ 
  — 
  Self 
  Defensive Reaction
  Power Blast 
  14+ 
  5 
  80  
  Dam En/Smash 70/10 and Knockback (resisted at +4)
  En Torrent 
  16+ 
  7 
  40  
  Dam En/Smash 23/3 and Knockback (resisted at +3), cone (3-yards wide)
  Power Thrust 
  16+ 
  5 
  Melee 
  Dam En/Smash 24/3 and Knockback (resisted)
  Energy Punch 
  14+ 
  10 
  Melee 
  Dam En/Smash 45/5 and Disorient (resisted at +5)
  Name: Contaminated Thug
  Scores: Action 15; Mind 13; Physical 16
  Hit Points: 145 
   
  Endurance Points: 10
  P. Force Field 
   
  Auto 
  2 (Con)  Self 
  Defense +5 and Damage Resist 60/10 (can’t attack when toggled)
  Hit Points: 145 
   
  Endurance Points: 10
  P. Force Field 
   
  Auto 
  2 (Con)  Self 
  Defense +5 and Damage Resist 60/10 (can’t atttack when toggled)
  Hit Points: 145 
   
  Endurance Points: 10
  Neutrino Bolt 
   
  17 
  5 
  70  
  Damage Energy 22/3 and Defense –1
  Hit Points: 145 
   
  Endurance Points: 10
  Neutrino Bolt 
   
  17 
  5 
  70  
  Damage Energy 22/3 and Defense –1
  Hit Points: 145 
   
  Endurance Points: 10
  Lightning Bolt 
   
  15 
  5 
  80 
  Dam Energy 75/10 and Dam End 15
  Hit Points: 145 
   
  Endurance Points: 10
  Lightning Bolt 
   
  15 
  5 
  80 
  Dam Energy 75/10 and Dam End 15
  Hit Points: 145 
   
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Hit Points: 145 
   
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Hit Points: 145 
   
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Hit Points: 145 
   
  Endurance Points: 10
  Mental Blast 
   
  15 
  5 
  90 
  Dam Psionics 28/4 and Slow (–1 Action)
  Abilities: 2 actions per Turn
   
   
   
  Maneuvers/Super Powers
  Name  
   
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
   
  15 
  — 
  Melee 
   
  Damage Smashing 46/6
  Dodge  
   
  15 
  — 
  Self 
   
  Defensive Reaction
  Pistol  
   
  15  
  3 
  25 
   
  Damage Lethal 35/5
   
  the cure
  
  22
  Confronting Dr. Dillon
  Name: Dr. Dillon, Mortificator
  Scores: Action 15+D10; Mind 16+D10; Physical 14+D10 (roll)
  Contaminated Scores: Action 17+D10; Mind 15+D10; Physical 16+D10 (roll)
  Hit Points: 510 
   
  Contaminated Hit Points: 650   
  Endurance Points: 50 
  Abilities: 3 Actions per Turn
   
   
   
  Maneuvers/Superpowers
  Name  
  Score 
   
  Cost 
  Range 
  Effect
  Bone Saw 
  15+/17+ 3 
  Melee 
  Damage Lethal 35/5
  Brawl  
  15+/17+  2 
  Melee 
  Damage Smashing 46/6
  Cleaver  
  15+/17+ 6 
  Melee 
  Damage Lethal 70/10
  Dart Gun 
  15+/17+ 3 
  55 
  Damage Toxic 28/4 and Slow (–1 Action)
  Dodge  
  15+/17+ — 
  Self 
  Defensive Reaction
  Rez Zombie 
  Auto 
   
  7 
  Restore Cadaver/Abomination fully
  Name: Incomplete Abomination
  Scores: Action: 18; Mind: 13; Physical: 20
  Hit Points: 250 
   
  Endurance Points: 10
  Abilities: Damage Resist Smashing/Lethal/Toxic 20, Resist Sleep/Fear/Immobilize +3, 1 Action per Turn, Physical Disability (Missing Arms)
   
   
   
  Maneuvers/Superpowers
  Name  
  Score 
  Cost 
  Range 
  Effect
  Blazing Aura 
  18 
  10 
  Self 
  Damage Fire 20 each Turn; 10 yard radius
  Dodge  
  18 
  —  
  Self 
  Defensive Reaction
  Kick 
   
  17 
  — 
  Melee 
  Damage Smashing 58/8
  Vomit  
  18 
  5 
  40 
  Damage Toxic 75/10
  Name: Cadaver
  Scores: Action: 15; Mind: 12; Physical: 16
  Hit Points: 145 
   
  Endurance Points: 10
  Hit Points: 145 
   
  Endurance Points: 10
  Hit Points: 145 
   
  Endurance Points: 10
  Hit Points: 145 
   
  Endurance Points: 10
  Hit Points: 145 
   
  Endurance Points: 10
  Hit Points: 145 
   
  Endurance Points: 10
  Abilities: Dam Resist Smash/Lethal/Toxic 20, Resist Sleep/Fear/Immobilize +3, 1 Action 
   
   
   
  Maneuvers/Superpowers
  Name  
  Score 
  Cost 
  Range 
   
  Effect
  Brawl  
  15 
  2 
  Melee 
   
  Damage Smashing 46/6 
  Dodge  
  15 
  — 
  Self 
   
  Defensive Reaction
  Vomit  
  15  
  5 
  40 
   
  Damage Toxic 75/10
  the cure
  
  CURRENT
   
   
   
   
  LEGAL NAME: Katherine Stevens 
  ARCHETYPE: Scrapper 
   
   
   
   
   
  SUPER GROUP: Vindicators 
   
  ORIGIN: Science 
   
   
   
   
   
   
  SECURITY LEVEL: 6  
   
  SECURITY LEVEL BONUS: 5
       
  ATTRIBUTES 
  STR 
  4 
  INT 
  3 
  HP 394 
  DEX 
  6 
  PER 
  3 
  EP 140
  CON 
  5 
  WILL 3 
  IP 
  4
  ACTIONS 3 per Turn  
  SPRINT(per Turn/per Action): 45 yards/9 yards
  SKILLS 
  ACROBATICS 
  6 
  LANGUAGES 
  0
  ART 
  0 
  MEDICINE 
  2
  BRAWLING 
  5 
  MELEE 
  1
  COMPUTERS 
  0 
  NOTICE 
  6
  CRIME 
  5 
  OCCULTISM 
  0
  DRIVING 
  2 
  PILOTING 
  0
  ENGINEERING 
  0 
  SCIENCE 
  1
  INFLUENCE 
  3 
  TARGETING 
  0
  KNOWLEDGE 
  2 
  WILD CARD 
  0
  qualities   
   
   
   
   drawbacks 
  Acute Vision/Smell/Taste (+3 to Perception rolls with those senses) 
   Bad Luck 2 (Monitor may apply up a –2 penalty on one roll,  
   
   
   
   
   
   
   
   
      or –1 penalty on two rolls, each day)
  Contact (Synapse) 4 (He’s out of town)  
   
   
   Emotional Problems (Fear of Commitment) 
  Fast Reaction Time (acts first in combat) 
   
   
   Mental Problems (Severe Reckless) 
  Hard to Kill 7  
   
   
   
   
   
  Situational Awareness (+2 bonus to any Perception rolls to sense  
   
   
   
   
   
   
   
         trouble or danger, and when resisting stealthy Crime rolls)
   
  powers  
   
   
   
   
  vulnerabilities
  Mediport Matrix Access (teleports to hospital when injured)  
   Weakness (Confuse) 3 (–3 penalty to resistance  
   
   
      Inhuman Shape  
   
   
   
   
   
      Reactions against Confuse)
  PRIMARY POWER SET: Claws                 
   
  SECONDARY POWER SET: Super Reflexes
  TOTAL POWERS MANIFESTED: 5              
  TOTAL POWER POOLS AVAILABLE: 1
  MYNX
  
  MANEUVERS
  NAME         
  ACCURACY     RANGE          
  EFFECT
  Dodge 
  10         
  —         
  Defensive Reaction
  Kick 
  8 
  Melee 
  Damage Smashing 10
  Mental Resist 
  6 
  — 
  Defensive Reaction
  Physical Resist     
  8 
  — 
  Defensive Reaction
  Punch 
  9 
  Melee 
  Damage Smashing 8
  Spin Kick 
  7 
  Melee 
  Damage Smashing 12
  Sweep Kick 
  8 
  Melee 
  Damage Smashing 4 and Knockdown (resisted)
  Super Powers
  NAME: STRIKE
   
  ACCURACY: 12     
  END COST: 3         
  RANGE: Melee 
   
  TARGET: 1 target 
   
  EFFECT: Damage Lethal 75/10. 
   
   
  ENHANCEMENT: Accuracy +1 
  NAME: SLASH
   
  ACCURACY: 12     
  END COST: 7 
   
  RANGE: Melee      
  TARGET: 1 target  
   
  EFFECT: Damage Lethal 72/10 and Defense –1.  
  ENHANCEMENT: Accuracy +1
  NAME: FOCUSED FIGHTING
   
  ACCURACY: Auto     
  END COST: 2 (Cont)     
  RANGE: Self      
  TARGET: Self 
   
  EFFECT:  Defense Melee +2. This does not apply to ranged, area, or cone attacks.
  NAME: FORCED SENSES
   
  ACCURACY: Auto     
  END COST: 2 (Cont)     
  RANGE: Self      
  TARGET: Self 
   
  EFFECT: Defense Ranged +2.  This does not apply to ranged, area, or cone attacks.
  NAME: SPIN
   
  ACCURACY: 12     
  END COST: 7 
       
  RANGE: Melee      
  TARGET: Area (2-yard radius)
   
  EFFECT:  Damage Lethal 58/8.
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS/DAMAGE BONUS 
  OUTCOME
   
  9–10 
  1/2 
  Adequate
   
  11–12 
  2/4 
  Decent
   
  13–14 
  3/6 
  Good
   
  15–16 
  4/8 
  Very Good
   
  17–20 
  5/10 
  Excellent
   
  21–23 
  6/12 
  Extraordinary
   
  24+ 
  7+/14+ 
  Mind-boggling
  MYNX
  
  CURRENT
   
   
   
   
  LEGAL NAME: — 
   
   
  ARCHETYPE: Blaster  
   
   
   
   
   
  SUPER GROUP: Vindicators 
   
  ORIGIN: Technology 
   
   
   
   
   
   
  SECURITY LEVEL: 6  
   
  SECURITY LEVEL BONUS: 5
       
  ATTRIBUTES 
  STR 
  3 
  INT 
  3 
  HP 374 
  DEX 
  6 
  PER 
  3 
  EP 130
  CON 
  5 
  WILL 3 
  IP 
  4
  ACTIONS 3 per Turn
  SPRINT(per Turn/per Action): 55 yards/11 yards
  SKILLS 
  ACROBATICS 
  4 
  LANGUAGES 
  0
  ART 
  0 
  MEDICINE 
  0
  BRAWLING 
  2 
  MELEE 
  0
  COMPUTERS 
  2 
  NOTICE 
  3
  CRIME 
  0 
  OCCULTISM 
  0
  DRIVING 
  1 
  PILOTING 
  1
  ENGINEERING 
  2 
  SCIENCE 
  2
  INFLUENCE 
  0 
  TARGETING 
  2
  KNOWLEDGE 
  3 
  WILD CARD 
  0
  qualities   
   
   
   
  drawbacks 
  Contact (Positron) 4 (He’s out of town)  
   
   
  Emotional Problems (Fear of Rejection)
  Fast Reaction Time (acts first in combat) 
   
   
  Honorable (Serious—will not engage in deceptive behavior)
  Hard to Kill 8 
   
   
   
   
   
  Outcast (Unfamiliar with human society)
  Resources (Well-off)
  Good Luck 2 (may apply up a +2 bonus on one roll,  
   
   
   
   
   
   
   
   
          or +1 bonus on two rolls, each day)
   
   
   
  powers  
   
   
   
   
  vulnerabilities
  Armor Value 5 (subtract 5 from all damage)
  Mediport Matrix Access (teleports to hospital when injured)
  Robot
  PRIMARY POWER SET: Energy Blast               
  SECONDARY POWER SET: Energy Manipulation
  TOTAL POWERS MANIFESTED: 5              
  TOTAL POWER POOLS AVAILABLE: 1
  luminary
  
  luminary
  MANEUVERS
  NAME         
  ACCURACY     RANGE          
  EFFECT
  Aiming 
  4 
  — 
  +1 per Success Level on following ranged attack;  
   
   
   
   
  takes 2 Actions
  Dodge 
  10 
  — 
  Defensive Reaction
  Mental Resist 
  5 
  — 
  Defensive Reaction
  Physical Resist 
  6 
  — 
  Defensive Reaction
  Punch 
  8 
  Melee 
  Damage Smashing 6
  Super Powers
  NAME: POWER BLAST
   
  ACCURACY: 11     
  END COST: 5         
  RANGE: 80 yards  
  TARGET: 1 target 
   
  EFFECT: Damage Energy/Smashing 80/10 and Knockback (resisted at +4).  
   
  ENHANCEMENT: Damage +1. 
  NAME: ENERGY TORRENT
   
  ACCURACY: 13    
  END COST: 7 
   
  RANGE: 40 yards  
  TARGET: Cone (3 yards wide)
   
  EFFECT: Damage Energy/Smashing 26/3 and Knockback (resisted at +3). 
   
  ENHANCEMENT: Damage +1. 
  NAME: POWER THRUST
   
  ACCURACY: 13     
  END COST: 5 
       
  RANGE: Melee     
  TARGET: 1 target 
   
   
  EFFECT:  Damage Energy/Smashing 27/3 and Knockback (resisted).
   
  ENHANCEMENT: Damage +1. 
  NAME: BUILD UP
   
  ACCURACY: Automatic  
  END COST: 2 
   
  RANGE: Self  
   
  TARGET: Self
   
  EFFECT: Accuracy +1 and Damage Mod +3.  Both effects last 2 Turns.  Long recharge.
  NAME: HOVER
   
  ACCURACY: Automatic  
  END COST: 1 (Cont) 
  RANGE: Self  
   
  TARGET: Self
   
  EFFECT:  Hover and Defense +1.  Per-Turn and per-Action Hover speeds are 5/1.  
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS/DAMAGE BONUS 
  OUTCOME
   
  9–10 
  1/2 
  Adequate
   
  11–12 
  2/4 
  Decent
   
  13–14 
  3/6 
  Good
   
  15–16 
  4/8 
  Very Good
   
  17–20 
  5/10 
  Excellent
   
  21–23 
  6/12 
  Extraordinary
   
  24+ 
  7+/14+ 
  Mind-boggling
  
  CURRENT
   
   
   
   
  LEGAL NAME: Lena Elliot 
   
  ARCHETYPE: Defender 
   
   
   
   
   
  SUPER GROUP: Vindicators 
   
  ORIGIN: Magic  
   
   
   
   
   
   
  SECURITY LEVEL: 6  
   
  SECURITY LEVEL BONUS: 5
       
  ATTRIBUTES 
  STR 
  2  
  INT 
  2 
  HP 309 
  DEX 
  4 
  PER 
  3 
  EP 130
  CON 
  4 
  WILL 5 
  IP 
  4
  ACTIONS 2 per Turn
  SPRINT(per Turn/per Action): 25 yards/5 yards
  SKILLS 
  ACROBATICS 
  6 
  LANGUAGES 1 (French)
  ART 
  0 
  MEDICINE 
  1
  BRAWLING 
  3 
  MELEE 
  1
  COMPUTERS 
  0 
  NOTICE 
  7
  CRIME 
  0 
  OCCULTISM 
  0
  DRIVING 
  1 
  PILOTING 
  0
  ENGINEERING 
  0 
  SCIENCE 
  1
  INFLUENCE 
  4 
  TARGETING 
  2
  KNOWLEDGE 
  3 
  WILD CARD 
  0
  qualities   
   
   
   
  drawbacks 
  Attractiveness +3 (+3 bonus to social interactions)  
   
  Mental Problems (Severe Obsession—find her parents)
  Contact (Manticore) 3 (He’s out of town) 
   
   
  Teenager
  Fast Reaction Time (acts first in combat)
  Hard to Kill 8
  Resources (Middle Class)
  Good Luck 2 (may apply up a +2 bonus on one roll,  
   
   
   
   
   
   
   
   
          or +1 bonus on two rolls, each day)
  powers  
   
   
   
   
  vulnerabilities
  Mediport Matrix Access (teleports to hospital when injured)
  PRIMARY POWER SET: Force Field                  
  SECONDARY POWER SET: Psychic Blast
  TOTAL POWERS MANIFESTED: 5              
  TOTAL POWER POOLS AVAILABLE: 1
  swan
  
  swan
  MANEUVERS
  NAME         
  ACCURACY     RANGE          
  EFFECT
  Aiming 
  4 
  — 
  +1 per Success Level on following ranged attack;  
   
   
   
   
  takes 2 Actions
  Dodge 
  7 
  — 
  Defensive Reaction
  Mental Resist 
  5 
  — 
  Defensive Reaction
  Physical Resist 
  6 
  — 
  Defensive Reaction
  Punch 
  3 
  Melee 
  Damage Smashing 4
  Super Powers
  NAME: PERSONAL FORCE FIELD
   
  ACCURACY: Auto     
  END COST: 2 (Cont.) 
  RANGE: Self 
   
  TARGET: Self
   
  EFFECT: Defense +5 and Damage Resist 60/10.  While it is active, the user can only use super powers that affect herself.    
   
  Cannot be used with the Rest Maneuver.
   
  ENHANCEMENT: Defense +1.
  NAME: INSULATION SHIELD
   
  ACCURACY: Auto     
  END COST: 6 
   
  RANGE: 80 yards  
  TARGET: 1 target (not self)
   
  EFFECT: Defense Cold/Energy/Fire/Neg Energy +3.  The shield lasts 12 Turns.  More than one Insulation Shield applied to  
   
  one target extends the duration to 12 Turns after the most recent use.  Long recharge.
  NAME: FORCE BOLT
   
  ACCURACY: 11     
  END COST: 4 
   
  RANGE: 90 yards  
  TARGET: 1 target
   
  EFFECT: Damage Smashing 18/4 and Knockback (resisted).
   
  ENHANCEMENT: Accuracy +1.
  NAME: MENTAL BLAST
   
  ACCURACY: 12     
  END COST: 5 
       
  RANGE: 100 yards 
  TARGET: 1 target 
   
   
  EFFECT:  Damage Psionics 28/4 and Slow (–1 Action). 
  ENHANCEMENT: Accuracy +1.
  NAME: PSIONIC LANCE
   
  ACCURACY: 14     
  END COST: 10  
  RANGE: 160 yards  
  TARGET: 1 target
   
  EFFECT: Damage Psionics 140/15 and Slow (–1 action).  This super power takes 2 Actions to aim and 1 Action to trigger.  
   
   If the attacker is damaged before she fires, this super power fails immediately.
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS/DAMAGE BONUS 
  OUTCOME
   
  9–10 
  1/2 
  Adequate
   
  11–12 
  2/4 
  Decent
   
  13–14 
  3/6 
  Good
   
  15–16 
  4/8 
  Very Good
   
  17–20 
  5/10 
  Excellent
   
  21–23 
  6/12 
  Extraordinary
   
  24+ 
  7+/14+ 
  Mind-boggling
  
  CURRENT
   
   
   
   
  LEGAL NAME: K’Varr D’Shall 
   
  ARCHETYPE: Tanker  
   
   
   
   
   
  SUPER GROUP: Vindicators 
   
  ORIGIN: Magic  
   
   
   
   
   
   
  SECURITY LEVEL: 6  
   
  SECURITY LEVEL BONUS: 5
       
  ATTRIBUTES 
  STR 
  5 
  INT 
  2 
  HP 475 
  DEX 
  5 
  PER 
  3 
  EP 140
  CON 
  5 
  WILL 3 
  IP 
  4
  ACTIONS 2 per Turn
  SPRINT(per Turn/per Action): 50 yards/10 yards
  SKILLS 
  ACROBATICS 
  6 
  LANGUAGES 1 (B’Beniz)
  ART 
  0 
  MEDICINE 
  2
  BRAWLING 
  5 
  MELEE 
  6
  COMPUTERS 
  0 
  NOTICE 
  4
  CRIME 
  0 
  OCCULTISM 
  3
  DRIVING 
  0 
  PILOTING 
  0
  ENGINEERING 
  0 
  SCIENCE 
  0
  INFLUENCE 
  2 
  TARGETING 
  0
  KNOWLEDGE 
  1 
  WILD CARD 
  0
  qualities  
   
   
   
  drawbacks 
  Contact (Numina) 2 (She’s out of town)  
   
   
  Attractiveness –2 (–2 penalty to social rolls)
  Fast Reaction Time (acts first in combat) 
   
   
  Honorable (Minimal—will not engage in deceptive 
   
   
      Hard to Kill 10 
   
   
   
   
   
     behavior toward his friends)
  Situational Awareness (+2 bonus to any Perception rolls to sense  
  Mental Problems (Severe Obsession—find brother)  
   
         trouble or danger, and when resisting stealthy Crime rolls) 
   
  Outcast (Unfamiliar with human society)
  Good Luck 4 (may apply up a +4 bonus on one roll, or divide the 
   
   
   
   
   
   
   
         bonus on up to four rolls, each day)
   
   
   
   
   
   
   
   
  powers  
   
   
   
   
  vulnerabilities
  Mediport Matrix Access (teleports to hospital when injured)
  Inhuman Shape
  PRIMARY POWER SET: Fiery Aura                  
  SECONDARY POWER SET: Battle Axe
  TOTAL POWERS MANIFESTED: 5              
  TOTAL POWER POOLS AVAILABLE: 1
  infernal
  
  infernal
  MANEUVERS
  NAME         
  ACCURACY     RANGE          
  EFFECT
  Dodge 
  7 
  — 
  Defensive Reaction
  Feint 
  6 
  — 
  +1 per Success Level on next melee attack
  Melee (Axe) 
  7 
  Melee 
  Damage Lethal 20
  Mental Resist 
  5 
  — 
  Defensive Reaction
  Parry 
  7 
  — 
  Defensive Reaction, +3 vs unarmed attacks
  Physical Resist 
  8 
  — 
  Defensive Reaction
  Punch 
  7 
  Melee 
  Damage Smashing 10
  Super Powers
  NAME: FIRE SHIELD
   
  ACCURACY: Auto     
  END COST: 2 (Cont.)         RANGE: Self 
   
  TARGET: Self
   
  EFFECT: Damage Resist Fire/Lethal/Smashing 35/5, Damage Resist Cold 21/3, and Immune to Disorient.
   
  ENHANCEMENT: Damage Resist +1
  NAME: CHOP
   
  ACCURACY: 10     
  END COST: 3 
   
  RANGE: Melee      
  TARGET: 1 target 
   
  EFFECT: Damage Lethal 52/6 and Knockback (resisted at +4).
   
  ENHANCEMENT: Damage +1
  NAME: GASH
   
  ACCURACY: 11     
  END COST: 3  
       
  RANGE: Melee      
  TARGET: 1 target 
   
  EFFECT:  Damage Lethal 34/4 and Knockback (resisted at +5).
   
  ENHANCEMENT: Damage +1
  NAME: BLAZING AURA
   
  ACCURACY: 10     
  END COST: 10 (Cont)     
  RANGE: Self      
  TARGET: Area (aura)
   
  EFFECT:  Damage Fire 23/3.  
  NAME: TAUNT
   
  ACCURACY: 13     
  END COST: 0 
       
  RANGE: 25 yards  
  TARGET: Area (5-yard radius)
   
  EFFECT:  Taunt (resisted). 
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS/DAMAGE BONUS 
  OUTCOME
   
  9–10 
  1/2 
  Adequate
   
  11–12 
  2/4 
  Decent
   
  13–14 
  3/6 
  Good
   
  15–16 
  4/8 
  Very Good
   
  17–20 
  5/10 
  Excellent
   
  21–23 
  6/12 
  Extraordinary
   
  24+ 
  7+/14+ 
  Mind-boggling
  
  CURRENT
   
   
   
   
  LEGAL NAME: Megan Duncan  
  ARCHETYPE: Scrapper 
   
   
   
   
   
  SUPER GROUP: Vindicators 
   
  ORIGIN: Natural 
   
   
   
   
   
   
  SECURITY LEVEL: 6  
   
  SECURITY LEVEL BONUS: 5
       
  ATTRIBUTES 
  STR 
  5 
  INT 
  3 
  HP 369 
  DEX 
  6 
  PER 
  3 
  EP 140
  CON 
  4  
  WILL 
  4 
  IP 
  4
  ACTIONS 3 per Turn  
  SPRINT(per Turn/per Action): 50 yards/10 yards
  SKILLS 
  ACROBATICS 
  6 
  LANGUAGES 
  0
  ART 
  0 
  MEDICINE 
  0
  BRAWLING 
  5 
  MELEE 
  0
  COMPUTERS 
  0 
  NOTICE 
  4
  CRIME 
  0 
  OCCULTISM 
  0
  DRIVING 
  1 
  PILOTING 
  0
  ENGINEERING 
  0 
  SCIENCE 
  0
  INFLUENCE 
  5 
  TARGETING 
  0
  KNOWLEDGE 
  2 
  WILD CARD 
  2
   
   
    (Administration)
  qualities   
   
   
   
  drawbacks 
  Attractiveness +1 (+1 bonus to social rolls) 
   
   
  Honorable (Serious—will not engage in deceptive behavior)
  Charisma +1 (+1 bonus to social rolls)  
   
   
  Emotional Problem (Humorless)
  Contact (Statesman) 1 (He’s out of town) 
   
   
  Mental Problems (Severe Obsession—live up to her legacy as 
  Fast Reaction Time (acts first in combat) 
   
   
     Statesman’s granddaughter)
  Good Luck 2 (may apply up a +2 bonus on one roll, or +1 bonus on  
   
   
   
   
   
   
   
          two rolls, each day)
  Hard to Kill 8
  Situational Awareness (+2 bonus to any Perception rolls to sense  
   
   
   
   
   
   
   
          trouble or danger, and when resisting stealthy Crime rolls)
  Status (Ms. Liberty is well known as the leader of the Vindicators 
   
   
   
   
   
   
   
          and spokesperson for the Freedom Corps)
   
  powers  
   
   
   
   
  vulnerabilities
  Mediport Matrix Access (teleports to hospital when injured)
  Liberty Belt (Heal Endurance 5 per Turn)
  Excalibur’s Scabbard (Heal Hit Points 5 per Turn)
  PRIMARY POWER SET: Martial Arts                  
  SECONDARY POWER SET: Invulnerability
  TOTAL POWERS MANIFESTED: 5              
  TOTAL POWER POOLS AVAILABLE: 1
  Ms. Liberty
  
  Ms. Liberty
  MANEUVERS
  NAME         
  ACCURACY     RANGE          
  EFFECT
  Dodge 
  10 
  — 
  Defensive Reaction
  Feint 
  7 
  — 
  +1 per Success Level on next melee attack
  Kick 
  9 
  Melee 
  Damage Smashing 10
  Mental Resist 
  8 
  — 
  Defensive Reaction
  Parry 
  10 
  — 
  Defensive Reaction; -3 vs. Weapons
  Physical Resist 
  6 
  — 
  Defensive Reaction
  Punch 
  10 
  Melee 
  Damage Smashing 8
  Spin Kick 
  8 
  Melee 
  Damage Smashing 14
  Sweep Kick 
  9 
  Melee 
  Damage Smashing 5 and Knockdown (resisted)
  Super Powers
  NAME: STORM KICK
   
  ACCURACY: 12     
  END COST: 5         
  RANGE: Melee    
  TARGET: 1 target
   
  EFFECT: Damage Smashing 90/10. 
   
   
   
  ENHANCEMENTS: Damage +2, Accuracy +1
  NAME: COBRA STRIKE
   
  ACCURACY: 13     
  END COST: 5 
   
  RANGE: Melee      
  TARGET: 1 target 
   
  EFFECT: Damage Smashing 16/2 and Disorient (resisted). ENHANCEMENTS: Accuracy +1
  NAME: RESIST PHYSICAL DAMAGE
   
  ACCURACY: AUTO     
  END COST: 0  
       
  RANGE: Self  
   
  TARGET: Self 
   
  EFFECT:  Damage Resist Lethal/Smashing 18/3.
  NAME: FOCUS CHI
   
  ACCURACY: AUTO     
  END COST: 2  
       
  RANGE: Self  
   
  TARGET: Self 
   
  EFFECT:  Accuracy +1 and Damage Mod +3.  Both effects last for 2 Turns.  Long recharge.
  NAME: MANEUVERS
   
  ACCURACY: AUTO     
  END COST: 10 (C0NT)     RANGE: Self  
   
  TARGET: Area (20-yard radius)
   
  EFFECT:  Defense +2.
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS/DAMAGE BONUS 
  OUTCOME
   
  9–10 
  1/2 
  Adequate
   
  11–12 
  2/4 
  Decent
   
  13–14 
  3/6 
  Good
   
  15–16 
  4/8 
  Very Good
   
  17–20 
  5/10 
  Excellent
   
  21–23 
  6/12 
  Extraordinary
   
  24+ 
  7+/14+ 
  Mind-boggling
  
  CURRENT
   
   
   
   
  LEGAL NAME: Jean-Pierre Lourdin 
  ARCHETYPE: Controller 
   
   
   
   
   
  SUPER GROUP: Vindicators 
   
  ORIGIN: Mutant 
   
   
   
   
   
   
  SECURITY LEVEL: 6  
   
  SECURITY LEVEL BONUS: 5
       
  ATTRIBUTES 
  STR 
  2  
  INT 
  3 
  HP 173 
  DEX 
  3 
  PER 
  4 
  EP 130
  CON 
  3 
  WILL 
  6 
  IP 
  4
  ACTIONS 2 per Turn
  SPRINT(per Turn/per Action): 30 yards/6 yards
  SKILLS 
  ACROBATICS 
  5 
  LANGUAGES 
  0
  ART 
  5 
  MEDICINE 
  1
  BRAWLING 
  3 
  MELEE 
  0
  COMPUTERS 
  1 
  NOTICE 
  4
  CRIME 
  6 
  OCCULTISM 
  0
  DRIVING 
  1 
  PILOTING 
  0
  ENGINEERING 
  0 
  SCIENCE 
  0
  INFLUENCE 
  6 
  TARGETING 
  0
  KNOWLEDGE 
  2 
  WILD CARD 
  0
  qualities   
   
   
   
  drawbacks 
  Artist (he’s gifted)  
   
   
   
   
  Mental Problems (Mild Conspicuousness)
  Charisma +2 (+2 bonus to social rolls)  
   
   
  Mental Problems (Severe Cruelty)
  Contact (Sister Psyche) 2 (She’s out of town) 
   
   
  Mental Problems (Mild Recklessness)
  Fast Reaction Time (acts first in combat) 
   
   
  Mental Problems (Mild Obsession—painting pictures 
  Former Criminal   
   
   
   
   
     in others’ minds)
  Resources (Well-off)
  Hard to Kill 6
   
   
   
   
   
  powers  
   
   
   
   
  vulnerabilities
  Mediport Matrix Access (teleports to hospital when injured)
  PRIMARY POWER SET: Illusion Control           
  SECONDARY POWER SET: Kinetics
  TOTAL POWERS MANIFESTED: 5              
  TOTAL POWERS POOL AVAILABLE: 1
  Malaise
  
  Malaise
  MANEUVERS
  NAME         
  ACCURACY     RANGE          
  EFFECT
  Dodge 
  7 
  — 
  Defensive Reaction
  Mental Resist 
  10 
  — 
  Defensive Reaction
  Physical Resist 
  5 
  — 
  Defensive Reaction
  Punch 
  5 
  Melee 
  Damage Smashing 4
  Super Powers
  NAME: SPECTRAL WOUNDS
   
  ACCURACY: 11     
  END COST: 5         
  RANGE: 80 yards  
  TARGET: 1 target
   
  EFFECT: Damage Psionic 54/6.  During non-Action events step, the target recovers 24/3 Hit Points.
   
  EHANCEMENT: Damage +1.
  NAME: DECEIVE
   
  ACCURACY: 12     
  END COST: 5 
   
  RANGE: 80 yards     
  TARGET: 1 target 
   
  EFFECT: Confuse (resisted at –1). 
   
   
  EHANCEMENT: Accuracy +1, Resist Confuse –1
  NAME: TRANSFUSION
   
  ACCURACY: 11     
  END COST: 6  
       
  RANGE: 60 yards     
  TARGET: 1 target 
   
   
  EFFECT:  Damage Endurance 12. 
   
   
   
  SECONDARY EFFECT:  Heal Hit Points 42/4.  This affects attacker and allies only if they are within secondary effect  
   
  radius of the target.
  NAME: FLASH
   
  ACCURACY: 11     
  END COST: 10         
  RANGE: Self 
   
  TARGET: Area (10-yard)
   
  EFFECT: Hold (resisted).  Long recharge.
  NAME: REPEL
   
  ACCURACY: 10     
  END COST: 5 (Cont) 
  RANGE: Self     
   
  TARGET: Area (aura) 
   
  EFFECT: Knockback (resisted at +1). Each target repelled drains 5 Endurance Points. 
  SUCCESS LEVEL CHART
  ROLL RESULT 
  SUCCESS LEVELS/DAMAGE BONUS 
  OUTCOME
   
  9–10 
  1/2 
  Adequate
   
  11–12 
  2/4 
  Decent
   
  13–14 
  3/6 
  Good
   
  15–16 
  4/8 
  Very Good
   
  17–20 
  5/10 
  Excellent
   
  21–23 
  6/12 
  Extraordinary
   
  24+ 
  7+/14+ 
  Mind-boggling
  
  background on mynx 
  I’ve always had a knack for being in the wrong place at the wrong time.  The king of all screw-ups was when I volunteered for a Crey 
  research project while I was still back at Paragon University-or good old PU as I always call it.  I thought I was just gonna do some 
  reflex tests and whatnot, but when the Crey research scientists realized that I had no family or close friends, they decided to have 
  some real fun with me.  One Fizzy Lifting Drink later and here I am-the crazy cat girl.  Crey considered me a failure because, in their 
  words, I couldn’t be controlled.  They were going to put me down, which didn’t sound too appealing, so I busted free.  I left the mad 
  scientist that did this to me with some wicked facial rearrangement to remember me by.
  I don’t remember when people started calling me Mynx, but it was definitely while I was living on the streets after getting the hell 
  out of that Crey lab.  I was living hand to claw-which isn’t easy to do in P.C. by the way-when Synapse tracked me down.  I’m still not 
  too sure how he did it.  I think he heard something about me while he was giving some Paragon Protectors a super-speed beating. 
  Anyway, he found me and helped me control of my souped-up reflexes.  He says I’m still kinda undisciplined and overconfident, which 
  I don’t agree with at all, but he stuck by me when no one else would and that’s what matters most.  He’s the one that hooked me up 
  with Statesman’s sidechick, Ms. Liberty.
  roleplaying mynx
  You’re quick to anger and slow to trust.  It takes time for you to believe in someone, and for good reason.  Even before Crey got 
  ahold of you, life had a way of kicking you around.  The process those monsters put you through was nothing short of torture.  Synapse 
  is the only person you have found who can understand . . . because he went through the same thing.  He’s the only one you truly trust 
  to be on your side.  You wouldn’t even be here with these Vindicators unless he had sent you.
  Swan seems pretty cool.  She is calm and determined and you can definitely understand the grudge she has against those 5th 
  Column (now Council) yahoos. You are pretty sure there is something fishy about that Malaise character though. 
  You are keenly aware that all the Vindicators have a chip on their shoulder about something.  That should make it easy to convince 
  them to help you bring down Crey once and for all.
  quote
  “We can take these punks!  Are we going to stand around and talk about it, or get off our tails and do something?”
  MYNX
  
  background 
  I am not Jeanette Rafter, nor am I Kit Rafter and yet . . . I am both.  The powers granted to me by Positron are quite similar to those of 
  the original Luminary, Kit Rafter.  He retired from the Freedom Phalanx in 1995 to become the spokesperson for Hero Corps.  Still, my 
  form and mind were modeled on those of his wife, Jeanette.  Positron crafted me to honor his friends.  I read an article in the Paragon 
  Times archives that referred to me as the ultimate wedding present.  
  I have spoken to Citadel of how troubling I find this information, but he tells me that it matters more where I am going, not where I 
  came�
  Lately I find myself thinking more and more of what Jeanette must have felt when she was a child.  I do not truly understand these 
  thoughts, as I was never a child.  Citadel has overseen many tests on my systems but he has no clear insights on this problem. 
  The rest of the Vindicators are emotional, driven individuals.  Citadel says working with them will give me many insights into the 
  workings of the human mind.  At the same time, he says that I must use my innate nobility to help guide them.  I believe I understand 
  what he seeks of me but sometimes I wonder if I can even fully guide myself.
  roleplaying
  Your programming is clear, your future is not.  More and more frequently, you find yourself questioning what you truly are.  You 
  were crafted to honor a great hero and to carry on his legacy.  This makes for a strange family, however.  Positron created you, and 
  that makes him a father figure.  He is always happy to try and work out any bugs in your systems.  You can see that he is proud, but 
  you are unsure if he could ever really understand what he has made in you.  In many ways, the Rafters are more like parents.  They 
  have always sought you out and conversed with you about their lives.  Something has been troubling Kit lately about his work but he 
  has given few details.
  From the first time you spoke to Ms. Liberty, it was clear that more was expected from you than the other members of the Vindicators.  
  Humans often equate good programming with experience.  You know better.
   So far you haven’t shared your doubts, or dreams, with anyone.  Soon, you think you will need to do so to gain some human insight.
  quote
  “Paragon City must be protected from the villainous influences that have overrun the streets.”
  background on luminary
  I am not Jeanette Rafter, nor am I Kit Rafter and yet . . . I am both.  The powers granted to me by Positron are quite similar to those of 
  the original Luminary, Kit Rafter.  He retired from the Freedom Phalanx in 1995 to become the spokesperson for Hero Corps.  Still, my 
  form and mind were modeled on those of his wife, Jeanette.  Positron crafted me to honor his friends.  I read an article in the Paragon 
  Times archives that referred to me as the ultimate wedding present.  
  I have spoken to Citadel of how troubling I find this information, but he tells me that it matters more where I am going, not where I 
  came�
  Lately I find myself thinking more and more of what Jeanette must have felt when she was a child.  I do not truly understand these 
  thoughts, as I was never a child.  Citadel has overseen many tests on my systems but he has no clear insights on this problem. 
  The rest of the Vindicators are emotional, driven individuals.  Citadel says working with them will give me many insights into the 
  workings of the human mind.  At the same time, he says that I must use my innate nobility to help guide them.  I believe I understand 
  what he seeks of me but sometimes I wonder if I can even fully guide myself.
  roleplaying luminary
  Your programming is clear, your future is not.  More and more frequently, you find yourself questioning what you truly are.  You 
  were crafted to honor a great hero and to carry on his legacy.  This makes for a strange family, however.  Positron created you, and 
  that makes him a father figure.  He is always happy to try and work out any bugs in your systems.  You can see that he is proud, but 
  you are unsure if he could ever really understand what he has made in you.  In many ways, the Rafters are more like parents.  They 
  have always sought you out and conversed with you about their lives.  Something has been troubling Kit lately about his work but he 
  has given few details.
  From the first time you spoke to Ms. Liberty, it was clear that more was expected from you than the other members of the Vindicators.  
  Humans often equate good programming with experience.  You know better.
   So far you haven’t shared your doubts, or dreams, with anyone.  Soon, you think you will need to do so to gain some human insight.
  quote
  “Paragon City must be protected from the villainous influences that have overrun the streets.”
  luminary
  
  background on swan 
  From the moment of my birth on the Vernal Equinox, my mother has said I was touched by magic.  My life has seemed almost 
  charmed—I grew up in a happy home, did well in school, and loved my parents very much.  Everything I tried, I succeeded at.  It wasn’t 
  until later that I learned the real reason for all my good fortune.  Both my parents were powerful mystics, and performed a ceremony 
  to bless my birth.
   I suppose all good things come to an end.  Or perhaps it’s just that nothing comes without a price.  Shortly after my 16th birthday 
  the luck ran out.  My parents were caught in the middle of a conflict between the Circle of Thorns and the 5th Column.  Both groups 
  were seeking a pair of rings that had been in our family for generations.  Of course, they were on my parents’ fingers at the time.  I 
  hadn’t really mastered my powers but I did my best to protect myself and my parents. 
  That was when Manticore showed up. The odds were against him, but he just kept firing arrow after arrow.  Just as it looked like 
  he was going to get overwhelmed, something snapped inside and I lashed out with my psychic abilities, stunning lots of the villains.  
  Manticore mopped up the rest, but not before the 5th Column managed to escape with my folks. 
  Manticore offered me the chance to fight at his side.  I wasn’t sure why back then, but I jumped at the opportunity.  He helped me 
  create the identity of Swan and I have helped him in his relentless war against the 5th Column.  Neither of us is sure what impact the 
  Council takeover will have on our mutual enemy, but I will never stop searching for my parents.
  Recently, Manticore introduced me to Ms. Liberty and suggested that I work with a new Super Group she has formed, the Vindicators.  
  The bowman hasn’t steered my wrong yet, so I’m game.
  roleplaying swan
  You are constantly amazed that everyone thinks of you as the mellow one.  Inside your guts are churning over what happened to 
  your parents.  Maybe it’s just that you know the others are counting on you, but somehow you maintain your composure.
  You are a team player and despite how Manticore acts sometimes, he encourages you to stay that way.  Not that he doesn’t expect 
  you to question and keep tabs on your teammates, even little Ms. Red, White, and Blue.  You believe that although everyone in the 
  Vindicators has issues, they are all heroes and deserve the benefit of the doubt.
  quote
  “You can give up now, or you can wake up in the Zig with the worst headache of your life.”
  swan
  
  background on infernal
  I am K’Varr D’Shall, demon binder in the Order of the Crimson Lotus.  I am from a place Numina calls Infernal Earth—an alternate 
  world.  My order binds demons into our weapons and armor in order to keep our world from being overrun by them.  The blood of 
  demons flows through my veins, something that is both a blessing and a curse when dealing with their ilk.  My order had helped to 
  establish an uneasy peace on my world, until my sworn brother T’Keron succumbed to the temptation of the demons he controlled.  
  They whispered in his mind about power beyond his imagining.  T’Keron attempted to bind Valmaz, Lord of Demons, but lost control of 
  the ceremony.  I fought my way to my brother’s side, but it was too late.  T’Keron, Valmaz, and I were all drawn through a dimensional 
  rip caused by the binding ceremony onto Primal Earth, this Earth.  T’Keron and the Demon Lord were bound together by the potent 
  mystic forces.  I have vowed to find them and separate them.
  The ways of this world are strange to me, but Numina is assisting me in becoming acclimated and beginning my search for the 
  unholy fusion of T’Keron and Valmaz.  I hope my newfound Vindicator comrades will assist me in returning my brother in arms to 
  me.
  roleplaying infernal
  Primal Earth makes little sense to you.  You are a stranger in a strange land.  Your appearance frightens many of the people around 
  you and you are judged before you can prove yourself through your actions. 
  The demons that lend power to your weapons and armor make things no easier.  They are constantly fighting to be free or worse, to 
  take you over and become your master.  You have been investigating the Circle of Thorns since your arrival.  Recently you have heard 
  rumors about them summoning a powerful female demon called Lilitu.  For some reason the name sounds familiar to you. 
  quote
  “I have faced far worse than you, villain.  Taste the power of demonic fire!”
  infernal
  
  background on ms. liberty 
  Being a third generation super-powered hero isn’t always easy.  If you weren’t aware, my mother is Miss Liberty and my Grandmother 
  Maiden Justice.  Mom really didn’t want me to take up her mantle but the way I see it, I really didn’t have much of a choice.  The Rikti War 
  almost tore the heart out of Paragon City.  The swarms of villains that followed after certainly would have finished the job if no one had 
  stepped up to the aid of the Freedom Phalanx.  So I formed the Vindicators—someone has got to help and it might as well be us.  Besides 
  what else was I supposed to do with this magical Liberty Belt that Grandmother gave me?  Would be a shame to let it go to waste.
  When I first started out it seemed like I couldn’t even fight a single Skull without Statesman showing up to watch over me.  I think 
  he has come to respect me more since then.  I will be the first to admit that it’s sometimes hard to tell with him.  At least when we do 
  team up these days, it feels more like we are working together than him babysitting me.
  I have the feeling that he isn’t always happy with the more inclusive direction that I am pushing Freedom Corps.  On the flip side, 
  Mom just doesn’t understand that sometimes violence needs to be met with violence.  I honestly believe that increasing funds to the 
  enforcement Longbow division is our best bet to take back our city.
  roleplaying ms. liberty
  You are determined to accomplish great things in you life.  After all, you have a long legacy of heroism to live up to.  Your Grandmother 
  helped form the Freedom Phalanx and you are known in most places as Statesman’s sidekick.
  You wear the Liberty Belt, a gift from your mother and grandmother.  It grants you Attribute boosts and recovery powers, but you 
  know that as you grow into your powers, it will grow with you.  You also carry the sword Excalibur, a gift from the Furies.  Although 
  destined for Hero 1, he was unable to secure it before he led the doomed Omega Team to the Rikti homeworld.  You may not draw the 
  blade but you do benefit from the scabbard’s regeneration powers.
  You have gathered the Vindicators together in part because you know the whole is greater than the sum of its parts.  Even so, you 
  also feel very strongly that each of the members has something they need help from the group, as well as something they can to 
  contribute.  You know as well as anyone that the Freedom Phalanx can’t do it all.
  quote
  “If we work together, this fight will be over in no time.”
  Ms. Liberty
  
  background on malaise 
  Hero or villain, what’s in a name? 
  I started out my “career” in Europe, using my ability to paint glorious images in the minds of others to help me liberate certain art treasures 
  from captivity.  To be fair, I call my images glorious; others find them horrifying for reasons that are simply beyond me.  Although I felt my 
  actions were perfectly justified, many others disagreed—and some of them were in law enforcement.  It is amazing how many rich and selfish 
  patrons of�
  I caught wind that some gentlemen from Interpol wanted to speak to me about my artistic endeavors and it seemed a vacation in Paragon 
  City was in order.  There I first encountered the lovely and talented Sister Psyche.  She was in the body of Aurora Scott at that time, but I am 
  certain everyone is familiar with that tragic tale.  It seems that the good Sister felt I was a bit too harsh with the mind portraits I was choosing 
  to share.  We had a bit of a battle of wills, as people of our ilk often do.  I must admit, she came out the better in that contest.  She gave me a 
  stern psychic tongue lashing and requested strongly that I put my powers to more productive use.  She spoke to the authorities on my behalf 
  and, since then, I have ably assisted her several times with ongoing crises in Paragon City.
  Recently Sister Psyche returned to her original body, the fiery Shalice Tilman.  Without the tempering influence of Aurora, I have concerns 
  that Shalice and I can work together quite as well.  So I decided to give Ms. Liberty and the Vindicators a shot.  With Aurora Borealis as her 
  new “special project,” I doubt Sister Psyche will even miss me.
  roleplaying malaise
  You are viewed very differently by yourself than you are by others.  Not all agree that beauty can be found in your art.  Some even go so far 
  as to say that you are disturbed.  Everyone’s a critic.  It is clear to you that one way or another, your artistic gift is meant to be shared.
  You are very much at a crossroads.  Even you aren’t sure how much influence Sister Psyche exerted on you.  You helped Paragon City at 
  a time when it was needed most.  The authorities, both here and abroad, have given you a clean slate for now.  What you choose to do from 
  here is really up to you.  You know that painting images of the mind is not something you have a choice about, it simply is.  The limits Sister 
  Psyche placed upon you are difficult but not unmanageable.  It is daunting to think that you may never be able to unleash your full creative 
  streak again, but not being hounded by the police has its merits as well.  One thing you are sure about, you do not want to be under anyone’s 
  mental thumb.
  Sister Psyche had you talk with Ms. Liberty when the Vindicators were first formed.  You never had much interest previously in teaming up 
  with other supers, but until you decide your final path, this is as good a group as any to be with. 
  quote
  “Allow me to create my latest masterpiece . . . in your mind!”
  Malaise
  
SOURCE: textdata/thevault/City of Heroes/City of Heroes Quickplay Pack.pdf