TEXT: Streetlight Knights is a spectaculars series themed 
  around street-level heroes, organized crime, gang 
  wars, and intrigue. This series hearkens back to comic 
  book stories of defenders of Bad Neighborhoods, 
  shadowy vigilantes, sinister crime lords, assassins, 
  secret societies, and the struggle between the lawless 
  and the heroes who would stand in their way.
  If this is the first spectaculars series that you and 
  your group plan to play through, make sure that all 
  the following statements are true before proceeding:
   
  T You and your players are familiar with the rules.
   
  T You have filled out "The Basics" 
  pages of the Setting Book.
   
  T You are ready to begin the first scenario 
  of this series, Streetlight Knights.
  STREETLIGHT 
  KNIGHTS
  
  WHEN YOU ARE READY  
  TO PROCEED...
  HERO PLAYERS
   
  T Create a team or choose an existing team. The next few 
  pages have new team rosters for you to choose from.
   
  T Each player Should create a hero or choose an 
  existing hero for the team. The next few pages have 
  new hero archetypes for you to choose from.
  NARRATOR
   
  T Tear out the Foil, wrecking ball, and superpower crew 
  villain sheets and the issue sheet titled “breaking 
  the bank.” Set aside the series pad for now.
   
  T Read over the issue.
   
  T Choose the foil, the wrecking ball, or the superpowered 
  crew as this issue's villain and fill out that villain sheet.
   
  T Run the issue!
  After you finish the first issue, you can continue playing 
  subsequent issues, one at a time, until you encounter an-
  other STOP page. Any team, archetype, minion, or villain 
  sheets you come across can be torn out of the pad and 
  used from that point forth. Most will be tied directly into 
  the scenario that they precede, but unless an issue calls 
  for a specific enemy, you can use any enemies (from this se-
  ries, or other series) for those issues.
  You can play issues from other series between these is-
  sues. However, it is recommended that you play any multi-
  part issues back-to-back until you have reached the end of 
  the multi-part scenario.
  
  TRUTHS:
  TEAM
  All character names are property of their respective owners, and their use does not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This team is composed of heroes whose crime-fighting identities are linked to a single mentor. Examples from 
  popular comics include Batman® and his family of related heroes (DC) and the Teenage Mutant Ninja Turtles® 
  (Mirage). Write the name of the hero who was the original mentor below; this mentor hero can be a Narrator 
  character you make up at this time, or it can be one of the heroes on this team's roster.
  Mentor Hero:
  MENTORS & WARDS
                                Where does your team live when not dealing with villainous threats?
   
  Ancestral Mansion (the team lives at the mentor hero's ancestral, palatial estate)
   
  Subterranean Lair (the team operates out of an underground chamber which is only partly 
  transformed into livable space)
   
  Training Facility (the team congregates at a boxing gym, martial arts dojo, or other place where 
  they can both train and plan)
   
  Other (fill in your answer in the Truths box)
  The Mentor
  Living Situation
  Compatibility
                   What is the nature of the mentor's relationship to the other heroes on the team?
   
  Adoptive Children (the mentor adopted the other members of the team as children)
   
  Hero and Sidekicks (other than the original mentor, each hero on the time was at one time the 
  mentor's sidekick, each of whom has gone on to become heroes in their own right)
   
  Master and Apprentices (the members of the team approached the mentor, all at once or one 
  at a time, and apprenticed themselves to the mentor to learn)
   
  Heirs to the Mantle (the members of the team are the offspring of the mentor hero and have 
  each inherited some aspect of their parent's penchant for heroics)
   
  Other (fill in your answer in the Truths box)
                       How well does your team get along with one another?
   
  Dysfunctional (the team is plagued by grudges, regrets, and clashes of personality)
   
  Familial Friction (the team has some tension, but no more than any close family)
   
  Tight-Knit (the team is close, and their bond is strong)
   
  Other (fill in your answer in the Truths box)
  
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Government Reputation
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Media Reputation
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Public Reputation
  Team:
  
  TRUTHS:
  TEAM
  All character names are property of their respective owners, and their use does not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This team is made up of heroes who band together to protect a particular neighborhood or district within a city. 
  Examples from popular comics include the Defenders® and the Marvel Knights® (Marvel), and the Birds of Prey® 
  and the Outsiders™ (DC).
  Team Name: 
  NEIGHBORHOOD WATCH
                                          What is the team’s overarching mission?
   
  Bring Down Organized Crime (the team aims to shatter the grip organized crime has on 
  the neighborhood)
   
  Keep the Streets Clean (the team protects the innocent inhabitants of the neighborhood from 
  crime, both petty and serious)
   
  Protect Against Outside Threats (in a world where supervillains, alien invasions, and demon 
  incursions are known to happen, someone has to keep the neighborhood safe)
   
  Other (fill in your answer in the Truths box)
  Team Formation
  Mission Statement
  Consequences
                                   What brought the team together originally?
   
  Brought Together (one individual brought the team together, assembling it from disparate, 
  independent heroes)
   
  Shared Origin (most members of the team share an origin for their powers)
   
  Stand Together (the team members live in the neighborhood and banded together to protect it 
  from criminals)
   
  Other (fill in your answer in the Truths box)
                             What do the heroes fear could happen as a result of their actions and failures?
   
  Collapse (they fear that the neighborhood will be so completely subsumed by crime that no one will 
  be left there except hardened criminals and the truly desperate)
   
  Driven Out (the heroes fear being driven out of the neighborhood, unable to protect it)
   
  Takeover (they fear that the neighborhood will be taken over by a hostile corporation, crime 
  syndicate, or other malicious organization)
   
  Other (fill in your answer in the Truths box)
  
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
  Hero Name:  
   
   
   
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
   Founding Member       Active       Inactive       Deceased       Retired
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Government Reputation
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Media Reputation
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Public Reputation
  Team:
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  As a crime-fighting hero, you patrol the streets to dispense your own brand of justice. You use stealth and combat 
  prowess and wear a costume designed to stoke an emotional response in villains. Examples from popular comics 
  include Daredevil® and Moon Knight® (Marvel), Batman® and Huntress™ (DC), and Jack in the Box® (Astro City).
  VIGILANTE
  More than Just my Powers
  Vulnerability
  Resistance
  Getting around
  Other than your powers, what are your greatest weapons in your fight against crime?
   
  Audacity (you take a bold, sometimes reckless, approach to fighting crime)
   
  Fear (you strike terror into the hearts of your enemies)
   
  Ingenuity (you come up with creative solutions, gadgets, and plans)
   
  Preparation (you do research and create contingency plans in advance)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Dependents (you have family or loved ones depending on you)
   
  Goaded (you can be easily goaded into a fight by those who 
  know what buttons to push)
   
  Romantic Partner (you have a girlfriend/boyfriend/spouse)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Improvised Defenses (you use cars, machinery, and other 
  objects as improvised shields)
   
  Mobility (you move fast and dodge out of the way of attacks)
   
  Training (you possess combat training that helps 
  you avoid attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Powers (one of your powers allows you to travel long distances)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Cautious
   
   Defensive
   
   Gregarious
   
   Haunted
   
   Humorless
   
   Kind
   
   Sarcastic
   
   Short-Tempered
   
   Stoic
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die  
  (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point  
  (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice 
   (
  ) to their roll.
   
   Team Role: Use your team role's benefit. 
   
   
   
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   Your minimum damage on a hit is 50.
   
   If you start your turn with 0 hero points, you 
  gain 2 hero points (
  ).
   
   You can take two different actions each turn.
  Distances
  There are three distances between 
  things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  I am the night
  You do not start out in the scene for 
  conflict scenes. Any time after the 
  start of the first turn of the round, you 
  can add your initiative card to the 
  initiative track so that you take the 
  next turn. You enter the scene as you 
  describe at the start of that turn, and 
  you can appear anywhere you could 
  reasonably have reached undetected. 
  You add 2 advantage dice (
  ) 
  to rolls for attacks that turn. If you hit 
  a squad of minions or defeat a villain 
  that turn, remove yourself from the 
  scene, take your initiative card off 
  the initiative track, and use the above 
  benefit again to reenter the scene on 
  the next round.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You have declared yourself the guardian of your neighborhood, a protector of the people who will do what it takes to 
  keep the streets clean. You stand up for your neighbors, friends, and coworkers when the authorities can't or won't. 
  Examples from popular comics include Luke Cage® and Spider-Man® (Marvel), and Black Canary® (DC).
  STREET SENTINEL
  Motivation
  Vulnerability
  Resistance
  Getting around
  What drives you to put your life on the line for the people of your neighborhood?
   
  Community Leader (you are a leader in your community in your civilian life)
   
  Great Power (you feel a strong sense of responsibility to help the weak)
   
  Someone Has to Stand Up (you feel like if you don't stand for law and 
  justice, no one will)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Dependents (you have family or loved ones depending on you)
   
  Out of Control (you risk losing control when 
  using your powers)
   
  Romantic Partner (you have a girlfriend/boyfriend/spouse)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (sixth sense warns of incoming attacks)
   
  Mobility (you move fast and dodge out of the way of attacks)
   
  Training (you possess combat training that 
  helps dodge attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Leaping (you leap long distances and great heights)
   
  Powers (one of your powers allows you to travel long distances)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Confident
   
   Grim
   
   Gung-ho
   
   Honest
   
   Jaded
   
   Surly
   
   Unstable
   
   Wary
   
   Wide-Eyed
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die  
  (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point  
  (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice  
  (
  ) to their roll.
   
   Team Role: Use your team role's benefit. 
   
   
   
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   You add 2 advantage dice (
  ) to all 
  attacks you make with powers.
   
   Each boon you roll counts as 2 (
  ).
   
   You can take two different actions each turn.
  Distances
  There are three distances between 
  things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  Neighborhood Hero
  Each time you progress a 
  complication that threatens innocent 
  bystanders or includes the possibility 
  of serious damage to buildings or 
  infrastructure in the city, you gain 2 
  hero points (
  ) instead of 1.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You are a soldier who answers to no one but yourself. You have all the training and trappings of a member of the 
  armed forces, but ply your trade by keeping criminals off the streets. Examples from popular comics include the 
  Punisher® (Marvel), and Deadshot™ and the Comedian™ (DC).
  SOLDIER OF FORTUNE
  Target Acquisition
  Vulnerability
  Resistance
  Getting around
  How do you choose which villains to pursue?
   
  Bloodthirst (you pick the enemies that you think will be fun to confront)
   
  Clean Up the Streets (you target those villains who are the biggest threat)
   
  Gun for Hire (you hire yourself out to those who you know need your help)
   
  Vengeance (you exact revenge upon those who wronged you)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Dependents (you have family or loved ones depending on you)
   
  Out of Control (you risk losing control when 
  using your powers)
   
  Uncontrollable Rage (you lose your self-control 
  when in a fight)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (sixth sense warns of incoming attacks)
   
  Deflection (you deflect incoming attacks using your powers)
   
  Training (you possess combat training that 
  helps dodge attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Powers (one of your powers allows you to travel long distances)
   
  Running (you run really, really fast)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Angry
   
   Charming
   
   Cynical
   
   Innocent
   
   Kind
   
   Loyal
   
   Morose
   
   Oblivious
   
   Stoic
   
   Surly
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die  
  (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point 
  (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice  
  (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
    
   Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   Teamwork maneuvers add 4 advantage dice  
  (
  ) to your roll.
   
   Add +20 to the damage of your attacks.
   
   You can take two different actions each turn.
  Distances
  There are three distances between things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  All I Need is Hate  
  You can check off one of the boxes 
  next to the name of this benefit 
  to remove 1 time token (
  ) from 
  one of your powers that has one. 
  At the end of the issue, erase all 
  those check marks.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You are a trained fighter, usually specializing in an esoteric fighting style or archaic weapons. You live according 
  to your own warrior's code and hone your skills to prepare for the fight against evil. Examples from popular 
  comics include Iron Fist® and Mockingbird® (Marvel), and Green Arrow® and Katana™ (DC).
  WARRIOR
  Fighting Style
  Vulnerability
  Resistance
  Getting around
  What is your preferred method of fighting?
   
  Brawler (you punch, kick, and headbutt your way to victory)
   
  Enhanced Strikes (you augment punches and kicks with your superpowers)
   
  Sharpshooter (from almost any distance your aim is true)
   
  Weapon Master (you are deadly with melee weapons)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Energy Limits (you must recharge the source of your powers)
   
  Goaded (you can be easily goaded into a fight by those who 
  know what buttons to push)
   
  Proximity Weakness (you grow weak when near a 
  rare substance)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (a sixth sense warns you of incoming attacks)
   
  Invulnerability (you shrug off attacks like they are nothing)
   
  Training (you possess combat training that 
  helps dodge attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Leaping (you leap long distances and great heights)
   
  Powers (one of your powers allows you to travel long distances)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Carefree
   
   Cold
   
   Confident
   
   Flamboyant
   
   Honest
   
   Humorless
   
   Sarcastic
   
   Serious
   
   Short-Tempered
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die  
  (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point  
  (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice  
  (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   When an enemy hits you, after the attack you 
  can make 1 attack against that enemy.
   
   Add 100 to your current & max resistance.
   
   You can take two different actions each turn.
  Distances
  There are three distances between things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  Peerless Fighter
  When you spend any number of hero 
  points to make a Heroic Effort (see 
  below) on a physical attack, each 
  hero point you spend increases your 
  chance of success by 20 instead of 
  10, and you do not add any challenge 
  dice to the roll for doing so as 
  other heroes do. 
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You may be young, but you're not too young to be a hero. Experience is the best teacher, so you don a costume 
  and hit the streets, fighting crime while most of your peers are doing homework or getting a good night's sleep. 
  Examples from popular comics include Kate Bishop/Hawkeye®, Ms. Marvel®, and Speedball™ (Marvel) and Beast 
  Boy™, Raven™, and Robin® (DC).
  TEENAGE HERO
  Motivations
  Vulnerability
  Resistance
  Getting around
  What prompts you to be a hero when your peers are still living average lives?
   
  Idealism (you have a duty to help make the world a better place)
   
  Partnership (you were recruited by, or sought out, another hero with 
  whom you partner)
   
  Vengeance (you seek vengeance for a tragedy that befell you or your family)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Dependents (you have family or loved ones depending on you)
   
  Goaded (you can be easily goaded into a fight by those who 
  know what buttons to push)
   
  Out of Control (you risk losing control when 
  using your powers)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (a sixth sense warns you of incoming attacks)
   
  Mobility (you move fast and dodge out of the way of attacks)
   
  Training (you possess combat training that helps 
  you dodge attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Powers (one of your powers allows you to travel long distances)
   
  Running (you run really, really fast)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Bitter
   
   Defensive
   
   Edgy
   
   Exuberant
   
   Gregarious
   
   Naive
   
   Optimistic
   
   Sarcastic
   
   Wary
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die  
  (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point  
  (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice  
  (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   Enemy attacks against you add 2 challenge 
  dice (
  ) to the roll.
   
   Halve all damage you would take.
   
   You can take two different actions each turn.
  Distances
  There are three distances between things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  Youthful Energy  
  When you use one of your powers 
  to make a check or attack, you can 
  take advantage of your youth and 
  exuberance and check off one or 
  more of the boxes next to the name of 
  this benefit. For each box you check, 
  add 2 advantage dice (
  )  
  to the roll. At the end of the issue, 
  erase all those check marks.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You are a fast-moving hero, someone who races around the battlefield, running circles around your enemies. 
  While you might have super-powered speed, you may also simply use your powers to stay in perpetual motion, 
  bouncing around so that your enemies have a hard time tracking you. Examples from popular comics include 
  the Flash® (DC), and Cannonball™ and Quicksilver® (Marvel).
  SPEEDSTER
  Obstacle Avoidance
  Vulnerability
  Resistance
  Getting around
  How do you avoid slamming into things when you are racing around the battlefield?
   
  HUD (you have a mask or visor with a heads-up display)
   
  Intense Training (your frequent training has given you a sixth sense for 
  maneuvering at high speeds, like that possessed by pilots and race car drivers)
   
  Time-Distorted Senses (when you move quickly, time seems to slow)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Energy Limits (you must recharge the source of your powers)
   
  Limited Power (there is some limitation or flaw 
  in your powers)
   
  Proximity Weakness (you grow weak when near a particular 
  rare substance)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Energy Form (your body consists of pure energy that 
  repairs quickly)
   
  Mobility (you move fast and dodge out of the way of attacks)
   
  Shield (your are protected by a layer of energy that 
  shields you from harm)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Bolt of Energy (you zip to another place as pure energy)
   
  Running (you run really, really fast)
   
  Slide (you ride a wave of energy created by your powers)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Cautious
   
   Charming
   
   Cold
   
   Hotheaded
   
   Impatient
   
   Impulsive
   
   Reckless
   
   Stoic
   
   Supportive
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   You regain 20 resistance every time you 
  perform a teamwork maneuver.
   
   You gain 5 hero points (
  ).
   
   You can take two different actions each turn.
  Distances
  There are three distances between things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  Fast Action
  After the Narrator has laid out the 
  initiative track but before the first turn 
  begins, you can move your initiative 
  card 2 spaces forward toward the 
  start of the track.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is a rival who keeps the heroes on their toes. Though they may commit crimes, they may also be an 
  occasional ally. Foils give the heroes a chance to shine, highlighting their heroism by contrasting it with the 
  villain's actions. Examples from popular comics include Black Cat™ and Venom® (Marvel), and Catwoman® and 
  the Riddler™ (DC).
  NAME:
  FOIL
  How much do powered heroes regard this person as a villain?
   
  Villain by Necessity (the villain could be a hero if they wanted 
  to be, but cannot seem to walk the straight and narrow for long)
   
  Uncertain (they are sometimes a criminal, sometimes an ally)
   
  True Villain (the villain is an enemy of the heroes, though 
  perhaps one who does not veer into evil)
   
  Other (fill in your answer in the Truths box)
  Degree of Villainy
  Hero Relationship
  Highest Goal
  Write the name of a hero in the Truths box. What kind of 
  relationship does the foil have with that hero?
   
  Dark Mirror (the villain reflects the style of the hero, 
  adopting motifs that are a distortion of the hero's aesthetic)
   
  Rivalry (the villain sees the hero as a worthy adversary)
   
  Teasing Romance (the villain flirts with their rival and 
  frequently hints at a future romance)
   
  Other (fill in your answer in the Truths box)
  What is the villain's ultimate goal?
   
  Defeat the Rival (the villain will only be satisfied when their 
  hero rival is vanquished)
   
  Get Rich (the villain wants to fill their pockets and isn't afraid to 
  commit crimes to do so)
   
  Unrivaled (the villain wants to be acknowledged as the 
  greatest of all time in some regard)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Cornered Animal
  If at least two heroes are up close to the villain, the villain adds 2 advantage dice (
  ) to each attack 
  roll they make.
   
  T Fast
  After the Narrator lays out the initiative track, move any 1 of the villain's initiative cards 2 spaces toward the 
  front of the track.
   
  T Flight
  This villain can fly when they move.
   
  T     Nimble Dodge
  When a hero hits the villain with an attack, halve the damage the villain would take. After the attack is fully resolved, 
  the villain can move once immediately.
   
  T Untouchable
  When a hero attacks this villain and the villain can see the hero, add 1 challenge die (
  ) to the hero's roll 
  for the attack.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Eye on the Prize
  In any scene containing an opposed or enemy objective, this villain must use their actions to attempt to progress that 
  objective until they have done so that round.
   
  T Physically Frail
  Melee attacks made against this villain add 2 advantage dice (
  ) to the roll instead of 1.
   
  T Reluctant
  When this villain makes attacks that include any advantage dice, ignore 1 boon (
  ) they roll.
   
  T To Fight Another Day
  When this villain has less than 50 resistance, they must use their actions to attempt to flee the scene until they have 
  done so each round.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is a force of destruction, a powerful enemy who uses brute strength to get what they want. 
  Villains of this ilk are usually mean, brutish, and short-tempered, accustomed to getting their way by 
  using force. Examples from popular comics include Abomination®, Rhino™, and Sandman™ (Marvel), and 
  Solomon Grundy™ (DC).
  NAME:
  WRECKING BALL
  How does this villain come by their intimidating physical prowess?
   
  Innate Physique (the villain's physique is inhumanly large, a 
  result of supernatural origin or genetic tampering)
   
  Powers (their superpowers make them larger than life)
   
  Power Suit (the villain possesses a suit of power armor or other 
  similar qualities that allows them to tower over others)
   
  Other (fill in your answer in the Truths box)
  Origins of strength
  Behavior
  Highest Goal
  How does this villain act?
   
  Dull Bully (the villain doesn't seem very bright, and 
  acts brutishly to get what they want)
   
  Mindless (the villain seems to be driven purely by instinct or is 
  otherwise subhuman)
   
  Sadistic Killer (the villain enjoys violence and killing, taking 
  real pleasure in the suffering of others)
   
  Other (fill in your answer in the Truths box)
  What is the villain's ultimate goal?
   
  Debt or Need (the villain or one of their loved ones is in debt or 
  has some medical need that only a life of crime can satisfy)
   
  Get Rich (the villain wants to fill their pockets and isn't afraid to 
  commit crimes to do so)
   
  Violent Indulgence (the villain simply wants to commit acts 
  of violence and remain free to inflict pain upon others)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Charger
  If the villain moves before making a physical melee attack on the same turn, add +20 to the damage of the hit.
   
  T   Crash the Party
  After the villain moves, they use their action to make a physical melee area attack against one hero, plus every other 
  hero who is up close to the villain's target. On a hit, in addition to dealing damage the villain also pushes that hero to 
  be far away from the villain.
   
  T Momentum
  For each boon  (
  ) this villain rolls, the villain regains 10 resistance, in addition to any other effects from that boon.
   
  T Oversized
  The villain can make melee attacks against enemies that they are near or up close to.
   
  T     Savage
  When this villain hits with an attack, add +20 to the damage.
   
  T     You dare to challenge me?
  When this villain hits a hero with a melee attack, the attack pushes that hero until the hero is far away from the villain. 
  If there is a hero in that path, the villain makes a physical ranged attack against that hero (using the hero who is being 
  pushed away as a weapon) with a 50% chance of success, dealing damage equal to the number rolled to both heroes.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Animal Intellect
  Any attack made against this villain that involves deception, trickery, or misdirection adds 2 advantage dice (
  ) to the roll.
   
  T Cracks in the Armor
  When this villain takes 30 or more damage from a single attack, the next hero who attacks this villain adds 2 
  advantage dice (
  ) to their roll for the attack.
   
  T Slow to React
  Each round, heroes add +30 to the damage of all their attacks against this villain before the villain has taken a turn.
   
  T Wrath
  Each time this enemy takes damage, add 2 challenge dice (
  ) to their next roll.
  
  VILLAINS
  MINOR
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  What brought these villains together as a gang?
   
  Heroic Humiliation (each of the members of the gang was 
  humiliated or captured by the same hero or team)
   
  Met in the Pen (the gang formed when each member was 
  locked in the same penitentiary)
   
  Shared Origin (the villains all gained their powers from 
  the same event)
   
   Other (fill in your answer in the Truths box)
  Bonds of Villainy
  Modus Operandi
  Cohesion
  How does this team operate in their pursuit of villainy?
   
  Crimes of Greed (these villains rob banks, knock 
  over armored cars, and pursue personal enrichment)
   
  Guns for Hire (these villains are mercenaries, selling the 
  gang's services to the highest bidder)
   
  Terrorism (these villains have a malevolent cause they 
  advance by terrorizing the city)
   
  Other (fill in your answer in the Truths box)
  How do these villains behave when acting as a group?
   
  Infighting (these villains constantly squabble among 
  themselves and may engage in competition with one another)
   
  Lone Wolves in a Pack (each member operates 
  independently, but when together they have little friction)
   
  Well-Oiled Machine (these villains fight as one, clearly 
  aligned both tactically and motivationally)
   
  Other (fill in your answer in the Truths box)
  These villains are a crew of super-powered criminals who band together to wreak havoc upon innocent people. 
  Many members of superpowered gangs start out as lone villains, banding together with other like-minded 
  super-criminals to pool their resources and power. Examples from popular comics include the Frightful Four™ 
  and the Sinister Six™ (Marvel), and the Royal Flush Gang™ and the Rogues™ (DC).
  TEAM NAME:
  SUPERPOWERED CREW
  
  When you create these villains, draw seven powers from the Deck of Powers and choose one to be each villain's superpower (you may 
  also choose from available Basic powers). These villains can use their powers to make checks and attacks, but cannot use any of the 
  benefits listed on the card. When the villains attack with a power, on a hit the villain deals damage equal to the number rolled.. 
  Fleeing the Scene
  In every scene, each of these villains has a permanent enemy objective to get away without being caught or killed. When the villain 
  has progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they 
  succeed, erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the 
  heroes. Each minor villain in this group has progress tracking boxes for this objective next to their type.
  LIEUTENANT  
  NAME:  
   
   
   
  SUPERPOWER (75%):
  This villain starts each conflict scene with 100 resistance. Use this box to track the villain's current resistance.
  HARRIER  
  NAME:  
   
   
   
  SUPERPOWER (75%):
  This villain starts each conflict scene with 100 resistance. Use this box to track the villain's current resistance.
  SKULKER  
  NAME:  
   
   
   
  SUPERPOWER (75%):
  This villain starts each conflict scene with 100 resistance. Use this box to track the villain's current resistance.
  LEADER  
  NAME:  
   
   
   
  SUPERPOWER (75%):
  This villain starts each conflict scene with 100 resistance. Use this box to track the villain's current resistance.
  BRUISER  
  NAME:  
   
   
   
  SUPERPOWER (75%):
  This villain starts each conflict scene with 100 resistance. Use this box to track the villain's current resistance.
  SNIPER  
  NAME:  
   
   
   
  SUPERPOWER (75%):
  This villain starts each conflict scene with 100 resistance. Use this box to track the villain's current resistance.
  
  SCENARIO
  This issue opens with a bank robbery at one of the few remaining commercial banks in a rough part of town, SE04: 
  The Bad Neighborhood. Choose or create the scenario's primary villain before this scene; see "The Villain's Plan" 
  for more information on this villain.
  The police are on the scene by the time the heroes arrive. Have each hero describe what they were doing when 
  they learned of the robbery and how they learned of it. Possible explanations include overhearing police radio 
  chatter from a parked cruiser, seeing people fleeing down the street from the bank, or simply following several 
  police cruisers as they race to the bank, sirens blaring.
  When the heroes arrive, they discover that the bank robbery is already in progress. The police are setting up a 
  perimeter, though the response is woefully small for a bank robbery, especially when it is made clear (through police 
  chatter) that a powered villain is involved.
  In the opening scene, the heroes face the following opposition:
   
   A squad of opportunistic criminal minions, of a size equal to the number of heroes × 2. They carry firearms 
  and have a 50% chance of success on all rolls, with maximum damage equal to the size of the squad × 10.
   
   Two bank robber minor villains. Each has 1 initiative card, 50 resistance, and a firearms attack with a 65% 
  chance of success (damage equal to the number rolled), with a 50% chance for anything else.
  The scene ends when all the enemies have been defeated or have fled.
   
  ) Complication (): Several bank patrons have become hostages. There are six hostages in total, being held 
  in pairs in the small cubicles that serve as private offices for bank employees. They need to be gotten to safety.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
   
  ) Complication (): Two of the bank's private security guards have been disarmed, tied up, and hung up by their 
  hands on the sprinkler system pipes running across the ceiling. Several of the enemies have been taking shots 
  at the pipes from which the guards are hanging, making a game of trying to shoot through the pipe and drop the 
  guard to the floor, with none yet successful. The guards each need to be gotten to safety before one of them is 
  accidentally killed by a bad shot.
   
   Fully Resolved: Adjust the team's Government Reputation track by +1.
   
  ) Scene Details: The constant ring of the bank's alarm, the cracked glass windows across the front of the bank's 
  lobby, the large overhead chandelier dangling above the lobby, the heavy oak desks used by bank staff for client 
  meetings, the immensely heavy main vault door, the metal pull-down gate above the front entrance.
  Inside the Vault
  When the heroes enter the vault, they discover that most of the bank's main vault has been emptied out, with the 
  back of the vault having been completely destroyed (describe this as fitting for the main villain's powers if possible, 
  or as a result of high explosives). It is clear that the enemies that they dealt with were criminals who seized the 
  opportunity and likely had nothing to do with the villain who raided the vault.
  WHAT THE HEROES CAN LEARN OR DO
  Below are some suggestions for information you can provide to the heroes if they seek it out.
  Examining the Vault
   
  ) Quite a lot is obviously missing from the vault; a quick examination shows places where large amounts of gold 
  were once stacked, missing cases of cash reserves, and dozens of safety deposit boxes gone from their slots.
   
  ) The evidence points to a simple smash-and-grab, where the villain simply overpowered the bank's precautions 
  using their powers. Conventional criminals would likely have been stymied.
  Interviewing the Hostages
   
  ) The hostages were present when the issue's main villain arrived and can provide the heroes with a physical 
  description of the villain, as well as a description of the powers they displayed.
   
  ) When the villain arrived, they used their powers to subdue the security guards and cow the employees. They 
  made no attempt to stop the employees from sounding the alarm, nor to stop many of the bank customers from 
  fleeing. The hostages were those people who felt it safer to hide than to try to flee, or who were to scared to do so.
   
  ) The bank vault door was open when the villain arrived, but it began to close when the alarm sounded. The villain 
  used their powers to stop it from closing.
  BREAKING THE BANK
  Streetlight Knights #1
  
  Tracking the Villain
   
  ) The villain has already gone from the scene, but not far; they have taken few pains to hide their trail from any pursuers, 
  counting on their main escape plan to get them away. Any reasonable effort to track the villain should lead the heroes 
  to the villain in the process of fleeing.
  Locating the Villain's Hideout
   
  ) If the heroes choose to try to beat the villain to their safe house, they can do so, though it likely requires more work, 
  requiring them to accomplish at least two things: they need to learn more about the villain's history and typical 
  modus operandi, and they need to do some research or investigation into a likely spot for the hideout that might 
  have lax security.
  THE VILLAIN’S PLAN
  The nature of the villain's plan is simple: escape with the loot from the bank vault to a safe house where their ill-gotten 
  gains will be passed off to launderers and other criminals. How, exactly, the villain plans to escape with the loot is up to 
  you, according to the villain's nature. Choose one of the following options:
   
   Subway Escape. The villain has hijacked a subway car and stashed it in a secluded maintenance tunnel. The villain plans to load the car 
  with the loot and travel via subway to the edge of the city, where they have a safe house on an abandoned subway platform. The platform has 
  seen better days and looks to have recently been the site of some vandalism, with police tape blocking off the exits.
   
   Flatbed Flight. The villain has stolen a flatbed semitruck and plans to load the loot onto it, securing it to the bed of the truck, and then drive 
  it to a railyard. There at the villain's safe house, the loot will be transferred onto cargo cars and shipped away from the city.
   
   Aerial Acrobatics. The villain has hijacked a helicopter and plans to airlift the loot over the city and to the airport, where the villain has 
  secured a private hanger to act as their safe house.
  Whenever the heroes confront the villain, they face the following opposition:
   
   The issue's villain, who has a number of initiative cards equal to the number of heroes. You can create either a Foil, 
  a Wrecking Ball, or a Superpowered Gang for your villain, or choose another existing villain.
  The scene ends when the villain is defeated and captured, or fled.
  Loading Up the Goods 
  The villain has gotten the loot to where they can load it into the transportation that was previously arranged. Said 
  transportation was prepared in advance and is ready to move once the ill-gotten gains are on board.
  In Transit   
  When the heroes catch up to the villain, they are in the middle of executing their escape plan, which depends on the 
  choice you made above. If the heroes encounter the villain at this point, the result is a high-speed chase sequence.
   
  ) Objective (, Enemy): The villain wants to escape with their ill-gotten gains and needs to lose the heroes to do 
  so. The villain can take actions to shake the heroes' pursuit to progress the objective. If the villain succeeds in this 
  objective, they escape with the loot from the bank robbery to their safe house.
   
   Fully Resolved: If the villain succeeds, the heroes can locate the villain's safe house using further interlude scenes 
  and confront the villain there, as described under the "Final Destination" entry. If this happens, adjust the team's 
  Media Reputation by –1, as the news is filled with reports of the heroes letting the villain get away.
   
  ) Complication (): The villain's escape takes the stolen vehicle past a number of innocent civilians who cannot 
  get out of the villain's path. The exact nature of these bystanders depends on the escape plan.
   
   Fully Resolved: Adjust the team's Media Reputation by +1.
  Final Destination
  If the villain makes it to their safe house with the loot before the heroes intervene, the heroes can confront the villain 
  there. The nature of the safe house depends on the nature of the plan, and fortunately there are no civilian bystanders 
  here to get in the way. If the heroes are all defeated by the villain, the villain escapes with the loot from the bank.
  WRAPPING UP
   
  ) If the heroes apprehend the villain, they are visited by NC06: The Agency Chief, who requests that the heroes escort 
  the villain to SE05: The Super Prison for incarceration.
   
  ) If the heroes are defeated in the final scene, NC01: The Media Personality produces an accusatory report about one 
  of the heroes, claiming they were working with the villains and helped them escape. Choose the hero who was the 
  most visible to civilians to gain the following lasting repercussion: Most Wanted.
   
  ) If the villain escapes with the loot in the final conflict scene, add the following to the Truths section of SE04: The Bad 
  Neighborhood: "Villains are emboldened to commit crimes in this neighborhood."
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is a killer, so mentally unstable that they cannot be reasoned with or rehabilitated. The very definition 
  of criminally insane, this villain takes pleasure in murder and violence. Examples from popular comics include 
  Carnage® and Green Goblin® (Marvel), and the Joker®, Scarecrow™, and Victor Zsasz™ (DC).
  NAME:
  PSYCHOPATH
  How did the villain get to be the way they are?
   
  Addicted to Violence (the villain got a taste of how it feels to 
  kill someone and is now addicted to that feeling)
   
  Born Different (the villain was born with something broken 
  about them and became a psychopath despite a good upbringing)
   
  Trauma (they suffered a trauma that caused a psychotic break)
   
  Other (fill in your answer in the Truths box)
  Cause of Insanity
  Violent Methods
  Physical Reflection
  What are this villain's violent calling cards?
   
  Elaborate Traps (the villain lays complex and 
  sadistic traps for their prey to fall into)
   
  Grisly Violence (the villain enjoys taking a direct hand in 
  killings, leaving behind a messy crime scene)
   
  Ritualistic Killings (there is some element of religious or 
  occult trappings to this villain's murders)
   
  Other (fill in your answer in the Truths box)
  How is the villain's criminal insanity on instant physical display?
   
  Fearsome Persona (the villain adopts an evil-looking guise, 
  designed to strike fear into their victims and reveling in violence)
   
  Garish Costume (the villain wears a costume that is absurd 
  or fantastical, making a mockery of their own madness)
   
  Scarring (the villain is badly scarred in some way, either as the 
  result of a traumatic experience or self-inflicted)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Being of Chaos
  Add 2 advantage dice (
  ) and 1 challenge die (
  ) to all rolls made by the villain.
   
  T Flight
  This villain can fly when they move.
   
  T I Know What You Will Do Before You Do
  After the Narrator lays out the initiative track, swap 1 of the villain's initiative cards with 1 hero initiative card.
   
  T   Secrets that are mine alone to know
  At the start of the round, before the Narrator lays out the initiative track, add the ????? initiative card to the initiative 
  deck. When that initiative card comes up, choose one of the following: flip 1 of the villain's face-down initiative cards 
  face-up; the villain regains 30 resistance; the villain triggers a trap, dealing 20 damage to any 1 hero they can see.
   
  T     That Won't Work on Me Again
  When a hero hits this villain with an attack using a power, use this perk to add 2 time tokens (
  ) to the power 
  card of the power the hero used for the attack.
   
  T You have nothing to threaten me with
  Attacks against this villain that rely on fear or intimidation automatically miss.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Cannot Resist toying with the heroes
  When the villain would reduce a hero to 0 resistance, the hero is instead reduced to 1 resistance unless the villain 
  rolled at least 1 boon (
  ).
   
  T Caught up in the moment
  When this villain damages a hero, at the end of the villain's turn move 1 of the villain's face-up initiative cards to the 
  end of the initiative track.
   
  T Physically Frail
  Melee attacks made against this villain add 2 advantage dice (
  ) to the roll instead of 1.
   
  T Wrath
  Each time this enemy takes damage, add 2 challenge dice (
  ) to their next roll.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain may be partly human, but there is something bestial about them as well. They are apex predators, 
  monsters who hunt and kill because they are driven to by an unslakable hunger for violence. Examples from 
  popular comics include Man-Wolf™ and Sabretooth® (Marvel), and Man-Bat™ and Killer Croc™ (DC).
  NAME:
  BLOODTHIRSTY BEAST
  How does this villain's bestial nature manifest?
   
  Half-Beast (the villain is half-human, half-beast, a hybrid of 
  animal and person capable of both thought and savagery)
   
  Lycanthrope (the villain transforms from human to beast)
   
  True Monster (the villain is a monster in the truest sense, not a 
  member of the human species but something else entirely)
   
  Other (fill in your answer in the Truths box)
  Bestial Nature
  Drive to Kill
  Habitat
  What motivates this villain to kill?
   
  Fear (the villain fears the modern world and kills as a 
  result of a survival response)
   
  Instinct (the villain kills to feed, satisfying either their need for 
  sustenance or their killer instinct's drive to hunt)
   
  Rage (the villain lashes out at humans because they have 
  encroached on the villain's home or life)
   
  Other (fill in your answer in the Truths box)
  Where does this villain live in the city?
   
  Abandoned Tower (the villain lives high in an abandoned 
  tower, such as a church bell tower or empty skyscraper)
   
  Condemned Mansion (the villain hides out in a decrepit 
  estate in an old or run-down part of the city)
   
  Sewers (the villain dwells in a subterranean lair, moving 
  around under the city using the sewers as its streets)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Cornered Animal
  If at least two heroes are up close to the villain, the villain adds 2 advantage dice (
  ) to attack rolls.
   
  T Fast
  After the Narrator lays out the initiative track, move any 1 of the villain's initiative cards 2 spaces toward the 
  front of the track.
   
  T Flight
  This villain can fly when they move.
   
  T   Pounce
  Instead of moving and taking an action, on the villain's turn they move up close to any hero they can see and make a 
  physical melee attack against that hero. On a hit, the hero is pinned underneath the villain and cannot move until the 
  villain takes damage or something moves the villain off of that hero.
   
  T Oversized
  The villain can make melee attacks against enemies that they are near or up close to.
   
  T     Savage
  When this villain hits with an attack, add +20 to the damage.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Animal Intellect
  Any attack made against this villain that involves deception, trickery, or misdirection adds 2 advantage dice (
  ) to the roll.
   
  T Blinded by hunger
  When the villain is up close to a hero who has less than their full resistance, attacks against this villain add 2 
  advantage dice (
  ) to the roll.
   
  T Reckless Rage
  While this villain has fewer than 100 resistance, the villain must attack the nearest hero each turn if possible, and 
  adds 2 challenge dice (
  ) to all rolls.
   
  T Wrath
  Each time this enemy takes damage, add 2 challenge dice (
  ) to their next roll.
  
  SCENARIO
  This issue involves tracking down a killer stalking the streets of SE04: The Bad Neighborhood. Before starting 
  this issue, create the killer by choosing either the Bloodthirsty Beast or Psychopath villain (or, if you have already 
  created a villain fitting the description of a killer who plagues the shadows of an entire neighborhood, you can use 
  that villain instead). By the time the issue opens, this villain has already claimed three victims.
  An apartment building has been set ablaze, and the fire department has yet to respond. When the heroes arrive at 
  the site, they see smoke pouring out of the windows, flickering flames, and crowds of panicked people.
  In the opening scene, the heroes face the following opposition:
   
   A mysterious figure, who is a minor villain with 1 initiative card and 100 resistance. Draw three power cards and 
  pick one to be a superpower with an 80% chance of success, dealing damage equal to the number rolled. The 
  mysterious figure is actually a costumed hero, but when the first hero enters the building they stumble across 
  the mysterious figure in an apartment, covered in the blood of a murder victim lying on the floor at their feet. 
  For inspiration in creating this villain, see the Investigator and Pulp Hero archetypes (following this issue).
  The scene ends when either the villain has been defeated, or when all complications have been fully progressed.
   
  ) Ally: The mysterious figure thinks that the heroes are the murderers and set the fire to cover their tracks. If the 
  heroes realize that the villain is actually a hero (likely, as the villain will probably be talking to the heroes as though 
  they were the villains), they can use their skills to convince the villain that they are all on the same side (treat such 
  rolls like mental attacks). If the heroes defeat the villain using these attacks, the villain becomes a hero (replace 
  their villain initiative card with an Ally initiative card) for the rest of the scene, and regains 50 resistance.
   
  ) Complication (): Flames have spread to three nearby buildings, carried by smoldering embers on the 
  wind. Though the fires on those buildings are small, they will eventually grow large enough to threaten those 
  buildings, and perhaps even become a neighborhood-destroying inferno. These smaller fires need to be put out.
   
   Fully Resolved: Adjust the team's Government Reputation track by +1.
   
  ) Complication (, Critical): People are trapped inside the burning building, blocked into apartments by 
  smoldering doors, collapsed stairwells, thick clouds of smoke, huge holes burned in the floor, and piles of debris. 
  These people need to be gotten to safety before the building burns down around them.
   
   Failure: Adjust the team's Public Reputation track by –1.
   
  ) Complication (, Critical): The building's integrity is threatened by the destruction wrought by the fire. 
  Support beams have burned and metal has melted. The heroes need to shore up the building before it collapses.
   
   Failure: For each negative mark on this complication's track, roll 1 challenge die (
  ). For each drawback symbol 
  rolled, also mark a negative mark in the progress track of the trapped people critical complication above.
   
  ) Scene Details: Smoldering timbers, jagged support beams, melted wrought-iron railing, clouds of billowing 
  black smoke, rusted water pipes exposed by broken drywall.
  WHAT THE HEROES CAN LEARN OR DO
  Below are some suggestions for information you can provide to the heroes if they seek it out.
  Talking to the mysterious figure
   
  ) With the fire dealt with, the mysterious figure and the heroes can clear up the mistaken assumptions that each 
  side may have made, discovering that they are all on the same side.
   
  ) The mysterious figure has been investigating disappearances in the city. The body that the figure was standing 
  over when the heroes arrived was the latest victim of a serial murderer. They didn't even know that the 
  disappearances were murders until discovering the body in the apartment building.
   
  ) The mysterious figure believes that they arrived while the murderer was still on the scene. Their unexpected 
  presence spooked the killer, causing them to flee.
   
  ) If the heroes are amenable, the mysterious figure will join the heroes as an ally for the duration of the issue.
  Investigating the site of the fire
   
  ) The fire destroys most of the evidence the killer left behind. The heroes can discover whether the fire was set 
  intentionally to cover the killer's tracks, or an accident caused by the villain's hasty escape; determine which of 
  these makes the most sense for the villain you chose for this issue.
  TO CATCH A KILLER
  Streetlight Knights #2
  
  The police investigation
   
  ) If the heroes stick around the site of the fire to cooperate with the eventual police investigation, they are interviewed 
  by NC07: The Police Representative who asks them to explain their involvement.
   
  ) The investigations into the first two victims were token efforts at best. The police reports contain background on the 
  victims (names, addresses, employment), and an estimated time for each murder (spaced three days apart).
  Researching the victims
   
  ) Each of the victims has something in common, which can be a clue to how and why they were targeted. Choose one 
  of the following options that best fits the motivations and modus operandi of the villain:
   
   Second Shift Jobs. Each of the victims is someone who walks home alone from a second-shift job and is on the streets when they are 
  empty. The killer likely followed the victims home, attacking when they were sure no one would see or hear.
   
   Lives Alone. Each of the victims is someone who lives alone, and in apartment complexes with many empty apartments (and thus few 
  witnesses nearby). The killer broke into their homes and waited for them to arrive.
   
   Maintenance. Each of the victims had recently had work done on their apartments. Workers were let inside when the victim was not 
  home, and the killer could be one of those workers who copied a key, or an outsider who got access while the apartment was unlocked.
   
  ) Victim #1, Marcus Rhodes, a divorced factory worker, was killed in the laundry room of his apartment complex.
   
  ) Victim #2, Renee Jiminez, a nurse with a mountain of debt, was killed in an alley two blocks from her home.
   
  ) Victim #3, Archie Morton, a security guard, was killed in his car parked across the street from his apartment.
  The first two crime scenes
   
  ) Police tape still marks off the crime scenes where the first two victims were killed. The scenes seem undisturbed.
   
  ) Ample forensic evidence can be found at each scene, giving the heroes information about the nature of the villain.
   
  ) The evidence can also explain the motivation behind the killings: bloodlust, sadism, hunger, revenge, or rage.
  THE SEQUENCE OF EVENTS
  To find the killer before they strike again, the heroes need at least two pieces of relevant information to intercept the 
  killer before they claim another victim: the common link between the victims (to identify a future victim), the timing of the 
  murders (to know when the next one will occur), or forensic evidence (to profile the mind of the killer).
  Whenever the heroes confront the villain, they face the following opposition:
   
   The villain you chose for this issue, who has 1 initiative card per hero in the scene.
  The scene ends when the villain is defeated.
   
  ) Complication (): The heroes arrive on the scene before the villain has committed another murder. The heroes 
  need to get the potential victim away from the villain (the victim is either in the villain's clutches, or restrained in some 
  kind of elaborate trap, as best fits the nature of the villain), and then get them to safety.
  The Fourth Victim   
  The fourth victim is Annie Johnson, a sous chef in a restaurant in the trendy neighborhood. She takes public 
  transportation back to the Bad Neighborhood and then must walk seven blocks back to her apartment complex.
  The Fifth Victim   
  The fifth victim is Mariana Haziz, a college student at the local university whose scholarship covers her tuition but nothing 
  more. She lives in the Bad Neighborhood and walks two miles to the university each day.
  The Sixth Victim   
  The seventh victim is Deon Hardaway, a convenience store clerk. He usually drives to work, but his car broke down, so he 
  has been walking an hour each way for the past week.
  Hero turned victim
  If the heroes do not catch up to the villain before they kill the sixth victim, the seventh victim is one of the heroes. Choose 
  a hero who lives or spends lots of time in the Bad Neighborhood; the killer ambushes that hero some time when the hero 
  is alone. If the hero has a way of calling for help, the other heroes can join the scene 2 rounds later.
  WRAPPING UP
   
  ) If the heroes are all defeated in the final scene, the villain flees and goes into hiding. One of the heroes (Narrator's 
  choice) is blamed for the killings and receives the following lasting repercussion: Most Wanted.
   
  ) If the heroes defeat the villain, adjust the team's Public Reputation track by +2 and their Government 
  Reputation track by +1.
   
  )
  After this issue, any player who wishes can use the Investigator or Pulp Hero archetype to make 
  a new hero, representing the mysterious figure from the opening scene.
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You aren't really a costumed hero, per se; costumes may not even be your style. You have powers (or 
  extremely honed skills), but you use them subtly, focusing on the investigation aspect of crime fighting. 
  Examples from popular comics include Jessica Jones® and Misty Knight™ (Marvel), Renee Montoya™ (DC), and 
  Steeljack™ (Astro City).
  INVESTIGATOR
  Motivation
  Vulnerability
  Resistance
  Getting around
  What compels you to act as an investigator of superpowered crimes?
   
  Money (everyone has to make a living; you just make yours solving crimes)
   
  Mystery (you need to solve a mystery, and you look for clues in other crimes)
   
  Purpose (your work is a higher calling, a responsibility you have to shoulder)
   
  Revenge (someone wronged you, and part of why you investigate crimes is 
  hope that you will find something that will help put that person away for good)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Dependents (you have family or loved ones depending on you)
   
  Goaded (you can be easily goaded into a fight)
   
  Substance Abuse (you are a recovering alcoholic or 
  narcotics abuser, struggling to stay clean)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (sixth sense warns of incoming attacks)
   
  Invulnerability (you shrug off attacks like they are nothing)
   
  Training (you possess combat training that helps 
  you avoid attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Leaping (you leap long distances and great heights)
   
  Powers (one of your powers allows you to travel long distances)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Careful
   
   Distant
   
   Humorless
   
   Idealistic
   
   Jaded
   
   Prickly
   
   Sarcastic
   
   Serious
   
   Wary
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   Enemy attacks against you add 2 challenge 
  dice (
  ) to the roll.
   
   Halve all damage you would take.
   
   You can take two different actions each turn.
  Distances
  There are three distances between 
  things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. 
  Add 1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  Private Eye
  During interlude scenes in which 
  you are seeking information about a 
  particular topic, you add 2 advantage 
  dice (
  ) to all rolls you make 
  related to that search for information. 
  Additionally, if you successfully 
  investigate a villain or group of 
  minions, the Narrator hands you the 
  relevant villain or minion sheet to read 
  over before the next scene begins.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You are a vigilante in the classic tradition, a shadowy figure brought to life in Golden Age radio serials. You 
  combine street smarts with an air of mystery, fighting evil while concealing your identity. Examples from 
  popular comics include Rorschach™ and the original Sandman® (DC), Lobster Johnson™ (Dark Horse), and the 
  Shadow™ (Street & Smith).
  PULP HERO
  Crime-Fighting Motifs
  Vulnerability
  Resistance
  Getting around
  What does your crime-fighting persona seem like to your enemies?
   
  Gun-Toting Vigilante (you are a detective, spy, hitman, or soldier with an 
  identity-concealing costume)
   
  Shadow (you use the supernatural to deceive and frighten your enemies)
   
  Two-Fisted Adventurer (you are a world-traveling adventurer who isn't 
  afraid to get your hands dirty when the need arises)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Energy Limits (you must recharge the source of your powers)
   
  Limited Power (there is some limitation or flaw 
  in your powers)
   
  Substance Abuse (you are a recovering alcoholic or 
  narcotics abuser, struggling to stay clean)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (sixth sense warns of incoming attacks)
   
  Mobility (you move fast and dodge out of the way of attacks)
   
  Training (you possess combat training that helps 
  you avoid attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Powers (one of your powers allows you to travel long distances)
   
  Running (you run really, really fast)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Brave
   
   Debonair
   
   Grim
   
   Haunted
   
   Principled
   
   Reckless
   
   Reserved
   
   Sinister
   
   Weary
   
   Witty
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   You regain 20 resistance every time you 
  perform a teamwork maneuver.
   
   You gain 5 hero points (
  ).
   
   You can take two different actions each turn.
  Distances
  There are three distances between things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  I've Been Around
  You always have a trick up your 
  sleeve. You can add 2 time tokens 
  (
  ) to one of your powers that 
  currently does not have any time 
  tokens on it to use any Basic power 
  that has a card available. You can 
  then make a check or attack with the 
  Basic power as an action, or use one 
  of that Basic power's benefits. If you 
  wish to use one of the Basic power's 
  benefits that requires you to add 
  time tokens to it, you add those time 
  tokens to the same card you initially 
  added tokens to in order to use 
  the Basic power.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  MINIONS
  TRUTHS
  All character names are property of their respective owners, and their use does not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  GANGSTERS
  These minions are members of SE14: The Crime Syndicate. They are low-level goons, the foot soldiers of a much 
  larger criminal empire. Examples include Fisk Industries™ and the Maggia™ (Marvel), and the Roman Empire™ (DC).
  NAME:
  APPEARANCE
  What do these minions look like?
   
  Body Armor (the gangsters take their role as foot soldiers 
  seriously, wearing reinforced body armor like that used by 
  police precincts throughout the city)
   
  Dapper Duds (these minions are dressed to the nines, 
  always at the cutting edge of fashion)
   
  Garish Costumes (the gangsters wear matching 
  costumes that hide their identities but project a shared 
  visual motif, such as a gang of clowns, baseball players, 
  or animal masks)
   
  Streetwear (these minions dress like a street gang, a biker 
  gang, or in some other uniform that fits in on the rough streets)
   
  Track Suits (the gangsters wear athletic gear incongruous 
  with their rough appearance)
   
  Other (fill in your answer in the Truths box)
  WEAPONRY
  What kind of weapons do these minions use?
   
  Knives & Improvised (these minions prefer subtle 
  weapons that can be easily hidden or disguised)
   
  Tommy Guns (the gangsters use the classic submachine 
  guns favored by Depression-era organized crime)
   
  Hi-Tech Gear (the gangsters are well-outfitted with 
  laser weapons or other armaments on the cutting 
  edge of technology)
   
  Other (fill in your answer in the Truths box)
  DEMEANOR
  How do these minions comport themselves when they attack?
   
  Cold & Professional (these gangsters behave with an unusually professional air, as though they know that 
  the crimes they commit are just another form of business)
   
  Loud & Bombastic (these minions revel in their relative power, making a lot of noise wherever they go)
   
  Sleazy & Cocky (these minions are overconfident and come off as oily and unpleasant)
   
  Stoic & Brutal (these minions tend to keep their mouths shut and let their violent ways do the talking)
   
  Other (fill in your answer in the Truths box)
  
  PRIMARY ATTACK MODE
  When you create these minions, choose one of the primary attack modes below and describe the nature of the attack in the box.
   
  T Standard Attack (50% chance of success)
  Melee or ranged attack. On a hit, deal damage equal to the number rolled (maximum damage equal to the squad's 
  current size × 10).
   
  T Accurate Attack (65% chance of success)
  Melee or ranged attack.  On a hit, deal damage equal to the number rolled (maximum damage equal to the squad's 
  current size × 5).
   
  T Powerful Attack (40% chance of success)
  Melee attack.  On a hit, deal damage equal to the number rolled + 20 (maximum damage equal to the squad's current 
  size × 10 + 20).
  Use this box to describe the minions' primary attack mode.
  MINION PERK
  When you first create this type of minion, choose one of the perks below.
   
  T Coordinated Attackers
  Add 1 advantage die (
  ) to these minions' attacks as long as the squad's size is 2 or greater.
   
  T Cutting-Edge Technology
  These minions use incredible technology on the cutting edge of human science. Increase their chance of success on 
  attacks made with weapons by 10%.
   
  T Protective
  When these minions are up close to a villain who leads them, if a hero attacks that villain, the Narrator can give that 
  hero 2 advantage dice (
  ) on the attack if the attack targets these minions instead.
   
  T Strength in Numbers
  While the squad's size is 2 or greater, melee attacks against these minions add 2 challenge dice (
  ) to the roll.
   
  T Support Fire
  When these minions hit with an attack, move any 1 initiative card belonging to a villain to the spot immediately after 
  these minions' initiative card.
  MINION WEAKNESS
  When you first create this type of minion, choose one of the weaknesses below.
   
  T Easily Rattled
  When these minions are hit by an attack, they lose the benefit of their minion perk on their next turn.
   
  T Self-Preservation
  When a squad of these minions is size 2 or smaller, the squad must use its action to flee.
   
  T Slow
  After the Narrator has laid out the initiative track but before the first turn is taken in the round, move these minions' 
  initiative card 2 spaces back toward the end of the track.
   
  T Small-Minded
  If there is no villain active in the scene to lead them, add 1 challenge die (
  ) to the attack rolls of squads 
  of these minions.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is the leader of a crime syndicate, the top dog in the organized crime group that plagues the city. 
  They are the criminal all other criminals fear and respect. Examples from popular comics include Kingpin® and 
  the Rose™ (Marvel), and Black Mask™, Carmine Falcone™, Two-Face®, and the Penguin® (DC).
  NAME:
  CRIME BOSS
  What kind of leader is this villain?
   
  One of Us (the villain rose through the ranks of the syndicate or 
  was raised up by their peers)
   
  Monarch (they are a leader because they are superior, someone 
  who leads because others fear to challenge them)
   
  Unstable Madman (the villain is mentally unstable, a 
  psychopath who rules through fear and intimidation)
   
   Other (fill in your answer in the Truths box)
  Criminal Leader
  Unique Quirk
  Acts of Savagery
  What makes this villain stand out from other gangsters?
   
  Costume (they hide their face with a mask and their 
  body with eclectic clothing)
   
  Huge Stature (the villain towers over other people)
   
  Physical Deformity (the villain has an unusual deformity, 
  such as a third eye, skin like concrete, or gills)
   
  Scars (the villain is hideously scarred from past trauma)
   
  Other (fill in your answer in the Truths box)
  What brutal act does this villain have a reputation for performing?
   
  Executing Underlings (the villain has a reputation for killing 
  members of their own gang when they fail)
   
  Making an Example (when the syndicate vanquishes an 
  enemy, this villain puts their failure on public display)
   
  Sending a Message (the villain orders attacks against the 
  friends and loved ones of rivals)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T     Brilliant Leader
  As an action, the villain chooses one squad of minions that can see and hear the villain. That squad then makes an 
  attack. If the minions' initiative card is face-down, also turn it face-up and move it to the end of the initiative track.
   
  T Cunning
  After the Narrator lays out the initiative track, swap 1 of this villain's initiative cards with a hero's initiative card.
   
  T   Reinforcements
  When the villain is in a scene with minions that the villain is leading, as an action the villain can add a new squad of 
  minions of the same type to the scene. This squad's size is equal to 2 × the number of heroes in the scene.
   
  T Tactical Familiarity
  Teamwork maneuvers performed on attacks against this enemy also add 2 challenge dice (
  ) to the roll.
   
  T Well-Equipped Goons
  When the villain is in a scene with minions that the villain is leading, ignore all weaknesses possessed 
  by those minions.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Careless Leader
  When a squad of minions this villain is leading is hit by an attack, reduce that squad's size by 1 more than normal.
   
  T Deep Cowardice
  When this villain has fewer than 50 resistance, they must use their action to attempt to flee the scene.
   
  T Fragmented Mind
  After taking damage, the villain has a 50% chance of using their action on their next turn to attack one of their allies.
   
  T Pride
  When this villain attacks a hero and deals no damage, this villain takes 30 damage.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is the head of a criminal organization and also a potent warrior. This villain's followers are zealously 
  dedicated to their leader, who enforces obedience and a strict hierarchy. Examples from popular comics include 
  the Mandarin™ and the Silver Samurai™ (Marvel), Sensei™ and Talia al Ghul™ (DC), and the Shredder® (Mirage).
  NAME:
  EVIL MASTER
  How does the villain get involved in the day-to-day crimes of the syndicate?
   
  Assassin (when killings are necessary, they are the one to do it)
   
  Distant Figure (the villain remains aloof, letting others do 
  the dirty work)
   
  Leader in the Field (the villain goes along with members of 
  their gang, leading criminal endeavors from the front)
   
  Other (fill in your answer in the Truths box)
  Getting their hands dirty
  Vision for the future
  Aesthetics
  What does this villain envision for the future of their 
  criminal organization?
   
  Criminal Empire (the villain is working toward establishing 
  their organization as a globe-spanning syndicate)
   
  Prophecy Fulfilled (the villain directs their organization in a 
  way meant to fulfill their ancient prophecies)
   
  Vengeance (they aim to right some perceived past wrong)
   
  Other (fill in your answer in the Truths box)
  What is the villain's appearance?
   
  Corporate Chic (the villain dresses in crisply tailored 
  business outfits in a cutting-edge style)
   
  Combat Jumpsuit (the villain wears a sleek combat jumpsuit, 
  much like that worn by many heroes)
   
  Eastern Warrior (the villain wears a costume inspired by 
  monks, samurai, ninjas, martial artists, or other warriors)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Fast
  After the Narrator lays out the initiative track, move any 1 of the villain's initiative cards 2 spaces toward the 
  front of the track.
   
  T   Reinforcements
  When the villain is in a scene with minions that the villain is leading, as an action the villain can add a new squad of 
  minions of the same type to the scene. This squad's size is equal to 2 × the number of heroes in the scene.
   
  T Untouchable
  When a hero attacks this villain and the villain can see the hero, add 1 challenge die (
  ) to the hero's roll 
  for the attack.
   
  T     Well-Trained Goons
  When a squad of minions this villain is leading is hit by an attack, move those minions' initiative card to the spot 
  immediately after the current turn, and if it is face-down flip it face-up.
   
  T Zealous Leader
  When this villain is in the same scene as minions that serve the villain, after the Narrator lays out the initiative track 
  move those minions' initiative card to the beginning of the track.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Blinded by Ego
  At the start of any issue that features this villain, choose a second weakness for each type of minion 
  serving this villain.
   
  T Overconfidence
  When this villain damages a hero with an attack, that hero adds 2 advantage dice (
  ) to any attack they make 
  against this villain on their next turn.
   
  T Overextension
  After this villain takes two turns in a row, flip 1 of their face-up initiative cards face-down.
   
  T Ruthless Leader
  When a squad of minions this villain is leading misses with an attack, reduce that squad's size by 1 if the villain is in a 
  position where they could make an attack against that squad.
  
  SCENARIO
  This issue introduces one of the most significant evil organizations in the series, SE14: The Crime Syndicate, which 
  you should define before the issue begins if you have not done so already. In the Truths box of SE14: The Crime 
  Syndicate, also write "Control over the Bad Neighborhood: 3." If SE04: The Bad Neighborhood has "Villains are 
  emboldened to commit crimes in the Bad Neighborhood" written in it, change the 3 to a 5. Additionally, create either 
  the Crime Boss or the Evil Master villain as the leader of the Crime Syndicate and note that in the villain's Truths box.
  The Crime Syndicate launches an act of defiance against the law: bombing the police headquarters in the Bad 
  Neighborhood. With the police already diminished in influence in the neighborhood, this audacious attack not only 
  puts many police officers at risk but also acts as the catalyst for a crime wave that will plague the city for weeks.
  The issue opens when the heroes are summoned by NC07: The Police Representative to discuss rumors of a 
  major criminal action on the horizon. The heroes meet at sunset on the rooftop of an abandoned building in the Bad 
  Neighborhood, where the Police Representative tells them that their sources say all signs point to something big that 
  is about to go down in the city, with the Crime Syndicate behind it. Before they can get very far into their conversation, 
  however, several bombs go off inside the police headquarters in the neighborhood. The heroes hear the explosions 
  and see smoke rising from the direction of the police headquarters. When they respond, they see that the building is 
  devastated, and survivors are trying to claw their way out of the rubble. Worse, it appears as though those survivors 
  are being cut down by members of the Crime Syndicate, positioned to make sure there are no survivors.
  In the opening scene, the heroes face the following opposition:
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 3.
  The scene ends when all the enemies are defeated.
   
  ) Complication (): Several survivors are still trapped in the debris of the building and need to be freed.
   
   Fully Resolved: Adjust the team's Government Reputation track by +1.
   
  ) Complication (, Critical): The enemies are gunning down the survivors who made their way out of 
  the rubble of the police headquarters. Each time this Complication initiative card comes up, the enemies gun 
  down another survivor. If all the enemies are defeated, immediately check off all the remaining boxes on the 
  complication's progress track and allow the heroes to distribute the hero points gained from progressing the 
  complication that many times among themselves as they see fit.
   
   Failure: In the Truths box of SE14: The Crime Syndicate, increase the number written next to the "Control over 
  the Bad Neighborhood" entry by 1.
   
  ) Scene Details: Huge chunks of solid building rubble, twisted support beams, overturned police cruisers, downed 
  telephone poles and electrical wires, shrapnel embedded in a wall, burning oil slicks.
  THE SEQUENCE OF EVENTS
  Instead of the usual showdown between the heroes and the villain, this issue continues with a montage of the 
  heroes dealing with a crime wave (frame it as such to the players up front, so that they understand that the scene 
  will continue, even when it would normally end). This counts as a single conflict scene, even though it takes place 
  over the course of several days. Each time the heroes defeat all the enemies in the scene, the scene shifts to the 
  next step in the montage; any unresolved complications are removed from the scene, and you move on to the next 
  event listed in the sequence, adding its enemies and complications to the scene. If all the heroes are defeated, 
  the montage shifts to the next step. The heroes are refreshed as though the conflict scene just started, regaining 
  resilience and hero points.
  The protection racket
  When the montage begins, the heroes have encountered members of the Crime Syndicate in the middle of shaking 
  down a local restaurant owner in the Bad Neighborhood. The Crime Syndicate's goons have cornered the restaurateur 
  after hours. While some of the gangsters hold the owner and his staff at gunpoint in one corner of the restaurant, the 
  other goons are ransacking the place.
  In this part of the scene, the heroes face the following opposition:
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 3.
   
  ) Complication (): The owner and five of his employees have gangsters pointing guns at them, and they need 
  to be gotten out of harm's way. Even if the gangsters holding guns on the employees are taken out, the civilians 
  are still endangered by stray shots taken at the heroes.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
  BLOOD IN THE STREETS, PART
  Streetlight Knights #3
  
  Unloading a truck full of stolen goods
  In the next part of the montage, the villains have stolen a tractor-trailer belonging to SE15: The Megacorporation that 
  contains stolen goods, mostly industrial equipment, high-end consumer electronics, and construction hardware. The 
  heroes have been tracking these gangsters for days and have finally caught them red-handed.
  In this part of the scene, the heroes face the following opposition:
   
   Two squads of Gangsters minions, each of a size equal to the number of heroes × 2.
   
  ) Complication (, Critical): Among the stolen goods being unloaded from the trailer are several barrels of 
  volatile chemicals. When the conflict scene begins, a panicked gangster trips over the ropes holding the barrels in 
  place, causing the ropes to snap and the barrels to spill out of the back of the trailer. These barrels crack on impact 
  with the asphalt and start rolling down the street, out toward the neighborhood. Each time this Complication initiative 
  card comes up, one of the barrels cracks open when it hits the side of a building, a parked vehicle, or other hard 
  obstruction, spilling harmful chemicals into the streets of the neighborhood.
   
   Failure: Gas fumes from the spilled chemicals fill the air. Add a Hazard initiative card to the initiative track. Each time 
  its turn comes up, make an attack (50% chance of success, damage equal to the number rolled) against each 
  hero and squad of minions in the scene, representing the harmful chemical cloud.
  Interrupting an Execution
  The scene shifts to a bridge over a deep expanse of water, where gangsters have a victim bound in chains, feet in a pot 
  of cement, with a bag over the victim's head. They have come here to dispose of a busboy from a local restaurant who 
  witnessed them committing a crime.
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 2.
   
   A gangster lieutenant minor villain, who has 1 initiative card, 50 resistance, and a submachine gun attack with a 
  65% chance of success (damage equal to the number rolled), with a 50% chance for anything else.
   
  ) Complication (): Just as the heroes reach the scene, two cars headed in opposite directions start crossing the 
  bridge. Seeing a chance for distraction, one of the gangsters opens fire on the cars, and both vehicles wreck into 
  each other. Though the occupants are unharmed, they are in danger with the gangsters on the bridge.
   
  ) Complication (, Critical): As the heroes enter the scene, the villains shove the busboy off of the bridge and 
  down into the water. The busboy needs to be pulled out of the water, freed from the bonds, and gotten to safety.
   
   Failure: The busboy perishes and never is able to tell the police what they saw. In the Truths box of SE14: The Crime 
  Syndicate, increase the number written next to the "Control over the Bad Neighborhood" entry by 1.
  The Jewelry Store Robbery
  The final part of the montage sees the heroes interrupting the robbery of a local jewelry store (more like a pawn shop 
  that specializes in gold and cheap jewelry) in the Bad Neighborhood. After the heroes' intervention in three previous 
  schemes, the Crime Syndicate is not only prepared for the heroes' arrival but has planned a little surprise for them. The 
  enemies spend 2 rounds trying to take out as many of the heroes as possible and then attempt to flee the scene before 
  their surprise goes off (see the complication below).
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 2.
   
   A gangster underboss minor villain, who has 2 initiative cards, 100 resistance, and a pistol attack with a 65% 
  chance of success (damage equal to the number rolled), with a 50% chance for anything else.
   
  ) Complication (, Critical): The gangsters have planted dynamite throughout the building and plan to bring 
  the building down on top of the heroes in explosive fashion. Once the heroes arrive on the scene, the gangsters arm 
  the explosives, which are attached to timers.
   
   Failure: The bombs go off, destroying (at least partially, depending on how many explosives the heroes dealt with) 
  the building. Each hero inside the building takes damage equal to 30 × the number of negative marks in the 
  complication's progress track above.
  WRAPPING UP
   
  ) For each time the heroes were all defeated in the montage conflict scene at the end of the issue, in the Truths box of 
  SE14: The Crime Syndicate increase the number written next to the "Control over the Bad Neighborhood" entry by 1.
   
  ) If the number written next to the "Control over the Bad Neighborhood" entry in the Truths box of SE14: The Crime 
  Syndicate is 6 or higher, that night NC01: The Media Personality produces a scathing piece of reporting on the 
  heroes' inability to loosen the Crime Syndicate's grip on the city. The Media Personality claims that vigilantism has 
  distracted the police and given politicians an excuse to divert funding away from the police, and now the city is 
  suffering a crime wave as a result. If the Media Personality has "Denounced heroes in reporting" in their Truths box, 
  adjust the team's Public Reputation by –2. Otherwise, write it in the Media Personality's Truths box, and adjust the 
  team's Media Reputation by –2.
   
  )
  This issue's story concludes in Streetlight Knights #4.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is a gun (or sword, or rocket launcher) for hire. Their goals are simple: to kill people, and to make 
  a tidy profit or further their organization's goals in the process. Examples from popular comics include 
  Bullseye™, Lady Deathstrike™, and Taskmaster™ (Marvel), Deadshot™, Deathstroke™, and the Red Hood™ (DC) and 
  Karai™ (Mirage).
  NAME:
  THE ASSASSIN
  How does the assassin appear and behave?
   
  Costumed Villain (the villain wears a mask, cape, body armor, 
  or other trappings associated with bombastic villainy)
   
  Shadow (they look like a ninja or fantasy thief)
   
  Soldier (they wear clothes and use gear appropriate to any 
  paramilitary group's soldier)
   
  Other (fill in your answer in the Truths box)
  Mercenary Aesthetic
  Contract Killer
  Origins
  What unique quirk does this assassin have when it 
  comes to the nature of their contacts?
   
  Calling Card (the villain must always leave behind a calling 
  card so others know when a hit is their responsibility)
   
  Exclusions (they won't accept contracts on certain individuals, 
  based on age, gender, nationality, or some other criteria)
   
  Never Called Off (once hired, they cannot be called off)
   
  Other (fill in your answer in the Truths box)
  How did this villain come to be an assassin?
   
  Engineered (they were made into a killer by a government, 
  corporation, or secret organization)
   
  Mercenary Turn (they were a criminal or soldier who 
  discovered a knack for killing and made it into a profession)
   
  Trained from Birth (the villain has been trained from a young 
  age to be an assassin by a guild or order)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Death Spiral
  If at least one hero has been defeated in the scene, the villain adds +20 damage to attacks they make.
   
  T Momentum
  For each boon  (
  ) this villain rolls, the villain regains 10 resistance, in addition to any other effects from that boon.
   
  T   Surge of Confidence
  When the villain rolls 2 or more boons, flip 1 of their face-down initiative cards face-up.
   
  T     That Won't Work on Me Again
  When a hero hits this villain with an attack using a power, use this perk to add 2 time tokens (
  ) to the power 
  card of the power the hero used for the attack.
   
  T     Tricks of the Trade
  This villain reveals an unexpected trap or weapon as a part of an attack, adding 4 advantage dice (
  ) 
  to their attack roll.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Blinded by Arrogance
  When this villain deals 30 or more damage in a single attack to a hero whose initiative card is face-down, move that 
  hero's initiative card to the end of the initiative track and turn it face-up.
   
  T Overextension
  After this villain takes two turns in a row, flip 1 of their face-up initiative cards face-down.
   
  T Hasty
  When this villain attacks a hero who has not yet taken a turn this round, add 2 challenge dice (
  ) to the 
  villain's roll.
   
  T Tunnel vision
  When this villain deals damage to a hero, the next hero other than the one who the villain damaged adds 2 advantage 
  dice (
  ) to their next attack roll against this villain on their next turn.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is a physically imposing criminal who directly enforces the will of some criminal organization. They 
  may even be the head of a family or sub-group within that organization who just likes getting their hands dirty. 
  Examples from popular comics include Hammerhead™ (Marvel), and Bane™ and Clayface™ (DC).
  NAME:
  THE ENFORCER
  How did this villain become such a powerful enforcer?
   
  Augmentation (the villain sought out cybernetic or biological 
  augmentation or it had forced upon them)
   
  Industrial Accident (the villain was a victim of an accident 
  involving chemicals or radiation while on the job)
   
  Nature (they are naturally huge, a quirk of human genetics)
   
  Other (fill in your answer in the Truths box)
  Source of Strength
  Role in the Organization
  Surprising Quirk
  What role does this villain play in the criminal 
  organization they belong to?
   
  Freelancer (they take contracts for the syndicate but are not a 
  member of the organization and have no loyalty)
   
  Right Hand (they directly serve the syndicate's leader)
   
  Leader (they are a leader in the organization, if not the leader of 
  the entire syndicate)
   
  Other (fill in your answer in the Truths box)
  What do other people not suspect about this villain before meeting them?
   
  Erudite (the villain is well-read, well-spoken, and possesses an 
  above-average education and cultured taste)
   
  Family Ties (the villain has a deep love for their family and 
  keeps their family life separate from their crimes)
   
  Religious (the villain is deeply religious and feels existential 
  guilt over the conflict between their crimes and their religion)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T     Lay them all Low
  As an action, the villain makes an area attack using their superpower, adding +20 to the damage of each hit.
   
  T Nigh Invulnerable
  Until the villain has taken any damage during a scene, reduce all damage the villain would take by 50.
   
  T Oversized
  The villain can make melee attacks against enemies that they are near or up close to.
   
  T   Unrelenting
  When this villain would be reduced to 0 resistance, they are instead reduced to 1 resistance, and you move 1 of the 
  villain's initiative cards to the space immediately following the current turn.
   
  T Untouchable
  When a hero attacks this villain and the villain can see the hero, add 1 challenge die (
  ) to the hero's roll 
  for the attack.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Cracks in the Armor
  When this villain takes 30 or more damage from a single attack, the next hero who attacks this villain adds 2 
  advantage dice (
  ) to their roll for the attack.
   
  T Goliath
  For each boon a hero rolls on an attack against this villain, increase that attack's damage by +10, in addition to any 
  other effects from that boon.
   
  T Inflexible Tactics
  Teamwork maneuvers performed on attacks against this villain also add 2 challenge dice (
  ) to the villain's 
  next roll if the attack hits.
   
  T Reckless Rage
  While this villain has fewer than 100 resistance, the villain must attack the nearest hero each turn if possible, and 
  adds 2 challenge dice (
  ) to all rolls.
  
  SCENARIO
  The crime wave initiated by SE14: The Crime Syndicate continues to plague the city, with its epicenter in SE04: The 
  Bad Neighborhood. The Crime Syndicate's leader pays a hired killer to lure the heroes into a trap and eliminate them. 
  The hired killer spends days seeding the criminal underworld with rumors of a big job: the Crime Syndicate has stolen 
  fuel rods from the nuclear power plant and is planning on selling them at a steelworks right on the edge of the Bad 
  Neighborhood to buyers from SE08: The War-Torn Nation. The deal will provide a cash influx for the Crime Syndicate, 
  as well as access to cutting-edge weapons that will allow them to outpace the police in an arms race.
  When the heroes arrive, they find that there is no deal; where the negotiations are supposedly happening (a 
  manager's office overlooking the factory), they discover that the "negotiators" are hostages, and the trap springs.
  In the opening scene, the heroes face the following opposition:
   
   The killer hired by the Crime Syndicate, either the Assassin or the Enforcer, who has 1 initiative card per hero.
  The scene ends when the villain is defeated, or each of the heroes complete the objective.
   
  ) Objective: Given the villain's advanced preparation and prowess, the heroes may wish to attempt to retreat from 
  the villain. Each hero can complete this objective separately to flee the scene. When the hero has completed their 
  objective, they successfully escape and are no longer considered to be a part of the scene. Do not award hero 
  points for advancing these objectives.
   
   Hero:______________ ( )
   
   Hero:______________ ( )
   
   Hero:______________ ( )
   
   Hero:______________ ( )
   
   Hero:______________ ( )
   
   Hero:______________ ( )
   
  ) Complication ( ): There are two groups of bound and gagged hostages who need to be rescued. One is the 
  group in the floor manager's office, and the other is a group of steelworkers who have been bound together and are 
  hanging suspended from a hook at the end of a chain, dangling over a vat of molten steel.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
   
  ) Hazard: The villain has rigged the site of the conflict with numerous traps intended to keep the heroes from 
  escaping. Add 1 Hazard initiative card to the scene (or 2 Hazard cards if there are four or more heroes). Each time 
  a Hazard card comes up, one of the heroes triggers one of these traps, which makes a physical melee ranged 
  attack against that hero with a 65% chance of success. On a hit, the hero either loses one box of progress on their 
  objective (see above), or takes damage equal to the number rolled (to a maximum of 30 damage) if they have made 
  no progress on their objective. Some suggestions for these traps include:
   
   A glue bomb
   
   Automatic bolas launchers
   
   Electrified stun nets
   
   Tear gas jets
   
   Stunning floor plates
   
   Poison dart launchers
   
   Flashbang 
  grenades 
  tied to tripwires
   
   Self-wrapping cables
   
  ) Scene Details: Heavy-duty chain pulleys, stacks of steel beams, troughs of molten metal, clouds of steam from 
  cool water on hot metal, cranes with dangling hooks, huge bins of raw ore, gas lines connected to blast furnaces.
  Defeat for the heroes
  If the heroes are defeated in this scene, before the killer can finish the job a group of police officers led by NC07: The 
  Police Representative raids the steelworks, swooping in to drive off the killer and rescue the heroes. The heroes' 
  need for rescue damages their reputation among the police; adjust the team's Government Reputation track by –2.
  WHAT THE HEROES CAN LEARN OR DO
  Below are some suggestions for information you can provide to the heroes if they seek it out.
  Locating the Syndicate Leader's Hideout
  Finding out where the Crime Syndicate's leadership operates from is not difficult for street-savvy heroes; anyone 
  familiar with the criminal underworld can pinpoint the building. If SE04: The Bad Neighborhood has "Villains are 
  emboldened to commit crimes in this neighborhood" written in its Truths box, add 2 advantage dice (
  ) to any rolls 
  to find this information, as the Crime Syndicate doesn't bother to hide the location of their base.
  Flipping a rat on the inside
  If the heroes can isolate one of the gangsters, they might turn that gangster into an ally with coercion or bribery. 
  Succeeding in doing so turns the gangster into an informant who can tell the heroes when there are the fewest 
  gangsters in the headquarters, halving the size of the main squad of gangster minions they have to face in the final 
  conflict scene.
  BLOOD IN THE STREETS, PART 
  Streetlight Knights #4
  
  THE VILLAIN’S PLAN
  The heroes know the villain is gunning for them, so it is time to confront the villain and end the vendetta (if the heroes 
  don't come to this realization, the Police Representative suggests it). Choose a building for the Crime Syndicate's hideout 
  in the Bad Neighborhood (such as an abandoned casino, a high-rise office building, or a hollowed-out warehouse) and 
  describe how the nature of the Crime Syndicate affects the aesthetics of the headquarters. Then choose one of the 
  following options for the site of the confrontation, where the heroes find the villain:
   
   Audience Chamber. The room looks like a throne room, with a raised dais and decorations intended to honor and flatter the leader.
   
   Executive Office. The room is spacious, clean, modern, and looks like a corner office in a business district high-rise.
   
   Thieves' Den. The room is like the common room of a tavern or a brothel, with tables and chairs enough for dozens of criminals.
  Whenever the heroes confront the villain, they face the following opposition:
   
   The leader of the Crime Syndicate. The villain has 1 initiative card per hero in the scene.
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 2.
  The scene ends when all the enemies are defeated.
  The syndicate leader learns the heroes are alive 
  Word comes back through underlings that the heroes survived the assassination attempt. The villain starts making the 
  calls to prepare for the heroes' eventual retaliation, holing up in their headquarters.
  The villain's personal guards are doubled  
  The Crime Syndicate's leader orders their lieutenants to double the number of bodyguards assigned to the villain at any 
  given time. Arranging this takes some time, but soon the villain is surrounded by extra security around the clock.
  Add the following enemies to the final conflict scene, in addition to those listed above:
   
   A second squad of Gangsters minions, of a size equal to the number of heroes × 2, representing the villain's 
  personal bodyguards.
   
   A gangster lieutenant minor villain, who has 1 initiative card, 50 resistance, and a submachine gun attack with a 
  65% chance of success (damage equal to the number rolled), with a 50% chance for anything else.
  Syndicate Gangsters are Reinforced  
  The Crime Syndicate's leader puts out the word to gangsters throughout the city, calling on each underboss to send 
  some of their number back to headquarters to further protect against outside attacks.
  Double the size of the squad of the first squad of gangsters (not the villain's bodyguards) if this or the next step is 
  the final scene.
  The villain takes a hostage
  The villain takes NC07: The Police Representative as a hostage, bringing them back to the Crime Syndicate's 
  headquarters as leverage should the heroes still be foolish enough to attack.
   
  ) Complication (, Critical): The Police Representative is tied to a chair when the heroes enter. When this 
  Complication initiative card comes up, the villain shoots the Police Representative with a gun.
   
   Failure: The Police Representative dies. Erase all your answers and everything in the Truths box of NC07: The Police 
  Representative. That character can be redefined in the future as a different character the next time something 
  references them. Additionally, adjust the team's Government Reputation track by –3.
  WRAPPING UP
   
  ) If the villain is captured by the heroes and turned over to the police, the villain is incarcerated in SE05: The Super 
  Prison. The heroes also receive a visit from NC06: The Agency Chief, who runs SE03: The Government Agency. 
  The Agency Chief congratulates them on bringing the most dangerous criminal in the city to justice, and tells them 
  that the agency will be in touch in the near future. Any heroes with the Most Wanted lasting repercussion remove it, 
  as the Agency Chief pardons them. Additionally, adjust the team's Government Reputation track by +2.
   
  ) If the villain is incarcerated or killed in the final conflict scene, in the Truths box of SE14: The Crime Syndicate, 
  decrease the number written next to the "Control over the Bad Neighborhood" entry by 3.
   
  ) If the heroes succeed in the final conflict scene, the hero who was most directly engaged with the villain during 
  the conflict (Narrator's discretion) gains the following lasting repercussion: Marked for Death. Additionally, all the 
  heroes gain the following lasting repercussion: Vengeance of [the name of this issue's villain].
   
  ) If the heroes are all defeated in the final scene, all the heroes are badly beaten and left bound to the neon letters on 
  top of the local TV news station's buildings, a warning from the Crime Syndicate to other heroes. That night NC01: The 
  Media Personality produces a piece of reporting blaming the heroes for failing to protect the city from the Crime 
  Syndicate. If the Media Personality has "Denounced heroes in reporting" in their Truths box, adjust the team's Public 
  Reputation by –2. Otherwise, write it in the Media Personality's Truths box.
  
  MINIONS
  TRUTHS
  All character names are property of their respective owners, and their use does not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  TERRORIST SOLDIERS
  These minions are terrorists, servants of an organization that seek to sow chaos and cause massive death. 
  They are often obedient grunts who see little of the big picture and simply buy into the propaganda from their 
  leaders. Examples include the A.I.M.™ and H.Y.D.R.A.® soldiers (Marvel), and Kobra's Blackadders™ (DC).
  NAME:
  FORM
  What are these soldiers, at their most very basic?
   
  Brainwashed Citizens (these minions are ordinary 
  people who have undergone terrible brainwashing techniques 
  to make them loyal to a terrorist organization)
   
  Robots (these minions are not human at all but are instead 
  robots, either humanoid in form or more dronelike)
   
  True Believers (these minions are zealots who have fully 
  absorbed the propaganda spread by their organization)
   
  Other (fill in your answer in the Truths box)
  ACCOUTERMENTS
  What unique gear do these soldiers use?
   
  Advanced Weapons (these minions possess cutting-
  edge weapons technology stolen from their original owners)
   
  Anachronistic Clothing (these minions wear garb from 
  another culture and era, appearing more like time travelers 
  than soldiers of a modern-day paramilitary group)
   
  Costumes (these minions wear garish costumes designed 
  to adhere to the organization's themes and aesthetics)
   
  Hazmat Suits (they wear full-body environment 
  suits that hide their identity and also shield them from 
  biological weapons)
   
  Jumpsuits & Body Armor (these minions wear jumpsuits 
  with outer body armor, giving them a paramilitary appearance)
   
  Other (fill in your answer in the Truths box)
  DEMEANOR
  How do these minions comport themselves when they attack?
   
  Disciplined Tactics (these minions are tightly disciplined 
  and obey orders quickly with military precision)
   
  Hateful Aggression (these minions fly into a rage when battle begins, fighting with anger and hoping to crush 
  their enemies utterly)
   
  Suicidally Zealous (these minions show no regard for their own lives, recklessly fighting for the cause)
   
  Unflinching (these minions do battle with grim determination, marching toward their enemies relentlessly)
   
  Other (fill in your answer in the Truths box)
  
  PRIMARY ATTACK MODE
  When you create these minions, choose one of the primary attack modes below and describe the nature of the attack in the box.
   
  T Standard Attack (50% chance of success)
  Melee or ranged attack. On a hit, deal damage equal to the number rolled (maximum damage equal to the squad's 
  current size × 10).
   
  T Accurate Attack (65% chance of success)
  Melee or ranged attack.  On a hit, deal damage equal to the number rolled (maximum damage equal to the squad's 
  current size × 5).
   
  T Powerful Attack (40% chance of success)
  Melee attack.  On a hit, deal damage equal to the number rolled + 20 (maximum damage equal to the squad's current 
  size × 10 + 20).
  Use this box to describe the minions' primary attack mode.
  MINION PERK
  When you first create this type of minion, choose one of the perks below.
   
  T Cutting-Edge Technology
  These minions use incredible technology on the cutting edge of human science. Increase their chance of success on 
  attacks made with weapons by 10%.
   
  T Death Blow
  Whenever a hero hits a squad of these minions with a melee attack, the squad also deals 10 damage to that hero.
   
  T Opportunistic
  For each boon these minions roll on an attack, add +10 to the damage of the attack, in addition to any other effects 
  from that boon.
   
  T Support Fire
  When these minions hit with an attack, move any 1 initiative card belonging to a villain to the spot immediately after 
  these minions' initiative card.
   
  T They Just Keep Coming!
  After the Narrator lays out the initiative track but before the first turn of the round begins, roll 4 advantage  
  dice (
  ). For each boon you roll, add that number to the size of any squads of minions of this type. 
  The squad's size cannot exceed its initial size.
  MINION WEAKNESS
  When you first create this type of minion, choose one of the weaknesses below.
   
  T Blind Devotion
  Melee attacks against these minions add 2 advantage dice (
  ) to the roll instead of 1.
   
  T Cut off the Head
  If the villain leading these minions is defeated, flees, or otherwise permanently leaves the scene, these minions must 
  use their actions to flee.
   
  T Overzealous
  Add 2 challenge dice (
  ) to any attack rolls these minions make against heroes who have not yet taken a 
  turn this round.
   
  T Poor Teamwork
  For each squad of these minions that would be added to a scene, instead add two squads of these minions, each of 
  which is half the size of the squad that was supposed to be added.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is the leader of a terrorist organization. More than just a figurehead, this villain concocts the 
  schemes and oversees the plots that the organization hatches, inspiring their comrades' vision of the future. 
  Examples from popular comics include Baron Strucker™, Red Skull®, and Viper™ (Marvel), and Kobra™ and 
  Lady Shiva™ (DC).
  NAME:
  TERRORIST LEADER
  How does this villain lead the terrorist group?
   
  Cunning Mastermind (the villain uses their intellect to create 
  elaborate plans for their followers to execute)
   
  Demagogue (the villain is an inspiring propagandist)
   
  Dictator (the villain rules over the terrorists with an iron fist)
   
  Other (fill in your answer in the Truths box)
  Type of Leadership
  Rise to Power
  Appearance
  What is unique about how this villain came to power?
   
  Coup (the villain overthrew the previous leader of the 
  organization in a violent, bloody coup d'etat)
   
  Inheritance (the villain is the offspring or chosen successor of 
  the previous leader)
   
  Out of Time (they are from a past era and have either ruled 
  contiguously for decades or recently reclaimed leadership)
   
  Other (fill in your answer in the Truths box)
  What does this villain look like?
   
  Anachronistic (they dress as though they are from another 
  time, or in modern clothes that invoke an past era's aesthetic)
   
  Badly Disfigured (they are twisted or scarred enough to 
  look monstrous)
   
  Paragon (they wear a costume that is a grander, more 
  elaborate version of that worn by their followers)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T     Battle Cry
  As an action, the villain chooses one squad of minions they are leading. Move that squad's initiative card to the spot 
  immediately after the current turn, and if the card is face-down turn it face-up. On its next turn, that squad of minions 
  adds 4 advantage dice (
  ) to any attack rolls it makes.
   
  T Flight
  This villain can fly when they move.
   
  T   Reinforcements
  When the villain is in a scene with minions that the villain is leading, as an action the villain can add a new squad of 
  minions of the same type to the scene. This squad's size is equal to 2 × the number of heroes in the scene.
   
  T Well-Armed Goons
  Add +10 to the damage of all attacks made by minions that this villain is leading.
   
  T Zealous Leader
  When this villain is in the same scene as minions that serve the villain, after the Narrator lays out the initiative track 
  move those minions' initiative card to the beginning of the track.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Blinded by Ego
  At the start of any issue that features this villain, choose a second weakness for each type of minion 
  serving this villain.
   
  T Careless Leader
  When a squad of minions this villain is leading is hit by an attack, reduce that squad's size by 1 more than normal.
   
  T Caught up in the moment
  When this villain damages a hero, at the end of the villain's turn move 1 of the villain's face-up initiative cards to the 
  end of the initiative track.
   
  T Gloating too Early
  When a hero in the scene takes 30 damage or more from a single attack, the villain must use their next action to 
  deliver a scathing indictment of that hero's flaws.
  
  SCENARIO
  This issue opens as the heroes are approached by NC06: The Agency Chief. A pharmaceutical laboratory in the city 
  was robbed. Although most of the lab's security cameras were disabled, one older camera escaped notice. When the 
  police tried to identify the thieves, the search raised a flag at SE03: The Government Agency. The agency identifed 
  one of the individuals as a member of SE18: The Terrorist Group. Create the Terrorist Leader villain to be this issue's 
  villain. If you have an existing villain who might be a member of the Terrorist Group (or could have joined up since their 
  last appearance), you can use that villain instead.
  The Agency Chief wants the heroes to look into it. The Agency Chief suspects that the Terrorist Group might be 
  planning something in the city, but the Government Agency's resources are tied up in other matters. If the team's 
  Government Reputation track is at –5 or lower, the Agency Chief makes it clear that they are going against the 
  wishes of their superiors in approaching the heroes.
  WHAT THE HEROES CAN LEARN OR DO
  The heroes know that the Terrorist Group is in the city, but not what they are planning. Unlike other issues, the villain's 
  plan is already almost complete. As such, there is no opening conflict scene in this issue, and you do not need to 
  track time passing as the heroes create interlude scenes. The things the heroes need to learn are what exactly the 
  Terrorist Group is planning, what they are targeting, and when their attack will take place.
  Learning the method
   
  ) The pharmaceutical laboratory that was broken into was a division of SE15: The Megacorporation. The laboratory 
  was recently in the news after a major research project had been a multi-billion dollar failure.
   
   The project was for a drug meant to treat personality disorders. Test subjects had all empathy and societal 
  norms suppressed 24–48 hours after ingestion; many became coldly violent, attempting several murders.
   
   The severity of the theft was underreported. Nearly every batch of the experimental drug was stolen.
   
  ) A local pest control agency that specializes in dealing with high-rise office buildings recently had its headquarters 
  broken into. The police have no leads, since nothing stolen has any black market value.
   
   Stolen items included the high-pressure canisters used to fumigate towering office buildings.
   
   The quantity of the stolen canisters is unusually high; the pest control company had just been contracted to 
  service three 20+ story tall buildings in the city and had invested in pressurized fumigation canisters.
   
  ) Rupert Wentworth, a businessman who lives in the city, recently purchased four semitrucks with trailers. 
  Wentworth was also seen dining at a private dinner club in the trendy neighborhood with the issue's villain. The 
  next day, the semitrucks were mysteriously stolen from a shipping yard.
   
   Wentworth is a member of SE25: The Secret Society. He left the city following the theft.
   
   The keys to the trucks were left in the ignition, and the gate was unlocked. Traffic camera footage indicates 
  that the trucks are still in the city, though it is unclear where.
  Identifying the Targets
   
  ) To inflict the maximum damage with an aerosol chemical weapon, the Terrorist Group will need to place the 
  gas containers in wide-open areas where tall buildings won't create wind tunnels to blow the gas clouds away, 
  but where there is still a high population density. This indicates that the gas should be deployed in the Bad 
  Neighborhood, the old part of town, the commercial center, and the trendy neighborhood.
   
  ) Within those neighborhoods, an elevated position would be best for wide dispersal. Given that the gas canisters 
  will be brought into the city by semitrucks, a flat-topped parking garage with roof parking and wide ramps are the 
  ideal target areas. There is at least one such structure in each of the targeted districts.
  Uncovering the Timing
   
  ) One weekend features a weekend-long holiday festival in the trendy neighborhood, a parade through the 
  commercial center, and a free fireworks show in the largest park of the Bad Neighborhood. Any of those three 
  are likely targets, but the parade and the fireworks shows are at different times.
   
  ) Recently, citizens petitioned the city to move the parade start time, so people attending church could also attend 
  the parade, but their request was denied. The parade, the holiday festival, and church services overlap, making 
  that time the most likely target as it maximizes the potential for exposure to the gas.
  ENTER, TERROR!
  Streetlight Knights #5
  
  WHEN THE HEROES GET TOO CLOSE...
  Eventually, the Terrorist Group takes notice of the heroes' investigation and try to delay or put a stop to it. To do so, the 
  organization dispatches a hit squad. Worse, they expose one of their number to the experimental drug first, creating a 
  ruthless killer to lead that squad. The attack takes place as the heroes are wrapping up an interlude scene; allow any 
  heroes who were not a part of that scene to join in the conflict scene once it starts.
  Whenever the hit squad attacks the heroes, the heroes face the following opposition:
   
   A squad of Terrorist Soldiers minions, of a size equal to the number of heroes × 2.
   
   An enhanced terrorist minor villain, who has 100 resistance, 1 initiative card, and makes an attack using a military-
  grade assault weapon with a 65% chance of success (damage equal to the number rolled).
  The scene ends when the enemies are defeated.
   
  ) Complication (): When the hit squad attacks, they do so when there are civilians around, putting those 
  bystanders in danger to distract the heroes. These bystanders need to be gotten out of harm's way.
  THE VILLAIN’S PLAN
  The Terrorist Group's plan is to drive four semitrucks into the city, each one pulling a trailer carrying hundreds of aerosol 
  canisters filled with the Megacorporation's experimental personality disorder drug. The canisters will be triggered, 
  covering huge swathes of the city with a gas that will turn anyone who breathes it into emotionless killers. Tens of 
  thousands of people will die over the course of the next few days, but the city's infrastructure will remain intact, allowing 
  the Terrorist Group to step in and seize control of the city, restoring order and ruling as they see fit. Four teams of trusted 
  organization members will oversee the attack wearing protective gear.
  When the heroes figure out the Terrorist Group's plan, they can inform the Agency Chief, who will dispatch Government 
  Agency teams to neutralize three of the semitrucks. The fourth truck (which is being positioned in SE04: The Bad 
  Neighborhood) will be the heroes' responsibility, and, as fate would have it, will be the truck being overseen by the 
  villain. Whenever the heroes confront the villain, they face the following opposition:
   
   A squad of Terrorist Soldiers minions, of a size equal to the number of heroes × 3.
   
   The issue's villain, who has 1 initiative card per hero in the scene.
  The scene ends when the enemies are all defeated.
   
  ) Complication (): A news crew filming a segment in the Bad Neighborhood is nearby when the conflict begins. 
  The crew needs to be gotten to safety (though they resist to continue capturing footage of the conflict).
   
   Fully Resolved: Adjust the team's Media Reputation track by +1.
   
  ) Complication (, Critical): Though many of the canisters are still in the trailer of the semitruck, the terrorists 
  have spread several large canisters in a one-block radius to increase the gas's spread. When the conflict begins, 
  the minions to trigger the canister by opening fire on them and trying to puncture them. Each time this Complication 
  initiative card comes up, one of the canisters spews its pharmaceutical gas into the air.
   
   Failure: The entire district is shrouded in a cloud of the mind-altering gas. If the heroes are not wearing protective 
  gear, they inhale the gas and are potentially in danger of experiencing the drug's effects.
  WRAPPING UP
   
  ) If the heroes are all defeated in the final conflict scene or if they fail the critical complication in that scene, the 
  Government Agency takes care of the other three trucks, but a cloud of gas covers the Bad Neighborhood as the 
  attack partially succeeds. Fortunately, the Government Agency has prepared some antitoxin, and over the course of 
  the next day they quarantine the Bad Neighborhood and distribute the cure. Violent episodes are kept to a minimum, 
  though there are some casualties. Adjust the team's Public Reputation track by –1.
   
   If the team's Government Reputation track is at –3 or lower, the Agency Chief catches heat from the rest of the 
  government for using the hero. Write "Under intense scrutiny" in the Truths box of NC06: The Agency Chief.
   
  ) If the heroes succeed in the final scene and foil the attack, the Agency Chief puts the heroes front and center for 
  media attention. Adjust the team's Media Reputation track by +1. Additionally, all the heroes gain the following 
  lasting repercussion: Vengeance of [the name of this issue's villain].
   
   If the team's Media Reputation track is at 3 or higher, the story dominates the news for days. The failed drug 
  experiment becomes public knowledge, and the Megacorporation is fined and is subjected to citizen protests. 
  Unscrupulous leaders at the Megacorporation blame the heroes; choose one hero who is most likely to be the 
  media darling for this story to gain the Marked for Death lasting repercussion.
   
  ) In the Truths box of SE18: The Terrorist Group, write "Control over the Bad Neighborhood: 1." If the heroes are all 
  defeated in the final conflict scene, or if they fail the critical complication in that scene, change the 1 to a 3.
   
  ) The Agency Chief is grateful that the Terrorist Group's plot was foiled. Any heroes with the Most Wanted lasting 
  repercussion remove it, as the Agency Chief pardons them. Additionally, adjust the team's Government 
  Reputation track by +2.
  
  SCENARIO
  This issue begins with NC06: The Agency Chief reaching out to the heroes once more. The Agency Chief informs 
  them that SE03: The Government Agency has located Rupert Wentworth, a businessman complicit in the attempted 
  terrorist attack in the previous issue. According to their sources, Wentworth fled to SE23: The Lawless City, where 
  he is temporarily living under the protection of one of the local criminal factions that control the city while he lays low 
  after the failed attack. The heroes likely also know that Wentworth is a member of SE25: The Secret Society, though 
  if they do not the Agency Chief reveals that information to them.
  Wentworth is also cut off from most of his normal resources and vulnerable in the anything-goes legal state of 
  the Lawless City. The Agency Chief suggests that the heroes travel to the Lawless City, retrieve Wentworth, and 
  determine why the Secret Society and the Terrorist Group are working together. Though the heroes may fly most of 
  the way, they arrive in the Lawless City by boat; the airport is exclusively for private jet owners under the protection 
  of one of the city's powerful factions, and the Agency Chief suggests that the heroes arrive under the radar to avoid 
  scaring Wentworth off.
  Encourage the hero players to describe some short scene or interaction that happens on the journey to the Lawless 
  City, something that shows the hero's relationship with another member of the team. This issue has no opening conflict 
  scene; hero players can start creating interlude scenes to track down Rupert Wentworth as soon as they arrive.
  WHAT THE HEROES CAN LEARN OR DO
  Below are some suggestions for information you can provide to the heroes if they seek it out.
  Vignettes in the lawless city
  Each time the heroes create an interlude scene, at the conclusion of that scene the Narrator creates another scene 
  to follow it, a vignette that gives the heroes a chance to experience life in the Lawless City. These vignettes do not 
  advance the sequence of events, and you can choose from any of the suggestions below or make up your own.
   
  ) A corrupt local "police officer" is terrorizing a group of street urchins in an alley, threatening them with violence if 
  they don't turn over the money they have pickpocketed throughout the day.
   
  ) A wealthy foreigner flips his sports car over while driving recklessly on the outskirts of the city. Bystanders swarm 
  the vehicle, not to help but to steal from the man while he is still trapped inside.
   
  ) Drunken members of a street gang looking for cheap thrills corner a small group of civilians and line them up, 
  forcing them to beg for their lives or be shot right there on the street.
   
  ) A group of teenagers have broken into a convenience store (or other local equivalent) to rob it, only to find the 
  owner inside with a shotgun, and the scene is only seconds away from erupting in violence.
   
  ) A group of street toughs follows the heroes as they move through the city streets in the hope of mugging them.
   
  ) Lasting Repercussion: If any of the heroes have the Marked for Death lasting repercussion, a villain who is lying 
  low in the Lawless City takes notice of the heroes' arrival and decides to claim the price on that hero's head. They 
  launch a surprise attack on the heroes, with the goal of killing the marked hero in question. Choose an existing 
  villain who might have fled to the Lawless City after a previous run-in with the heroes, or create a new villain using 
  an unused villain sheet, such as the Foil, the Assassin, or the Enforcer.
   
   This villain has 1 initiative card per hero in the scene.
   
   Add a complication from the Deck of Complications to the scene; if the complication's severity depends on a 
  number of drawbacks rolled, treat the complication as though 4 drawbacks (
  ) were rolled.
  Tracking Down Wentworth
   
  ) Criminals who operate the city's brothels and drug dens know Wentworth as a foreigner who is never stingy when 
  it comes to spending money on hedonistic pursuits. Many of them have catered to his desires in his private villa.
   
  ) Many civilians know of Wentworth after being pressed into service at his villa, either as entertainment for parties 
  or a part of the cleaning crew the next morning.
   
  ) Wentworth is cautiously respected by other wealthy foreigners who spend time in the Lawless City. Most have 
  been guests at one of Wentworth's parties, and some have even done business with him, profiting from his 
  seemingly endless stream of profitable business ventures.
  JOURNEY INTO THE WILD
  Streetlight Knights #6
  
  THE SEQUENCE OF EVENTS
  As soon as Wentworth learns the heroes have come to the Lawless City for him, he starts trying to get away so he can 
  flee to another bolthole. The heroes need to find him and capture him to learn more about his role in the terrorist plot 
  against the heroes' city. Regardless of at what stage in the sequence of events the final conflict scene occurs, the scene 
  plays out like a chase sequence, with the heroes trying to bring down Wentworth before he can get away. This scene 
  should be fast-paced and kinetic, so describe the heroes and enemies moving quickly at all times. Each step in the 
  sequence of events changes the nature of this chase scene and includes obstacles and complications that reflect the 
  nature of the chase. Whenever the heroes make their move to capture Wentworth, they face the following opposition:
   
   A squad of mercenary minions, of a size equal to the number of heroes × 2. They have handguns and have a 50% 
  chance of success on all rolls, with maximum damage equal to the size of the squad × 10.
   
   A personal bodyguard minor villain who has 1 initiative card, 50 resistance, and a shotgun attack with a 65% 
  chance of success (damage equal to the number rolled), with a 50% chance for anything else.
  The scene ends when the heroes complete the objective and defeat all the enemies in the scene.
  The Criminal faction lifts its protection 
  When the heroes first make their presence known in the city (even incidentally), the criminal faction in the city that 
  protects Wentworth from harm is infuriated that he would allow himself to be followed to the Lawless City. The faction 
  rescinds their protection for Wentworth and lets him know that the heroes are in the city looking for him.
  Wentworth Abandons his residence  
  In a rush, Wentworth calls in a few favors and leans on Secret Society contacts to arrange for an expanded security 
  detail. He flees his residence, a palatial villa located in the middle of the city, under the protection of his cadre of unsavory 
  crew of mercenary guards. His destination is a limo and a motorcade of escort vehicles.
   
  ) Objective (): Wentworth and his guards flee on foot from his residence, taking back alleys and shortcuts 
  through buildings to reach the motorcade. The heroes start the scene only catching glimpses of Wentworth during 
  the chase, and each success draws them closer to their quarry.
  The motorcade travels through the city    
  Once Wentworth and his guards reach the waiting vehicles, they begin making their way through the city's twisting 
  streets. With no regard for the safety of others in the city, Wentworth's motorcade races and shoves its way to the airport, 
  where a private jet waits to take Wentworth away.
   
  ) Objective (): Wentworth's motorcade consists of a limousine flanked by several motorcycles. They race 
  through the narrow streets and broad avenues of the Lawless City, ignoring traffic signals and occasionally driving on 
  sidewalks or through medians in an attempt to lose the heroes' pursuit.
   
  ) Complication (, Critical): Wentworth's motorcade barrels through crowded areas, and many civilians 
  are right in the path of their vehicles. Each time this Complication initiative card comes up, Wentworth's limousine 
  collides with pedestrians, a street vendor's cart, or other structure in a way that endangers bystanders.
   
   Failure: At the end of the issue, someone leaks footage of the chase to the heroes' home city's local news media, 
  edited to make the heroes responsible for the carnage. Adjust the team's Media Reputation by –1.
  Wentworth's Plane Takes off
  The motorcade makes it to the airport, where Wentworth dashes aboard his private jet and orders an immediate takeoff. 
  If the sequence of events reaches this point, the Government Agency contacts the heroes and lets them know that 
  Wentworth's plane is scheduled to take off from the airport soon, and that they need to capture Wentworth while he is 
  still in the Lawless City's airspace if they want to apprehend him without causing an international incident.
   
  ) Objective (): Wentworth's private jet is taking off, and the heroes need to stop it. As it races down the 
  runway, the heroes can slow the plane long enough to break inside and grab Wentworth, or ground the plane entirely.
   
  ) Complication (, Critical): In their haste to escape, the pilots flew too close to the air traffic control tower and 
  blasted out the windows. Several employees were tossed out of the tower and now cling desperately to a railing. 
  When this Complication initiative card comes up, one of them falls over 300 feet to their death.
  WRAPPING UP
   
  ) If the heroes capture Wentworth, he spills his secrets. He tells the heroes that the Secret Society sold the trucks that 
  SE18: The Terrorist Group used to attempt a terror attack on their city to strengthen the Terrorist Group's position in 
  the city. Wentworth tells the heroes that a war is coming to the streets of the city, one that will pit the Terrorist Group 
  against SE14: The Crime Syndicate. The Secret Society aided the Terrorist Group in the hopes that they will weaken 
  the Crime Syndicate.
  
  SCENARIO
  This issue begins with an assassination attempt against NC07: The Police Representative. Hitmen sent by SE14: 
  The Crime Syndicate attack one of the city's elevated trains (or equivalent transportation) during the evening 
  commute. Fortunately, the Police Representative was on their way to meet the heroes to discuss what has happened 
  in their absence from the city, and the heroes are close enough to leap into action once the attack starts.
  In the opening scene, the heroes face the following opposition:
   
   Choose an existing villain who worked for the Crime Syndicate in the past (such as the Assassin or Enforcer), 
  or create a new villain who fits that description. The villain has 1 initiative card per hero in the scene.
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 2.
   
   A gangster underboss minor villain, who has 1 initiative card, 100 resistance, and a submachine gun attack 
  with a 65% chance of success (damage equal to the number rolled), with a 50% chance for anything else.
  The scene ends when all the minions and the underboss are defeated, and the villain has either been defeated or fled.
   
  ) Complication (, Critical): Stray gunfire punches through a pressurized suspension tube beneath the train, 
  causing the train to start derailing as the wheels wobble uncontrollably.
   
   Failure: The train is dragged off of the tracks and derails, falling to the street below. Make a physical melee 
  attack against every character in the scene with a 50% chance of success, dealing damage equal to the 
  number rolled). Adjust the team's Media Reputation track by –1 as the derailing fills the news for days.
   
  ) Objective (,  Opposed): The heroes need to get the Police Representative to safety before the enemies 
  can complete their assassination attempt.
   
   Fully Resolved: The Police Representative exits the scene. Adjust the team's Government Reputation track by +1.
   
   Failure: The Police Representative is gravely wounded and needs to go to a hospital. If the heroes are defeated 
  in this scene, the Police Representative dies. Erase all your answers and everything in the Truths box of NC07: 
  The Police Representative. That character can be redefined in the future as a different character the next 
  time something needs to reference them. Additionally, adjust the team's Government Reputation track by –1.
   
  ) The Betrayal: The villain is secretly a member of SE18: The Terrorist Group, sent not only to take out the Police 
  Representative but also all the members of the Crime Syndicate on this job. When the villain has fewer than half of 
  their resistance remaining, or when the squad of gangster minions is half its starting size (whichever comes first), 
  the villain turns on the members of the Crime Syndicate and begins trying to take them out. Once all the minions 
  and the underboss have been defeated, the villain attempts to flee.
  THE SEQUENCE OF EVENTS
  The betrayal in the first scene is the opening shot of all-out war between the Crime Syndicate and the Terrorist Group 
  for control of the criminal underworld in the city. If the leader of either faction was killed in an earlier issue, those 
  groups have a new leader (choose an existing villain to promote to leader, or create a new villain). If either leader was 
  captured and imprisoned, they pull the strings remotely from SE05: The Super Prison.
  The sequence of events in this issue represents the events of the war between the Crime Syndicate and the Terrorist 
  Group. The heroes choose when they wish to intervene; each time one of the steps passes, the heroes should catch 
  wind of it in some way, through the Police Representative or contacts on the street that report on the escalating 
  conflict. A single interlude scene should be sufficient to learn the site of the next attack, assuming the heroes use 
  methods that are reasonable in the Narrator's judgment. The heroes can let the two factions take shots at each other 
  for a while before jumping in, or they can stand on the sidelines and hope that the two factions eradicate one another. 
  However, as time passes, the city suffers increasing harm as a side effect of the ongoing war. Each time one of the 
  steps passes without the heroes intervening, that step also provides guidance on what happens as a result of the 
  heroes' lack of action. Once the heroes intervene, the sequence of events halts.
  Whenever the heroes finally decide to take action, they face the following opposition:
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 3.
   
   A squad of Terrorist Soldiers minions, of a size equal to the number of heroes × 3.
   
  ) Also, add a complication from the Deck of Complications to the scene; if the complication's severity depends on a 
  number of drawbacks rolled, treat the complication as though 4 drawbacks (
  ) were rolled.
  The scene ends when the enemies are all defeated.
  WAR FOR THE UNDERWORLD, PART 1
  Streetlight Knights #7
  
  Fire at the gambling den 
  The Terrorist Group targets a Crime Syndicate gambling den with arson, setting fire to an abandoned restaurant whose 
  basement has been converted into an illicit casino. They gun down anyone who tries to flee.
  If the heroes do not intervene at this point, in the Truths box of SE18: The Terrorist Group, increase the number written 
  next to the "Control over the Bad Neighborhood" entry by 1.
  Attacking the protection racket 
  The Terrorist Group raids a grocery shop in SE04: The Bad Neighborhood, from which the Crime Syndicate extorts 
  money for protection. By attacking the shop, the Terrorist Group attempts to make other exploited businesses doubt 
  whether the Crime Syndicate can truly offer them the protection they need.
  If the heroes do not intervene at this point, in the Truths box of SE14: The Crime Syndicate, decrease the number 
  written next to the "Control over the Bad Neighborhood" entry by –1. Also adjust the team's Public Reputation track by –1.
   
  ) Complication (, Critical): The proprietors of the shop are caught in the crossfire and need to be gotten to 
  safety. Each time this Complication initiative card comes up, one of the employees falls to a bullet.
   
   Failure: Adjust the team's Public Reputation track by –1.
  Warehouse Attack 
  Not content to let themselves be attacked, members of the Crime Syndicate raid an abandoned warehouse that the 
  Terrorist Group uses as a safe house.
  If the heroes do not intervene at this point, in the Truths box of SE14: The Crime Syndicate, increase the number 
  written next to the "Control over the Bad Neighborhood" entry by 1. Additionally, add the following to the Truths section of 
  SE04: The Bad Neighborhood if it is not already there: "Villains are emboldened to commit crimes in this neighborhood."
  Road Rage 
  The Terrorist Group learns the route of a towncar carrying one of the Crime Syndicate's underbosses. They attempt an 
  assassination by using a rocket-propelled grenade to blow up the towncar, right in the middle of a busy intersection 
  during rush-hour traffic where the attack will be seen by hundreds of people.
  If the heroes do not intervene at this point, in the Truths box of SE18: The Terrorist Group, increase the number written 
  next to the "Control over the Bad Neighborhood" entry by 1. Also adjust the team's Public Reputation track by –1.
   
  ) Complication (, Critical): The engine and tank trailer of a tanker truck carrying gasoline are smoking after 
  being hit by flaming shrapnel. Each time this Complication initiative card comes up, the fire spreads.
   
   Failure: The tanker explodes in the middle of traffic, causing dozens of casualties. Adjust the team's Media 
  Reputation track by –1 after footage of the explosion dominates the news cycle.
  Bombing the mansion 
  The Crime Syndicate retaliates, targeting one of the Terrorist Group's cells that has taken over a palatial estate in the 
  old part of town. The Crime Syndicate goons arm themselves with high explosives in an attempt to destroy the entire 
  mansion and take out the terror cell leader inside.
  If the heroes do not intervene at this point, in the Truths box of SE14: The Crime Syndicate, increase the number 
  written next to the "Control over the Bad Neighborhood" entry by 1.
  Shooting down the helicopter
  High-ranking members of the Crime Syndicate start using private helicopters to move between the city and their homes 
  far outside the city, where they have moved their families for safekeeping. The Terrorist Group takes a shot at one of the 
  helicopters, bringing it down on a rooftop in the commercial center. Members of each faction race to the rooftop to be 
  the first to reach the survivors.
  If the heroes do not intervene at this point, in the Truths box of SE18: The Terrorist Group, increase the number written 
  next to the "Control over the Bad Neighborhood" entry by 1. Also adjust the team's Public Reputation track by –1.
   
  ) Complication (, Critical): A radio antenna supporting multiple small satellites on top of the building is badly 
  damaged by the crash and begins to break free of its moorings. Each time this Complication initiative card comes up, 
  the antenna tears further from the concrete.
   
   Failure: The antenna falls to the street below, and many civilians are badly injured as it lands on a half-dozen cars. 
  Adjust the team's Public Reputation track by +1.
  WRAPPING UP
   
  ) The story continues in Streetlight Knights #8.
  
  SCENARIO
  The previous issue saw the war between SE14: The Crime Syndicate and SE18: The Terrorist Group break out and 
  escalate. At the start of this issue, the true impact on the citizens of the city becomes apparent. Once again, SE04: 
  The Bad Neighborhood is ground zero for a tragedy caused by rampant lawlessness and the clash between two 
  powerful, violent, and unscrupulous organizations.
  The Terrorist Group, seeking to deliver a knockout punch to the Crime Syndicate, planned an attack on a smuggling 
  operation run by the Crime Syndicate, believing that by breaking up that operation they can eliminate one its rival's 
  biggest sources of fundings. The Crime Syndicate was expecting such an attack and significantly beefed up their 
  security at the shipping yard where the smuggled goods enter the city (either a harbor or a ground freight transport 
  yard, as best fits the setting). The Terrorist Group's intended quick strike turned into a protracted gun battle, which 
  turned into a major disaster when stray gunfire detonated a cluster of fuel tanks, causing a chain reaction that took 
  out several shipping vehicles in succession. The explosions rocked the shipping yard, causing untold damage and 
  putting countless civilian lives in danger. The heroes have already responded to the disaster site and must get the 
  situation under control.
  In the opening scene, the heroes face the following opposition (who are wholly focused on one another and ignore 
  the heroes until the heroes attack them):
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 2.
   
   A squad of Terrorist Soldiers minions, of a size equal to the number of heroes × 2.
  The scene ends when the enemies are all defeated and all objectives and critical complications are fully progressed.
   
  ) Objective (): The main threat to the shipping yard is the rapidly spreading fire, which is expanding 
  in all directions and threatens to become even more catastrophic if it reaches volatile fuel tanks or transport 
  vessels. The heroes need to stop the fires from spreading any farther, and then extinguish them entirely.
   
  ) Complication (, Critical): A tall cargo-lifting crane was damaged in the explosion and now is tipping over, 
  threatening to fall and cause major damage to buildings and vehicles. Each time this Complication initiative card 
  comes up, the crane's supports groan as it moves closer to total collapse.
   
   Failure: Make a physical melee attack against each character in the scene who could reasonably be in the path 
  of the falling crane, with a 50% chance of success and dealing damage equal to the number rolled.
   
  ) Complication (, Critical): Flaming debris from the explosion also set alight a block of low-income housing 
  the next block over from the shipping yard, and people are trapped inside the shoddily built homes as they burn. 
  Each time this Complication initiative card comes up, the fires get closer to the trapped citizens.
   
   Failure: Adjust the team's Public Reputation track by –1.
   
  ) Complication (): Inside one of the cargo containers being smuggled through the shipping yard, a half-dozen 
  foreign refugees (who could hail from SE08: The War-Torn Nation, SE10: The Evil Dictatorship, or SE23: The 
  Lawless City), the victims of human trafficking by the Crime Syndicate, have emerged from their damaged 
  container and need to be gotten to safety.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
   
  ) Reputation: If the team's Government Reputation track is at 3 or higher, the first responders on the scene can 
  be marshaled by the heroes to help contain the fire. If any hero takes the time to direct the first responders, add 
  an Ally initiative card to the initiative track. Each time the Ally initiative card comes up, the first responders make 
  progress toward putting out the fire. Progress the scene's objective one step, but do not award any heroes a hero 
  point for this progression.
   
  ) Scene Details: Massive shipping containers, unattended forklifts, bundles of metal pipe and rebar, hooks 
  dangling from cargo cranes overhead, toppled semitruck trailers.
  WHAT THE HEROES CAN LEARN OR DO
  In this issue the action moves at a breakneck pace, leaving the heroes little time to rest. The heroes can create 
  interlude scenes as normal, but the only two important piece of information that the heroes need to learn are that 
  the Crime Syndicate and the Terrorist Group are meeting to discuss a truce, and that the meeting is taking place on 
  the roof of the hospital in the Bad Neighborhood.
  WAR FOR THE UNDERWORLD, PART 
  Streetlight Knights #8
  
  THE SEQUENCE OF EVENTS
  This gang war has taken its toll on both factions, and the devastation at the shipping yard lends credence to the call for a 
  truce that goes out from both factions. Their leaders agree to a meeting to be held on the roof of the badly underfunded 
  hospital in the Bad Neighborhood. The building is surrounded closely on all sides by buildings of a similar height where 
  members of each faction to gather for extra security during the negotiation. Both sides acknowledge the unspoken truth: 
  that if the negotiations break down, this will be the site of the final battle between the two factions.
  On the side of the Crime Syndicate, the enemies in this scene include:
   
   A squad of Gangsters minions, of a size equal to the number of heroes × 4.
   
   The Crime Boss villain, or whichever villain is the current leader of the Crime Syndicate, who has 1 initiative card 
  per 2 heroes in the scene (round up).
  On the side of the Terrorist Group, the enemies in this scene include:
   
   A squad of Terrorist Soldiers minions, of a size equal to the number of heroes × 4.
   
   The Terrorist Leader villain, or whichever villain is the current leader of the Terrorist Group, who has 1 initiative 
  card per 2 heroes in the scene (round up).
  If the leader of the faction with the highest value next to the "Control over the Bad Neighborhood" entry in its Truths box 
  was imprisoned, they are miraculously present, seeming to have escaped from SE05: The Super Prison. If the leader of 
  the weaker faction was imprisoned, they might send another villain as their proxy.
  The scene ends when all the enemies are defeated or fled.
   
  ) Complication (, Critical): If a gun battle erupts on top of the hospital, a stray shot damages one of the power 
  transformers that keeps power flowing into the building, and the power begins to flicker and fail. The heroes need to 
  either repair the damaged transformer or find another way to get power to the building. Each time this Complication 
  initiative card comes up, the power flickers and fades.
   
   Failure: The power to the hospital fails entirely. Adjust the team's Government Reputation track by –1.
   
  ) Complication (): During the gun battle, a large neon sign on one of the nearby buildings is shot, sending 
  showers of sparks down onto the street below. The heroes need to stop the sparks from falling and burning 
  bystanders walking below.
  The Factions begin to gather on the rooftops  
  The call goes out to members of the Crime Syndicate and the Terrorist Group. To put an end to the war, which has already 
  diminished both factions' numbers significantly, the time and site for the meeting is set. Criminals and terrorists make 
  their way to the cluster of rooftops around the meeting site, abiding by a wary truce for the time being.
  If the heroes intervene at this point, after the first round of the conflict scene ends, add an Event initiative card to the 
  initiative deck. When this Event card comes up during the second round, the assassination described below in "The 
  Execution" occurs.
  Tense Negotiations   
  Standing facing one another from opposite sides of the tallest rooftop in this scene, the two factions' leaders speak 
  of bringing an end to the conflict by dividing the city up into sections of "turf" each controlled by a single faction. If the 
  heroes choose to actively intervene at this point, both sides of the negotiation point to the other, blaming them for the 
  heroes' arrival and believing their presence to be part of a plot by the opposing faction.
  If the heroes intervene at this point, double the size of all squads of minions in the scene, as both factions have had 
  ample time to rally their troops to the rooftops. Additionally, after the first round of the conflict scene ends, add an 
  Event initiative card to the initiative deck. When this Event card comes up during the second round, the assassination 
  described below in "The Execution" occurs.
  The Execution
  If the heroes have not yet discovered that the meeting is taking place, they receive a tip about it from one of their contacts 
  on the street. The heroes arrive on the scene to see the two factions facing off across the rooftops, covering the uneven 
  building roofs with dozens of well-armed members.
  Just as the negotiations seem to be reaching a conclusion, a shot rings out, fired from a sniper rifle. The leader of the 
  faction with the highest value next to the "Control over the Bad Neighborhood" entry in its Truths box is killed instantly, 
  their head snapping back and their body tumbling off the roof before their underlings can react. The weaker of the two 
  factions seems to have scored a devastating blow against the stronger faction, taking out its leader. This, of course, 
  brings the negotiations for a violent end, and chaos breaks out as the two factions open fire on one another.
  WRAPPING UP
   
  ) The story concludes in Streetlight Knights #9.
  
  VILLAIN
  MAJOR
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  TRUTHS
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  Having passed through the crucible of a gang war and defied heroes and authorities alike, this villain is the 
  supreme ruler of the criminal underworld of the city. Where once they were merely the leader of an organization, 
  now criminals across the city bend knee to this villain.
  NAME:
  THE CRIMINAL OVERLORD
  If you are creating this villain as a part of playing through 
  the Streetlight Knights series, this sheet represents an 
  existing villain who has grown powerful enough to warrant 
  being treated as a major villain. You can transfer that villain's 
  existing superpower, and then use the cards you draw from 
  the Deck of Powers for the lesser power and minor power.
  If you are creating an entirely new villain using this sheet, create 
  the villain as you otherwise would.
  A Villain Reborn
  Visible Signs of Power
  Source of Power
  How do people see how powerful this 
  villain has become?
   
  Bold Defiance (they can flout the law right in front of the 
  police with no fear of repercussion)
   
  Powers (their powers are always on display)
   
  Wealth (they are surrounded with displays of opulence, such as 
  golden cars, exotic pets, personalized helicopters, and so forth)
   
  Other (fill in your answer in the Truths box)
  How did this villain grow so powerful?
   
  Cunning & Willpower (they used their wits and their skill to 
  amass enough intangible power to seem unassailable)
   
  Supernatural Transformation (the villain found an 
  artifact or had a spell cast on them)
   
  Technological Advantage (the villain gained access to 
  advanced technology that empowered them)
   
  Other (fill in your answer in the Truths box)
  
  SUPERPOWER (75%):
  LESSER POWER (65%):
  MINOR POWER (55%):
  When you create this villain, draw five powers from the Deck of Powers and choose up to three to be this villain's powers (you may also 
  choose from available Basic powers). The villain can use these powers to make checks and attacks, but cannot use any of the benefits 
  listed on the card. When the villain attacks with these powers, on a hit the villain deals damage equal to the number rolled. 
  When this villain is defeated, they are never captured or killed. Instead, the villain retreats to a place of safety, you check one of the 
  boxes of the Eternal Nemesis perk, and all heroes in the scene gain the lasting repercussion "Vengeance of [this villain's name]."
  This villain has 200 resistance per initiative card. Use this box to track the villain's current resistance.
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number of boxes 
  checked. Additionally, this villain begins play with some of their perks automatically, in addition to the two you choose.
   
       Eternal Nemesis
  This villain adds 4 advantage dice (
  ) to an attack they make against a character with the lasting 
  repercussion "Vengeance of [this villain's name]."
   
  T Ever-Changing Tactics
  This villain adds 2 advantage dice (
  ) to the first roll they make with each of their powers each round.
   
  T Flight
  This villain can fly when they move.
   
  T   Superior Reinforcements
  When the villain is in a scene with minions that the villain is leading, at the start of the round before the Narrator lays 
  out the initiative track, the villain can add a new squad of minions of the same type to the scene. This squad's size is 
  equal to 3 × the number of heroes in the scene.
   
  T Zealous Leader
  When this villain is in the same scene as minions that serve the villain, after the Narrator lays out the initiative track 
  move those minions' initiative card to the beginning of the track.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Blinded by Ego
  At the start of any issue that features this villain, choose a second weakness for each type of minion 
  serving this villain.
   
  T Careless Leader
  When a squad of minions this villain is leading is hit by an attack, reduce that squad's size by 1 more than normal.
   
  T Flagging Stamina
  For every 200 damage the villain takes, remove 1 of the villain's initiative cards from the initiative track for the 
  rest of the scene.
   
  T Overextension
  After this villain takes two turns in a row, flip 1 of their face-up initiative cards face-down.
  
  SCENARIO
  The heroes receive word about a forthcoming press conference on the steps of the government building, where 
  the mayor intends to give a speech addressing plans to end the brutal war between SE14: The Crime Syndicate 
  and SE18: The Terrorist Group. Instead, the press conference will reveal a shocking twist to the events of the 
  previous issue. Before this issue begins, create the Criminal Overlord major villain, using the faction leader who 
  was assassinated at the end of the last issue as the identity of this new major villain.
  In addition to the aspiration and turmoil scenes at the start of the issue, ask each hero player to briefly describe one 
  way their hero personally witnessed the continued violent chaos of the ongoing war between the Crime Syndicate 
  and the Terrorist Group.
  This issue has no opening conflict scene. Instead, start the issue by presenting the heroes with the scene described 
  under the "Back from the Dead!" header below and allow the heroes to react to the events of that scene. After that 
  scene is complete, give the hero players a chance to create interlude scenes and begin tracking the progress of time 
  through "The Villain's Plan" as normal. After each of the heroes' interlude scenes, the Narrator presents an additional 
  scene drawn from the suggestions under "The Dominoes Fall" below, giving them the opportunity to act in that scene. 
  As the issue continues, the scenes alternate between interlude scenes created by the hero players, and Narrator-
  created scenes that are outside the heroes' control. Only mark the passage of time for hero player-created interlude 
  scenes. While most of these scenes do not have to be conflict scenes, at any time the Narrator should feel free to 
  create a conflict scene if the situation warrants it.
  Back from the Dead!
   
  ) The heroes receive word that the mayor is about to give a televised address from the steps of the government 
  building, addressing the recent surge in violence resulting from the war between the Crime Syndicate and 
  the Terrorist Group. In the middle of the mayor's speech, members of the faction with the highest value next to 
  "Control over the Bad Neighborhood" in their setting entry's Truths box interrupt the proceedings by surging onto 
  the scene with guns drawn. Stepping quickly onto the scene is a familiar face: the leader of the faction, who was 
  assassinated at the conclusion of the last issue.
   
  ) The villain carries a remote detonator, which they shove into the shocked mayor's hands, telling the mayor that 
  releasing the pressure trigger on that detonator will set off high explosives all around the area and inside other 
  government buildings. The villain then takes over the podium and issues an announcement to the city: The villain 
  and their faction control the underworld of the city now, and the opposing faction's days are over. After issuing 
  this threat, the villain departs, warning the mayor and the surrounding police that any attempt to stop them will 
  result in the mayor being shot, and the explosives detonating.
   
  ) Reputation: If the team's Media Reputation track is at 3 or higher, they are contacted in advance about the 
  mayor's address and told that the mayor is going to make a major announcement, allowing them time to attend 
  the speech in-person should they so choose. This affords them the chance to be on the scene when the villain 
  reveals that their death was faked. If the heroes wish to intervene, this can become a conflict scene, though the 
  explosives the villain has planted around the city should encourage caution.
   
  ) After this shocking revelation, NC07: The Police Representative, sensing an opportunity, reaches out to the 
  heroes and tells them that this may be their one chance to get the weaker faction's leader to turn themselves in 
  to the police in exchange for protection. They charge the heroes with a dangerous goal: find the weaker faction's 
  leader, secure their safety, and convince them (possibly forcefully) to turn state's evidence in exchange for 
  protection from their now more-powerful rival.
  The Dominoes Fall
   
  ) The heroes come across an empty restaurant in the Bad Neighborhood, and when they approach they find the 
  bodies of dozens of members of the weaker faction dead, their bodies riddled with bullets.
   
  ) The heroes witness a car bomb destroying a towncar belonging to the weaker faction, killing everyone inside.
   
  ) While out on patrol, the heroes come across the police raiding a warehouse belonging to the weaker faction and 
  learn they acted on a trip believed to come from the stronger faction.
   
  ) A body crashes down near the heroes, flung from a rooftop. A note on the body identifies it as being a member of 
  the weaker faction, with a warning for other members of that faction to get out of the city.
   
  ) A Molotov cocktail is hurled through the window of a business known as a front for the weaker faction, 
  driving the people inside into the street.
  WAR FOR THE UNDERWORLD, PART 
  Streetlight Knights #9
  
  THE VILLAIN’S PLAN
  After the stunning revelation that the faction leader who died in the previous issue is actually alive, the balance of power 
  between the Crime Syndicate and the Terrorist Group reverses. In a rapid series of surprise attacks, the faction whose 
  leader just returned from the dead drastically weakens the opposing faction. Sensing the tide shifting, the leader of the 
  weaker faction decides to flee the city, fearing the wrath of the Criminal Overlord.
  Whenever the heroes confront the villain, they face the following opposition:
   
   The villain who is fleeing the city, who has 1 initiative card per hero in the scene.
   
   The Criminal Overlord villain, who has 1 initiative card per hero in the scene.
   
   A squad of Gangsters minions of a size equal to the number of heroes x 2.
   
   A squad of Terrorist Soldiers minions of a size equal to the number of heroes x 2.
  The Criminal Overlord and the minions that serve that villain do not start out in the scene. After the first round of the 
  conflict scene ends, add an Event initiative card to the initiative deck. When this initiative card comes up during the 
  second round, the Criminal Overlord and their minions arrive (either by car before the cargo ship leaves port, or aboard a 
  massive luxury yacht, boarding the cargo ship if it is already on the water) to finish off the fleeing villain.
  The scene ends when all enemies in the scene are defeated. The villain who is fleeing the city cannot use their innate 
  Fleeing the Scene objective in this scene.
  Marshaling Forces 
  The fleeing faction leader puts out the call, drawing in enough of their remaining supporters to form a defensive 
  entourage. They gather at one of that faction's safe houses, and, once marshaled, depart to head toward the port.
  Traveling to the coast (Optional) 
  If the city is not on a coastline, the fleeing faction leader and their entourage load up into a convoy of towncars and escort 
  vehicles and travel over land to the nearest coastal city.
  Boarding the Shipping vessel  
  At the port, the fleeing faction leader's convoy comes to a halt near the loading ramp heading up to the deck of a massive 
  cargo ship. Faction members who escorted their leader here board the vessel and inspect it, making sure that it isn't a 
  trap set by the rival faction. They intimidate or bribe the captain of the vessel to depart, ignoring warnings from the port 
  authority and shipping out before the vessel has been adequately prepared.
   
  ) Complication (): Three crews of stevedores are busy operating cranes and forklifts, loading the cargo ship as 
  quickly as they can. When the conflict breaks out, they are right in the middle of the danger.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
  Fleeing the city
  The cargo ship makes for the open ocean, barreling ahead at reckless speeds and endangering other port traffic. Port 
  authority speedboats try to stop the massive ship, but the ship continues full steam ahead toward international waters.
   
  ) Complication (): Port authority speedboats try to stop the shipping vessel but are unable to do so, and their 
  crews are directly in harm's way during this conflict scene. They need to be gotten away from the fleeing ship to keep 
  them from falling victim to stray gun fire or being hit by the fleeing ship.
   
   Fully Resolved: Adjust the team's Government Reputation track by +1.
   
  ) Complication (, Critical): Since the ship was not properly loaded, there is imbalance in the cargo in the hold. 
  Heavy damage to the ship (explosions, superpowered violence on deck, and so on) can push the ship to its tipping 
  point, so the heroes need to find a way to get the ship back into balance. Each time this Complication initiative card 
  comes up, the ship tilts further to one side.
   
   Failure: The ship rolls onto its side, dumping everyone on the deck into the water and causing the ship to start 
  sinking. The rest of the conflict takes place in the water or inside the now-sinking ship. The villain who is fleeing 
  the city can now use their innate Fleeing the Scene objective.
  WRAPPING UP
   
  ) If the fleeing faction leader succeeds in escaping the city (for example, if the heroes are defeated in the final scene), 
  choose 1 additional Villain Perk for that villain.
   
  ) Erase the "Control over the Bad Neighborhood" entries in both factions' setting entries' Truths boxes. Write "Undisputed 
  control over the city's criminal underworld" in the Truths box of the Criminal Overlord's faction.
   
  ) If the heroes voluntarily choose to let the fleeing faction leader escape, and NC06: The Agency Chief has "Under 
  intense scrutiny" written in their Truths box, all the heroes gain the Most Wanted lasting repercussion as others 
  inside SE03: The Government Organization question the Agency Chief's trust in the heroes and decide that 
  they are criminals.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain fashioned a persona derived from the traits of a particular animal or plant, either because they wish 
  to emulate some aspect of that lifeform or as a result of life-changing events. Examples from popular comics 
  include the Lizard™, Scorpion™, and Vulture™(Marvel), and Copperhead™, Firefly™, and Killer Moth™ (DC).
  NAME:
  ZOOMORPH
  What kind of nonhuman life inspired this character's villainous persona? 
  After you choose one of the answers below, write the specific inspiration in 
  the villain's Truths box.
   
  Amphibian/Reptile
   
  Bird
   
  Fish
   
  Insect/Arachnid
   
  Mammal
   
  Plant
   
  Other (fill in your answer in the Truths box)
  Inspiration
  How Deep Does it Go?
  Reason for Adoption
  How intense is this villain's connection to their 
  zoomorphic identity?
   
  Costume (the villain's persona is merely a costume they don)
   
  Hybrid (the villain is not entirely human, having enough 
  nonhuman genetic material to take on some creature traits)
   
  Inhuman (the villain has been mostly or entirely transformed 
  into another creature, with few of their human traits remaining)
   
  Other (fill in your answer in the Truths box)
  Why did this villain adopt the zoomorphic persona?
   
  Necessity (the villain adopted the persona as a disguise or to 
  gain access to physiological traits)
   
  Spirituality (the villain has a spiritual or religious connection 
  to their chosen creature)
   
  Transformation (the villain was transformed against their 
  will and chose to make the best of their new form)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Cornered Animal
  If at least two heroes are up close to the villain, the villain adds 2 advantage dice (
  ) to each attack 
  roll they make.
   
  T Fast
  After the Narrator lays out the initiative track, move any 1 of the villain's initiative cards 2 spaces toward the 
  front of the track.
   
  T Flight
  This villain can fly when they move.
   
  T   Lash Out
  When a hero hits the villain with an attack, after that attack is resolved the villain makes a physical attack against that 
  hero. On a hit, in addition to dealing damage the villain also pushes that hero to be far away from the villain.
   
  T     Nimble Dodge
  When a hero hits the villain with an attack, halve the damage the villain would take. After the attack is fully resolved, 
  the villain can move once immediately.
   
  T Tough
  Increase this villain's maximum resistance by 25 for each initiative card the villain has.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Eye on the Prize
  In any scene containing an opposed or enemy objective, this villain must use their actions to attempt to progress that 
  objective until they have done so that round.
   
  T Impostor Syndrome
  When this villain misses with an attack, they add 2 challenge dice (
  ) to the next attack they roll.
   
  T Reluctant
  When this villain makes attacks with any advantage dice, ignore 1 boon (
  ) they roll.
   
  T Tactile Power
  This villain cannot make ranged attacks with their superpower.
  
  SCENARIO
  This issue opens when NC06: The Agency Chief visits the heroes and asks them to investigate a mysterious 
  illness that has been sweeping the city. According to the Agency Chief, the infected show symptoms within an 
  hour of contact with a carrier, growing feverish and dazed and quickly losing awareness of their surroundings, but 
  continuing to wander aimlessly with a pantomime of intent. Though unresponsive and usually nonverbal, they walk 
  around, open doors, and generally move from place to place in a zombielike fashion.
  SE03: The Government Agency is working with the police to quarantine as many of the infected as possible, but 
  their numbers are stretched. One of the infected they picked up was a cab driver, whose last fare was dropped off 
  at the city's central train terminal. By the time the heroes arrive at the train terminal, dozens of people have clearly 
  been infected. An announcement goes out over the loudspeaker: the passenger train to the nearest major city is now 
  departing. It's up to the heroes to make sure the infection doesn't spread to the neighboring city.
  The scene ends when the heroes have fully resolved both critical complications and the objective.
   
  ) Objective (,  Opposed): The outbound train is racing toward a narrow tunnel, which it will be 
  in for a long while on its journey to the neighboring city. The Government Agency isn't willing to risk the infection 
  spreading to another city and ordered an airstrike on the train before it enters the tunnel. Add 2 Event initiative 
  cards to the initiative track. Each time an Event initiative card comes up, progress the Opposed side of the 
  objective once. If the team's Government Reputation track is at 3 or higher, the Government Agency gives the 
  heroes more time; in this case, add only 1 Event card to the initiative track, instead of 2.
   
   Failure: The Government Agency orders the airstrike. Add a Hazard initiative card to the initiative track face-
  down. When the Hazard initiative card comes up, the missiles strike the train, destroying it. The scene 
  immediately ends in failure for the heroes, who narrowly survive the train's destruction.
   
  ) Complication (, Critical): The infected conductor collapsed onto the train's control panel, accelerating the 
  train and damaging the controls. A cargo truck is stalled on the track, its cargo of liquid hydrogen right in the 
  train's path. The heroes need to get the truck off of the rails before the train plows into it.
   
   Failure: The train strikes the truck, though the train does not derail. Make a physical melee attack against each 
  of the heroes inside the train, with a 50% chance of success, dealing damage equal to the number rolled.
   
  ) Complication (, Critical): In the dining car, the train's cooks have been infected, and their inattention caused 
  fires to spread. The car is choked with smoke and catching fire quickly, and the people inside need to be rescued.
   
   Failure: The car burns, and many people inside perish. Adjust the team's Public Reputation track by –1.
   
  ) Complication (): The train itself serves as a good quarantine method. The heroes can seal the doors to the 
  train to keep the infected from climbing off once the train is stopped.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
  WHAT THE HEROES CAN LEARN OR DO
  Below are some suggestions for information you can provide to the heroes if they seek it out.
  Investigating the source of the virus
   
  ) The virus originated as a failed pharmaceutical experiment by SE15: The Megacorporation. The samples were 
  stored in a poorly secured warehouse, which was recently robbed by this issue's villain.
   
  ) The virus, known as the Walking Coma virus, is airborne with an incubation period of less than an hour. Infected 
  persons are contagious within minutes of contracting it. It is treatable, but the treatment takes several weeks.
   
  ) If they have not done so already, the heroes need to find some way to shield themselves from the airborne virus, 
  such as masks or other protective gear. If they have access to a person with advanced medical knowledge, they 
  can also have an inoculation created to prevent them from suffering the effects of the virus altogether.
  Tracking down the villain
   
  ) The villain abandoned a safe house before launching their initial attack, and if the heroes can track down that 
  safe house they find detailed plans pointing to the villain's next target.
   
  ) Reasonable methods for finding the villain's safe house include tracking the infection pattern to pinpoint the 
  epicenter, using security camera footage from the site of the first reported infection (a restaurant in SE04: The 
  Bad Neighborhood) to identify the villain, and searching out the moving van the villain used to move the initial 
  canisters of the virus from the Megacorporation warehouse.
  THE SICK AND THE DEA
  Streetlight Knights #10
  
  THE VILLAIN’S PLAN
  Combining the sleepwalking-like effects of the virus with mind control techniques (technological, magical, or hypnotic, 
  as best fits the nature of the villain), the villain has learned how to turn the infected into drones who will obey the villain's 
  every command. The villain plans to infect employees and bystanders at a sensitive target and manipulate them to gain 
  unfettered access. Choose one of the following options for the villain's target and goal:
   
   Dam Control Center. The villain plans to take over the control center of the hydroelectric dam just outside of the city, using infected 
  employees to hold the city hostage with the threat of unleashing a massive flood.
   
   Gold Depository. The villain uses infected security guards and employees at a federal gold depository in the heart of the city, planning 
  on conducting a subtle robbery where it looks like the employees are conspirators.
   
   SE02: The Super Science Lab. The villain seeks a cure for an ailment they or a loved one possess, believing that the lab is covering up 
  possession of that cure. They infect scientists, guards, and others to gain access to the secure areas of the facility.
  Whenever the heroes confront the villain, they face the following opposition:
   
   The issue's villain, who has 1 initiative card per hero in the scene. Either create the Zoomorph villain, or choose an 
  existing villain who would use biological warfare to advance an agenda of personal greed.
  The scene ends when the villain is either defeated or has fled.
  The Villain arrives at the target site 
  The villain arrives at their target alone. In addition to their normal gear, they also bring with them several canisters 
  containing the Walking Coma virus.
  Skirmishing with security while unleashing the virus   
  The villain attacks the site. Security teams respond, trying to keep the villain from getting inside the secure areas. The 
  villain quickly unleashes the virus, attempting to neutralize the security personal.
   
  ) Complication (, Critical): The security personnel are in danger of being infected and need to be gotten 
  away from the site. Each time this Complication initiative card comes up, more security guards are infected.
   
   Failure: The villain turns the infected security personnel into a squad of infected citizen minions, of a size equal to the 
  number of negative marks in this complication's progress track × 2. These minions obey the villain's commands 
  and attack with their fists or improvised weapons, with a 50% chance of success and dealing damage equal to 
  the number rolled, up to a maximum of the squad's current size × 10.
  Exerting mental control over the infected 
  The virus spreads beyond security personnel to other employees, and the villain uses their newly developed method of 
  exerting mental control over the infected to access the target location's secure areas.
  If the heroes intervene at this point or later, in addition to the villain they face the following opposition:
   
   A squad of infected citizen minions, of a size equal to the number of heroes × 2 (see the Failure result of the above 
  complication for these minions' statistics).
   
  ) Complication (): The villain also directs a number of the infected citizens to help achieve the goal, including 
  operating computers and opening doors to access the target site. These individuals, though under the villain's 
  control, are docile and need to be gotten to safety.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
  Achieving their goal
  The villain gets close to their final goal and is moments within getting what they wanted out of this scheme.
   
  ) Complication: Include the complication and minions from the "Exerting Mental Control over the Infected" step in a 
  conflict scene starting at this step.
   
  ) Objective (, Enemy): The villain has a goal at the target site (secure the control room at the dam, load up the 
  gold at the depository, or download data from the laboratory) that they seek to accomplish, and now that they have 
  some of the employees of that site under control, they set about doing so.
   
   Failure: If the conflict scene is at the hydroelectric dam, the villain commandeers the control room and broadcasts 
  their ultimatum; the Agency Chief contacts the heroes and orders them to stand down, saying the Government 
  Agency will take over the negotiations. If the heroes do not stand down, the villain makes good on their threat and 
  opens the spillways on the dam, flooding the city. If this happens, or if the conflict scene is at the gold depository 
  or the Super Science Lab, the villain then attempts to flee the scene.
  WRAPPING UP
   
  ) If the heroes capture the villain, the Agency Chief has the heroes escort the villain to SE05: The Super Prison.
   
  ) If the heroes weren't inoculated against the illness, choose one hero (preferably one who does not have many lasting 
  repercussions) to gain the following Lasting Repercussion: Walking Coma Carrier.
  
  MINIONS
  TRUTHS
  All character names are property of their respective owners, and their use does not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  HERO HUNTERS
  These minions exist for one purpose: to hunt down powered heroes and detain or destroy them. Their weapons, defenses, 
  and training are all geared to allow them to overcome heroes with incredible powers. Examples from popular comics 
  include the Cape-Killers™, Spider-Slayers™, and Sentinels™ (Marvel), OMACs™ (DC), and E.A.G.L.E.™ (Astro City).
  NAME:
  FUNDAMENTAL NATURE
  Who or what are these hero hunters?
   
  Depowered Heroes/Villains (these minions were 
  once powered heroes or villains who were stripped 
  of those powers)
   
  Highly Trained Soldiers (they are professional soldiers 
  with training and experience in combat)
   
  Piloted Mecha (they are pilots inside walking tanks)
   
  Professional Assassins (they are hired killers who 
  specialize in targeting heroes)
   
  Robots (they are robots or drones programmed to bring 
  down powered individuals)
   
  Other (fill in your answer in the Truths box)
  BIGGEST THREAT
  What makes these minions especially threatening to heroes?
   
  Advanced Weaponry (they have cutting-edge guns, 
  grenades, and other weapons)
   
  Augmentation (they have been genetically or 
  cybernetically altered)
   
  Jetpacks & Armor (they have powered body armor that 
  bristles with weapons and allows them to fly)
   
  Neutralizers (they have some means of 
  neutralizing powers)
   
  Oversized (they are exceptionally large)
   
  Other (fill in your answer in the Truths box)
  ATTITUDES
  How do these minions act when they confront heroes?
   
  Emotionless (these minions are completely unemotional)
   
  Gleefully Violent (they seem to revel in the opportunity to use violence against the heroes)
   
  Hateful (these minions seem to have a burning hatred for heroes and obviously took the job for the prospect of 
  bringing harm to those heroes)
   
  Professional (these minions operate with the same demeanor as professional soldiers or police, following 
  protocols and being polite but firm)
   
  Other (fill in your answer in the Truths box)
  
  PRIMARY ATTACK MODE
  When you create these minions, choose one of the primary attack modes below and describe the nature of the attack in the box.
   
  T Standard Attack (50% chance of success)
  Melee or ranged attack. On a hit, deal damage equal to the number rolled (maximum damage equal to the squad's 
  current size × 10).
   
  T Accurate Attack (65% chance of success)
  Melee or ranged attack.  On a hit, deal damage equal to the number rolled (maximum damage equal to the squad's 
  current size × 5).
   
  T Powerful Attack (40% chance of success)
  Melee attack.  On a hit, deal damage equal to the number rolled + 20 (maximum damage equal to the squad's current 
  size × 10 + 20).
  Use this box to describe the minions' primary attack mode.
  MINION PERK
  When you first create this type of minion, choose one of the perks below.
   
  T Cutting-Edge Technology
  These minions use incredible technology on the cutting edge of human science. Increase their chance of success on 
  attacks made with weapons by 10%.
   
  T Hive Mind
  While the squad’s size is 2 or greater, add 2 advantage dice (
  ) to its attack rolls.
   
  T Large
  Physical attacks against these minions intended to hinder or debilitate add 2 challenge dice (
  ) to the roll.
   
  T Minor villains
  These minions are actually minor villains and are more dangerous and durable than minions. When you would add a 
  squad of these minions to the scene, instead add a number of minor villains equal to the size of the squad divided by 3. 
  As minor villains, they each have 1 initiative card, 50 resistance, and no maximum on their damage on a hit.
   
  T Swarming
  When these minions hit a hero with an attack, move that hero's initiative card 2 spaces toward the end of the 
  initiative track.
  MINION WEAKNESS
  When you first create this type of minion, choose one of the weaknesses below.
   
  T Clumsy
  These minions add 1 challenge die (
  ) to attack rolls for attacks made against heroes who have already taken a 
  turn this round.
   
  T Melee-Focused
  Ranged attacks against these minions add 1 advantage die (
  ) to the roll.
   
  T Not Very Bright
  When a hero performs a maneuver with a hero who is attacking these minions, add 3 advantage dice (
  ) to 
  the roll instead of 2.
   
  T Slow
  After the Narrator has laid out the initiative track but before the first turn is taken in the round, move these minions' 
  initiative card 2 spaces back toward the end of the track.
  
  VILLAIN
  TRUTHS
  FIRST APPEARANCE
  CURRENT STATUS:
  At Large
  Incarcerated
  Deceased
  Reformed
  Exiled
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  This villain is a hunter, either one who brings down dangerous game, or one who captures those who have 
  bounties on their heads. They not only specialize in tracking and neutralizing their enemies, but take immense 
  pleasure in it. Examples from popular comics include Death's Head®, Kraven the Hunter™, Puma™, and Tiger 
  Shark™ (Marvel), and Cheetah™ and Lobo® (DC).
  NAME:
  THE HUNTER
  What kind of hunting does this villain specialize in?
   
  Big Game Hunting (they seek out dangerous game and find 
  thrills in bringing down something that could kill them)
   
  Bounty Hunting (they hunt down anyone with a 
  price on their head)
   
  Spying (they track people for espionage purposes)
   
  Other (fill in your answer in the Truths box)
  What Kind of Prey?
  Accouterments
  Weird Origin
  How does this villain dress?
   
  Costumed Villain (they wear a garish costume to 
  draw attention to themselves)
   
  Marksman (the villain dresses like a big game hunter and 
  carries weapons meant for hunting)
   
  Rogue (the villain looks like a scoundrel or ruffian)
   
  Other (fill in your answer in the Truths box)
  What unusual origin does this villain have?
   
  From Space (the villain is not from Earth, but came here 
  seeking someone or something)
   
  Mystic Power (the villain has supernatural powers derived 
  from mystic ceremonies or artifacts)
   
  Time Traveler (the villain comes from the past or the future 
  and is far from their own time)
   
  Other (fill in your answer in the Truths box)
  
  Fleeing the Scene  
  In every scene, the villain has a permanent enemy objective to get away without being caught or killed. When the villain has 
  progressed this objective once, any hero can use their action to attempt to stop the villain from escaping in some way; if they succeed, 
  erase that progress. When the villain has progressed the objective twice, they exit the scene safely, escaping from the heroes.
  This villain has 100 resistance per initiative card. Use this box to track the villain's current resistance.
  SUPERPOWER (75%):
  When you create this villain, draw three powers from the Deck of Powers and choose one to be this villain's superpower. The villain 
  can use the power to make checks and attacks, but cannot use any of the benefits listed on the card. When the villain attacks with this 
  power, on a hit the villain deals damage equal to the number rolled. 
  VILLAIN PERKS
  When you first create this villain, choose two of the perks below. After every appearance, choose one more. If a perk has multiple 
  check boxes, you can choose it more than once; the villain gains its benefit a number of times per scene equal to the number 
  of boxes checked.
   
  T Apex Predator
  The first time the villain attacks an individual hero each conflict scene, their attack has a 90% chance of success 
  (though their maximum damage from the attack is 75).
   
  T Cunning
  After the Narrator lays out the initiative track, swap 1 of this villain's initiative cards with a hero's initiative card.
   
  T Dangerous up close
  This villain adds 2 advantage dice to melee attacks (
  ) instead of 1 as normal.
   
  T Flight
  This villain can fly when they move.
   
  T     I Have Studied My Enemies
  At any time during an issue, choose a power possessed by one of the heroes, then describe an invention or technique 
  the villain possesses capable of thwarting that power. For the rest of the issue, any hero who uses that power to attack 
  this villain adds 2 challenge dice (
  ) to the roll.
   
  T   Unrelenting
  When this villain would be reduced to 0 resistance, they are instead reduced to 1 resistance, and you move 1 of the 
  villain's initiative cards to the space immediately following the current turn.
  VILLAIN WEAKNESS
  When you first create this villain, choose one of the weaknesses below.
   
  T Blinded by Superiority
  Whenever any hero spends a hero point to perform a maneuver with another hero who is attacking this villain, add +20 
  to the attack's damage.
   
  T Cannot Resist toying with the heroes
  When the villain would reduce a hero to 0 resistance, the hero is instead reduced to 1 resistance unless the villain 
  rolled at least 1 boon (
  ).
   
  T Easily Frustrated
  When this villain attacks a hero and deals no damage, that hero gains 1 hero point (
  ).
   
  T Underestimation
  Heroes who are up close to this villain add 1 advantage die (
  ) to all attacks made against this villain.
  
  SCENARIO
  It has been weeks since the conclusion of the gang war that rocked the city. Ask each hero player to briefly describe 
  what their hero is doing on a typical day. Once they have each answered, describe how their eyes are drawn skyward 
  as a sleek, hovering jet (which bears the markings of SE03: The Government Agency) streaks over the city. In a 
  flash, a laser blast strikes the jet, sending it crashing down into an abandoned, condemned high school in SE04: The 
  Bad Neighborhood.
  When the heroes arrive on the scene, they discover that NC06: The Agency Chief, badly wounded from the crash, 
  is fighting off a large number of enemies adorned with the insignia of the Government Agency.
  In the opening scene, the heroes face the following opposition:
   
   Two squads of Hero Hunters minions, each of a size equal to the number of heroes × 2.
  The scene ends when all the enemies are defeated.
   
  ) Complication (): A group of children, skipping school for the day, had gone to the abandoned old school as 
  a place to hide and goof off. Now they are in harm's way, surrounded by the enemies and their path to freedom cut 
  off by debris from the crash. They need to be gotten to safety.
   
   Fully Resolved: Adjust the team's Public Reputation track by +1.
   
  ) Complication (, Critical): The wrecked jet's fuel tanks are growing dangerously hot, as fire from the crash 
  burns nearby. Each time this Complication initiative card comes up, the fire gets closer to the fuel tanks.
   
   Failure: The fuel tanks explode. Make a physical ranged area attack against each character in the scene with 
  50% chance of success, dealing damage equal to the number rolled (and reducing any squad of minions hit by 
  the attack by 3 instead of by 1).
   
  ) Ally: Add an Ally initiative card for the Agency Chief, who has 25 resistance and can make ranged physical attacks 
  using a sidearm with a 70% chance of success. In the heat of battle, the Agency Chief explains that they have been 
  ousted in a coup and are no longer the head of the Government Agency.
  The former Agency Chief as a Hero or Villain
   
  ) If the Agency Chief is not killed in the opening scene, they become either a new hero or a new villain.
   
  ) If NC06: The Agency Chief has "Something seems off about the Agency Chief" in their Truths box, the Agency 
  Chief flees from the heroes. The Agency Chief's mind has been replaced with that of a malicious robot (the result 
  of events in Explorers of the Unknown #10). Create a new villain using this character's identity as its basis.
   
   If this is the case, before fleeing the former Agency Chief leaves behind a tablet computer containing all the 
  information that the Agency Chief would normally provide to the heroes throughout the rest of this series. This 
  issue and the next assume that the former Agency Chief does not become a villain, so if this turn of events 
  occurs, adjust the events of the rest of the series to account for their absence.
   
  ) Otherwise, one player can use the Secret Agent hero archetype (which can be found immediately following this 
  issue) to make a new hero whose identity is the former Agency Chief, and play that hero for the rest of the issue 
  and the final issue of the series. At the end of this issue, a player who does so gains one check mark on the story 
  progress track of both the Secret Agent and the hero who they were playing up to this point.
   
   If no player wishes to do so, in future scenes featuring the character simply treat the former Agency Chief as a 
  minor character who counts as a hero and has 100 resistance and 1 initiative card. You can also draw five cards 
  from the Deck of Powers and choose up to three of them (or choose from the available Basic powers) to be this 
  character's superpower (80% chance of success), lesser power (70%), and minor power (60%).
  The New Agency Chief
   
  ) Once the fate (villain or hero) of the former Agency Chief is resolved, erase all your answers from NC06: The 
  Agency Chief and erase all entries from its Truths box. Create a new Agency Chief, the initiator of the coup against 
  the former chief. The new Agency Chief is a member of SE25: The Secret Society, who staged the former chief's 
  deposal for the Secret Society to gain control of SE03: The Government Agency. Write "Controlled by the Secret 
  Society" in the Truths box of SE03: The Government Agency and write "Member of the Secret Society" in the 
  Truths box of NC06: The Agency Chief.
   
  ) Though the new Agency Chief is a member of the Secret Society, this is not public knowledge. If the heroes discover 
  it, they can take this knowledge to the police, but the police are powerless to make moves against the superior 
  agency. If they take it to the media, they are dismissed unless the team's Media Reputation track is at 5.
  THE CASTLE FALLS, PART 1
  Streetlight Knights #11
  
  THE SEQUENCE OF EVENTS
  The new Agency Chief wastes no time in making changes at the agency. Where the previous chief made use of heroes 
  who were not official members of the Government Agency, this new chief declares that vigilantism is no longer to be 
  tolerated or sanctioned by the agency. In truth, the Agency Chief simply wants to create an excuse to incarcerate any 
  heroes who might be able to meddle with the plans of the Secret Society.
  The issue's sequence of events plays out as usual, with time advancing as the heroes create interlude scenes. 
  However, unlike other issues, the final conflict scene of the issue is likely to start when the enemies make their move 
  against the heroes, instead of the other way around. If the heroes decide to go on the offensive, perhaps attempting to 
  bring down the new Agency Chief with violence, they can storm the Government Agency's headquarters. If they go on 
  the defensive, they could hole up somewhere and wait for the whole thing to blow over. If they choose this option, the 
  enemies come after them, and the final conflict scene takes place at night at a construction site near the heroes' base 
  of operations or safe house.
  Whenever the heroes confront the enemies or are confronted by the enemies, they face the following opposition:
   
   The issue's villain. Create either the Hunter villain, or choose another villain who would agree to serve as a hound 
  for the much harsher Government Agency. This villain has 1 initiative card per hero in the scene.
   
   A squad of Hero Hunters minions, of a size equal to the number of heroes × 3.
  The scene ends when either the enemies are defeated, or all the heroes have escaped or are defeated.
   
  ) Objective: Since the heroes are on the defensive in this final scene, they may wish to make their escape instead 
  of standing and fighting. Each hero can complete this objective separately to flee the scene. When the hero has 
  completed their objective, they successfully escape and are no longer considered to be a part of the scene. Do not 
  award hero points for advancing these objectives.
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
  ) Complications: Add two complications to the scene, drawn from the Deck of Complications. If the complications' 
  severity depends on a number of drawbacks rolled, treat one complication as though 4 drawbacks (
  ) 
  were rolled and the other as though 2 drawbacks (
  ) were rolled.
  The New Agency Chief Mobilizes forces  
  The new Agency Chief brings in this issue's villain (described above) and mobilizes Hero Hunters units into the city, 
  discretely at first. The Government Agency also cuts off all contact with the heroes.
  The Government Agency Begins its Crackdown  
  On the new Agency Chief's command, Hero Hunters units around the city start arresting powered individuals. Some are 
  minor villains, particularly those who are on the Secret Society's bad side, but many are heroes who know of and oppose 
  the Secret Society. If any heroes in your setting have tangled with the Secret Society but are not active in the issue, the 
  heroes may hear about their arrests through their contacts on the street.
  If any of the heroes have the Most Wanted lasting repercussion, the final conflict scene of the issue begins here, as 
  the agency moves to arrest those heroes.
  The Last resisting heroes are taken down
  With many heroes having already been arrested and moved to SE05: The Super Prison, the Government Agency turns 
  its sights on any heroes who could be a threat in the future. The agency dispatches its Hero Hunters to bring in these 
  heroes (which includes the active heroes in this issue) without letting the police or other agencies know.
  WRAPPING UP
   
  ) If a hero is defeated in the final scene, unless the other heroes defeat all the enemies in the scene, the defeated hero 
  is captured and dragged off to be imprisoned. Write "Incarcerated in [the name of the Super Prison]" in the Truths 
  box of that hero's archetype sheet.
   
  ) If any heroes are not captured in the final scene, NC01: The Media Personality releases a report, declaring the 
  heroes to be fugitives on the run from the law and painting them as dangerous criminals. If the Media Personality 
  has "Denounced heroes in reporting" in their Truths box, adjust the team's Public Reputation by –2. Otherwise, write 
  it in the Media Personality's Truths box and adjust the team's Media Reputation by –2.
   
  ) If, at some point during the issue, the heroes take knowledge of the Agency Chief's membership in the Secret Society 
  to the media and are not dismissed, that night the news is filled with the heroes' accusation. The Agency Chief flatly 
  denies such slanderous allegations, and the media is filled with pundits arguing for and against the Agency Chief. 
  If the team's Government Reputation track is at 3 or higher, agents within the Government Agency who know the 
  heroes begin quietly looking into their new Agency Chief. Write "Under intense scrutiny" in the Truths box of NC06: 
  The Agency Chief.
   
  )
  The series concludes in Streetlight Knights #12.
  
  TRUTHS
  PERSONALITY TRAITS
  HERO
  All character names are property of their respective owners, and their use does
   not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
  You specialize in stealth, espionage, deception, and counterintelligence. Some would call you a hero, but for you 
  it's all part of the job of keeping people safe from threats they never even need to know about. Examples from 
  popular comics include the King Faraday™, Rick Flag™, and Steve Trevor™ (DC), and Black Widow®, Phil Coulson™, 
  and Nick Fury® (Marvel).
  SECRET AGENT
  Aesthetic
  Vulnerability
  Resistance
  Getting around
  What kind of spy do you appear to be?
   
  Company (you look like a businessperson, save for the sunglasses, earpiece, 
  and sidearm in an underarm holster)
   
  Covert Ops (you wear a dark jumpsuit and stick to the shadows)
   
  International Mystery (you look like a spy who sips martinis, drives fast 
  cars, romances the enemy, and does it all looking impeccable in formalwear)
   
  Other (fill in your answer in the Truths box)
  What weakness or obligation can your enemies exploit?
   
  Dependents (you have family or loved ones depending on you)
   
  Goaded (you can be easily goaded into a fight by those who 
  know what buttons to push)
   
  Substance Abuse (you are a recovering alcoholic or 
  narcotics abuser, struggling to stay clean)
   
  Other (fill in your answer in the Truths box)
  What does resistance mean for this character?
   
  Danger Sense (sixth sense warns of incoming attacks)
   
  Mobility (you move fast and dodge out of the way of attacks)
   
  Training (you possess combat training that helps 
  you avoid attacks)
   
  Other (fill in your answer in the Truths box)
  How does this character quickly move from one place to another?
   
  Brachiation (you swing from tall objects high overhead)
   
  Powers (one of your powers allows you to travel long distances)
   
  Running (you run really, really fast)
   
  Vehicle (you have a custom vehicle designed to match your 
  heroic motif/theme)
   
  Other (fill in your answer in the Truths box)
  Choose two of the following personality 
  traits that best describe your hero.
   
   Cautious
   
   Charming
   
   Cold
   
   Hotheaded
   
   Impatient
   
   Impulsive
   
   Reckless
   
   Stoic
   
   Supportive
   
   Wisecracking
   
   _________
   
   _________
  
  SUPERPOWER 80%
  LESSER POWER 70%
  MINOR POWER 60%
  S
  K
  I
  L
  L
  S
  TEAM ROLE
  IDENTITY
  Hero Points per Conflict
  On Your Turn
  When it is your turn, you do the following:
   
   Remove 1 time token (
  ) from each of your power 
  cards that has one. (You cannot make attacks or 
  checks with a power that has any time tokens on it.)
   
   Move and take one action, in any order.
  Spending hero points
  You can spend hero points (
  ) in the following ways:
   
   Heroic Effort: After you roll dice, you can spend 
  any number of hero points; increase your chance of 
  success on that roll by 10 and add 1 challenge die  
  (
  ) to the roll for each point spent.
   
   Teamwork Maneuver: You can spend 1 hero point  
  (
  ) to perform a teamwork maneuver you describe 
  with another hero, adding 2 advantage dice 
   (
  ) to their roll.
   
   Team Role: Use your team role's benefit.
  Taking the Spotlight
  When you roll 4 boons (
  ) on a 
  single roll during a conflict scene, you can take 
  the spotlight to gain the following benefits until 
  the end of the scene:
   
   Your minimum damage on a hit is 50.
   
   If you start your turn with 0 hero points, you 
  gain 2 hero points (
  ).
   
   You can take two different actions each turn.
  Distances
  There are three distances between 
  things in a scene:
   
   Up Close: You can make melee and ranged 
  attacks against enemies you are up close to. Add 
  1 advantage die (
  ) to all melee attack rolls.
   
   Near: You can make ranged attacks against 
  enemies that you are near to.
   
   Far Away: You can make ranged attacks against 
  enemies you are far away from, adding 1 challenge 
  die (
  ) to the roll.
  Dirty Work
  When you deal damage to a villain 
  with an attack, if your attack would 
  reduce that enemy to 30 resistance 
  or less, you instead reduce that 
  enemy to 0 resistance. When you hit 
  a squad of minions with an attack, if 
  your attack would reduce that squad 
  of minions to a size of 1, you instead 
  defeat that squad of minions.
  Additionally, when you make a 
  physical attack against a villain, if no 
  other hero or enemy can see you or 
  the target of your attack, you add +20 
  to the damage of your attack.
  Hero Name:
  Real Name:
  Team:
  First Appearance:
                  / 100
  Resistance
  
  SCENARIO
  With many heroes (possibly including some members of the team) locked away in SE05: The Super Prison and a 
  new chief of SE03: The Government Agency who is secretly a member of SE25: The Secret Society, things look 
  bleak. Ask the team to collectively describe where and how they are hiding from the Government Agency. Encourage 
  each player to describe one instance where they almost got caught, or turned in to the government by frightened 
  civilians, or had a tense moment where it seemed as though they weren't going to survive the crackdown.
  The team is then approached by NC07: The Police Representative, who has avoided overt scrutiny despite their 
  history with the team. The Police Representative wants to help break the heroes out of the Super Prison and has 
  secured a police helicopter for the purposes of doing so. The Police Representative also offers to go with the heroes, 
  at least long enough to provide a cover story for why the helicopter is approaching the Super Prison. If one of the 
  players is playing the former chief of the agency using the Secret Agent hero archetype, they also have access to a 
  small number of uniforms befitting the Government Agency. Given these resources, the heroes can come up with a 
  basic plan for approaching the prison and landing there. Allow the hero players to create interlude scenes to prepare 
  for their mission at the prison if they wish, but there is no need to track the passage of time.
  If any heroes were imprisoned in the Super Prison at the end of the last issue, players can choose to play those 
  heroes for this issue; despite being incarcerated, they will very quickly have a chance to get in on the action.
  THE SEQUENCE OF EVENTS
  The action of this issue begins once the heroes make their way to the Super Prison. The rest of the issue is essentially 
  a single long conflict scene, which begins with the betrayal described in the first step below. At a certain point in each 
  step, the scene will advance to the next step, introducing new enemies and complications.
  The heroes arrive at the Super Prison
  The Police Representative's ruse seems to be a good one; the official police helicopter and communications from 
  the representative are enough to convince the Super Prison security that the heroes are coming to the prison for 
  a legitimate reason. The heroes do not realize that their enemies not only know of the ruse, but are allowing it to 
  appear to succeed to entrap the heroes in a prison break that will leave them either dead or the perfect scapegoats 
  for allowing villains to escape. Shortly after the helicopter lands, their pilot reveals himself as a pawn of the Secret 
  Society, kicking off the conflict scene by firing a bullet into the Police Representative.
  When the conflict scene begins, the heroes face the following opposition:
   
   The traitorous pilot, a minor villain with 50 resistance, 1 initiative card, and the ability to make a physical ranged 
  attack (using a pistol) with a 65% chance of success, dealing damage equal to the number rolled.
   
   A squad of Hero Hunters minions, of a size equal to the number of heroes × 2.
   
  ) Complication (, Critical): The Police Representative is wounded and bleeding out, and they need to 
  be stabilized or gotten to a hospital for care. Each time this Complication initiative card comes up, the Police 
  Representative's condition worsens. This complication persists until resolved.
   
   Failure: If there are three negative marks in this complication's progress track, the Police Representative dies. 
  Otherwise, they slip into unconsciousness and can be of no further help to the heroes for the rest of the scene.
   
  ) Event: After the first round of the conflict scene ends, add an Event initiative card to the initiative deck. When this 
  initiative card comes up during the second round, the conflict scene moves on to the next step. Remove the Event 
  initiative card from the initiative track.
  Someone unlocks the villains' cells
  Shortly after the heroes arrive and are ambushed by the waiting hero hunters, a member of the Secret Society in 
  the prison's control room sends a command to open the cells of the imprisoned villains. Panic spreads among the 
  unaware guards, who immediately activate the emergency alarms and struggle to keep the villains in their cells. The 
  villains try to fight their way out, and many of them escape their cells. Any villains whose powers depend on objects or 
  technology that would have been taken away before being placed in their cells quickly recover that gear from storage 
  containers that have conveniently been left right outside their cells by the Secret Society agent.
  At this step, add the following enemies to the scene:
   
   One villain for every two heroes in the scene (round up). Each of these villains should be a villain who the heroes 
  helped incarcerate in the Super Prison in a previous issue. Each of these villains has 2 initiative cards.
  THE CASTLE FALLS, PART 2
  Streetlight Knights #12
  
   
  ) Objective: Any heroes imprisoned at the Super Prison will quickly be aware that someone has let many of the 
  villains out of their cells. With some of the prison's defenses down, the heroes still trapped inside their cells can 
  break themselves out, and heroes arriving at the prison via helicopter can help break them out as well once they 
  get inside. Each imprisoned hero has their own progress for this objective; once the objective is complete, the hero 
  escapes their cell. This objective persists until resolved.
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
   Hero:______________ ()
   
  ) Event: After the first round of the conflict scene ends, add an Event initiative card to the initiative deck. When this 
  initiative card comes up during the second round, the conflict scene moves on to the next step. Remove the Event 
  initiative card from the initiative track.
  The prison break
  With the villains free from their cells, they turn their efforts toward getting out of the Super Prison's interior and 
  reaching a place where they can make a run for freedom.
   
  ) Objective (, Enemy): The now-freed villains attempt to make their way to the exterior of the prison, 
  fighting their way out so they can make their escape. Each success clears more of the path for the enemies: 
  breaking through a security door, overwhelming a guard post, taking out automated guns, or overriding an 
  elevator's lockdown, disabling an electrified floor.
   
   Success or Failure: The scene moves on to the next step when either the villains fully progress this objective, or 
  when the heroes defeat all the villains.
   
  ) Complication (, Critical): Some villains take a moment to exact revenge on their guards before leaving. 
  Scattered throughout the prison, five groups of guards are being directly attacked by escaped prisoners. Each time 
  this Complication initiative card comes up, one of the groups of guards is taken out by the vengeful villains.
   
   Failure: Adjust the team's Government Reputation track by –1.
  rounding up the escapees
  With many prisoners having reached the exterior of the prison, escape is their primary goal. Outside, the heroes 
  discover that several prisoners, obviously from other parts of the prison, have escaped and are making a run for it.
  Add one minor villain to the scene for every two heroes (rounded up); if possible, these should be minor villains who 
  the heroes have helped capture in the past. If not enough such minor villains exist, you can create new ones for this 
  scene (draw three cards from the Deck of Powers and choose one for the villain to use, with a 75% chance of success). 
  Each such villain has 1 initiative card and 100 resistance.
   
  ) Objective: These minor villains have only one goal: to escape. Each minor villain has their own progress track for 
  this objective. When a villain has progressed their objective once, any hero can use their action to attempt to stop 
  the villain from escaping in some way; if they succeed, erase that progress. When the villain has progressed the 
  objective twice, they exit the scene safely, escaping from the heroes.
   
   Villain:_____________ ()
   
   Villain:_____________ ()
   
   Villain:_____________ ()
  WRAPPING UP
   
  ) If the Police Representative dies in this issue's conflict scene, erase all your answers and everything in the Truths 
  box of NC07: The Police Representative. That character can be redefined in the future as a different character the 
  next time something needs to reference them.
   
  ) For each villain (both minor and nonminor villains) who escaped the Super Prison during this issue, adjust the team's 
  Government Reputation track by –1. If no villains escaped, adjust the team's Government Reputation track by +3.
   
  ) If the team's Public Reputation track is at 3 or higher and NC06: The Agency Chief has "Under intense scrutiny" in 
  their Truths box, the Agency Chief is forced to clear the heroes' names due to mounting public pressure. Any heroes 
  with the Most Wanted lasting repercussion lose it. Erase "Incarcerated in [the name of the Super Prison]" from the 
  Truths box of any heroes who participated in this issue.
   
  ) If the team's Public Reputation track is at 2 or lower, any heroes defeated in this issue are captured and locked 
  away in the Super Prison, accused of inciting the prison break. Write "Incarcerated in [the name of the Super 
  Prison]" in the Truths box of that hero's archetype sheet.
   
  ) If the team's Government Reputation track is at –5 and NC03: The Hateful Authority has "Promoted government 
  intervention in powered heroes" in their Truths box, the Hateful Authority, emboldened by the new Agency Chief's 
  crackdown, convinces the government to enact SE26: The Superhuman Edict. Otherwise, the Hateful Authority 
  gives a speech before the government decrying the heroes; write "Promoted government intervention in powered 
  heroes" in the Hateful Authority's Truths box if it is not already there.
  
SOURCE: textdata/thevault/Spectaculars/Streetlight Knights.pdf