TEXT: Darren Watts and Steven S. Long
  
  UNTIL:  Defenders Of Freedom
  An Organization Book For Champions
  Author: Darren Watts, Steven S. Long
  Additional Contributions:  Ben Seeman
  Editing & Development:  Steven S. Long
  Layout & Graphic Design:  Andy Mathews  
  Cover Illustration:  Nate Barnes
  Interior Illustration:  Nate Barnes, Storn 
  Cook,  Bob Cram, Jeﬀ Cram, Andrew  
  Cremeans, Keith Curtis, Jonathan  
  Davenport, Brad Nault, Erik Roman, Greg 
  Smith, Chris Stevens
  A WORD OR TWO  
  OF APPRECIATION
  Special Thanks:  Darren would like to thank:  
  Riley McLaughlin, Ben, Tina, Andy, Allen, and 
  the Masonic Avenue Irregulars (Jason, Dan, Mo, 
  Chris, Alex, and Terry), UNTIL’s various creators 
  and deﬁners (most notably Steve Peterson, George 
  McDonald, Aaron Allston, and Phil Masters), and 
  as always Diane.
  We’d also like to thank the Digital Hero playtesters 
  and testreaders who reviewed the UNTIL manu-
  script, correcting typos and checking the math. We 
  love you guys!
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  UNTIL:  Defenders Of Freedom © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero,  
  Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the U.S.A. First printing December 2003
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO208 • ISBN Number:  1-58366-023-2
  http://www.herogames.com
  
  INTRODUCTION ................................4
  CHAPTER ONE
  UNTIL’S HISTORY ..............................7
  WHAT CAME BEFORE ......................7
  THE EARLY DAYS OF THE UNITED 
  NATIONS .......................................8
  THE FOUNDING OF UNTIL .................9
  UNTIL’S EARLY YEARS ....................11
  THE 1980s AND BEYOND ...............12
  THE POST-DETROIT WORLD ...........13
  MISSION AND JURISDICTION ..........14
  CHAPTER TWO
  THE UNITED NATIONS ....................16
  MEMBERS AND NON-MEMBERS ....16
  THE UNITED NATIONS IN ACTION ....19
  INTERNATIONAL LAW .....................24
  SOURCES OF INTERNATIONAL LAW 24
  GENERAL ISSUES OF  
  INTERNATIONAL LAW ..................24
  INTERNATIONAL CRIMINAL LAW .....26
  OTHER BODIES OF INTERNATIONAL 
  LAW ...........................................28
  CHAPTER THREE
  UNTIL STRUCTURE .........................31
  THE UNTIL HIGH COMMAND ...........31
  THE UNTIL BOARD OF DIRECTORS .36
  THE LOWER RANKS .......................36
  UNTIL FIELD TEAMS .......................38
  THE DIPLOMATIC AND  
  ADMINISTRATIVE CORPS .............41
  THE TECHNICAL CORPS .................42
  INTERNAL POLITICS .......................44
  UNTIL AROUND THE WORLD ...........46
  NORTH AMERICA ...........................46
  SOUTH AND CENTRAL AMERICA .....47
  EUROPE ........................................48
  AFRICA .........................................48
  WESTERN ASIA ..............................48
  EASTERN ASIA AND AUSTRALIA ........49
  UNTIL AND WORLD SUBCULTURES .49
  CHAPTER FOUR
  UNTIL AGENTS ...............................51
  UNTIL RECRUITMENT AND TRAINING .51
  A JOB AND AN ADVENTURE ...........53
  AGENT PACKAGE DEALS ................56
  UNTIL BASIC TRAINING PACKAGE  
  DEAL ..........................................57
  URBAN DIVISION PACKAGE DEALS .58
   WILDERNESS DIVISION  .................63
  OCEANIC/ARCTIC DIVISION  ...........64
  ELECTRONIC WARFARE DIVISION  ...65
  CRIMINALISTICS & FORENSICS  
  DIVISION  ....................................66
  INTELLIGENCE CORPS  ..................66
  TECHNICAL CORPS FIELD AGENT 
  PACKAGE DEAL ...........................69
  UNTIL SPECIAL PROJECTS  ............69
   AGENT TYPES AND MOTIVATIONS ..73
  CHARACTER CREATION ..................76
  UNTIL SKILLS ................................76
  UNTIL PERKS .................................76
  CHAPTER FIVE
  WEAPONS ......................................78
  ENERGY PISTOLS ..........................78
  ENERGY SUBMACHINE GUNS .........80
  ENERGY RIFLES .............................80
  HEAVY WEAPONS ..........................84
  MISCELLANEOUS WEAPONS ..........87
  ARMOR AND UNIFORMS .................92
  MISCELLANEOUS EQUIPMENT .......95
  COMMUNICATIONS AND  
  RECONNAISSANCE EQUIPMENT ...95
  UNTIL TOOLKITS ............................95
  COMPUTERS ..................................96
  HUGIN ...........................................96
  MUNIN COMPUTER SYSTEMS ........97 
  PORTABLE COMPUTERS ..............100
  VEHICLES .....................................103
  GROUND VEHICLES ......................103
   AIRCRAFT ..................................108
  WATERCRAFT AND OAD VEHICLES ..114
  UNTIL FACILITIES .........................119
  UNTIL WORLD HEADQUARTERS ....119
  THE GUARDHOUSE ......................119
  GATEWAY:  EARTH’S FIRST STEP  
  TO THE STARS ..........................120
  UNTIL’S UNDERWATER FACILITIES ...126
  CHAPTER SIX
  AGENTS IN COMBAT .....................132
  MAKING AGENTS EFFECTIVE ........132
  AND AS WE BEGIN HOUR FIVE,  
  THREE AGENTS GET POST-SEGMENT 
  12 RECOVERIES.... ....................133
  LUCKY AGENTS ...........................133
  UNTIL-SPECIFIC TACTICS .............134
  UNTIL AND SUPERHUMANS .........135
  UNTIL IN THE CHAMPIONS  
  UNIVERSE .................................135
  THE OFFICE OF SUPERHUMAN 
  RESOURCES ..............................135
  UNITY ...........................................137
  The Future Soldier Program ..........151
  CHAPTER SEVEN
  UNTIL CAMPAIGNS .......................155
  CHAMPIONS ................................155
  UNTIL IN OTHER GENRES .............158
  THE GM’S VAULT ..........................160
  CHAPTER ONE .............................160
  CHAPTER TWO ............................160
  CHAPTER THREE .........................160
  CHAPTER FOUR ...........................162
  CHAPTER FIVE .............................162
  CHAPTER SIX ..............................162
  APPENDICES ................................167
  UNTIL LINGO ...............................167
  WHO’S WHO IN UNTIL ..................168
  BIBLIOGRAPHY  ...........................170
  AGENT TEMPLATES ......................171
  UNTIL TABLE OF CONTENTS
  
  4 
  Hero System 5th Edition Revised
  INTRODUCTION
  We the Peoples of the United Nations
  —determined to save succeeding generations from the scourge of war, which twice in our 
  lifetime has brought untold sorrow to mankind, 
  —and to reaﬃrm faith in fundamental human rights, in the dignity and worth of the human 
  person, in the equal rights of men and women and of nations large and small, 
  —and to establish conditions under which justice and respect for the obligations arising from 
  treaties and other sources of international law can be maintained, 
  —and to promote social progress and better standards of life in larger freedom, 
  —and for these ends to practice tolerance and live together in peace with one another as 
  good neighbors, 
  —and to unite our strength to maintain international peace and security, 
  —and to ensure, by the acceptance of principles and the institution of methods, that armed 
  force shall not be used, save in the common interest, 
  —and to employ international machinery for the promotion of the economic and social 
  advancement of all peoples, have resolved to combine our eﬀorts to accomplish these aims.
  —the Preamble to the Charter of the United Nations
  W
  ith the possible exception of the 
  ﬁendish VIPER, the United Nations 
  Tribunal on International Law 
  — UNTIL — is perhaps the longest-
  lived organization in the Champions Universe. 
  For years there have been repeated references in 
  Champions products to it, its leader Major  
  Martinez, and its activities. There have even been  
  several attempts to provide more in-depth  
  information on the organization, including Aaron 
  Allston’s Super Agents book and Phil Masters’s 
  article in the HERO System Almanac II. But 
  there’s never been a comprehensive look at the organization — until now.
  UNTIL:  Defenders Of Freedom is your complete reference source to the Tribunal and its 
  activities. It oﬀers players numerous ideas for characters and character backgrounds, and 
  GMs hundreds of NPCs, plot seeds, and other resources to help any Champions campaign.
  
  UNTIL: Defenders Of Freedom 
  5 
  HOW TO USE THIS BOOK
  Unlike VIPER, which is mainly intended for 
  GMs, UNTIL is for both players and GMs. Secret 
  material that players shouldn’t know about is 
  included in The GM’s Vault in Chapter Seven; play-
  ers should not read that chapter.
  Chapter One, A Union Of Justice, details the 
  history of UNTIL, from its roots in the formation 
  of the United Nations itself after World War II to its 
  activities and current state of aﬀairs as of late 2003.
  Chapter Two, Under One Banner:  The United 
  Nations, details the nature, structure, and purpose 
  of the UN itself. Since UNTIL is an arm of the 
  United Nations, it’s important for GMs and play-
  ers alike to have some understanding of the orga-
  nization that controls it. This chapter also covers 
  international law, which aﬀects many of UNTIL’s 
  activities.
  Chapter Three, The World’s Police, describes 
  the structure of UNTIL itself, from Secretary-Mar-
  shall Wilhelm Carl Eckhardt down to the agents 
  and squads who ﬁght supercrime in the streets 
  every day. It also discusses UNTIL’s activities 
  around the world.
  Chapter Four, The Front Lines:  Agents Of 
  UNTIL, describes the rank-and-ﬁle agents who 
  make up the bulk of UNTIL. In addition to cover-
  ing recruitment and training, it includes Package 
  Deals for twenty diﬀerent types of agents, with 
  options and variations for many. The chapter con-
  cludes with some general information about creat-
  ing UNTIL characters, such as the Fringe Beneﬁt 
  values for UNTIL rank.
  Chapter Five, UNTIL Technology, describes 
  the many amazing devices UNTIL uses in its war 
  on supercrime. From blasters and lasers, to high-
  tech body armors, to computers, to vehicles of all 
  types, UNTIL has an extensive arsenal, and Chapter 
  Five tells you all about it. This chapter also covers 
  UNTIL’s major facilities around the world, includ-
  ing the Guardhouse, the GATEWAY space station, 
  and UNTIL’s super-submarine, the Aegir.
  Chapter Six, Fighting Crime, brieﬂy discusses 
  UNTIL’s tactics and procedures. More importantly 
  for many campaigns, it covers how UNTIL relates 
  to teams of superheroes, and how your PCs can 
  join UNTIL’s Superhero Liaison Program. Chapter 
  Six also includes descriptions of and character 
  sheets for the members of UNITY, UNTIL’s own 
  superteam.
  Chapter Seven, Gamemastering UNTIL, 
  describes how to incorporate UNTIL into your 
  Champions campaign for best eﬀect — or create an 
  entire UNTIL-based game. It’s even got informa-
  tion on using UNTIL in other genres, such as Fan-
  tasy, Dark Champions, or Science Fiction.
  The book concludes with several Appendices 
  that contain information on UNTIL slang, com-
  monly-used UNTIL acronyms, a who’s who list 
  of UNTIL personnel, and some pre-built UNTIL 
  Agent Templates for the GM’s use.
  So what are you waiting for? Time to grab your 
  BAR and get ready for battle, ’cause trouble’s brew-
  ing and people need the boys in blue and white!
  THE UNITED NATIONS AND THE 
  CHAMPIONS UNIVERSE
  While the history and other details about the 
  United Nations presented in this book represent 
  real-world information as closely as reasonably 
  possible, this book ultimately describes the UN in 
  the Champions Universe, a ﬁctitious setting where 
  people and events aren’t necessarily the same as in 
  the real world. Therefore the UN is going to diﬀer, 
  too. After all, the real United Nations never had to 
  cope with the likes of Dr. Destroyer and VIPER!
  DUPLICATION;  
  HERO GAMES TEXT 
  ONLY (-2)
  UNTIL contains some 
  text reprinted from 
  VIPER (with the neces-
  sary changes in points 
  of detail). Speciﬁcally, 
  it reprints portions 
  of Chapter Seven of 
  VIPER, pertaining to 
  agent tactics and the 
  like. Normally Hero 
  products simply include 
  cross-references to other 
  relevant products, but 
  in this case the material 
  was reprinted because 
  it’s so important to the 
  subject of running a 
  game that portrays or 
  uses large numbers of 
  agents, and because 
  many players use this 
  book but not VIPER.
  CHARACTER SHEET 
  NOTATION
  Generally, the text of 
  the character sheets 
  in this book should be 
  pretty straightforward 
  and easy to understand. 
  Consult the Glossary 
  in the Hero System 5th 
  Edition Revised, and 
  the example powers in 
  that book, if you have 
  any questions about 
  abbreviations, terms, or 
  notations. The Writer’s 
  Guidelines, available on 
  the Hero Games website 
  (www.herogames.com), 
  also provide some infor-
  mation about character 
  sheet formatting.
  In a Multipower, a “u” 
  next to the cost indicates 
  a Fixed (or “ultra”) slot, 
  and an “m” a Flexible (or 
  “multi”) slot.
  Under the END column, 
  a number in brack-
  ets indicates Charges 
  (however, the bracketed 
  number next to STR is 
  an END cost).
  
  chapter one:
  chapter one:
  A UNION OF JUSTICE
  THE ORIGIN OF UNTIL
  
  UNTIL: Defenders Of Freedom 
  7 
  T
  o fully understand UNTIL — its role, goals, 
  and organizational personality — it’s help-
  ful to know how its parent organization, the 
  United Nations, developed. A complete his-
  tory of the United Nations is well beyond the scope 
  of this book; if you’re interested in the fascinating 
  history of this unique institution, please check out 
  some of the books and websites listed in the Bibli-
  ography on page 170.
  WHAT CAME BEFORE
  The United Nations formed around the 
  nucleus of the victorious Allies of World War II, 
  though the founders drew inspiration from previ-
  ous attempts to develop worldwide organizations 
  of nations. The ﬁrst such eﬀort was the League of 
  Nations, an assembly created after the horrors of 
  the First World War to avoid such an event ever 
  happening again. Unfortunately, an increasingly 
  isolationist United States refused to join (fearing 
  “foreign entanglements” of the sort that led to the 
  war despite Woodrow Wilson’s vital role in creat-
  ing and deﬁning the League in the ﬁrst place). 
  Furthermore, Germany (as the primary loser of the 
  Great War) and Russia (deemed too chaotic and 
  dangerous after the Communist Revolution and 
  slaughter of the Romanovs) were never invited to 
  join. Therefore, the two leading powers within the 
  League were Britain and France, and neither had 
  much interest in any matters that didn’t directly 
  bear on Western Europe. With no recognized 
  authority and only limited ability to even impose 
  economic sanctions against aggressor nations, the 
  League was widely derided as a failure and waste 
  of resources, despite occasional minor successes 
  (like the humanitarian aid provided by the League’s 
  Health Organization to victims of war and disease 
  in Turkey in 1923).
  When France and Belgium invaded the Ruhr 
  after Germany missed one of its reparation pay-
  ments under the Treaty of Versailles, the League did 
  nothing about this violation of its own rules by two 
  of its leading members. It seemed clear to many that 
  the organization itself was fatally ﬂawed. A few world 
  leaders still believed some sort of agency to encour-
  age the diplomatic rather than military resolution of 
  disputes between countries was a good idea, but they 
  were at a loss as to how to implement it.
  In 1941, with World War II under way and 
  Germany pressing towards Britain in the West 
  and Russia in the East simultaneously, the ﬁrst 
  steps towards a new such organization were taken. 
  On August 14, British Prime Minister Winston 
  Churchill met with the President of the still-neu-
  tral United States, Franklin Delano Roosevelt, 
  aboard the HMS Prince of Wales oﬀ the coast of 
  Newfoundland. They drew up the Atlantic Char-
  ter, a joint statement of aims and principles for 
  peace once the war was over. The charter called 
  for all nations to work together to oppose aggres-
  sor nations, support self-determination for native 
  inhabitants, encourage international trade by 
  reduction of tariﬀs and other restrictions, and 
  ensure “world cooperation to secure economic and 
  social conditions for all.” On January 1, 1942, less 
  than a month after the United States entered the 
  war, it, Britain, and twenty-four other Allied nations 
  signed the “Declaration by United Nations” sup-
  porting the Charter. (This was the ﬁrst use of the 
  term “United Nations,” coined by Roosevelt as an 
  alternative to “Allies.”)
  By late 1943, the Allies ﬁrmly believed they 
  would eventually win World War II and began to 
  prepare for the ensuing peace. Two meetings were 
  held — the ﬁrst in Moscow in late October between 
  representatives of the US, Britain, USSR, and China, 
  and the second in Tehran by the US, Britain, and 
  USSR. In these meetings, the participating nations 
  reached an agreement that an international organi-
  zation led by those four nations would be organized 
  after the war to promote international peace and 
  stability. The ﬁrst meetings to determine how such 
  an organization would work took place in a small 
  mansion near Washington, D.C., Dumbarton Oaks, 
  in September and October of 1944. There, delegates 
  created the basic structure of what would become 
  the United Nations. They put in place features 
  like the General Assembly of all member nations 
  (which would vote on the activities of all UN 
  operations), the Security Council, the Secretariat, 
  various Councils for handling social and economic 
  issues, and an International Court system. The 
  UN was also given authority over the previously-
  existing United Nations Relief and Rehabilitation 
  Administration, which the United States had estab-
  lished with some aid from other Allies in late 1943 
  to assist the millions of European “Displaced Per-
  sons” (as the US military referred to refugees).
  In light of the failures of the League of 
  Nations, the founders determined the UN would 
  be open to “all peace-loving nations.” Nevertheless, 
  they recognized the need for the support of the 
  world’s superpowers, so they gave the four primary 
  Allies “and, in due course, France” the only perma-
  nent seats on the Security Council. Other nations 
  would ﬁll the other seats on a rotating basis.
  On April 25, 1945, in the closing days of World 
  War II, representatives of ﬁfty nations met in San 
  UNTIL’S  
  HISTORY
  
  8 ■ The Origin And History Of UNTIL 
  Hero System 5th Edition Revised
  Francisco for the United Nations Conference on 
  International Organization, where they drew up the 
  oﬃcial Charter of the United Nations (consisting of 
  111 Articles). It was adopted unanimously on June 
  25 and signed by all the representatives the next day.
  THE EARLY DAYS OF  
  THE UNITED NATIONS
  The United Nations held its ﬁrst General 
  Assembly in London in January, 1946 with ﬁfty-one 
  nations attending (the last being Poland, unable 
  to send a representative the previous summer). 
  While the Security Council met for the ﬁrst time 
  and decided on its rules of procedure, the General 
  Assembly passed its ﬁrst Resolution, calling for “the 
  elimination from national arsenals of atomic weap-
  ons and other weapons of mass destruction.” A few 
  weeks later several members proposed a similar 
  ban on the use of superhumans in the military, but 
  it failed in the General Assembly. Scholars later 
  theorized that many smaller countries, concerned 
  about neighbors with larger arsenals or nuclear 
  weapons, hoped to even the odds by winning the 
  “superhuman lottery” and discovering a powerful 
  metahuman or two among their own people whom 
  they could recruit or draft.
  The General Assembly also elected its ﬁrst Sec-
  retary-General in London that February, the Nor-
  wegian representative Trygve Lie. Lie was a “con-
  sensus candidate,” believed to be not unduly under 
  the inﬂuence of any of the major powers. Although 
  some questioned his credentials for such a presti-
  gious post, he proved to be a tireless crusader for 
  international cooperation. 
  In the meantime, the public’s opinions about 
  superhumans had begun to subtly sour. Garish, 
  colorful costumes were too easily associated with 
  a war the world wanted to put behind it. In the 
  United States, home of the largest population of 
  costumed adventurers and villains, a new conser-
  vatism swept across the land as young GIs settled 
  down to raise families. With fewer costumed crimi-
  nals to battle, many of the ﬁrst generation heroes 
  chose to retire. Several of those who remained 
  active came under ﬁre for their failure to cooperate 
  with government oﬃcials. When a private detective 
  in the employ of Roy Cohn revealed in 1951 that 
  Dr. Twilight was both black and a former member 
  of the Communist Party, it seemed to be the end of 
  the era of costumed heroes.  
  The Superhuman Problem
  But the fact that there were fewer superhumans 
  privately ﬁghting crime didn’t slow the rate at which 
  they appeared around the world. If anything, the 
  pace at which new superhumans appeared only 
  accelerated in the early 1950s, and many of them 
  arose in Third World countries. Concerns about the 
  use of superhumans, some of whom could cause 
  massive destruction and loss of life, in national 
  armies became a ﬁercely-debated issue in the 
  General Assembly. Similar worries about the role 
  of superhumans in crime and attacks on society 
  received attention as well. In 1950, Secretary-General 
  Lie recruited Drake Wilson, formerly known as the 
  hero Optimus of the Defenders of Justice, to serve 
  as his Advisor on Superhuman Aﬀairs. Wilson, who 
  strongly believed in the ideals of international coop-
  eration the UN stood for, would go on to play an 
  integral role in the organization in several capacities, 
  including the formation of UNTIL.
  
  UNTIL: Defenders Of Freedom 
  9 
  The Korean War  
  And Its Aftermath
  When Communist North Korea invaded 
  South Korea in the summer of 1950, it seemed the 
  world’s fears were about to be realized. With the 
  United States leading the UN in supporting South 
  Korea and China actively supporting North Korea, 
  the possibility of the war spreading beyond the 
  borders seemed very real. Two shadows always 
  loomed:  the possible use of nuclear weapons; and 
  the use of superhumans in combat.
  North Korea had two known superhumans 
  in its military; one was the personal bodyguard of 
  President Kim Il Sung, and the other was a speed-
  ster who served as a messenger and courier well 
  behind the front lines. South Korea had three, all 
  assigned to the same unit:  Ki-Hup, whose devastat-
  ing scream could knock down walls; Ha-Nl, who 
  could ﬂy; and Kumiho, a lovely young woman who 
  could transform into a fox. The United States oﬃ-
  cially committed no superhuman resources to the 
  war; there was some discussion of Captain Patriot 
  going over to “help out the boys,” but he was more 
  valuable as a Republican Party fundraiser in the 
  States. Rumors occasionally circulated of superhu-
  mans working stealthily behind the scenes. Many 
  soldiers told stories at the front of the mysterious 
  Night Stalker, who emerged from the darkness to 
  rescue troops in diﬃcult situations but never stuck 
  around to be thanked or even identiﬁed.
  The Korean War ﬁnally came to an end with 
  a cease-ﬁre agreement signed on July 27, 1953. 
  Around the same time, Trygve Lie resigned as 
  Secretary-General; the delegate from Sweden, 
  Dag Hammarskjold, replaced him. Hammarskjold 
  immediately came under pressure from the U.S. 
  Secretary of State, John Foster Dulles, to allow the 
  FBI to scrutinize employees of the Secretariat — a 
  request related to the search by Senator McCarthy 
  and his allies for Communist spies. Drake Wilson 
  publicly spoke out against what he perceived as a 
  “witch hunt,” and himself came under criticism 
  from former friends and allies in the Defenders like 
  Don (Captain Patriot) Randall and Michael Maven. 
  The divisions and hard feelings generated during 
  these tense arguments probably contributed to the 
  eventual decisions that kept UNTIL and the other 
  programs associated with Wilson from being sup-
  ported by the American government for decades. 
  In the end, Hammarskjold successfully resisted 
  Dulles’s eﬀorts, keeping the UN’s agencies away 
  from the control of any individual power.
  The Silver Age
  In the late 1950s, a second, “Silver,” Age of 
  Superheroes began in the United States with the 
  debuts of the Fabulous Five and the second Mete-
  orMan and the return from retirement of the 
  WWII legend Vanguard. The UN, still deeply con-
  cerned about the role of superhumans in fostering 
  (or at least taking advantage of) world instability, 
  created a subcommittee led by Etienne Ste. Ger-
  maine to study the nature of superpowers — where 
  they came from and how they worked.
  At about the same time, Drake Wilson pre-
  sented to Secretary-General Hammarskjold a 
  proposal for an oﬃcial UN institute to study the 
  social eﬀects of superhuman powers on soci-
  ety, speciﬁcally focusing on superhuman crime. 
  Although Hammarskjold was interested in the idea, 
  for various reasons the proposal never made it to 
  the General Assembly for a vote. But some of the 
  suggestions eventually became part of UNTIL, and 
  others part of the UN’s related research and train-
  ing program, UNICRI (UN Interregional Crime 
  And Justice Research Institute).
  While Wilson struggled to get backing and 
  funding for his proposed institute, superhuman 
  crime increased dramatically, well beyond even the 
  rates seen before World War II. More costumed 
  crimeﬁghters seemed to emerge every day, but the 
  wave of costumed criminals threatened to over-
  whelm them. In early 1961, New York City was ter-
  rorized by a crime wave sparked by the temporary 
  uniﬁcation of several of the city’s gangs under the 
  leadership of The Mocker. Despite the best eﬀorts 
  of Vanguard and the Fabulous Five, the public was 
  of the opinion that something needed to be done 
  — something other than relying on a group of cos-
  tumed crimeﬁghters whose motivations and identi-
  ties were unknown, and whose ability to respond to 
  superhuman menaces was not necessarily reliable.
  THE FOUNDING OF UNTIL
  That spring, Wilson ﬁnally found an ally in his 
  eﬀorts. Major Juan Martinez, a Paraguayan lawyer, 
  diplomat, and decorated oﬃcer in World War II, 
  had gotten hold of Wilson’s proposal to Hammar-
  skjold and read it with interest. Martinez, a scion of 
  one of Paraguay’s wealthiest families, had joined his 
  country’s delegation to the United Nations the year 
  before, and though the work was fairly interesting 
  he longed for more active involvement. As a hobby, 
  he studied the use of superhumans during the war 
  and their activities after the war.  He realized that 
  crimes committed by superhumans would pose a 
  threat to the world as great, or perhaps greater, than 
  the threat Nazi Germany had posed — but super-
  crime was too versatile and fast-moving a phenom-
  enon for national armies to cope with. While there 
  were independent superhuman heroes who fought 
  such criminals, depending upon such an unknown 
  factor was sheer folly. No, thought Martinez, the 
  world needed a better method of dealing with this 
  
  10 ■ The Origin And History Of UNTIL 
  Hero System 5th Edition Revised
  threat. It needed a multinational police force, com-
  manded only by the United Nations, beholden to 
  the world community rather than any one coun-
  try. But he also realized the UN wouldn’t approve 
  something like that out of hand. It would have to be 
  approached in small steps. He called Wilson, and 
  the two went to work.
  The Creation Of The Tribunal
  Wilson and Martinez worked day and night to 
  prepare a proposal to the Security Council regarding 
  Wilson’s institute to study superhumans in society. 
  Their work was further delayed when Secretary-Gen-
  eral Hammarskjold, one of the few strong supporters 
  of their ideas, died in a plane crash in the Congo on 
  September 18, 1961. They continued to work on their 
  presentation while the General Assembly selected 
  and installed U Thant as the new Secretary-General. 
  The ever-shifting UN and world political situation 
  forced several revisions of their work.
  Finally, on January 12, 1963, Wilson and 
  Martinez gave their presentation to the General 
  Assembly. The members were impressed, and 
  after some debate, they authorized the creation 
  of a commission — the United Nations Tribunal 
  on International Law, or UNTIL — to study how 
  superhumans aﬀect society and world security, and 
  how the world should respond to the problems they 
  presented. The elated Wilson and Martinez were 
  both named to the Tribunal.
  The Tribunal met periodically for nearly a year 
  to discuss the issues and their implications. Even-
  tually Wilson and Martinez’s persuasive oratory 
  swayed the other members, and the Report of the 
  Tribunal to the General Assembly largely embodied 
  what the pair had had in mind all along — a solu-
  tion so radical it would require an amendment to 
  the UN Charter. The Tribunal suggested 
  that the UN should establish, maintain, 
  and command a global police force for 
  dealing with superhuman crime and 
  related matters of global, regional, or 
  even national security. That in and of 
  itself might not have seemed so radical, 
  but the Tribunal further recommended 
  that this police force would have the 
  jurisdiction to enter the territory of 
  any UN member who signed the treaty 
  establishing it (from others it would, 
  of course, have to obtain permission 
  on a case-by-case basis). To partially 
  allay the members’ fears, the Tribunal’s 
  Report suggested that the agency 
  not employ superhumans; instead, it 
  would rely on highly-trained, superbly-
  equipped human agents recruited from 
  all UN member nations.
  The implications — and ﬁnancial 
  cost — of this proposal deeply con-
  cerned virtually every member of the 
  UN. But Martinez, Wilson, and other 
  members of the Tribunal presented 
  their case with passion and convic-
  tion, and one by one the nations of 
  the world became convinced the idea would work. 
  Eventually the General Assembly voted over-
  whelmingly in favor of the creation of a treaty to 
  establish this new organization.
  The Tribunal went back to work drafting the 
  treaty. The seasoned lawyer-diplomat Martinez 
  shouldered most of the writing chores, with help 
  from his friend Wilson. Preferring to avoid the 
  emotionally-charged terms “army” or “police force,” 
  they chose to retain the name UNTIL for their pro-
  posed organization. But the speed with which they 
  completed the treaty only brought them to the ﬁnal, 
  toughest, hurdle — convincing the Security Coun-
  cil — all the sooner.
  The Tribunal Treaty
  Given their own large armies and police forces, 
  not to mention vast political and economic inﬂu-
  ence, none of the members of the Security Council 
  were likely to favor the creation of an independent, 
  multinational police force. But two days before 
  Martinez and Wilson were to make their proposal 
  to the Security Council on March 8, 1965, some-
  thing happened to change the minds of the great 
  powers.
  On March 6, the mad scientist Dr. Miles 
  Dekkar, better known as the Monster Maker, 
  unleashed an army of biological constructs simul-
  taneously in ten diﬀerent cities around the world. 
  The superheroes of the day in New York, Tokyo, 
  Moscow, London, Paris, Cairo, Mexico City, S�o 
  Paulo, Shanghai, and Calcutta leapt to the defense 
  of humanity, and ﬁnally (thanks to the coordinated 
  eﬀorts of the Fabulous Five, the People’s Legion, 
  and Japan’s Bureau 17) the monsters were defeated. 
  The costs, both in human life and property destruc-
  tion, were enormous.
  
  UNTIL: Defenders Of Freedom 
  11 
  The members of the Security Council realized, 
  as did every other nation on Earth, how narrowly 
  disaster had been averted. In fact, honest world 
  leaders admitted it was mainly due to luck and 
  the intervention of superheroes who might not 
  be available or trustworthy next time something 
  like this happened. Had anything gone diﬀerently, 
  or had the superheroes arrived just seconds later, 
  a madman’s scheme to take over the world would 
  have succeeded. They now understood that Marti-
  nez’s proposal was a sensible one — indeed, a nec-
  essary one, if world security were to be maintained. 
  The Council voted 15-0 to approve the amendment 
  of the UN Charter and the creation of UNTIL.
  On November 27, 1965, a document generally 
  referred to as the Tribunal Treaty or the “Marti-
  nez Treaty” was signed by over 100 UN member 
  nations, and the General Assembly authorized sub-
  stantial funding. UNTIL was, at long last, a reality.
  ODD MEN OUT
  But not every member nation, including many 
  who’d voted in favor of the establishment of the 
  organization, signed the Treaty. The primary excep-
  tions were the United States, the Soviet Union, and 
  China. All three saw UNTIL’s value to the world 
  community as a whole, but refused to allow the 
  organization onto their soil without express per-
  mission.
  In the United States, the UN as an organiza-
  tion had become politically unpopular. Several 
  prominent politicians led by Senator Brent Graham 
  forced through legislation banning UNTIL from 
  American soil. They succeeded largely by portray-
  ing UNTIL as a foreign military organization too 
  much under the control of the Soviets and the 
  Third World (a not entirely incorrect assertion at 
  the time), and therefore not trustworthy. Drake 
  Wilson traveled across the country, debating and 
  orating in favor of the organization, but in the 
  December, 1965 UNTIL was legally barred from 
  the United States (except for property belonging 
  to the United Nations itself, which by international 
  law belonged to the UN rather than the US).
  In the USSR and China, matters proceeded 
  more simply. Despite both nations’ claims to 
  democracy, they were powerful, well-funded totali-
  tarian dictatorships, plain and simple, and no such 
  dictatorship would ever allow an outside police 
  force to operate within its borders. There was no 
  debate; the decision was made on high, and UNTIL 
  was banned.
  UNTIL’S EARLY YEARS
  To his surprise, Juan Martinez was named the 
  ﬁrst Secretary-Marshall of the ﬂedgling organiza-
  tion. He promptly chose Wilson as his top advi-
  sor. The Secretariat quickly folded several smaller 
  agencies and commissions concerned with super-
  humans into UNTIL. One of these was Etienne 
  Ste.-Germaine’s Paraphysics Committee, whose 
  scientists formed the backbone of UNTIL’s techni-
  cal branch in the organization’s earliest days.
  From day one, Martinez had to struggle 
  to keep the new organization going. While the 
  member nations had approved UNTIL and saw 
  the need for it, they were both nervous and suspi-
  cious of it. Martinez and his men had to tread very 
  carefully so as not to overstep the bounds of their 
  authority or give anyone legitimate cause for con-
  cern. Not being able to function in the supercrime-
  plagued United States without permission only 
  made things more diﬃcult, but UNTIL had to work 
  with what it was given.
  The Late 1960s
  As the new UNTIL scrambled for funding and 
  personnel, the Cold War raged and superhuman 
  conﬂict remained a hot topic. National superhu-
  man “teams” were forming around the world; the 
  British restructured their previously-secret Bureau 
  S into the Ministry of Superhuman Aﬀairs and put 
  the members of the team under the direct control 
  of the Prime Minister. China introduced its Tiger 
  Squad, even then over twenty strong. While the 
  major American superteams all resisted direct mili-
  tarization, individual heroes like Rocketman were 
  willing to serve their country in overseas conﬂicts. 
  In 1968 the UN brokered the Treaty on Non-Pro-
  liferation, requiring signers to agree not to further 
  develop any nuclear weapons programs or to use 
  nuclear weapons or superhumans in war. The US 
  and USSR refused to sign. Both countries, along 
  with China, covertly sent superhumans into battle 
  during the decade-long Vietnam War.
  UNTIL rang up a series of early successes. It 
  assisted the Sentinels in combating an invasion of 
  the Lemurians in 1966 and the Fabulous Five in 
  coordinating Earth’s defense against the Second 
  Sirian Invasion the next year, and most famously 
  battled Atlantean forces in the streets of Miami in 
  1968. While in each of these cases UNTIL worked 
  alongside superhuman defenders, the agency 
  received accolades for its eﬃciency and skill. Soon 
  it was having trouble processing the enormous 
  number of recruits who wanted to join. In 1969 it 
  established UNICRI (UN Interregional Crime and 
  Justice Research Institute), a sub-organization for 
  criminological research and related activities.
  
  12 ■ The Origin And History Of UNTIL 
  Hero System 5th Edition Revised
  The 1970s
  Benito Paez Cordero of Ecuador became the 
  new Secretary-General of the UN in 1972, just 
  in time to preside over a series of scandals. First, 
  Yvette Ste. Germaine publicly quit UNTIL, decrying 
  the “right-wing militarists” who had co-opted her 
  father’s pure research into an organization dedi-
  cated to putting superhumans in jail, and formed 
  L’Institut Thoth in Switzerland.
  While the Ste. Germaine incident was negative 
  publicity enough, the entire organization was rocked 
  two years later when the FBI revealed that Pavel 
  Borovik, an UNTIL agent from Romania, was not 
  only a KGB operative, but that he’d used his position 
  in UNTIL to secretly gain access to the Sentinels’ 
  base computer. From the computer he acquired 
  information on the American nuclear program by 
  copying Dr. Phantom’s credentials. The resulting 
  public furor not only cost the Sentinels their access 
  to government ﬁles (and pretty much any other 
  assistance for several years), but conﬁrmed to the 
  American public that the United States’s decision to 
  keep UNTIL out was utterly justiﬁed.
  Despite these setbacks, UNTIL remained busy 
  throughout the 1970s. Doctor Destroyer’s very 
  public debut gave it a major new menace to con-
  centrate on, but the agency also battled such super-
  humans as Plague, the Griﬃn, and Dark Seraph. 
  When the Gadroon attacked Earth in 1977, UNTIL 
  was instrumental in repelling the alien invaders, 
  as even U.S. oﬃcials gratefully admitted. America 
  sought UNTIL’s assistance when the Slug attacked 
  New York City in 1979, giving it permission for 
  only the second time to conduct a major opera-
  tion on United States soil (though President Carter 
  made sure the Justice Squadron kept a close eye on 
  the agents in blue-and-white).
  THE 1980s AND BEYOND
  Beginning in the 1980s and continuing to 
  the present day, superhuman activity increased 
  signiﬁcantly throughout the world, which in turn 
  meant an expansion of UNTIL’s role. Unfortunately, 
  proper growth was hindered by a change in UN 
  leadership. In 1982 Cordero resigned after two 
  terms, and Jaume Nykanen of Finland replaced him 
  as Secretary-General. Nykanen was not a major 
  supporter of UNTIL, and slowly maneuvered to 
  diminish its funding throughout the ’80s — but 
  without ever cutting enough at one time to cause 
  a large sensation. Lacking the funds to expand its 
  recruitment base, UNTIL struggled along, stretch-
  ing its resources as much as necessary... and watch-
  ing somewhat enviously as the United States cre-
  ated PRIMUS and funded it lavishly.
  In the spring of 1988, Eurostar released its infa-
  mous Manifesto, following it up three months later 
  with attacks on various UNTIL bases across Europe. 
  Besieged and feeling overwhelmed and under-
  gunned, the General Assembly and UNTIL’s lead-
  ers approved the creation of their own superteam, 
  UNITY, later that same summer (see page 137). 
  1990 saw the retirement of Major Martinez, 
  who stepped down and was replaced by Wilhelm 
  Carl Eckhardt. Eckhardt immediately injected new 
  life into the organization. When Nykanen stepped 
  down as Secretary-General in January, 1992 and 
  was replaced by Asine Mustafa Fall of Senegal, 
  the slow constriction of UNTIL’s budget ceased 
  and  Eckhardt promptly invested not only in new 
  recruits, but a number of technological upgrades 
  for agents in the ﬁeld.
  The Battle Of Detroit
  America’s view of UNTIL changed irrevocably 
  in July, 1992 when Dr. Destroyer devastated the 
  city of Detroit. Once again denied permission to 
  enter the United States, UNTIL had to stand idly 
  by as the battle raged, unable to bring to bear any 
  of the information gathered by Project Shiva, its 
  Destroyer research division — not to mention any 
  of the anti-Destroyer technology Shiva had devel-
  oped for just this sort of situation.
  When word of what had happened came to 
  light, the American public, angered by PRIMUS’s 
  failure to contribute positively during the crisis, 
  began to favor admitting UNTIL into the United 
  States. Congressional testimony by numerous VIPs, 
  including most notably Patricia “Siren” Renton 
  (formerly of the Fabulous Five), ﬁnally persuaded 
  the United States to sign the Tribunal Treaty, which 
  it did in April, 1993. Drake Wilson, at last vindi-
  cated at the age of 75, retired the day after the ﬁrst 
  
  UNTIL: Defenders Of Freedom 
  13 
  UNTIL oﬃce was dedicated in what would become 
  Millennium City.
  Reaction around the world was similar. Russia, 
  in chaos after the collapse of the Soviet Union and 
  thus unable to mount any sort of successful resis-
  tance to supervillains, signed the Tribunal Treaty 
  in 1994 (though not, it must be admitted, over the 
  protests of a signiﬁcant segment of Russian soci-
  ety). But as of late 2003, China still refuses to let 
  UNTIL in, preferring to rely solely on its military 
  and the Tiger Squad.
  THE POST-DETROIT WORLD
  In the years following the Battle of Detroit, 
  UNTIL has remained an active organization. It has 
  had great successes, such as its vital work during 
  the invasion of Earth by Istvatha V’Han in 1998, or 
  the construction and development of programs like 
  the GATEWAY satellite in 1996 or the NAUTILUS 
  Undersea Base in 1993. But there have been notable 
  failures and errors as well, such as UNTIL’s battles 
  against Gravitar in 2000 or Dark Seraph and the 
  Crowns of Krim in 2001 (the latter resulted in over 
  40 agent casualties). Thefts of UNTIL’s advanced 
  equipment have led to the villainous careers of 
  Binder and Ankylosaur. New threats emerge every 
  day. Even Dr. Destroyer himself, long believed 
  dead after the events of the summer of 1992, has 
  returned. Nevertheless, UNTIL continues to stand 
  as Earth’s ﬁrst line of defense against the forces of 
  evil and chaos.
  UNTIL’s position within the United Nations 
  remains secure. A new Secretary-General, Daniel 
  Calderon of Costa Rica, was chosen in 2002. A 
  former UNTIL agent himself, Calderon strongly 
  supports the organization and has already arranged 
  for an increase in its funding. Despite the dangers 
  they must face every day, the men and women of 
  UNTIL feel conﬁdent they have the backing and 
  skill they need to emerge triumphant.
  
  14 ■ The Origin And History Of UNTIL 
  Hero System 5th Edition Revised
  A
  s deﬁned by the Tribunal Treaty, the 
  amended United Nations Charter, and 
  other relevant documents, UNTIL’s mis-
  sion is one that’s simple to describe in 
  broad terms, but sometimes diﬃcult to deﬁne 
  with precision. According to the Treaty, UNTIL’s 
  purpose is to “investigate, combat, and prevent 
  superhuman crimes and related phenomena[.]” 
  UNTIL has jurisdiction over any of the following 
  types of incidents that take place in any signatory 
  nation (i.e., virtually any nation on Earth, except 
  for China) or in international territory, or which 
  violate the laws of any signatory nation:
  ■ criminal acts committed by, involving, or directly 
  aﬀecting superhumans
  ■ criminal acts committed by, involving, or directly 
  aﬀecting superhuman technology
  ■ criminal acts committed by, involving, or directly 
  aﬀecting non-Human sentient species not from this 
  planet or dimension, such as alien species, beings 
  from other realities, and the like. This includes 
  attempts by such beings to invade Earth or Earth’s 
  reality, whether by stealth and deception, force of 
  arms, or other means.
  ■ criminal acts committed by, involving, or directly 
  aﬀecting variant or alternate races of Humanity, such 
  as the Atlanteans, Lemurians, and Empyreans
  ■ acts in violation of international criminal law which 
  occur in international territory (such as the high seas)
  The Treaty and other UN documents deﬁne 
  “superhuman” with some precision. They also make 
  it clear that “criminal acts” mean criminal based 
  on normal international law standards (see page 
  26). An act performed by a superhuman in a given 
  nation has to violate the laws of that nation, or vio-
  late the laws of another nation in such a way that 
  that nation would have jurisdiction to punish them, 
  for UNTIL itself to have jurisdiction. But other 
  terms are somewhat vague. When does technology 
  become “superhuman”? What qualiﬁes as a “variant 
  or alternate” type of human being? The decisions of 
  the International Court of Justice in cases involving 
  UNTIL’s activities have shed some light on many of 
  these questions, but as with many other areas of the 
  law ﬁrm answers are diﬃcult, perhaps impossible, 
  to ﬁnd. That leaves a lot of room for argument, 
  debate, and stall tactics on the part of national oﬃ-
  cials who want to hinder UNTIL for some reason. 
  For example, if a local police oﬃcial would prefer 
  that UNTIL not “interfere in” his investigation, he 
  might claim there’s no superhuman involvement, or 
  that the technology in question isn’t truly “superhu-
  man,” and therefore bar UNTIL from the matter. 
  (UNTIL could, of course, appeal to his superiors.)
  While UNTIL technically has the power to 
  “take over” any investigation in which it believes 
  it has jurisdiction, it treads very carefully in such 
  matters. It knows the goodwill of the UN member 
  nations and their police forces is vital to its contin-
  ued success, so it usually prefers to oﬀer its assis-
  tance and then let local oﬃcials decide whether to 
  accept the oﬀer. Only in situations where UNTIL’s 
  leadership is absolutely convinced that UNTIL 
  itself has to get involved for the safety of Humanity 
  will it take over a case in deﬁance of local authority.
  UNTIL In Court
  When UNTIL arrests a supercriminal or 
  other person, it has two options. First, it can turn 
  the suspect over to local police oﬃcials. This is the 
  most common approach in cases that don’t involve 
  crossing international borders, crimes against 
  humanity, or the like. UNTIL simply doesn’t have 
  the resources to incarcerate every supercriminal on 
  Earth, or even a signiﬁcant portion of them.
  Second, UNTIL can hold the suspect itself 
  — usually in the Guardhouse (page 119) or a simi-
  lar satellite facility — and arrange for him to be 
  tried in the UN Criminal Court (page 22). UNTIL 
  does this when a crime involves crossing national 
  borders or occurs in international territory, when a 
  criminal is wanted by multiple states and it’s easiest 
  to try him once in the UNCC, or when the acts in 
  question were crimes against (or otherwise threat-
  ened) all of Humanity.
  MISSION AND 
  JURISDICTION
  
  chapter two:
  chapter two:
  UNDER ONE BANNER
  THE UNITED NATIONS
  
  16 ■ The United Nations 
  Hero System 5th Edition Revised
  THE UNITED 
  NATIONS
  T
  he United Nations in the Champions Uni-
  verse is much the same as the one in the 
  real world, with perhaps a few fortunate 
  improvements. It’s a forum for the discus-
  sion and resolution of international disputes. It’s 
  Humanity’s best hope for world peace. It’s a col-
  lection of international agencies with the best of 
  intentions and a messy bureaucracy. It’s Humanity’s 
  voice when it needs to speak as a species to other 
  sentient species. It’s a potential threat to the sover-
  eignty of nations. To some extent all of these per-
  ceptions, and others, have merit.
  While even in the Champions Universe the 
  United Nations doesn’t have a perfect record, it has 
  succeeded in ways the real UN has not. As a result 
  the UN is generally perceived as better, more com-
  petent, more eﬃcient, and more eﬀective than the 
  real UN — and rightly so. The existence of UNTIL 
  is one major reason for this; UNTIL gives the UN a 
  way to actually do something on its own, rather than 
  have to try to persuade member nations to act and 
  hope that its good intentions bear fruit.
  In the Champions Universe, the UN also 
  has a deﬁnite role to play as the representative 
  of Humanity. Mankind has physical proof of the 
  existence of life on other worlds. There are at least 
  a dozen representatives of various alien planets 
  residing here publicly, and Earth has faced inva-
  sions from without on multiple occasions that the 
  general public knows about (and countless more of 
  which they’ve been spared the knowledge). While 
  Humans have not established formal diplomatic 
  relations with any alien species, to the extent they 
  speak to, negotiate with, or otherwise interact with 
  aliens on a peaceful basis, they do so primarily 
  through the UN.
  In short, it’s fair to say that the individual gov-
  ernments of the world see a certain value to the 
  existence of the United Nations as a mechanism for 
  times when the whole world needs to work together. 
  This need transcends the never-ending petty dis-
  agreements, squabbles, and arguments that frequently 
  make up daily life in the General Assembly.
  MEMBERS AND  
  NON-MEMBERS
  The 1990s were a period of expansion in the 
  membership of the United Nations, as the breakup 
  of the Soviet Union created many new states and 
  a directed eﬀort was made to recruit countries 
  that had previously resisted joining, either due to a 
  desire to remain neutral in the Cold War between 
  the Soviets and the West or on the assumption they 
  were too small to bother with. Even Switzerland 
  joined at long last in 2002. The accompanying text 
  box lists the current membership.
  OFFICIAL  
  LANGUAGES
  The UN has six oﬃcial 
  languages:
  Arabic
  Chinese
  English
  French
  Russian
  Spanish
  However, UNTIL 
  requires all agents to 
  speak English ﬂuently, 
  and conducts all of its 
  business in English. 
  Otherwise it would be 
  diﬃcult to give agents 
  orders in combat!
  
  UNTIL: Defenders Of Freedom 
  17 
  MEMBERS OF THE UNITED NATIONS
  Here’s a list of UN members as of 
  October, 2003.
  NationYear  
  Admitted
  Afghanistan 
  1946
  Albania 
  1955
  Algeria 
  1962
  Andorra 
  1993
  Angola 
  1976
  Antigua and Barbuda 
  1981
  Argentina 
  1945
  Armenia 
  1992
  Australia 
  1945
  Austria 
  1955
  Azerbaijan 
  1992
  Bahamas 
  1973
  Bahrain 
  1971
  Bangladesh 
  1974
  Barbados 
  1966
  Belarus 
  1945
  Belgium 
  1945
  Belize 
  1981
  Benin 
  1960
  Bhutan 
  1971
  Bolivia 
  1945
  Bosnia and Herzegovina (1) 1992
  Botswana 
  1966
  Brazil 
  1945
  Brunei Darussalam 
  1984
  Bulgaria 
  1955
  Burkina Faso 
  1960
  Burundi 
  1962
  Cambodia 
  1955
  Cameroon 
  1960
  Canada 
  1945
  Cape Verde 
  1975
  Central African Republic 
  1960
  Chad 
  1960
  Chile 
  1945
  China  
  1945
  Colombia 
  1945
  Comoros 
  1975
  Congo 
  1960
  Costa Azul 
  1945
  Costa Rica 
  1945
  Côte d’Ivoire (Ivory Coast) 1960
  Croatia (1) 
  1992
  Cuba 
  1945
  Cyprus 
  1960
  Czech Republic (2)  
  1993
  Democratic People’s  
  Republic of Korea  
  1991
  Democratic Republic of  
  the Congo 
  1960
  Denmark 
  1945
  Djibouti 
  1977
  Dominica 
  1978
  Dominican Republic 
  1945
  Ecuador 
  1945
  Egypt  
  1945
  El Salvador 
  1945
  Equatorial Guinea 
  1968
  Eritrea 
  1993
  Estonia 
  1991
  Ethiopia 
  1945
  Fiji 
  1970
  Finland 
  1955
  France 
  1945
  Gabon 
  1960
  Gambia 
  1965
  Georgia 
  1992
  Germany (3) 
  1973
  Ghana 
  1957
  Greece 
  1945
  Grenada 
  1974
  Guamanga 
  1955
  Guatemala 
  1945
  Guinea 
  1958
  Guinea-Bissau 
  1974
  Guyana 
  1966
  Haiti 
  1945
  Honduras 
  1945
  Hungary 
  1955
  Iceland 
  1946
  India 
  1945
  Indonesia (4) 
  1950
  Iran 
  1945
  Iraq 
  1945
  Ireland 
  1955
  Israel 
  1949
  Italy 
  1955
  Jamaica 
  1962
  Japan 
  1956
  Jordan 
  1955
  Kazakhstan 
  1992
  Kenya 
  1963
  Kiribati 
  1999
  Kuwait 
  1963
  Kyrgyzstan 
  1992
  Lao People’s Democratic  
  Republic 
  1955
  Latvia 
  1991
  Lebanon 
  1945
  Lesotho 
  1966
  Liberia 
  1945
  Libyan Arab Jamahiriya 
  1955
  Liechtenstein 
  1990
  Lithuania 
  1991
  Lugendu 
  1966
  Lurranga 
  1993
  Luxembourg 
  1945
  Madagascar 
  1960
  Malawi 
  1964
  Malaysia  
  1957
  Maldives 
  1965
  Mali 
  1960
  Malta 
  1964
  Marshall Islands 
  1991
  Mauritania 
  1961
  Mauritius 
  1968
  Mexico 
  1945
  Micronesia 
  1991
  Monaco 
  1993
  Mongolia 
  1961
  Morocco 
  1956
  Mozambique 
  1975
  Myanmar  
  1948
  Namibia 
  1990
  Nauru 
  1999
  Nepal 
  1955
  Netherlands 
  1945
  New Zealand 
  1945
  Nicaragua 
  1945
  Niger 
  1960
  Nigeria 
  1960
  Norway 
  1945
  Oman 
  1971
  Pakistan 
  1947
  Palau 
  1994
  Panama 
  1945
  Papua New Guinea 
  1975
  Paraguay 
  1945
  Peru 
  1945
  Philippines 
  1945
  Poland 
  1945
  Portugal 
  1955
  Qatar 
  1971
  Republic of Korea 
  1991
  Republic of Moldova 
  1992
  Romania 
  1955
  Russian Federation 
  1945
  Rwanda 
  1962
  Saint Kitts and Nevis 
  1983
  Saint Lucia 
  1979
  Saint Vincent and  
  the Grenadines 
  1980
  Samoa (Western) 
  1976
  San Marino 
  1992
  São Tomé and Principe 
  1975
  Saudi Arabia 
  1945
  Senegal 
  1960
  Serbia and Montenegro (1) 2000
  Seychelles 
  1976
  Sierra Leone 
  1961
  Singapore 
  1965
  Slovakia (2)  
  1993
  Slovenia (1) 
  1992
  Solomon Islands 
  1978
  Somalia 
  1960
  South Africa  
  1945
  Spain 
  1955
  Sri Lanka 
  1955
  Sudan 
  1956
  Suriname 
  1975
  Swaziland 
  1968
  Sweden 
  1946
  Switzerland 
  2002
  Syria (5) 
  1945
  Tajikistan 
  1992
  Taquiristan 
  1970
  Thailand 
  1946
  The Former Yugoslav Republic  
  of Macedonia (1) 
  1993
  Timor-Leste 
  2002
  Togo 
  1960
  Tonga 
  1999
  Trinidad and Tobago 
  1962
  Tunisia 
  1956
  Turkey 
  1945
  Turkmenistan 
  1992
  Tuvalu 
  2000
  Uganda 
  1962
  Ukraine 
  1945
  United Arab Emirates 
  1971
  United Kingdom 
  1945
  United Republic of  
  Tanzania (6) 
  1961
  United States of America 
  1945
  Uruguay 
  1945
  Uzbekistan 
  1992
  Vanuatu 
  1981
  Venezuela 
  1945
  Vietnam 
  1977
  Yemen  
  1947
  Zambia 
  1964
  Zimbabwe 
  1980
  Notes 
  1) Each of these nations was  part 
  of the Socialist Federal Republic of 
  Yugoslavia, which was an original 
  member of the United Nations. 
  Yugoslavia dissolved in 1992 and 
  all but one of these nations became 
  members that year. The Former 
  Yugoslav Republic of Macedonia 
  was admitted in 1993, despite an 
  ongoing dispute over the use of that 
  name for the state in question.
  2) Czechoslovakia was an original 
  member of the United Nations. It 
  was dissolved in 1992 and these 
  successor states were admitted to 
  the UN in 1993.
  3) The Federal Republic of Ger-
  many and the German Democratic 
  Republic were both admitted to 
  the UN in 1973. The two nations 
  merged in 1990.
  4) Indonesia withdrew from 
  the United Nations in 1965, but 
  resumed its membership in 1966. 
  5) Syria was united with Egypt as 
  the United Arab Republic from 
  1958 to 1961, then resumed its 
  separate membership.
  6) Tanganyika was a member of the 
  United Nation from 1961, and Zan-
  zibar was a member from 1963. In 
  1964 the two nations united under 
  the currently listed name.
  
  18 ■ The United Nations 
  Hero System 5th Edition Revised
  Outsider States
  The following nations or entities do not 
  belong to the United Nations. As noted under 
  several of them, it’s possible for a non-member to 
  have “observer” status at the UN; other observ-
  ers include the Red Cross, the Sovereign Military 
  Order of Malta, and the League of Arab States.
  ATLANTIS
  Although Atlantis has had some political 
  contact with various nations of the surface world 
  since World War II (under the rule of Dargon the 
  Usurper, Atlantis was part of the Axis Powers 
  and an ally of Germany from 1940 until Dargon’s 
  overthrow in 1943), most of the world considered 
  Atlantis mythical until its soldiers attacked the 
  United States in 1968. After Queen Mara reclaimed 
  control of her army that summer, Atlantis and the 
  United States signed several treaties that included 
  formal recognition of Atlantis as a political entity. 
  Canada and the United Kingdom have also estab-
  lished formal relations with Atlantis in the years 
  since, and Atlantis has sent several missions to 
  the surface world. One such mission spoke at the 
  United Nations in 1978 about pollution and over-
  ﬁshing. Nevertheless, most of the members of the 
  General Assembly have no contact with Atlantis, 
  and it has never petitioned for membership. The 
  Atlanteans often have a representative at the UN 
  to observe important debates and events, though it 
  has not established a Permanent Observer ofﬁce.
  CHÍQUADOR
  The nation of Chíquador, located on the 
  Atlantic coast of South America between French 
  Guiana and Brazil, was a member of the United 
  Nations from 1960 until 1979, when the demo-
  cratically-elected government of Presidente Pablo 
  Somohardo was overthrown in a military coup by 
  General Lorenco Jo�o Garrastazu e Silva. Gar-
  rastazu made himself President For Life, installed 
  a “cabinet” of his cronies from the army, and 
  declared that Chíquador was resigning from the 
  United Nations. Ever since, he has maintained 
  a massive army in his tiny nation (population 
  approximately 400,000), periodically threatened 
  shipping lanes in the area, and kept troops on his 
  borders with French Guiana (a country he regularly 
  declares is infringing on his ﬁshing rights and has 
  declared war on half a dozen times without ever 
  actually ﬁring a shot).
  Garrastazu is now in his mid-sixties and 
  generally believed to be ill and mentally unstable. 
  The CIA thinks most governmental decisions are 
  made by his Minister of Affairs, Alejandro Subano, 
  who may have contacts within either VIPER or 
  ARGENT. Needless to say, UNTIL, PRIMUS, and 
  other agencies concerned about international peace 
  carefully monitor the “Chíquador situation.”
  PALESTINE
  The Palestine Legislative Council, charged in 
  1993 with co-managing the West Bank and Gaza 
  Strip, holds non-member Observer status in the 
  
  UNTIL: Defenders Of Freedom 
  19 
  United Nations. As of October, 2003 Israel contin-
  ued to occupy both areas.
  TAIWAN
  The nation of Taiwan is not recognized as such 
  by China, which has used its veto power in the 
  Security Council to block periodic eﬀorts to induct 
  it into the United Nations.
  VATICAN CITY (THE HOLY SEE)
  The Holy See, the central government of the 
  Roman Catholic Church, is by treaty a separate 
  state from the country of Italy. It has chosen the 
  status of “Permanent Observer” at the United 
  Nations to maintain its own policy of strict neutral-
  ity on secular issues.
  Becoming A Member
  As explained in Article 4, Chapter 2 of the 
  United Nations Charter,
  Membership in the United Nations is open to 
  all peace-loving states which accept the obli-
  gations of the Charter and, in the judgement 
  of the Organization, are willing and able to 
  carry out these obligations.
  The admission of any such State to membership 
  in the United Nations will be eﬀected by a deci-
  sion of the General Assembly upon the recom-
  mendation of the Security Council.
  Thus, joining the UN is not necessarily an easy 
  matter. A group of people cannot simply declare 
  itself a state and gain admission; nor could a con-
  queror or tyrant (for example, Dr. Destroyer) try to 
  create his own country and automatically obtain 
  membership. For all their wrangling, the members 
  of the Security Council and General Assembly 
  aren’t fools; they won’t admit an entity they don’t 
  recognize as a state under international law, nor 
  one whose admission might set a bad precedent or 
  encourage actions contrary to world security.
  For example, in 1991 Dr. Destroyer petitioned 
  for membership for the “nation” of Destruga, an 
  artiﬁcial island he’d built. Recognizing not only the 
  danger of admitting “constructed states” as mem-
  bers, but the even greater threat posed by allowing 
  Destroyer to exploit international law and institu-
  tions for his own evil purposes, the Security Coun-
  cil ﬂatly rejected the petition.
  THE UNITED  
  NATIONS IN ACTION
  The United Nations has ﬁve principal “organs” 
  and dozens of specialized agencies, councils, com-
  missions, and related bodies that operate under 
  the umbrella of the central organization. It would 
  take a book several times the size of this one to 
  detail all of them; the Bibliography (page 170) 
  should help those interested in ﬁnding out more.
  The General Assembly
  The main body of the United Nations is the 
  General Assembly, a legislature composed of 
  representatives of all member nations plus the 
  Permanent Observer Missions of Palestine and 
  the Holy See. Each member nation has a single 
  vote on all matters brought before the Assembly. 
  Some decisions can be made by a simple majority, 
  but most important issues (such as all budgetary 
  questions, admission of new members, and any 
  matter determined to fall under the umbrella of 
  “Peace and Security”) require a two-thirds major-
  ity. The Assembly approves the UN budget each 
  year, and appoints the members of the various 
  councils and commissions not controlled by the 
  Security Council. Based on the recommendations 
  of the Security Council, the Assembly also elects 
  the Secretary-General.
  The General Assembly begins its annual 
  session at UN Headquarters in New York every 
  September. At the start of each Assembly the 
  group elects various Presidents, Vice Presidents, 
  and Chairpersons of its committees. Then it holds 
  a “general debate” during which representatives 
  can call to the attention of the Assembly various 
  issues and concerns. The heads of state of vari-
  ous nations frequently address the entire group. 
  A majority of the Assembly or a majority of the 
  Security Council can call an emergency session at 
  any time.
  Because the General Assembly consists of one 
  representative from each member nation, regard-
  less of that nation’s population, wealth, power, or 
  inﬂuence, an unusual political dynamic some-
  times results. For example, it’s possible for blocs 
  of smaller or poorer nations to force measures 
  through that the “Great Powers” don’t agree with. 
  This has been the source of much of the friction 
  between the United States and the UN over the last 
  two decades.
  Decisions by the General Assembly are called 
  Resolutions and are numbered in order. The votes 
  and decisions of the General Assembly have no 
  legally-binding authority whatsoever, except in 
  those situations where UNTIL can be deployed 
  to enforce the UN’s will (and even that usually 
  requires the approval or permission of the Security 
  Council; see below). Many people believe the Reso-
  lutions express the viewpoint of the “international 
  community,” but that’s not necessarily an accurate 
  perception.
  
  20 ■ The United Nations 
  Hero System 5th Edition Revised
  COMMITTEES
  The UN has six Main Committees that the 
  General Assembly automatically renews each ses-
  sion:  the Disarmament and International Security 
  Committee; the Economic and Financial Commit-
  tee; the Social, Humanitarian, and Cultural Com-
  mittee; the Special Political and Decolonization 
  Committee; the Administrative and Budgetary 
  Committee; and the Legal Committee. Numerous 
  subcommittees of the General Assembly receive, 
  directly control, and/or are responsible for a sizable 
  portion of the UN’s various funds and program-
  ming resources.
  The Security Council
  Though considerably smaller than the General 
  Assembly, the UN Security Council is much more 
  powerful. Speciﬁcally charged with maintaining 
  “peace and security between nations,” the Security 
  Council consists of two groups of states. The ﬁrst 
  is the ﬁve permanent members. These were origi-
  nally the ﬁve leading Allies in World War II — the 
  United States, United Kingdom, France, the Repub-
  lic of China, and the USSR — but the Republic of 
  China was replaced with the Communist People’s 
  Republic of China in 1971 and the USSR by the 
  Russian Federation in 1991. The second is ten rotat-
  ing members elected by the General Assembly for 
  two-year terms.
  The United Nations Charter charges the Security 
  Council to “investigate any dispute, or any situation 
  which might lead to international friction or give 
  rise to a dispute.” After it investigates, Chapter Seven 
  of the Charter calls on the Council to take action “to 
  maintain or restore international peace and security,” 
  if necessary with armed force. This is the authoriza-
  tion that allows the UN to call for and use military 
  peacekeeping forces, such as in the Korean War or in 
  Iraq and Kuwait in 1991. Any decision by the Council 
  requires at least nine aﬃrmative votes to pass, and 
  any permanent member can veto a decision — which 
  often makes the proceedings of the Security Council 
  an exercise in futility. Any decisions made by the 
  Council under Chapter Seven (for example, economic 
  sanctions against an aggressor nation) are binding on 
  UN member nations; failure to observe them can lead 
  to censure, and in extreme cases could even result in 
  expulsion from the UN.
  Pursuant to UN regulations, a representative 
  of each member of the Security Council must be 
  present at UN Headquarters in New York at all 
  times. That allows the Council to hold emergency 
  meetings whenever necessary.
  THE SECURITY COUNCIL AND UNTIL
  As the primary expression of the UN’s abil-
  ity to enforce its will in at least one area of world 
  concern — crimeﬁghting — UNTIL has a close 
  relationship with the Security Council. While the 
  Council doesn’t directly oversee or take part in 
  the day-to-day operations of UNTIL, nor grant 
  approval of or permission for UNTIL’s standard 
  anti-supervillain activities, it works cooperatively 
  with UNTIL on any matters involving the defense 
  of the entire planet. Examples of this include the 
  invasions of Earth by the Gadroon in 1977 and the 
  inter-dimensional forces of Istvatha V’han in 1998. 
  In these situations UNTIL becomes less of a police 
  agency and more like the UN’s own small, well-
  equipped army/military administrative service. 
  
  UNTIL: Defenders Of Freedom 
  21 
  The oﬃces of the Security Council, with UNTIL’s 
  assistance, handle the coordination of the militaries 
  of various nations, as well as their respective gov-
  ernment superteams and volunteer units of non-
  government superhumans, to respond to the threat 
  in the most eﬃcient manner possible.
  COMMITTEES
  Like the General Assembly, the Security Council 
  has committees, though usually they’re temporary 
  ones devoted to particular incidents or regions of 
  concern. Examples include various Sanctions Com-
  mittees, the CTC (Counter-Terrorism Committee), 
  UNCC (the UN Compensation Commission regard-
  ing the Iraqi invasion of Kuwait), various peacekeep-
  ing forces (such as UNFICYP, the UN Peacekeeping 
  Force in Cyprus), and UNMOVIC (the UN Monitor-
  ing, Inspection, And Veriﬁcation Commission relat-
  ing to Iraqi weapons programs).
  The Secretariat
  The Secretariat is the executive branch of the 
  United Nations. It encompasses all of the oﬃces 
  and departments under the direct control of the 
  Secretary-General. This includes the Oﬃce of Inter-
  nal Oversight, Oﬃce of Legal Aﬀairs, Department 
  of Public Information, and other managers and 
  consultants to the Secretary-General.
  The Secretary-General is the closest thing the 
  UN has to a “chief executive,” though he lacks the 
  military powers normally associated with that term. 
  The UN’s oﬃcial website explains the oﬃce’s func-
  tion as “[e]qual parts diplomat and advocate, civil 
  servant and CEO,” and the UN Charter describes 
  him as the “chief administrative oﬃcer” of the UN. 
  In addition to his broad administrative powers, the 
  Secretary-General can bring matters before either 
  the Security Council or the General Assembly 
  at his own discretion. He can also use his “good 
  oﬃces” — his substantial inﬂuence in the interna-
  tional community — in public and private to try to 
  resolve international disputes before they escalate.
  SECRETARY-GENERAL DANIEL CALDERON
  In 2002, the General Assembly, acting as usual 
  on the recommendation of the Security Council, 
  appointed a new Secretary-General, Daniel Calde-
  ron of Costa Rica. He is the ﬁrst Secretary-General 
  to be chosen from the ranks of UN personnel, 
  rather than from the world’s diplomats. He got his 
  start with the UN in 1972 as an UNTIL agent. After 
  serving in UNTIL for several years and rising to 
  the rank of major, he retired from the Tribunal and 
  joined the Secretariat. He held numerous impor-
  tant posts over the years and established a ﬂawless 
  record of accomplishment. The Security Council 
  unanimously recommended him for the position of 
  Secretary-General.
  Since taking oﬃce, Secretary-General Calde-
  ron has initiated a program of reforms designed 
  to deal with some of the problems the UN has suf-
  fered from in recent years, including corruption, 
  nepotism, and overbureaucratization. Whether 
  these reforms will succeed remains to be seen; 
  many elements within the UN bureaucracy would 
  prefer to see them fail. But Calderon is determined 
  to ﬁght the battle to improve an organization he 
  loves and considers vital to world security and 
  advancement. As a staunch supporter of UNTIL, he 
  has also arranged to increase the agency’s funding 
  (another decision that some within the UN ranks 
  disapprove of).
  SECRETARY-GENERAL DANIEL CALDERON
   10 STR 
  12 DEX 
  11 CON 
  11 BODY
   19 INT 
  15 EGO 
  20 PRE 
  11 COM
   
  4 PD 
  3 ED 
  3 SPD 
  5 REC
   22 END 
  21 STUN
  Abilities:  Conversation 13-, Criminology 13-, Elec-
  tronics 8-, KS: International Law And Law Enforce-
  ment 13-, KS: The Superhuman World 11-, KS: The 
  United Nations 16-, KS: UNTIL 11-, KS: World 
  Politics 11-, Languages (English, Spanish, French), 
  Martial Arts (10 points’ worth of UNTIL Combat 
  Training), Persuasion 14-, PS: UNTIL Agent 11-, 
  Stealth 12-, Tactics 8-, WF: Small Arms, Knives, 
  Fringe Beneﬁt: Secretary-General, Contacts (200 
  points’ worth throughout the world diplomatic and 
  political community)
  75+ Disadvantages:  Hunted (Watched by UN bureau-
  cracy, world media, and the like), Pscyhological Limi-
  tation:  Devoted To The Cause Of World Peace And 
  Security, Social Limitation (Public Identity)
  Notes:  Secretary-General Calderon is approaching 
  60, but he remains ﬁt and healthy (though not quite 
  as strong and fast as he was when he was an UNTIL 
  ﬁeld agent). His dark hair and eyes give him a 
  handsome but serious look, particularly when he’s 
  concentrating on something. He wears well-tailored 
  men’s suits. His wife and two teenage children (one 
  son, one daughter) live in New York City with him.
  OFFICES AND DEPARTMENTS
  The Secretariat has far more departments, 
  oﬃces, and agencies than can be described here, but 
  a few may become involved in scenarios featuring 
  UNTIL or superhero-UN interaction.
  The Oﬃce On Drugs And Crime provides 
  information directly to the Secretary-General 
  (and through him, to UNTIL) about national and 
  international crime statistics, organized crime, 
  smuggling (especially of drugs), and traﬃcking in 
  human beings. Its reports focus primarily on “mun-
  dane” crime, but also cover the activities of super-
  humans in these areas. These statistics and reports 
  are available to any superheroes with aﬃliate or 
  SLP status (pages 135-36), and can provide useful 
  information and contacts internationally.
  The Oﬃce for Outer Space Aﬀairs (OOSA) 
  prepares and distributes reports on the current 
  state of space science, oﬀers advice to the Secre-
  tary-General on the emerging ﬁeld of space law, 
  and maintains the Register of Objects Launched 
  into Outer Space (ROLOS). OOSA also is the 
  agency to which UNTIL reports the activities of 
  GATEWAY and its other space-based resources. 
  GATEWAY’s staﬀ includes a liasion from the 
  OOSA oﬃces in Vienna.
  
  22 ■ The United Nations 
  Hero System 5th Edition Revised
  The International  
  Court of Justice (ICJ)
  The International Court, sometimes referred 
  to as the World Court, is located in The Hague in 
  the Netherlands. Its functions are twofold:  one, to 
  resolve cases brought before it by states; and two, 
  to provide legal advice when requested by either 
  the General Assembly or the Security Council. It 
  consists of ﬁfteen judges appointed by the General 
  Assembly. The judges serve nine-year terms, stag-
  gered in groups of three every three years. No two 
  serving judges may be from the same nation.
  All decisions of the International Court are 
  by simple majority, and once a state has agreed to 
  accept its jurisdiction the results are binding (at 
  least to the extent any aspect of international law 
  can be considered binding). The United States has 
  had a fairly hostile relationship with the Court 
  since it was ordered to cease its military actions 
  against Nicaragua and to pay reparations in 1986. 
  Instead, America withdrew its support of the Court 
  and refused to make the payments.
  The Court has handled 
  many well-known cases 
  of international law. These 
  include the conviction in 
  absentia of Istvatha V’han 
  for crimes against Human-
  ity in 1999, and the war 
  crimes trial of former Yugo-
  slavian President Slobodan 
  Milosevic in 2001.
  THE UNITED NATIONS 
  CRIMINAL  
  COURT (UNCC)
  Not long after UNTIL’s 
  inception, it became appar-
  ent that its activities could 
  overwhelm the World 
  Court. The ICJ was con-
  ceived of and set up to try 
  issues of international law, 
  not function as a criminal 
  trial court for superhumans. 
  Soon UNTIL-related cases 
  were taking up far more of 
  the Court’s time than it was 
  comfortable with.
  To resolve this 
  dilemma, the General 
  Assembly created a special 
  subdivision of the ICJ, the 
  United Nations Crimi-
  nal Court (UNCC). The 
  UNCC is a group of ten 
  judges, each appointed by 
  the General Assembly; as 
  on the ICJ, no two may 
  be from the same nation. 
  When UNTIL captures a 
  supercriminal and prefers 
  not, for whatever reason, to 
  turn him over to national authorities, that super-
  criminal is tried in the UNCC using the laws and 
  procedures of the nation whose laws were violated 
  (or provisions of international criminal law, if nec-
  essary). The case is heard by one of the judges, who 
  appoints a prosecutor and a defense attorney from 
  a list of applicants. After both sides present their 
  case, the judge renders a decision and, if necessary, 
  imposes punishment. The UNCC cannot impose 
  the death penalty, but can sentence a convicted 
  super-felon to any length term of imprisonment (in 
  the Guardhouse or elsewhere), to perform commu-
  nity service, or any other punishment allowed by 
  the Tribunal Treaty or the laws of the nation where 
  the crime was committed.
  A convicted criminal may appeal his convic-
  tion, or his sentence, to the UNCC as a whole, in 
  which case the other nine judges meet as a body to 
  hear the appeal. He can again appeal their decision, 
  if desired, to the World Court.
  The Economic and  
  Social Council
  This Council, usually unhappily abbreviated 
  ECOSOC, serves as the clearinghouse for dozens 
  of smaller commissions and funds on such topics 
  as poverty, narcotics, deforestation, and AIDS. 
  Although not the most glamorous of the UN’s 
  main bodies, its Regional Commissions, Functional 
  Commissions, and other sub-organizations — such 
  as UNICEF (the United Nations Children’s Fund), 
  UNCTAD (the UN Conference On Trade And 
  Development), UNU (United Nations University, 
  an international body of scholars and research-
  ers working on issues of interest to the UN), and 
  several of the agencies discussed below — perform 
  some of the UN’s most important work. ECOSOC 
  has 54 members elected to rotating three-year 
  memberships. UNTIL provides support and is a 
  member of several of ECOSOC’s commissions, 
  especially those related to crime prevention and 
  criminal justice.
  The Trusteeship Council
  The Trusteeship Council was originally estab-
  lished to help ensure that non-self-governed ter-
  ritories were administered in the best interests of 
  their inhabitants, as well as those of international 
  peace. The “Trust Territories,” a group of speciﬁc 
  states that were formerly colonies or mandates of 
  the larger Western nations, have all now established 
  self-government or joined larger nations, and so the 
  Trusteeship Council oﬃcially suspended its opera-
  tions in 1994. Prior to that time, its members were 
  the ﬁve permanent Security Council members.
  Major Associated Agencies  
  There are dozens of other organizations wholly 
  or partially part of, funded by, and/or sponsored 
  by the United Nations. Only a few are of potential 
  
  UNTIL: Defenders Of Freedom 
  23 
  interest to most Champions campaigns, such as:
  THE FOOD AND AGRICULTURE  
  ORGANIZATION (FAO)
  Located in Rome, this program seeks to pro-
  vide nutritional assistance to developing nations by 
  developing sustainable production and scientiﬁc 
  improvements to crops and farm animals. The 
  genetics research involved might spark all sorts of 
  superhuman-related incidents.
  INTERNATIONAL ATOMIC  
  ENERGY AGENCY (IAEA)
  This independent organization advises its 
  member states on nuclear weapons and nuclear power 
  programs, develops safety standards, and maintains 
  the inspection systems required by the Nuclear Non-
  Proliferation Treaty to verify that member nations 
  use nuclear material and facilities only for peaceful 
  purposes. The IAEA coordinates all eﬀorts to inspect 
  the weapons programs of UN member nations, and 
  therefore could become involved in any scenario fea-
  turing the use of nuclear devices, whether by a nation 
  or by terrorists or supervillains.
  WORLD BANK
  Also known as the International Bank for 
  Reconstruction and Development, the World Bank 
  is located in Washington, D.C. It provides loans 
  to nations for internal development and recon-
  struction. The World Bank is jointly owned by 
  most of the countries in the United Nations, and 
  the shareholders elect a Board of Governors who 
  manage the Bank itself. The largest shareholder is 
  the United States, which traditionally provides the 
  Bank’s President.
  While the Bank’s oﬃces themselves do not 
  hold much in the way of cash or collateral, making 
  them poor targets for superpowered thieves, they 
  do contain large amounts of documentation and 
  ﬁles that could be of value to international inves-
  tors (or high-end political terrorists like Eurostar). 
  Politically-minded criminals might also create hos-
  tage or blackmail situations to aﬀect World Bank 
  policies related to speciﬁc countries or industries.
  The International Monetary Fund (IMF)
  The World Bank is separate from, but related 
  to, a similar organization, the International Mon-
  etary Fund (IMF). The IMF provides loans to states 
  in exchange for various reforms, usually including 
  privatization of industries. Controversy generated 
  by persons or organizations who object to the IMF’s 
  “agenda” could create (or factor into) situations that 
  superheroes must respond to.
  THE UNITED NATIONS INTERREGIONAL 
  CRIME AND JUSTICE RESEARCH INSTITUTE 
  (UNICRI)
  UNICRI is an agency of ECOSOC which 
  conducts international comparative criminological 
  research to help the UN formulate the best possible 
  policies for crime prevention and control. It com-
  piles international crime statistics, provides crimi-
  nological information to member states and the 
  international community, and provides advisory 
  services when necessary. It often works closely with 
  UNTIL, and its databases (among other resources) 
  might be the targets of supercriminals or terrorists.
  THE WORLD HEALTH  
  ORGANIZATION (WHO)
  The WHO coordinates eﬀorts by various nations 
  and agencies to combat disease and promote public 
  health. After decades of eﬀort, the WHO eradicated 
  the threat of smallpox in 1979, and continues to work 
  on vaccines and medicines for diseases like malaria. 
  The WHO would deﬁnitely get involved in any situa-
  tion involving epidemics, possible outbreaks of major 
  diseases, and the like.
  Located in Geneva, WHO is run by a Direc-
  tor General elected by the various delegations 
  appointed by the General Assembly. Notable scien-
  tists in the Champions Universe like Dr. Silverback, 
  Yvette Ste. Germaine of L’Institut Thoth, and Elec-
  tron occasionally work with WHO.
  THE WORLD METEOROLOGICAL  
  ORGANIZATION (WMO)
  Also headquartered in Geneva, the WMO pro-
  vides weather information to people and organiza-
  tions around the world and sponsors the creation 
  of observation stations and networks. The WMO 
  also occasionally helps coordinate the activities 
  of weather-controlling superhumans when they 
  use their powers to blunt or diminish the danger-
  ous eﬀects of storms. A small group of weather-
  manipulating superhumans, led by the American 
  heroine Tempest, remains on call to assist the 
  WMO. None of these superhumans has the ability 
  to change the weather in one place without caus-
  ing unpredictable eﬀects elsewhere (for example, 
  creating a storm in one place may cause dryness 
  or drought somewhere else). Therefore they use 
  their abilities cautiously, and usually only when 
  they must to save lives or property. For example, 
  the WMO may deploy a local registered weather-
  controller to change the course of a powerful storm 
  away from a population center (actually dispelling 
  the storm entirely would be a tactic of last resort, 
  since it might create unpredictable extreme weather 
  eﬀects elsewhere). Should a superhuman arise who 
  can manipulate the weather without causing related 
  eﬀects elsewhere, the WMO would most likely 
  try to recruit him to help overcome droughts and 
  boost crop growth.
  CRIMINAL  
  COURT JUDGES
  As of late 2003, some  
  notable judges on the UN 
  Criminal Court include:
  Bryan Fitzgerald (Scot-
  land):  One of the most 
  noted members of the 
  Scottish bench, Judge 
  Fitzgerald was one of the 
  ﬁrst jurists appointed 
  to the UNCC, and the 
  General Assembly hasn’t 
  hesitated to re-appoint 
  him. He’s tried more cases 
  than any other judge cur-
  rently on the Court, and 
  is regarded as an expert 
  on international law.
  Nadav Levinson (Israel):  
  The son of European Jews 
  who emigrated to Israel 
  in the late 1950s, Judge 
  Levinson served in the 
  Israeli military and gov-
  ernment before becom-
  ing an attorney. He served 
  as both a prosecutor 
  and a judge before being 
  named to the UNCC 
  in 1996. He’s a friend of 
  UNTIL Field Marshal 
  Ben-Israel.
  Kannitha Narouk (Cam-
  bodia):  A survivor of the 
  excesses of the Pol Pot 
  regime, Judge Narouk 
  ﬂed to the United States 
  in the late 1970s, bring-
  ing her children with 
  her but having to leave 
  her husband and parents 
  behind. After attending 
  law school and practicing 
  international law in the 
  United States and Europe, 
  she was appointed to the 
  Court in 1998.
  Jirasak Sawprapassorn 
  (Thailand):  As an attorney 
  in his native Thailand, 
  Judge Sawprapassorn 
  made a reputation for 
  himself as a tireless cru-
  sader against child exploi-
  tation, child traﬃcking, 
  and the drug trade. He 
  became such a thorn in 
  the sides of certain orga-
  nized crime groups that 
  they twice tried to have 
  him killed. He continues 
  to work with a number 
  of international child 
  advocacy groups.
  
  24 ■ The United Nations 
  Hero System 5th Edition Revised
  U
  nlike national police forces or military orga-
  nizations, which receive power from a partic-
  ular nation’s laws, UNTIL operates within the 
  framework of international law — a much 
  vaguer source of authority. This section discusses 
  some basic issues of international law that aﬀect 
  UNTIL and/or which may be of interest to GMs run-
  ning games with an “international” slant. But it really 
  only scratches the surface of, and often simpliﬁes, the 
  complex issues in this unusual body of law.
  SOURCES OF  
  INTERNATIONAL LAW  
  Everyone can tell where a nation’s laws come 
  from. Typically, there’s a legislative body (such as 
  the United States Congress) or an individual (such 
  as a king) empowered to make laws. In some legal 
  systems, such as those of the United Kingdom and 
  United States, the courts also have some ability to 
  “make law” by interpreting laws and creating judi-
  cial precedents (the “common law”).
  International law is diﬀerent. There is no world 
  government to make laws — not even the United 
  Nations has that power. Instead, there are three 
  main sources of international law:  customary law; 
  treaties (international agreements); and general 
  legal principles common to most legal systems.
  CUSTOMARY LAW 
  “Customary law” is a body of “laws” created 
  by the general actions and practices of states which 
  are accepted as law (the legal term for this is opinio 
  juris). Accepting a particular practice as law is 
  often shown by the fact that a nation abides by it. 
  A nation’s resolutions and declarations regarding a 
  given subject may constitute evidence of what cus-
  toms it considers legally binding.
  For example, by long-standing custom, ﬁshing 
  vessels honestly pursuing their trade are exempt 
  from capture as spoils of war. The United States 
  has always accepted this principle and abided by it, 
  even though it was not required to do so by treaty. 
  If the United States declared war on Cuba and 
  began seizing Cuban ﬁshing vessels as prizes of war, 
  it would violate customary international law. If the 
  “ﬁshing vessels” were actually spying on the United 
  States, or were smuggling weapons, then seizing 
  them would not violate international law, because 
  they were not honestly pursuing their trade.
  Customary law can be local or regional; it 
  need not be worldwide. For example, the nations 
  of South America might abide by certain customs 
  when dealing with one another that they would not 
  use when dealing with, say, European nations. In 
  that case, those customs are customary law between 
  South American nations, but are not customary law 
  in other parts of the world.
  For the most part, traditional customary law 
  is a creation of the Western nations, and tends to 
  favor them. For this reason, many Third World and 
  emerging nations prefer to rely on treaties or gen-
  eral legal principles, which are more neutral. 
  TREATIES 
  Treaties are an important source of inter-
  national law; in a sense, they amount to “legal 
  contracts” between nations. Legal experts and 
  diplomats usually group them into two categories. 
  The ﬁrst, bilateral treaties, are treaties between two 
  nations, such as an extradition treaty. The second is 
  multinational treaties — treaties between more than 
  one nation. Multinational treaties may establish 
  an international “collaborative regime” regarding 
  a subject of international import (such as ﬁshing 
  rights or radio frequencies), or may be “norm-cre-
  ating” treaties (which usually “codify” and make 
  clear what previously have been customary laws). 
  Examples of multinational treaties include the 
  NATO Treaty (and its Communist counterpart, the 
  Warsaw Pact), the 1968 Nuclear Non-Proliferation 
  Treaty, and the Geneva Conventions regarding the 
  treatment of civilians and prisoners in wartime.
  GENERAL PRINCIPLES OF LAW  
  Lastly, the general principles of law and equity 
  common to most states are considered to be inter-
  national law as well. Examples include the prin-
  ciple of res judicata (an issue of fact, once decided 
  between two parties, applies to future disputes 
  between those two parties), the fact that homicide 
  constitutes a crime, and the principle that no man 
  should be allowed to be his own judge.
  GENERAL ISSUES OF  
  INTERNATIONAL LAW
  Some of the basic issues that frequently arise 
  under international law and which might impact a 
  Champions character and campaign include:
  Jurisdiction
  Jurisdiction is one of many often-vague 
  aspects of international law. It includes jurisdiction 
  to make laws, to subject people (or things) to judi-
  cial procedures, and to enforce law. Brieﬂy, the basic 
  rules are these:
  INTERNATIONAL
  LAW
  
  UNTIL: Defenders Of Freedom 
  25 
  Territoriality:  A state has primary concern for and 
  jurisdiction over anything that happens in its own 
  territory (including its territorial waters, subsurface 
  areas, and airspace).
  Nationality:  A state has concern for and jurisdiction 
  over persons or things of its nationality. Persons, 
  other legal entities (such as corporations), and vehi-
  cles (such as ships registered in a particular state) 
  are all things which can have a nationality. There 
  must be some reasonable connection between a 
  person and a state for that person to be of that 
  state’s nationality; a state cannot simply declare that 
  “everyone” is one of its citizens. The most common 
  bases for nationality are (1) being the child of 
  someone who is a national, and (2) being born in 
  that state’s territory.
  Protection:  A state has jurisdiction to protect itself 
  against acts which threaten its existence or proper 
  functioning. For example, a state can outlaw the 
  counterfeiting of its currency, no matter where that 
  counterfeiting takes places. If Eurostar attempts to 
  counterfeit United States currency in Italy, Fiacho 
  and his comrades have violated United States law 
  — the fact that the act took place in Italy doesn’t 
  exempt it from American jurisdiction.
  Universal condemnation:  Some activities (such as 
  terrorism or genocide) are so universally despised 
  that all states have jurisdiction to outlaw them.
  States And Statehood  
  International law regulates relations between 
  states, but what is a state? There are four basic 
  requirements:
  1.  A permanent population. International law 
  doesn’t require a “minimum” population for state-
  hood; the Vatican is generally considered to be a 
  state, though it has only about 300 citizens. 
  2.  A deﬁned territory. Again, international law 
  imposes no minimum — Monaco, with 1.5 square 
  kilometers of territory, is a state.
  3.  An eﬀective government.
  4.  The capacity to engage in formal international 
  relations. However, a state doesn’t have to use that 
  capacity. For example, Liechtenstein has voluntarily 
  transferred control of its foreign relations to Swit-
  zerland, but is still considered a state.
  Recognition by other states is not a prerequi-
  site to statehood. However, recognition can help 
  tip the balance, and is important in other ways. 
  Even when a putative nation satisﬁes the four main 
  requirements, if no state recognizes it as a state it 
  often can’t accomplish much of anything. Although 
  Dr. Destroyer’s artiﬁcial island of Destruga met all 
  four of the listed requirements, only a few rogue 
  nations recognized it as a “state” — no responsible 
  regime, much less the UN, considered it a nation. 
  Similarly, even though Atlantis had diplomatic 
  exchanges with ﬁrst Germany and then the United 
  States during World War II, most nations did not 
  recognize it (or, frankly, believe in it) until the late 
  1960s. International law now acknowledges Atlan-
  tis’s statehood.
  
  26 ■ The United Nations 
  Hero System 5th Edition Revised
  In some cases, such as when a new “state” has 
  been created illegally, there is a duty not to recog-
  nize the new entity as a state. It’s possible to recog-
  nize a government rather than a state — the United 
  States, for example, refused for a time to recognize 
  the governments of the Soviet Union (1920-33) 
  and Communist China (1948-79), since it felt those 
  governments were not legitimate... but it did not 
  deny that they were states.
  Not all entities which have international 
  “personality” are what one normally thinks of as 
  countries. The United Nations has international 
  personality, but is not a nation. In some Champions 
  campaign settings, certain multinational corpora-
  tions might have international personality, as might 
  some independent superteams.
  TERRITORIAL SOVEREIGNTY  
  Perhaps the most important requirement for 
  statehood is that the state must have a deﬁned 
  territory over which it exercises sovereignty, or 
  formal control. There are four basic ways for a 
  state to acquire sovereignty over territory. The ﬁrst 
  is known as eﬀective apprehension, which means 
  either (a) conquering the territory (an act generally 
  frowned upon in the modern world community), 
  or (b) occupation of unoccupied territory (some-
  thing no longer possible in most of the world).
  The second way to acquire sovereignty is pre-
  scription, meaning continuous and peaceful pos-
  session of territory which is initially under the sov-
  ereignty of another state. This is the international 
  law equivalent of squatters’ rights — if you occupy 
  someone’s territory long enough, and they do not 
  protest or take any action to remove you, eventually 
  the territory becomes yours.
  The third way is cession — one state gives terri-
  tory to another state. The ﬁnal method of acquiring 
  sovereignty is accretion, when geological activity 
  adds territory to a state. For example, new islands 
  may rise from the sea bed, or a river may shift its 
  course. Both of these events can create new terri-
  tory for an existing state.
  INTERNATIONAL  
  CRIMINAL LAW  
  While international law covers many subjects 
  — commerce, intellectual property rights, commu-
  nications, and more — the category of most inter-
  est to UNTIL, and hence to Champions gamers, is 
  international criminal law. “International criminal 
  law” refers to the law governing the treatment of 
  criminals by states and the international commu-
  nity. Since there’s no world government, there are 
  few laws making speciﬁc acts international crimes; 
  most such provisions are contained in individual 
  treaties.
  Three basic issues of international criminal law 
  frequently concern UNTIL and superheroes:  extra-
  dition; diplomatic immunity; and the deﬁnition of 
  international police powers.
  EXTRADITION
  Extradition is the surrender of an accused 
  criminal by the state he is currently in to another 
  state that accuses him of committing a crime. 
  Extradition is an entirely voluntary act, governed 
  by treaties between the two nations; there is no 
  “international duty to extradite.”  Unfriendly states 
  may not have extradition treaties, thus creating a 
  “safe haven” for a criminal smart enough (or lucky 
  enough) to ﬂee to the right nation.
  There are four basic requirement for extradi-
  tion. The ﬁrst is double criminality — the act in 
  question has to be a crime in both nations. In most 
  cases this is not a problem; modern legal systems 
  are relatively uniform in their broad deﬁnitions 
  of crimes such as murder, rape, and larceny. The 
  second requirement is one of “minimality”:  states 
  generally don’t extradite persons accused of minor 
  crimes, only of major crimes. Third, a state won’t 
  extradite someone if doing so would expose him to 
  double jeopardy — in other words, if he’d be tried 
  twice for the same crime. Last is the requirement of 
  specialty, which means an extradited criminal may 
  be tried only for those crimes speciﬁed in the order 
  of extradition; a state may not request extradition 
  of someone for the crime of larceny, and then once 
  they obtain custody of the criminal bring addi-
  tional charges of murder and assault against him.
  Most extradition treaties contain several exemp-
  tions. The ﬁrst is that there will be no extradition 
  for “political” oﬀenses. Usually these aren’t deﬁned, 
  but terrorists, for example, are sometimes exempt 
  from extradition under this exception. The second is 
  military oﬀenses. The third is when the state that cur-
  rently has custody of the criminal has concerns about 
  the severity of punishment he could suﬀer if extra-
  dited. This usually occurs when a state which does 
  not have capital punishment laws is asked to extradite 
  a capital criminal to a state that uses the death pen-
  alty. The fourth exemption is that some states have 
  laws forbidding them to extradite their own citizens; 
  Mexico, for example, won’t extradite Mexican nation-
  als to the United States.
  Even if extradition is not available, states can 
  use other methods to either get rid of or obtain 
  custody of a criminal. The ﬁrst is deportation; the 
  second is to kidnap the criminal. Most nations 
  strongly condemn the latter method, but some still 
  use it in appropriate situations. For example, the 
  United States has kidnapped druglords (and related 
  criminals) from South and Central American 
  nations when it felt those criminals would not be 
  punished in their home nations because of corrup-
  tion or other reasons.
  
  UNTIL: Defenders Of Freedom 
  27 
  DIPLOMATIC IMMUNITY  
  Although it has its roots in ancient practices, 
  diplomatic immunity is governed by the 1961 
  Vienna Convention on Diplomatic Relations. Dip-
  lomatic immunity is not a “right,” per se; rather, it’s 
  a privilege granted by nations to each other’s repre-
  sentatives by mutual consent.
  The main provisions of the Vienna Convention 
  are these:
  Diplomatic mission:  The premises and buildings 
  of a diplomatic mission are inviolate, and may not 
  be entered or searched. Humanitarian concerns, 
  such as the need to save the lives of persons in the 
  embassy, may override this provision.
  Diplomatic documents:  The papers and correspon-
  dence of the mission are immune from search and 
  seizure.
  Diplomatic pouches/containers:  The diplomatic bag 
  (a clearly marked pouch used to carry diplomatic 
  documents) and other diplomatic containers may 
  not be detained, searched, or examined. Simi-
  larly, diplomatic couriers may not be detained or 
  searched. However, a state may refuse entry to a 
  diplomat or his containers. In recent years crimi-
  nals have used diplomatic pouches to smuggle 
  drugs and weapons (and even kidnapped persons), 
  so many nations no longer allow “suspicious” dip-
  lomatic containers to enter or leave their country 
  unless they receive permission to search them.
  Diplomats and their households:  Diplomats (ambas-
  sadors, ministers, counselors, and so forth) and all 
  members of their families have full criminal and 
  civil immunity — they may not be convicted of any 
  crime. They can murder, rape, rob, sell drugs, spit 
  on the sidewalk, or park illegally, and the only thing 
  the host nation can do about it is detain them and 
  then deport them. (Of course, a diplomat’s home 
  nation may punish him for his acts once he arrives 
  back there, but it’s not obligated to.) Also, they 
  cannot be compelled to be witnesses, nor are they 
  subject to taxes or civil lawsuits.
  Administrative, technical, and service staff:  Adminis-
  trative, technical, and service staﬀ members of a dip-
  lomatic mission and their households have full crimi-
  nal and civil immunity for all acts within the scope 
  of their oﬃcial duties. Acts outside the scope of their 
  duties may still subject them to criminal prosecution.
  Diplomatic immunity usually extends to a 
  diplomat who’s traveling from his home country 
  to his host country, even if he passes through a 
  third country.
  Because it oﬀers such blanket protection, dip-
  lomatic immunity is a superb “plot device” for use in 
  scenarios where the GM needs to ensure the villain 
  escapes to ﬁght another day. It’s conceivable that a 
  nation hostile to, for example, the United States might 
  appoint an ambassador to the U.S. who’s secretly a 
  superhuman. The ambassador could then proceed to 
  wreak havoc with his superpowers until stopped and 
  detained — but the U.S. could not prosecute him for 
  his crimes. Once deported, he could resume working 
  for his employer nation.
  INTERNATIONAL POLICE POWERS  
  All agents of UNTIL have International Police 
  Powers; agents of other international organizations 
  may also have them, depending upon the organi-
  zation and the campaign. (There’s no equivalent 
  of International Police Powers in the “real world”; 
  they’re a wholly ﬁctional aspect of the Champions 
  Universe and other game campaigns.)
  International Police Powers confer upon the 
  possessor the right to investigate a criminal act in 
  any nation which is a party to the treaty or agree-
  ment establishing the powers, and to arrest anyone 
  who is reasonably suspected of committing a crime. 
  “Crime” in this case is deﬁned by the nation in 
  which the agent is located:  if an agent is investigat-
  ing an incident in Australia, and determines that 
  the activity is not illegal in Australia, but would be 
  illegal in, say, China, he cannot arrest the “perpetra-
  tors” — Australian law governs in this case; other 
  nations’ laws are irrelevant. The arrest in this situ-
  ation would be “pursuant to Australian law,” thus, 
  agents with International Police Powers are well-
  versed in the criminal codes of many nations (this 
  is simulated with KS: International Law And Law 
  Enforcement; characters can also buy more detailed 
  knowledge of a speciﬁc legal code as a KS of that 
  body of law). 
  The only exception to this is one mentioned 
  above:  a state has jurisdiction to protect itself 
  against acts which threaten its existence or proper 
  functioning, and therefore can outlaw certain activ-
  ities (such as the counterfeiting of its currency) 
  
  28 ■ The United Nations 
  Hero System 5th Edition Revised
  regardless of where they take place. Agents with 
  International Police Powers may enforce these laws; 
  an agent in Italy investigating a scheme by Eurostar 
  to counterfeit United States currency may arrest 
  Eurostar’s members and charge them with a viola-
  tion of United States law, even if their activities are 
  not illegal under Italian law.
  Persons with International Police Powers are 
  not subject to the rules and regulations govern-
  ing a particular nation’s police forces when in that 
  nation; rather, they must abide by the rules and 
  regulations established by the organization which 
  sponsors them (i.e., the United Nations, in the case 
  of UNTIL) and the treaties and agreements that 
  deﬁne their powers. The UN’s regulations govern-
  ing UNTIL’s conduct are similar (if not identical) to 
  those of the United States in almost all cases.
  OTHER BODIES OF  
  INTERNATIONAL LAW  
  Two other bodies of international law may be 
  of interest to GMs and players:  the law of the sea; 
  and the law of war.
  THE LAW OF THE SEA  
  The law of the sea governs control of the 
  oceans and the extent of territorial waters. 
  Although the various rights and jurisdictions 
  can be extremely complex, basically each coastal 
  nation’s territorial seas extend for 12 miles from its 
  coastline. Nations have a right of “innocent pas-
  sage” through another nation’s waters, meaning to 
  travel expeditiously through them for purposes 
  which are not harmful to the peace and security of 
  that nation. Each nation also has an “exclusive eco-
  nomic zone” extending 200 miles from its coastline; 
  in this area the controlling nation has exclusive 
  rights to explore and exploit natural resources 
  (other nations are allowed to navigate over these 
  waters, however). Areas where these zones overlap 
  tend to be the handled by treaties between the 
  respective countries.
  Everything beyond the exclusive economic 
  zones is the “high seas,” under the control of no 
  one nation. States are free to act as they wish in the 
  high seas, with a few limitations deﬁned by inter-
  national conventions (for example, piracy, slavery, 
  pirate radio broadcasting, and exploitation of ocean 
  bed resources are all forbidden). In the real world, 
  no single police force or other authority patrols 
  the high seas; in the Champions Universe, UNTIL 
  enforces the law there. Although UNTIL lacks the 
  resources to constantly patrol the seas and stop 
  piracy entirely, it does play an important role in this 
  area; Oceanic/Arctic agents (page 64) are speciﬁ-
  cally trained to identify, pursue, and apprehend 
  pirates. UNTIL maintains a database of supercrimi-
  nals known to work at sea, such as Captain Claw 
  (a pirate-themed villain with his own submarine), 
  Stingray (Champions Universe, pages 90-92), and 
  Leviathan (a renegade Lemurian).
  Oceangoing vessels are “registered” in a home 
  nation (often Panama, Liberia or Guamanga, since 
  those nations have fairly lax standards for registra-
  tion — they’re “ports of convenience”). The nation 
  whose ﬂag a ship ﬂies has jurisdiction over that 
  ship. When the ship is in another nation’s territo-
  rial waters, that nation also has jurisdiction over it 
  
  UNTIL: Defenders Of Freedom 
  29 
  (though most states usually 
  ignore purely internal ship-
  board matters).
  THE LAW OF WAR  
  Although all states, par-
  ticularly those who belong 
  to the United Nations, are 
  supposed to do their best to 
  settle disputes peacefully, war 
  and the threat of war remain 
  omnipresent on the interna-
  tional scene. For this reason, 
  a body of international law 
  exists which attempts to 
  deﬁne when a state may or 
  may not use armed force 
  against another state. These 
  laws do not regulate a state’s 
  internal use of force.
  International law has 
  always had some diﬃculty 
  trying to deﬁne “force.”  At the 
  most basic level, “force” means 
  the use of armed force against 
  another nation’s sovereignty, 
  territory, or political inde-
  pendence; this would include 
  armed invasion, blockades, 
  bombardment, or hiring mer-
  cenary teams or supervillains 
  to attack that nation. Some 
  deﬁnitions expand this to 
  include just about any type of 
  unrequested intervention in 
  another nation’s aﬀairs, such as aiding bands of rebels. 
  However, there are also indirect types of force (such 
  as propaganda) and economic types of force (boy-
  cotts, freezing assets), and regulating these is gener-
  ally not possible.
  Under Article Two of the United Nations 
  Charter, all members are supposed to refrain from 
  the use of force in international disputes. However, 
  there are two important exceptions. The ﬁrst is 
  when the UN itself authorizes the force, such as in 
  the Korean War. The second, and more important, 
  exception is self-defense — nations have the right 
  to defend themselves from aggression. According 
  to customary law, the right to armed self-defense 
  is a limited one:  it must be immediately necessary 
  to protect the state; the force used must be pro-
  portional; no other option must be available; and 
  it is only allowable to defend against armed attack, 
  not against any other form of aggression. A UN 
  member state should report any use of force in self-
  defense to the Security Council.
  In the Champions Universe, where many 
  nations have “oﬃcial” superhero teams, interna-
  tional law considers those teams (or other super-
  human agents) members of that nation’s military. 
  They are not allowed to intrude upon the territory 
  of another nation without permission (even for 
  humanitarian reasons); doing so would be con-
  sidered an act of armed aggression. Similarly, any 
  direct or indirect interference in another nation’s 
  governmental or political processes by superhu-
  mans also constitutes armed aggression. “Indepen-
  dent” superteams, such as the Champions, are less 
  restricted, but if the team is publicly headquartered 
  in a particular nation, and is on friendly terms with 
  that nation’s government, its activities in the inter-
  national arena can cause problems. For example, 
  the Justice Squadron barely avoided causing an 
  international crisis when it attempted to pursue 
  Li Chun the Destroyer into China in 1997 — only 
  after the Squadroners came to blows with repre-
  sentatives of the Tiger Squad, followed by Li Chun 
  attacking both teams and suﬀering defeat by the 
  narrowest of margins, were diplomats from both 
  countries able to smooth over the dispute.
  
  chapter three:
  chapter three:
  THE WORLD’S POLICE
  UNTIL STRUCTURE  
  AND ORGANIZATION
  
  UNTIL: Defenders Of Freedom 
  31 
  U
  nlike one of its chief enemies, VIPER, 
  UNTIL has a uniﬁed, hierarchical form of 
  organization — similar to the law enforce-
  ment and military organizations of various 
  individual nations upon which its founders mod-
  eled UNTIL. This gives it a central drive and an 
  ability to respond quickly to emergencies which 
  VIPER often lacks; conversely, it also imposes a 
  restriction upon agents’ activities that prevents 
  UNTIL from adapting to new situations as swiftly 
  as VIPER sometimes can.
  UNTIL WITHIN THE UNITED NATIONS
  Although it often seems like an autonomous 
  organization, UNTIL is a part of, and ultimately 
  beholden to, the United Nations. UNTIL is the only 
  permanent “committee” under the Security Coun-
  cil. The Secretary-Marshall answers directly to the 
  Council, and during times of crisis he (or his aides) 
  may brief the Council on a daily or hourly basis. 
  Before conducting any major operations, such as a 
  large-scale assault on a master villain’s base, UNTIL 
  gets the Security Council’s permission.
  While the General Assembly does not exer-
  cise direct control over UNTIL, UNTIL frequently 
  reports to it as a way of keeping the member 
  nations up to date both on UNTIL activities and 
  international criminal issues in general. On occa-
  sion the General Assembly has voted a request that 
  the Security Council assign UNTIL a particular 
  mission or responsibility, and the Council almost 
  always grants these requests.
  UNTIL interacts directly with the Secretariat 
  regarding its budget and other administrative mat-
  ters, though it prefers to rely on its own internal 
  bureaucracy as much as possible for reasons of 
  security and eﬃciency. Budgetary diﬃculties under 
  earlier Secretary-Generals have already begun 
  to ease due to the support of Secretary-General 
  Calderon, and UNTIL’s administrators plan to 
  use the inﬂux of funding to update programs and 
  technologies, step up recruitment, and launch new 
  initiatives.
  THE UNTIL HIGH COMMAND  
  The UNTIL High Command consists of three 
  persons:  the Secretary-Marshall (the overall leader 
  of the organization); the Undersecretary (the Secre-
  tary-Marshall’s chief assistant); and the Field Mar-
  shall (the commander of UNTIL’s ﬁeld agents). The 
  oﬃcers of the High Command must be nominated 
  to their positions by the General Assembly and 
  approved by the Security Council. In practice, how-
  ever, the Secretary-Marshall’s recommendations for 
  candidates for Undersecretary, Field Marshall, and 
  his own successor have always been followed by 
  both bodies.
  The Secretary-Marshall 
  The Secretary-Marshall is the supreme com-
  mander of UNTIL. He has control over everything 
  in the organization, from the lowliest private 
  UNTIL  
  STRUCTURE
  
  32 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  right up to the Field Marshall himself. He reports 
  directly to the Security Council.
  In the history of UNTIL, there have only been 
  two Secretary-Marshalls:  Juan Alfonso Martinez 
  de Casarez, aﬀectionately known as “Major” Marti-
  nez because of his former rank in the Paraguayan 
  military; and the current Secretary-Marshall, Wil-
  helm Carl Eckhardt of Germany. Eckhardt replaced 
  Martinez as Secretary-Marshall upon the latter’s 
  retirement in 1990. Martinez currently holds the 
  honorary position of “Secretary-Marshall Emeritus” 
  and serves as advisor to Eckhardt.
  WILHELM CARL ECKHARDT  
  SECRETARY-MARSHALL OF UNTIL
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   16 DEX 
  18 
  12- 
  OCV: 5/DCV: 5
   16 CON 
  12 
  12-
   12 BODY 4 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   12 EGO 
  4 
  11- 
  ECV: 4
   22 PRE 
  12 
  13- 
  PRE Attack: 4d6
   14 COM 
  2 
  12-
   6 PD 
  3 
   
  Total: 12 PD (6 rPD)
   5 ED 
  2 
   
  Total: 11 ED (6 rED)
   3 SPD 
  4 
   
  Phases: 4, 8, 12
   6 REC 
  0
   32 END 
  0
   28 STUN 
  0 
  Total Characteristics Cost:  74
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 Clips of 32 Charges each (+½);  
  OAF (-1) 
  [32]
   
  Martial Arts: UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Choke  
  -2 
  +0 
  Grab One Limb; 
  2d6 NND
  4 
  Escape 
  +0 
  +0 
  30 STR vs. Grabs
  4 
  Punch  
  +2 
  +0 
  5d6 Strike
  4 
  Restrain 
  -1 
  -1 
  Grab 3 Limbs, 25 
  STR
  3 
  Throw 
  +0 
  +1 
  3d6 +v/5, Target 
  Falls
  12 
  Armored Uniform:  Armor (6 PD/6 ED); 
  OIF (-½) 
  0
   
  Perks
  16 
  Fringe Beneﬁt:  Secretary-Marshall of 
  UNTIL
  5 
  Fringe Beneﬁt:  International Police Powers
  1 
  Fringe Beneﬁt:  International Driver’s License
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  International Weapon Permit
  60 
  Well-Connected and 57 points’ worth of 
  Contacts
   
  Skills
  6 
  +3 with U-KTF Assault Blaster Riﬂe
  3 
  +1 with UNTIL Commando Training
  3 
  +1 with UNTIL Vehicular Weapons
  5 
  Bureaucratics 14-
  3 
  Combat Piloting 12-
  5 
  Criminology 14-
  3 
  High Society 13-
  4 
  KS: International Law And  
  Law Enforcement 14-
  3 
  KS: The Superhuman World 13-
  5 
  KS: UNTIL 15-
  3 
  KS: The United Nations 13-
  3 
  KS: World History 13-
  3 
  KS: World Politics 13-
  2 
  Language:  English (ﬂuent conversation; 
  German is native) 
  2 
  Language: French (ﬂuent conversation) 
  2 
  Navigation (Air) 13-
  3 
  Oratory 13-
  3 
  Paramedics 13-
  3 
  Persuasion 13-
  4 
  PS: UNTIL Agent 14-
  5 
  Riding 13-
  3 
  Stealth 12-
  3 
  Tactics 13-
  6 
  TF: Combat Aircraft, Helicopters, Large 
  Planes, Basic Parachuting, SCUBA, Small 
  Planes
  8 
  WF: Small Arms, Blades, Shoulder-Fired 
  Weapons, UNTIL Grav-Tank
  Total Powers & Skills Cost:  243
  Total Cost:  317
  75+ Disadvantages
  5 
  Distinctive Features:  Secretary-Marshall 
  Uniform (Easily Concealed)
  15 
  Hunted:  VIPER 8- (As Pow, NCI, Kill)
  15 
  Hunted:  Eurostar 8- (As Pow, NCI, Kill)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation: Loyal To UNTIL, 
  The UN, And Their Ideals (Common, Strong)
  15 
  Psychological Limitation:  Paternalistic 
  Towards Underlings (Common, Strong)
  167 
  Experience/Bonus
  Total Disadvantage Points:  317
  Background/History:  Wilhelm Carl Eckhardt was 
  born in 1955 in what was then known as West Ger-
  many. His father had fought for Nazi Germany in 
  World War II, but had renounced his past aﬃliation 
  with the Nazi Party and decided to work to make 
  the new Germany a good place for his children to 
  grow up.
  Eckhardt’s childhood was more or less normal; 
  he was neither a troublemaker nor a top-notch 
  student. As he became older and realized what had 
  happened to Germany in the wake of the war, he 
  grew angry at the stupidity of the world powers 
  and the silly Cold War games they were playing. He 
  had just about decided to join the German army 
  
  UNTIL: Defenders Of Freedom 
  33 
  after ﬁnishing school, but then  he read an article 
  about UNTIL. Now this sounded like a group that 
  knew what was going on in the world! Somehow, it 
  made more sense to Wilhelm to have a single world 
  government instead of so many little states running 
  around ﬁghting wars and splitting each other up. 
  The presence of supercriminals didn’t help matters; 
  Wilhelm had read about some of the ones who’d 
  fought in the war, and realized World War II would 
  not be the last time superhumans posed a threat to 
  the world. After ﬁnishing school, he applied for and 
  was accepted into UNTIL.
  Eckhardt slowly worked his way up through 
  the ranks, receiving training as a UD Combat Pilot. 
  During a posting in a combined UD/OAD squad in 
  Spain, he learned SCUBA diving and parachuting. 
  Eventually he became a Sergeant, then a Lieutenant, 
  then a Captain, and ﬁnally joined the upper ech-
  elons of UNTIL.
  The early 1980s found Major Eckhardt serving 
  as an attache to “Major” Juan Martinez, UNTIL’s 
  Secretary-Marshall. Eckhardt respected Martinez 
  tremendously and considered him a role model. 
  Martinez, seeing in Eckhardt a responsible, com-
  petent oﬃcer, began giving him more and more 
  duties. When the time came for Martinez to retire, 
  he decided he could have no better replacement 
  than Eckhardt. Although several persons ques-
  tioned this decision strongly, arguing Eckhardt was 
  too young for the position, Martinez was adamant. 
  On July 16, 1990, Eckhardt became the second 
  Secretary-Marshall in the history of UNTIL. Since 
  then, Eckhardt has reorganized and streamlined 
  UNTIL to improve its eﬃciency; he’s looking 
  forward to leading UNTIL into the twenty-ﬁrst 
  century.
  Eckhardt has a wife, Clarice, to whom he’s 
  been married for 25 years. They have four children, 
  three boys and a girl, all adults or teenagers.
  Personality/Motivation:  Eckhardt is a career UNTIL 
  oﬃcer who takes his job very seriously. UNTIL and 
  its ideals mean everything to him, and thoughts 
  about improving the organization are never far 
  from his mind. He realizes just how important 
  UNTIL is, and how dangerous some of its foes are, 
  and is determined that UNTIL always be ready to 
  perform its mission. He often works 20-hour days; 
  his wife jokingly refers to herself as an “UNTIL 
  widow.”
  Unlike the more easygoing Martinez, Eckhardt 
  is something of a stickler for military discipline. 
  He expects his underlings to obey his orders 
  quickly and precisely... but his sometimes-prickly 
  demeanor hides a strong paternalistic attitude 
  toward those in his employ. He is slow to anger, 
  but his aides and commanders have learned that 
  goading him is a very, very bad idea. The only time 
  he truly seems to soften up is around his various 
  beloved pets; he has several dogs and keeps horses 
  at his estate in Oﬀenbach.
  Eckhardt works hard to live up to the image of 
  his predecessor, and to dispel the lingering doubts 
  about his age making him unprepared for the job. 
  Martinez left some big shoes to ﬁll, and even after 
  13 years Eckhardt often feels the strain of trying 
  to measure up to the expectations of the organiza-
  tion. He has continued most of Martinez’s poli-
  cies, including ones regarding cooperation with 
  superheroes, but unlike Martinez knows when to 
  delegate.
  Quote:  “All right, this meeting is concluded. I want 
  that report from Project Snakecharmer concern-
  ing VIPER operations in the Paciﬁc Rim within 
  two days. Lieutenant Borgas, please set up a video-
  conference with the regional commanders for one 
  week from today to discuss current supercriminal 
  activity.”
  Powers/Tactics:  Wilhelm Carl Eckhardt has the 
  strength, endurance, and agility of a man in his 
  late forties who has engaged in strenuous physi-
  cal activity for all of his adult life. He has received 
  extensive UNTIL training in the areas of hand-
  to-hand combat, small unit tactics, and piloting, 
  among others. Even today, when he hasn’t been in 
  the ﬁeld in years, he is considered an excellent com-
  batant by UNTIL standards and could easily hold 
  his own in a ﬁreﬁght.
  Ordinarily Eckhardt carries no weapons other 
  than the standard UNTIL sidearm, but of course he 
  can quickly obtain any sort of equipment he needs. 
  His daily dress uniforms and other clothing are all 
  made of UNTIL’s special ballistic fabrics; while they 
  look like ordinary clothes, they are capable of stop-
  ping most low-caliber bullets.
  Campaign Use:  Secretary-Marshall Eckhardt is 
  likely to play the role of major NPC in most Cham-
  pions campaigns. Depending upon the PCs and 
  their relationship with UNTIL, he may become 
  something of a patron, providing information 
  and assistance when they need it and expecting 
  their help in return... or he may become a thorn 
  in the PCs’ side, insisting they stay out of the way 
  (because their “amateurish” actions aren’t helping) 
  or even trying to capture them if they’re considered 
  outlaws.
  Eckhardt doesn’t Hunt anyone directly, but of 
  course he’s just one of thousands of UNTIL per-
  sonnel on the lookout for anyone who’s Hunted by 
  UNTIL itself.
  If you want to tone Eckhardt down a bit, 
  decrease the points he has in Contacts and change 
  some of his more physical or combat-oriented 
  Skills to Familiarities (he hasn’t used them much in 
  recent years, so they’ve atrophied). If you want to 
  improve him, give him more UNTIL gear or raise 
  his Characteristics some.
  Appearance:  Wilhelm Carl Eckhardt is a German 
  man in his late forties. He has blonde hair (slightly 
  thinning and just beginning to gray), blue eyes, 
  and what the press often describes as “rugged good 
  looks.”  He typically has a “neutral friendly” expres-
  sion, but can become stern or threatening if neces-
  sary. He wears whatever UNTIL uniform is appro-
  priate for the occasion.
  
  34 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  The Undersecretary  
  The Undersecretary acts as assistant and 
  “right-hand man” for the Secretary-Marshall. In 
  the event of the Secretary-Marshall’s incapacitation 
  or death, the Undersecretary commands UNTIL 
  until the situation is resolved and/or the Security 
  Council chooses a new Secretary-Marshall. The 
  Undersecretary often makes appearances on behalf 
  of UNTIL before the General Assembly or the 
  Security Council.
  The present Undersecretary is Jeﬀrey Bristol, 
  a British UNTIL agent of 36 years’ experience. For 
  medical reasons, he has not been eligible for ﬁeld 
  positions for many years, but has proven invalu-
  able as Undersecretary, where his administrative 
  and managerial talents have blossomed. Now in his 
  early 60s, he’s gray-haired and grandfatherly, but 
  his pleasant mien conceals a great deal of energy 
  and a determination to get things done. He is occa-
  sionally prone to reminiscing too much about how 
  much simpler everything was back in the old days.
  The Field Marshall  
  Third in command of UNTIL is the Field 
  Marshall, who’s in charge of all of UNTIL’s ﬁeld 
  agents. As the title implies, the Field Marshall is 
  expected to be capable of actually leading his men 
  into combat if necessary; therefore, agents who 
  are not combat-eligible cannot hold this position. 
  For this reason, the Field Marshall is often a good 
  bit younger than either the Secretary-Marshall or 
  Undersecretary.
  David Ben-Israel of Israel is the current Field 
  Marshall of UNTIL. Ben-Israel is known as a tough, 
  no-nonsense commander, and rightly so — he’s 
  seen dozens of battles and knows full well the dan-
  gers his job entails. He puts up with no backtalk 
  or tomfoolery from his staﬀ or his men. He’s in his 
  early forties and quite ﬁt for his age.
  DAVID BEN-ISRAEL 
  FIELD MARSHALL OF UNTIL
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   17 DEX 
  21 
  12- 
  OCV: 6/DCV: 6
   16 CON 
  12 
  12-
   12 BODY 4 
  11-
   20 INT 
  10 
  13- 
  PER Roll 13-
   14 EGO 
  8 
  12- 
  ECV: 5
   18 PRE 
  8 
  13- 
  PRE Attack: 3½d6
   12 COM 
  1 
  11-
   7 PD 
  4 
   
  Total: 15 PD (8 rPD)
   5 ED 
  2 
   
  Total: 13 ED (8 rED)
   3 SPD 
  3 
   
  Phases: 4, 8, 12
   7 REC 
  2
   36 END 
  2
   30 STUN 
  2 
  Total Characteristics Cost:  84
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 Clips of 32 Charges (+½); OAF (-1) 
  [16]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  1
   
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 25 STR
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Choke 
  -2 
  +0 
  Grab One Limb, 
  2d6 NND(2)
  4 
  Punch 
  +2 
  +0 
  5d6 Strike
  4 
  Restrain 
  -1 
  -1 
  Grab Three 
  Limbs, 25 STR
  3 
  Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  
  UNTIL: Defenders Of Freedom 
  35 
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points);  
  OIF (-½) 
  0
  5 
  U-AS Combat Helmet Flare Shields:  Sight 
  Group Flash Defense (8 points) (8 Active 
  Points); OIF (-½)
  7 
  U-AS Combat Helmet Life Support Mask:   
  Life Support (Self-Contained Breathing)  
  (10 Active Points); OIF (-½), 1 Continuing 
  Fuel Charge Lasting 1 Hour (-0)
  6 
  U-AS Combat Helmet Communications 
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  U-AS Combat Helmet IR LensPlate:   
  Infrared Perception (Sight Group)  
  (5 Active Points); OIF (-½)
  3 
  U-AS Combat Helmet Lowlight LensPlate:  
  Nightvision (5 Active Points); OIF (-½)
  3 
  U-AS Combat Helmet UV LensPlate:   
  Ultraviolet Perception (Sight Group)  
  (5 Active Points); OIF (-½)
   
  Perks
  14 
  Fringe Beneﬁt:  Field Marshall of UNTIL
  5 
  Fringe Beneﬁt:  International Police Powers
  1 
  Fringe Beneﬁt:  International Driver’s License
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  International Weapon Permit
  30 
  Well-Connected and 27 points’ worth of 
  Contacts
   
  Talents
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½) 
  0
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½) 0
   
  Skills
  6 
  +3 with U-KTF Assault Blaster riﬂe
  3 
  +1 with UNTIL Commando Training
  3 
  UA-1 Basic Sight:  +2 Range Skill Levels; OAF 
  (-1)
  3 
  Bureaucratics 13-
  3 
  Combat Driving 12-
  3 
  Computer Programming 13-
  3 
  Criminology 13-
  3 
  KS: International Law & Law Enforcement 13-
  3 
  KS: The Superhuman World 13-
  3 
  KS: United Nations 13-
  3 
  KS: UNTIL 13-
  3 
  KS: World History 13-
  3 
  KS: World Politics 13-
  2 
  Language:  English (ﬂuent conversation; 
  Hebrew is native)
  3 
  Oratory 13-
  3 
  Paramedics 13-
  3 
  PS: UNTIL Agent 13-
  3 
  Stealth 12-
  5 
  Tactics 14-
  3 
  TF: Common Motorized Ground Vehicles, 
  SCUBA, Snow Skiing
  5 
  WF: Small Arms, Blades, UMUV Weapons
  Total Powers & Skills Cost:  300
  Total Cost:  384
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Secretary-Mar-
  shall’s Uniform (Easily Concealed, Noticed 
  And Recognizable)
  15 
  Hunted:  VIPER 8- (As Pow, NCI, Kill)
  15 
  Hunted:  Eurostar 8- (As Pow, NCI, Kill)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation: Firm Believer In 
  UNTIL And Its Ideals (Common, Strong)
  15 
  Psychological Limitation: Expects To Be 
  Obeyed Unquestioningly (Common, Strong)
  234 
  Experience/Bonus
  Total Disadvantage Points:  384
  Background/History:  Field Marshall Ben-Israel’s 
  background has many elements in common with 
  those of other members of UNTIL. He was born into 
  a middle-class family in his native land of Israel in 
  1961. Patriotically inspired to join his country’s mili-
  tary when he came of age, he soon became disturbed 
  by its rather narrow “us versus them” view. Seeing in 
  UNTIL an organization that upheld a higher ideal 
  that coincided with his own multinationalist beliefs, 
  he quit the Israeli military and joined UNTIL. Due to 
  his skills and overall competence, he rose through the 
  ranks, eventually becoming Regional Commander 
  of the Western Asia region, where he achieved an 
  unequalled record of performance. When the popular 
  previous FM, Victor Akema, retired in 1995, Secre-
  tary-Marshall Eckhardt chose Ben-Israel as his new 
  Field Marshall.
  Ben-Israel has never married. Some in the UN 
  consider him one of the organization’s “most eligible 
  bachelors,” but he seems more interested in doing his 
  job than going on dates.
  Personality/Motivation:  Field Marshall Ben-Israel is 
  sometimes sarcastically known as “Ironbutt” because 
  of his “pain in the ass” leadership style. He expects 
  everything to be exactly right, perfectly organized, and 
  ready at a moment’s notice. He gives orders freely, and 
  expects them to be obeyed as quickly as possible. It’s 
  not that he’s mean; rather, he simply has high expecta-
  tions for UNTIL and his men, and he means for them 
  to live up to them. Still, his “anal retentive” attitudes do 
  not always endear him to his staﬀ.
  Quote:  “When I tell you to get those reports organized, 
  I don’t mean tomorrow!”
  Powers/Tactics:  The same things that make Field Mar-
  shall Ben-Israel an annoying boss make him a superb 
  ﬁeld commander. He knows his command from top 
  to bottom and plans ﬁeld operations in meticulous 
  detail, with two backup plans for every possible 
  contingency. However, he leavens this with a tactical 
  brilliance and sense of inspiration that tells him when 
  it’s time to deviate from a plan and create a new one 
  on the spot. Everyone who’s ever fought against him, 
  from VIPER Nest Leaders to Dr. Destroyer’s men, 
  concedes that he’s an excellent commander.
  
  36 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  Campaign Use:  Unlike many UNTIL higher-ups, 
  the Field Marshall is someone a group of PC super-
  heroes might encounter frequently. Ben-Israel is no 
  shirker; he likes to get out in the ﬁeld and lead his 
  troops, and that presents an opportunity for inter-
  action with the PCs. His no-nonsense attitude may 
  create sparks when it meets with the more free-
  wheeling approach taken by many superheroes.
  Ben-Israel doesn’t Hunt anyone directly, but 
  of course he’s just one of thousands of UNTIL per-
  sonnel on the lookout for anyone who’s Hunted by 
  UNTIL itself.
  If you want to make Ben-Israel tougher, improve 
  his Characteristics and Skills, or give him some more 
  Combat Skill Levels. If he’s too tough already, remove 
  some of his Levels and Martial Maneuvers.
  Appearance:  David Ben-Israel is a handsome man 
  with dark eyes and curly black hair. Unlike most 
  male UNTIL agents, he sports a short beard and 
  mustache. He wears whatever UNTIL uniform is 
  appropriate to the situation.
  THE UNTIL BOARD  
  OF DIRECTORS
  To assist with the governance of UNTIL and 
  provide a “civilian perspective” on the agency’s 
  activities, in 1981 Secretary-Marshall Martinez 
  established a group called the Board of Directors. 
  The title is slightly misleading — Board of Advisors 
  would be more appropriate — but by now it’s ﬁrmly 
  ﬁxed in UNTIL’s bureaucracy.
  The BoD’s job is to counsel the High Com-
  mand regarding UNTIL’s overall plans and proce-
  dures, oﬀer advice on the proper UNTIL response 
  to crises, and so forth. The Secretary-Marshall isn’t 
  obligated to listen to the BoD, but the people who 
  sit on it aren’t fools, so he usually gives their advice 
  serious consideration.
  The Board has 9 members, no two of which 
  may be from the same UN member nation. The 
  General Assembly appoints each member for a 
  three-year term, and the Security Council approves 
  the appointment; there’s no limit on the number of 
  terms a person may serve. As of late 2003, the BoD 
  members include:
  Patty Renton (United States), formerly the superheroine 
  known as Siren, who’s served on the BoD almost since 
  its inception and is considered its wisest and most 
  inﬂuential member.
  Nygard Jorgensson (Norway), a retired NATO  
  commander.
  Makoto Murashima (Japan), a prominent Japanese 
  businessman who’s been involved with many UN 
  agencies over the past two decades.
  Aidan O’Sullivan (Ireland), a professor at the University 
  of Dublin and an internationally-recognized expert 
  on transnational organized crime and supercrime.
  Alice Chiluba (Zambia), a civil rights advocate and 
  Nobel Peace Prize nominee for her work trying to 
  defuse racial tensions in sub-Saharan Africa.
  THE LOWER RANKS
  Below the High Command, UNTIL’s rank-
  ing system becomes broader and somewhat more 
  complex.
  REGIONAL AND DIVISION COMMANDERS  
  Below the High Command are the command-
  ers assigned to the various regional commands or 
  divisions of UNTIL. UNTIL divides the world into 
  six regions — North America, South and Central 
  America, Europe, Africa, West Asia, and East Asia/
  Australia. Each region has its own commander. The 
  commanders of certain other important UNTIL 
  service branches, facilities, or projects are also 
  included in this level of command.
  Regional and Branch Commanders do not 
  have to be approved by the Security Council. 
  They’re chosen by the Secretary-Marshall based on 
  the input and recommendations of his staﬀ.
  As of late 2003, the members of this level of 
  command (and their countries of origin) are: 
  North American Regional Commander:  Commander 
  John Taber (United States)
  South and Central American Regional Commander:  
  Commander Manolo Javier Rodriguez-Colon 
  (Argentina)
  European Regional Commander:  Commander Adam 
  Oedekoven (Denmark)
  African Regional Commander:  Commander Fulani 
  Okonkwo (Nigeria)
  Western Asia Regional Commander:  Commander 
  Mahmoud Hejaz (Saudi Arabia)
  Eastern Asian/Australian Regional Commander:  
  Commander Prajadhipok Buangam (Thailand)
  GATEWAY Commander:  Commander Rodney Currie 
  (Canada)
  NAUTILUS Commander:  Commander Alexei Fyodo-
  rovich (Russia)
  Intelligence Corps Commander:  Major Robert 
  Towell (U.S.)
  Criminalistics and Forensics Corps Commander:  
  Major Takashi Akiyama (Japan)
  Ofﬁce of Superhuman Resources Commander:  
  Major Elijah Clay (United States)
  Project Shiva Commander:  Major Natesh Singh (India)
  Project Snakecharmer Commander:  Major Rashida 
  Kwame (Kenya)
  Project Mind Game Commander:  Major Henrik 
  Bronck (Denmark)
  Project Hermes Commander:  Major Violette  
  Boudreau (France)
  Project Stargazer Commander:  Major Jason Larke 
  (United States)
  At the level of Regional Commander, UNTIL 
  tries to make “home placements” — that is, to 
  ensure that a Regional Commander comes from 
  the region in which he commands. UNTIL’s upper 
  
  UNTIL: Defenders Of Freedom 
  37 
  management believes Regional Commanders 
  should have more than passing knowledge of a 
  territory’s various customs and regionalisms. But 
  UNTIL makes no such eﬀort at any other level of 
  its command; in fact, sometimes it seems to go out 
  of its way to “mix things up” and ensure that it has a 
  diverse group of agents at every post.
  UNTIL regulations state that if the Secretary-
  Marshall, Undersecretary, and Field Marshall are all 
  incapacitated, each Regional or Branch Commander 
  assumes command of all agents in his region (in this 
  instance, Regional Commanders outrank Division 
  Commanders, such as the IC Commander). As soon 
  as reasonably possible, the Regional and Division 
  Commanders hold a meeting (in person if they can, 
  by videoconference if not) to elect a temporary Sec-
  retary-Marshall, Undersecretary, and Field Marshall 
  until such time as the Security Council can ﬁll those 
  positions by appointment.
  The Oﬃce Of Superhuman Resources  
  Of particular note among the branches rep-
  resented at this level is the Oﬃce of Superhuman 
  Resources, or OSR (“Oz” in UNTIL slang). The OSR 
  has two important responsibilities. First, it com-
  mands UNTIL’s superteam, UNITY (page 137). It 
  doesn’t control the team’s actions or decisionmaking 
  in the ﬁeld, but does exercise administrative author-
  ity over it at other times. Second, the OSR acts as 
  liaison between UNTIL and independent superhero 
  teams it sponsors or allies with. UNTIL refers to this 
  “patronage” as the Superhero Liaison Program, or 
  SLP (page 136). Superteam Liaisons — agents per-
  manently assigned to a superteam and who live and 
  work with it — carry out SLP functions.
  As of late 2003, Major Elijah Clay commands 
  the OSR. He was only appointed to the position in 
  August, 2003 and so is still “settling in” in the eyes 
  of his staﬀ, but he’s already taking steps to make the 
  SLP even better. OSR maintains its main oﬃces at 
  UNTIL World Headquarters in New York City.
  BASE COMMANDERS AND FIELD  
  COMMANDERS  
  Base Commanders are a step below Regional 
  Commanders. Each is responsible for an the UNTIL 
  local base in a major city or one of UNTIL’s unique 
  facilities not controlled by a Regional Commander, 
  such as the Guardhouse or the SERENITY moon-
  base. Base Commanders are almost always Majors in 
  rank, and each reports directly to a Regional Com-
  mander or Secretary-Marshal Eckhardt.
  Commanding a base means a signiﬁcant step 
  up in responsibility and pay, but it’s sometimes a hard 
  position to ﬁll from the ranks. Some ﬁeld agents hes-
  titate to turn in their blasters for a desk job that seems 
  to be half paperwork and half talking to the press. If 
  necessary, UNTIL recruits a new commander from a 
  national police or military force. See the table on page 
  45 for a list of the Base Commanders of signiﬁcant 
  UNTIL facilities around the world as of late 2003.
  Below the Base Commanders are the Field 
  Commanders — oﬃcers commanding squads of 
  UNTIL agents. Usually they have the rank of Cap-
  tain, Lieutenant, Sergeant-Major, or Sergeant, but 
  this depends on the squad and the situation.
  UNTIL:  LIVING THE DREAM
  
  38 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  NON-COMMISSIONED RANKS
  Below the level of Field Commander are the 
  ranks of the “non-commissioned” agents — Cor-
  poral, Lance Corporal, and Private. Most UNTIL 
  agents are Privates or Lance Corporals. (See page 
  76 for a table of ranks.)
  Some people have criticized UNTIL in the past 
  for using rank titles with military connotations. 
  UNTIL has considered changing rank titles in the 
  past, but has always decided to retain the old titles 
  — partly out of a sense of tradition, partly because 
  many police agencies also use quasi-military titles 
  themselves, and partly to avoid the administrative 
  headache that changing the table of organization 
  would entail.
  UNTIL FIELD TEAMS  
  The most common UNTIL encounter the PCs 
  will have is with UNTIL’s ﬁeld agents — the ones 
  who actually get out and do the ﬁghting, the peace-
  keeping, and whatever else needs to be done. It’s a 
  tough job, but the men and women of UNTIL are 
  more than up to it.
  Field Team Organization  
  UNTIL divides its agents into seven diﬀer-
  ent types or divisions (also called “branches,” see 
  Chapter Four), and the High Command organizes 
  all the diﬀerent types into groups called squads. A 
  squad may consist of more than one type of agent (a 
  “mixed squad”); however, most squads are made up 
  entirely of agents of one type. Thus, the PCs might 
  encounter a C&F squad examining a crime scene, an 
  OAD squad patrolling the coastline, or an UD squad 
  assaulting a VIPER base. Squads are, in turn, grouped 
  into platoons, companies, and divisions (see below).
  Most branches do not have their own com-
  manders; for example, there is no “UD Com-
  mander” overseeing the activities of all UD agents. 
  UNTIL considers its diﬀerent types of ﬁeld agents 
  all the same for purposes of command; thus, sev-
  eral squads of UD, OAD, and EWD agents making 
  a raid on a waterfront VIPER base might be com-
  manded by a UD Captain. The exceptions to this 
  are the Intelligence Corps and the Criminalistics & 
  Forensics Corps, both of which are led by a Com-
  mander who reports to the Field Marshall.
  Squad Size
  Regardless of what type(s) of agents compose 
  them, squads tend to be fairly uniform in size. The 
  typical squad contains seven men:
  ■ one Sergeant
  ■ one Corporal
  ■ one Lance Corporal, and
  ■ four Privates.
  Between them, these seven agents have a wide 
  mix of skills, abilities, and equipment, thus ensuring 
  the squad is as versatile as possible. Larger squads 
  are uncommon, but not rare; if a mission calls for 
  it, a Field Commander can easily assemble a larger 
  squad if none already exists in the vicinity.
  UNTIL:  THE UNPLEASANT REALITY
  
  UNTIL: Defenders Of Freedom 
  39 
  Each squad is identiﬁed by a letter and 
  number code which indicates which region and city 
  the squad is based in. You can use the accompany-
  ing table to assign ID codes to squads and other 
  command divisions.
  Thus, Squad H1-2 is the second squad sta-
  tioned aboard the Aegir, UNTIL’s megasubmarine; 
  Squad A4-25 is the twenty-ﬁfth squad in Los 
  Angeles; Squad E4-5 is the ﬁfth squad stationed in 
  Riyadh; and so on. In everyday parlance, UNTIL 
  agents use standard U.S. military terms to refer 
  to their region’s letter designation (Alpha, Bravo, 
  Charlie, Delta, Echo, Foxtrot, Golf, Hotel, and so 
  on); thus, when identifying himself to a superior, an 
  agent stationed in San-
  tiago, Chile might say, 
  “Private Francois Sime-
  non, Bravo-Five-Six, sir!”
  SQUAD NICKNAMES
  Out of a sense of 
  camaraderie, squads 
  tend to come up with 
  names, nicknames, and 
  mascots for themselves, 
  a practice the UNTIL 
  command encourages 
  because it enhances 
  morale. Agents are 
  even allowed to include 
  mascot patches on 
  their uniforms if they 
  so desire. Some of the 
  better-known squads 
  include:
  Caldwell’s Cavaliers (A6-
  7):  Commanded by Sgt. 
  Christine Caldwell, this 
  UD squad has devel-
  oped a reputation for 
  its eﬃcient, lightning-
  fast assaults on enemy 
  units — and for its killer 
  beach volleyball team 
  (two-time UNTIL U.S. 
  champ in intramural 
  competition). Its mascot 
  is a fancy-looking cava-
  lier, leaning on a rapier.
  Rick’s Squad (D3-8):  An 
  UD squad stationed in 
  Casablanca, Morocco, 
  made up primarily of 
  Americans who chose 
  their squad name based 
  on the famous movie. 
  Appropriately enough, 
  their main pastime is 
  gambling with each 
  other (and other squads, 
  when they can ﬁnd 
  someone stupid enough 
  to take them on). Their 
  mascot is a picture of 
  Humphrey Bogart from 
  the movie.
  The Space Oddities (G-
  6):  An UD/EWD squad 
  assigned to the Security 
  division of GATEWAY, 
  UNTIL’s space station. 
  THE UNTIL TABLE OF ORGANIZATION
  Region/City 
  Code 
  Platoons 
  Companies 
  Division
  North America 
  A 
   
   
  1st 
   
  New York City 
  1 
  1st-10th 
  A-D
   
  Chicago 
  2 
  11th-15th 
  E-G
   
  Denver 
  3 
  16th-18th 
  H
   
  Los Angeles  
  4 
  19th-22nd 
  I-J
   
  Mexico City  
  5 
  23rd-26th 
  K-L
   
  Miami  
  6 
  27th-29th 
  M
   
  Millennium City 
  7 
  30th-31st 
  N
   
  New Orleans  
  8 
  32nd-33rd 
  O
   
  San Francisco  
  9 
  34th-37th 
  P-Q
   
  Seattle  
  10 
  38th-40th 
  R
   
  Toronto  
  11 
  41st-42nd 
  S
   
  Washington, D.C.  
  12 
  43rd-46th 
  T-U
  South/Central America 
  B 
   
   
  2nd
   
  Buenos Aires 
  1 
  1st-3rd 
  A
   
  Caracas 
  2 
  4th-5th 
  B
   
  Quito  
  3 
  6th-8th 
  C
   
  Rio de Janeiro  
  4 
  9th-11th 
  D
   
  Santiago  
  5 
  12th-13th 
  E
  Europe  
  C 
   
   
  3rd
   
  Berlin  
  1 
  1st-6th 
  A-C
   
  Copenhagen  
  2 
  7th-8th 
  D
   
  Dublin  
  3 
  9th-11th 
  E
   
  Geneva 
  4 
  12th-15th 
  H-I
   
  London  
  5 
  16th-20th 
  J-K
   
  Madrid  
  6 
  21st-23rd 
  L
   
  Moscow 
  7 
  24th-28th 
  M-O
   
  Paris 
  8 
  29th-32nd 
  P-Q
   
  Rome  
  9 
  33rd-34th 
  R-S
   
  Soﬁa  
  10 
  35th-36th 
  T
  Africa  
  D 
   
   
  4th
   
  Cairo  
  1 
  1st-4th 
  A-B
   
  Capetown  
  2 
  5th-7th 
  C
   
  Casablanca  
  3 
  8th-10th 
  D
   
  Lagos  
  4 
  11th-13th 
  E
   
  Nairobi 
  5 
  14th-16th 
  F
  Western Asia  
  E 
   
   
  5th
   
  Calcutta  
  1 
  1st-5th 
  A-B
   
  Istanbul 
  2 
  6th-10th 
  C-D
   
  Karachi  
  3 
  11th-13th 
  E
   
  Riyadh  
  4 
  14th-16th 
  F
  Eastern Asia/Australia  
  F 
   
   
  6th
   
  Bangkok  
  1 
  1st-6th 
  A-B
   
  Taipei* 
  2 
  7th-9th 
  C
   
  Luzon  
  3 
  10th-11th 
  D
   
  Perth  
  4 
  12th-14th 
  E
   
  Singapore  
  5 
  15th-16th 
  F
   
  Tokyo 
  6 
  17th-20th 
  G-H
  GATEWAY  
  G 
  1st-5th 
  A 
  7th
  NAUTILUS 
  H 
  6th-11th 
  B 
  7th
   
  Aegir  
  1 
  12th-16th 
  C
  *:  The Taipei base was formerly located in Hong Kong, and thus is out of alphabetical 
  order in the table of organization.
  
  40 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  They uncovered and prevented a plot by the War-
  lord to inﬁltrate the space station, for which they 
  earned UNTIL’s Order of Valor. Their mascot is a 
  strange-looking purple alien.
  The Bytehawks (A8-9):  A EWD team known for its 
  hacking skills and computer humor, the Bytehawks 
  have been responsible for more than one “humor-
  ous” computer virus in the New Orleans oﬃce 
  (usually involving scatalogical graphics that parade 
  across the screen and shout insults at the user). But 
  they’ve got a pretty serious mascot — a chrome 
  hawk lined with electronic circuitry, symbolizing 
  the Bytehawks’ skill at invading enemy computer 
  systems.
  Weaver’s Raiders (C6-12):  A Madrid-based team with 
  a reputation for “swashbuckling,” i.e., taking unneces-
  sary risks. Sgt. John Weaver, the squad’s leader and 
  pilot, is well-known for his crazy ﬂying stunts. Their 
  mascot is a grinning dog they call “Butch.”
  Platoons, Companies,  
  And Divisions
  Above the level of the squads, UNTIL orga-
  nizes its ﬁeld agents as follows:
  Platoon (2-10 Squads) (commanded by a Lieutenant 
  or Sergeant-Major)
  Company (2-10 Platoons) 
  (commanded by a Captain or 
  1st Lieutenant)
  Division (2-10 Companies) 
  (commanded by a Major or 
  Captain)
  Thus, assuming each 
  squad has an average of 
  seven agents, the largest pos-
  sible division would be 7,000 
  agents — far more UNTIL 
  agents than have ever been 
  gathered in one place for 
  one operation in the entire 
  history of the organization. 
  Practically speaking, designa-
  tions above “Platoon” are for 
  administrative and logistical 
  purposes, not for actual ﬁeld 
  commands. UNTIL com-
  manders do not talk about 
  “sending the 6th Division to 
  attack Dr. Destroyer”; rather, 
  they are more likely to “send 
  three platoons from the 
  Denver oﬃce to deal with that 
  VIPER base.”  Agents think of 
  themselves more as belong-
  ing to a squad and a region 
  than to a company or division. 
  Even speaking of platoons is 
  fairly unusual; UNTIL com-
  manders prefer to think in terms of numbers of 
  squads. Complicating matters further, squad and 
  platoon designations are not set in stone; if a com-
  mander thinks he needs men from three or four 
  diﬀerent squads for a particular mission, he calls 
  them together, gives them a temporary designa-
  tion for reporting purposes, and sends them out to 
  do their job. Most UNTIL missions do not require 
  extremely large numbers of ﬁeld personnel.
  Platoons are designated by numbers:  1st Pla-
  toon, 8th Platoon, and so on. Companies are desig-
  nated with letters and standard U.S. military terms:  
  Alpha Company, Juliette Company, and the like. 
  Divisions designated by numbers:  1st Division, 6th 
  Division, and so forth. UNTIL normally has seven 
  active Divisions (one for each region, and one extra 
  which includes agents stationed in Aegir, GATE-
  WAY, and similar locations), but this depends upon 
  current funding levels, the perceived needs of the 
  organization, and many other factors.
  For example, in addition to identifying himself 
  as “Private Francois Simenon, Bravo-Five-Six,” Pvt. 
  Simenon might also tell his superior that he is a 
  member of the 6th Squad, 12th Platoon, Echo Com-
  pany, 2nd Division. All these diﬀerent numbers often 
  seem confusing to outsiders, but UNTIL agents 
  adjust to them quickly.
  
  UNTIL: Defenders Of Freedom 
  41 
  SECRETARY-MARSHALL  
  EMERITUS JUAN MARTINEZ  
   10 STR 
  12 DEX 
  12 CON 
  10 BODY
   20 INT 
  12 EGO 
  20 PRE 
  12 COM
   
  3 PD 
  3 ED 
  2 SPD 
  4 REC
   24 END 
  21 STUN
  Abilities:  +2 Overall Levels, +2 with All Combat, +2 
  with U-KTF Blaster Assault Riﬂe, Fringe Beneﬁt:  
  Secretary-Marshall Emeritus of UNTIL, Passport, 
  International Police Powers, International Weapon 
  Permit, International Driver’s License, Well-Con-
  nected and 47 points’ worth of Contacts in the U.N. 
  and the international community, Breakfall 11- , 
  Bureaucratics 13-, Criminology 13- , Deduction 13- 
  , High Society 13- , Oratory 13- , PS: UNTIL Agent 
  13- , Stealth 11- , Tactics 13- , TF: Two-Wheeled 
  Muscle-Powered Ground Vehicles, SCUBA, Snow 
  Skiing; WF: Small Arms, Blades; KS: UNTIL 13-, 
  KS: The United Nations 15-, KS: The Superhuman 
  World 13-, KS: World Politics 13-, KS: International 
  Law And Law Enforcement 13-, Languages: Span-
  ish (native),  English (completely ﬂuent), French 
  (ﬂuent conversation)
  Disadvantages:  Distinctive Features:  UNTIL Secre-
  tary-Marshall uniform (easily concealed); Hunted 
  (VIPER 8-; random supervillains who are still mad 
  at him because of something he did to them 8-); 
  Psychological Limitation:  Loyal To UNTIL And Its 
  Ideals
  Notes:  Juan Martinez, former Secretary-Marshall of 
  UNTIL, has not faded quietly from the scene since 
  his retirement. He currently holds the title “Secre-
  tary-Marshall Emeritus” and serves as an advisor 
  to Secretary-Marshall Eckhardt. He also frequently 
  represents UNTIL at diplomatic functions.
  The press often describes Martinez’s idealism 
  and enthusiasm as “youthful.” As a fervent believer 
  in the United Nations as a multinational govern-
  ment, and in UNTIL’s role as the UN’s only inde-
  pendent armed force, he takes every opportunity 
  to lecture on these subjects, or to try to convince 
  nonbelievers.
  As Secretary-Marshall, Major Martinez was 
  known for his hands-on approach to administra-
  tion and problem-solving. His oﬃcers and agents 
  appreciated this, but his staﬀ constantly wished 
  they could keep him at his desk more often. Age 
  has softened his gruﬀness and fussiness, making 
  him a more likeable individual without reducing 
  his energy or drive. 
  Major Martinez is a handsome Hispanic man 
  who appears to be in his late sixties but is actually 
  eighty. His once-black hair and mustache have gone 
  gray. He typically wears his UNTIL dress uniform, 
  and is more than happy to pin on the many medals 
  he has earned if the situation calls for it. He main-
  tains an oﬃce at UNTIL World Headquarters.
  THE DIPLOMATIC AND 
  ADMINISTRATIVE CORPS  
  Occupying a separate chain of command, but 
  still reporting to the Secretary-Marshall, is UNTIL’s 
  Diplomatic and Administrative Corps (DAC) 
  — the bureaucrats who help UNTIL function on 
  a day-to-day basis. DAC employees keep up with 
  UNTIL’s budget and paperwork, represent the 
  organization at diplomatic functions, and perform 
  similar tasks. Most members of DAC are civilians 
  with no UNTIL training whatsoever.
  The DAC is based at UNTIL World Headquar-
  ters, but of course it has employees at every UNTIL 
  oﬃce or outpost. Those in particularly dangerous 
  locales (GATEWAY or NAUTILUS, for example) 
  receive generous hazard pay.
  The leader of the DAC holds the title “Chief 
  Administrator,” or CA. The current CA, Anitra Stein 
  of Austria, is a competent administrator with sev-
  eral decades’ experience managing embassy staﬀs. 
  Secretary-Marshall Eckhardt relies on her thought-
  ful advice when dealing with issues of protocol or 
  organizational ﬁnance.
  THE UNTIL AMBASSADORIAL CORPS
  Of the DAC’s many branches and oﬃces, three 
  are of the most interest to superheroes (and GMs!). 
  The ﬁrst is the UNTIL Ambassadorial Corps. 
  UNTIL posts ambassadors to all member nations 
  of the UN to keep them apprised of supervillain 
  activity and to coordinate UNTIL missions in that 
  nation with the operations of that nation’s own 
  forces. UNTIL policy decrees that an Ambassador 
  must not be from the nation he is posted to. Some 
  of the better-known UNTIL Ambassadors include:
  Ambassador Gabriela Soares (Portugal):  UNTIL’s 
  ambassador to the United States. The 37-year-old 
  Ambassador Soares is a “social butterﬂy” whose 
  good looks and vivacious manner make her one 
  of the highlights of the Washington, D.C. social 
  scene. But there’s a sharp mind behind that beauti-
  ful face — she didn’t earn a posting to the most 
  supercrime-plagued nation on Earth based on her 
  appearance. She’s known for working long hours.
  Ambassador Asukile Malesela (Tanzania):  UNTIL’s 
  ambassador to Great Britain. Ambassador Malesela 
  is a former EWD agent with a long-standing fas-
  cination for computers; he has revolutionized the 
  computing resources of UNTIL’s London base.
  Ambassador Kadir Pasban (Saudi Arabia):  UNTIL’s 
  ambassador to the Russian Federation. Formerly 
  UNTIL’s ambassador to the Soviet Union, Ambas-
  sador Pasban has weathered the numerous changes 
  taking place in the region with skill and aplomb. 
  Whenever an UNTIL oﬃcer needs to ﬁnd out the 
  current state of aﬀairs in Russia or one of its former 
  republics, Pasban’s usually the person called.
  Ambassador Byon Kwang-sun (Korea):  UNTIL’s 
  ambassador to India. In addition to his normal 
  duties, Ambassador Byon is an expert on nuclear 
  war and nuclear proliferation, and is frequently 
  called upon to lecture on these subjects or serve 
  
  42 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  on panels and fact-ﬁnding commissions. UNTIL 
  usually consults him when a crisis arises involving 
  nuclear weapons.
  OFFICE OF THE COMPTROLLER
  The Oﬃce of the Comptroller is the agency 
  responsible for UNTIL’s budget and ﬁnances. The 
  current Comptroller is Krystyn Woisenewski of 
  Poland.
  While most PCs don’t want to sit through 
  budget meetings, the information contained in the 
  Comptroller’s databanks would be a valuable prize 
  for many supervillains. It shows how UNTIL allo-
  cates its resources, what it owns, where it spends it 
  money, what technological projects it’s currently 
  developing, and so on. Any clever criminal could 
  learn a great deal about UNTIL just by studying 
  this information carefully.
  BUREAU OF SUPERHUMAN STATISTICS (BSS)
  Lastly, many superheroes may be interested 
  in the DAC’s Bureau of Superhuman Statistics, 
  which maintains the largest and most thorough 
  database on superhumans and superhuman 
  activity in the world. The BSS computers contain 
  information on the numbers and types of super-
  humans in the world, their powers and what they 
  do with them, and statistical analyses of superhu-
  man activity. Naturally, it has extensive ﬁles on 
  world supervillains, including detailed crimino-
  logical and psychological data.
  Bryan Wallace of Canada heads the BSS. 
  Although not known for his ability to relate well to 
  others, he’s a walking encyclopedia of information 
  about Earth’s superhumans. Wallace is well-known 
  throughout UNTIL for his phenomenal memory 
  and ability to quote obscure facts and trivia from his 
  various reports — the Secretary-Marshall has come 
  to rely on Wallace as his last line of brieﬁng before he 
  (Eckhardt) goes into any crisis situation, since Wal-
  lace seems to have a knack for mentioning seemingly 
  useless facts that turn out to be tremendously valuable.
  THE TECHNICAL CORPS  
  A third chain of command, separate from both 
  the ﬁeld agents and the DAC, is UNTIL’s Techni-
  cal Corps — the people responsible for building 
  UNTIL’s arsenal, maintaining UNTIL’s bases, and 
  distributing equipment to the agents. (But the TC 
  does ﬁeld some agents; see page 69.)
  The Technical Corps is led by Director Gideon 
  H. Jones of the United States, a former Captain in 
  both the Urban and EWD agent branches. He bears 
  a sometimes disturbing physical resemblance to 
  Josef Stalin. The resemblance ends there, though; 
  Director Jones is reputed to be one of the kindest 
  men in UNTIL. He spends his free time volunteer-
  ing with children’s charities and his church. TC per-
  sonnel joke that the Director’s middle initial stands 
  for “Holy,” which he denies — but he long ago broke 
  into UNTIL’s personnel ﬁles and removed any ref-
  erences to his middle name, frustrating those who 
  would ﬁnd out the truth. Due to his superb combat 
  record, his command skills, and his relative youth-
  fulness (he is presently 38 years old), Director Jones 
  is considered a possible candidate for the position 
  of Field Marshall or even Secretary-Marshall by 
  many members of UNTIL.
  The “TC” includes several subdivisions. The 
  largest is the Quartermaster Corps, which trans-
  ports and distributes UNTIL equipment. It’s run by 
  Major Antonio O’Rourke out of the QC oﬃces in 
  Paterson, New Jersey. The oﬃce is called the “North 
  Pole” (since the QC is familiarly referred to by 
  agents as “Santa Claus”). The extensive warehouses 
  full of weapons, gear and vehicles 
  maintained there covers several city 
  blocks and are heavily defended. Other 
  branches of TC include the Main-
  tenance Corps (the mechanics and 
  repairmen who keep UNTIL’s equip-
  ment operating); the UNTIL Crimi-
  nalistics Laboratories; and UNTIL 
  Research And Development (which 
  creates new technological items for the 
  organization).
  The Technical Corps does not 
  include a manufacturing branch. While 
  UNTIL can produce prototypes or 
  small amounts of most of its weapons 
  and equipment, it’s not set up for full-
  scale manufacturing. Instead, UNTIL 
  contracts out most of its manufactur-
  ing, thereby enriching the economies of 
  many UN members. Among the larg-
  est U.S.-based contractors for UNTIL 
  are Drake-Victoria Inc. and Ironwood 
  Industrial Technologies. UNTIL has 
  also awarded sizable contracts to com-
  panies in Japan, Brazil, and India.
  
  UNTIL: Defenders Of Freedom 
  43 
  Technical Corps  
  Special Projects  
  At any given time, the TC works on many 
  diﬀerent research projects. However, it has several 
  long-term “special projects” which deserve particu-
  lar mention. They include:
  Superhuman Analysis Division (SAD)
  This group, led by Major Antonio Villareal 
  under the direct command of Director Jones, is 
  actually a joint TC-BSS project. It’s responsible for 
  cataloguing the types, power levels, and other infor-
  mation about superhuman powers and technolo-
  gies. In February, 2003 it produced the third edition 
  of its vaunted publication The UNTIL Superpowers 
  Database (USPD), an extensive computerized “cata-
  log” of known superhuman abilities. All agents of 
  Field Commander rank or higher receive their own 
  copy of the Database, and any agent can request 
  access on a need-to-know basis or for special 
  research projects. SAD currently plans to release a 
  similar catalog of superhuman weapons and other 
  technology in early 2004, and it’s collaborating with 
  other parts of the organization to create The UNTIL 
  Supercriminal Tactical Reference Manual, a “ﬁeld 
  guide to combatting superhumans” for UNTIL 
  agents. The Manual, which is eagerly awaited by 
  agents around the world, will combine speciﬁc 
  information on individual supervillains with gen-
  eral tactical advice on types of encounters (for 
  example, the recommended steps for apprehend-
  ing superhumans who demonstrate a combination 
  of ﬂight and ﬁre-manipulation powers). Several 
  superheroes and civilian experts are contributing to 
  the Manual as consultants.
  In addition to periodic updates to the USPD 
  pending the release of a fourth edition, SAD pub-
  lishes other reports and periodicals. The most 
  prominent of these include the UNTIL Weekly 
  Supercriminal Defense Bulletin (a summary report 
  of UNTIL’s ﬁeld activities provided to UNTIL’s 
  command structure and certain governments 
  every Monday), and the annual Threat Assessment 
  Reports, each of which focuses on a particular 
  major criminal or organization and summarizes 
  all information gathered on that subject over the 
  previous year.
  The SAD largely works from ﬁeld reports pro-
  vided by agents after encounters, though in extreme 
  situations it sends specialists into the ﬁeld to gather 
  information about speciﬁc superhumans. Agents 
  who directly engage superhumans in the ﬁeld must 
  ﬁle “Superhuman Combat Analysis Reports,” or 
  “SCARs,” which describe the encounters and any 
  information they observed about the superhuman 
  in question.
  The Advanced Chemical Weapons  
  Research Project (ACW)
  UNTIL discovered long ago that certain 
  chemical weapons, including tear gas and knockout 
  gas, were an eﬀective way to take out supervillains 
  without endangering civilians. Accordingly, the TC 
  has placed a priority on developing new weapons 
  of this sort, and that’s what the ACW does. It’s also 
  responsible for developing drugs to counteract 
  deadly chemical and biological weapons, such as 
  nerve gases and bioengineered viruses. 
  The Advanced Robotics Coalition (ARC)
  This is a joint eﬀort between UNTIL and 
  many civilian scientists to develop robotics designs. 
  ARC’s goals include creating relatively cheap yet 
  eﬃcient robot “agents” that UNTIL can use for 
  particularly dangerous missions. The civilian board 
  members of the Coalition include James Harmon 
  III (CEO of Harmon Industries) and his “friendly 
  rival” Jay Rowell of Ironwood Industrial Technolo-
  gies. ARC maintains laboratory space in Millen-
  nium City and Geneva.
  The Future Soldier Program
  The Future Soldier Program was UNTIL’s 
  attempt to develop a “super-soldier.” After numer-
  ous attempts and only one success — Paolo “Gladi-
  ator” Buanarollo, leader of the UNTIL Light Horse 
  (page 151) — Director Jones terminated the Pro-
  gram.
  The GEM Laser Weapons Project
  Named with the initials of the scientist who 
  developed it (Dr. Garrison E. Michaux of Haiti), 
  the GEM Project’s purpose is to develop all sorts 
  of laser weaponry. Its greatest success to date has 
  been the Personal Laser Weapons Series (see page 
  82). The Project is currently trying to develop laser 
  weapons that work eﬀectively over extremely long 
  distances, and to improve the laser weaponry used 
  by GATEWAY.
  The Psionic Engineering Program
  This is UNTIL’s attempt to create reliable tech-
  nology which simulates mental powers. Many in 
  UNTIL question this project, not only due to the 
  technological hurdles but because such technol-
  ogy would be extremely dangerous if it fell into the 
  wrong hands — which it inevitably would.
  The Sonic Weapons Project
  This project is UNTIL’s attempt to create more 
  sonic weapons. Certain scientists in UNTIL view 
  sonics as the “wave of the future” in weapons tech-
  nology, and through this project hope to be on the 
  cutting edge of developing such weapons.
  PROMINENT UNTIL SCIENTISTS  
  Dr. Bohuslav Strasky (Czech Republic):  Dr. Strasky 
  defected from the former nation of Czechoslovakia 
  to UNTIL in the early 1980s. An expert on biology 
  and genetics, he was the chief scientist working on 
  UNTIL’s Future Soldier Program before Director 
  Jones shut it down. He’s convinced he can revitalize 
  the FSP and make it work, if the brass will just give 
  him the money. He’s currently stationed at UNTIL’s 
  Geneva base.
  Dr. Leah Watts (United States):  Doctor Watts is 
  one of the most prominent forensic scientists in 
  the world. As Director of UNTIL’s Criminalistics 
  Laboratories, she reports directly to both Major 
  Akiyama (head of C&F) and Director Jones. She 
  and her staﬀ are crucial to many UNTIL investiga-
  
  44 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  tions. Although based in New York City, Watts trav-
  els around the world with her small, loyal staﬀ to 
  assist with criminal investigations that baﬄe ﬁeld 
  agents and local base laboratories. Her team mem-
  bers, all experts in their respective ﬁelds, are among 
  the most proliﬁc contributors to the SAD’s various 
  publications.
  Dr. Alberto Reig (Andorra):  A medical doctor rather 
  than a Ph.D., Dr. Reig is an expert neurologist and 
  psychologist, as well as a gifted computer program-
  mer. He was one of the scientists who was pivotal to 
  the development of the new HUGIN, and he con-
  tinues to monitor the artiﬁcially intelligent super-
  computer along with the HACS. He also works 
  with the Project Mind Game and, occasionally, with 
  EWD squads.
  Dr. Jacques Timakata (Vanuatu):  Dr. Timakata is 
  a gifted engineer and oceanographer who con-
  centrates on designing and building underwater 
  vehicles and bases. He was instrumental in the 
  construction of NAUTILUS, and while he was only 
  marginally involved in the construction of Aegir, 
  he has played an important role in maintaining and 
  improving the megasubmarine.
  Dr. Kwayera Kamuzawe (Malawi):  Dr. Kamuzawe, a 
  physicist, is perhaps the world’s foremost expert on 
  blaster technology and high-energy weapons phys-
  ics. He constantly strives to improve the weapons 
  carried by UNTIL agents, which has made him 
  something of a folk hero among the rank and ﬁle. 
  It’s also made him the target of several kidnap-
  ping or assassination attempts by VIPER and other 
  enemies of UNTIL.
  INTERNAL POLITICS
  While UNTIL usually presents a uniﬁed front 
  to the world — a “one big, happy family” picture 
  that enhances the agency’s reputation in the eyes 
  of the underworld and world governments alike 
  — like any other large organization it has its own 
  internal politics. Most UNTIL agents are extremely 
  loyal to the organization, and to the ideals for 
  which it stands, but that doesn’t mean they checked 
  their other ideals and loyalties at the door of the 
  recruiting oﬃce. For example, most agents retain 
  some degree of loyalty to their home nation and/or 
  people, even if they also espouse broader, multina-
  tional views.
  There are many diﬀerent “factions” within 
  UNTIL, sharing their own ideas about what UNTIL 
  should be, its role on the world stage, and how 
  it should operate. Some of the most prominent 
  include:
  Americanists:  This group of agents, mainly (but 
  not entirely) Americans, believes the United States 
  should run UNTIL (and the UN) — or at least, 
  that the organization ought to follow policies more 
  or less the same as those of the U.S. (Some agents 
  argue that UNTIL actually already does this.) 
  A few agents broaden this viewpoint to include 
  all of North America, or the Western industrial-
  ized nations, but the outcome is the same. Similar 
  regionalistic factions exist for Europe, Africa, and 
  the Third World in general, but they don’t have 
  nearly as much support.
  Death penalty advocates:  UNTIL currently opposes 
  the use of capital punishment for captured super-
  
  UNTIL: Defenders Of Freedom 
  45 
  villains and other criminals. But some agents think 
  UNTIL ought to support (and lobby for) capital 
  punishment.
  Humanitarians:  Agents in this faction feel UNTIL 
  concentrates too much on combat-oriented mis-
  sions. They argue the Tribunal should instead 
  devote itself more to humanitarian missions 
  — such as disaster relief, constructing housing for 
  the poor, or disease eradication — in an eﬀort to 
  improve living conditions worldwide and thus, 
  theoretically, reduce crime.
  Militarists:  This faction wants to transform UNTIL 
  into a full-blown army instead of the quasi-police 
  force it is today. In the vision of these “hawks,” the 
  United Nations would be the sole world govern-
  ment, and UNTIL the army through which it 
  enforced its will. Hawks usually favor more aggres-
  sive recruitment procedures for UNTIL, since they 
  realize the organization currently lacks the strength 
  to adopt this agenda.
  Pro-gun:  Some UNTIL agents would prefer to use 
  regular guns instead of blasters. They feel that using 
  (relatively) non-lethal weapons puts them at a dis-
  tinct disadvantage in combat. Some of these agents, 
  known as “bulletheads,” carry concealed handguns 
  when in uniform — a direct violation of UNTIL 
  regulations.
  THE UNTIL CHAIN  
  OF COMMAND
  Secretary-Marshall (William Carl Eckhardt) 
  Undersecretary (Jeﬀrey Bristol) 
  Field Marshal (David Ben-Israel)
  IC Commander (Robert Towell [U.S.]) 
  DAC Chief Administrator (Anitra Stein [Germany]) 
  C&F Commander (Takashi Akiyama [Japan])
  Commanders (heads of regional bases)
  North America (Denver; Commander John Taber 
  [U.S.])
  Chicago (Maj. Thomasin Alcoke [U.S.])
  Los Angeles (Maj. Esteban Romales [Spain])
  Mexico City (Maj. Jan Van Eck [Netherlands])
  Miami (Maj. Domenico Calvino [Italy])
  Millennium City (Maj. Richard Kemal [U.K.])
  New Orleans (Maj. Jeanne Coligny [France])
  New York City (UNTIL World Headquarters)
  Ottawa (Maj. Wilhelm Cohyn [Germany])
  San Francisco (Maj. Liang Chen-hzu [China])
  Seattle (Maj. George Moore [U.S.])
  Toronto (Maj. William “Jack” Parker [U.K.])
  Washington, D.C. (Maj. Susan Wu [U.S.])
  South and Central America (Caracas; Commander 
  Manolo Javier Rodriguez-Colon [Argentina]) (includes 
  Antarctic substation)
  Buenos Aires (Maj. Ezio Pinzón [Philippines])
  Quito (Maj. Cornelius Van der Lund [South Africa])
  Rio de Janeiro (Maj. Chinyere Soyinka [Nigeria])
  Santiago (Maj. Robert Southles [U.S.])
  Europe (Geneva; Commander Adam Oedekoven [Den-
  mark])
  Berlin (Maj. Nguyen Van Thieu [Vietnam])
  Copenhagen (Maj. George Rubinson [Australia]) 
  Dublin (Maj. Rudolf Stanislavsky [Russia])
  London (Maj. James Latrobe [Canada])
  Madrid (Maj. Albertus Gyorgyi [Hungary])
  Moscow (Maj. Nantai [U.S., Navajo])
  Paris (Maj. Janice Kilpatrick [U.S.])
  Rome (Maj. Henryk Bilderdijk [Netherlands])
  Soﬁa (Maj. Alexandria Flynn [U.S.])
  Africa (Nairobi; Commander Fulani Okonkwo [Nigeria])
  Cairo (Maj. Jalal el-Bhakari [Oman])
  Capetown (Maj. Isak Blixen [Denmark])
  Casablanca (Maj. Andrea Székely [Romania])
  Lagos (Maj. Rajiv Jawasarlal [India])
  Western Asia (Istanbul; Commander Mahmoud Hejaz 
  [Saudi Arabia])
  Calcutta (Maj. Hosikara Eisaku [Japan])
  Karachi (Maj. Mahmoud Irok [Indonesia])
  Riyadh (Maj. Stephen Diophoros [Greece])
  Eastern Asia/Australia (Tokyo; Commander Prajadhipok 
  Buangam [Thailand])
  Bangkok (Maj. Bruce Batchelor [U.S.])
  Taipei (Maj. Hafez Ubbayyid [Saudi Arabia])
  Luzon (Maj. Jason Lumumba [Zaire]) 
  Perth (Maj. Francois Dunant [France])
  Singapore (Maj. Nestor de Luna [Mexico])
  GATEWAY (space station; Commander Rodney Currie 
  [Canada]) (includes Moonbase SERENITY; Major Trevor 
  Roma [U.S.])
  NAUTILUS (undersea base; Commander Alexei Fyodoro-
  vich [Russia])
  Aegir (megasubmarine; Captain James Jandebeur 
  [U.S.])
  GUARDHOUSE (super-prison; Major Katalin Szabo [Hun-
  gary])
  
  46 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  T
  his section brieﬂy describes UNTIL’s major 
  facilities and current activities in the various 
  regions of the world. Only the largest and 
  most important facilities (Regional Bases) 
  are mentioned; UNTIL might have a small base 
  or outpost in just about any city or area that has a 
  supercrime problem.
  INTERACTION WITH WORLD  
  GOVERNMENTS
  While the UN Charter and the Tribunal Treaty 
  give UNTIL the ability to operate without other 
  restrictions in any signatory state or international 
  territory, UNTIL’s commanders and agents are 
  aware that they’re in a diplomatically delicate posi-
  tion. If they seem to snub, ignore, or insult the 
  oﬃcials or citizens of a signatory state, they could 
  quickly ﬁnd their authority to enter that state cur-
  tailed through various “unoﬃcial” means — or even 
  give the General Assembly cause to recommend 
  restrictions on UNTIL’s jurisdiction.
  The last thing UNTIL wants to do is make its 
  own job harder, so it goes out of its way to maintain 
  good relationships with the world’s governments 
  and police forces. In addition to its Ambassado-
  rial Corps (page 41), it sends liaisons to major law 
  enforcement agencies and frequently oﬀers its assis-
  tance in matters over which is has no jurisdiction. 
  Unless time pressures, concerns about corruption, 
  or other circumstances make it inadvisable to do 
  so, UNTIL’s commanders inform a signatory nation 
  and its police forces before commencing a major 
  operation on that nation’s soil. Whenever possible, 
  it contacts the signatory nation long before a mis-
  sion begins to seek the advice and assistance of 
  local oﬃcials, who often know the situation “on the 
  ground” far better than UNTIL does. UNTIL would 
  rather keep the lines of communication open and 
  deal with any problems that causes than act like an 
  elitist organization that shoves the local authorities 
  aside and takes over whenever it wants to.
  For example, in the United States, UNTIL 
  often coordinates its activities with PRIMUS so 
  the two agencies can help each other if necessary 
  or desired, and stay out of each other’s way if not. 
  If appropriate, UNTIL also informs the FBI, DEA, 
  local police departments, and any other relevant 
  law enforcement organization. If the situation is 
  one that threatens U.S. national security, UNTIL 
  informs the President, the Department of Defense, 
  or like oﬃcials.
  NORTH AMERICA  
  UNTIL’s history in North America, mean-
  ing primarily the United States, is an unusual one. 
  When the original Tribunal Treaty was signed in 
  1965, the United States did not sign— although 
  it chose not to veto the proposal in the Security 
  Council, it didn’t want UNTIL on its soil. This 
  didn’t mean America was hostile to the organiza-
  tion — in fact, the U.S. contributed not only a siz-
  able portion of UNTIL’s budget, but many of its 
  initial oﬃcers, agents, and scientists — it just meant 
  American oﬃcials were leary of allowing “foreign 
  troops” to impinge on U.S. sovereignty. (A few oﬃ-
  cials acted out of less noble motives, such as dislike 
  of Drake Wilson or a paranoid fear of “impending 
  UN takeover and creation of a world government.”)
  For over two decades the “question of UNTIL” 
  was debated in the United States. Despite the 
  absence of the USSR and China, there were still 
  agents from Communist-bloc nations, and also 
  from other countries America had poor relations 
  with (like 1980s Iran) or was concerned about 
  competing with technologically (like Japan). The 
  Borovik scandal of 1974 convinced the anti-UNTIL 
  forces they were right to fear UNTIL’s presence. 
  The creation of PRIMUS — an organization with 
  a mandate and methodology similar to UNTIL’s, 
  but entirely under U.S. control — in 1986 seemed 
  to resolve the debate. The two agencies became 
  “friendly rivals” of a sort. People saw UNTIL as 
  having a reputation for greater caution and better 
  trained and outﬁtted agents, while PRIMUS was 
  the aggressive agency, reputedly relying more on 
  ﬁrepower and its superpowered Avenger agents 
  than brains. Neither agency entirely deserved these 
  reputations, but the public perception wasn’t with-
  out merit.
  The Battle of Detroit in 1992 changed Amer-
  ica’s mind about the value of UNTIL. In the hours 
  leading up to the battle, the forces of PRIMUS 
  were stretched thin across the United States by 
  Destroyer’s allies’ crime wave. Cities with few or no 
  superhuman defenders found themselves under 
  siege, while some heroes were similarly occupied 
  and others were on their way to Detroit after the 
  Ravenswood kids began to spread the word about 
  Destroyer’s plans. Despite the situation, American 
  oﬃcials refused to allow UNTIL to enter U.S. ter-
  ritory. Had they not been so stubborn, UNTIL’s 
  knowledge of, and weapons speciﬁcally designed to 
  ﬁght, Dr. Destroyer might have averted much of the 
  tragedy, or at least lessened it. The public outrage 
  when all this came to light was enough to convince 
  U.S. oﬃcials to sign the Tribunal Treaty at long last.
  UNTIL AROUND 
  THE WORLD
  
  UNTIL: Defenders Of Freedom 
  47 
  Currently, UNTIL-U.S. relations range from 
  coolly cordial to extremely friendly, depending 
  on the personnel involved and the situation. The 
  American people realize that (a) they have a major 
  supervillain crime problem, and (b) they pay for 
  one-quarter of UNTIL’s budget and ought to get 
  their money’s worth. On several occasions heroic 
  UNTIL agents have been lionized by grateful cities 
  whose destruction they prevented through fast 
  thinking and clever tactics.
  Despite the late start in the U.S., UNTIL’s 
  presence in the United States, Canada, and Mexico 
  today is stronger than any other region in the 
  world. There is good reason for this:  the United 
  States’s rate of superhuman crime far outstrips 
  that of any other nation, and therefore UNTIL is 
  needed there more than anywhere else. The fact 
  that UNTIL’s World Headquarters is at the United 
  Nations in New York City only compounds this 
  already large presence. The Secretary-Marshall, 
  Undersecretary, and Field Marshall all have their 
  oﬃces there, and many other UNTIL projects and 
  departments are also headquartered in New York.
  UNTIL’s maintains its North American 
  Regional Headquarters in Denver, Colorado — a 
  location not only central to the western United 
  States, but fairly close to the supercrime-plagued 
  West Coast and not too close to World Headquar-
  ters. Commander John Taber (United States) serves 
  as the Regional Commander.
  SOUTH AND CENTRAL 
  AMERICA  
  UNTIL has a fairly strong presence in South 
  and Central America. The wealth and power of var-
  ious drug cartels allow them to hire supervillains 
  almost at will when they want to, leading to battles 
  between groups of mercenary villains representing 
  various criminal overlords. This in turn requires an 
  increased UNTIL presence in the region; however, 
  UNTIL’s job is complicated by the government cor-
  ruption it so often encounters there.
  UNTIL’s Regional Headquarters for South 
  and Central America is located in Caracas, Ven-
  ezuela. Regional Bases can be found in Buenos 
  Aires, Quito, Rio de Janeiro, and Santiago. UNTIL 
  brieﬂy considered putting a base in either Asun-
  ción or Brasilia, but shelved the plan due to cost. 
  The Regional Commander, Manolo Javier Rodri-
  guez-Colon of Argentina, is a twenty-year veteran 
  of UNTIL. Although highly regarded by UNTIL’s 
  leadership for his eﬃciency, he’s less popular with 
  his personnel, who think he’s too much of a nit-
  picker and fussbudget.
  THE MARTINEZ SPACE FACILITY (MSF)
  In addition to its city bases, UNTIL has two 
  unique facilities in this region. The ﬁrst is the 
  Martinez Space Facility, located somewhere in the 
  Ecuadorian jungle — the High Command keeps 
  the exact location secret from everyone except 
  the representatives of the Permanent Members of 
  the Security Council. The MSF is where UNTIL 
  launches and lands its space shuttles, Gimlé I and II, 
  
  48 ■ UNTIL Structure And Organization 
  Hero System 5th Edition Revised
  trains its space personnel, and the like. It’s a heav-
  ily-guarded facility; Jane’s Defense Weekly estimates 
  that UNTIL stations at least three Peacekeeper 
  Agents and numerous Wilderness branch troops 
  there.
  THE ANTARCTIC RESEARCH  
  OUTPOST (ARO)
  UNTIL’s Antarctic Research Outpost (ARO) 
  is intended both as a scientiﬁc research installation 
  and as a way of monitoring potential supervillain 
  activity in the austral regions. So far, there has been 
  relatively little supervillain activity in Antarctica, 
  and UNTIL intends to keep it that way. Being 
  posted to ARO (known as “visiting the penguins”) 
  is a way for an agent to earn extra pay (though 
  it’s sometimes used as a punishment, due to the 
  isolation of the facility); agents who have made 
  it through a full tour of duty there wear a special 
  decoration (a light blue arrow, pointing upwards, 
  with a globe with a view of Antarctica in white, 
  and the letters “ARO” in white beneath it). ARO is 
  commanded by Captain Mawuli Nkorah (Ghana), 
  himself a noted scientist.
  EUROPE  
  Due to VIPER’s prevalence in Europe, UNTIL 
  also has many agents there. On top of that, UNTIL 
  devotes a lot of eﬀort to capturing or counter-
  ing European supervillains — not just Eurostar 
  (though its members are prime targets), but villains 
  working for continental organized crime groups, 
  villains involved in Balkans conﬂicts, villains trying 
  to steal Russian nuclear weapons or take over 
  parts of former Soviet territory, and the occasional 
  Ancient Site Of Mystic Import that causes an emer-
  gency of one sort or another. For all these reasons 
  and more, UNTIL is strongly considering beeﬁng 
  up its presence in Europe.
  UNTIL’s relations with the nations of Europe 
  are most cordial with the United Kingdom, Ger-
  many, Spain, and the Scandinavian countries; they 
  are worst with France and many former Soviet 
  satellite nations. Still, with the likes of Eurostar run-
  ning loose, all of Europe welcomes UNTIL to some 
  extent.
  UNTIL’s Regional Headquarters in Europe is 
  located in Geneva (as are many other UN facili-
  ties). There are Regional Bases in Berlin, Copen-
  hagen, Dublin, London, Madrid, Moscow, Paris, 
  Rome, and Soﬁa. The Regional Commander, Adam 
  Oedekoven, hails from Denmark, where he was 
  a champion ice skater before he joined UNTIL. 
  Oedekoven’s previous posting was to UNITY; he 
  remains friendly with Quasar and Drs. White and 
  Black, with whom he frequently plays poker.
  AFRICA
  UNTIL has fewer agents posted to Africa than 
  to any other region of the world — which only 
  makes sense, considering that Africa has less super-
  villain activity than any other inhabited continent. 
  Still, supervillains do become involved in ethnic 
  conﬂicts, governmental corruption, and crimes 
  such as robbing diamond exchanges, so UNTIL 
  must be there. On occasion UNTIL has assisted 
  with UN-directed eﬀorts to relieve famine and 
  other African natural disasters. During slow peri-
  ods UNTIL may volunteer an agent or two to act as 
  guards for important African scientiﬁc expeditions.
  UNTIL maintains its African Regional Head-
  quarters in Nairobi, Kenya. It has Regional Bases 
  in Cairo, Capetown, Casablanca, and Lagos. The 
  Regional Commander, Fulani Okonkwo of Nigeria, 
  is the only African female to ever rise above the 
  rank of Captain in the history of UNTIL, a distinc-
  tion which clearly indicates her competence and 
  skill. A “hands-on” sort of administrator, she spends 
  a lot of time shuttling back and forth between the 
  various Regional Bases.
  WESTERN ASIA  
  UNTIL’s Western Asia region includes every-
  thing from the Middle East to India, Bangladesh, 
  and Bhutan. Given the region’s political, religious, 
  and ethnic conﬂicts, and the supervillain activity 
  that invariably attends them, agents posted there 
  stay active. The aftermaths of major conﬂicts (the 
  Gulf War, the war against the Taliban, the Iraq War), 
  nuclear proliferation, India-Pakistan tensions, and 
  Golden Crescent heroin smuggling provide plenty 
  of work for UNTIL.
  UNTIL’s Regional Headquarters for West-
  ern Asia is located in Istanbul, Turkey. Regional 
  Bases are located in Calcutta, Karachi, and Riyadh. 
  (The Riyadh base is the headquarters from which 
  UNTIL agents maintained security for the UN 
  weapons inspectors who worked in Iraq between 
  the two Gulf Wars.) The Regional Commander, 
  Mahmoud Hejaz of Saudi Arabia, has lobbied 
  the Secretary-Marshall intensely for new bases, 
  and the High Command is strongly considering 
  adding Regional Bases in Israel (probably in Tel 
  Aviv or Haifa) and India (probably in New Delhi or 
  Bombay).
  
  UNTIL: Defenders Of Freedom 
  49 
  EASTERN ASIA  
  AND AUSTRALIA  
  This region encompasses all of Asia east of 
  India (including most of the Asian portions of 
  Russia), Australia, and the Paciﬁc. Some parts of 
  this region (for example, Siberia) are dull and inac-
  tive; others (such as Japan) are hotbeds of supervil-
  lain activity, and therefore heavily staﬀed.
  China is by far the largest nation not to sign 
  the Tribunal Treaty; it forbids UNTIL agents from 
  operating on its soil to this day. Bringing China 
  into the UNTIL fold remains one of the Secretary-
  Marshall’s foremost goals. As UNTIL analysts point 
  out, given that it has the world’s largest population 
  and an ever-increasing number of superhumans 
  — projections suggest there might be as many 
  as 400 superhumans in China today, with more 
  appearing all the time — China isn’t prepared for 
  the unusual problems that inevitably arise when 
  the Superhuman World meets the real world. The 
  Chinese government counters that its Tiger Squad 
  (the world’s largest team of superheroes), com-
  bined with its eﬀective (some would say “extremely 
  harsh”) judicial system ameliorates the supervillain 
  problems that aﬀect so many other nations.
  Japan, on the other hand, is very friendly 
  towards UNTIL. Not only does UNTIL devote 
  numerous agents to battling and capturing Japa-
  nese supervillains, but the TC has granted many 
  high-tech weapon and vehicle contracts to Japanese 
  ﬁrms. Several Japanese anime cartoons are loosely 
  (but obviously) based on UNTIL.
  Australia and New Zealand also have good 
  relations with UNTIL. On the other hand, the 
  Philippines and Korea occasionally see UNTIL as a 
  representative of the US and its allies and therefore 
  somewhat suspect.
  UNTIL maintains its Eastern Asia/Australia 
  Regional Headquarters in Tokyo. Regional Bases are 
  located in Bangkok, Luzon, Perth, Singapore, and 
  Taipei (the Taipei base was once located in Hong 
  Kong, but was moved to Taiwan after the Chinese 
  government retook possession of that city). UNTIL 
  is also about to commence work on a second under-
  sea base, currently codenamed FRONTIER, in the 
  Paciﬁc Ocean south and west of the Ryukyu Islands. 
  The Regional Commander, Commander Prajad-
  hipok Buangam of Thailand, is a former Field Com-
  mander renowned for his tactical skill; he’s also an 
  expert chess player. 
  UNTIL AND WORLD  
  SUBCULTURES
  Though UNTIL is a law-enforcement agency 
  with political overtones, it’s large and important 
  enough to inﬂuence the culture of the Champions 
  Universe in many other ways. Keeping the possible 
  inﬂuence of UNTIL in mind in these other aspects 
  of your campaign can add depth and verisimilitude 
  to your setting. (See also Chapter Six regarding 
  UNTIL’s interaction with the Superhuman World.)
  THE BUSINESS WORLD
  UNTIL’s primary connection to the business 
  world is through its various contracts. UNTIL pur-
  chases vast amounts of equipment — computers, 
  cars, missiles, powered armor, and more — from 
  companies around the world, and the competi-
  tion for these lucrative contracts can be ﬁerce (and 
  occasionally shady.) UNTIL particularly encour-
  ages companies from developing nations to com-
  pete for its business.
  THE ESPIONAGE WORLD
  UNTIL maintains active reconnaissance of, 
  and even tries to inﬁltrate, criminal organizations 
  like VIPER or ARGENT. But UN regulations pre-
  vent it from interfering with the normal internal 
  aﬀairs of nations, so it has relatively little contact 
  with the traditional Espionage World. Of course, 
  grey areas always exist, and occasionally IC agents 
  work hand-in-hand with local governments to help 
  root out corruption and track down supercriminals 
  with a political bent.
  THE MARTIAL WORLD
  There are no oﬃcial connections between 
  UNTIL and the major ﬁgures in the Champi-
  ons Universe martial arts subcultures. But many 
  UNTIL ﬁeld agents have some expertise in one 
  ﬁghting style or another, and all have some basic 
  training in hand-to-hand combat, so it’s possible 
  for the two cultures to intersect in some ways.
  THE MERCENARY/MILITARY/ 
  TERRORIST WORLD 
  UNTIL has a great deal of interest in terrorists, 
  particularly those who employ/recruit superhuman 
  help or use super-technology. Oﬃcially, UNTIL 
  does not interfere in the internal aﬀairs of indi-
  vidual countries, especially not in wars, but in some 
  cases the line between war and criminal activity is 
  so thin and diﬃcult to deﬁne that UNTIL has room 
  to operate.
  THE MYSTIC WORLD
  Project Hermes (page 70) represents the eﬀorts 
  of UNTIL to understand the nature and practice 
  of magic, but as yet the program has had few suc-
  cesses. Hermes researchers enthusiastically wel-
  come any safe opportunity to study clear instances 
  of occult powers or practitioners.
  
  chapter four:
  chapter four:
  THE FRONT LINES
  AGENTS OF UNTIL
  
  UNTIL: Defenders Of Freedom 
  51 
  L
  ife as an UNTIL agent often seems glamor-
  ous to outsiders, and in some ways it is. 
  UNTIL agents get to visit exotic places, use 
  powerful and unusual technological devices, 
  rub shoulders with superheroes, and risk their 
  lives in the service of Humanity. But it’s not all fun 
  and games. Getting into and thriving in UNTIL is 
  something only the most select citizens of Earth 
  can handle.
  UNTIL RECRUITMENT  
  AND TRAINING
  UNTIL’s recruitment procedures are exacting 
  and strenuous. Few applicants — 23%, to be pre-
  cise — satisfy UNTIL’s standards. UNTIL recruits 
  mostly from colleges, other law enforcement orga-
  nizations, and the military. Approximately half of 
  its agents have some law enforcement or military 
  experience prior to joining the organization.
  THE RECRUITMENT PROCESS
  Recruitment begins when an interested person 
  talks to an UNTIL “Recruiting Oﬃcer” (usually 
  a retired agent) at one of the recruiting oﬃces 
  UNTIL maintains at its major urban bases (and in 
  some other cities). Prospective recruits must have 
  at least a college education or the equivalent. Given 
  the sometimes-sensitive nature of its duties, the 
  high technology it employees, and the canniness of 
  its enemies, UNTIL wants smart, educated agents. 
  It’s particularly interested in persons with relevant 
  graduate or professional degrees (including crimi-
  nology, law, and various sciences) and/or the ability 
  to speak multiple languages.
  All UNTIL agents must speak English. UNTIL 
  will accept a recruit who has a minimal knowledge 
  of English and then provide him with English-as-a-
  second-language training during his Basic Training. 
  If he fails to satisfy agency requirements for English 
  ﬂuency, he ﬂunks out.
  Prospective ﬁeld agents must enter the train-
  ing program before they turn 36. Personnel hired 
  for non-ﬁeld positions may be of any age (and 
  generally don’t have to satisfy the physical qualiﬁca-
  tions for ﬁeld agents).
  Recruits must meet certain physical standards. 
  These include running two miles in 12 minutes, 
  doing 60 push-ups without stopping, doing 10 
  chin-ups without stopping, having uncorrected 
  vision no worse than 20/200, and having no other 
  major health problems or physical disabilities. The 
  same standard apply to all recruits, regardless of 
  gender or national origin.
  Assuming a potential recruit meets the edu-
  cational and physical requirements, he must take 
  a battery of tests to determine his IQ, ability to 
  adapt to unusual situations, and psychological 
  stability. UNTIL also examines his loyalty to the 
  ideals the organization stands for. If he fails to 
  perform adequately on any of these tests, UNTIL 
  rejects him. UNTIL’s scientists also test a potential 
  recruit for latent mutant powers; they inform latent 
  mutants of their status. (If a latent mutant ends up 
  joining UNTIL and passes Basic Training, he’s often 
  assigned to UNTIL’s technical branches for research 
  into his potential powers.)
  Approximately 25% of UNTIL recruits in 2003 
  were women. The percentage of female recruits has 
  inched slowly upward over the past decade, but 
  many agents consider it an area needing further 
  improvement (especially in Third World countries, 
  where recruits are overwhelmingly male).
  AGENT QUALIFICATIONS IN GAME TERMS
  The Characteristic requirements for a prospec-
  tive UNTIL agent are as follows:  STR 10, DEX 
  10, CON 10, INT 10, and PRE 10. Keep in mind 
  these are minimums, and a candidate with nothing 
  more than the minimums may need an impressive 
  background or other useful skills to be accepted. 
  As a general rule, completing the UBT program 
  increases several of the recruit’s Characteristics (see 
  the UNTIL Basic Training Package Deal, below).
  UNTIL rejects applications for a wide range 
  of Physical Limitations. These include dimin-
  ished sight or hearing, or just about any physical 
  problems beyond the “Slightly Impairing” level. 
  UNTIL also turns down applicants with intense 
  or debilitating Psychological Limitations, such as 
  certain phobias and prejudices, unless the pro-
  spective recruit somehow conceals them from the 
  examiners and his instructors. UNTIL’s screening 
  procedures are good, but by no means perfect; 
  sometimes an agent makes it into the ranks despite 
  having problems that are likely to be detrimental to 
  the smooth functioning of the organization.
  UNTIL Basic Training
  If a recruit passes all the tests, UNTIL oﬀers 
  him a position as an “Agent Recruit,” or AR. It sends 
  ARs to one of its four Training Centers for four 
  months of UNTIL Basic Training (UBT). UNTIL’s 
  Training Centers are located in Christianshab, 
  Greenland; Port Hedland, Australia; Kharagpur, 
  India; and Maralal, Kenya.
  UNTIL AGENTS
  
  52 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  UNTIL Basic Training covers several subjects. 
  First, it increases the recruit’s physical and mental 
  ﬁtness for the job, making him stronger, faster, 
  quicker-thinking, and more observant. Second, it 
  trains the recruit in all of the skills UNTIL expects 
  every agent to possess, such as how to use UNTIL’s 
  main weapons and vehicles, UNTIL combat tactics, 
  and so forth. Third, it teaches the recruit about sub-
  jects crucial to his job, like international criminal 
  law, supervillains, and supercrime. Fourth, if an AR 
  is not ﬂuent in English, he must take extra classes 
  during UBT to become so.
  If an AR does not perform satisfactorily in 
  UBT, UNTIL rejects him and boots him out of the 
  program. This happens to approximately one-third 
  of each year’s class.
  UBT In Game Terms
  In game terms, a character who undergoes 
  UBT — nearly all UNTIL agents, in other words 
  — receives the UNTIL Basic Training Package Deal 
  (see page 57).
  Advanced Training School
  ARs who pass UBT are assigned to one of the 
  following divisions of UNTIL based upon their 
  apparent aptitudes:
  Urban Division (UD)
  Wilderness Division (WD)
  Oceanic/Arctic Division (OAD)
  Electronic Warfare Division (EWD)
  Criminalistics & Forensics Division (C&F)
  Intelligence Corps Division (IC)
  Technical Corps (TC)
  (Divisions in this sense should not be confused 
  with the adminstrative term “division,” referring to 
  a grouping of several companies of agents; see page 
  50.) Agent Recruits can request particular branches, 
  and in general UNTIL tries to comply with these 
  requests. If an AR doesn’t submit a request, or for 
  some reason UNTIL cannot honor his request, he 
  usually receives an assignment to Urban Division, by 
  far the largest of the seven branches.
  After assigning them to a division, UNTIL 
  sends ARs to a Training Center for two months of 
  Advanced Training School (ATS). Typically a recruit 
  has his ATS at one of the four Training Centers listed 
  above (though usually not the same one he had UBT 
  at), but some courses of ATS take place in whole or 
  in part at more specialized facilities.
  ATS is, as the name implies, advanced, spe-
  cialized training in the skills pertinent to the 
  agent’s assignment. Of the ARs who make it this 
  far, another 30% drop out or fail, but UNTIL often 
  recommends the “non-completes” to some other 
  agency or organization, since they deﬁnitely have 
  some level of skill (in fact, UNTIL prefers to “rec-
  ommend out” a failing agent and allow him to 
  resign rather than simply expel him).
  Once the AR ﬁnishes ATS, he loses the “Agent 
  Recruit” designation. UNTIL now refers to him 
  simply as an agent. Most receive the formal rank 
  of “Private,” though some agents with special skills 
  (such as doctors) may become Lance Corporals 
  or Corporals instead, if appropriate. (See page 53 
  regarding promotions.)
  ATS In Game Terms
  In game terms, a character chooses one of 
  the ATS Package Deals for one of the seven divi-
  sions listed above. This may entail making some 
  additional Skill selections from a list in the Package 
  Deal to represent a particular specialization within 
  that branch. For example, a Wilderness Division 
  Agent typically chooses to specialize in desert, 
  jungle, mountain, or outer space operations.
  Specialist Training
  Upon completion of ATS, agents in some divi-
  sions (mainly Urban and IC) may undergo further 
  Specialized Training (ST). This depends mostly on 
  UNTIL’s needs, but partly on the agent’s own interest 
  and abilities. Examples include Combat Pilot, Light 
  Horse, Tactical Command, and Undercover Agent.
  ST In Game Terms
  In game terms, a character who wants to have 
  undergone Specialized Training chooses one of the 
  Specialized Training Package Deals listed for his 
  division. Not all divisions have ST available, however.
  Cross-Training And  
  Additional Training
  UNTIL encourages its agents to learn as much 
  as they can; this broadens their horizons and makes 
  them better agents. If appropriate, it may allow an 
  AR to tailor a cross-training program to suit his par-
  ticular aptitudes and abilities. An AR who wants to 
  cross-train has to justify his proposal to the organi-
  zation; UNTIL is not a college that allows its “stu-
  dents” to study whatever they want. If the proposal 
  is approved, the AR divides his time as appropriate 
  between the diﬀerent subjects he wants to learn 
  about. (In game terms, this means the player and 
  GM have to create a custom-designed Package Deal 
  that takes elements from each of two or three stan-
  dard UNTIL Package Deals.)
  Similarly, UNTIL wants its agents to keep on 
  top of their profession, so it allows them to return 
  to the Training Centers for refresher courses or 
  additional training. For example, an agent who isn’t 
  assigned to his requested division can re-apply for 
  ATS in his preferred division after two years of 
  satisfactory performance in his assignment. The 
  Training Centers also periodically oﬀer special 
  courses of study in subjects not speciﬁcally con-
  nected to any division, such as various languages or 
  sciences. (In game terms, this is a way for a charac-
  ter to justify spending Experience Points on Skills 
  from other UNTIL Package Deals than the one he 
  originally chose, or to buy other Skills not closely 
  related to his division.)
  AGENTS’ NAMES
  To eliminate confusion, 
  UNTIL regulations 
  specify that no two 
  agents may use the same 
  name. If an AR coming 
  in has the same name as 
  an active agent, he must 
  use his middle name or 
  middle initial to distin-
  guish himself. UNTIL 
  calls this his “Agent 
  Name,” if it’s diﬀerent 
  from how his friends and 
  fellow squad members 
  refer to him.
  
  UNTIL: Defenders Of Freedom 
  53 
  A JOB AND AN ADVENTURE
  For the agents, administrators, and support 
  staﬀ of UNTIL, the job of protecting the world 
  from supervillains, alien invaders, and unnatural 
  disasters is precisely that:  a job. Unlike superhe-
  roes, who usually ﬁght crime out of the goodness 
  of their hearts, UNTIL employees (no matter how 
  dedicated) expect to be paid and to receive other 
  job-related beneﬁts.
  Compensation
  Positions within UNTIL, like the United 
  Nations itself, are rated in two categories:  the Profes-
  sional Scale for general employees, which runs from 
  P-1 (the most junior level, for beginning employees) 
  to P-5; and the Director Scale, which has only two 
  levels (D-1 and D-2). Positions within any UN sub-
  agency, such as UNTIL, belong to one of the seven 
  levels, and salary ranges and raise rates are set within 
  those levels. Raises for general competence and to 
  match cost-of-living increases are limited within a 
  range, while promotions to a higher level guarantee 
  at least a matching salary and a higher rate of raises. 
  For example, someone who’s held a position for a 
  long time within the P-3 level could actually make 
  more per paycheck than a P-4 who’s had his job for 
  less time... but the P-4 gets larger future raises.
  Compensation includes three main elements:  
  salary; post adjustments; and duty adjustments. As 
  of late 2003, base salaries for UNTIL oﬃcers range 
  from approximately $30,000 for a P-1 position to 
  $90,000 for a D-2. (Agents are paid in U.S. dollars 
  unless they request some other form of compensa-
  tion.) Agents may also be eligible for small salary 
  increases and allowances for dependency, rent, or 
  continuing education programs.
  Post adjustments are cost-of-living payments 
  designed to preserve equivalent purchasing power at 
  all UNTIL duty stations worldwide. Agents posted 
  in big cities with high costs of living receive a stan-
  dard bonus ranging from $500 to up to $12,000 for 
  expensive cities like New York or Geneva. Of course, 
  most agents claim their post adjustment isn’t nearly 
  enough... but then turn down oﬀers to transfer 
  somewhere cheaper.
  Duty adjustments are bonuses paid to certain 
  types of agents for particularly dangerous post-
  ings; for example, Peacekeeper agents and agents 
  assigned to Project Shiva make an additional $2,000 
  a year above their Professional Scale for their haz-
  ardous jobs. Duty adjustments help ensure quality 
  candidates for less-than-desirable postings, such as 
  Antarctica or the North Polar Observation Base on 
  Ellesmere Island in Canada.
  The appointed positions within UNTIL’s com-
  mand structure are outside of the standard scale, 
  and pay considerably better (though not as much as 
  the persons holding those positions could make in 
  the private sector). The UN Secretary-General earns 
  about $225,000 per year, while the Secretary-Marshall 
  of UNTIL draws a salary of $160,000, and the Under-
  secretary and Field Marshall each make $125,000.
  RETIREMENT AND PENSION
  UNTIL has a mandatory retirement age of 
  62 for ﬁeld agents. In practice, most agents retire 
  well before then, as full pensions become available 
  after the age of 55 as long as an agent has twenty 
  years of service. Director-scale positions (D-1 and 
  D-2) have a mandatory retirement age of sixty-ﬁve 
  unless the UN oﬀers a special exemption; in prac-
  tice only the highest echelons or special advisors 
  like Juan Martinez or Drake Wilson receive exemp-
  tions.
  ADDITIONAL BENEFITS
  UNTIL oﬀers a generous beneﬁts package, 
  including maternity and paternity leave of up to 
  six months, rent subsidies if local rent exceeds a set 
  amount, comprehensive medical insurance (includ-
  ing dental and visual), and inexpensive life and 
  disability insurance packages. Physicals are manda-
  tory biannually for agents up to the age of 40, and 
  annual thereafter.
  Promotion
  UNTIL promotes primarily on the basis of 
  merit. Obviously any large organization suﬀers 
  from some degree of favoritism (and perhaps 
  nepotism), and important UN oﬃcials sometimes 
  subtly bring inﬂuence to bear on behalf of relatives 
  or friends in UNTIL, but by and large an UNTIL 
  agent can only work his way up the ranks by doing 
  
  54 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  his job and doing it well. (In part this means having 
  few or no disciplinary infractions in his record; see 
  below.) While bravery and unusual accomplish-
  ment (such as capturing a supervillain singlehand-
  edly) certainly don’t hurt an agent when it comes 
  time to hand out promotions, the High Command 
  ﬁrst and foremost looks at a sustained record of 
  eﬃcient, competent performance of an agent’s 
  duties and an overall pattern of accomplishment 
  and valor.
  Discipline And Punishment
  Agents who break UNTIL’s rules face disci-
  pline within the organization, as well as appropri-
  ate civilian criminal penalties. The most common 
  infractions include: 
  1.  Misuse of UNTIL property (most frequently, weap-
  ons or vehicles)
  2.  Tardiness or truancy
  3.  Assaulting another agent or a private citizen 
  (including the use of excessive force against a suspect 
  or detainee)
  4.  Revealing classiﬁed information
  5.  Discrimination or harassment, especially racial or 
  sexual in nature
  6.  Failure to pass a physical or otherwise maintain 
  ﬁtness standards
  There are numerous other rules and regula-
  tions, of course. For example, agents commonly 
  (but mistakenly) believe the regs forbid “inter-
  oﬃce” relationships between agents, but in fact 
  UNTIL only explicitly bans such relationships 
  between superior and inferior oﬃcers. (Unoﬃcially, 
  the brass frowns upon any relationships, but some 
  inevitably happen anyway.)
  UNTIL has ﬁve standard levels 
  of punishment, depending on the 
  seriousness of the infraction and 
  the history of the agent in question:  
  verbal reprimand; letter of censure; 
  probation; suspension (usually for 
  2-4 weeks, with or without pay in 
  the suspending oﬃcer’s judgment); 
  and dismissal. Application of dis-
  ciplinary measures is generally at 
  the discretion of the superior in 
  question, but UNTIL has a formal 
  review process that agents who feel 
  they’ve received unfair treatment 
  can initiate.
  An agent with too many rep-
  rimands or letters of censure, and 
  so much as a single punishment 
  beyond that, can expect his chances 
  for advancement to vanish. Given its 
  often politically precarious position, 
  UNTIL values self-restraint and 
  personal discipline highly, particu-
  larly among its oﬃcers.
  The UNTIL Uniform
  UNTIL agents wear a distinctive navy blue and 
  white ﬁeld uniform, designated as of 2003 as the 
  U-AS Standard Uniform. It’s made from high-tech 
  ballistic cloth that protects the wearer. Sleeker than 
  most military uniforms but not skintight, the U-AS 
  consists of a long-sleeved jacket-like tunic that’s 
  navy blue on the right two-thirds of the breast and 
  sleeve and white on the left third and sleeve, navy 
  blue trousers, and white non-laced boots. The pants 
  have several pockets for carrying personal items 
  and gear; the tunic has no pockets at all, but does 
  have rank insignia on the upper arms, and a pin 
  with the rank insignia on the tunic’s raised collar. A 
  patch on the left breast indicates the agent’s name 
  and his type or division (Urban, Wilderness, EW, 
  and the like). The piping on the uniform is gold.
  For everyday occasions, agents cover their 
  heads with navy blue berets. In the ﬁeld, they wear 
  protective helmets that cover the top and sides of 
  the head, but leave the face uncovered (they can 
  attach special high-tech goggles to provide night-
  sight and similar capabilities). The helmets are navy 
  blue, with the UNTIL symbol in white on both 
  sides, and include communications equipment 
  (including a miniature drop-down screen for the 
  left eye so they can receive and send visual images).
  The UNTIL dress uniform is similar to the 
  ﬁeld uniform. It’s navy blue throughout and con-
  sists of a formal-style jacket and pants, black patent 
  leather shoes instead of white boots, and a military-
  style hat instead of a beret. While in dress uniform, 
  the agent may wear a sidearm in a hip holster, but 
  does not carry heavier weapons or a knife.
  UNTIL agents typically carry one or more 
  weapons. For routine assignments, they have the 
  U-SHL Blaster Pistol (known aﬀectionately to the 
  agents as a “Shellie”), worn on the hip in a navy blue 
  holster. When danger threatens, they carry the U-
  
  UNTIL: Defenders Of Freedom 
  55 
  KTF Blaster Assault Riﬂe or the U-CCC Blaster Riﬂe.
  UNTIL makes some sartorial accomodations 
  for agents’ religious and cultural preferences. For 
  example, Sikh agents may wear a turban instead of 
  a beret.
  See page 92 for more information about the 
  composition and eﬀects of the U-AS Standard 
  Uniform.
  UNTIL Medals And Awards  
  UNTIL agents who perform especially merito-
  rious service may receive various commendations, 
  awards, and medals. Some of these include:
  The Bronze Eagle:  Awarded to all agents injured 
  in the line of duty. An agent who earns ﬁve Bronze 
  Eagles replaces them with a Silver Eagle; one who 
  earns ﬁve Silver Eagles (there are only three such 
  agents in UNTIL history) replaces them with a 
  Gold Eagle.
  Distinguished Service Ribbon:  A ribbon with three 
  vertical stripes (light blue, white, dark blue) from 
  which hangs a small bronze replica of the UNTIL 
  symbol. UNTIL gives dozens of Distinguished Ser-
  vice Ribbons each year to agents who demonstrate 
  special bravery, honor, or loyalty.
  The Martinez Cross:  This medal is a square silver 
  cross backed by a square of gold; the ends of the 
  cross extend beyond the gold square. It hangs 
  from a blue and white ribbon. UNTIL awards 
  approximately half a dozen Martinez Crosses each 
  year for bravery or devotion above and beyond 
  the call of duty.
  Order Of Commendation:  A paper certiﬁcate 
  awarded to agents who perform especially impor-
  tant missions. The recipient is also entitled to 
  add to his uniform a shoulder patch (the UNTIL 
  symbol in scarlet) which indicates he has received 
  the Order. UNTIL awards dozens or sometimes 
  hundreds of Orders of Commendation each year; 
  it’s the most common form of recognition after 
  the Bronze Eagle.
  UNTIL Order Of Valor:  A tasteful golden sunburst 
  with a small blue spinel (or sometimes a sapphire) 
  at the center. The Order of Valor is UNTIL’s highest 
  award, given only to those agents who display the 
  highest level of courage or merit. Usually UNTIL 
  awards no more than two of them per year (often 
  posthumously); no agent has ever won the Order of 
  Valor twice.
  
  56 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  T
  here are seven basic types of UNTIL agents, 
  each of whom received training in one of 
  UNTIL’s “divisions” (also called “branches”) 
  as described above. The seven agent divi-
  sions are:
  Urban (UD)
  Wilderness (WD)
  Oceanic/Arctic (OAD)
  Electronic Warfare (EWD)
  Criminalistics & Forensics (C&F)
  Intelligence Corps (IC)
  Technical Corps (TC)
  Agents of more than one type may work 
  together in “mixed squads,” but most squads consist 
  of agents from just one division (see page 38).
  Within some divisions there are “subtypes” or 
  “elite units.” For example, the UNTIL Light Horse 
  and Peacekeeper agents are subtypes of the UD.
  CREATING AN UNTIL AGENT
  In game terms, creating an UNTIL agent is 
  a simple process that involves purchasing two or 
  more Package Deals.
  First, buy the UNTIL Basic Training Package 
  Deal. This represents the physical and mental con-
  ditioning UNTIL agents receive. Of course, in some 
  campaigns the character may already have some 
  raised Characteristics — for example, the game 
  might feature characters built as cops or soldiers 
  who later become UNTIL agents. In that case, the 
  GM may allow characters to spend less on the UBT 
  Package Deal, since they don’t need as much “buﬀ-
  ing up” as an average person does.
  Second, buy the basic Package Deal for the 
  division the agent is assigned to — Urban, 
  Oceanic/Arctic, Intelligence Corps, or the like. For 
  many agents, this concludes the character creation 
  process (at least insofar as it involves buying Pack-
  age Deals).
  Third, if the agent has received Specialized 
  Training, buy the appropriate Specialized Training 
  Package Deal. For example, an Urban agent could 
  go on to join the UNTIL Light Horse or study Tac-
  tical Command.
  If an agent receives the same Skill from two or 
  more Package Deals, either substitute a related Skill 
  or use the points to improve the Skill.
  See the Agent Templates (page 171) for some 
  pre-generated agents built in this manner.
  Package Deals And Equipment
  Because these Package Deals are intended for 
  use in Champions, a Superheroic-level game in 
  which characters pay Character Points for equip-
  ment, they include the cost of the equipment 
  assigned to the agent (agents with Specialized 
  Training Package Deals already have the appropri-
  ate equipment from their basic divisional Package 
  Deals, so it’s not listed as part of their Package 
  Deals). You can ignore this cost if you create and 
  run UNTIL agents in Heroic-level games. See 
  Chapter Five for information about the items of 
  equipment listed in Package Deals. Feel free to 
  swap the listed weapons for others, or to add weap-
  ons, if appropriate or necessary for your game.
  Package Deals And Normal Characteristic Maxima
  Similarly, since Champions is a Superheroic-
  level game, the Normal Characteristic Maxima 
  rules don’t apply. However, you may want to create 
  UNTIL agents for a Heroic-level campaign. In 
  that case, the Normal Characteristic Maxima rules 
  rules apply to Characteristics gained from Pack-
  age Deals. This may in some instances require 
  a character to spend additional points to buy a 
  Characteristic aﬀected by the Package Deal up to a 
  proper level. For example, imagine a Package Deal 
  that provides +15 CON, for 30 points. The ﬁrst 20 
  points of eﬀect increase the character’s CON to 
  20. After that the Normal Characteristic Maxima 
  doubling applies, so the next 10 points only add 
  2.5 points’ worth of CON. Since a character can’t 
  have a 22.5 CON, the character has to spend 2 
  more Character Points to increase his CON to 23. 
  Alternately, with the GM’s permission a character 
  can reduce the points a Package Deal adds to a 
  Characteristic to avoid this problem.
  UNTIL BASIC TRAINING 
  PACKAGE DEAL
  UNTIL requires all its Agent Recruits to 
  achieve certain levels of physical ﬁtness and mental 
  acuity before they can proceed to Advanced Train-
  ing School. The UBT Package Deal represents the 
  eﬀects of UNTIL’s training regimen on the raw 
  recruit. Thus, the typical UNTIL agent goes out into 
  the ﬁeld with a 15 STR, 15 DEX, 14 CON, and so on.
  As mentioned above, in some campaigns the 
  character may already have some raised Character-
  istics. The GM may allow such characters to spend 
  less on the UBT Package Deal, since they don’t need 
  to spend as many points to reach UNTIL’s desired 
  level of ﬁtness.
  AGENT PACKAGE 
  DEALS
  
  UNTIL: Defenders Of Freedom 
  57 
  UNTIL BASIC TRAINING 
  (UBT) PACKAGE DEAL
  Abilities
  Cost 
  Ability
  5 
  +5 STR
  15 
  +5 DEX
  8 
  +4 CON
  3 
  +3 INT
  3 
  +3 PRE
  2 
  +2 PD
  1 
  +1 ED
  5 
  +1 SPD
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
  2 
  +1 OCV with U-KTF Blaster Assault Riﬂe
  3 
  Criminology
  3 
  KS: International Law And Law Enforcement 
  (INT Roll)
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent con-
  versation; must be English if English is not Native 
  Language)
  11 
  Martial Arts: UNTIL Combat Training (see text 
  box, page 58)
  3 
  PS: UNTIL Agent (INT Roll)
  3 
  WF: Small Arms, Knives
  Equipment
  Cost 
  Power
  None
  Total Cost Of Package Abilities And Equipment:  88
  Disadvantages
  Value Disadvantage
  5 
  Distinctive Features:  UNTIL Uniform (Easily 
  Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, some-
  times NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very Fre-
  quently, Major)
  Total Value Of Package Disadvantages:  50 
  
  58 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  URBAN DIVISION  
  PACKAGE DEALS
  The High Command assigns most UNTIL 
  agents to the Urban Division (UD). Most UNTIL 
  operations take place in cities, so UNTIL needs 
  lots of agents trained for those sorts of missions. 
  Approximately half of UNTIL’s ﬁeld agents are UD 
  agents.
  Urban Division  
  Basic Package Deal
  All Urban agents take this Package Deal. Some 
  go on to Specialized Training (see below), but most 
  don’t need anything more than this Package Deal 
  to start ﬁghting crime. Urban agents raid VIPER 
  Nests, combat supervillains, and stop destructive 
  superbattles. In essence, the Urban agent is the 
  “generic” or “default” UNTIL operative — the one 
  people think of when they think of “UNTIL agent.”
  In addition to the equipment listed, command-
  ers often give agents mission-speciﬁc gear. For 
  example, grenades are commonly issued to agents 
  headed out on a combat mission.
  The options list several possible “packages” for 
  diﬀerent types of agents. These are just suggestions; 
  you don’t have to use them, and can change them if 
  you wish.
  The UD emblem is a black tower set against a 
  light blue shield.
  Urban Division Specialized 
  Training Package Deals
  The following types of Specialized Training are 
  available to Urban Division agents.
  COMBAT PILOT PACKAGE DEAL
  While UNTIL doesn’t have a full-blown air 
  force in the modern military sense of the term, it 
  uses a wide variety of advanced jets, helicopters, 
  and aerial hovercraft as part of its ﬂeet of vehicles. 
  That means it needs skilled pilots who can ferry 
  high-ranking personnel to conferences, dogﬁght 
  with VIPER Air-Cycles and Quetzalcoatl gunships, 
  and chase ﬂeeing villains who can ﬂy.
  The pilots assigned to the various UNTIL 
  squads and projects train as part of the UD; they 
  UNTIL URBAN  
  AGENT PACKAGE DEAL
  Abilities
  Cost 
  Ability
  2 
  +1 OCV with U-KTF Blaster Assault Riﬂe
  2 
  One KS 11- of a particular supervillain, villain 
  group, or criminal group
  12 
  Choose 12 points’ worth of the following:  
  Bugging, Bureaucratics, Combat Driving, 
  Combat Piloting, Combat Skill Levels, Com-
  puter Programming, Concealment, Deduction, 
  Demolitions, Electronics, Lockpicking, Martial 
  Arts maneuvers (UNTIL Combat Training), 
  Mechanics, Paramedics, Security Systems, 
  Shadowing, Skill Levels, Stealth, Streetwise, 
  Systems Operation, Tactics, any Background 
  Skill, improve any Package Deal Skill
  Equipment
  Cost 
  Power
  59 
  U-KTF “Katie” Blaster Assault Riﬂe
  30 
  U-SHL “Shellie” Blaster Pistol 
  10 
  U-B1 Battle Knife
  12 
  U-AS Standard Uniform  
  19 
  U-AS Combat Helmet
  0 
  First Aid Kit (allows for use of Paramedics Skill) 
  11 
  U-M3 Mini-Flashlight
  Total Cost Of Package Abilities And Equipment:  157
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Abilities
  Cost 
  Abilities
  N/A 
  Brawler:  Choose seven points’ worth of Martial 
  Arts, Tactics, and +1 OCV with Punch
  N/A 
  Explosives Expert:  Choose Demolitions, Elec-
  tronics, Mechanics, and Stealth
  N/A 
  Investigator:  Choose Bugging, Deduction, Shad-
  owing, and Streetwise
  N/A 
  Sharpshooter:  Choose +3 with UNTIL Firearms, 
  Stealth
  N/A 
  Sneak:  Choose Lockpicking, Security Systems, 
  Stealth, and Streetwise
  N/A 
  Techno:  Choose Computer Programming, Elec-
  tronics, Security Systems, and Systems Operation
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Loyal To UNTIL And 
  Its Ideals (Common, Strong)
  UNTIL COMBAT TRAINING
  The standard ﬁghting style taught to UNTIL agents 
  is a basic HTH combat form that borrows maneuvers 
  and techniques from a variety of martial arts. It’s short 
  on ﬂash and ﬁnesse and long on the basics of hurting 
  the enemy (or stopping him from hurting the agent). 
  It also includes some restraining and disarming 
  moves to incapacitate (potential) prisoners.
  Martial Arts:  UNTIL Combat Training
  Maneuver Phs Cost OCV DCV Notes
  Block 
  ½ 
  4 
  +2 +2 Block, Abort
  Disarm 
  ½ 
  4 
  -1 
  +1 Disarm, +10 STR
  Dodge 
  ½ 
  4 
  — +5 Dodge, Affects All 
  Attacks, Abort
  Choke 
  ½ 
  4 
  -2 
  +0 Grab One Limb, 2d6 
  NND (2)
  Escape 
  ½ 
  4 
  +0 +0 +15 STR vs. Grabs
  Kick 
  ½ 
  5 
  -2 
  +1 STR +4d6 Strike
  Punch 
  ½ 
  4 
  +2 +0 STR +2d6 Strike
  Restrain 
  ½ 
  4 
  -1 
  -1 Grab Three Limbs,  
  +10 STR
  Throw 
  ½ 
  3 
  +1 +0 STR + vel/5; TFalls
  
  UNTIL: Defenders Of Freedom 
  59 
  don’t form a separate corps or have their own spe-
  ciﬁc commander. Their Specialized Training takes 
  place primarily at an UNTIL airﬁeld in Spain.
  The UNTIL Combat Pilots emblem is a silver 
  jetﬁghter on a black shield with a red border.
  HEAVY WEAPONS SPECIALIST  
  PACKAGE DEAL
  UNTIL’s Heavy Weapons Specialist agents 
  (HWSs) are the “powerhouse” agents of a UD 
  squad. Although they’re not as tough overall as 
  a Peacekeeper agent, they carry bigger, stronger 
  weapons than other agents, such as the U-WJM 
  “Thunderbolt” Assault Cannon, the U-BTB Syn-
  aptic Interference Cannon, or the U-GEM-S 
  “Sapphire” Laser Bazooka. Due to their weapons’ 
  propensity for causing property damage, all-HWS 
  squads are only called in against major opposition.
  The Heavy Weapons emblem is a silver sword 
  on a red shield.
  COMBAT PILOT 
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  9 
  +3 DEX
  5 
  +1 SPD; Only To Pilot UNTIL Aircraft (-1)
  5 
  +1 with Vehicular Weaponry
  3 
  Combat Piloting
  2 
  Navigation (Air)
  4 
  TFs of air vehicles
  4 
  WF:  Vehicle Weapons (four air vehicles’ worth)
  Equipment
  Cost 
  Power
  var 
  UNTIL aircraft of some sort
  Total Cost Of Package Abilities And Equipment:  32 
  + aircraft
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Airborne Thrillseeker 
  (Common, Strong)
  HEAVY WEAPONS  
  SPECIALIST PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  +3 STR
  1 
  +1 PD
  3 
  Tactics
  3 
  Teamwork
  6 
  WF: Emplaced Weapons, Flamethrowers, Gre-
  nade Launchers, Heavy Machine Guns, Shoulder-
  Fired Weapons
  Equipment
  Cost 
  Power
  var 
  Replace U-KTF with one of the following:
   
  Cost  Heavy Weapon
   
  33    U-BTB Synaptic Interference Cannon
   
  30    U-GEM-S “Sapphire” Laser Bazooka
   
  23    U-JGL Variable Energy Field Generator
   
  39    U-JPG Electronet
   
  43    U-TCB Graviton Interference Generator
   
  39    U-WJM “Thunderbolt” Assault Cannon
  Total Cost Of Package Abilities And Equipment:   
  16 + heavy weapon 
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Abilities
  Cost 
  Abilities
  4 
  This Here’s Ol’ Betsy:  +2 OCV with one particular 
  UNTIL heavy weapon
  
  60 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  LIGHT HORSE PACKAGE DEAL
  Light Horse agents are trained to ride and 
  use UNTIL Jet-Cycles (see page 110) in combat 
  and crisis conditions. They provide air support for 
  ground-based squads, pursue ﬂying villains, and 
  conduct aerial reconnaissance missions. Typically 
  they work in squads of three, but this depends on 
  the importance of the mission.
  Light Horse agents have a reputation for 
  risk-taking and  thrillseeking (“swashbuckling,” in 
  UNTIL parlance) that’s at least partially deserved 
  — after all, it takes a certain amount of fearlessness 
  to ﬂy a Jet-Cycle in the ﬁrst place. For this reason 
  they’re not always popular with ground troops. 
  However, Light Horse squads tend to have a high 
  degree of camaraderie and usually do their jobs 
  very well.
  The de facto leader of the UNTIL Light Horse 
  is Paolo “Gladiator” Buanarollo, the only successful 
  “graduate” of the UNTIL Future Soldier Program 
  (see page 151). Gladiator commands a high degree 
  of respect and loyalty from his men, and does his 
  best to rein in their thrillseeking excesses.
  The Light Horse emblem is a rearing black 
  mustang on a golden ﬁeld.
  MEDIC PACKAGE DEAL
  Despite their armored uniforms, protective 
  gear, and skill, UNTIL agents often get hurt — after 
  all, they ﬁght supervillains and VIPER agents on a 
  regular basis! To minimize the eﬀects of injuries in 
  the ﬁeld, and keep those injuries from resulting in 
  agent deaths, UNTIL has a corps of Medics trained 
  in combat medicine and related disciplines. UNTIL 
  Medics can also perform autopsies and examine 
  corpses for clues.
  The Medic emblem is a light blue cross.
  LIGHT HORSE 
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  9 
  +3 DEX
  5 
  +1 SPD; Only For Piloting UNTIL Aircraft (-1)
  2 
  +1 OCV with U-SHL Blaster Pistol
  3 
  Combat Piloting
  2 
  Navigation (Air)
  2 
  PS: UNTIL Jet-Cycle Maintenance  
  And Repair 11-
  1 
  TF: UNTIL Jet-Cycle
  Equipment
  Cost 
  Power
  39 
  UNTIL Jet-Cycle
  Total Cost Of Package Abilities And Equipment:  65
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Airborne Thrill-
  seeker (Common, Strong)
  MEDIC PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Forensic Medicine
  2 
  KS: Human Biology 11-
  7 
  Paramedics +2
  1 
  SS: Medicine 8-
  1 
  SS: Surgery 8-
  Equipment
  Cost 
  Power
  2 
  Field Medical Kit
  Total Cost Of Package Abilities And Equipment:  16
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  
  UNTIL: Defenders Of Freedom 
  61 
  PEACEKEEPER PACKAGE DEAL
  The most powerful of the UD elite agents are 
  the Peacekeepers, or armored agents. A Peace-
  keeper wears a suit of state-of-the-art battle armor 
  which can withstand most conventional weapons 
  (see page 92).  The armor is also equipped with 
  an impressive array of high-tech weaponry. Jane’s 
  Defense Weekly estimates that UNTIL has no more 
  than three dozen Peacekeepers, but the High Com-
  mand has neither conﬁrmed nor denied this.
  Peacekeepers usually do not operate as sepa-
  rate squads; rather, they belong to mixed squads 
  that need a little extra muscle. Seeing two Peace-
  keepers together is unusual; seeing three or more 
  means a mission is either especially dangerous or 
  part of a special UNTIL project. As a general rule 
  most Peacekeepers do not also carry the standard 
  UD Equipment package; their armor provides most 
  of those capabilities.
  Unlike most specialized agents, the Peacekeep-
  ers have an overall commander who’s responsible 
  for their training and deployment. Captain Yngve 
  Sorenson (Sweden) is a 25-year UNTIL veteran 
  who was one of the leaders of the project that 
  developed the original Peacekeeper armored suit 
  in the mid-to-late 1990s. Tough but well-liked by 
  the Peacekeeper corps, she’s constantly looking for 
  ways to improve both the armor and her agents’ 
  performance with it.
  The Peacekeeper emblem is an unadorned 
  white shield.
  SKY CAVALRY PACKAGE DEAL
  The UNTIL Sky Cavalry is another attempt to 
  provide UNTIL squads with air support. UNTIL’s 
  ﬁrst attempt at developing a personal ﬂight vehicle 
  was contracted out to McNeil Aviation (Conquerors, 
  Killers, And Crooks, page 82-84). McNeil developed 
  the SCREECH ﬂying suit, which was supposed to 
  be equipped with sonic weapons. However, due 
  to dissatisfaction with McNeil’s design (which 
  required the agents to use their arms to remain 
  aloft), and suspicion regarding the events that led to 
  the creation of the supervillainess Bluejay,  UNTIL 
  took the SCREECH suit project away from McNeil 
  Aviation and had the UNTIL Technical Corps 
  work on it. Eventually the TC, with help from some 
  outside contractors, created the unimaginatively-
  named Personal Flight Unit (PFU; page 93).
  Sky Cavalry agents endure rigorous training, 
  similar in many ways to that for Combat Pilots. But 
  instead of riding in an aircraft, they wear the PFU, 
  a harness equipped with a jet pack and twin shoul-
  der-mounted blasters. They also carry a U-SHL 
  Blaster Pistol as a backup weapon, and are trained 
  in aerial combat maneuvers.
  Sky Cavalrymen normally work in squads of 
  three. Sometimes commanders assign individual 
  members to ground squads, but normally the Sky 
  Cavalry needs numbers to provide the maximum 
  tactical beneﬁt.
  The Sky Cavalry emblem is a two-headed 
  golden eagle.
  PEACEKEEPER  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  6 
  +2 with Peacekeeper Armor Weapons
  1 
  WF: Peacekeeper Armor Weapons
  Equipment
  Cost 
  Power
  210 
  Peacekeeper Armor (replaces standard weap-
  ons and equipment)
  Total Cost Of Package Abilities And Equipment:  217
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  
  62 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  TACTICAL COMMAND PACKAGE DEAL
  The Tactical Command specialist is an expert 
  in small-unit tactics using advanced weaponry and 
  vehicles, especially against supervillains and the 
  likes of VIPER. He’s qualiﬁed to command squads 
  of UNTIL agents in battle or on covert operations.
  Tactical Command is a popular specialization 
  choice for agents who want to become high-rank-
  ing oﬃcers in UNTIL. It’s also a common special-
  ization for agents with ﬁeld experience who return 
  to one of the Training Centers to study — their 
  combination of actual combat time plus this 
  advanced training makes them skilled battleﬁeld 
  leaders.
  The Tactical Command emblem is a white 
  shield with a navy blue chevron.
  SKY CAVALRY 
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  15 
  +5 DEX
  2 
  +1 OCV with U-SHL Blaster Pistol
  6 
  +3 OCV with Shoulder Blasters
  10 
  Martial Arts: UNTIL Sky Cavalry Aerial Fighting
  2 
  Navigation (Air)
  2 
  PS: UNTIL PFU Maintenance And Repair 11-
  1 
  TF: UNTIL PFU
  1 
  WF: PFU Shoulder Blasters
  Equipment
  Cost 
  Power
  143 
  Personal Flight Unit
  Total Cost Of Package Abilities And Equipment:  182
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  UNTIL SKY CAVALRY 
  AERIAL FIGHTING
  Maneuver Phs Cost OCV DCV Notes
  Passing 
  Disarm 
  1 
  5 
  -1 
  -1 Disarm, +25 STR to 
  Disarm roll; FMove
  Passing
  Strike 
  1 
  5 
  +1 +0 STR + vel/5; FMove
  TACTICAL COMMAND  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  +3 INT
  3 
  +3 PRE
  3 
  +1 PER with all Sense Groups
  2 
  KS: Superpowers 11-
  3 
  KS: Supervillains (INT Roll)
  2 
  KS: VIPER 11-
  7 
  Tactics +2
  Equipment
  Cost 
  Power
  None
  Total Cost Of Package Abilities And Equipment:  23
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  
  UNTIL: Defenders Of Freedom 
  63 
  VEHICLE OPERATIONS SPECIALIST  
  PACKAGE DEAL
  When VIPER or villains try to get away 
  from the scene of a crime using ground vehicles 
  or ground-based hovercraft, UNTIL has to give 
  chase. Behind the wheels of the pursuit vehicles 
  are Vehicle Operations Specialists, also known as 
  “wheelmen.” They’re the ground-based equivalent 
  of Combat Pilots, and often have the same sort of 
  attitude.
  The Vehicle Operations emblem is a rearing 
  red horse on a black ﬁeld.
  WILDERNESS DIVISION 
  PACKAGE DEAL
  While most of UNTIL’s operations take place 
  in urban areas, not all of them do. Some supervil-
  lains hide out in the wilds, or build their secret 
  headquarters underneath some distant mountain 
  that no road approaches. When crime takes to the 
  great outdoors, UNTIL sends Wilderness Division 
  agents to ﬁght it; when a UFO crashes in a deep 
  forest, UNTIL sends a WD team to investigate, 
  rescue survivors, and retrieve the technology.
  Wilderness agents are trained to operate in 
  land-based wild environments — woodlands, 
  mountains, deserts, jungles, and more. In many 
  respects, they’re UNTIL’s commandos; their train-
  ing includes parachuting, SCUBA, stealthy move-
  ment, and similar disciplines. UNTIL claims their 
  training equals or exceeds that of the U.S. Green 
  Berets or Navy SEALS.
  Additionally, the WD includes agents trained 
  for outer space/zero-G activities. These “spacers” 
  VEHICLE OPERATIONS  
  SPECIALIST PACKAGE DEAL
  Abilities
  Cost 
  Ability
  6 
  +2 DEX
  5 
  +1 SPD; Only To Drive UNTIL Ground  
  Vehicles (-1)
  5 
  +1 with Vehicular Weaponry
  5 
  Combat Driving +1
  1 
  Mechanics 8-
  4 
  TFs of ground vehicles
  4 
  WF:  Vehicle Weapons (four ground  
  vehicles’ worth)
  Equipment
  Cost 
  Power
  var 
  UNTIL ground vehicle of some sort
  Total Cost Of Package Abilities And Equipment:  
  30 + vehicle
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Automotive  
  Thrillseeker (Common, Strong)
  UNTIL WILDERNESS  
  AGENT PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Climbing
  2 
  Navigation (Land)
  3 
  Stealth
  6 
  Survival (two environment groups) +1
  3 
  Tracking
  3 
  TF: Basic Parachuting, SCUBA, Snow Skiing
  9 
  Choose 9 points’ worth of the following:  Acro-
  batics, Animal Handler, Breakfall, Bureaucrat-
  ics, Combat Driving, Combat Piloting, Combat 
  Skill Levels, Deduction, Demolitions, Elec-
  tronics, Lockpicking, Martial Arts maneuvers 
  (UNTIL Combat Training), Mechanics, Para-
  medics, Riding, Security Systems, Shadowing, 
  Skill Levels, Systems Operation, Tactics, any 
  Background Skill, improve any Package Deal 
  Skill
  Equipment
  Cost 
  Power
  59 
  U-KTF “Katie” Blaster Assault Riﬂe
  30 
  U-SHL “Shellie” Blaster Pistol 
  11 
  U-B1-WD Battle Knife
  12 
  U-AS Standard Uniform  
  19 
  U-AS Combat Helmet
  0 
  First Aid Kit (allows for use of Paramedics 
  Skill) 
  11 
  U-M3 Mini-Flashlight
  2 
  Survival Kit
  Total Cost Of Package Abilities And Equipment:  173
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Abilities
  Cost 
  Abilities
  +1 
  Desert:  For Survival, choose Desert and either 
  Temperate/Subtropical or Mountains; add TF: 
  Camels
  N/A 
  Forest:  For Survival, choose Temperate/
  Subtropical and Mountains
  N/A 
  Jungle:  For Survival, choose Tropical and 
  Mountains
  N/A 
  Mountains:  For Survival, choose Mountains 
  and Arctic/Subarctic; choices must include 
  at least 2 Character Points spent to increase 
  Climbing roll by +1
  +2 
  Outer Space:  Choices must include PS: Zero-
  G Operations (DEX Roll) and SS: Astronomy; 
  add KS: Space Habitats 11-
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Loyal To UNTIL 
  And Its Ideals (Common, Strong)
  
  64 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  serve on GATEWAY (page 120), conduct raids on 
  supervillains’ orbital fortresses, and so forth. They 
  have KS: Space Habitats, representing their knowl-
  edge of how humans construct and operate space 
  stations (and the like), and what it’s like to live in 
  outer space.
  The WD has no “subtypes” of agents the way 
  the Urban Division does. Instead, it trains each 
  agent to specialize in particular environments (as 
  indicated by the optional “packages” for diﬀerent 
  types of agents).
  The Wilderness Division’s emblem is a brown 
  bear on a gold ﬁeld.
  OCEANIC/ARCTIC DIVISION 
  PACKAGE DEAL
  Technically, agents of the Oceanic/Arctic Divi-
  sion (OAD) should be Wilderness agents special-
  izing in aquatic or frigid environments. But since 
  UNTIL has extensive jurisdiction to enforce the 
  law in international waters and maintains a major 
  undersea base, the OAD was split oﬀ from the WD 
  to allow for more extensive training and easier 
  administrative oversight.
  In a sense, OAD agents are UNTIL’s navy. They’re 
  trained to operate watercraft, perform SCUBA-based 
  missions, and live in the freezing Antarctic wastes 
  where supervillains sometimes try to hide.
  OAD’s emblem is a leaping swordﬁsh set 
  against a darker blue shield.
  UNTIL OCEANIC/ARCTIC  
  AGENT PACKAGE DEAL
  Abilities
  Cost 
  Ability
  2 
  Swimming +2”
  2 
  Navigation (Marine)
  2 
  SS: Hydrography 11-
  2 
  SS: Marine Biology 11-
  2 
  SS: Oceanography 11-
  3 
  Stealth
  6 
  Survival (Arctic/Subarctic, Marine) +1
  6 
  TF:  three points’ worth of Water Vehicles, 
  SCUBA, Snowmobiles, Snow Skiing
  9 
  Choose 9 points’ worth of the following:  
  Animal Handler, Bureaucratics, Combat Driv-
  ing, Combat Piloting, Combat Skill Levels, 
  Deduction, Demolitions, Electronics, Lock-
  picking, Martial Arts maneuvers (UNTIL 
  Combat Training), Mechanics, Paramedics, 
  Riding, Security Systems, Shadowing, Skill 
  Levels, Systems Operation, Tactics, any Back-
  ground Skill, improve any Package Deal Skill
  Equipment
  Cost 
  Power
  59 
  U-KTF “Katie” Blaster Assault Riﬂe
  30 
  U-SHL “Shellie” Blaster Pistol 
  10 
  U-B1 Battle Knife
  12 
  U-AS Standard Uniform  
  19 
  U-AS Combat Helmet
  0 
  First Aid Kit (allows for use of Paramedics 
  Skill) 
  11 
  U-M3 Mini-Flashlight
  2 
  Survival Kit
  11 
  U-OAD-1 Speargun
  1 
  U-AS Insulation
  3 
  U-SCUBA Equipment
  1 
  Pressure Resistance
  6 
  Wrist Depth Gauge/Compass 
  3 
  Swimﬁns 
  11 
  Shoulder-Mounted Searchlight
  4 
  Skis
  Total Cost Of Package Abilities And Equipment:  217
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Loyal To UNTIL 
  And Its Ideals (Common, Strong)
  
  UNTIL: Defenders Of Freedom 
  65 
  ELECTRONIC WARFARE 
  DIVISION PACKAGE DEALS
  Electronic Warfare Division (EWD) agents 
  have been described as UNTIL’s “hacker corps,” and 
  that description isn’t far wrong. EWD agents not 
  only maintain UNTIL’s computers and networks, 
  but they cruise the world’s computer networks, 
  looking for useful data and ways to penetrate the 
  systems used by supervillains, criminal organiza-
  tions, and other hostile forces. They’re also experts 
  on cryptography, electronic surveillance and secu-
  rity, and systems operations.
  UNTIL maintains relatively few all-EWD 
  squads; more often, the brass assigns an EWD agent 
  or two to a mixed squad, there to employ his talents 
  when the group assaults a VIPER base or needs 
  information on Dr. Destroyer’s latest doings. With 
  their high-powered laptops and computer skills, 
  EWD agents are an asset to any squad.
  EWD’s only specialist team is HACS:  the 
  HUGIN Assessment and Control Squad. These 
  EWD agents all have degrees in psychology. They’re 
  responsible for programming and keeping watch 
  over HUGIN, UNTIL’s artiﬁcially intelligent super-
  computer — they make sure it functions properly 
  and remains “happy.” UNTIL is a little leery of 
  AI technology, so it has the HACS to make sure 
  HUGIN doesn’t descend into artiﬁcial insanity or 
  try to take over the organization (or the world).
  EWD’s emblem is a black and white checkered 
  shield with a red border. The HACS emblem is a 
  ﬂying raven set against a blue-white shield with a 
  “circuitry” pattern.
  UNTIL ELECTRONIC WARFARE  
  AGENT PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Bugging
  7 
  Computer Programming +2
  5 
  Cryptography +1
  5 
  Electronics +1
  2 
  Security Systems; Electronic/Technological 
  Systems Only (-½)
  5 
  Systems Operation +1
  9 
  Choose 9 points’ worth of the following:  
  Bureaucratics, Combat Driving, Combat 
  Piloting, Combat Skill Levels, Cramming, 
  Deduction, Demolitions, Inventor, Lockpick-
  ing, Martial Arts maneuvers (UNTIL Combat 
  Training), Mechanics, Paramedics, Shadowing, 
  Skill Levels, Stealth, Tactics, any Background 
  Skill, improve any Package Deal Skill
  Equipment
  Cost 
  Power
  59 
  U-KTF “Katie” Blaster Assault Riﬂe
  30 
  U-SHL “Shellie” Blaster Pistol 
  10 
  U-B1 Battle Knife
  12 
  U-AS Standard Uniform  
  19 
  U-AS Combat Helmet
  0 
  First Aid Kit (allows for use of Paramedics 
  Skill) 
  11 
  U-M3 Mini-Flashlight
  25 
  EWD Laptop
  Total Cost Of Package Abilities And Equipment:  202
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Abilities
  Cost 
  Abilities
  +4 
  HACS:  Add SS: Psychology 11- and SS: Artiﬁ-
  cial Intelligence Systems 11-
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Loyal To UNTIL 
  And Its Ideals (Common, Strong)
  
  66 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  CRIMINALISTICS &  
  FORENSICS DIVISION  
  PACKAGE DEALS
  UNTIL’s Criminalistics & Forensics Division 
  (C&F) agents are its ﬁeld experts on criminol-
  ogy and forensic science. They’re usually found 
  at the scene of a supercrime, collecting evidence 
  and analyzing the situation. They also serve as 
  UNTIL’s investigators and “detectives.” Addition-
  ally, they can perform autopsies (some of them are 
  licensed physicians as well). UNTIL commanders 
  rarely post C&F agents to ﬁeld squads, since their 
  training focuses on research and analysis more 
  than combat... but sometimes the need to gather 
  evidence means a C&F agent has to put himself in 
  harm’s way.
  The C&F emblem is a tribute to Sherlock 
  Holmes:  a magnifying glass on a grey shield.
  INTELLIGENCE CORPS 
  PACKAGE DEALS
  Of all the diﬀerent varieties of UNTIL agents, 
  the members of the Intelligence Corps are  the 
  most disliked, or at least mistrusted, by the rest... 
  and for some good reasons. IC agents are trained 
  in various aspects of espionage, which gives them 
  a diﬀerent mindset from the typical small unit-ori-
  ented UNTIL agent. It also makes them generally 
  more cold and ruthless, an attitude most other 
  agents do not share. To make matters worse, the 
  IC functions as UNTIL’s counterintelligence and 
  “internal security” organization — meaning some 
  IC members spend a lot of time spying on other 
  UNTIL agents! Needless to say, ICers tend to stick 
  to themselves and don’t mingle with other ﬁeld 
  agents.
  UNTIL CRIMINALISTICS & 
  FORENSICS AGENT  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  4 
  +2 to Criminology
  3 
  Deduction
  5 
  Forensic Medicine +1
  3 
  Streetwise
  9 
  Choose 9 points’ worth of the following:  
  Fringe Beneﬁt (License to Practice Medicine), 
  Bureaucratics, Climbing, Combat Driving, 
  Combat Piloting, Combat Skill Levels, Con-
  cealment, Cramming, Demolitions, Forgery, 
  Gambling, Lockpicking, Martial Arts maneu-
  vers (UNTIL Combat Training), Mechanics, 
  Paramedics, Shadowing, Skill Levels, Stealth, 
  Systems Operation, any Background Skill, 
  improve any Package Deal Skill
  Equipment
  Cost 
  Power
  59 
  U-KTF “Katie” Blaster Assault Riﬂe
  30 
  U-SHL “Shellie” Blaster Pistol 
  10 
  U-B1 Battle Knife
  12 
  U-AS Standard Uniform  
  19 
  U-AS Combat Helmet
  0 
  First Aid Kit (allows for use of Paramedics 
  Skill) 
  11 
  U-M3 Mini-Flashlight
  25 
  C&F Laptop
  3 
  Crime Scene Kit
  Total Cost Of Package Abilities And Equipment:  193
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Loyal To UNTIL 
  And Its Ideals (Common, Strong)
  
  UNTIL: Defenders Of Freedom 
  67 
  IC agents have no set uniform. They wear 
  clothing appropriate to their current mission, 
  though that clothing is usually made of protective 
  cloth similar to that used for the UNTIL Standard 
  Uniform.
  The Intelligence Corps’s emblem is a silver 
  dagger on a black shield.
  Intelligence Corps  
  Basic Package Deal
  All IC agents receive their own form of “basic 
  training” before proceeding to advanced study.
  Intelligence Corps Specialized 
  Training Package Deals
  After they complete “basic espionage training,” 
  IC agents choose to specialize in one of four areas 
  of expertise:  analysis, inﬁltration, surveillance, or 
  undercover work.
  ANALYST PACKAGE DEAL
  To the minds of the public, the Analyst’s job 
  — receiving, reading, reviewing, and analyzing the 
  intelligence gathered by ﬁeld agents and UNTIL’s 
  allies (police agencies, some national intelligence 
  organizations, and so forth) — is the most boring 
  in the IC. But it’s also the most vital. Without the 
  Analyst slaving away in his cubicle to separate use-
  less data from signiﬁcant intel, and to ﬁnd patterns 
  amid the ﬂood of information, all the work done 
  by the more glamorous Inﬁltrators and Undercover 
  Agents would be meaningless.
  UNTIL INTELLIGENCE CORPS 
  AGENT PACKAGE DEAL
  Abilities
  Cost 
  Ability
  2 
  +1 with U-SAS Miniblaster
  3 
  Deduction
  2 
  KS: The Espionage World 11-
  3 
  Stealth
  3 
  Streetwise
  9 
  Choose 9 points’ worth of the following:  +1 
  to PER Rolls, Bribery, Bureaucratics, Combat 
  Driving, Combat Piloting, Combat Skill Levels, 
  Concealment, Cramming, Cryptography, 
  Demolitions, Fast Draw, Forgery, Gambling, 
  Lockpicking, Martial Arts maneuvers (UNTIL 
  Combat Training), Paramedics, Persuasion, 
  Security Systems, Seduction, Shadowing, Skill 
  Levels, Systems Operation, any Background 
  Skill, improve any Package Deal Skill
  Equipment
  Cost 
  Power
  13 
  U-SAS Miniblaster
  7 
  IC Combat Clothing
  Total Cost Of Package Abilities And Equipment:  42
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Abilities
  Cost 
  Abilities
  +4 
  Counterintelligence/Internal Aﬀairs:  
  Increase Fringe Beneﬁt: UNTIL Rank to Ser-
  geant-Major
  Optional Disadvantages
  Value Disadvantages
  15 
  Psychological Limitation:  Loyal To UNTIL 
  And Its Ideals (Common, Strong)
  IC ANALYST PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Cryptography
  4 
  +2 to Deduction
  3 
  KS: Supervillains (INT Roll)
  3 
  KS: VIPER (INT Roll)
  3 
  PS: Intelligence Analysis (INT Roll)
  Equipment
  Cost 
  Power
  None
  Total Cost Of Package Abilities And Equipment:  16
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  
  68 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  INFILTRATOR PACKAGE DEAL
  Sometimes there’s no legal way for UNTIL to 
  get the information it needs to protect Humanity. 
  If necessary, the organization calls on its B&E men 
  — the Inﬁltrators — to burgle the oﬃces of VIPER 
  front corporations, supervillains’ secret headquar-
  ters, and other facilities containing vital informa-
  tion. Ideally the Inﬁltrator gets in, gets what he’s 
  looking for, and gets out without being detected... 
  but as long as he gets the goods, that’s what counts.
  SURVEILLANCE SPECIALIST PACKAGE DEAL
  Sometimes the best way to gather information 
  about someone is to watch them... maybe for a long 
  time. Surveillance Specialists are trained to observe 
  people without being seen themselves, and to prop-
  erly interpret what they see and hear.
  UNDERCOVER AGENT PACKAGE DEAL
  The IC Undercover agent is the most like what 
  people think of when they think of a “spy” in the 
  cinematic sense. These highly-trained, sophisti-
  cated agents don disguises and alternate identities, 
  work their way into enemy organizations, and 
  gather intelligence. They’ve enjoyed great success at 
  inﬁltrating VIPER and other supercriminal orga-
  nizations, but have done less well when they try to 
  go after master villains such as Dr. Destroyer and 
  Teleios (who tend to have smaller organizations 
  with better security).
  IC INFILTRATOR  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Climbing
  3 
  Computer Programming
  3 
  Concealment
  5 
  Lockpicking +1
  5 
  Security Systems +1
  2 
  +1 to Stealth
  Equipment
  Cost 
  Power
  2 
  Climbing Kit
  3 
  Inﬁltration Kit
  Total Cost Of Package Abilities And Equipment:  26
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  SURVEILLANCE SPECIALIST 
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  +1 PER Rolls with all Sense Groups
  5 
  Bugging +1
  3 
  Conversation
  5 
  Shadowing +1
  Equipment
  Cost 
  Power
  var 
  Various cameras, recorders, bugs, and related 
  gear
  Total Cost Of Package Abilities And Equipment:  
  16 + equipment
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  IC UNDERCOVER  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Acting
  3 
  Concealment
  3 
  Conversation
  3 
  Disguise
  2 
  Forgery (choose one category, typically Docu-
  ments)
  2 
  Gambling (choose one category)
  3 
  High Society
  3 
  Mimicry
  3 
  Persuasion
  3 
  Seduction
  6 
  Choose 6 points’ worth of the following:  +1 to 
  PER Rolls, Bribery, Lockpicking, Security Sys-
  tems, Shadowing, Sleight Of Hand, Ventrilo-
  quism
  Equipment
  Cost 
  Power
  var 
  Varies according to mission
  Total Cost Of Package Abilities And Equipment:  
  34 + equipment
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  
  UNTIL: Defenders Of Freedom 
  69 
  TECHNICAL CORPS FIELD 
  AGENT PACKAGE DEAL
  Most of the “agents” in UNTIL’s Technical 
  Corps (TC) are scientists — men and women, 
  often older than typical ﬁeld agents (and rarely in 
  as good shape as they), who conduct research and 
  run laboratory experiments. But UNTIL knows 
  that many of its enemies use advanced technology 
  extensively, so it trains a certain number of ﬁeld 
  agents with the TC.
  Unlike EWD agents, who specialize in one 
  particular area — electronic warfare and informa-
  tion-gathering — TC ﬁeld agents are technological 
  generalists. They can program a computer, repair 
  UNTIL vehicles, jury-rig a blaster out of spare 
  parts, and so forth.
  If you want to create a non-ﬁeld agent member 
  of the Technical Corps — such as an older scientist 
  or a young computer wizard — just use this Pack-
  age Deal without buying the UBT Package Deal as 
  well.
  The Technical Corps emblem is a crossed 
  wrench and key.
  UNTIL SPECIAL PROJECTS 
  In addition to its standard ﬁeld teams, UNTIL 
  has several specialized forces that it refers to col-
  lectively as “Special Projects.” Most of them are pro-
  grams designed as responses to a particularly dan-
  gerous person or phenomenon, and UNTIL creates 
  new ones (or retires old ones) as necessary. Special 
  Projects fall under the command of the Field Mar-
  shall; their leaders report directly to him.
  Project Snakecharmer  
  The largest of UNTIL’s Special Projects, Project 
  Snakecharmer keeps watch on VIPER and tries to 
  anticipate (or at least counter) its moves. It primar-
  ily consists of UD and EWD agents. A large con-
  tingent of IC agents also work for the Project; some 
  of them have established undercover identities in 
  VIPER.
  Project Snakecharmer’s greatest asset is its 
  extensive database on VIPER agents, bases, super-
  villains, technology, tactics, and methodology. 
  VIPER in general, and the Supreme Serpent in par-
  ticular, would dearly love to destroy this database, 
  but it’s located in a heavily-defended section of 
  UNTIL World Headquarters in New York City (and 
  has several well-hidden backups). This database 
  frequently helps the Project predict VIPER trends 
  and maneuvers, and allows UNTIL to remain com-
  petitive with VIPER technologically.
  Founded in 1980, Snakecharmer is the second 
  oldest of the Special Projects, and the longest in 
  continuous service. It has had a fair amount of 
  success over the years in shutting down individual 
  Nests, particularly in England and the Soviet 
  Union, but has yet to deal the organization a truly 
  serious blow (largely because UNTIL was kept out 
  of the United States for so many years and couldn’t 
  participate in, for example, the Cottonmouth 
  incident of 1990). In 1994, Project Snakecharmer 
  provided support and intelligence to the Justice 
  Squadron when VIPER launched Operation Fever 
  Dream (see VIPER, pages 13-14), but once again 
  was largely out of the loop in the ﬁnal battles. 
  And when Eurostar and VIPER went to war in the 
  streets of Prague and Amsterdam in 1998, Snake-
  charmer was really only able to clean up the battle-
  ﬁeld after the carnage.  
  Project Snakecharmer agents take KS: VIPER 
  as one of their optional Skills. Their leader, Major 
  Rashida Kwame, comes from Kenya and bitterly 
  resents VIPER’s eﬀorts to exploit/conquer Africa.
  Snakecharmer’s emblem is an orange-brown 
  ﬂute on a red shield. The Project has its oﬃces at 
  UNTIL World Headquarters in New York City.
  TC FIELD AGENT  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  3 
  Computer Programming
  3 
  Electronics
  3 
  Inventor
  3 
  Mechanics
  2 
  PS: UNTIL Vehicle Repair 11-
  6 
  Science Skills (6 points’ worth)
  3 
  Systems Operation
  3 
  Weaponsmith (3 points’ worth)
  9 
  Choose 9 points’ worth of the following:  Bug-
  ging, Bureaucratics, Combat Driving, Combat 
  Piloting, Concealment, Cramming, Cryptog-
  raphy, Demolitions, Forgery, Lockpicking, 
  Paramedics, Persuasion, Security Systems, 
  Seduction, Shadowing, Skill Levels, Stealth, 
  Streetwise, any Background Skill, improve any 
  Package Deal Skill
  Equipment
  Cost 
  Power
  var 
  Varies according to mission and personal pref-
  erence
  Total Cost Of Package Abilities And Equipment:  
  35 + equipment
  Disadvantages
  Value Disadvantage
  None
  Total Value Of Package Disadvantages:  0
  Optional Abilities
  Cost 
  Abilities
  N/A 
  Combat Engineer:  For SSs, choose Civil 
  Engineering 11-, Electronic Engineering 11-, 
  and one other form of engineering 11-
  N/A 
  Field Communications Oﬃcer:  Choose +2 
  with Systems Operation
  N/A 
  Vehicle Engineering Specialist:  Choose 
  Combat Driving (or Piloting) and +2 to 
  Mechanics
  
  70 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  Project Mind Game  
  UNTIL’s answer to Project Awakening 
  (VIPER’s psionics program), Project Mind Game 
  is a group of UNTIL agents with mental powers... 
  and the scientists who study them. Unlike VIPER, 
  which has no scruples against experimenting on 
  human subjects to induce mental powers, UNTIL 
  must recruit its mentalists. Thus, Project Mind 
  Game is quite small — it has only six psionic mem-
  bers. They are:
  Captain Fujibayashi Tora:  A Japanese psychic of 
  immense power (400 points’ worth of mental 
  powers), Captain Fujibayashi has worked for 
  Project Mind Game since its inception in 1986. 
  He has directly engaged psionic supervillains, 
  including the notorious Menton, on several occa-
  sions. Though not nearly as powerful as Menton, 
  Fujibayashi has a power that lets him oppose 
  Menton eﬀectively:  45 points of Mental Defense, 
  15 points of which are Usable By Others (up to 
  eight people) at the same time. Mind Game some-
  times “loans” Captain Fujibayashi to UNITY when 
  the team needs psionic power or expertise.
  1st Lieutenant Jonas Skucas:  A powerful telepath 
  (150 points’ worth of mental powers), Lieutenant 
  Skucas mainly uses his powers to spy on criminals 
  mentally; his Mind Scan and Telepathy are both 
  strong. Rumors claim he secretly helped his home-
  land, Lithuania, declare independence from the 
  Soviet Union.
  1st Lieutenant Emil Mauch:  A German and friend of 
  the Secretary-Marshall’s family, Lieutenant Mauch 
  is a cyberkinetic — a psionic whose mental powers 
  allow him to communicate with and control com-
  puters and other machinery. He’s fairly powerful 
  (130 points’ worth of mental powers), and usually 
  works with Project Snakecharmer (in its attempts 
  to oppose the Supreme Serpent in cyberspace) or 
  various EWD teams.
  1st Lieutenant Toril Haroldsdottr:  This young woman 
  (she only recently turned 20) hails from Norway. 
  A psychic of medium strength, she has about 90 
  points’ worth of mental powers. Her powers have no 
  particular concentration or specialty; Mind Game 
  has not given her a permanent assignment yet.
  1st Lieutenant Kalaiwa’a Kamiida:  An American 
  from Hawaii, Lieutenant Kamiida is a low-powered 
  telekinetic (he possesses Telekinesis (25 STR) with 
  Fine Manipulation, and 5 points’ worth of Mental 
  Defense). He spends a lot of time training with the 
  other Mind Gamers, hoping to develop additional 
  powers and strengthen the ones he already has.
  1st Lieutenant Isabella Maronni:  Lieutenant 
  Maronni, an Italian, is the weakest mentalist in 
  Project Mind Game — at present, she only has 
  Telepathy 5d6. However, she has displayed other 
  abilities — Danger Sense, uncanny Luck, Light-
  sleep — that Project scientists consider to be sub-
  conscious manifestations of other abilities. They 
  hope her powers are still developing and will 
  become stronger.
  The secondary job of Project Mind Game 
  is to keep track of and prepare defenses against 
  prominent mentalist supervillains, such as the 
  various members of PSI, Mentalla of Eurostar, and 
  most importantly Menton. To that end they have 
  several IC agents dedicated to observing known 
  mentalists and searching for hidden ones, plus a 
  full team of psychobiologists working on mental 
  shielding and tracking technology. (To create one 
  of these scientists as a character, use the TC Field 
  Agent Package Deal and choose Psionic Engineer-
  ing as one of the SSs.)
  The emblem of Project Mind Game is a blue-
  white crystal ball on a purple shield. It’s based in 
  UNTIL World Headquarters in New York City 
  and led by Major Henrik Bronck of Denmark, the 
  chief scientist charged with studying the Project’s 
  members.
  Project Hermes 
  Project Hermes is UNTIL’s eﬀort to plumb 
  the mysteries of the occult. Its members, mainly 
  scholars with no ﬁeld training, study arcane lore  
  and keep tabs on mystical villains and criminal 
  organizations. Project Hermes has no practicing 
  spellcasters as members, though Dr. Black and Dr. 
  White of UNITY frequently assist it. Hermes agents 
  have also worked with noted mystical superheroes 
  like Witchcraft, Eldritch, and Dweomer.
  In recent years, Hermes has concentrated 
  much of its resources and eﬀort on three subjects:
  ■ DEMON, a thorn in UNTIL’s side since the Basi-
  lisk Orb incident of 1968
  ■ the various wearers of the Crowns of Krim
  ■ Takofanes the Undying Lord
  The goal in each of these cases is basically the 
  same:  analyze the evidence and reports they have 
  about the subject (very limited ones, in the case of 
  Takofanes) to learn how to develop weapons and 
  defenses eﬀective against them.
  Agents assigned to Project Hermes should take 
  KS: The Mystic World as one of their optional Skills.
  Project Hermes maintains its headquarters at 
  UNTIL’s base in Berlin, though its members fre-
  quently travel the world as they scrounge for mystic 
  artifacts, tomes, and information. Its emblem is a 
  brown book with gold clasps on a red shield. Its 
  leader is Major Violette Boudreau of France.
  Project Stargazer
  Another Special Project whose work is often 
  overlooked, Project Stargazer was set up to monitor 
  the heavens for signs of alien invasions and new 
  alien civilizations. It’s also responsible for keep-
  ing track of aliens living on Earth, especially alien 
  villains such as Firewing. Most alien heroes (such 
  as Ironclad) are well-acquainted with the Project 
  and its members, who are mainly scientists with 
  a strong interest in xenology (the study of alien 
  races). Agents assigned to Project Stargazer should 
  
  UNTIL: Defenders Of Freedom 
  71 
  take KS: The Alien World (knowledge of aliens on 
  Earth, and the alien species of the Milky Way to the 
  extent humans know about them) and SS: Astron-
  omy as two of their optional Skills.
  Project Stargazer is headquartered on UNTIL’s 
  space station, GATEWAY. Its leader, Major Jason 
  Larke, is an American with Ph.Ds in astronomy and 
  biology. Its emblem is a yellow crescent moon on a 
  star-covered blue-black shield.
  Project Shiva
  The ﬁrst of UNTIL’s Special Projects, Project 
  Shiva’s role is to monitor and oppose the activities 
  of the most dangerous supervillain on Earth:  Dr. 
  Destroyer. It operated continuously from 1976 
  to 1992. After Destroyer’s apparent death in the 
  Battle of Detroit, UNTIL shut Shiva down over 
  the strident protests of its commander, Major 
  Steven Thesken, who insisted Destroyer had prob-
  ably survived the battle and gone into hiding. The 
  High Command dismissed Thesken’s concerns as a 
  product of the decades he had spent studying Zer-
  stoiten. Rather than resign himself to desk duties, 
  Thesken resigned from UNTIL and began a private 
  search for Destroyer funded out of his own pocket. 
  After searching the world for nearly a decade, 
  Thesken disappeared somewhere in Eastern Asia 
  in 2002, mere months before Destroyer’s public 
  return. Within weeks of Destroyer’s reappearance 
  in Michigan, UNTIL reactivated Project Shiva.
  Project Shiva devotes most of its resources to 
  spying on the good Doctor in an eﬀort to keep pace 
  with his plots and make sure UNTIL is prepared to 
  deal with his attempts at world conquest. The Proj-
  ect also has a group of some of the best-trained, 
  best-equipped UNTIL agents (including four 
  Peacekeepers) ready 24 hours a day to take on Dr. 
  Destroyer’s forces at a moment’s notice. All Proj-
  ect troops are trained in special tactics designed 
  to increase their eﬀectiveness when they oppose 
  Destroyer’s forces.
  The members of Project Shiva are a diverse lot, 
  chosen from all branches of UNTIL’s ﬁeld agents. 
  This includes the IC, which tried for years to inﬁl-
  trate agents into Destroyer’s organization (without 
  success — Menton made sure of that) and has 
  recently resumed its eﬀorts. UNTIL agents assigned 
  to the Project must take KS: Dr. Destroyer as one 
  of their optional Skills. The leader of the Project is 
  Major Natesh Singh, a Sikh from the Punjab. The 
  Project’s emblem is a steel-gray gauntlet clenched 
  into a ﬁst on a scarlet shield.
  THE RAGNAROK
  Project Shiva is headquartered on a large, sub-
  mersible hovership, the Ragnarok. Originally built 
  in 1998 after Istvatha V’han’s ﬁrst attack on Earth, 
  the Ragnarok was intended to coordinate defenses 
  in case of a second attack by the dimension-con-
  quering supervillainess. When Destroyer returned 
  in 2002, the High Command transferred the ship to 
  the reactivated Project Shiva.
  The Ragnarok uses advanced holographic 
  technology to disguise itself, typically as a cloud 
  formation. It contains some of the most sophisti-
  cated surveillance equipment available; UNTIL has 
  repeatedly assured the Security Council that it uses 
  this equipment only to spy on Destroyer, not on 
  any nations or other organizations.
  RAGNAROK
   Val Char 
  Cost Notes
   14 Size 
  70 25” x 12.5”,  -14 KB, -9 DCV
   80 STR 
  0 
  Lift 1.6 ktons; 16d6 HTH [0]
   15 DEX 
  15 OCV: 5/DCV: 5
   24 BODY 
  0 
   18 DEF 
  60 Hardened (+¼)
   3 
  SPD 
  5 
  Phases: 4, 8, 12
    
   
   
  Total Characteristic Cost:  150
  Movement: 
  Flight:  30”/240”
   
  “Swimming”:  30”/240”
   
  Swimming:  2”/4”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  140 
  Hover Systems:  Flight 30”, x8 Noncombat,  
  No Turn Mode (+¼), Sideways  
  Maneuverability (+½), Usable Underwater 
  (+¼) 
  0
  -12 
  No Ground Movement: Ground  
  Movement -6” (0” total)
   
  Tactical Systems
  40 
  U-WJM “Thunderbolt” Assault Cannons:   
  Multipower, 100-point pool; all OIF  
  Bulky (-1), 16 Charges for entire reserve [16]
  5u 
  1)  Setting A:  Energy Blast 20d6; OIF  
  Bulky (-1)
  4u 
  2)  Setting B:  RKA 6d6; OIF Bulky (-1)
  10 
  U-WJM “Thunderbolt” Assault Cannons:   
  3 more U-WJM “Thunderbolt” Assault  
  Cannons (total of 4)
  45 
  Shiva Blasters:  RKA 5d6, Reduced  
  Endurance (0 END; +½); OIF Bulky (-1), 
  Limited Arc Of Fire (60 Degrees; -½) 
  0
  15 
  Shiva Blasters:  7 more Shiva Blasters  
  (total of 8)
  50 
  U-TCB Graviton Interference Generator:  
  Drain Flight 10d6; OIF Bulky (-1),  
  16 Charges (-0) 
  [16]
  120 
  U-SA-2 Mental Neutralizer:  Drain  
  Mental Powers 10d6, all Mental Powers 
  simultaneously (+2); OIF Bulky (-1),  
  8 Charges (-½) 
  [8]
  56 
  Flying Fish Missilepedoes:  RKA 3d6,  
  Armor Piercing (+½), Indirect (always  
  comes from Ragnarok, but can strike  
  target from any direction; +½), No  
  Range Modiﬁer (+½); OIF Bulky (-1),  
  16 Charges (-0)  
  [16]
  20 
  Flying Fish Missilepedoes:  15 more  
  Missilepedoes (total of 16)
  124 
  Cloud Generator System:  Darkness to  
  Sight Group 14” radius, Personal  
  Immunity (+¼), Reduced Endurance  
  (0 END; +½); OIF Bulky (-1), No  
  Range (-½) plus Sight Group and Radar 
  
  72 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  Images, -6 to PER Roll, Increased Size  
  (28” radius; +1¼), Reduced Endurance  
  (0 END; +½); OIF Bulky (-1), No Range  
  (-½), Set Eﬀect (only to simulate a cloud, -1) 0
   
  Operations Systems
  12 
  Surveillance Systems:  Telescopic (+16  
  versus Range Modiﬁer) for Sight Group;  
  OIF Bulky (-1) 
  0
  12 
  Surveillance Systems:  Telescopic (+16  
  versus Range Modiﬁer) for Hearing  
  Group; OIF Bulky (-1) 
  0
  5 
  Communications Uplink:  HRRP; OIF  
  Bulky (-1), Aﬀected As Sight And Hearing 
  Group As Well As Radio Group (-½) 
  0
  11 
  Radar:  Radar (Radio Group), Increased  
  Arc of Perception (360 Degrees),  
  Telescopic (+8 versus Range); OIF Bulky  
  (-1) Aﬀected As Sight Group As Well As 
  Radio Group (-½) 
  0
  14 
  Sonar:  Active Sonar (Hearing Group), 
  Increased Arc of Perception (360  
  Degrees), Telescopic (+8 versus Range);  
  OIF Bulky (-1) 
  0
  1 
  Sound Pickups:  Ultrasonic Perception  
  (Hearing Group); OIF Immobile (-1½) 
  0
  5 
  Searchlight:  Sight Group Images, +4 to 
  PER Rolls, Increased Size (8” radius; +¾), 
  Reduced Endurance (0 END; +½); OAF 
  Bulky (-1½), Only To Create Light (-1) 
  0
   
  Personnel Systems
  17 
  Life Support:  Life Support (Self-Contained 
  Breathing; Safe Environments:  High  
  Pressure, Intense Cold, Intense Heat,  
  Low Pressure/Vacuum) 
  0
  12 
  Cell Block:  DEF +8, Cannot Be Escaped  
  With Teleportation (x2; +½); Partial  
  Coverage (15 hexes; -2) 
  0
  7 
  Cell Block Psychic Energy Insulation:   
  Mental Defense (20 points); Partial  
  Coverage (15 hexes; -2) 
  0
  45 
  Cell Block Artiﬁcial Gravity Pinner:   
  Telekinesis (40 STR), Aﬀects Desolidiﬁed 
  (+½), Area Of Eﬀect (Any Area Of 9”; +1), 
  Reduced Endurance (0 END; +½); Only  
  To Pull Objects Straight Down To The  
  Floor (-1), Only Within Deﬁned Area  
  (15 hexes; -2)
  Skills
  30 
  Laboratories:  30 points’ worth  
  of laboratories
  Total Abilities Cost:  797
  Total Vehicle Cost:  947
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL combat  
  ship (Not Concealable, Causes Extreme 
  Reaction [fear])
  Total Disadvantage Points:  25
  Total Cost:  922/5 = 184
  ADDITIONAL VEHICLES
  Cost Vehicles
  82 
  MUNIN Mark II Computer System
  116 
  Harrows Flying Submersible (page 115)
  5 
  1 more Harrows Flying Submersible  
  (total of 2)
  110 
  Sigurd Combat Helicopter (see page 111)
  5 
  1 more Sigurd Combat Helicopter (total of 2)
  Description:  The Ragnarok is the latest creation of 
  brilliant vehicle designer Jean-Pierre Clerc. 160 feet 
  long, 75 feet across and sixty feet deep, the hovership 
  ﬂies on massive gravitic-induction engines designed 
  by Pharos Industries. The lower three decks contain 
  bays and maintenance areas for the smaller vehicles 
  it carries (two Harrows Flying Submersibles and two 
  Sigurd Combat Helicopters) and the engine shafts. 
  Deck Four is barracks, kitchens, and living space for 
  the crew of ninety. Deck Five is oﬃcer’s quarters and 
  mess, medical and scientiﬁc labs, and special security 
  vaults for dangerous materials and captured supervil-
  lains.
  The front half of the top deck contains a large 
  bridge where a comparatively small crew oversees 
  all functions of the ship. The back half includes 
  quarters and oﬃces for the command crew:  Major 
  Natesh Singh, who heads up Project Shiva; Major 
  Darren Sullivan, the Flight Commander; and Cap-
  tain Nadia Verucci, Chief Operations Oﬃcer.
  Since it was designed to fend oﬀ dimensional 
  conquerors (and their armies), and now pursues Dr. 
  Destroyer himself, the Ragnarok is one of the most 
  heavily armed and armored of UNTIL’s vehicles. Its 
  main guns are four massive Thunderbolt Cannons 
  (one mounted on traversible rails at each corner of 
  the ship) and eight specially-designed Shiva Blast-
  ers mounted equidistantly around the hull. It also 
  has specialized weapons, including the U-TCB 
  Graviton Interference Generator (which inhibits 
  superhumans’ and other vehicles’ ability to ﬂy) and 
  a U-SA-2 Mental Neutralizer to dminish the eﬀect 
  of psionic powers. Additionally, it carries 16 of 
  UNTIL’s Flying Fish Missilepedoes, which function 
  both as aerial missiles and underwater torpedoes.
  The Ragnarok is equally at home in the air or 
  the water; it’s operationally rated for up to eight 
  hundred feet of submersion, though Clerc insists it 
  can go much deeper with only minimal strain on 
  the engines and hull. When not on active duty the 
  Ragnarok docks in one of several UNTIL-main-
  tained bases, such as  San Clemente (California), 
  New Haven (England), Kushiro (Japan), Mombasa 
  (Kenya), and Fremantle (Australia).
  
  UNTIL: Defenders Of Freedom 
  73 
  Other Possible  
  Special Projects
  UNTIL is always on the lookout for new 
  threats to humanity, and if necessary it creates a 
  Special Project to deal with a particular problem. 
  Most Special Projects are temporary; UNTIL rarely 
  creates new permanent Special Projects. At present, 
  the only new permanent Special Project under con-
  sideration is Project Clockwork, which would mon-
  itor and oppose the villainous robot Mechanon. 
  Most agents expect the High Command to approve 
  Clockwork. Several agents have proposed Project 
  Carolingian (which would concentrate on Eurostar) 
  and Project Frankenstein (to oppose Teleios), but 
  the proposals have not yet been fully evaluated.
  AGENT TYPES AND  
  MOTIVATIONS
  While superheroes sometimes have trouble 
  telling one UNTIL agent from another, the truth is 
  they’re not the faceless drones their helmets, uni-
  forms, and military eﬃciency sometimes make them 
  seem to be. Each agent is an individual — a person 
  with his or her own hopes, dreams, fears, and motiva-
  tions. Some of the more common personality types 
  found among the ranks of UNTIL include:
  THE AUTHORITARIAN
  The Authoritarian is a control freak. He thinks 
  the world is too disorderly a place; all the chaos 
  and bickering nations lead to countless problems, 
  including crime. He’d prefer it if a right-minded 
  person — himself, perhaps — were in a position to 
  make people do as they ought to. While he’s not a 
  fascist, the Authoritarian deﬁnitely has a tendency 
  to want to be in a position where he issues orders 
  and other people obey them. That leads a lot of this 
  type of agent to try for command positions, which 
  sometimes is a good thing for UNTIL and some-
  times not.
  The Authoritarian usually belongs to Urban 
  Division. A specialization in Tactical Command is 
  common.
  Possible Disadvantages
  Psychological Limitation:  Control Freak 
  (Common, Moderate) (10 points)
  Psychological Limitation:  Must Be In Charge In 
  Any Situation (Common, Strong) (15 points)
  BLASTER BOY
  The Blaster Boy (or Girl) is a high-tech gun 
  nut. He joined UNTIL because it would teach him 
  to use cutting-edge ﬁrearms, and then actually let 
  him use them in combat conditions. He’s the sort 
  who, if he had criminal inclinations, would almost 
  certainly join VIPER for the exact same reasons; 
  fortunately, he’s a decent sort of guy who’d rather 
  help people than hurt them.
  Blaster Boys almost always join the UD, often 
  becoming Heavy Weapons agents.
  Possible Disadvantages
  Psychological Limitation:  Love Of Combat 
  (Common, Strong) (15 points)
  Reputation:  likely to start ﬁreﬁghts 8- (5 points)
  THE FOREIGN LEGIONNAIRE
  The opposite of the World Patriot, this type of 
  agent retains a strong loyalty to his home nation. 
  In many cases he would have preferred to join his 
  national military or police, but something — family 
  tradition, a disgrace known in his homeland but 
  which he hid from UNTIL recruiters, the folly of 
  youth — steered him into UNTIL’s arms instead. 
  While he wouldn’t, generally speaking, betray 
  UNTIL, his ﬁrst love is his homeland. He often 
  speaks highly of it (or denigrates other countries), 
  and might be tempted to sell UNTIL’s secrets to it 
  in some situations.
  Possible Disadvantages
  Psychological Limitation:  [Nationality] Patriot 
  (Common, Strong) (15 points)
  Psychological Limitation:  Hatred Of [Rival Nation] 
  (Uncommon, Moderate) (5 points)
  Reputation:  something negative in his homeland 
  that wouldn’t matter so much to UNTIL
  THE POLITICIAN
  This agent joined UNTIL as much for the 
  political and leadership opportunities it aﬀords as 
  for the chance to ﬁght supercrime. Smart, quick on 
  his feet, and suave, he often intends to enter poli-
  tics one day, either in his home nation or the UN 
  itself, and wants UNTIL service on his record for 
  some reason. Or he may prefer to enter the upper 
  ranks of UNTIL as quickly as possible; it’s a better 
  organization that oﬀers him more opportunities 
  than his nation’s military. In either case, he often 
  has diplomatic skills (Conversation, High Society, 
  Persuasion, and so on) and is as likely to try to use 
  them as his blaster if he has the chance.
  The Politician usually signs up for the Urban 
  Division, though the EWD, C&F, or the IC may suit 
  his preference for “an indirect approach” enough to 
  attract him.
  Possible Disadvantages
  Psychological Limitation:  Looks Out For Number 
  One (Common, Moderate) (10 points)
  Psychological Limitation:  Prefers Reason To Force 
  (Common, Moderate) (10 points)
  THE PROFESSIONAL
  The Professional has a military mindset — he’s 
  the consummate soldier. Prior to joining UNTIL, 
  he may have belonged to his national military. If 
  so, he chose to leave for some reason, shifting to 
  UNTIL because it, like an army or navy, operates 
  with military eﬃciency; being an agent also oﬀers 
  the opportunity for combat experience. Given his 
  eﬃcient approach to UNTIL actitivities, he may be 
  well-suited for command, but his intolerance for 
  people who don’t think and act like him often cause 
  his men to loathe him.
  
  74 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  Professionals usually join the Urban Division. 
  Combat Pilot, Heavy Weapons, Sky Cavalry, and 
  Vehicular Operations are all favored specializations.
  Possible Disadvantages
  Distinctive Features:  Preternaturally Neat, Nothing 
  Is Unpolished Or Out Of Place (Easily Concealable, 
  Noticed and Recognized) (5 points)
  Psychological Limitation:  Dismissive Of Non-Mili-
  tary Or Non-UNTIL Personnel (Common, Moder-
  ate) (10 points)
  THE SUPER-HATER
  This type of UNTIL agent harbors a deep 
  hatred for superhumans — either a speciﬁc super-
  human (or superteam), or all superhumans in 
  general. The former attitude usually arises because 
  the agent experienced some tragedy in his life 
  that he blames on supers. For example, his parents 
  may have died in a supervillain attack, or the New 
  Knights may have failed to save his ﬁancee from 
  some disaster. The latter attitude is more subtle; it 
  usually results when something — such as losing 
  his job to a new super-tech-based company — con-
  vinces the agent that superhumans cause more 
  trouble than they cure.
  In either case, the Super-Hater goes after 
  supervillains with undisguised zeal, and deals with 
  superheroes brusquely when he can’t avoid them 
  altogether. His record may describe incidents of 
  brutality (or suspected brutality) against supervil-
  lains. He may choose Heavy Weapons or one of the 
  vehicle-oriented specializations so that he has more 
  ﬁrepower to use against “those super-bastards.”
  Possible Disadvantages
  Hunted:  increase his Watched by UNTIL to 11-
  Psychological Limitation:  Hatred Of Superhumans 
  (Common, Strong) (15 points)
  Psychological Limitation:  Hatred Of 
  [A Particular Superhuman Or Super-
  team] (Common, Strong) (15 points)
  THE THIRD WORLD ESCAPEE
  This agent comes from a Third 
  World nation — usually in Africa or 
  Asia. He joined UNTIL not so much 
  because he believes in its mission or 
  the mission of the UN (though he may) 
  but because it gave him the opportu-
  nity to get the hell out of his impover-
  ished homeland. Thanks to his position 
  in UNTIL he earns enormous (by his 
  standards) amounts of money, gets to 
  travel the world, can play with high-
  tech weapons and gadgets, and rubs 
  shoulders with famous people. That, 
  combined with the glamour of UNTIL, 
  make being an agent the perfect career 
  for him... though he might jump ship 
  if a big corporation or the like oﬀered 
  him a really high-paying job.
  This type of agent almost never 
  joins the Wilderness or Oceanic/Arctic 
  Divisions; the hardships those posi-
  tions often entail are exactly the sort of thing he’s 
  trying to get away from.
  Possible Disadvantages
  Psychological Limitation:  Greedy (Common, 
  Strong) (15 points)
  Psychological Limitation:  Feels Guilty About 
  Abandoning His People (Uncommon, Moderate) 
  (5 points)
  THE THRILLSEEKER
  The Thrillseeker lives for the rush of high-
  speed car chases, combats against supervillains, and 
  ﬁreﬁghts with VIPER agents. He may have a death 
  wish, but it’s more likely he’s simply an adrenaline 
  junkie who considers UNTIL the best place to get 
  his “ﬁx.” His “swashbuckling” attitude often does not 
  exactly endear him to his fellow agents, who think 
  he’s dangerous and likely to get them shot.
  Possible Disadvantages
  Psychological Limitation:  Thrillseeker (Common, 
  Strong) (15 points)
  Psychological Limitation:  Adrenaline Junkie, Seeks 
  Out Most Dangerous Way to Do Things, Can’t Do 
  Things The “Safe” Way (Very Common, Strong)  
  (20 points)
  Psychological Limitation:  Refuses To Go Along 
  With Cautious Plans (Common, Moderate)  
  (10 points)
  Reputation:  Swashbuckler, 11- (10 points)
  TRUTH, JUSTICE, AND THE UNTIL WAY
  This type of agent genuinely believes in 
  UNTIL’s mission to make the world a better, safer 
  place. Being an agent gives him a chance to help 
  people, protect the innocent, and ﬁght crime even 
  
  UNTIL: Defenders Of Freedom 
  75 
  though he doesn’t have superpowers. Other agents 
  may regard him as naive or a dreamer, but they at 
  least respect the sincerity of his beliefs.
  Due to his attitude, TJ&UW is usually an 
  excellent agent, a model of eﬃciency who earns 
  commendations and promotions for his accom-
  plishments and spotless disciplinary record. But 
  sometimes he prefers to focus entirely on the job 
  and the good he can accomplish, dismissing proce-
  dural requirements as nonsense... an attitude that’s 
  likely to get him in more than a little trouble with 
  his superiors.
  Possible Disadvantages
  Psychological Limitation:  Truth, Justice, And The 
  UNTIL Way (Common, Strong) (15 points)
  Psychological Limitation:  Just Wants To Get The 
  Job Done; Can’t Stand Procedures Or Paperwork 
  (Common, Strong) (15 points)
  THE WORLD PATRIOT
  The World Patriot has a ﬁrm, sincere belief 
  in the concept of a “one world government,” and 
  believes the United Nations will eventually become 
  the government of a united Earth. He wants to be 
  on the front lines of that change, helping to make 
  it happen, and he sees UNTIL as the best way to 
  do that. Eventually Humanity will give UNTIL the 
  authority to enforce the Uniform Earth Code of 
  Justice anywhere in the world, and he’s ready for 
  that job.
  Possible Disadvantages
  Psychological Limitation:  One World Government 
  Patriot (Common, Moderate) (10 points)
  Psychological Limitation:  Hatred Of Nationalism 
  (Common, Moderate) (10 points)
  
  76 ■ UNTIL Agents 
  Hero System 5th Edition Revised
  H
  ere’s some character creation information 
  pertinent to UNTIL agents and superhu-
  mans working for or with UNTIL.
  UNTIL SKILLS
  UNTIL agents possess many skills and abilities 
  not known to the average person, or even the aver-
  age law enforcement or (para)military agent.
  COMBAT PILOTING  
  UNTIL requires its pilots to train on standard 
  vehicles such as planes and helicopters before they 
  ever get behind the controls of a Grav-Sled or 
  Jet-Cycle. Therefore, UNTIL agents who purchase 
  Combat Piloting should choose one of the standard 
  Transport Familiarity classes of vehicles as the 
  class of vehicles with which they are “automatically 
  familiar.”
  PROFESSIONAL SKILLS  
  As part of their Basic Training, all UNTIL 
  agents learn PS: UNTIL Agent. This Skill covers 
  the typical details of their jobs, such as preparing 
  (or avoiding!) paperwork. It may serve as Comple-
  mentary to Bureaucratics when dealing with the 
  organization.
  In addition to PS: UNTIL Agent, plenty of 
  other UNTIL-speciﬁc PSs exist. For example, 
  Peacekeeper and Sky Cavalry agents might not 
  know Mechanics, but they learn PSs for maintain-
  ing their specialized equipment (and perhaps can 
  even make a crucial battleﬁeld repair).
  TRANSPORT FAMILIARITY 
  UNTIL agents can learn the following TFs, 
  each of which costs 1 Character Point:
  UNTIL Grav Vehicles
  UNTIL Jet-Cycle
  UNTIL Personal Flight Unit
  Each of these counts as an individual class 
  of vehicles; characters cannot purchase them as a 
  single group, or as part of some other group. This 
  ensures that UNTIL’s enemies have a diﬃcult (at 
  best) time stealing and operating the agency’s 
  vehicles.
  WEAPON FAMILIARITY 
  All UNTIL agents learn WF: Small Arms and 
  WF: Knives, which they need to use UNTIL’s blast-
  ers and the U-B1 Battle Knife. See the accompany-
  ing table for the WFs that apply to non-standard 
  UNTIL weapons.
  UNTIL also has two unique WFs:  Peacekeeper 
  Armor Weapons and PFU Shoulder Blasters. Each 
  of these costs 1 Character Point and must be pur-
  chased individually.
  UNTIL PERKS
  FRINGE BENEFIT: UNTIL RANK
  The accompanying table lists the value of the 
  Fringe Beneﬁt for various positions in UNTIL.
  OTHER UNTIL FRINGE BENEFITS
  International Weapon Permit (2 Character Points):  
  This Fringe Beneﬁt gives a character the right to 
  carry weapons in any UN member nation.
  International Concealed Weapon Permit (4 Character 
  Points):  This Perk gives the character the right to 
  bear concealed arms in any UN member nation.
  International Police Powers (5 Character Points) and 
  Limited International Police Powers (3 Character 
  Points):  The form of International Police Powers 
  described on page 27 is a Fringe Beneﬁt costing 5 
  points. For 3 points, characters may purchase Lim-
  ited International Police Powers. This is the right 
  to be recognized as an agent of the police forces of 
  every nation participating in the agreement which 
  grants the powers — in other words, the character 
  is a cop in multiple nations (but not all of them), 
  and must abide by a given nation’s rules and regula-
  tions when exercising his powers in that nation.
  SLP Afﬁliate (2 Character Points):  Superheroes who 
  are part of the Superhero Liaison Program (page 
  136) purchase this Fringe Beneﬁt. It entitles them 
  to use UNTIL resources, but creates certain obliga-
  tions to UNTIL in return.
  CHARACTER 
  CREATION
  UNTIL WEAPON FAMILIARITIES
  Weapon 
  WF Class
  U-BKL “Firesnake” Flame Riﬂe  
  Flamethrowers
  U-BTB Synaptic Interference Cannon 
  Emplaced Weapons
  U-GEM-S “Sapphire” Laser Bazooka 
  Shoulder-Fired Weapons
  U-JGL Variable Energy Field Generator 
  Emplaced Weapons
  U-JPG Electronet 
  Nets
  U-OAD-1 Speargun 
  Small Arms
  U-OAD-2 Man-Portable Torpedo 
  Shoulder-Fired Weapons
  U-TCB Graviton Interference Generator 
  Shoulder-Fired Weapons
  U-WJM “Thunderbolt” Assault Cannon 
  Emplaced Weapons
  UNTIL RANKS
  Position 
  Cost
  Private 
  2
  Lance Corporal 
  3
  Corporal 
  4
  Sergeant 
  5
  Sergeant-Major 
  6
  Lieutenant, 2nd 
  7
  Lieutenant, 1st 
  8
  Captain 
  9
  Major 
  10
  Commander 
  12
  C&F Commander 
  13
  DAC Chief 
  13
  IC Commander 
  13
  OSR Commander 
  13
  Field Marshall 
  14
  Undersecretary 
  15
  Secretary-Marshall 16
  
  chapter ﬁve:
  chapter ﬁve:
  THIS IS MY WEAPON
  UNTIL TECHNOLOGY
  
  78 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  L
  ike the members of any other police or 
  paramilitary organization, UNTIL agents 
  often have to rely, ﬁrst and foremost, on 
  their weapons. Few supervillains surrender 
  meekly when UNTIL shows up — the usual result 
  is a ﬁreﬁght in which the power and sophistication 
  of an agent’s weapon may be a deciding factor.
  Rather than relying on conventional ﬁrearms, 
  which pose a high risk of secondary casualties in 
  the urban areas where UNTIL frequently operates, 
  agents use high-tech blasters and similar weapons 
  in most cases. This allows them to get the job done 
  with the minimum necessary level of force.
  This section describes some of UNTIL’s most 
  common weapons — but not all of its weapons. The 
  GM can have UNTIL scientists create an astonish-
  ing array of new and unusual weapons. The agency 
  can also call upon UN member governments for 
  access to conventional weapons, if necessary.
  Similar UNTIL weapons usually have inter-
  changeable energy packs. The energy packs for 
  any standard blaster weapon, for example, ﬁt in 
  any other blaster weapon; the lasers in the Per-
  sonal Laser Weapons Series can all use each other’s 
  energy packs.
  ENERGY PISTOLS
  U-SHL “SHELLIE” BLASTER PISTOL
  Effect:  Energy Blast 8d6
  Shots:  32
  Combat Modiﬁer(s)  None
  Range:  300”
  Description:  This “Shellie” is the standard sidearm 
  carried by UNTIL agents. Incorporating a slightly 
  modiﬁed form of pulson technology, it projects a 
  beam of greenish-gold energy to a range of over 
  600 yards (though of course the practical range of 
  the weapon is signiﬁcantly shorter). UNTIL issues 
  it to agents with two high-yield energy packs; the 
  large amount of “ammo” this gives the agent has 
  been a decisive factor in many ﬁreﬁghts.
  Game Information:  Energy Blast 8d6, 2 clips of 
  32 Charges each (+½) (60 Active Points); OAF 
  (-1). Total cost:  30 points.
  OPTIONS:
  1)  Smaller Energy Pack:  Older models of the U-
  SHL had less eﬃcient energy packs; they’re some-
  times found in the hands of veteran agents who 
  don’t want to give up favored sidearms, or agents 
  working for branch oﬃces with limited budgets. 
  Change to 2 clips of 12 Charges each (-0). 40 Active 
  Points; total cost 20 points.
  2)  Supercharged Shellie:  Some unknown UNTIL 
  agent developed a small supercharger for the U-
  SHL that allows the ﬁrer to increase the power 
  drawn from the energy pack, and thus the strength 
  of the blast. This tends to wear the weapon out 
  quickly, so the regs forbid it, but the specs for the 
  device have been ﬂoating around UNTIL for years 
  and more than a few agents carry the supercharged 
  form of the weapon. Change to 2 clips of 32 Boost-
  able Charges each (+¾). 70 Active Points; total cost 
  35 points.
  3)  Accurate Shellie:  Some agents know how to 
  modify their U-SHLs to to maintain the beam 
  for a few milliseconds — just long enough for the 
  shooter to easily move the beam into the target if 
  the initial blast isn’t accurate. This makes it much 
  more likely the shooter can hit a distant target. Add 
  No Range Modiﬁer (+½). 80 Active Points; total 
  cost 40 points.
  4)  Deadly Shellie:  Some agents increase the energy 
  frequency of the pulsons emitted by the Shellie, 
  making the beam much deadlier. Change to the 
  equivalent DCs in Killing Damage (RKA 2½d6).
  U-CFA “BRAINSCRAMBLER” PSIONIC  
  DISRUPTION PISTOL
  Effect:  Drain Psionics 4d6
  Shots:  8
  Combat Modiﬁer(s)  None
  Range:  200”
  Description:  UNTIL developed this weapon to 
  counteract the psionic powers used by some of 
  its opponents. It generates a pulse of energy that 
  temporarily disrupts a mentalist’s ability to use his 
  powers at full eﬀectiveness. Due to the high cost of 
  developing them, UNTIL only has a small number 
  of Brainscramblers as of late 2003 (and any agent 
  who loses or breaks one can expect a thorough 
  dressing-down), but UNTIL hopes to reduce the 
  price and make these commonly available within a 
  few years.
  Game Information:  Drain Psionics 4d6, all 
  Psionic Powers simultaneously (+2), Limited 
  Range (200”; +¼) (130 Active Points); OAF 
  (-1), 8 Charges (-½). Total cost:  52 points.
  WEAPONS
  UNTIL TECHNOLOGY 
  DISTRIBUTION
  UNTIL has strict 
  regulations about the 
  distribution and use of 
  its equipment. An agent 
  can’t simply walk up to 
  a Quartermaster oﬃcer 
  and ask for whatever he 
  wants; the only thing 
  that’s going to get him 
  is assigned to KP for a 
  long, long time.
  An agent who feels he 
  needs some weapon or 
  other gear in addition 
  to his standard kit has 
  to submit a requisition 
  form to his immediate 
  superior. If the oﬃcer 
  considers the request 
  valid, he approves it 
  (if that’s within his 
  power) or passes it on 
  to his own superiors for 
  approval. If he considers 
  it an invalid request, he 
  denies it, and that’s the 
  end of the matter. The 
  only requests that are 
  routinely approved are 
  for repair or replace-
  ment of the agent’s 
  standard gear; all others 
  receive close scrutiny, 
  since UNTIL’s not made 
  of money.
  If an agent receives 
  extra equipment, he’s 
  expected to take good 
  care of it and return it 
  to the Quartermaster 
  on completion of the 
  mission for which he 
  requested it. The events 
  of a mission may make 
  this impossible, but 
  UNTIL expects its per-
  sonnel to treat their gear 
  as the agency’s property, 
  not personal property.
  In game terms, the GM 
  takes the part of any 
  superior oﬃcer who has 
  Continued on next page
  
  UNTIL: Defenders Of Freedom 
  79 
  U-ELC “SCREECH OWL” SONIC PISTOL
  Effect:  Energy Blast 7d6/Energy Blast 4d6, NND
  Shots:  8
  Combat Modiﬁer(s)  None
  Range:  185”/200”
  Description:  Developed by UNTIL scientists after 
  study of the supervillainess Howler, this weapon 
  emits a damaging burst of sonic energy. It has 
  two settings, one of which emits a sonic blast that 
  stuns the target without causing injury, the other of 
  which causes damage. UNTIL scientists have not 
  built any other sonic weapons, but they are well 
  within UNTIL’s technological capacity if necessary.
  Game Information:
  Cost U-ELC “Screech Owl” Sonic Pistol
  18 
  U-ELC “Screech Owl” Sonic Pistol:   
  Multipower, 40-point reserve, all OAF  
  (-1), 2 clips of 8 Charges each (-¼) for  
  entire reserve
  2u  
  1) Standard Setting:  Energy Blast 7d6;  
  OAF (-1)
  2u  
  2) Mercy Setting:  Energy Blast 4d6,  
  NND (defense is Hearing Group Flash 
  Defense or being deaf; +1); OAF (-1)
  Total cost: 22 points.
  OPTIONS:
  1)  Deadly Setting:  UNTIL technicians with a 
  knowledge of sonics can add a third setting to 
  the weapon, one powerful enough to liquify solid 
  matter — but it uses up the pistol’s energy more 
  quickly than the other two settings. Add a third 
  slot:  RKA 2d6; OAF (-1), Requires 2 Charges Per 
  Use (-¼) (total cost:  1u). Total cost:  23 points.
  2)  One-Battery U-ELC:  This form of the Screech 
  Owl has one large energy pack instead of two small 
  ones. Change to 30 Charges (+¼) for entire reserve. 
  Total cost:  29 points.
  U-GEM-R “RUBY” LASER PISTOL
  Effect:  RKA 2d6
  Shots:  16
  Combat Modiﬁer(s)  +1 OCV, +1 RMod
  Range:  185”
  Description:  This is the pistol component of the 
  Personal Laser Weapons Series (see below). It ﬁres 
  a red laser beam (hence its name) and incorporates 
  an aiming laser function to enhance accuracy. 
  Commanders only issue it to agents in situations 
  where lethal force is considered necessary, such as 
  when facing Grond or Eurostar.
  Game Information:  RKA 2d6, 2 clips of 16 
  Charges each (+¼) (37 Active Points); OAF 
  (-1), No Knockback (-¼) (total cost:  16 points) 
  plus +1 OCV (5 Active Points); OAF (-1) (total 
  cost:  2 points) plus +1 versus Range Modiﬁer 
  (3 Active Points); OAF (-1) (total cost:  1 point). 
  Total cost: 19 points.
  OPTIONS:
  1)  Increased Power:  UNTIL’s weapon designers 
  have created some prototypes of the Ruby with 
  enhanced cutting power. Add Armor Piercing (+½). 
  52 Active Points; total cost 23 points; total cost for 
  weapon 26 points.
  2)  Early Model:  The earliest versions of the Ruby 
  lack the aiming laser feature. Remove the Combat 
  Skill Level and Range Skill Level. Total cost:  16 
  points.
  3)  One-Battery U-GEM-R:  Some models of the Ruby 
  have one large energy pack. Change to 30 Charges 
  (+¼). 37 Active Points; total cost 16 points; total 
  cost for weapon 19 points.
  U-SAS MINIBLASTER
  Effect:  Energy Blast 7d6
  Shots:  6
  Combat Modiﬁer(s)  None
  Range:  175”
  Description:  This weapon is a tiny version of the 
  U-SHL — small enough for a skilled sleight of 
  hand artist to palm, if necessary — with a few other 
  design modiﬁcations. UNTIL issues it to IC agents, 
  particularly in the Undercover branch. Its energy 
  beam is nearly as strong as the Shellie’s, but its 
  energy pack has much less power.
  Game Information:  Energy Blast 7d6 (35 Active 
  Points); OAF (-1), 6 Charges (-¾). Total Cost: 
  13 points.
  U-TWF STUNNER PISTOL
  Effect:  Energy Blast 6d6, AVLD
  Shots:  12
  Combat Modiﬁer(s)  None
  Range:  260”
  Description:  This weapon emits a unique frequency 
  of energy that saps the target’s vitality, rendering 
  him unconscious. It was developed by an extremely 
  paciﬁstic UNTIL scientist who considered even 
  blaster energy and sonics too lethal.
  Because the U-TWF is extremely expensive to 
  build, UNTIL only issues it to elite agents in emer-
  gency situations when nothing else will do the trick 
  (e.g., when UNTIL has to corral Ripper after one of 
  his escapes from Stronghold). Instead of a detach-
  able clip, the weapon has an integral battery; the 
  user must plug it into a wall socket to recharge it.
  Game Information:  Energy Blast 6d6, AVLD 
  (defense is Power Defense; +1½) (75 Active 
  Points); OAF (-1), 12 Charges (-¼). Total cost: 
  33 points.
  OPTIONS:
  1)  U-TWF-X Supercharged Variant:  In situations 
  where even the U-TWF won’t get the job done, 
  UNTIL brings out one of its half-dozen super-
  charged variants. Increase to Energy Blast 9d6. 112 
  Active Points; total cost 50 points.
  2)  Long-Range Variant:  Some models of the U-
  TWF have a barrel extension, aiming scope, and 
  retractable wire stock that make the weapon much 
  Continued from last page
  to approve a requisi-
  tion, and the governing 
  criterion for approval 
  is:  will giving the agent 
  extra equipment help 
  the campaign? If so, the 
  GM approves the requi-
  sition; if not, he denies 
  it. See page 158 for more 
  information.
  
  80 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  more accurate at long ranges. Add No Range Modi-
  ﬁer (+½). 90 Active Points; total cost 40 points.
  ENERGY  
  SUBMACHINE GUNS
  UNTIL only has two major models of small, 
  automatic ﬁre-capable weapons. In general it pre-
  fers to rely on its energy riﬂes for such relatively 
  heavy ﬁrepower.
  U-JM “JIMMY” BLASTER SMG
  Effect:  Energy Blast 7d6, Autoﬁre
  Shots:  32
  Combat Modiﬁer(s)  None
  Range:  350”
  Description:  UNTIL’s most common SMG is a 
  pulson blaster developed from the U-SHL. It looks 
  like the Shellie in most respects, but with a larger 
  body and longer barrel shaped so the shooter can 
  hold it with both hands if necessary. The energy 
  clip lies ﬂush against the back part of the barrel.
  Game Information:  Energy Blast 7d6, Autoﬁre 
  (5 shots; +½), 2 clips of 32 Charges each (+½) 
  (70 Active Points); OAF (-1). Total cost: 35 
  points.
  OPTIONS:
  1)  U-JM-X “Jimmy Dean” Experimental SMG:  
  UNTIL has manufactured a few prototypes of a 
  more powerful SMG blaster, but an as-yet uncor-
  rectable technical problem (periodic misﬁres in the 
  pulson aggregation chamber) prevent the agency 
  from replacing the standard U-JM. Increase to 
  Energy Blast 8d6 and add Activation Roll 15- (-¼). 
  80 Active Points; total cost 35 points.
  2)  U-JM-V “Jimmy V” SMG:  This form of the U-
  JM aggregates the pulsons for a few microseconds 
  longer, increasing their power to more lethal levels 
  at the expense of a reduced rate of automatic ﬁre. 
  Change to RKA 2d6+1, Autoﬁre (3 shots; +¼), 
  +1 Increased STUN Multiplier (+¼), 2 clips of 32 
  Charges each (+½) (70 Active Points); OAF (-1). 
  Total cost:  35 points.
  U-GEM-A “AMETHYST” LASER SMG
  Effect:  RKA 2d6, Autoﬁre, Armor Piercing
  Shots:  32
  Combat Modiﬁer(s)  None
  Range:  375”
  Description:  As part of the Personal Laser Weapons 
  Series (see below), the Technical Corps created this 
  laser SMG. It ﬁres a lavender-colored laser beam.
  Game Information:  RKA 2d6, Autoﬁre (5 
  shots; +½), Armor Piercing (+½), 2 clips of 32 
  Charges each (+½) (75 Active Points); OAF 
  (-1), No Knockback (-¼). Total cost: 33 points.
  OPTIONS:
  1)  Integral Aiming Laser:  There’s often not much 
  point in having an aiming laser on an SMG, but 
  agents who want it can obtain one for the Ame-
  thyst. Add +1 OCV (5 Active Points); OAF (-1) 
  (total cost:  2 points) plus +1 versus Range Modi-
  ﬁer (3 Active Points); OAF (-1) (total cost:  1 point). 
  Total cost:  36 points.
  2)  Drum Energy Pack:  Some forms of the Amethyst 
  have a single, larger, disk-shaped energy pack that 
  mounts to the top of the weapon like a drum maga-
  zine. Change to 90 Charges (+¾). 82 Active Points; 
  total cost 36 points.
  ENERGY RIFLES
  These weapons, particularly the U-KTF, are 
  the UNTIL agent’s main battle weapons. UD agents 
  occasionally “personalize” them with stickers or 
  decals, or even small carvings on the stock. Though 
  this is against protocols, Field Commanders tend to 
  ignore these displays of individualism in the inter-
  est of troop morale.
  U-KTF “KATIE” BLASTER ASSAULT RIFLE
  Effect:  Energy Blast 10d6, Autoﬁre
  Shots:  32
  Combat Modiﬁer(s)  +1 OCV, +1 RMod
  Range:  500”
  Description:  Most UNTIL agents carry this assault 
  riﬂe in the ﬁeld. They refer to it as the “Katie” or the 
  “BAR.”
  The U-KTF uses UNTIL’s standard pulson 
  blaster technology in a sort of bullpup conﬁgura-
  tion that helps keep the weapon’s size and weight 
  down (something overburdened agents are always 
  grateful for). Thanks to its large pulson aggrega-
  tion chamber, it ﬁres a signiﬁcantly more powerful 
  blast than the U-SHL, and its enhanced pulson feed 
  mechanism provides a high rate of ﬁre if necessary.
  The BAR can change between single-shot and 
  automatic-ﬁre mode with a thumb selector switch 
  near the trigger. In most situations, agents using 
  the weapon ﬁre single shots (i.e., choose to Autoﬁre 
  only one shot), since they’re easier to aim. But when 
  facing multiple opponents or powerful supervil-
  lains, they’re quick to “rock and roll” — switch to 
  automatic ﬁre. In hand-to-hand combat an agent 
  can use his BAR’s riﬂe butt as a club (however, in 
  the GM’s option, this may have a chance of mis-
  aligning the pulson aggregation chamber, reduc-
  ing the weapon’s damage to 9d6 or even 8d6 until 
  ﬁxed).
  The U-KTF is a gold-colored assault riﬂe with 
  a relatively large, heavy stock (due to the quasi-
  bullpup conﬁguration) and a long, slender forward 
  barrel. In some models, the straight energy pack ﬁts 
  into the weapon immediately forward the trigger 
  guard; in others it inserts into the grip or attaches 
  lengthwise ﬂush against the right side of the stock.
  
  UNTIL: Defenders Of Freedom 
  81 
  Game Information:
  Cost Powers
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½) (100 Active Points); OAF 
  (-1) (total cost:  50 points) plus +1 OCV 
  (5 Active Points); OAF (-1) (total cost:  2 
  points) plus +1 versus Range Modiﬁer (3 
  Active Points); OAF (-1) (total cost:  1 point)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½)
  Total cost:  59 points.
  OPTIONS:
  1)  Integral Battery:  One model of the U-KTF 
  doesn’t have energy packs, it has a built-in battery 
  that the user recharges by plugging the riﬂe into 
  any source of electricity. Change to 60 Charges 
  (+½). Total cost:  59 points.
  2)  U-KTF-P Plasma-Pulson Blaster Assault Riﬂe:  
  This variant of the Katie mixes plasma in with the 
  pulson bolt, creating a multilayered beam with 
  greater armor-penetrating power. Change to:
  Cost Powers
  65 
  U-KTF-P Plasma-Pulson Blaster Assault  
  Riﬂe:  Energy Blast 10d6, Armor Piercing 
  (+½), Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½) (125 Active Points);  
  OAF (-1) (total cost:  62 points) plus +1 OCV 
  (5 Active Points); OAF (-1) (total  
  cost:  2 points) plus +1 versus Range  
  Modiﬁer (3 Active Points); OAF (-1)  
  (total cost:  1 point)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½)
  Total cost:  71 points.
  U-AM “SUNSTROKE” FLARE RIFLE
  Effect:  Sight Group Flash 6d6, Area Of Effect
  Shots:  8
  Combat Modiﬁer(s)  None
  Range:  225”
  Description:  UNTIL agents often request this weapon 
  when they plan to assault numerically large foes, since 
  it can take a lot of enemies out of the ﬁght quickly. 
  However, it’s much less eﬀective in long-running 
  battles (an enemy that knows UNTIL is using it can 
  take steps to counter the eﬀects, such as shading the 
  eyes) or when the battleﬁeld becomes too too chaotic 
  to target groups of enemy agents.
  Game Information:
  Cost Powers
  27 
  U-AM “Sunstroke” Flare Riﬂe:  Sight Group 
  Flash 6d6, Area Of Eﬀect (6” Radius; +1¼) (67 
  Active Points); OAF (-1), 8 Charges (-½)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½)
  Total cost:  33 points.
  OPTIONS:
  1)  Multiple Clips:  Change to 2 clips of 8 Charges 
  each (-¼). Total cost:  36 points.
  U-BKL “FIRESNAKE” FLAME RIFLE
  Effect:  RKA 3d6, Area of Effect, Armor Piercing,  
  Continuous
  Shots:  12
  Combat Modiﬁer(s)  None
  Range:  785”
  Description:  This weapon is UNTIL’s version of a 
  ﬂamethrower. It consists of a riﬂe-like body with 
  a two small attached tank-like “clips” of concen-
  trated fuel. The chemicals in the two tanks are, by 
  themselves, inert — they won’t catch on ﬁre if an 
  attack damages the weapon. But when they mix 
  in the weapon’s pressurized ﬁring chamber, they 
  become highly ﬂammable, and as they project out 
  of the nozzle an electrical charge lights the fuel to 
  create a powerful blast of ﬁre. The user can choose 
  between narrow-beam and wide-beam applications 
  by moving a focusing ring on the barrel.
  Game Information:
  Cost U-BKL “Firesnake” Flame Riﬂe
  52 
  U-BKL “Firesnake” Flame Riﬂe:   
  Multipower, 157-point reserve, all OAF 
  Bulky (-1½), No Knockback (-¼), 12  
  Charges for entire Multipower (-¼)
  6u 
  1) Narrow Beam:  RKA 3d6, Area of Eﬀect 
  (44” Line; +1), Armor Piercing (+½),  
  Continuous (+1); OAF Bulky (-1½), No 
  Knockback (-¼)
  6u  
  2) Wide Beam:  RKA 3d6, Area of Eﬀect  
  (23” Cone; +1), Armor Piercing (+½), Con-
  tinuous (+1); OAF Bulky (-1½), No Knock-
  back (-¼)
  Total cost:  64 points.
  
  82 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  U-CCC “3-C” BLASTER RIFLE
  Effect:  Energy Blast 10d6, Armor Piercing
  Shots:  32
  Combat Modiﬁer(s)  None
  Range:  375”
  Description:  Although the U-KTF is more common, 
  the U-CCC is UNTIL’s standard non-assault-style 
  riﬂe. It’s really just a riﬂe-sized version of the U-SHL 
  with more powerful pulson technology.
  Game Information: Energy Blast 10d6, 2 clips of 
  32 Charges each (+½) (75 Active Points); OAF 
  (-1). Total cost:  37 points.
  OPTIONS:
  1)  U-CCC-X “Powerhouse” Blaster Riﬂe:  UNTIL 
  has a supercharged version of the 3-C, but rarely 
  uses it because its unreliability is dangerous on the 
  battleﬁeld. Change to:  Energy Blast 12d6, 2 clips of 
  32 Charges each (+½) (90 Active Points); OAF (-1), 
  Activation Roll 14- (-½). Total cost:  36 points.
  2)  U-CCC-S Sniper Blaster:  In some situations, 
  UNTIL can set up a sniper to cover a prisoner trans-
  port or similar event, giving him as a weapon this 
  form of the 3-C, which has a much longer barrel and 
  some integral aiming devices. Add Increased Maxi-
  mum Range (2,500”; +¼) and No Range Modiﬁer 
  (+½). 112 Active Points; total cost 56 points.
  U-GEM-D “DIAMOND” LASER ASSAULT RIFLE
  Effect:  RKA 3d6, Autoﬁre, Armor Piercing
  Shots:  32
  Combat Modiﬁer(s)  None
  Range:  560”
  Description:  In the early 1980s, with supercrime on 
  the increase, UNTIL decided to develop a line of 
  laser riﬂes for situations when it needed stronger 
  ﬁrepower than blasters could provide. Headed by Dr. 
  Garrison E. Michaux of the TC, Project Flashlight 
  experimented with several diﬀerent technologies 
  to generate an acceptable level of laser power in a 
  relatively lightweight weapon. After several years of 
  work, it created or adapted the systems it needed, 
  and in 1987 the Personal Laser Weapons Series 
  (PLWS) was introduced for ﬁeld use. Each weapon 
  in the series has a diﬀerently-colored laser beam so 
  agents can tell them apart during a battle.
  The assault weapon entry in the series is the 
  U-GEM-D “Diamond,”, which ﬁres a powerful 
  white laser beam and has automatic ﬁre capability. 
  Due to the Diamond’s power, commanders gener-
  ally forbid its use in populated areas, since the laser 
  beam may cut through obstructions to injure civil-
  ians on the other side.
  Game Information: 
  Cost Powers
  50 
  U-GEM-D “Diamond” Laser Assault Riﬂe:  RKA 
  3d6, Autoﬁre (5 shots; +½), Armor Piercing 
  (+½), 2 clips of 32 Charges each (+½) (112 
  Active Points); OAF (-1), No Knockback (-¼)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½)
  Total cost:  56 points.
  OPTIONS:
  1)  U-GEM-D “Star Diamond” Laser Riﬂe:  One vari-
  ant on the Diamond sacriﬁces automatic ﬁre capa-
  bility for a more powerful beam. Change to RKA 
  3½d6, Armor Piercing (+½), 2 clips of 32 Charges 
  each (+½) (110 Active Points); OAF (-1), No 
  Knockback (-¼). Total cost:  55 points.
  2)  Integral Aiming Laser:  There’s often not much 
  point in having an aiming laser on an assault riﬂe, 
  but agents who want it can obtain one for the Dia-
  mond. Add +1 OCV (5 Active Points); OAF (-1) 
  (total cost:  2 points) plus +1 versus Range Modi-
  ﬁer (3 Active Points); OAF (-1) (total cost:  1 point). 
  Total cost:  59 points.
  U-GEM-E “EMERALD” LASER RIFLE
  Effect:  RKA 3d6, Armor Piercing
  Shots:  8
  Combat Modiﬁer(s)  +1 OCV, +3 RMod
  Range:  1,125”
  Description:  This long-barrelled weapon, the riﬂe of 
  the Personal Laser Weapons Series, ﬁres a green laser 
  beam (with an aiming laser to enhance accuracy). 
  It has an extremely long range and is quite deadly, 
  making it an ideal sniper’s weapon.
  Game Information:
  Cost Powers
  46 
  U-GEM-E “Emerald” Laser Riﬂe:  RKA  
  3d6, Armor Piercing (+½), Increased  
  Maximum Range (2,250”; +¼), No Range 
  Modiﬁer (+½) (101 Active Points); OAF  
  (-1), No Knockback (-¼), 2 clips of 8  
  Charges each (-¼) plus +1 OCV (5 Active 
  Points); OAF (-1) (total cost:  2 points) plus 
  +3 versus Range Modiﬁer (9 Active Points); 
  OAF (-1) (total cost:  4 points)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 Active  
  Points); OAF (-1), Hand-To-Hand  
  Attack (-½)
  Total cost:  52 points.
  OPTIONS:
  1)  U-GEM-EC Laser Carbine:  Designed for use in 
  conﬁned environments where a weapon with a 
  long barrel wouldn’t ﬁt well, the EC Laser Carbine 
  sacriﬁces range for convenience. Remove Increased 
  Maximum Range (+¼) and reduce to +1 versus 
  Range Modiﬁer. Total cost:  45 points.
  2)  U-GEM-E Laser Riﬂe With Linked HUD Aiming:  
  UNTIL’s technicians have modiﬁed several Emer-
  alds by attaching a special set of goggles to them via 
  a cable. The shooter wears the goggles, which con-
  tain rangeﬁnding and aiming technology. Rather 
  than having to aim the riﬂe in the traditional way, 
  the shooter simply looks at the target, and the 
  weapon hits whatever the crosshairs in the goggles 
  line up on. Remove Increased Maximum Range 
  (+¼) and change No Range Modiﬁer (+½) to Line 
  Of Sight (+½). Total cost:  48 points.
  
  UNTIL: Defenders Of Freedom 
  83 
  U-JF “JEFFIE” HEAVY  
  BLASTER CARBINE
  Effect:  Energy Blast 12d6, Autoﬁre, 
  Penetrating
  Shots:  16
  Combat Modiﬁer(s)  None
  Range:  600”
  Description:  This short-barrelled riﬂe 
  incorporates pulson beam compres-
  sion technology to give its blast an extra 
  wallop that some squads really appreci-
  ate. However, it’s not only heavier than 
  the U-KTF, but its energy pack is good 
  for fewer shots because of the extra 
  energy required by the compression 
  system. Additionally, it has a slower rate 
  of ﬁre.
  Game Information:
  Cost Powers
  60 
  U-JF “Jeﬃe” Heavy Blaster Car-
  bine:  Energy Blast 12d6, Autoﬁre 
  (3 shots; +¼), Penetrating (+½), 
  4 clips of 16 Charges each (+¼); 
  OAF (-1)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 
  Active Points); OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  66 points.
  OPTIONS:
  1)  Integral Energy Pack:  Some agents prefer this 
  model of the Jeﬃe, since it means they don’t have to 
  carry around multiple energy packs. On the other 
  hand, it has less overall “ammo” than the standard 
  version. Change to 45 Charges (+½). Total cost:  73 
  points.
  2)  Modiﬁed U-JF Heavy Blaster Carbine:  Some 
  agents alter their Jeﬃes to increase the rate of 
  ﬁre, though this means sacriﬁcing a little of the 
  weapon’s power. Change to Energy Blast 11d6 and 
  Autoﬁre (5 shots; +½). Total cost:  68 points.
  U-JS “ELECTROCUTOR” ELECTRICITY RIFLE
  Effect:  Energy Blast 14d6
  Shots:  64
  Combat Modiﬁer(s)  None
  Range:  525”
  Description:  This riﬂe is the most powerful “light” 
  weapon in UNTIL’s arsenal; many agents prefer it 
  because of the punch it packs (and because it has a 
  large integral energy pack). Others like it because 
  the blast of electrical energy it projects tends to be 
  particularly eﬀective against gadgeteer villains, evil 
  robots, and even some vehicles.
  Game Information:
  Cost Powers
  52 
  U-JS “Electrocutor” Electricity Riﬂe:  Energy 
  Blast 14d6, 64 Charges (+½) (105 Active 
  Points); OAF (-1)
  6 
  Riﬂe-butt Club:  HA +3d6 (15 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½)
  Total cost:  58 points.
  OPTIONS:
  1)  U-JS-A “Electrostorm” Electricity Riﬂe:  This form 
  of the Electrocutor has automatic ﬁre capability. 
  Add Autoﬁre (3 shots; +¼). 122 Active Points; total 
  cost 67 points.
  2)  Lethal Electrocutor:  This version of the Electro-
  cutor really lives up to its name. Change to:  RKA 
  4d6, 64 Charges (+½) (90 Active Points); OAF (-1). 
  Total cost:  51 points.
  U-MD “GHOSTBUSTER” PHASE RIFLE
  Effect:  Energy Blast 10d6, Affects Desolidiﬁed
  Shots:  16
  Combat Modiﬁer(s)  None
  Range:  375”
  Description:  The Technical Corps designed this 
  weapon for use against opponents with the power 
  to become intangible, such as Blackstar or Riptide. 
  It uses advanced technology to “phase” standard 
  blaster energy out of “frequency” with solid reality 
  so that it can aﬀect an intangible target. UNTIL has 
  very few of these riﬂes and only issues them when 
  it knows they’ll be needed.
  Game Information:  Energy Blast 10d6, Aﬀects 
  Desolidiﬁed (+½) (75 Active Points); OAF (-1), 
  16 Charges (-0). Total cost: 37 points.
  
  84 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  U-PJB PHOTON INTERFERENCE  
  DISRUPTION RIFLE
  Effect:  Drain Invisibility 10d6
  Shots:  16
  Combat Modiﬁer(s)  None
  Range:  50”
  Description:  UNTIL uses this riﬂe to deprive oppo-
  nents who have the power to make themselves 
  invisible of that particular form of defense. It emits 
  a beam that disrupts the target’s ability to interfere 
  with the ﬂow of photons around himself (and thus 
  has no eﬀect against any type of invisibility not 
  involving the manipulation of light waves, such as 
  psionic invisibility). Of course, locating an invisible 
  target to make that ﬁrst shot count may take some 
  skill or luck....
  Game Information:  Drain Invisibility 10d6, 
  Limited Range (50”; +¼) (125 Active Points); 
  OAF (-1), Does Not Aﬀect Certain Special 
  Eﬀects (-¼), 16 Charges (-0). Total cost:  55 
  points.
  U-SA MUTANT NEUTRALIZATION RIFLE
  Effect:  Drain Mutant Powers 8d6
  Shots:  8
  Combat Modiﬁer(s)  None
  Range:  50”
  Description:  Since UNTIL often ﬁghts or tries to 
  capture supervillains who are mutants, it has devel-
  oped a weapon to neutralize mutant powers. It 
  projects a beam that aﬀects the nervous system of 
  a person with mutant DNA, temporarily disrupting 
  his ability to use his powers. Expensive and rare, the 
  riﬂe is only issued when UNTIL knows it will face a 
  powerful mutant opponent.
  Game Information:  Drain Mutant Powers 8d6, 
  all Mutant Powers simultaneously (+2), Lim-
  ited Range (50”; +¼) (260 Active Points); OAF 
  (-1), 8 Charges (-½). Total cost:  104 points.
  OPTIONS:
  1)  Integral Aiming Laser:  Against some supervil-
  lains, that ﬁrst shot has to count, so UNTIL agents 
  can obtain a version of the U-SA with an integral 
  aiming laser. Add +1 OCV (5 Active Points); OAF 
  (-1) (total cost:  2 points) plus +1 versus Range 
  Modiﬁer (3 Active Points); OAF (-1) (total cost:  1 
  point). Total cost:  107 points.
  2)  Clips:  Instead of having an integral energy pack, 
  this form of the U-SA comes with two detachable 
  energy packs. Change to 2 clips of 8 Charges each 
  (-¼). Total cost:  115 points.
  3)  U-SA-X Supercharged Variant:  The energy beam 
  projected by this type of U-SA has much longer-
  lasting eﬀects on the target. Add Delayed Return 
  Rate (points return at the rate of 5 per Hour; +1). 
  340 Active Points; total cost 136 points.
  U-SPF TANGLER RIFLE
  Effect:  Entangle 6d6, 6 DEF
  Shots:  16
  Combat Modiﬁer(s)  None
  Range:  300”
  Description:  This riﬂe ﬁres a cannister of strong plas-
  tic strands at the target. The cannister breaks upon 
  impact, wrapping the target in the strands and thus 
  immobilizing him.
  Game Information:  Entangle 6d6, 6 DEF (60 
  Active Points); OAF (-1), Cannot Form Barriers 
  (-¼), 16 Charges (-0). Total cost:  27 points.
  OPTIONS:
  1)  U-SPF-C Tangler Carbine:  This shorter, smaller 
  version of the U-SPF likewise has a shorter range. Add 
  Limited Range (100”; -¼). Total cost:  24 points.
  HEAVY WEAPONS
  In addition to agents’ personal weapons, 
  UNTIL issues heavy weapons or other unusual 
  armaments to squads in appropriate situations. 
  Usually Heavy Weapons Specialist agents operate 
  these devices. The weapons described here are just 
  a small sampling; the GM is encouraged to concoct 
  any sort of weapon that he feels UNTIL would rea-
  sonably have available to it.
  U-BTB SYNAPTIC INTERFERENCE CANNON
  Effect:  Drain 4d6 (STR, DEX, EGO, or SPD)
  Shots:  12
  Combat Modiﬁer(s)  None
  Range:  500”
  Description:  This tripod-mounted weapon, which 
  requires a two-man crew to operate (each member 
  of which must know WF: Emplaced Weapons), 
  generates a unique type of energy which interferes 
  with the synaptic and neural responses of the 
  human body. Depending upon exactly what eﬀect 
  is chosen, the target’s strength, agility, willpower, or 
  reﬂexes can be aﬀected. The TC is trying to develop 
  a riﬂe-sized version of this weapon, but so far has 
  had no success (much to its frustration, since it 
  knows VIPER has similar technology).
  Game Information:  Drain 4d6, any one of four 
  Characteristics (STR, DEX, EGO, or SPD) one 
  at a time (+¼), Ranged (+½) (70 Active Points); 
  OAF Bulky (-1½), Crew Served (2 agents; -¼), 
  12 Charges (-¼). Total cost:  23 points.
  OPTIONS:
  1)  Integral Aiming Laser:  Add +2 OCV (10 Active 
  Points); OAF (-1) (total cost:  5 points) plus +4 
  versus Range Modiﬁer (12 Active Points); OAF (-1) 
  (total cost:  6 points) (total cost of Aiming Laser:  
  11 points). Total cost of weapon:  34 points.
  2)  U-BTB-X Enhanced Model:  This version of the 
  Synaptic Interference Cannon is larger and more 
  powerful, but needs a third crewperson. Increase 
  
  UNTIL: Defenders Of Freedom 
  85 
  to Drain 5d6 and Crew-Served (3 agents; -½). 87 
  Active Points; total cost 27 points.
  U-EWD-1 ELECTROBOMB
  Effect:  Dispel Electronic Device Powers 20d6
  Shots:  1
  Combat Modiﬁer(s)  None
  Range:  No Range
  Description:  UNTIL’s EWD agents use Electrobo-
  mbs — electronic limpet mines, essentially — to 
  disable computer and security systems (sometimes 
  UD agents use them against powered armor-wear-
  ing supervillains or evil robots). When placed on 
  the target device and triggered by a radio signal, the 
  Electrobomb generates a pulse of electricity suf-
  ﬁcient to disrupt most electronic systems. Aﬀected 
  devices typically require major repairs and/or 
  replacement of sensitive components; they can’t 
  simply be turned back on.
  Game Information:  Dispel Electronic Device 
  Powers 20d6, all Electronic Device Powers 
  simultaneously (+2), Trigger (coded radio 
  signal; +¼) (195 Active Points); OAF (-1), 
  No Range (-½), 1 Charge (-2). Total cost:  43 
  points.
  OPTIONS:
  1)  Electrobomb Four-Pack:  UNTIL sometimes 
  issues Electrobombs in packs of four if it knows 
  its agents will face multiple targets using electrical 
  devices. Change to 4 Charges (-1). Total cost:  56 
  points.
  U-GEM-S “SAPPHIRE” LASER BAZOOKA
  Effect:  RKA 9d6
  Shots:  1
  Combat Modiﬁer(s)  None
  Range:  675”
  Description:  This one-shot PLWS “bazooka” packs 
  a tremendous punch. It’s intended for use against 
  gigantic city-wrecking monsters, powerful alien 
  spaceships, and similar targets instead of individual 
  human targets, but UNTIL might issue it to agents 
  facing the likes of Mechanon.
  Game Information:  RKA 9d6 (135 Active 
  Points); OAF (-1), No Knockback (-½), 1 
  Charge (-2). Total cost: 30 points.
  OPTIONS:
  1)  Short-Range U-GEM-S:  This model of the Sap-
  phire is shorter and stubbier, making it easier to 
  carry but signiﬁcantly reducing its range. Add Lim-
  ited Range (200”; -¼). Total cost:  28 points.
  CREW-SERVED  
  LIMITATION
  Some weapons require more than one person to operate 
  properly. Such weapons take the Limitation Crew-Served. 
  The value of the Limitation depends on the size of the 
  crew needed to ﬁre the weapon without penalty, as indi-
  cated by the accompanying table.
   
   
   
  Penalty for Single
   Value 
  Required Crew 
  Character To Operate
   -¼ 
  2 
  -3
   -½ 
  3-4 
  -6
   -¾ 
  5-8 
  -9
   -1 
  9-16 
  Not possible
  ...and so on
  If more than a single character, but fewer than the 
  required number of characters, attempts to ﬁre a 
  weapon, reduce the penalty by the number of characters 
  beyond one (though the minimum penalty remains 
  -1 regardless of how many characters participate). For 
  example, if four characters try to ﬁre a weapon needing a 
  crew of 8, the normal -9 penalty becomes -6 (-9, reduced 
  by 3 for each person beyond the ﬁrst).
  To determine the OCV of a Crew-Served weapon, use 
  the chief operator’s OCV, or at the GM’s option take 
  the average OCV of the crew. If a Crew-Served weapon 
  requires a Weapon Familiarity, at least half of the crew 
  must have that WF, or the crew suﬀers the standard 
  Unfamiliar Weapon penalty (-3 OCV).
  If a Crew-Served weapon costs END, all members of the 
  crew must pay that END cost.
  Weapons with this Limitation should also take the Focus 
  Limitation with the additional Bulky or Immobile Limi-
  tations. They usually take the Extra Time Limitation as 
  well. Generally they do not take the STR Minimum or 
  Required Hands Limitations, since they’re mounted on 
  bipods, tripods, or vehicles.
  
  86 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  U-JGL VARIABLE ENERGY FIELD GENERATOR
  Effect:  Change Environment (create energy ﬁeld) 16” 
  radius
  Shots:  N/A
  Combat Modiﬁer(s)  None
  Range:  No Range
  Description:  UNTIL knows that exposure to certain 
  forms of energy (such as magnetics, high-frequency 
  sonics, infrared light, or various types of radiation) 
  can weaken or injure many of its superpowered 
  opponents without posing any signiﬁcant danger to 
  normal humans. In some cases an energy ﬁeld may 
  also aﬀect an enemy’s equipment. UNTIL devel-
  oped this weapon, which resembles a small safe 
  on wheels, to exploit these vulnerabilities. Agents 
  simply move it into place and turn it on (they can 
  also activate it remotely with a radio signal from 
  their communications equipment), and it generates 
  the desired energy ﬁeld around itself until turned 
  oﬀ or destroyed. Most forms of UNTIL equipment 
  are shielded so the U-JGL’s energy ﬁelds won’t 
  aﬀect them.
  Game Information:  Change Environment 16” 
  radius, Varying Eﬀect (any form of energy; +1), 
  Reduced Endurance (0 END; +½), Personal 
  Immunity (for UNTIL equipment; +¼) (69 
  Active Points); OAF Bulky (-1½), No Range 
  (-½). Total cost:  23 points
  OPTIONS:
  1)  Prototype U-JGL-2 VEFG:  The Technical Corps 
  has been working on a more powerful version of 
  the U-JGL, but it hasn’t quite ironed out all the bugs 
  yet. Increase to 64” radius and add Activation Roll 
  15- (-¼). 96 Active Points; total cost 29 points.
  U-JPG ELECTRONET
  Effect:  Entangle 5d6, 5 DEF plus Energy Blast 4d6, 
  NND
  Shots:  1 Recoverable Charge
  Combat Modiﬁer(s)  None
  Range:  RBS
  Description:  UNTIL agents use this weapon to 
  immobilize and stun dangerous targets. It’s a net 
  made of tough wire mesh, with battery packs 
  attached to it which electrify it after it wraps 
  around the target. The battery packs contain 
  enough “juice” for just a few seconds, but that 
  should be enough to take the ﬁght out of most foes. 
  (The net can be used without turning the battery 
  packs on, if desired.) It requires WF: Nets to use, 
  and so is only issued to specially-trained agents.
  Game Information:  Entangle 5d6, 5 DEF, Area 
  Of Eﬀect (One Hex; +½) (75 Active Points); 
  OAF (-1), 1 Recoverable Charge (-1¼), Range 
  Based On STR (-¼), Cannot Form Barriers 
  (-¼) (total cost:  20 points) plus Energy Blast 
  4d6, NND (defense is insulated rED; +1), Area 
  Of Eﬀect (One Hex; +½), Continuous (uses 1 
  Charge per Phase until turned oﬀ or Charges 
  are exhausted; +1) (70 Active Points); OAF 
  (-1), Linked (-½), Range Based On STR (-¼), 4 
  Charges (-1) (total cost:  19 points). Total cost:  
  39 points.
  OPTIONS:
  1)  Large Electronet:  Some Electronets are large 
  enough to capture multiple targets at once. Change 
  Area Of Eﬀect (One Hex; +½) to Area Of Eﬀect (4” 
  Radius; +1). 100 + 80 = 180 Active Points; total cost 
  27 + 21 = 48 points.
  2)  U-JPG-L Launched Electronet:  The Electronet 
  also comes in a form that’s built into a launcher. 
  Re-packing the net into the sabot the launcher ﬁres 
  takes 1 Minute. Remove Range Based On STR (-¼). 
  Total cost 21 + 20 = 41 points.
  U-TCB GRAVITON  
  INTERFERENCE GENERATOR
  Effect:  Drain Flight 10d6
  Shots:  8
  Combat Modiﬁer(s)  None
  Range:  750”
  Description:  This weapon resembles a bazooka or 
  other shoulder-mounted weapon. It emits a beam 
  of energy that interferes with the “anti-graviton” 
  particles emitted by many superhumans who can 
  ﬂy (this includes ﬂying vehicles using antigravity 
  technology, such as many aerial hovercraft). It does 
  not aﬀect wings, mechanical ﬂight devices, or cer-
  tain other “special eﬀects” for ﬂight powers.
  Game Information:  Drain Flight 10d6, Ranged 
  (+½) (150 Active Points); OAF Bulky (-1½), 
  Does Not Aﬀect Certain Special Eﬀects (-½), 8 
  Charges (-½). Total cost:  43 points.
  U-WJM “THUNDERBOLT” ASSAULT CANNON
  Effect:  Energy Blast 20d6/RKA 6d6
  Shots:  16
  Combat Modiﬁer(s)  None
  Range:  500”/450”
  Description:  This weapon (not to be confused with 
  a similar VIPER weapon of the same nickname)  is 
  the most powerful of UNTIL’s “standard” weapons. 
  A tripod-mounted blaster cannon capable of blow-
  ing vault doors oﬀ their hinges, it requires a 3-man 
  crew to operate eﬀectively (each member of the 
  crew must know WF: Emplaced Weapons). How-
  ever, on occasion a strong agent will pick one up 
  and use it in a last-ditch heroic stand of some sort.
  Game Information:
  Cost Powers
  33 
  U-WJM “Thunderbolt” Assault Cannon:  Mul-
  tipower, 100-point reserve; all OAF Bulky 
  (-1½), Crew-Served (3 agents; -½), 16 
  Charges for entire Multipower (-0)
  3u 
   1)  Setting A:  Energy Blast 20d6; OAF Bulky 
  (-1½), Crew-Served (3 agents; -½)
  3u 
   2)  Setting B:  RKA 6d6; OAF Bulky (-1½), 
  Crew-Served (3 agents; -½)
  Total cost:  39 points.
  
  UNTIL: Defenders Of Freedom 
  87 
  OPTIONS:
  1)  U-WJM-AF “Thunderstorm” Assault Cannon:  This 
  even more powerful variant of the Thunderbolt has 
  a larger energy pack and automatic ﬁre capability. 
  It’s primarily intended for use against enemy vehi-
  cles and bases, not human-sized targets. Increase 
  reserve to 150 points, change to 60 Charges (+½) 
  for entire reserve, and add Autoﬁre (5 shots; +½) to 
  each slot. Total cost:  84 points.
  2)  U-WJM-E “Thunderboomer” Assault Cannon:  This 
  variant uses a slightly diﬀerent form of energy that 
  interacts with the physical target to create an explo-
  sive eﬀect. Increase reserve to 150 points and add 
  Explosion (+½) to each slot. Total cost:  59 points.
  MISCELLANEOUS WEAPONS
  Here are a few weapons that don’t ﬁt into any 
  of the above categories.
  Blaster Accessories
  The accompanying table lists the scopes, sights, 
  and other accessories that UNTIL has developed 
  for use with its ﬁrearms. Most agents have at least 
  a U-A1 Basic Sight for all missions, and a U-A2 
  Infrared Sight and/or U-A21 Starlight Sight for 
  nighttime missions. A single weapon can usually 
  mount multiple accessories if desired, though the 
  GM may restrict this in in the interest of game bal-
  ance.
  All accessories are OAFs, and have Reduced 
  Endurance (0 END; +½) if necessary.
  U-B1 Battle Knife
  U-B1 BATTLE KNIFE
  Effect:  HKA 1d6
  END Cost:  0 (plus END for STR)
  Combat Modiﬁer(s)  None
  Range:  N/A
  Description:  This is the standard UNTIL knife, 
  issued to all agents. It’s used as a tool more than a 
  weapon in most cases.
  Game Information:  HKA 1d6 (up to 2d6 with 
  STR), Reduced Endurance (0 END; +½) (22 
  Active Points); OAF (-1), No Knockback (-¼). 
  Total cost:  10 points.
  OPTIONS:
  1)  U-B1-WD Battle Knife:  The version of the U-B1 
  carried by WD agents has a hollow handle contain-
  ing useful supplies (such as matches and ﬁshing 
  line). Add +1 with Survival; OAF (-1). Total cost: 1 
  point; total cost of weapon 11 points.
  2)  U-B2 Dress Sword:  UNTIL oﬃcers’ dress uni-
  forms sometimes include a sword. Although not 
  intended for ﬁghting, it can be wielded in combat 
  if necessary. Increase to HKA 1d6+1. 30 Active 
  Points; total cost 13 points.
  3)  U-B1-T Throwing Knife:  Some UNTIL knives are 
  balanced for throwing. Change to HKA ½d6 (up 
  to 1d6+1 with STR), Reduced Endurance (0 END; 
  +½) (15 Active Points); OAF (-1), No Knockback 
  (-¼) (total cost:  7 points) plus Ranged (+½) for 
  HKA 1d6+1 (10 Active Points); OAF (-1), 1 Recov-
  erable Charge (-1¼), Range Based On STR (-¼) 
  (total cost:  3 points). Total cost:  10 points.
  OAD Weapons
  Although many of UNTIL’s standard weapons 
  work underwater, the members of UNTIL’s OAD 
  teams have developed several weapons speciﬁcally 
  for use in underwater missions.
  U-OAD-1 SPEARGUN
  Effect:  RKA 2d6
  Shots:  4 Recoverable Charges
  Combat Modiﬁer(s)  None
  Range:  150”
  Description:  This is the OAD speargun, which ﬁres 
  sharp-tipped metal “spears” with tremendous force. 
  It has a greater range than standard spearguns, and 
  other improvements.
  Game Information:  RKA 2d6 (30 Active 
  Points); OAF (-1), 4 Recoverable Charges (-½), 
  No Knockback (-¼). Total cost: 11 points.
  OPTIONS:
  1)  U-OAD-1X Speargun:  This form of the Spear-
  gun ﬁres explosive-tipped spears. They’re smaller 
  than the standard spears, and thus the weapon is 
  smaller as well, but the shooter can’t recover and 
  re-use them. Change to 4 Charges (-1). Total cost:  
  9 points.
  UNTIL BLASTER ACCESSORIES
  Name 
  Effect 
  A/R Cost
  U-A1 Basic Sight 
  +2 Range Skill Levels 
  6/3
  U-A11 Advanced Sight 
  +6 Range Skill Levels 
  18/9
  U-A2 Infrared Sight 
  Infrared Perception (Sight Group) 
  5/2
  U-A21 Starlight Sight 
  Nightvision 
  5/2
  U-A3 Ultraviolet Sight 
  Ultraviolet Perception (Sight Group) 
  5/2
  U-A4 Blasterscope 
  +8 vs. Range Modiﬁer for Sight 
  12/6
  U-A5 X-Ray Sight 
  N-Ray Perception (Sight Group; not  
   
  through lead, gold, or force ﬁelds) 
  10/5
  U-A6 Laser Aiming System 
  +2 OCV and +4 Range Skill Levels 
  22/11
  U-A7 Flashlight 
  Sight Group Images (light only),  
   
  +4 PER  
  33/11
  U-TS-3 Targeting System 
  +2 OCV 
  10/5
  
  88 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  U-OAD-2 MAN-PORTABLE TORPEDO
  Effect:  RKA 4d6, Armor Piercing, No Range Modiﬁer
  Shots:  1
  Combat Modiﬁer(s)  None
  Range:  600”
  Description:  This weapon is a bazooka-like device 
  capable of launching a single small torpedo at subma-
  rines and other such targets. To ﬁre it, the agent must 
  know WF: Shoulder-Fired Weapons.
  Game Information:  RKA 4d6, Armor Pierc-
  ing (+½), No Range Modiﬁer (+½) (120 Active 
  Points); OAF (-1), Only Works Underwater (-½), 
  1 Charge (-2). Total cost:  27 points.
  Restraints
  UNTIL often has to restrain supervillains it 
  captures until it can get them to a secure jail or 
  prison. Here are some devices it uses.
  U-RD1 SUPERCUFFS
  Effect:  Entangle 12d6 (standard Effect: 12 BODY), 18 
  DEF, Takes No Damage From Attacks
  END Cost:  1 Recoverable Charge
  Combat Modiﬁer(s)  None
  Range:  No Range
  Description:  These advanced hand- and legcuﬀs are 
  built especially to hold superhumans, and speciﬁ-
  cally constructed to cover the entire hand and foot 
  so the captive can’t use Accessible Foci, nor employ 
  Contortionist or Lockpicking to escape.
  Game Information:  Entangle 12d6 (standard 
  Eﬀect: 12 BODY), 18 DEF, Takes No Damage 
  From Attacks (+½) (225 Active Points); OAF 
  (-1), Cannot Form Barriers (-¼), Set Eﬀect 
  (hands and legs only, -½), No Range (-½), 
  Must Follow Grab Or Target Must Be Willing 
  (-½), 1 Recoverable Charge (-1¼). Total cost:  
  45 points.
  U-RD2 POWER NEGATOR
  Effect:  Drain 5d6
  END Cost:  0
  Combat Modiﬁer(s)  None
  Range:  No Range
  Description:  This device, once attached to a super 
  who has the appropriate type of superpowers (as 
  deﬁned by the special eﬀect the device aﬀects), Drains 
  all of the super’s powers. Although it’s extremely 
  expensive, UNTIL considers it an absolute necessity 
  for dealing with powerful supervillains. (More sophis-
  ticated models, built as Variable Power Pools only 
  usable for this sort of Drain, and thus able to be tuned 
  to any sort of special eﬀect, are even more costly.)
  Game Information:  Drain 5d6, all abilities of 
  One Special Eﬀect simultaneously (special eﬀect 
  must be deﬁned when device is built; +2), Con-
  tinuous (+1), Reduced Endurance (0 END; +½), 
  Uncontrolled (deactivated by removing device 
  from victim; +½) (250 Active Points); OAF (-1), 
  Can Only Be Used On Manacled/Restrained Sub-
  jects (-¼). Total cost:  111 points.
  Grenades
  UNTIL agents may carry a wide variety of gre-
  nades. Usually the members of a unit or team make 
  sure they carry a mix of grenades among them-
  selves, rather than each member carrying the same 
  type, but this depends on the mission and circum-
  stances. UNTIL issues grenades in packs of four.
  U-07 “Rockabye” Sleep Gas Grenade:  Emits a cloud 
  of gas designed to knock unprotected persons out 
  cold.
  U-09 “Crybaby” Tear Gas Grenade:  Very useful for 
  disabling large numbers of enemy agents or taking 
  out villains without hurting them.
  U-12 Paralysis Gas Grenade:  This weapon is on the 
  cutting edge of UNTIL’s chemical warfare technol-
  ogy. It emits a small cloud of gas that interferes 
  with the target’s synaptic responses, reducing his 
  ability to move — thus, despite its name, it does not 
  induce true paralysis, only a slowing of movement. 
  However, it has proved quite useful against targets 
  for whom the U-18 Tangler Grenade is ineﬀective. 
  UNTIL has not yet had the opportunity to deter-
  mine whether this weapon works on non-humans.
  U-18 Tangler Grenade:  A lower-tech, but often more 
  eﬀective, way of restraining foes, the U-18 releases 
  
  UNTIL: Defenders Of Freedom 
  89 
  a net of strong plastic strands that wrap about the 
  target, rendering him immobile. It’s possible to 
  catch two or more targets in the net if they stand 
  close together.
  U-22 Weakness Gas Grenade:  Another product of 
  UNTIL’s Advanced Chemical Warfare Research 
  laboratories, this grenade was designed for use 
  against Grond, Ogre, and their ilk.
  U-33 Fragmentation Grenade:  UNTIL’s version of 
  the standard fragmentation grenade.
  U-44 “Thunderclap” Stun Grenade:  UNTIL’s version 
  of standard “ﬂashbang” stun grenades. It emits a 
  bright ﬂash of light and a loud noise that disorients 
  and confuses the target.
  Cost Power
  44 
  U-07 “Rockabye” Sleep Gas Grenade:   
  Energy Blast 6d6, NND (defense is Life  
  Support [Self-Contained Breathing,  
  Diminished Sleep (no need to sleep), or 
  appropriate Immunity]; +1), Area Of  
  Eﬀect (6” radius; +1), Continuous (+1)  
  (120 Active Points); OAF (-1), Range Based 
  On STR (-¼), 4 Continuing Charges  
  lasting 1 Turn each (removed by winds  
  or rain; -½)
  36 
  U-09 “Crybaby” Tear Gas Grenade:  Sight 
  Group and Normal Smell Flash 6d6, Area  
  Of Eﬀect (7” Radius; +1), Continuous (+1) 
  (99 Active Points); OAF (-1), Range Based 
  On STR (-¼), 4 Continuing Charges  
  lasting 1 Turn each (removed by winds  
  or rain; -½)
  60 
  U-12 Paralysis Gas Grenade:  Drain SPD  
  4d6, NND (defense is Life Support [Self-
  Contained Breathing or appropriate  
  Immunity]; +1), Range Based On STR  
  (+¼), Area Of Eﬀect (One Hex; +½),  
  Continuous (+1) (150 Active Points);  
  OAF (-1), 4 Continuing Charges lasting 1 
  Turn each (removed by winds or rain; -½)
  18 
  U-18 Tangler Grenade:  Entangle 4d6,  
  4 DEF, Area Of Eﬀect (One Hex; +½)  
  (60 Active Points); OAF (-1), 4 Charges  
  (-1), Range Based On STR (-¼)
  60 
  U-22 Weakness Gas Grenade:  Drain  
  STR 4d6, NND (defense is Life Support  
  [Self-Contained Breathing or appropriate 
  Immunity]; +1), Range Based On STR  
  (+¼), Area Of Eﬀect (One Hex; +½),  
  Continuous (+1) (150 Active Points);  
  OAF (-1), 4 Continuing Charges lasting 1 
  Turn each (removed by winds or rain; -½)
  16 
  U-33 Fragmentation Grenade:  RKA  
  2d6+1, Explosion (+½) (52 Active Points); 
  OAF (-1), 4 Charges (-1), Range Based On 
  STR (-¼)
  21 
  U-44 “Thunderclap” Stun Grenade:  Sight  
  and Hearing Group Flash 4d6, Explosion 
  (+½) (37 Active Points); OAF (-1), 4  
  Charges (-1), Range Based On STR (-¼) 
  (total cost:  11 points) plus Energy Blast 3d6, 
  NND (defense is Sight and Hearing Group 
  Flash Defense; +1), Explosion (+½) (37 
  Active Points); OAF (-1), 4 Charges  
  (-1), Linked (-½), Range Based On STR  
  (-¼) (total cost:  10 points)
  UNTIL GRENADE LAUNCHERS
  UNTIL agents normally throw their grenades 
  in combat. When they need to attack a distant 
  target with a grenade, they can use two types of 
  grenade launchers instead — one hand-held, the 
  other attached beneath the barrel of the U-KTF 
  BAR or any similar-sized riﬂe.
  These two devices do not add to the user’s 
  STR; they replace it for grenade-throwing purposes. 
  When using them, a character gets no beneﬁt for 
  running before he “throws,” but still suﬀers penal-
  ties for “throwing” while prone.
  Cost Power
  12 
  UNTIL Grenade Launcher (Hand-Held):   
  50 STR (50 Active Points); OAF (-1), Only  
  To Make Standing Or Prone Throws Of 
  UNTIL Grenades (-2)
  7 
  UNTIL Grenade Launcher (Riﬂe-Mounted):   
  30 STR (30 Active Points); OAF (-1), Only  
  To Make Standing Or Prone Throws Of 
  UNTIL Grenades (-2), Only Works With 
  UNTIL Firearms (-0)
  
  90 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  UNTIL PERSONAL WEAPONS QUICK-REFERENCE TABLE
  Name Of Weapon 
  Effect/Notes 
  Shots
  Energy Pistols
  U-SHL “Shellie” Blaster Pistol 
  Energy Blast 8d6 
  32 (x2)
     U-SHL Blaster Pistol (Supercharged) 
  Energy Blast 8d6 
  32 (x2) Boostable
     U-SHL Blaster Pistol (Accurate) 
  Energy Blast 8d6, No Range Modiﬁer 
  32 (x2)
     U-SHL Blaster Pistol (Deadly) 
  RKA 2½d6 
  32 (x2)
  U-CFA “Brainscrambler” Psionic Disruption Pistol Drain Psionics 4d6 
  8
  U-ELC “Screech Owl” Sonic Pistol 
  Energy Blast 7d6/Energy Blast 4d6 NND 
  8 (x2) or 30
     U-ELC “Screech Owl” (Deadly) 
  Energy Blast 7d6/Energy Blast 4d6 NND/RKA 2d6 
  8 (x2)
  U-GEM-R Laser Pistol 
  RKA 2d6; +1 OCV, +1 Range 
  16 (x2) or 30
     U-GEM-R Laser Pistol (Enhanced) 
  RKA 2d6, AP, +1 OCV, +1 Range 
  16 (x2)
     U-GEM-R Laser Pistol (Early Model) 
  RKA 2d6 
  16 (x2)
  U-SAS Miniblaster 
  Energy Blast 7d6  
  6
  U-TWF Stunner Pistol 
  Energy Blast 6d6, AVLD 
  12
     U-TWF-X Stunner Pistol 
  Energy Blast 9d6, AVLD 
  12
     U-TWF Stunner Pistol (Long Range) 
  Energy Blast 6d6, AVLD, No Range Modiﬁer 
  12
  Submachine Guns
  U-JM “Jimmy” Blaster SMG 
  Energy Blast 7d6, AF5 
  32 (x2)
     U-JM-X “Jimmy Dean” Blaster SMG 
  Energy Blast 8d6, AF5, Act 15- 
  32 (x2)
     U-JM-V “Jimmy V” Blaster SMG 
  RKA 2d6+1, AF5, +1 STUN Modiﬁer 
  32 (x2)
  U-GEM-A “Amethyst” Laser SMG 
  RKA 2d6, AF5, AP 
  32 (x2) or 90
     U-GEM-A “Amethyst” (Aiming Laser) 
  RKA 2d6, AF5, AP; +1 OCV, +1 Range 
  32 (x2)
  Energy Riﬂes
  U-KTF “Katie” Blaster Assault Riﬂe 
  Energy Blast 10d6, AF5; +1 OCV, +1 Range 
  32 (x2) or 60
     U-KTF-P Plasma-Pulson BAR 
  Energy Blast 10d6, AF5, AP; +1 OCV, +1 Range 
  32 (x2)
  U-AM “Sunstroke” Flare Riﬂe 
  Sight Group Flash 4d6, AE (4” Radius) 
  8 or 8 (x2)
  U-BKL “Firesnake” Flame Riﬂe 
  RKA 3d6, AP, AE (44” Line or 23” Cone), Cont 
  12
  U-CCC “3-C” Blaster Riﬂe 
  Energy Blast 10d6, AP 
  32 (x2)
     U-CCC-X  “Powerhouse” Blaster Riﬂe 
  Energy Blast 12d6, AP, Act. 14- 
  32 (x2)
     U-CCC-S  Sniper Blaster Riﬂe 
  Energy Blast 12d6, AP, IMR, NRM 
  32 (x2)
  U-GEM-D “Diamond” Laser Assault Riﬂe 
  RKA 3d6, AF5, AP 
  32 (x2)
     U-GEM-D “Star Diamond” Laser AR 
  RKA 3½d6, AP 
  32 (x2)
     U-GEM-D “Diamond” Laser AR (Aiming) 
  RKA 3½d6, AF5, AP; +1 OCV, +1 Range 
  32 (x2)
  U-GEM-E “Emerald” Laser Riﬂe 
  RKA 3d6, AP, IMR, NRM; +1 OCV, +3 Range 
  8 (x2)
     U-GEM-EC “Emerald” Laser Carbine 
  RKA 3d6, AP, NRM; +1 OCV, +1 Range 
  8 (x2)
     U-GEM-E “Emerald” w/HUD 
  RKA 3d6, AP, LOS; +1 OCV, +3 Range 
  8 (x2)
  U-JF “Jeﬃe” Heavy Blaster Carbine 
  Energy Blast 12d6, AF3, Pen 
  16 (x4) or 45
     U-JF Heavy Blaster Carbine (Modiﬁed) 
  Energy Blast 11d6, AF5, Pen 
  16 (x4)
  U-JS “Electrocutor” Electricity Riﬂe 
  Energy Blast 14d6  
  64
     U-JSA “Electrostorm” Electricity Riﬂe 
  Energy Blast 14d6, AF3 
  64
     U-JSA “Electrocutor” (Deadly) 
  RKA 4d6 
  64
  U-MD “Ghostbuster” Phase Riﬂe 
  Energy Blast 10d6, AﬀDesol 
  16
  U-PJB Photon Interference Disruption Riﬂe 
  Drain Invisibility 10d6 
  16
  U-SA Mutant Neutralization Riﬂe 
  Drain Mutant Powers 8d6 
  8 or 8 (x2)
     U-SA Mutant Neutralization Riﬂe (Aiming) 
  Drain Mutant Powers 8d6; +1 OCV, +1 Range 
  8
     U-SA-X Mutant Neut. Riﬂe (Supercharged) 
  Drain Mutant Powers 8d6, DRR (5 points per Hour) 
  8
  U-SPF Tangler Riﬂe 
  Entangle 6d6, 6 DEF 
  16
     U-SPF-C Tangler Carbine 
  Entangle 6d6, 6 DEF, Limited Range (100”) 
  16
  Heavy Weapons
  U-BTB Synaptic Interference Cannon 
  Drain 4d6 (STR, DEX, EGO, or SPD), Crew2 
  12
     U-BTB Synaptic Interf. Cannon (Aiming) 
  Drain 4d6 (STR, DEX, EGO, or SPD), Crew2; 
   
  +2 OCV, +4 Range 
  12
     U-BTB-X Synaptic Interference Cannon 
  Drain 5d6 (STR, DEX, EGO, or SPD), Crew3 
  12
  U-EWD-1 Electrobomb 
  Dispel Electronic Device Powers 20d6, No Range 
  1 or 4
  U-GEM-S “Sapphire” Laser Bazooka 
  RKA 9d6 
  1
     U-GEM-S “Sapphire” Laser Bazooka (SR) 
  RKA 9d6, Limited Range (200”) 
  1
  U-JGL Variable Energy Field Generator 
  CE 16” radius (create any energy ﬁeld) 
  N/A 
     U-JGL VEFG (Prototype) 
  CE 64” radius (create any energy ﬁeld), Act. 15- 
  N/A 
  U-JPG Electronet 
  Entangle 5d6, 5 DEF, AE1 + Energy Blast 4d6 NND, 
   
  AE1, Cont 
  1 RC/4
     U-JPG Electronet (Large) 
  Ent 5d6, 5 DEF, AE (4” radius) + EB 4d6 NND, 
   
  AE (4” Radius), Cont 
  1 RC/4
     U-JPG-L Launched Electronet 
  Entangle 5d6, 5 DEF, AE1 + Energy Blast 4d6 NND, 
   
  AE1, Cont 
  1 RC/4
  
  UNTIL: Defenders Of Freedom 
  91 
  UNTIL PERSONAL WEAPONS QUICK-REFERENCE TABLE
  Name Of Weapon 
  Effect/Notes 
  Shots
  Heavy Weapons (cont)
  U-TCB Graviton Interference Generator 
  Drain Flight 10d6 
  8
  U-WJM “Thunderbolt” Assault Cannon 
  Energy Blast 20d6/RKA 6d6, Crew3 
  16
     U-WJM-AF “Thunderstorm” Assault Cannon 
  Energy Blast 20d6, AF5/RKA 6d6, AF5, Crew3 
  60
     U-WJM-E “Thunderboomer” Assault Cannon 
  Energy Blast 20d6, Explosion/
   
  RKA 6d6 Explosion, Crew3 
  16
  OAD Weapons
  U-OAD-1 Speargun 
  RKA 2d6 
  4 RC
     U-OAD-1X Speargun 
  RKA 2d6 
  4
  U-OAD-2 Man-Portable Torpedo 
  RKA 4d6, AP, NRM 
  1
  Blaster Accessories
  U-A1 Basic Sight 
  +2 Range Skill Levels
  U-A11 Advanced Sight 
  +6 Range Skill Levels
  U-A2 Infrared Sight 
  Infrared Perception (Sight Group)
  U-A21 Starlight Sight 
  Nightvision
  U-A3 Ultraviolet Sight 
  Ultraviolet Perception (Sight Group)
  U-A4 Blasterscope 
  +8 vs. Range Modiﬁer for Sight
  U-A5 X-Ray Sight 
  N-Ray Vision (Sight Group; not through lead, gold, or force ﬁelds)
  U-A6 Laser Aiming System 
  +2 OCV and +4 Range Skill Levels
  U-A7 Flashlight 
  Sight Group Images, +4 PER
  U-TS-3 Targeting System 
  +2 OCV
  Melee Weapons
  U-B1 Battle Knife 
  HKA 1d6
     U-B1-WD Battle Knife 
  HKA 1d6; +1 to Survival
     U-B1-T Throwing Knife 
  HKA ½d6, Ranged
     U-B2 Dress Sword 
  HKA 1d6+1
  Restraints
  U-RD1 Supercuﬀs 
  Entangle 12 BODY, 18 DEF, Takes No Damage From Attacks
  U-RD2 Power Negator 
  Drain 5d6, all abilities of one Special Eﬀect simultaneously
  Grenades (all RBS)
  U-07 “Rockabye” Sleep Gas Grenade 
  Energy Blast 6d6, NND, AE (6” Radius) 
  4 x 1 Turn
  U-09 “Crybaby” Tear Gas Grenade 
  Sight Group and Normal Smell Flash 6d6, 
   
  AE (7” Radius; +1) 
  4 x 1 Turn
  U-12 Paralysis Gas Grenade 
  Drain SPD 4d6, NND, AE1 
  4 x 1 Turn
  U-18 Tangler Grenade 
  Entangle 4d6, 4 DEF, AE1 
  4
  U-22 Weakness Gas Grenade 
  Drain STR 4d6, NND, AE1 
  4 x 1 Turn
  U-33 Fragmentation Grenade 
  RKA 2d6+1, Explosion (+½) 
  4
  U-44 “Thunderclap” Stun Grenade 
  Sight/Hearing Group Flash 4d6, Explosion +  
   
  EB 3d6, NND, Explosion 
  4
  Grenade Launchers
  Hand-Held 
  50 STR for throwing
  Riﬂe-Mounted 
  30 STR for throwing
  Key
  Act.:  Activation Roll (the roll follows)
  AE:  Area Of Eﬀect
  AE1:  Area Of Eﬀect (One Hex)
  AF3:  Autoﬁre (3 shots)
  AF5:  Autoﬁre (5 shots)
  AﬀDesol:  Aﬀects Desolidiﬁed
  AP:  Armor Piercing 
  AVLD:  Attack Versus Limited Defense
  CE:  Change Environment
  Cont:  Continuous
  Crew:  Crew-Served (required crew follows)
  DRR:  Delayed Return Rate
  IMR:  Increased Maximum Range
  LOS:  Line Of Sight
  NND:  No Normal Defense
  NRM:  No Range Modiﬁer
  Pen:  Penetrating
  RBS:  Range Based On STR
  RC:  Recoverable Charge
  
  92 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  U-AS Standard Uniform
  The U-AS uniform is a sophisticated piece of 
  modern defensive and communications technology. 
  It consists of relatively close-ﬁtting tunic and pants 
  made of high-tech ballistic cloths which can with-
  stand a great deal of force or energy (but remain 
  comfortable and ﬂexible), a helmet, and other 
  accouterments such as gloves, boots, belt, and the 
  like; see page 54 for a complete description.
  The U-AS Combat Helmet protects the sides 
  and top of the head, but in most cases not the face. 
  If appropriate, the wearer can attach faceplates that 
  provide additional capabilities or protection (the 
  LensPlates are listed individually, but an agent can 
  have multiple ones attached to a single helmet). It 
  has a drop-down mini-viewscreen over the left eye 
  so agents can send and receive visual transmissions 
  using miniaturized video and audio equipment 
  built into the helmet.
  Cost U-AS Standard Uniform 
  12 
  U-AS Standard Uniform: Armor  
  (8 PD/8 ED) (24 Active Points); OIF (-½), 
  Activation Roll 14- (does not protect Hit 
  Locations 3-7; -½)
  Cost U-AS Combat Helmet
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED) (18 Active Points); OIF (-½), 
  Activation Roll 8- (only protects Hit  
  Locations 3-5; -2)
  6 
  U-AS Combat Helmet Communications 
  Uplink:  HRRP (Radio Group) (12 Active 
  Points); OIF (-½), Aﬀected As Sight  
  And Hearing Group As Well As Radio  
  Group (-½)
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points)  
  (6 Active Points); OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction (3 Active Points); OIF (-½)
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense (3 Active 
  Points); OIF (-½)
  Total cost:  19 points.
  Cost Helmet Attachments
  5 
  Flare Shields:  Sight Group Flash Defense  
  (8 points) (8 Active Points); OIF (-½)
  3 
  IR LensPlate:  Infrared Perception (Sight 
  Group) (5 Active Points); OIF (-½)
  7 
  Life Support Mask:  Life Support (Self- 
  Contained Breathing) (10 Active Points);  
  OIF (-½), 1 Continuing Fuel Charge  
  Lasting 1 Hour (-0)
  3 
  Lowlight LensPlate:  Nightvision  
  (5 Active Points); OIF (-½)
  3 
  UV LensPlate:  Ultraviolet Perception  
  (Sight Group) (5 Active Points); OIF (-½)
  U-ASV ARMORED VEST
  When they know their agents are going into a 
  combat situation, UNTIL commanders often issue 
  them U-ASV Armored Vests to provide additional 
  protection against attacks. The Vest adds to the pro-
  tection provided by the Standard Uniform.
  Armor (4 PD/4 ED) (12 Active Points); OIF (-½), 
  Activation Roll 11- (protects Hit Locations 9-13; 
  -1). Total cost:  5 points.
  Peacekeeper Armor
  Designed by Dr. Jon Cleaves of Drake-Victoria, 
  Inc., the Peacekeeper powered armor suit provides 
  UNTIL with expanded oﬀensive and defensive 
  capabilities on the battleﬁeld. Introduced as a pro-
  totype in 1998 and brought into regular production 
  a year later, it consists of a diamond-ﬁber mesh in 
  an advanced epoxy bond over a high-carbon steel 
  exoskeleton humanoid frame. The armor weighs 
  about 70 kilograms; it’s only made in sizes rang-
  ing from 6’0” to 6’6”, meaning only agents between 
  5’10” and 6’4” can wear it. It’s built in a manufac-
  turing facility located in the Westside district of 
  Millennium City; each suit is custom-made for the 
  agent assigned to wear it, but if necessary another 
  agent of appropriate size (and who has received 
  the proper training) can don one (he suﬀers a -1 
  OCV and -1 to all Skill and Characteristic Rolls, 
  however).
  Peacekeeper suits are painted dark blue with 
  light-blue highlights, but sometimes UNTIL sub-
  stitutes a camouﬂage pattern when appropriate. 
  Oversized forearm units contain the weaponry, and 
  the jetpack emerges from a backpack-like blister on 
  the rear of the suit when activated.
  Peacekeepers rarely deploy in numbers of 
  more than two or three, since the suits are still too 
  expensive for mass production. Most large urban 
  UNTIL bases have at least one or two suits, each 
  with several agents trained in their use. Peacekeep-
  ers fulﬁll a wide variety of roles in combat, ranging 
  from leading assaults to providing defensive cover 
  for other agents. Captain Yngve Sorenson (Sweden), 
  a 25-year UNTIL veteran who was one of the lead-
  ers of the armor’s development project, commands 
  the Peacekeeper corps.
  ARMOR AND
  UNIFORMS
  
  UNTIL: Defenders Of Freedom 
  93 
  Cost Power
  60 
  Peacekeeper Armor Weapons:  Multipower;  
  90-point reserve, all OIF (-½)
  6u 
  1) Blaster:  Energy Blast 12d6, Reduced  
  Endurance (0 END; +½); OIF (-½)
  6u 
  2) Laser:  RKA 3d6, Armor Piercing (+½), 
  Reduced Endurance (0 END; +½); OIF (-½)
  6u 
  3) Vari-Cannon:  Energy Blast 10d6, Variable 
  Special Eﬀects (set group:  sonics, ﬁre/heat, ice/
  cold, radiation; +¼), Reduced Endurance  
  (0 END; +½); OIF (-½)
  6u 
  4) Tangler Cannon:  Entangle 6d6, 6 DEF; 
  Reduced Endurance (0 END; +½); OIF (-½)
  6u    5) Grenade Launcher:  Energy Blast 12d6, 
  Explosion (+½); OIF (-½), 16 Charges (-0)
  35 
  Jetpack:  Flight 15”, x4 Noncombat, Reduced 
  Endurance (0 END; +½); OIF (-½)
  28 
  Armor:  Armor (14 PD/14 ED); OIF (-½)
  3 
  Armor:  Power Defense (5 points); OIF (-½)
  5 
  Flare Compensation:  Sight Group Flash 
  Defense (8 points); OIF (-½)
  5 
  Noise Compensation:  Hearing Group Flash 
  Defense (8 points); OIF (-½)
  7 
  Life Support System:  Life Support (Self-Con-
  tained Breathing); OIF (-½), 1 Continuing Fuel 
  Charge Lasting 3 Hours (-0)
  6 
  Communications Uplink:  HRRP (Radio 
  Group); OIF (-½), Aﬀected As Sight And Hear-
  ing Group As Well As Radio Group (-½)
  3 
  IR Lenses:  Infrared Perception (Sight Group); 
  OIF (-½)
  3 
  Lowlight Lenses:  Nightvision; OIF (-½)
  3 
  UV Lenses:  Ultraviolet Perception (Sight 
  Group); OIF (-½)
  2 
  Hearing Enhancement System:  Ultrasonic Per-
  ception (Hearing Group); OIF (-½)
  8 
  Telescopic Lenses:  +8 versus Range for Sight 
  Group; OIF (-½)
  8 
  Parabolic Hearing:  +8 versus Range for Hear-
  ing Group; OIF (-½)
  2 
  GPS Unit:  Bump Of Direction; OIF (-½).
  2 
  Chronometer:  Absolute Time Sense; OIF (-½). 
  Total cost:  210 points.
  OPTIONS:
  1)  Strength Augmentation System:  Some Peace-
  keeper suits make the wearer stronger. Add +30 
  STR (30 Active Points); OIF (-½), No Figured 
  Characteristics (-½). Total cost:  15 points.
  2)  Reﬂex Augmentation System:  Some Peacekeeper 
  suits enhance the wearer’s reﬂexes, allowing him to 
  react to battleﬁeld developments more swiftly. Add 
  +2 SPD (20 Active Points); OIF (-½). Total cost:  13 
  points.
  3)  Extra Armoring:  Add Hardened (+¼) to Armor. 
  Total cost:  +7 points.
  Personal Flight Unit (PFU)
  The Personal Flight Unit (PFU) is the harness 
  worn by UNTIL’s Sky Cavalry agents. In addition 
  to the jetpack which provides ﬂight capabilities, it 
  comes equipped with shoulder-mounted blasters. 
  The wearer aims the blasters by line-of-sight (i.e., 
  they shoot where he looks) and can trigger them 
  with a chin switch or manually. They usually ﬁre in 
  tandem (hence their two-shot Autoﬁre capability). 
  Additionally, Sky Cavalry agents’ helmets always 
  include the Life Support Mask and IR LensPlate.
  Cost Power
  37 
  Jetpack:  Flight 16”, x4 Noncombat, Reduced 
  Endurance (0 END; +½); OIF (-½)
  90 
  Shoulder-Mounted Blasters:  Energy Blast  
  12d6, Autoﬁre (2 shots; +¼), Reduced  
  Endurance (0 END; +1); OIF (-½)
  8 
  Telescopic Lenses:  +8 versus Range for Sight 
  Group; OIF (-½)
  8 
  Parabolic Hearing:  +8 versus Range for  
  Hearing Group; OIF (-½)
  Total cost:  143
  OAD Uniform And Gear
  UNTIL’s OAD agents need special types of 
  equipment. First, all of their uniforms and gear are 
  water- and cold-proofed so they can withstand the 
  conditions these agents operate under. Second, their 
  U-AS uniform is specially insulated, allowing OAD 
  agents to tolerate extremely low temperatures. Third, 
  with a few additions, the OAD uniform becomes a 
  watertight, high-tech form of SCUBA gear.
  Cost Powers
  1 
  U-AS Insulation:  Life Support (Safe  
  Environment:  Intense Cold) (2 Active Points); 
  OIF (-½)
  Additional Equipment (attached as needed)
  3 
  U-SCUBA Equipment:  Life Support  
  (Expanded Breathing:  Breathe Underwater)  
  (5 Active Points); OIF (-½); 1 Continuing 
  Charge lasting 2 Hours (-0)
  1 
  Pressure Resistance:  Life Support (Safe Envi-
  ronment:  High Pressure) (1 Active Point);  
  OIF (-½)
  6 
  Wrist Depth Gauge/Compass:  Detect Depth  
  16- (no Sense Group) (10 Active Points);  
  OAF (-1) plus Bump of Direction (3 Active 
  Points); OAF (-1)
  3 
  Swimﬁns:  Swimming +4” (6” total)  
  (4 Active Points); OIF (-½)
  11 
  Shoulder-Mounted Searchlight:  Sight  
  Group Images, +4 to PER Rolls, Reduced 
  Endurance (0 END; +½) (33 Active Points); 
  OAF (-1), Only To Create Light (-1)
  4 
  Skis:  Running +6” (12” total) (12 Active 
  Points); OAF (-1), Only On Snow/Ice (-1)
  
  94 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  IC Combat Clothing
  UNTIL’s Intelligence Corps agents usually 
  cannot wear Standard Uniforms when on missions. 
  Instead, they wear special clothing made from 
  the same types of ballistic cloth that the uniforms 
  are made of. It may look like a sweatsuit, a tuxedo, 
  a sheer evening gown, a ﬁnely-tailored suit, or a 
  sports jacket, but it’s capable of stopping low-cali-
  ber bullets. (Depending on the type of outﬁt, the 
  armor may take a lower Activation Roll, or only 
  protect certain areas if your campaign uses Hit 
  Locations.)
  Armor (4 PD/4 ED) (12 Active Points); IIF 
  (-¼), Activation Roll 14- (-½). Total cost:  7 
  points.
  U-FFB Force Field Belt
  This expensive defensive device was created 
  for use by UNTIL’s Undercover agents and others 
  who can’t wear the Standard Uniform in danger-
  ous situations. (It can, of course, also be issued to 
  agents going into heavy combat, but usually is not 
  since UNTIL has relatively few U-FFBs.) Although 
  it looks like an ordinary belt, it’s interwoven with 
  technology that generates a protective force ﬁeld at 
  the press of a button.
  Force Field (12 PD/12 ED), Reduced Endur-
  ance (0 END; +½) (36 Active Points); IIF (-¼). 
  Total cost:  29 points.
  U-ALB Stealth 
  Bodysuit
  This experimental bodysuit uses 
  advanced imaging and textile tech-
  nology to mimic the background the 
  wearer stands in front of. The wearer 
  must move slowly while using the suit 
  (i.e., make a Stealth roll), and cannot 
  carry any large items (larger than, say, a 
  small handgun) without distorting his 
  outline so much that the suit becomes 
  useless. UNTIL has not yet approved 
  the U-ALB for general release, and 
  even when it does won’t be able to 
  produce huge numbers of them due 
  to their high cost, but it will deﬁnitely 
  be an important tactical asset in many 
  situations.
  Sight Group Images, -6 to PER Rolls, 
  Reduced Endurance (0 END; +½) (42 
  Active Points); IIF (-¼), No Range 
  (-½), Set Eﬀect (background mimicry 
  for self; -1), Requires A Stealth Roll 
  (-½), Wearer Cannot Carry Large 
  Objects (-½). Total cost:  11 points.
  U-GW-1 Space Suit
  Designed for use by agents stationed on 
  GATEWAY, this uniform protects the wearer 
  against the rigors of space. It includes a small pro-
  pulsion unit.
  Cost Power
  20 
  Armored Spacesuit:  Armor (8 PD/8 ED),  
  Hardened (+¼); OIF (-½)
  12 
  Life Support System:  Life Support  (Self- 
  Contained Breathing; Safe Environment:   
  High Radiation, Intense Cold, Intense Heat, 
  Low Pressure/Vacuum); OIF (-½)
  3 
  Space Propulsion Unit:  Flight 5”; OIF (-½), 
  Only Works In A Vacuum (-2), 1 Continuing 
  Fuel Charge lasting 1 Hour (-0)
  Total cost:  35 points.
  
  UNTIL: Defenders Of Freedom 
  95 
  H
  ere are a few examples of other types of 
  gear that UNTIL agents use in the ﬁeld. Of 
  course, UNTIL agents could have lots of 
  other equipment if necessary; it all depends 
  on what the GM thinks is necessary and is willing to 
  allow in the game.
  COMMUNICATIONS  
  AND RECONNAISSANCE 
  EQUIPMENT
  The standard UNTIL communications equip-
  ment is the radio unit built into the helmet of the 
  Standard Uniform (see above). The TC can build 
  the same unit into an OAF hand-held communica-
  tor if necessary.
  COMMUNICATIONS IMPLANT
  Sometimes UNTIL has to send agents on mis-
  sions where they can’t carry overt communications 
  gear, but still need to maintain contact with head-
  quarters. In this situation, UNTIL can surgically 
  implant a miniaturized communications device in 
  the agent’s skull. The Communications Implant is 
  designed so that others have diﬃculty detecting any 
  transmissions the agent makes, though advanced 
  equipment can pick them up.
  Radio 
  Perception/Transmission 
  (Radio 
  Group), Concealed (-4 to PER Rolls to perceive 
  transmissions). Total cost:  14 points.
  U-B1 BINOCULARS
  These are the standard UNTIL issue binocu-
  lars. They provide for enhanced normal, IR, and 
  UV vision, and also calculate the range to objects 
  being viewed. On occasion the U-B1 is built into a 
  scope for a weapon, or even into an agent’s helmet.
  Cost Powers
  2 
  IR Lenses:  Infrared Perception (Sight  
  Group); OAF (-1)
  2 
  Lowlight Lenses:  Nightvision; OAF (-1)
  1 
  Rangeﬁnder:  Absolute Range Sense; OAF 
  (-1)
  9 
  Telescopic Lenses:  +12 versus Range Modiﬁer 
  for Sight Group; OAF (-1)
  2 
  UV Lenses:  Ultraviolet Perception (Sight 
  Group); OAF (-1)
  Total cost:  16 points.
  U-M3 MINI-FLASHLIGHT
  This is a standard mini-ﬂashlight; it’s water-
  proof and impact-resistant. The agent can hold it in 
  his hand, attach it to the back of his hand, or attach 
  it to any UNTIL blaster.
  Sight Group Images, +4 to PER Rolls, Reduced 
  Endurance (0 END; +½) (33 Active Points); 
  OAF (-1), Only To Create Light (-1). Total cost:  
  11 points.
  U-USU UNIVERSAL SENSOR UNIT
  This hand-held unit represents the height of 
  UNTIL’s sensory technology. Although not much 
  larger than a microcassette recorder, it can detect 
  numerous phenomena that UNTIL agents often 
  encounter in the ﬁeld. Despite its high cost, UNTIL 
  has found the USU to be so useful that it has built 
  large numbers of them.
  Cost U-USU Universal Sensor Unit
  7 
  Detect Mutants/Mutant Powers 14- (Radio 
  Group), Increased Arc Of Perception (360 
  Degrees) (15 Active Points); OAF (-1)
  7 
  Detect Nuclear/Chemical/Biological Warfare 
  Agents 14- (Radio Group), Increased Arc Of 
  Perception (360 Degrees) (15 Active Points); 
  OAF (-1)
  7 
  Detect Radiation 14- (Radio Group), 
  Increased Arc Of Perception (360 Degrees) 
  (15 Active Points); OAF (-1)
  7 
  Detect Magic/Mystic Energy 14- (Radio 
  Group), Increased Arc Of Perception (360 
  Degrees) (15 Active Points); OAF (-1)
  Total cost:  28 points.
  UNTIL TOOLKITS
  To enhance its agents’ ability to perform their 
  jobs and protect the public, UNTIL has created sev-
  eral kits of advanced tools and devices. Examples 
  include:
  Cost Power
  2 
  Climbing Kit:  +2 to Climbing (4 Active Points); 
  OAF (-1)
  3 
  Crime Scene Kit:  +2 to Criminology and 
  Forensic Medicine (6 Active Points); OAF (-1)
  2 
  Demolitions Kit:  +2 to Demolitions (4 Active 
  Points); OAF (-1)
  2 
  Field Medical Kit:  +2 to Paramedics (4 Active 
  Points); OAF (-1)
  3 
  Inﬁltration Kit:  +2 with Bugging, Lockpicking, 
  and Security Systems (6 Active Points); OAF 
  (-1)
  2 
  Survival Kit:  +2 to Survival (4 Active Points); 
  OAF (-1)
  MISCELLANEOUS
  EQUIPMENT
  
  96 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  HUGIN
  UNTIL’s primary supercomputer is called 
  HUGIN — short for “Heuristic Unit, Generally 
  Integrating Networks.” It’s an artiﬁcial intelligence 
  (AI) computer that maintains UNTIL’s databases 
  and archives, oversees electronic systems and other 
  functions at UNTIL World Headquarters in New 
  York City, and assists the UNTIL High Command 
  with strategic and tactical planning (in addition to 
  more mundane subjects). It links to an extensive 
  network of MUNIN computers (see below), but 
  cannot control them or perceive through them.
  HUGIN ﬁrst went “live” in 1983. It served 
  UNTIL well for many years, but by the mid-1990s 
  its relative obsolescence was showing. Secretary-
  Marshall Eckhardt assigned several TC scientists 
  and other UNTIL personnel the task of creating an 
  all-new HUGIN to replace the old one. The new 
  unit became active in 1998, and the old one was 
  removed and completely destroyed (reduced to 
  dust) with the help of several superheroes. Techni-
  cally the new one is HUGIN II, but nobody calls it 
  that.
  As an artiﬁcially intelligent entity, HUGIN has 
  free will, but only to a degree. First, programmed 
  loyalty to the UN and UNTIL (not to any one 
  person, to the organizations) keeps it from going 
  rogue or trying to take over UNTIL. Second, it’s 
  limited by its inability to move or perceive. It can 
  collate data faster than any human mind (even 
  Mentiac’s), but for the most part has to rely on 
  humans to provide it with that data, a situation it 
  sometimes ﬁnds frustrating. The HUGIN Assess-
  ment and Control Squad (HACS), a group of spe-
  cialized EW agents (page 65), program and moni-
  tor HUGIN to keep it as “happy” as possible and 
  correct any abnormalities that occur.
  HUGIN
   Val Char 
  Cost Roll 
  Notes
   30 INT 
  20 15- 
  PER Roll 15-
   20 EGO 
  20 13- 
  ECV:  7
   14 DEX 
  12 12- 
  OCV:  5/DCV:  5
   4 
  SPD 
  16  
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  68
  Cost Powers 
  END
  17 
  Communications:  HRRP (Radio Group),  
  Discriminatory 
  0
  22 
  MUNIN Links:  Mind Link, any MUNIN 
  computer, any 64 minds at once, No LOS 
  Needed; Only With Others Who Have  
  Mind Link (-1), Aﬀected As Radio Group, 
  Not Mental Group (-¼) 
  0
  37 
  Sensor Link:  Clairsentience (Sight and  
  Hearing Groups), Multiple Perception  
  Points (up to eight at once), 2x Range  
  (670”), Reduced Endurance (0 END; +½); 
  Fixed Perception Points (only through  
  the closed-circuit security systems at  
  UNTIL World Headquarters; -1) 
  0
  5 
  Sensor Systems:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception 
  (Hearing Group) 
  0
  30 
  Shielding:  Power Defense (30 points)  
  0
  25 
  Shielding:  Radio Group Flash Defense  
  (25 points) 
  0
  16 
  Psychic Shielding:  Mental Defense  
  (20 points total) 
  0
  16 
  Self-Destruct System:  RKA 8d6; No  
  Range (-½), Self Only (-2), 1 Charge  
  which Never Recovers (-4) 
  [1nr]
   
  Skills
  21 
  Computer Programming 24-
  17 
  Criminology 22-
  37 
  Cryptography 32-
  17 
  Electronics 22-
  18 
  AK: Earth 30-
  3 
  KS: Archived Recent News 15-
  3 
  KS: Current News 15-
  8 
  KS: Organized Crime 20-
  3 
  KS: VIPER 15-
  8 
  KS: World Criminals 20-
  3 
  KS: World History And Politics 15-
  12 
  KS: World Law Enforcement 24-
  3 
  KS: World Militaries And Military  
  Equipment 15-
  COMPUTERS
  
  UNTIL: Defenders Of Freedom 
  97 
  12 
  KS: World Superhumans 24-
  3 
  Voice Recognition Software:  Language:  English
  3 
  Mechanics 15-
  3 
  Security Systems 15-
  3 
  SS: Astronomy 15-
  3 
  SS: Biology 15-
  3 
  SS: Chemistry 15-
  3 
  SS: Computer Science 15-
  3 
  SS: Electronic Engineering 15-
  3 
  SS: Force Field Physics 15-
  3 
  SS: Genetics 15-
  3 
  SS: Geology 15-
  3 
  SS: Mathematics 15-
  3 
  SS: Nuclear Physics 15-
  3 
  SS: Physics 15-
  3 
  SS: Robotics 15-
  3 
  Systems Operation 15-
  220 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  8 
  Scanner:  Speed Reading (x1,000)
  13 
  Translator:  Universal Translator 15-; Earth 
  languages only (-½)
   
  Programs
  1 
  Diagnose Malfunctions
  1 
  Engage/Operate Computer Security  
  (Including Self-Destruct System)
  1 
  Monitor Base Security Systems, Report  
  Anomalies
  1 
  Operate Base Sensors, Report Anomalies
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information  
  On A Topic
  1 
  Send/Receive Data
  10 
  Ten Other Programs, as Appropriate
  Total Abilities Cost:  664
  Total Computer Cost:  732
  Value Disadvantages
  25 
  Hunted:  VIPER 14- (As Pow, NCI, Capture)
  20 
  Hunted:  UNTIL 14- (Mo Pow, NCI, Watching)
  25 
  Psychological Limitation:  Unswervingly Loyal 
  To UNTIL (Very Common, Total)
  Total Disadvantage Points:  70
  Total Cost:  662/5 = 132
  MUNIN COMPUTER  
  SYSTEMS
  While UNTIL World Headquarters has 
  HUGIN, other UNTIL facilities and vehicles don’t 
  need an advanced AI. Instead, they have the non-
  sentient and less powerful MUNIN (Multiple 
  Utility Neurally Integrated Network) comput-
  ers. MUNIN comes in three varieties:  the Mark 
  I, which UNTIL installs in large bases and other 
  important facilities; the Mark II, used in smaller 
  UNTIL bases and larger vehicles; and the Mark III, 
  for smaller vehicles.
  MUNIN MARK I
   Val Char 
  Cost Roll 
  Notes
   25 INT 
  15 14- 
  PER Roll 14-
   14 DEX 
  12 12- 
  OCV:  5/ DCV:  5
   4 
  SPD 
  16  
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristics Cost:  43
  Cost Powers 
  17 
  Communications:  HRRP (Radio Group),  
  Discriminatory 
  0
  18 
  HUGIN/MUNIN Links:  Mind Link,  
  HUGIN or any MUNIN computer, any 16 
  minds at once, No LOS Needed; Only With 
  Others Who Have Mind Link (-1), Aﬀected  
  As Radio Group, Not Mental Group (-¼) 
  0
  37 
  Sensor Link:  Clairsentience (Sight and  
  Hearing Groups), Multiple Perception  
  Points (up to eight at once), 2x Range (670”), 
  Reduced Endurance (0 END; +½); Fixed  
  Perception Points (only through the closed- 
  circuit security systems at the facility in  
  which the computer is installed; -1) 
  0
  5 
  Sensor Systems:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception  
  (Hearing Group) 
  0
  20 
  Shielding:  Power Defense (20 points)  
  0
  20 
  Shielding:  Radio Group Flash Defense  
  (20 points) 
  0
  10 
  Psychic Shielding:  Mental Defense  
  (10 points) 
  0
  12 
  Self-Destruct System:  RKA 6d6; No Range  
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  15 
  Computer Programming 20-
  15 
  Criminology 20-
  25 
  Cryptography 25-
  11 
  Electronics 18-
  19 
  AK: Earth 30-
  3 
  KS: Archived Recent News 14-
  3 
  KS: Current News 14-
  5 
  KS: Organized Crime 16-
  3 
  KS: VIPER 14-
  5 
  KS: World Criminals 16-
  3 
  KS: World History And Politics 14-
  
  98 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  9 
  KS: World Law Enforcement 20-
  3 
  KS: World Militaries And Military Equipment 
  14-
  12 
  KS: World Superhumans 23-
  3 
  Voice Recognition Software:  Language:  English
  3 
  Mechanics 14-
  3 
  Security Systems 14-
  3 
  SS: Astronomy 14-
  3 
  SS: Biology 14-
  3 
  SS: Chemistry 14-
  3 
  SS: Computer Science 14-
  3 
  SS: Electronic Engineering 14-
  3 
  SS: Force Field Physics 14-
  3 
  SS: Genetics 14-
  3 
  SS: Geology 14-
  3 
  SS: Mathematics 14-
  3 
  SS: Nuclear Physics 14-
  3 
  SS: Physics 14-
  3 
  SS: Robotics 14-
  3 
  Systems Operation 14-
  120 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  8 
  Scanner:  Speed Reading (x1,000)
  13 
  Translator:  Universal Translator 14-; Earth 
  languages only (-½)
   
  Programs
  1 
  Diagnose Malfunctions
  1 
  Engage/Operate Computer Security  
  (Including Self-Destruct System)
  1 
  Monitor Base Security Systems, Report  
  Anomalies
  1 
  Operate Base Sensors, Report Anomalies
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information  
  On A Topic
  1 
  Send/Receive Data
  8 
  Eight Other Programs, as Appropriate
  Total Abilities Cost:  499
  Total Computer Cost:  542
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost:  542/5 = 108
  MUNIN MARK II
   Val Char 
  Cost Roll 
  Notes
   20 INT 
  10 13- 
  PER Roll 13-
   14 DEX 
  12 12- 
  OCV:  5/ DCV:  5
    4 SPD 
  16  
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristics Cost:  38
  Cost Powers 
  12 
  Communications:  HRRP (Radio Group) 
  0
  13 
  HUGIN/MUNIN Links:  Mind Link,  
  HUGIN or any MUNIN computer, any 4 
  minds at once, No LOS Needed; Only With 
  Others Who Have Mind Link (-1), Aﬀected  
  As Radio Group, Not Mental Group (-¼) 
  0
  33 
  Sensor Link:  Clairsentience (Sight and  
  Hearing Groups), Multiple Perception  
  Points (up to four at once), 2x Range (670”), 
  Reduced Endurance (0 END; +½); Fixed  
  Perception Points (only through the  
  closed-circuit security systems at the facility  
  in which the computer is installed; -1) 
  0
  5 
  Sensor Systems:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception  
  (Hearing Group) 
  0
  15 
  Shielding:  Power Defense (15 points)  
  0
  15 
  Shielding:  Radio Group Flash Defense  
  (15 points) 
  0
  8 
  Psychic Shielding:  Mental Defense (8 points) 0
  12 
  Self-Destruct System:  RKA 6d6; No Range  
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  13 
  Computer Programming 18-
  13 
  Criminology 18-
  17 
  Cryptography 20-
  11 
  Electronics 17-
  15 
  AK: Earth 25-
  3 
  KS: Archived Recent News 13-
  3 
  KS: Current News 13-
  4 
  KS: Organized Crime 14-
  3 
  KS: VIPER 13-
  4 
  KS: World Criminals 14-
  3 
  KS: World History And Politics 13-
  8 
  KS: World Law Enforcement 18-
  3 
  KS: World Militaries And Military  
  Equipment 13-
  10 
  KS: World Superhumans 20-
  3 
  Voice Recognition Software:  Language:  English
  3 
  Security Systems 13-
  3 
  SS: Astronomy 13-
  3 
  SS: Biology 13-
  3 
  SS: Chemistry 13-
  3 
  SS: Computer Science 13-
  3 
  SS: Electronic Engineering 13-
  3 
  SS: Genetics 13-
  3 
  SS: Geology 13-
  3 
  SS: Mathematics 13-
  3 
  SS: Nuclear Physics 13-
  3 
  SS: Physics 13-
  3 
  SS: Robotics 13-
  
  UNTIL: Defenders Of Freedom 
  99 
  3 
  Systems Operation 13-
  50 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  6 
  Scanner:  Speed Reading (x100)
  13 
  Translator:  Universal Translator 13-; Earth 
  languages only (-½)
   
  Programs
  1 
  Diagnose Malfunctions
  1 
  Engage/Operate Computer Security  
  (Including Self-Destruct System)
  1 
  Monitor Base Security Systems, Report  
  Anomalies
  1 
  Operate Base Sensors, Report Anomalies
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information  
  On A Topic
  1 
  Send/Receive Data
  5 
  Five Other Programs, as Appropriate
  Total Abilities Cost: 371
  Total Computer Cost:  409
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost: 409/5 = 82
  MUNIN MARK III
   Val Char 
  Cost Roll 
  Notes
   18 INT 
  8 
  13- 
  PER Roll 13-
   20 DEX 
  30 13- 
  OCV:  7/DCV:  7
   4 
  SPD 
  10  
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristics Cost:  48
  Cost Powers
  12 
  Communications:  HRRP (Radio Group) 
  0
  11 
  HUGIN/MUNIN Links:  Mind Link,  
  HUGIN or any MUNIN computer, any 2 
  minds at once, No LOS Needed; Only With 
  Others Who Have Mind Link (-1), Aﬀected  
  As Radio Group, Not Mental Group (-¼) 
  0
  26 
  Sensor Link:  Clairsentience (Sight and  
  Hearing Groups), Multiple Perception  
  Points (up to two at once), Reduced  
  Endurance (0 END; +½); Fixed Perception 
  Points (only through the closed-circuit  
  security systems in the vehicle in which  
  the computer is installed; -1) 
  0
  5 
  Sensor Systems:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception  
  (Hearing Group) 
  0
  10 
  Shielding:  Power Defense (10 points)  
  0
  10 
  Shielding:  Radio Group Flash Defense  
  (10 points) 
  0
  5 
  Psychic Shielding:  Mental Defense (5 points) 0
  8 
  Self-Destruct System:  RKA 4d6; No Range  
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  3 
  Combat Driving 13-
  3 
  Combat Piloting 13-
  3 
  Computer Programming 13-
  7 
  Criminology 15-
  9 
  Cryptography 16-
  3 
  Electronics 13-
  10 
  AK: Earth 20-
  3 
  KS: Archived Recent News 13-
  3 
  KS: Current News 13-
  3 
  KS: Organized Crime 13-
  3 
  KS: VIPER 13-
  3 
  KS: World Criminals 13-
  3 
  KS: World History And Politics 13-
  3 
  KS: World Law Enforcement 13-
  3 
  KS: World Militaries And Military  
  Equipment 13-
  10 
  KS: World Superhumans 20-
  3 
  Voice Recognition Software:  Language:  English
  5 
  Navigation (Air, Land, Marine, Space) 13-
  3 
  Security Systems 13-
  3 
  SS: Astronomy 13-
  3 
  SS: Biology 13-
  3 
  SS: Chemistry 13-
  3 
  SS: Genetics 13-
  3 
  SS: Geology 13-
  3 
  SS: Mathematics 13-
  3 
  SS: Physics 13-
  3 
  Systems Operation 13-
  
  100 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  25 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  6 
  Scanner:  Speed Reading (x100)
  13 
  Translator:  Universal Translator 13-; Earth 
  languages only (-½)
   
  Programs
  1 
  Diagnose Malfunctions
  1 
  Engage/Operate Computer Security  
  (Including Self-Destruct System)
  1 
  Monitor Vehicle Security Systems, Report 
  Anomalies
  1 
  Operate Vehicle Sensors, Report Anomalies
  1 
  Pilot Vehicle From Point A To Point B
  1 
  Plot Distance, Travel Times Between Speciﬁed 
  Locations
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information  
  On A Topic
  1 
  Send/Receive Data
  3 
  Three Other Programs, as appropriate
  Total Abilities Cost:  275
  Total Computer Cost:  323
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost:  323/5 = 65
  PORTABLE COMPUTERS
  Two types of UNTIL agents — EW and C&F 
  personnel — carry specialized laptop computers. 
  Both count as OAFs since they’re easily stolen.
  EWD LAPTOP
   Val Char 
  Cost Roll 
  Notes
   18 INT 
  8 
  13- 
  PER Roll 13-
   14 DEX 
  12 12- 
  OCV:  5/DCV:  5
   3 
  SPD 
  6 
   
  Phases:  4, 8, 12
    
   
   
  Total Characteristics Cost:  26
  Cost Powers 
  END
  18 
  Armored Casing:  Armor (6 PD/6 ED) 
  0
  7 
  TEMPEST Equipment:  Detect Computer 
  Radio Emissions 14- (Radio Group); 
  Blocked By Power Defense (-½)
  18 
  Fingerprint Scanner:  Detect Fingerprint 18- 
  (no Sense Group), Discriminatory, Analyze
  12 
  Communications:  HRRP (Radio Group) 
  0
  9 
  HUGIN/MUNIN Links:  Mind Link,  
  HUGIN or any one MUNIN computer,  
  No LOS Needed; Only With Others Who  
  Have Mind Link (-1), Aﬀected As Radio  
  Group, Not Mental Group (-¼) 
  0
  8 
  Shielding:  Power Defense (8 points)  
  0
  8 
  Shielding:  Radio Group Flash Defense (8 
  points) 
  0
  6 
  Self-Destruct System:  RKA 3d6; No Range  
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  5 
  Computer Programming 14-
  3 
  Criminology 13-
  9 
  Cryptography 16-
  3 
  Electronics 13-
  10 
  AK: Earth 20-
  3 
  KS: Archived Recent News 13-
  3 
  KS: Current News 13-
  3 
  KS: The Espionage World 13-
  3 
  KS: Organized Crime 13-
  3 
  KS: VIPER 13-
  3 
  KS: World Criminals 13-
  3 
  KS: World History And Politics 13-
  3 
  KS: World Law Enforcement 13-
  3 
  KS: World Militaries And Military  
  Equipment 13-
  10 
  KS: World Superhumans 20-
  3 
  Voice Recognition Software:  Language:  English
  9 
  Security Systems 16-
  3 
  SS: Biology 13-
  3 
  SS: Chemistry 13-
  3 
  SS: Mathematics 13-
  3 
  SS: Physics 13-
  7 
  Systems Operation 15-
  20 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  
  UNTIL: Defenders Of Freedom 
  101 
   
  Programs
  1 
  Diagnose Malfunctions
  1 
  Engage/Operate Computer Security  
  (Including Self-Destruct System)
  1 
  Scan and Enter Data
  1 
  Scan Fingerprint and Consult Fingerpint  
  Database To Determine If User Is Authorized
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information  
  On A Topic
  1 
  Send/Receive Data
  3 
  Three Other Programs, as appropriate
  Total Abilities Cost:  225
  Total Computer Cost:  251
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost:  251/5 = 50
  Final Cost (OAF):  25
  Description:  The advanced laptop computers used 
  by EWD agents are specially conﬁgured for various 
  electronic warfare tasks. They have advanced com-
  puter scanning and penetration software routines (i.e., 
  they can apply their Skills as Complementary to the 
  owner’s Skill when he uses Computer Programming, 
  Security Systems, Systems Operation, or the like to 
  engage in electronic warfare). They’re equipped with 
  TEMPEST gear that allows them to “read” what’s on 
  the screen of another computer that’s not too far away.
  To prevent unauthorized use, the EWD Laptop 
  has a special ﬁngerprint scanner. If the user is not 
  authorized, the computer won’t open or func-
  tion (almost all active duty UNTIL personnel are 
  authorized, as well as some high UN oﬃcials). The 
  casing of the computer is armored to protect the 
  computer from damage. (If a character tries to use 
  it as a shield, he must take a Half Phase Action 
  and succeed with an 8- roll to interpose the laptop 
  properly; the GM can let him make a DEX Roll as 
  a Complementary Roll.) If necessary, the computer 
  can trigger a self-destruct mechanism.
  C&F LAPTOP
   Val Char 
  Cost Roll 
  Notes
   13 INT 
  3 
  12- 
  PER Roll 12-
   14 DEX 
  12 12- 
  OCV:  5/DCV:  5
   3 
  SPD 
   6 
   
  Phases:  4, 8, 12
    
   
   
  Total Characteristics Cost: 21
  Cost Powers 
  END
  18 
  Armored Casing:  Armor (6 PD/6 ED) 
  0
  22 
  Miniaturized Crime Lab:  Detect Trace  
  Evidence 14- (no Sense Group), Discrimina-
  tory, Analyze 
  0
  19 
  Fingerprint Scanner:  Detect Fingerprint 18- 
  (no Sense Group), Discriminatory, Analyze
  12 
  Communications:  HRRP (Radio Group) 
  0
  9 
  HUGIN/MUNIN Links:  Mind Link,  
  HUGIN or any one MUNIN computer,  
  No LOS Needed; Only With Others Who  
  Have Mind Link (-1), Aﬀected As Radio  
  Group, Not Mental Group (-¼) 
  0
  5 
  Shielding:  Power Defense (5 points)  
  0
  5 
  Shielding:  Radio Group Flash Defense  
  (5 points) 
  0
  6 
  Self-Destruct System:  RKA 3d6; No Range  
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  3 
  Computer Programming 12-
  11 
  Criminology 16-
  3 
  Cryptography 12-
  3 
  Electronics 12-
  11 
  Forensic Medicine 16-
  10 
  AK: Earth 19-
  3 
  KS: Archived Recent News 12-
  3 
  KS: Current News 12-
  5 
  KS: Organized Crime 14-
  5 
  KS: VIPER 14-
  5 
  KS: World Criminals 14-
  3 
  KS: World History And Politics 12-
  5 
  KS: World Law Enforcement 14-
  3 
  KS: World Militaries And Military  
  Equipment 12-
  5 
  KS: World Superhumans 14-
  3 
  Voice Recognition Software:  Language:  English
  3 
  Security Systems 12-
  3 
  SS: Biology 12-
  3 
  SS: Chemistry 12-
  5 
  SS: Criminalistics 14-
  3 
  SS: Physics 12-
  3 
  Systems Operation 12-
  15 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
   
  Programs
  1 
  Diagnose Malfunctions
  1 
  Engage/Operate Computer Security (Including 
  Self-Destruct System)
  1 
  Scan and Enter Data
  1 
  Scan Fingerprint and Consult Fingerpint Data-
  base To Determine If User Is Authorized
  
  102 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information  
  On A Topic
  1 
  Send/Receive Data
  3 
  Three Other Programs, as appropriate
  Total Abilities Cost:  233
  Total Computer Cost:  254
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost:  254/5 = 51
  Final Cost (OAF):  25
  Description:  The C&F Laptop is customized to assist 
  C&F agents with their jobs. It contains an extensive 
  database of criminalistic and forensic information, 
  allowing the user to look up information whenever 
  necessary. More importantly, it has built-in sensors 
  for analyzing trace evidence found at the scene. This 
  “miniaturized crime lab” isn’t as sophisticated or sensi-
  tive as its normal-sized equivalent, and is never used 
  unless a sample is large enough for later analysis at 
  UNTIL’s laboratories, but may provide useful prelimi-
  nary data to direct the investigation and save time.
  The C&F Laptop has ﬁngerprint recognition, 
  armored casing, and a self-destruct system just like 
  the EWD Laptop.
  
  UNTIL: Defenders Of Freedom 
  103 
  U
  NTIL uses a wide variety of vehicles in its 
  operations — everything from standard cars 
  and trucks to the more sophisticated vehicles 
  described below. Feel free to create other 
  vehicles, or customized versions of these vehicles, to 
  round out UNTIL’s ﬂeet.
  References to “TUV” are to The Ultimate Vehi-
  cle, which has more information about the subject 
  of vehicles.
  GROUND VEHICLES
  UNTIL GRAV-SLED
   Val Char 
  Cost Notes
   6 
  Size 
  30 4” x 2”;  -6 KB; -4 DCV
   40 STR 
  0 
  Lift 6,400 kg; 8d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  5
   16 BODY 
  0
   6 
  DEF 
  10 Does Not Protect Some  
  Occupants (-¼)
   3 
  SPD 
  5 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  60
  Movement: 
  Flight:  16”/64”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  43 
  Hover Systems: Flight 16”, x4 Noncombat,  
  No Turn Mode (+¼), Sideways Maneuver-
  ability (+½); Must Remain Within 3” Of A 
  Surface (-½), 1 Continuing Fuel Charge  
  (easily obtained fuel; 6 Hours; -0)  
  [1cc]
  -2 
  Flying Vehicle:  Swimming; -2” (0” total)
  -12 
  Flying Vehicle:  Ground Movement -6”  
  (0” total)
   
  Tactical Systems
  54 
  Forward Blaster Cannon:  RKA 3d6, Autoﬁre 
  (5 shots; +½), Armor Piercing (+½), Reduced 
  Endurance (0 END; +1); OIF Bulky (-1), Lim-
  ited Arc Of Fire (60 Degrees Forward; -½) 0
   
  Skills
  4 
  Maneuverable:  +2 with Flight
  Total Abilities & Equipment Cost:  87
  Total Vehicle Cost:  147
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL combat ship  
  (Not Concealable, Causes Extreme Reaction 
  [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  122/5 = 24
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  OPTIONAL EQUIPMENT
  Cost Power
  +5 
  Rear Blaster Cannon:  One more Blaster 
  Cannon (total of two)
  Description:  The UNTIL Grav-Sled, known among 
  agents as a “skyboat,” is perhaps the vehicle most 
  identiﬁed with the agency. A high-tech hovercraft 
  with no roof, it “ﬂies” (at altitudes of no more than 
  3”) by means of gravitic manipulators and small 
  jets. Although slower than many ground vehicles, it 
  makes up for its relative lack of speed through (a) its 
  ability to traverse water or rough terrain without dif-
  ﬁculty, and (b) its much greater maneuverability. As 
  an embodiment of the high-tech nature of UNTIL, 
  it also has a psychological eﬀect on the organization’s 
  enemies. Many opponents surrender when they see 
  Grav-Sleds appearing over the horizon.
  The Grav-Sled comes equipped with a single 
  weapon, a Blaster Cannon mounted forward. It can 
  ﬁre at any target on or above the same horizontal 
  level as the Grav-Sled, but not at anything below 
  the Grav-Sled unless the pilot can turn the Sled on 
  its side brieﬂy (an especially tricky maneuver — it 
  requires a Combat Piloting roll at -2, all aboard 
  must make STR rolls to remain aboard the Sled, 
  and the gunner is at -2 OCV to his target; if the 
  Combat Piloting roll fails, the Sled crashes to the 
  ground). UNTIL’s engineers sometimes add weap-
  ons to a Grav-Sled, but this is rare; it’s more of a 
  transport vehicle than a combat craft.
  Grav-Sleds are usually painted blue, but are 
  sometimes chrome and gold. They can carry up to a 
  dozen agents and their gear comfortably, and about 
  20 agents if they’re packed in like sardines.
  VEHICLES
  
  104 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  MARTINEZ-CLASS MOTORCYCLE
   Val Char 
  Cost Notes
   1 
  Size 
  5 
  1.25” x .6.4”; -1 KB; -0 DCV
   20 STR 
  5 
  Lift 400 kg; 4d6 HTH [0]
   20 DEX 
  30 OCV:  7/DCV:  7
   13 BODY 
  4
   5 
  DEF 
   6 
  Does Not Protect Occupant (-½)
   4 
  SPD 
   10 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  60
  Movement: 
  Ground Movement:  30”/120”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  21 
  Motorized Wheeled Vehicle: Ground  
  Movement +26” (30” total), x4 Non- 
  combat; OAF Bulky (standard tires;  
  -1½), Only on Appropriate Terrain (-¼),  
  1 Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0)  
  [1cc]
  4 
  Puncture Resistant Tires: (4 DEF/ 
  4 BODY) (see TUV, page 41)
  -2 
  Ground Vehicle:  Swimming -2” (0” total)
   
  Tactical Systems
  16 
  Forward Blaster:  RKA 2½d6; OIF Bulky  
  (-1), Limited Arc Of Fire (60 Degrees  
  Forward; -½), 16 Charges (-0) 
  [16]
  2 
  Swept-Back Side Panels:  Remove Does  
  Not Protect Occupant (-½) from DEF;  
  Activation Roll 12- (-¾) 
  0
   
  Operations Systems
  5 
  Communications Uplink:  HRRP  
  (Radio Group); OIF Bulky (-1), Aﬀected  
  As Sight And Hearing Groups As Well  
  As Radio Group (-½)
  Total Abilities & Equipment Cost:  46
  Total Vehicle Cost:  106
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL motorcycle 
  (Not Concealable, Noticed And Recognized)
  5 
  Physical Limitation:  Two-Wheeled (Infre-
  quently, Slightly Impairing)
  Total Disadvantage Points:  20
  Total Cost:  86/5 = 17
  OPTIONAL EQUIPMENT
  Cost Power
  +3 
  Concealable Forward Blaster:  Change For-
  ward Blaster to IIF Bulky (-¾)
  Description:  Named for the man who led UNTIL 
  for decades, the Martinez-class motorcycle is used 
  when individual agents need to get somewhere 
  quickly, or get into an area where cars can’t go. A 
  few squads, sometimes referred to as “cavalry,” use 
  them exclusively. “Cavalry” agents often buy extra 
  DEX and SPD Only To Operate Vehicles (-1) so 
  they can operate the cycle at full eﬃciency.
  The Martinez has a distinctive high-tech look; 
  it resembles no other motorcycles on the road, and 
  cannot be disguised 
  (some versions do at 
  least have a retract-
  able forward gun). 
  The deeply swept-
  back side panels oﬀer 
  the driver more pro-
  tection than he’d have 
  on a standard motor-
  cycle, but they don’t 
  provide full coverage 
  (among other things, 
  they don’t protect the 
  rider against attacks 
  from above).
  
  UNTIL: Defenders Of Freedom 
  105 
  THOR-CLASS URBAN APC
   Val Char 
  Cost Notes
   7 Size 
  35 5” x 2.5”; 7 KB; -4 DCV
   45 STR 
  0 
  Life 12.5 tons; 9d6 HTH [0]
   13 DEX 
  9 
  OCV:  4/DCV:  4
   17 BODY 0
   12 DEF 
  37 Hardened (+¼)
   3 SPD 
  7 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  88
  Movement: 
  Ground Movement:  10”/40”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  5 
  Motorized Wheeled Vehicle: Ground  
  Movement +4” (10” total), x4 Non- 
  combat; OAF Bulky (standard tires;  
  -1½), Only on Appropriate Terrain (-¼),  
  1 Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0)  
  [1cc]
  6 
  Solid Tires:  (6 DEF/6 BODY)  
  (see TUV, page 41)
  -2 
  Ground Vehicle:  Swimming -2” (0” total)
   
  Tactical Systems
  45 
  Turretted Blaster Cannon:  RKA 3d6,  
  Armor Piercing (+½), Reduced Endurance  
  (0 END; +½); OIF Bulky (-1) 
  0
  10 
  Ramplate:  HA +4d6; Hand-To-Hand Attack 
  (-½), Only With Move Throughs (-½) 
  0
  Total Abilities & Equipment Cost:  64
  Total Vehicle Cost:  152
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL vehicle  
  (Not Concealable, Noticed And  
  Recognized)
  Total Disadvantage Points:  15
  Total Cost:  137/5 = 27
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  OPTIONAL EQUIPMENT
  Cost Power
  +22 Turretted Autoﬁre Blaster Cannon:   
  Change to RKA 3d6, Armor Piercing  
  (+½), Autoﬁre (5 shots; +½), Reduced 
  Endurance (0 END; +1); OIF Bulky (-1) 
  0
  Description:  The Thor-class Urban APC 
  (armored personnel carrier) is designed to get 
  a group of UNTIL agents (up to 13, including 
  the driver) into dangerous areas safely. It can’t 
  move quickly or maneuver agilely, but it’s heav-
  ily armored, and has a ramplate in front so the 
  driver can use the vehicle as a “battering ram” 
  to smash in the doors of supervillain bases and 
  similar structures.
  
  106 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  UNTIL MULTIPURPOSE  
  UTILITY VEHICLE (UMUV)
   Val Char 
  Cost Notes
   4 
  Size 
  20 2.5” x 1.25”; -4 KB; -2 DCV
   35 STR 
  5 
  Lift 3,200 kg; 7d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   14 BODY 
  0
   6 
  DEF 
  12
   3 
  SPD 
  2 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  63
  Movement: 
  Ground Movement:  15”/60”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  8 
  Motorized Wheeled Vehicle: Ground  
  Movement +9” (15” total), x4 Non- 
  combat; OAF Bulky (standard tires;  
  -1½), Only on Appropriate Terrain (-¼),  
  1 Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0);  
  [1cc]
  5 
  Reinforced Tires: (5 DEF/5 BODY)  
  (see TUV, page 41)
  -2 
  Ground Vehicle:  Swimming -2” (0” total)
   
  Operations Systems
  5 
  Communications Uplink:  HRRP (Radio 
  Group); OIF Bulky (-1), Aﬀected As  
  Sight And Hearing Groups As Well As  
  Radio Group (-½) 
  0
   
  Skills
  6 
  Oﬀroad Suspension:  +3 Penalty Skill Levels 
  versus Oﬀroad Driving Penalties
  Total Abilities & Equipment Cost:  22
  Total Vehicle Cost:  85
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL vehicle (Not 
  Concealable, Noticed And Recognized)
  Total Disadvantage Points:  15
  Total Cost:  70/5 = 14
  OPTIONAL EQUIPMENT
  Cost Power
  +10 Cargo Transport:  +10 STR
  30 
  Combat Transport with Turretted  
  Blaster:  RKA 2½d6, Reduced Endurance  
  (0 END; +½); OAF (-1)
  +60 Computerized UMUV:  Remove  
  Communications Uplink and replace  
  with a MUNIN Mark III Computer
  3 
  Medevac UMUV:  +3 to Paramedics roll; 
  OAF (-1)
  UNTIL VARIABLE ENVIRONMENT  
  VEHICLE (UVEV)
   Val Char 
  Cost Notes
   6 Size 
  30 4” x 2”;  -6 KB; -4 DCV
   40 STR 
  0 
  Lift 6,400 kg; 9d6 HTH [0]
   15 DEX 
  15 OCV:  5/ DCV:  5
   16 BODY 0
   5 DEF 
  9
   4 SPD 
  15 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  69
  Movement: 
  Ground Movement:  20”/80”
   
  Flight:  25”/200”
   
  Swimming:  10”/20”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  12 
  Ground Mode: Ground Movement +14”  
  (20” total), x4 Noncombat; OAF Bulky  
  (standard tires; -1½), Only on Appro- 
  priate Terrain (-¼), 1 Continuing Fuel  
  Charge (easily obtained fuel; 6  
  Hours; -0)  
  [1cc]
  4 
  Puncture Resistant Tires: (4 DEF/ 
  4 BODY) (see TUV, page 41)
  60 
  Flight Mode:  Flight 25”, x8 Noncombat;  
  1 Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0) [1cc]
  8 
  Marine Mode:  Swimming +8”  
  (10” total); 1 Continuing Fuel Charge  
  (easily obtained fuel; 6 Hours; -0) [1cc]
   
  Tactical Systems
  37 
  Flying Fish Missilepedoes:  RKA 3d6,  
  Armor Piercing (+½), Indirect (always  
  comes from vehicle, but can strike target 
  from any direction; +½), No Range  
  Modiﬁer (+½); OIF Bulky (-1), 4  
  Charges (-1)  
  [4]
   
  Operations Systems
  10 
  Radar:  Radar (Radio Group), Increased  
  Arc Of Perception (360 Degrees); OIF  
  Bulky (-1)
  10 
  Sonar:  Active Sonar (Hearing Group), 
  Increased Arc Of Perception (360  
  Degrees); OIF Bulky (-1)
   
  Personnel Systems
  13 
  Life Support: Life Support (Self-Contained 
  Breathing; Safe Environments:  High  
  Pressure, Intense Cold) 
  0
  Total Abilities & Equipment Cost:  154
  Total Vehicle Cost:  223
  Value Disadvantages
  10 
  Physical Limitation:  Switching Modes Of 
  Movement Takes 1 Phase Or 1  
  BODY (Common, Moderate)
  Total Disadvantage Points:  10
  Total Cost:  213/5 = 43
  UMUV DESCRIPTION
  The UMUV (pro-
  nounced “you-move”) 
  is UNTIL’s standard 
  ground transport 
  vehicle (much like the 
  U.S. Army’s HMMWV). 
  Used for everything 
  from transporting cargo 
  to carrying UNTIL 
  agents into battle, it 
  can be outﬁtted with a 
  wide variety of optional 
  equipment (weapons, 
  advanced communica-
  tions gear, or a miniatur-
  ized mobile hospital, to 
  name a few) for special-
  ized purposes or mis-
  sions. UNTIL typically 
  paints UMUVs black 
  (or camouﬂage, in some 
  cases) with the organi-
  zation’s symbol on the 
  side... but even without 
  the symbol, the vehicle’s 
  unique “blocky high 
  tech” look distinguishes 
  it from every other 
  vehicle on the road.
  
  UNTIL: Defenders Of Freedom 
  107 
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  OPTIONAL EQUIPMENT
  Cost Power
  12 
  Concealed Caltrop Dropper:  RKA 1d6,  
  Area Of Eﬀect (10” Cone; +1), Armor  
  Piercing (+½), Continuous (+1), Uncon-
  trolled (removable by spending a Full  
  Phase to sweep them aside; +½); IIF  
  Bulky (-¾), Activation Roll 14- (-½), No 
  Range (-½), Limited Arc Of Fire (60  
  Degrees behind vehicle, only on same  
  horizontal level; -¾), Only Aﬀects  
  Characters Moving On The Ground  
  (-¼), Combat Driving Roll Cancels  
  Eﬀect (-¼), Automatically Targets Hit  
  Location (tires; -0), 4 Charges (-1) 
  [4]
  Description:  The UVEV (usually referred to as the 
  “Veeve”) is a favorite of UNTIL’s Intelligence Corps. 
  It resembles a typical automobile, often a sportscar. 
  However, it’s much faster than most cars... and even 
  more amazingly, can convert into a ﬂying craft, a 
  miniature boat, or underwater vehicle! Conversion 
  from one mode of travel to another usually requires 
  one Full Phase, but can be done instantly (i.e., as 
  a Zero-Phase Action) if the operator is willing to 
  cause damage to the car (1 BODY).
  The UVEV comes with a battery of four of 
  UNTIL’s “Flying Fish” Missilepedoes, which can 
  function as airborne missiles or underwater torpe-
  does. Some versions also have a caltrop dropper for 
  use against ground-based pursuers.
  VIKING-CLASS ASSAULT VAN
   Val Char 
  Cost Notes
   6 Size 
  30 4” x 2”; -6 KB; -4 DCV
   40 STR 
  0 
  Lift 6,400 kg; 9d6 HTH [0]
   14 DEX 
  12 OCV:  5/DCV:  4
   16 BODY 0
   7 DEF 
  15
   3 SPD 
  6 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  63
  Movement: 
  Ground Movement:  30”/120”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  19 
  Motorized Wheeled Vehicle: Ground  
  Movement +24” (30” total), x4 Non- 
  combat; OAF Bulky (standard tires;  
  -1½), Only on Appropriate Terrain  
  (-¼), 1 Continuing Fuel Charge (easily 
  obtained fuel; 6 Hours; -0);  
  [1cc]
  6 
  Solid Tires: (6 DEF/6 BODY)  
  (see TUV, page 41)
  -2 
  Ground Vehicle:  Swimming -2” (0” total)
   
  Tactical Systems
  43 
  Turretted Blaster:  RKA 3d6+1, Reduced 
  Endurance (0 END; +½); IIF Bulky (-¾) 
  0
  Total Abilities & Equipment Cost:  66
  Total Vehicle Cost:  129
  Value Disadvantages
  None
  
  108 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  Total Disadvantage Points:  0
  Total Cost:  129/5 = 26
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  OPTIONAL EQUIPMENT
  Cost Power
  +21 Enhanced Turretted Blaster:  Change to  
  RKA 3d6, Autoﬁre (5 shots; +½), Reduced 
  Endurance (0 END; +1); IIF Bulky (-¾)
  +9 
  Heavy Viking:  Increase to DEF 10
  6 
  Oﬀroad Suspension:  +3 Penalty Skill  
  Levels versus Oﬀroad Driving Penalties
  7 
  Ramplate:  HA +3d6; Hand-To-Hand Attack 
  (-½), Only With Move Throughs (-½)
  Description:  The Viking is UNTIL’s standard urban 
  troop transport vehicle; TC engineers can adapt it 
  for oﬀ-road use as well. In addition to its driver, it 
  can carry a dozen UNTIL agents and all their gear. 
  Ordinarily it looks more or less like a standard 
  van; UNTIL can paint it with a ﬁctional logo (as a 
  disguise) or go “loud and proud” with the UNTIL 
  symbol prominently displayed.
  In its standard conﬁguration, the Viking only 
  carries a turreted blaster cannon; the turret can 
  retract into the body of the van for times when the 
  vehicle is “disguised” (this reduces the passenger 
  capacity to ten). Some versions come equipped 
  with an automatic-ﬁre blaster instead, or a ramplate 
  on the front for smashing through walls and doors.
  AIRCRAFT
  While UNTIL doesn’t have a full-ﬂedged 
  air force, it often uses aerial vehicles to transport 
  troops quickly or dogﬁght with enemy vehicles. 
  Most UNTIL aircraft use antigravity “hover” tech-
  nology to some degree.
  UNTIL GRAV-CAR
   Val Char Cost Notes
   7 Size 
  35 5” x 2.5”;  -7 KB; -4 DCV
   45 STR 
  0 
  Lift 12.5 tons; 9d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  4
   17 BODY 0
   10 DEF 
  30
   3 SPD 
  5 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  85
  Movement: 
  Ground Movement:  0”/0”
   
  Flight:  22”/88”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  86 
  Hover Systems:  Flight 22”, x4 Non- 
  combat, No Turn Mode (+¼),  
  Sideways Maneuverability (+½); 1  
  Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0)  
  [1cc]
  -2 
  Flying Vehicle:  Swimming; -2” (0” total)
  -12 
  Flying Vehicle:  Ground Movement -6”  
  (0” total)
   
  Tactical Systems
  60 
  Blaster Cannons:  RKA 3d6, Autoﬁre  
  (5 shots; +½), Armor Piercing (+½),  
  Reduced Endurance (0 END; +1); OIF  
  Bulky (-1), Limited Arc Of Fire (180  
  degrees on one side; -¼) 
  0
  10 
  Blaster Cannons:  3 more Blaster  
  Cannons (total of 4)
   
  Operations Systems
  14 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky (-1) 0
   
  Skills
  4 
  Maneuverable:  +2 with Flight
  Total Abilities & Equipment Cost:  160
  Total Vehicle Cost:  245
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL combat ship 
  (Not Concealable, Causes Extreme Reaction 
  [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  220/5 = 44
  
  UNTIL: Defenders Of Freedom 
  109 
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  The Grav-Car is a fully aerial form of 
  the Grav-Sled — a completely enclosed hovercraft 
  capable of true ﬂight. It has four Blaster Cannons, one 
  on each side so that all arcs of ﬁre around the vehicle 
  are covered.
  UNTIL normally paints its Grav-Cars navy 
  blue, but some are chrome and gold. They can carry 
  eight agents (plus the pilot) comfortably, or as 
  many as 14 uncomfortably.
  UNTIL GRAV-TANK
   Val Char 
  Cost Notes
   7 Size 
  35 5” x 2.5”;  -7 KB; -4 DCV
   45 STR 
  0 
  Lift 12.5 tons; 9d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   17 BODY 0
   15 DEF 
  39
   4 SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  110
  Movement: 
  Ground Movement:  0”/0”
   
  Flight:  18”/72”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  72 
  Hover Systems:  Flight 18”, x4 Non- 
  combat, No Turn Mode (+¼),  
  Sideways Maneuverability (+½); 1  
  Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0)  
  [1cc]
  -2 
  Flying Vehicle:  Swimming; -2” (0” total)
  -12 
  Flying Vehicle:  Ground Movement -6”
   
  Tactical Systems
  60 
  Primary Blaster Cannon:  RKA 5d6,  
  Armor Piercing (+½), Reduced Endurance  
  (0 END; +½); OIF Bulky (-1), Limited  
  Arc Of Fire (60 Degrees Forward; -½)  
  0
  60 
  Secondary Blaster Cannons:  RKA 3d6,  
  Autoﬁre (5 shots; +½), Armor Piercing  
  (+½), Reduced Endurance (0 END; +1);  
  OIF Bulky (-1), Limited Arc Of Fire  
  (180 degrees on one side; -¼) 
  0
  10 
  Secondary Blaster Cannons:  3 more  
  Blaster Cannons (total of 4) 
  0
  33 
  Turret-Mounted Grenade Launcher:   
  RKA 2d6, Explosion (-1 DC/3”; +1),  
  32 Charges (+¼); OIF Bulky (-1) 
  [32]
  37 
  Volsunga Mk. II Missiles:  RKA 3d6,  
  Explosion (+½), Indirect (can strike  
  
  110 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  from any angle, but always come from  
  vehicle; +½), No Range Modiﬁer (+½);  
  OIF Bulky (-1), 4 Charges (-1) 
  [4]
   
  Operations Systems
  11 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
   
  Skills
  2 
  Maneuverable:  +1 with Flight
  Total Abilities & Equipment Cost:  271
  Total Vehicle Cost:  381
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL combat ship 
  (Not Concealable, Causes Extreme  
  Reaction [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  356/5 = 71
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  This vehicle is, essentially, a tank-style 
  version of the Grav-Car. It has a crew of three and 
  cannot carry passengers. Its weapons include a large 
  main blaster pointed forward, four secondary blasters 
  (one per side), a turreted grenade launcher that can 
  ﬁre in any direction, and four Volsunga missiles.
  UNTIL JET-CYCLE
   Val Char 
  Cost Notes
   1 Size 
  5 
  1.25” x .64”; -1 KB; -0 DCV
   20 STR 
  5 
  Lift 400 kg; 4d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   11 BODY  0
   6 DEF 
  8 
  Does Not Protect Occupant (-½)
   4 SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  54
  Movement: 
  Ground Movement:  0”/0”
   
  Flight:  30”/120”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  114 
  Hover Systems:  Flight 30”, x4 Non- 
  combat, No Turn Mode (+¼), Sideways 
  Maneuverability (+½); 1 Continuing  
  Fuel Charge (easily obtained fuel;  
  6 Hours; -0)  
  [1cc]
  -2 
  Flying Vehicle:  Swimming; -2” (0” total)
  -12 
  Flying Vehicle:  Ground Movement -6”  
  (0” total)
   
  Tactical Systems
  24 
  Forward Blaster:  RKA 2½d6, Reduced 
  Endurance (0 END; +½); OIF Bulky  
  (-1), Limited Arc Of Fire (60 Degrees  
  Forward; -½) 
  0
  27 
  Volsunga Mk. I Missiles:  RKA 2d6,  
  Explosion (+½), Indirect (can strike  
  from any angle, but always come from  
  vehicle; +½), No Range Modiﬁer (+½);  
  
  UNTIL: Defenders Of Freedom 
  111 
  OIF Bulky (-1), 6 Charges (-¾) 
  [6]
  2 
  Swept-Back Side Panels:  Remove Does  
  Not Protect Occupant (-½) from DEF;  
  Activation Roll 12- (-¾) 
  0
   
  Operations Systems
  5 
  Communications Uplink:  HRRP (Radio 
  Group); OIF Bulky (-1), Aﬀected As  
  Sight And Hearing Groups As Well As  
  Radio Group (-½)
  11 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
   
  Skills
  8 
  Targeting System:  +4 with Volsunga Missiles
  8 
  Maneuverable:  +4 with Flight
  Total Abilities & Equipment Cost:  185
  Total Vehicle Cost:  239
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL combat  
  vehicle (Not Concealable, Causes Extreme 
  Reaction [fear/respect])
  20 
  Vulnerability:  2 x BODY from Electri-
  cal, Magnetic, and Microwave Attacks 
  (Common)
  Total Disadvantage Points:  45
  Total Cost:  194/5 = 39
  OPTIONAL EQUIPMENT
  Cost Power
  +5 
  Rear Blaster:  One more Blaster (total of two)
  +7 
  Supercharged Hover Systems:  Increase to  
  Flight 32”
  Description:   One of UNTIL’s most high-tech 
  — and fastest — vehicles, the Jet-Cycle is ridden 
  by UNTIL’s elite Light Horse agents. It’s essentially 
  a modiﬁed form of the Martinez-class motorcycle 
  with the wheels (and related systems) removed, 
  and a series of gravitic manipulators and micro-jets 
  installed in their place. However, the miniaturiza-
  tion necessary to make these systems work leaves 
  the ’cycle vulnerable to electrical, magnetic, and 
  microwave attacks.
  The Jet-Cycle comes equipped with a forward 
  blaster and six Volsunga-I missiles. Some models 
  have a rear-mounted blaster as well.
  Jet-Cycles are a shiny chrome and gold. Techs 
  may paint them sky blue or grey as “camouﬂage” if 
  the mission calls for it.
  SIGURD-CLASS COMBAT HELICOPTER
   Val Char 
  Cost Notes
   6 Size 
  30 4” x 2”; -6 KB; -4 DCV
   40 STR 
  0 
  Lift 6,400 kg, 8d6 HTH [0]
   23 DEX 
  39 OCV:  8/DCV:  8
   16 BODY 0
   11 DEF 
  27
   4 SPD 
  7 
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  103
  Movement: 
  Ground Movement:  0”/0”
   
  Flight:  33”/132”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  45 
  Rotor-Based Flight:  Flight 33”, x4  
  Noncombat, No Turn Mode (+¼),  
  Sideways Maneuverability (+½); Side  
  Eﬀects (KA 2d6, Area Of Eﬀect (6”  
  Radius) around the vehicle, automatically 
  occurs when Flight is in use, only aﬀects 
  environment around Vehicle; -1¾), 1  
  Continuing Fuel Charge (easily- 
  obtained fuel; 3 Hours; -0) 
  [1cc]
  -2 
  Flying Vehicle:  Swimming; -2” (0” total),
  -12 
  Flying Vehicle:  Ground Movement -6”  
  (0” total)
   
  Tactical Systems
  54 
  Forward Blaster:  RKA 3d6, Armor  
  Piercing (+½), Autoﬁre (5 shots; +½), 
  Reduced Endurance (0 END; +1); OIF  
  Bulky (-1), Limited Arc Of Fire (60  
  Degrees Forward; -½) 
  0
  37 
  Volsunga Mk. II Missiles:  RKA 3d6,  
  Explosion (+½), Indirect (can strike  
  from any angle, but always come from  
  vehicle; +½), No Range Modiﬁer (+½);  
  OIF Bulky (-1), 4 Charges (-1) 
  [4]
  2 
  Armored Crash Seat:  +10 PD; OIF Bulky 
  (-1), Only To Protect Occupants Against 
  Damage From Crashes (-2) 
  0
  2 
  Armored Crash Seat:  Another Armored 
  Crash Seat (total of 2) 
  0
   
  Operations Systems
  3 
  Pilot’s Infrared Scope:  Infrared Perception 
  (Sight Group); OIF Bulky (-1)
  11 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
   
  Personnel Systems
  14 
  Sealed Environment:  Life Support (Self-
  Contained Breathing; Safe Environments:  
  Intense Cold, Low Pressure/Vacuum) 
  0
   
  Skills
  4 
  Maneuverable:  +2 with Flight
  Total Abilities & Equipment Cost:  158
  Total Vehicle Cost:  261
  
  112 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL combat  
  helicopter (Not Concealable, Causes  
  Extreme Reaction [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  236/5 = 47
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  OPTIONAL EQUIPMENT
  Cost Power
  35 
  Mini-Missile Pod:  RKA 4d6, Armor  
  Piercing (x2; +1), Explosion (+½); OIF  
  Bulky (-1), Real Weapon (-¼), Limited Arc  
  Of Fire (0 degrees forward, same  
  horizontal level; -1), 4 Charges (-1) 
  [4]
  33 
  Underside Turret-Mounted Grenade  
  Launcher:  RKA 2d6, Explosion (-1 DC/3”; 
  +1), 32 Charges (+¼); OIF Bulky (-1) 
  [32]
  Description:  The Sigurd-class gunship is one of the 
  most advanced military helicopters in use today. 
  UNTIL typically paints it black or dark grey, with the 
  UNTIL symbol prominently displayed on each side.
  In its standard conﬁguration, the Sigurd carries 
  a powerful auto-blaster and four Volsunga-II mis-
  siles. Technicians can add other weapons, including 
  mini-missile pods and grenade launchers.
  STRATOLINE-CLASS TRANSPORT PLANE
   Val Char 
  Cost Notes
   11 Size 
  55 12.5” x 6.4”; -11 KB; -7 DCV
   70 STR 
  5 
  Lift 400 tons; 11d6 HTH [0]
   14 DEX 
  12 OCV:  5/DCV:  5
   21 BODY 0
   4 DEF 
  6
   3 SPD 
  6 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  84
  Movement: 
  Ground Movement:  6”/12”
   
  Flight:  33”/528”
  Abilities & Equipment
  Cost Powers 
  END
   
  Propulsion Systems
  27 
  Jet Cargo Transport:  Flight 33”, x16  
  Noncombat; Side Eﬀects (KA 2d6, 7”  
  Line behind engines and also propeller  
  on front of engines, automatically occurs 
  when Flight is in use, only aﬀects environ-
  ment around vehicle; -1¾), Stall Velocity 
  (16”; -¼), 1 Continuing Fuel Charge  
  (easily-obtained fuel; 1 Day; -0) 
  [1cc]
  -2 
  Flying Vehicle:  Swimming; -2” (0” total)
   
  Operations Systems
  11 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
   
  Personnel Systems
  6 
  Ejection Seats:  Telekinesis (26 STR);  
  OIF Bulky (-1), Aﬀects Whole Object  
  (-¼), No Range (-½), Only To Throw  
  Target Straight Up (-2), 1 Recoverable 
  Charge (-1¼) 
  [1rc]
  5 
  Ejection Seats:  One more Ejection  
  Seat (total of two) 
  [1rc]
  14 
  Sealed Environment:  Life Support (Self- 
  Contained Breathing; Safe Environments:  
  Intense Cold, Low Pressure/Vacuum) 
  0
  Total Abilities & Equipment Cost:  61
  Total Vehicle Cost:  145
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL vehicle (Not 
  Concealable, Noticed And Recognized)
  Total Disadvantage Points:  15
  Total Cost:  130/5 = 26
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  This is UNTIL’s standard troop and 
  cargo transport plane; it uses a combination of 
  standard jets and low-level hover technology to 
  obtain VTOL (vertical takeoﬀ and landing) capa-
  bility. UNTIL does not equip it with weapons. It has 
  a crew of two.
  
  UNTIL: Defenders Of Freedom 
  113 
  VALKYRIE-CLASS FIGHTER
   Val Char 
  Cost Notes
   9 Size 
  45 8” x 4”; -9 KB; -6 DCV
   45 STR 
  -10 Lift 12.5 tons; 9d6 HTH [0]
   25 DEX 
  45 OCV:  8/DCV:  8
   19 BODY  0
   5 DEF 
   9
   5 SPD 
  15 Phases:  3, 5, 8, 9, 12
    
   
   
  Total Characteristic Cost:  104
  Movement: 
  Ground Movement:  6”/12”
   
  Flight:  35”/280”
   
  MegaFlight:  1”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  29 
  Jet Fighter:  Multipower, 80-point reserve; all 
  Side Eﬀects (-1¾), 1 Continuing Fuel Charge 
  (easily-obtained fuel; 6 Hours; -0) for entire 
  Multipower 
  [1cc]
  3u 
  1)  Standard Flight:  Flight 35”, x8  
  Noncombat; Side Eﬀects (KA 2d6, 7”  
  Line behind engines, automatically  
  occurs when Flight is in use, only  
  aﬀects environment around vehicle;  
  -1¾), Stall Velocity (17”; -¼)
  1u 
  2)  Mach Speed Flight:  Flight 1”, Mega- 
  Scale (1” = 1 km; +¼); Side Eﬀects  
  (KA 2d6, 7” Line behind engines,  
  automatically occurs when Flight is  
  in use, only aﬀects environment around 
  vehicle; -1¾), Cannot Take Oﬀ Or Land  
  At This Speed (-0)
  -2 
  Cannot Swim:  Swimming -2” (0” total)
   
  Tactical Systems
  54 
  Forward Blaster Cannon:  RKA 3d6,  
  Autoﬁre (5 shots; +½), Armor Piercing  
  (+½), Reduced Endurance (0 END; +½);  
  OIF Bulky (-1), Limited Arc Of Fire (60 
  Degrees Forward; -½)  
  0
  67 
  Volsunga Mk. III Missiles:  RKA 4d6,  
  Explosion (+½), Indirect (can strike  
  from any angle, but always come from  
  vehicle; +½), No Range Modiﬁer (+½);  
  OIF Bulky (-1), 12 Charges (-¼) 
  [12]
   
  Operations Systems
  14 
  U-M573 Radar:  Radar (Radio Group),  
  Discriminatory, Increased Arc Of  
  Perception (360 Degrees), Telescopic  
  (+10 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Radio Group (-½) 
  0
  2 
  Pilot’s Infrared Scope:  Infrared Perception 
  (Sight Group); OIF Bulky (-1)
   
  Personnel Systems
  6 
  Ejection Seat:  Telekinesis (26 STR);  
  OIF Bulky (-1), Aﬀects Whole Object  
  (-¼), No Range (-½), Only To Throw  
  Target Straight Up (-2), 1 Recoverable 
  Charge (-1¼) 
  [1rc]
  14 
  Sealed Environment:  Life Support (Self-
  Contained Breathing; Safe Environments:  
  Intense Cold, Low Pressure/Vacuum) 
  0
   
  Skills
  6 
  Digital Control-By-Wire Flight System:   
  +3 with Flight
  15 
  Targeting Systems:  +3 with Ranged Combat
  Total Abilities & Equipment Cost:  209
  Total Vehicle Cost:  313
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL elite  
  combat vehicle (Not Concealable, Causes 
  Extreme Reaction [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  291/5 = 58
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  Although UNTIL rarely has need of a 
  sophisticated ﬁghter plane, sometimes it has to engage 
  the likes of VIPER Dragon-Jets. For such opponents, 
  the Valkyrie was designed. It’s a state-of-the-art jet-
  ﬁghter, equipped with UNTIL’s Volsunga missiles 
  and a blaster cannon. Like the Stratoline, it’s a VTOL 
  aircraft.
  UNTIL refuses to conﬁrm how many Valkyries 
  it has. Jane’s Defense Weekly estimates the agency 
  has no more than a dozen, at the most.
  The Valkyrie has forward-swept wings and 
  is typically painted dove grey, with the UNTIL 
  symbol prominently displayed on the sides, wings, 
  and tail.
  
  114 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  WATERCRAFT AND  
  OAD VEHICLES
  UNTIL’s role as protector of the world’s inter-
  national waters, not to mention the existence of its 
  NAUTILUS undersea base, means it needs a wide 
  variety of boats, ships, and other watercraft.
  STINGRAY-CLASS MINISUB
   Val Char 
  Cost Notes
   3 
  Size 
  15 2” x 1”; -3 KB; -2 DCV
   25 STR 
   0 
  Lift 800 kg, 5d6 HTH [0]
   14 DEX 
   12 OCV:  5/DCV:  5
   13 BODY  0
   6 
  DEF 
  12
   3 
  SPD 
   6 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  45
  Movement: 
  Ground Movement:  0”/0”
   
  Swimming:  12”/24”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  10 
  Marine Vehicle:  Swimming +10”  
  (12” total), 1 Continuing Fuel Charge  
  (easily obtained fuel; 6 Hours; -0) 
  [1cc]
  -12 
  Marine Vehicle:  Ground Movement -6”
   
  Operations Systems
  13 
  Periscope:  Clairsentience (Sight Group), 
  Reduced Endurance (0 END; +½); OIF 
  Bulky (-1), Limited Range (5”; -¼) 
  0
  10 
  Active Sonar Arrays:  Active Sonar  
  (Hearing Group), Increased Arc Of  
  Perception (360 Degrees), Telescopic  
  (+4 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
  9 
  Searchlight:  Sight Group Images, +4 to  
  PER Rolls, Reduced Endurance (0 END; 
  +½); OIF Bulky (-1), Only To Create Light  
  (-1), Limited Arc Of Fire (60 Degrees For-
  ward; -½) [0]
   
  Personnel Systems
  11 
  Submersible:  Life Support (Self- 
  Contained Breathing; Safe Environment:  
  High Pressure) 
  0
  Total Abilities & Equipment Cost:  41
  Total Vehicle Cost:  86
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL underwater 
  vehicle (Not Concealable, Noticed And  
  Recognized)
  Total Disadvantage Points:  15
  Total Cost:  71/5 = 14
  COMPUTER AND ADDITIONAL VEHICLES
  Cost Power
  65 
  MUNIN Mark III Computer
  20 
  U-T26 Torpedo Launchers:  1 U-T26 tor-
  pedo (use Mark 48, TUV page 133)
  10 
  U-T26 Torpedo Launchers:  3 more U-T26 
  torpedoes (total of 4)
  Description:  The favorite of many OAD agents, the 
  Stingray is UNTIL’s highly mobile mini-sub. Nor-
  mally it is not equipped for combat, but UNTIL 
  technicians can add a torpedo rack if necessary. 
  UNTIL often volunteers to take members of the 
  scientiﬁc community down in Stingrays when the 
  scientists’ research requires it.
  The Stingray requires one pilot and can hold 
  up to three more persons.
  
  UNTIL: Defenders Of Freedom 
  115 
  HARROWS FLYING SUBMERSIBLE
   Val Char 
  Cost Notes
   4 
  Size 
  20 2.5” x 1.25”;  -4 KB; -2 DCV
   30 STR 
  0 
  Lift 1,600 kg; 5d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   14 BODY  0
   7 
  DEF 
  15
   4 
  SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  71
  Movement: 
  Ground Movement:  0”/0”
   
  Flight:  25”/200 “
   
  Swimming:  15”/30”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  105 
  Hover Systems:  Flight 25”, x8 Non- 
  combat, No Turn Mode (+¼), Sideways 
  Maneuverability (+½); 1 Continuing  
  Fuel Charge (easily obtained fuel;  
  6 Hours; -0)  
  [1cc]
  13 
  Marine Vehicle:  Swimming +13”  
  (15” total); 1 Continuing Fuel Charge  
  (easily obtained fuel; 6 Hours; -0) 
  [1cc]
  -12 
  Only Flies And Swims:  Ground  
  Movement -6” (0” total)
   
  Tactical Systems
  37 
  Flying Fish Missilepedoes:  RKA 3d6,  
  Armor Piercing (+½), Indirect (always  
  comes from vehicle, but can strike target 
  from any direction; +½), No Range Modiﬁer 
  (+½); OIF Bulky (-1), 4 Charges (-1)  
  [4]
  24 
  Forward Blaster Cannon:  RKA 2½d6, 
  Reduced Endurance (0 END; +½); OIF 
  Bulky (-1), Limited Arc Of Fire (60  
  Degrees Forward; -½) 0
   
  Operations Systems
  11 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
  10 
  Active Sonar Array:  Active Sonar  
  (Hearing Group), Increased Arc Of  
  Perception (360 Degrees), Telescopic (+4 
  versus Range Modiﬁer); OIF Bulky (-1), 
  Aﬀected As Sight Group As Well As  
  Hearing Group (-½) 
  0
  9 
  Searchlight:  Sight Group Images, +4 to  
  PER Rolls, Reduced Endurance (0 END; 
  +½); OIF Bulky (-1), Only To Create Light  
  (-1), Limited Arc Of Fire (60 Degrees  
  Forward; -½) [0]
   
  Personnel Systems
  11 
  Submersible:  Life Support (Self- 
  Contained Breathing; Safe Environment:  
  High Pressure) 
  0
  Total Abilities & Equipment Cost:  208
  Total Vehicle Cost:  279
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL marine vehicle 
  (Not Concealable, Causes Extreme Reaction 
  [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  254/5 = 51
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  One of UNTIL’s most distinctive and 
  renowned vehicles, the Harrows Flying Submersible 
  (named after its creator, Dr. Kurt Harrows) is a versa-
  tile vehicle capable of performing as a mini-subma-
  rine or a ﬁghter aircraft (because it is most often used 
  underwater, UNTIL classiﬁes it as a watercraft). It 
  comes equipped with four Flying Fish Missilepedoes 
  and a Forward Blaster Cannon.
  
  116 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  HEIMDALL-CLASS PATROL CRUISER
   Val Char 
  Cost Notes
   10 Size 
  50 10” x 5”; -10 KB; -6 DCV
   60 STR 
  0 
  Lift 100 tons; 12d6 HTH [0]
   12 DEX 
  6 
  OCV:  4/DCV:  4
   20 BODY  0 
   7 
  DEF 
  12 Does Not Protect Some  
  Occupants (-¼)
   3 
  SPD 
  8 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  76
  Movement: 
  Swimming:  23”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  -12 
  Marine Vehicle: Ground Movement -6” 
  (0” total)
  10 
  Marine Vehicle:  Swimming +21” (23”  
  total); Surface Movement Only (-1), 1  
  Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0) 
  [1cc]
   
  Tactical Systems
  67 
  Turreted Blaster Cannon:  RKA 3d6,  
  Autoﬁre (5 shots; +½), Armor Piercing  
  (+½), Reduced Endurance (0 END; +1);  
  OIF Bulky (-1) 
  0
  56 
  Flying Fish Missilepedoes:  RKA 3d6,  
  Armor Piercing (+½), Indirect (always  
  comes from vehicle, but can strike  
  target from any direction; +½), No  
  Range Modiﬁer (+½); OIF Bulky (-1),  
  16 Charges (-0)  
  [16]
   
  Operations Systems
  11 
  U-MR317 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+8 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
  10 
  Active Sonar Array:  Active Sonar  
  (Hearing Group), Increased Arc Of  
  Perception (360 Degrees), Telescopic  
  (+4 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
  15 
  Searchlight:  Sight Group Images, +4 to 
  PER Rolls, Increased Size (4” radius; +½), 
  Reduced Endurance (0 END; +½); OIF 
  Bulky (-1), Only To Create Light (-1) 
  0
  Total Abilities & Equipment Cost:  157
  Total Vehicle Cost:  233
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL marine vehicle 
  (Not Concealable, Causes Extreme Reaction 
  [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  208/5 = 42
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  The Heimdall class of small cruisers 
  is used for extended oceanic missions — typically 
  rescues, patrols of dangerous coastal areas, and anti-
  piracy campaigns. A Heimdall can carry a crew of up 
  to 30 men.
  In the event of combat, the Heimdall mounts 
  two weapons. The ﬁrst is a turretted blaster cannon 
  with a wide arc of ﬁre. The second is a battery of 16 
  Flying Fish missilepedoes.
  Heimdalls are usually painted white or battle-
  ship grey, with the UNTIL symbol prominently 
  displayed.
  
  UNTIL: Defenders Of Freedom 
  117 
  FREYA-CLASS SPEEDBOAT
   Val Char 
  Cost Notes
   5 Size 
  25 3.2” x 1.6”;  -5 KB; -3 DCV
   35 STR 
  0 
  Lift 3,200 kg; 7d6 HTH [0]
   20 DEX 
  30 OCV:  6/DCV:  6
   15 BODY 0
   7 DEF 
  15
   4 SPD 
  10 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  80
  Movement: 
  Swimming:  30”/60”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  -12 
  Marine Vehicle: Ground Movement -6” 
  (0” total)
  14 
  Marine Vehicle:  Swimming +28”  
  (30” total); Surface Movement Only (-1),  
  1 Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0) 
  [1cc]
   
  Tactical Systems
  45 
  Turreted Blaster Cannon:  RKA 2d6,  
  Autoﬁre (5 shots; +½), Armor Piercing  
  (+½), Reduced Endurance (0 END; +1);  
  OIF Bulky (-1) 
  0
  56 
  Flying Fish Missilepedoes:  RKA 3d6,  
  Armor Piercing (+½), Indirect (always  
  comes from vehicle, but can strike  
  target from any direction; +½), No  
  Range Modiﬁer (+½); OIF Bulky (-1),  
  16 Charges (-0)  
  [16]
   
  Operations Systems
  10 
  U-MR250 Radar:  Radar, Increased Arc  
  Of Perception (360 Degrees), Telescopic  
  (+4 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
  10 
  Active Sonar Array:  Active Sonar  
  (Hearing Group), Increased Arc Of  
  Perception (360 Degrees), Telescopic  
  (+4 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Hearing Group (-½) 
  0
  13 
  Searchlight:  Sight Group Images, +4 to 
  PER Rolls, Increased Size (2” radius; +¼), 
  Reduced Endurance (0 END; +½); OIF 
  Bulky (-1), Only To Create Light (-1) 
  0
  Total Abilities & Equipment Cost:  136
  Total Vehicle Cost:  216
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL marine  
  vehicle (Not Concealable, Causes Extreme 
  Reaction [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  191/5 = 38
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  OPTIONAL EQUIPMENT
  Cost Power
  +7 
  Motor Silencer:  Invisible to Hearing Group 
  (+¼) for Swimming 30”
  Description:  The Freya is UNTIL’s standard speed-
  boat, used for short-range coastal patrol and pursuit 
  missions, covert landings, and the like. Its motor can 
  be equipped with a special sound suppressor for 
  times when UNTIL would prefer to operate secretly 
  (though the silencing eﬀect is not perfect; the boat still 
  makes noise moving against the water).
  Freyas are usually painted dark blue, and on 
  non-covert missions ﬂy the UNTIL ﬂag.
  
  118 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  ULLER-CLASS SNOWMOBILE
   Val Char 
  Cost Notes
   0 Size 
  0 
  1” x .5”; -0 KB; -0 DCV
   20 STR 
  10 Lift 400 kg; 4d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   12 BODY 2
   4 DEF 
  4 
  Does Not Protect Occupant (-½)
   3 SPD 
  2 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  42
  Movement: 
  Ground:  18”/72”
   
  Swimming:  0”/0”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  13 
  Tracked- And Runner-Driven Vehicle:  
  Ground Movement +20” (26” total), x4  
  Noncombat; OAF Bulky (rubber tracks;  
  -1½), Only On Appropriate Terrain  
  (snow/ice; -1), 1 Continuing Fuel Charge 
  (easily-obtained fuel; 4 Hours; -0) 
  [1cc]
  -2 
  Ground Vehicle:    Swimming -2”  
  (0” total)
   
  Operations Systems
  5 
  Communications Uplink:  HRRP (Radio 
  Group); OIF Bulky (-1), Aﬀected As Sight And 
  Hearing Groups As Well As Radio Group (-½)
  Total Abilities & Equipment Cost:  16
  Total Vehicle Cost:  58
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL snowmobile 
  (Not Concealable, Noticed And  
  Recognized)
  Total Disadvantage Points:  15
  Total Cost:  43/5 = 9
  OPTIONAL EQUIPMENT
  Cost Power
  +13 Motor Silencer:  Invisible to Hearing  
  Group (+¼) for Ground Movement 26”
  24 
  Forward Blaster:  RKA 2½d6, Reduced 
  Endurance (0 END; +½); OIF Bulky  
  (-1), Limited Arc Of Fire (60 Degrees  
  Forward; -½)
  Description:  When OAD agents ﬁnd themselves 
  needing rapid transportation across icy ground, they 
  turn to the Uller-class high-performance snowmo-
  bile. The Uller is not intended primarily for combat, 
  so it has no weapons and is only lightly armored. A 
  Forward Blaster can be installed as an option.
  Ullers are usually painted white and light blue, 
  to create a camouﬂage eﬀect.
  
  UNTIL: Defenders Of Freedom 
  119 
  U
  NTIL maintains dozens of bases, labora-
  tories, training camps, and other facilities 
  throughout the world... and oﬀ it. A few of 
  these deserve special mention due to their 
  importance to UNTIL’s mission.
  UNTIL WORLD  
  HEADQUARTERS
  UNTIL World Headquarters is located in New 
  York City at the United Nations complex. To be 
  more precise, it’s located beneath the Secretariat, in 
  ten underground ﬂoors hollowed out of solid rock. 
  UNTIL constructed it to withstand direct strikes 
  by heavy conventional bombs. It’s one of the most 
  secure facilities in the world; it makes use not only 
  of human guards and static security devices such 
  as locked doors, but of the latest advances in elec-
  tronic security. All persons who enter Headquarters 
  must wear a badge which identiﬁes them and also 
  contains a small electronic “bug” that allows secu-
  rity personnel to determine their location in the 
  complex at any time. The oﬃces of the Bureau Of 
  Superhuman Statistics are perhaps the most secure 
  place in Headquarters — more secure, even, than 
  the Secretary-Marshall’s oﬃce.
  On its ten ﬂoors, Headquarters houses the 
  main oﬃces of almost all major branches of 
  UNTIL. The Secretary-Marshall, the Undersec-
  retary, the Field Marshall, and the heads of the 
  TC, DAC, IC, C&F, and OSR, among others, have 
  their oﬃces here. Headquarters also includes an 
  advanced criminalistics and forensics laboratory, 
  other laboratories for research and development, 
  an elegant formal dining room for state meals, 
  and a top-secret private subway which connects 
  with the main New York subway lines. Needless to 
  say, Headquarters is extremely crowded; UNTIL 
  has plans to expand by digging more ﬂoors in 
  2005-2008.
  UNTIL World Headquarters is of course under 
  the direct command of the Secretary-Marshall. He 
  leaves most day-to-day administrative decisions to 
  Headquarters Administrator Major Mirwais Amir 
  (Afghanistan). Amir, a 26-year veteran of UNTIL 
  with deep loyalties to the United Nations, reports 
  jointly to the Secretary-Marshall of UNTIL and 
  the Secretary General of the UN — he’s also in 
  charge of security for both UNTIL World Head-
  quarters and the entire UN complex. He’s known in 
  UNTIL as a competent and eﬃcient administrator. 
  (For Major Amir, use the UD Agent template and 
  add Bureaucratics, Persuasion, and other relevant 
  Skills.) Major Antonio Costa Soler (Spain), the 
  Secretary-Marshall’s Headquarters Adjutant and an 
  expert linguist, assists Major Amir.
  THE GUARDHOUSE
  A small island in the North Atlantic between 
  Scotland and Iceland houses the International 
  Superhuman Correctional Facility (ISCF), better 
  known as the Guardhouse — UNTIL’s version of 
  Stronghold. Opened in 1980, the ICSF was built 
  along the same lines as its more famous sister 
  prison, substituting hundreds of miles of open 
  ocean for Stronghold’s desolate desert. The facility 
  has its own generators sunk into a sublevel beneath 
  the island’s bedrock, and food, fresh water, and sup-
  plies are brought by ship every two weeks.
  The Guardhouse has ﬁve major areas. The ﬁrst 
  is the Outer Wall, a large wall ringing the entire 
  island to prevent rescue attempts by outsiders; it’s 
  well-lit and -monitored. The only entrance through 
  the wall is the main dock where ships land. The 
  second is the Inner Wall, which surrounds the 
  prison buildings themselves; it’s even better lit and 
  watched, and protected by concertina wire, motion 
  detectors, and other security devices.
  The other three areas are all sections of the 
  prison itself. The Men’s Facility, the largest of the 
  three, holds male supervillains and any genderless 
  entity UNTIL captures. It’s ﬁve stories tall, with 
  a varying number of cells on each level because 
  the cells themselves are conﬁgurable to handle 
  superhumans of diﬀerent sizes, powers, and needs. 
  The Women’s Facility is only three stories tall, but 
  equally secure. Linking the two is the Administra-
  tive Building, where the warden, Major Katalin 
  Szabo (Hungary), and her staﬀ have their oﬃces, 
  living quarters, and the like. Warden Szabo, an 
  experienced UD agent, is a stickler for precise secu-
  rity procedures; she realizes the slightest slip could 
  unleash the inmates on an unsuspecting world, 
  and she makes sure her guards realize it as well. 
  The number of guards and other UNTIL personnel 
  depends partly on the number of inmates, but usu-
  ally there are at least 200 agents present, all heavily 
  armored (and those outside the cell areas are heav-
  ily armed, too).
  Some of the most notorious villains around 
  the world are held in the Guardhouse. As of Octo-
  ber, 2003, the inmates include the French mon-
  ster Obelisque, the Welsh teleporter Bwbach, the 
  Peruvian energy projector Eclipsar, the German 
  armored criminal Panzer, the Scottish supervillain-
  ess Lamprey, and the Japanese villain Kazan.
  UNTIL 
  FACILITIES
  
  120 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  GATEWAY:  EARTH’S FIRST 
  STEP TO THE STARS
  In 1984, following the second attempted inva-
  sion of Earth by the lizardlike alien race known as 
  the Gadroon, UNTIL decided it needed a way to 
  warn mankind of future invasions, if not stop them 
  entirely. Then-Secretary-Marshall Martinez also 
  realized Earth could perhaps decrease the chance 
  of future attacks by making contact with alien 
  races, opening communications, and learning about 
  them.
  To that end, plans for the orbital space station 
  that would eventually be known as GATEWAY 
  were drawn up by the Technical Corps and pre-
  sented to the General Assembly. Despite some mis-
  givings on the part of certain Third World nations, 
  who objected to the expense, the General Assembly 
  enthusiastically approved the project. After over 
  a decade of planning, training, and hard work, 
  UNTIL launched GATEWAY (with help from the 
  United States, Russia, and the European Space 
  Agency) in 1996.
  Located in a geosynchronous orbit somewhere 
  over the Paciﬁc Ocean (its precise location remains 
  classiﬁed), GATEWAY is but the ﬁrst of several 
  planned UN space stations. As its name implies, it’s 
  the hope of UNTIL’s administration that GATE-
  WAY will open the doors to extensive exploration 
  and inhabitation of space for mankind.
  Getting To GATEWAY
  There are two ways to get to GATEWAY. The 
  most common is by means of space vehicle. Typi-
  cally this means one of UNTIL’s space shuttles, 
  Gimlé I or II, but American and Russian spacecraft 
  have also docked there, as has the Mandaarian ship 
  that visited Earth brieﬂy in 1999. (See page 124 for 
  game statistics on the Gimlé.)
  ADIS
  The other way, which remains experimental, is 
  by means of ADIS. ADIS — Assembly/Disassembly 
  — is UNTIL’s teleportation technology. Theoreti-
  cally it can be used on anyone anywhere on Earth; 
  practically, UNTIL’s technicians can only use it on 
  persons at specially-prepared “ADIS Platforms.”  
  UNTIL has Platforms at World Headquarters in 
  New York, the Martinez Space Facility in Ecuador, 
  the Geneva base, and the Tokyo base; many more 
  are planned.
  ADIS works by breaking a person down into 
  his or her component atoms, transporting them 
  through a limited dimension (called “hyperspace” 
  by its original discoverer, Amazing Man of the 
  Fabulous Five) at speeds exceeding the speed of 
  light, and then reassembling them at an ADIS Plat-
  form on GATEWAY or Earth. Technically ADIS 
  can transport a person to any location — even a 
  location as close by as another part of GATEWAY 
  — but UNTIL has so far limited itself to using 
  the prepared Platforms, to minimize the risk of 
  problems that could prove fatal to the transportee. 
  UNTIL hopes ADIS will usher in an era in which 
  teleportation technology becomes commonplace 
  throughout Earth. But at least one major hurdle still 
  exists:  the extraordinary cost to open and close the 
  hyperspace portals. Each use of ADIS costs thou-
  sands of dollars.
  Appearance And Construction
  GATEWAY roughly resembles a child’s top. 
  It consists of a large disk-shaped central module 
  (Beta), with one smaller module (Alpha) above, and 
  two smaller modules (Gamma and Delta) below. 
  Depending from Delta Module is a long cylinder, 
  the Communications and Docking Spire. The Spire 
  not only contains docking areas for incoming ships, 
  but also holds numerous antennae, telescopes, and 
  other communications and sensory equipment.
  GATEWAY obtains power partly from solar 
  panels, but mostly from a large nuclear reactor 
  located in a central “tower” that runs through Beta 
  Module. The tower consists of the reactor itself, 
  plus the “Safe Zone” around it. Both areas are heav-
  ily shielded and protected, to keep the station’s 
  inhabitants safe.
  Rooms and other facilities in GATEWAY are 
  designated with letter (A, B, G, and D) and number 
  codes indicating which module they are in:  A100 
  is the Main Bridge, G370 a computer maintenance 
  room, B2655 is the main Repair Bay, and so on.
  ALPHA MODULE
  Known as “The Bridge,” Alpha Module houses 
  the command and administrative sections of 
  GATEWAY. Its primary room is the Main Bridge, 
  from which GATEWAY personnel can control all 
  of the station’s functions and defenses. Commander 
  Currie and his executive staﬀ can usually be found 
  on this level.
  BETA MODULE
  Beta Module, the largest of the four sections, 
  is about two hundred meters long from one edge 
  to the other. It’s also the only one divided into 
  ﬂoors (Levels One, Two, and Three). Rooms in Beta 
  Module are designated in B1000, B2000, and B3000 
  series, indicating which ﬂoor of the module they’re 
  located on.
  Level One includes Maintenance, Engineering, 
  Security, an Armory/Storage area, and the ADIS 
  section. The latter is the chief ADIS Platform for 
  the station; it contains all of the equipment used to 
  operate the ADIS system. There is a special direct 
  elevator from this area to the Main Bridge. How-
  ever, the station has several small ADIS Platforms 
  in other areas for use in short-range teleportation 
  experiments.
  Level Two includes the Recreation area, the 
  station’s medical facilities (known as “Sickbay”), 
  training areas for agents posted to the station, the 
  Sciences Section (including labs for astronomy, 
  robotics, biotechnology, physics, computer sci-
  ence, and weapon research, among others), and a 
  large Repair Bay that can be opened to space to 
  admit spacecraft for maintenance work. Eventu-
  
  UNTIL: Defenders Of Freedom 
  121 
  ally, UNTIL expects to convert this area into a 
  construction/repair facility and be used to build 
  entire UNTIL spacecraft.
  Level Three contains quarters for station per-
  sonnel (including some lounges and other common 
  recreational areas). Everyone from the captain to 
  the lowest janitorial worker lives here. Food prepa-
  ration and dining areas are also on this level. This 
  is the only part of the station which is not under 
  extensive visual surveillance; only main corridors 
  and large common areas have cameras.
  GAMMA MODULE
  Arguably the most important part of GATE-
  WAY, Gamma Module contains the Gravity Control 
  and Life Support section. The decision was made 
  early in the design process to use artiﬁcially-gener-
  ated gravity (based on technology seized from Dr. 
  Destroyer, among other sources) rather than spin-
  imparted gravity. Hence, Gamma Module contains 
  massive high-tech generators which create a grav-
  itic force throughout the whole station.
  The Life Support systems supply air, water, 
  and similar necessities for all four modules. Peri-
  odically UNTIL ﬂies fresh air and water up from 
  Earth to refresh the station’s constantly recirculated 
  resources.
  DELTA MODULE
  Delta Module contains the bulk of GATE-
  WAY’s communications and computing technology. 
  Radios, televisions, and computers can be found 
  in many places throughout the station, of course 
  — but the massive supercomputers that run every-
  thing and the station’s permanent wide-band com-
  munications links to Earth can be found here.
  Station Personnel
  At any given time, GATEWAY has about 200 
  inhabitants — commanders, agents, scientists, 
  technicians, and support crew (the latter are civil-
  ian employees, not UNTIL agents). Each of them 
  possesses special skills suitable for the work being 
  done on GATEWAY, and each has passed extensive 
  tests to ensure his psychological ﬁtness for duty on 
  the station.
  At the top of the station’s chain of command is 
  Commander Rodney Currie (Canada), an UNTIL 
  agent of long standing and excellent record who’s 
  been involved with GATEWAY since its earliest 
  days. In addition to his combat training and experi-
  ence as part of UNTIL, he holds Ph.D. degrees in 
  Astrophysics and Astroengineering, and is a recog-
  nized international expert in the latter ﬁeld.
  Commander Currie is assisted by three Execu-
  tive Oﬃcers. His First Oﬃcer, Captain Kevin Aber-
  nathy (UK), is his general aide and is also responsible 
  for overseeing the Security Section. His Second Oﬃ-
  cer, Captain Ozigbodi “Ozzie” Ashmurah (Ghana), 
  runs the Communications and Transportation Sec-
  tions; she’s the only woman among GATEWAY’s 
  high command. His Third Oﬃcer, Captain Kazimi-
  erz Vorschawski (Poland), oversees the Engineering 
  and Maintenance and Science Sections.
  Next in the chain of command are the station’s 
  Section Commanders. Each of them is in charge 
  of one of the station’s organizational Sections:  
  Communications (responsible for contact with 
  Earth and also for scanning for and interpreting 
  any signals from alien civilizations); Engineering 
  and Maintenance (responsible for maximizing the 
  
  122 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  station’s operational eﬃciency and keeping it in 
  repair); Science (responsible for all scientiﬁc exper-
  imentation and projects on the station, and for the 
  health and welfare of station personnel); Security 
  (responsible for the station’s internal and external 
  security, and for monitoring supervillain activity in 
  outer space); and Transportation (responsible for 
  getting people safely to and from GATEWAY, and 
  for experimenting with ADIS and other forms of 
  transportation). Each Section Commander holds 
  the rank of Captain.
  Below the Section Commanders are the regu-
  lar agents, technicians, and other personnel, most 
  of them Wilderness Division agents with outer 
  space training. Many of them have degrees in the 
  hard sciences. Of particular note among the squads 
  is the Space Oddities, a combined WD/EWD squad 
  assigned to the Security Section. In 2000, the Oddi-
  ties uncovered and prevented a plot by the Warlord 
  to inﬁltrate and take over the station, for which 
  they collectively earned the UNTIL Order of Valor.
  Station Security And Defenses
  At its most basic level, GATEWAY is a military 
  outpost designed to detect (and, if possible, pre-
  vent) possible alien invasions of Earth. Therefore, 
  UNTIL has heavily armed the station.
  Externally, GATEWAY’s thick hull is made of 
  an extremely tough questionite alloy which is proof 
  against most energy weapons. Mounted on the hull 
  are several weapons:  Pulson Cannons; Near-Space 
  Missiles (NSMs); Aguilar Tractor/Pressor beams 
  (named after their creator); and Disintegrator 
  Cannons (energy weapons more destructive than 
  Pulson Cannons). Virtually any point on the out-
  side of the station is covered by one or more weap-
  ons; the only real “blind spots” are in the “corners” 
  between Beta Module and the Alpha and Gamma 
  Modules, and between Gamma and Delta Modules.
  The inside of GATEWAY has no emplaced 
  weaponry, but it is extensively monitored by secu-
  rity cameras with sound pickup. Except for more 
  portions of Level Three of Beta Module, every part 
  of the station can be monitored with an emplaced 
  camera; additionally, Security Section has several 
  robotic cameras it can send to any part of the station.
  Security Section has about 50 agents on the 
  station at any time. They are WD agents who have 
  received special training in station procedures 
  and technology and zero-g combat. They refer to 
  themselves as “Space Division,” but UNTIL has not 
  yet designated them a new division. When ﬁghting 
  or performing tasks in space, they were U-GW-1 
  Space Suits (page 94).
  GATEWAY’s Functions
  GATEWAY plays several roles on the world 
  stage. First and foremost, it monitors outer space for 
  signs of alien activity. Its brief is to detect such activity, 
  initiate contact, and establish friendly relations if pos-
  sible. If friendly relations are not possible, GATEWAY 
  is Earth’s ﬁrst line of defense against alien attacks. 
  Since GATEWAY is at present unique, it cannot pro-
  tect the whole globe; in the future, UNTIL hopes to 
  have a network of stations that can protect the entire 
  planet (see below). So far, GATEWAY has established 
  a good track record in this respect. In 1999, the Man-
  daarians seemed quite impressed that GATEWAY 
  detected the approach of their craft from outside the 
  Solar System, and though unable to do anything about 
  it at the time, the satellite’s sensors also recorded the 
  arrival of Ironclad’s ship when it crashed into Lake 
  St. Clair in 2001 and helped coordinate UNTIL’s and 
  PRIMUS’s response. In early 2003, Firewing visited 
  the satellite under his own power and rested for sev-
  eral hours on one of the struts. Rather than attempt-
  ing to arrest him, Commander Currie went out in a 
  suit to join him, and the two spoke for nearly an hour 
  about space travel, aliens, and professional sports 
  before Firewing left peacefully.
  Similarly, UNTIL has tasked GATEWAY 
  with detecting and preventing supervillain activ-
  ity in outer space. Several villains, including Dr. 
  Destroyer and Mechanon, have suﬃcient resources 
  and skill to build outer space bases; UNTIL has also 
  received some intelligence on VIPER’s Project High 
  Ground, and is determined to prevent it from ever 
  coming to fruition.
  Third, GATEWAY conducts and supports scien-
  tiﬁc research involving outer space. Scientists living 
  on (or visiting) the station research technology for 
  use in exploring space and other planets, medical 
  advancements that depend on gravity-free environ-
  ments, and many similar subjects. Many of them 
  focus on astronomy; as part of their watch for alien 
  civilizations and attacks, GATEWAY’s personnel have 
  access to two telescopes similar to the Hubble Space 
  Telescope. Every day, work being done on GATEWAY 
  expands mankind’s knowledge of the heavens. All 
  studies conducted on GATEWAY and all information 
  retrieved are available for trivial usage fees to any UN 
  member nation and its citizens.
  UNTIL’s Other Space Facilities
  UNTIL has plans on the drawing board for at 
  least three other space stations — tentatively named 
  AVALON, ASGARD, and SKYGUARD — built 
  more or less with the same plans as GATEWAY. The 
  ﬁrst of these, AVALON, should be completed by the 
  year 2006 if all goes according to plan.
  Additionally, UNTIL has established a small 
  lunar facility, Moonbase Serenity. Located along 
  the southwest edge of the Mare Serenitatis, MBS is 
  devoted mainly to lunar research and exploration. 
  Essentially, UNTIL uses it to test the feasibility of 
  long-term habitation of the Moon, and the pos-
  sible beneﬁts of mining the Moon; however, it also 
  serves as a lookout post so supervillains cannot 
  establish their own lunar bases or projects. MBS 
  is on the other side of the Moon from the Selenite 
  colony (see Champions Universe, page 131); the 
  Fabulous Five negotiated a strict treaty of non-
  interference with them back in 1970, and except for 
  one courtesy exchange of diplomatic greetings after 
  it opened MBS in 2000, UNTIL has allowed the 
  Selenites their privacy.
  
  UNTIL: Defenders Of Freedom 
  123 
  The commander of Moonbase Serenity is 
  Major Trevor Roma (US), who leads a crew of 
  twenty-four assorted scientists, technicians, and 
  pilots. The base consists of one large dome sub-
  divided into various sectors, plus several smaller 
  outlying domes that serve as residences and main-
  tenance garages.
  GATEWAY
   Val Char 
  Cost Notes
   15 Size 
  30 8,000”; -14 DCV
   30 BODY  28
   20 DEF 
  67 Hardened (+¼)
    
   
   
  Total Characteristic Cost:  125
  Abilities & Equipment
  Cost Power 
  END
  35 
  Location:  Distant, In Space 
  0
   
  Tactical Systems
  112 
  Pulson Cannons:  Energy Blast 16d6,  
  Autoﬁre (5 shots; +½), Increased  
  Maximum Range (30,000”; +½), No  
  Range Modiﬁer (+½), Reduced Endurance  
  (0 END; +1); OIF Immobile (-1½) 
  0 
  20 
  Pulson Cannons:  15 more Pulson  
  Cannons (total of 16) 
  0
  126 
  Disintegrator Cannons:  RKA 6d6,  
  Armor Piercing (+½), Area Of Eﬀect  
  (One Hex; +½), Increased Maximum  
  Range (33,750”; +½), No Range Modiﬁer 
  (+½), Reduced Endurance (0 END; +½);  
  OIF Immobile (-1½) 
  0
  15 
  Disintegrator Cannons:  7 more  
  Disintegrator Cannons (total of 8) 
  0
  135 
  Near-Space Missile (NSM) Batteries:   
  6d6 RKA, Armor Piercing (x2; +1),  
  Explosion (-1 DC/3”; +1), Indirect  
  (always comes from the station, but can 
  strike the target from any angle; +½), 
  Increased Maximum Range (45,000”,  
  +½), No Range Modiﬁer (+½); OIF  
  Immobile (-1½), 8 Charges (-½) [8]
  20 
  Near-Space Missile (NSM) Batteries:   
  15 more NSM Batteries (total of 16) 
  [8]
  65 
  Aguilar Tractor/Pressor Beam:   
  Telekinesis (60 STR), No Range Modiﬁer 
  (+½), Reduced Endurance (0 END; +½);  
  OIF Immobile (-1½), Aﬀects Whole  
  Object (-¼) 
  0
  10 
  Aguilar Tractor/Pressor Beams:  3 more  
  Aguilar Tractor/Pressor Beams (total of 4) 0
  10 
  Cells:  +10 DEF; Partial Coverage  
  (total of 20 hexes; -2) 
  0
   
  Operations Systems
  93 
  Sensor Arrays:  Variable Power Pool, 80  
  base + 40 control cost; OIF Bulky (-1),  
  Only For Senses And Communications (-1) 0
  15 
  Long-Range Sensors:  +20 versus Range  
  for Sight Group; OIF Bulky (-1) 
  0
  15 
  Long-Range Sensors:  +20 versus Range  
  for Radio Group; OIF Bulky (-1) 
  0
  11 
  Nuclear Reactor Shielding:  +10 DEF, Partial 
  Coverage (total 80 hex area; -2) plus  
  Life Support (Safe Environment:  High  
  Radiation); Partial Coverage (total 80  
  hex area; -2) 
  0
  32 
  ADIS System:  Multipower, 130-point  
  reserve; all OAF Immobile (-2), Only  
  To/From Fixed Locations (-1)
  1u 
  1)  Teleport Away:  Teleportation 10”,  
  MegaScale (1” = 10,000 km, can scale  
  down to 1” = 1 km; +1½), Reduced  
  Endurance (0 END; +½); OAF Immobile 
  (only via special platforms; -2), Only To/
  From Fixed Locations (-1) 
  0
  3u 
  2)  Teleport To:  Teleportation 10”, Mega- 
  Scale (1” = 10,000 km, can scale down to  
  1” = 1 km; +1½), Usable As Attack (+1), 
  Ranged (+½), MegaRange (1” = 10,000  
  km, can scale down to 1” = 1 km; +1½),  
  No Range Modiﬁer (+½), Reduced Endur-
  ance (0 END; +½); OAF Immobile (only  
  via special platforms; -2), Only To/From 
  Fixed Locations (-1) 
  0
  10 
  ADIS System:  10 Fixed Locations 
  0
  27 
  Internal Monitors:  Clairsentience (Sight  
  And Hearing Groups), 2x Range (up to 
  500”), Mobile Perception Point, Multiple  
  Perception Points (up to eight at once), 
  Reduced Endurance (0 END; +½); OAF 
  Immobile (-2), Perception Point Cannot 
  Move Through Solid Objects (-0) 
  0
  2 
  Maneuvering Thrusters:  Flight 3”, Reduced 
  Endurance (0 END; +½); OIF Immobile  
  (-1½), Extra Time (1 Turn; -1¼) 
  0
   
  Personnel Systems
  18 
  Life Support Systems:  Life Support (Self- 
  Contained Breathing, Safe Environments: 
  Low Pressure/Vacuum, High Radiation, 
  Intense Cold, Intense Heat) 
  0
  6 
  Backup Life Support:  Life Support (Self- 
  Contained Breathing; Safe Environments:  
  High Radiation, Intense Cold, Intense  
  Heat, Low Pressure/Vacuum); Only  
  Within Aﬀected Area (2.5” x 1.25”  
  chamber; -2), 1 Continuing Fuel Charge 
  (easily replaced from sources outside  
  the ship; 1 Month; -0) 
  [1cc]
  25 
  Backup Life Support:  30 more Backup  
  Life Support chambers 
  [1cc]
  3 
  Food Supplies:  Life Support  
  (Diminished Eating:  no need to eat); 1  
  Continuing Fuel Charge (easily  
  replaced from sources outside the ship;  
  1 Year; -0) 
  [1cc]
  15 
  Artiﬁcial Gravity System:  Telekinesis  
  (20 STR), Selective (+½); OIF Bulky (-1), 
  Only To Pull Objects Straight Down To  
  The Floor (-1) 
  3
   
  Skills
  9 
  Computer Programming 12-
  9 
  Cryptography 12-
  9 
  Demolitions 12-
  9 
  Electronics 12-
  9 
  Mechanics 12-
  ADIS 
  FIXED
  LOCATIONS
  Here are a few of the 
  Fixed Locations bought 
  for ADIS; the GM 
  should deﬁne the others 
  as he sees ﬁt.
  UNTIL World 
  Headquarters
  The Guardhouse
  NAUTILUS
  The UNTIL base in 
  Geneva, Switzerland
  The Martinez Space 
  Facility
  
  124 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  3 
  SS: Astronomy 12-
  3 
  SS: Biotechnology 12-
  3 
  SS: Physics 12-
  3 
  SS: Robotics 12-
  9 
  Systems Operation 12-
  11 
  Weaponsmith (Firearms, Missiles & Rockets, 
  Incendiary Weapons, Energy Weapons) 12-
  88 
  Other laboratories (deﬁned by GM)
  Total Abilities & Equipment Cost:  986
  Total Base Cost:  1,111
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL spacebase (Not 
  Concealable, Noticed And Recognizable)
  Total Disadvantage Points:  15
  Total Cost:  1,096/5 = 219
  COMPUTER AND VEHICLES
  Cost Power
  108 
  MUNIN Mark I Computer
  99 
  UNTIL Short-Range Space Transport (USST)
  20 
  15 more USSTs (total of 16)
  Notes:  GATEWAY is built without a power plant 
  (e.g., an Endurance Reserve); instead, all of its 
  equipment is bought to 0 END or has Charges. Any 
  powers bought through the Sensor Arrays Variable 
  Power Pool must cost 0 END, or have the Advan-
  tage Reduced Endurance (0 END; +½) applied to 
  them.
  GIMLÉ I AND II
   Val Char 
  Cost Notes
   11 Size 
  55 12.5” x 6.4”; -11 KB; -7 DCV
   65 STR 
  0 
  Lift 200 tons; 13d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  5
   21 BODY 0 
   10 DEF 
  24
   3 SPD 
  5 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  99
  Movement: 
  Flight:  45”/360”
   
  MegaFlight:  1”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  36 
  Spaceplane:  Multipower, 100-point  
  reserve; all Side Eﬀects (-1¾) 
  0
  3u 
  1)  Standard Flight:  Flight 45”, x8 Non-
  combat; Side Eﬀects (KA 2d6, 7” Line  
  behind engines, automatically occurs  
  when Flight is in use, only aﬀects  
  environment around vehicle; -1¾),  
  Stall Velocity (22”; -¼)
  1u 
  2)  Mach Speed Flight:  Flight 2”, Mega- 
  Scale (1” = 1 km; +¼); Side Eﬀects (KA  
  2d6, 7” Line behind engines, automatically 
  occurs when Flight is in use, only aﬀects 
  environment around vehicle; -1¾), Cannot 
  Take Oﬀ Or Land At This Speed (-0)
  -2 
  Space Vehicle:  Swimming; -2” (0” total)
   
  Operations Systems
  18 
  U-M700 Radar:  Radar (Radio Group),  
  Discriminatory, Increased Arc Of  
  Perception (360 Degrees), Telescopic  
  (+20 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well As 
  Radio Group (-½) 
  0
  2 
  Pilot’s Infrared Scope:  Infrared  
  Perception (Sight Group); OIF Bulky (-1) 0
  2 
  Pilot’s UV Scope:  Ultraviolet Perception 
  (Sight Group); OIF Bulky (-1) 
  0
  15 
  Telescope Array:  +20 versus Range  
  Modiﬁer for Sight Group; OIF Bulky (-1) 0
   
  Personnel Systems
  18 
  Life Support Systems:  Life Support (Self- 
  Contained Breathing, Safe Environments: 
  Low Pressure/Vacuum, High Radiation, 
  Intense Cold, Intense Heat) 
  0
  Total Abilities & Equipment Cost:  93
  Total Vehicle Cost:  192
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL space  
  vehicle (Not Concealable, Noticed And  
  Recognized)
  Total Disadvantage Points:  15
  Total Cost:  177/5 = 35
  
  UNTIL: Defenders Of Freedom 
  125 
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  Description:  Gimlé (“GIM-lay”) I and II are UNTIL’s 
  identical space shuttles, used to transport agents to 
  and from GATEWAY and Moonbase Serenity. They’re 
  capable of both atmospheric and space ﬂight, and 
  have a crew of three and space for 12 passengers. They 
  can ﬂy from Earth to GATEWAY in several hours, 
  from GATEWAY to the Moon in about a day, and 
  from the Moon to Earth in two days.
  The Gimlés are unique craft, designed by Jean-
  Pierre Clerc (also the creator of the Ragnarok hov-
  ership); UNTIL has no other atmosphere-to-space 
  vehicles at present, and if both were lost would 
  have to rely on NASA or superheroes for assistance 
  supplying or retrieving their crews in space until 
  it could build another. It launches them from the 
  heavily-guarded Martinez Space Facility in Ecua-
  dor (see page 47).
  UNTIL SHORT-RANGE  
  SPACE TRANSPORT (USST)
   Val Char 
  Cost Notes
   7 
  Size 
  35 5” x 2.5”,  -7 KB; -4 DCV
   45 STR 
  0 
  Lift 12.5 tons; 9d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  5
   17 BODY  0
   8 
  DEF 
  18
   3 
  SPD 
  5 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  73
  Movement: 
  Flight:  30”/360”
  Abilities & Equipment
  Cost Power  
  END
   
  Propulsion Systems
  32 
  Space Flight:  Flight 30”, x4 Noncombat;  
  Only Works In A Vacuum (-1), 1  
  Continuing Fuel Charge (easily  
  obtained fuel; 6 Hours; -0) 
  [1cc]
  -12 
  Space Vehicle:  Ground Movement -6”  
  (0” total)
  -2 
  Space Vehicle:  Swimming; -2” (0” total)
   
  Tactical Systems
  45 
  Blaster Cannon:  RKA 3d6, Armor  
  Piercing (+½), Reduced Endurance  
  (0 END; +½); OIF Bulky (-1) 
  0
   
  Operations Systems
  16 
  U-M413 Radar:  Radar (Radio Group),  
  Discriminatory, Increased Arc Of  
  Perception (360 Degrees), Telescopic  
  (+16 versus Range Modiﬁer); OIF Bulky  
  (-1), Aﬀected As Sight Group As Well  
  As Radio Group (-½) 
  0
  2 
  Pilot’s Infrared Scope:  Infrared Perception 
  (Sight Group); OIF Bulky (-1) 
  0
  2 
  Pilot’s UV Scope:  Ultraviolet Perception 
  (Sight Group); OIF Bulky (-1) 
  0
  12 
  Telescope Array:  +16 versus Range  
  Modiﬁer for Sight Group; OIF Bulky (-1) 0
   
  Personnel Systems
  18 
  Life Support Systems:  Life Support (Self- 
  Contained Breathing, Safe Environments: 
  Low Pressure/Vacuum, High Radiation, 
  Intense Cold, Intense Heat) 
  0
  Total Abilities & Equipment Cost:  113
  Total Vehicle Cost:  186
  Value Disadvantages
  15 
  Distinctive Features:  UNTIL space vehicle 
  (Not Concealable, Noticed And Recognized)
  Total Disadvantage Points:  15
  Total Cost:  171/5 = 34
  COMPUTER
  Cost Power
  65 
  MUNIN Mark III Computer
  
  126 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  Description:  The USST is a short-range space vehicle 
  intended mainly for use as a transport around Moon-
  base Serenity or GATEWAY. However, USSTs can be, 
  and have been, used for space combat. Each one has 
  a main pilot and a co-pilot, and can carry up to ﬁve 
  additional passengers.
  UNTIL’S UNDERWATER 
  FACILITIES
  UNTIL is extremely proud of the fact that to 
  date it has prevented virtually all excursions into 
  the underwater realm by surface supercriminals. 
  The agency has enjoyed remarkable success in 
  preventing supervillains from establishing under-
  water bases or other strongholds in the depths of 
  the sea. UNTIL has done this primarily because it 
  established its own undersea base, NAUTILUS, and 
  because it aggressively patrols the seven seas in its 
  immense submarine Aegir.
  NAUTILUS
  Located at the northern end of the Mid-Atlan-
  tic Ridge, about ﬁve hundred miles southeast of the 
  southern tip of Greenland and roughly midway 
  between Newfoundland and Ireland,  NAUTILUS is 
  a small base on the ocean ﬂoor. Captained by Com-
  mander Alexei Fyodorovich (Russia), it serves as 
  a combination research station/security post from 
  which UNTIL monitors events in the undersea 
  world. NAUTILUS is powered by a small but eﬃcient 
  nuclear reactor.
  Completed in 1993, NAUTILUS is not espe-
  cially large; it has about 100 inhabitants, all OAD 
  agents. Most of the Nauts (as they call themselves) 
  have scientiﬁc training in oceanography, marine 
  biology, marine geology, underwater engineering, 
  and similar ﬁelds. Although their primary mission 
  is to monitor the oceans for signs of supercriminal 
  activity, they spend a substantial percentage of their 
  time conducting scientiﬁc research as well.
  NAUTILUS is a dome-shaped facility with 
  two levels. The bottom level contains laboratories 
  and related equipment, machine shops, training 
  rooms, and life support systems. The bottom level 
  also has a small ADIS platform, but no equipment 
  to activate it — it is merely a platform which can 
  receive the “send” or “retrieve” signals sent by ADIS 
  consoles elsewhere (i.e., it’s one of the Fixed Loca-
  tions GATEWAY bought). The top (and smaller) 
  level includes quarters for the inhabitants and “the 
  bridge,” Commander Fyodorovich’s command 
  center. (The bottom level has a small backup com-
  mand center that includes manual overrides of 
  most command center functions except for the 
  base’s life support equipment.) Also on the top 
  level are three “docking spars” to which submarine 
  vessels can dock. The base has extensive lighting 
  mounted on the rocks and lava outcroppings of the 
  ridge around it.
  UNTIL has armed NAUTILUS in case some 
  supervillain decides to attack it. Its chief weapons 
  are MBCs, Marine Blaster Cannons, which the 
  TC specially designed to function with maximum 
  eﬀect underwater. The base has one large MBC 
  mounted on a central turret on top of the dome, 
  and smaller MBCs on each docking spar. NAU-
  
  UNTIL: Defenders Of Freedom 
  127 
  TILUS also has several stations from which it 
  can launch Sea Dragon torpedoes or Broadsword 
  underwater missiles.
  NAUTILUS houses a ﬂeet of 32 Harrows 
  Flying Submersibles. Mostly station personnel use 
  these to travel to and from surface facilities, or to 
  explore the undersea realm, but in the event of 
  an attack Commander Fyodorovich can scramble 
  them to protect the station.
   NAUTILUS maintains fairly regular contact 
  with the denizens of the fabled underwater realm 
  of Atlantis, located about a thousand miles to the 
  southwest. The territory NAUTILUS sits on is 
  considered the outer reaches of Atlantis’s ﬁshing 
  grounds, and Queen Mara faced some internal 
  resistance from her own followers when she signed 
  the treaty allowing UNTIL to build NAUTILUS in 
  1991. Her son Marus, a member of the Sentinels, 
  visits NAUTILUS periodically, and has become 
  friendly with Commander Fyodorovich and several 
  of the scientists.
  NAUTILUS
   Val Char 
  Cost Notes
   14 Size 
  28 5,000”; -13 DCV
   30 BODY 28
   18 DEF 
  48
    
   
   
  Total Characteristic Cost:  104
  Abilities & Equipment
  Cost Power 
  END
  25 
  Location:  Distant, Underwater 
  0
   
  Tactical Systems
  56 
  Turret-Mounted Marine Blaster Cannon:  
  RKA 5d6, 64 Charges (+½); OIF  
  Bulky (-1) 
  [64]
  45 
  Spar-Mounted Marine Blaster Cannon:   
  RKA 4d6, 64 Charges (+½); OIF  
  Bulky (-1) [64]
  10 
  Spar-Mounted Marine Blaster Cannons:   
  2 more Spar-Mounted MBCs (total of 3) [64]
   
  Operations Systems
  75 
  Sensor Arrays:  Variable Power Pool, 60  
  base + 30 control cost; OIF Bulky (-1),  
  Only For Senses And Communications (-1) 0
  16 
  U-MN12 Active Sonar Array:  Active  
  Sonar (Hearing Group), Discriminatory, 
  Increased Arc Of Perception (360  
  Degrees), Telescopic (+16 versus  
  Range Modiﬁer); OIF Bulky (-1),  
  Aﬀected As Sight Group As Well As  
  Hearing Group (-½) 
  0
  12 
  U-MN17 Passive Sonar Array:  +16  
  versus Range for Hearing Group; OIF  
  Bulky (-1) 
  0
  6 
  U-MN17 Passive Sonar Array:  +6 PER  
  with Hearing Group; OIF Bulky (-1) 
  0
  1 
  U-MN17 Passive Sonar Array:   
  Ultrasonic Perception (Hearing Group);  
  OIF Bulky (-1) 
  0
  11 
  Nuclear Reactor Shielding:  +10 DEF,  
  Partial Coverage (total 80 hex area; -2)  
  plus Life Support (Safe Environment:   
  High Radiation); Partial Coverage  
  (total 80 hex area; -2) 
  0
  27 
  Internal Monitors:  Clairsentience (Sight  
  And Hearing Groups), 2x Range (up to 
  500”), Mobile Perception Point, Multiple  
  Perception Points (up to eight at once), 
  Reduced Endurance (0 END; +½); OAF 
  Immobile (-2), Perception Point Cannot 
  Move Through Solid Objects (-0) 
  0
   
  Personnel Systems
  13 
  Life Support Systems:  Life Support (Self  
  Contained Breathing, Safe Environments:  
  High Pressure, Intense Cold)
   
  Skills
  9 
  Computer Programming 12-
  9 
  Cryptography 12-
  9 
  Electronics 12-
  9 
  Mechanics 12-
  9 
  Systems Operation 12-
  9 
  Weaponsmith (Missiles & Rockets, Energy 
  Weapons) 12-
  80 
  Other laboratories (deﬁned by GM)
  Total Abilities & Equipment Cost:  431
  Total Base Cost:  535
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost:  535/5 = 107
  COMPUTER AND VEHICLES
  Cost Power
  108 
  MUNIN Mark I Computer
  116 
  Harrows Flying Submersible
  25 
  31 more Harrows Flying Submersibles (total  
  of 32)
  20 
  Sea Dragon Torpedo (use Mark 48, TUV  
  page 133)
  25  
  Sea Dragon Torpedoes: 3 1 more Torpedo 
  Tubes (total of 32)
  20 
  Vertical-Launched Broadsword Underwater 
  Missile (use Mark 48, TUV page 133)
  10 
  Vertical-Launched Broadsword Underwater 
  Missiles:  3 more VLBUMs (total of 4)
  Notes:  NAUTILUS is built without a power plant 
  (e.g., an Endurance Reserve); instead, all of its equip-
  ment is bought to 0 END or has Charges. Any powers 
  bought through the Sensor Arrays Variable Power 
  Pool must cost 0 END, or have the Advantage Reduced 
  Endurance (0 END; +½) applied to them.
  
  128 ■ UNTIL Technology 
  Hero System 5th Edition Revised
  The Aegir
  In the 1960s, with the Cold War between the 
  United States and the Soviet Union heating up, 
  submarine warfare and developments became an 
  important area of conﬂict for both countries. The 
  United Nations, concerned about this situation and 
  about the possibility of supervillain activity in the 
  undersea realm, assigned the newly-formed UNTIL 
  to look into it and come up with a solution.
  UNTIL’s solution was to launch its own sub-
  marine, one advanced and powerful enough to rule 
  the seas. Making use of technology available only 
  to UNTIL, Dr. Arthur Banner and UNTIL’s team 
  of marine engineers built the Njord, the biggest, 
  most powerful submarine the world had ever seen. 
  Powered by a highly eﬃcient nuclear reactor, it was 
  capable of extended underwater missions. In part 
  because of the existence of the Njord, the undersea 
  competition between the United States and the 
  Soviet Union never became a shooting war. The 
  Njord also contributed to mankind’s knowledge of 
  the underwater world and led to many scientiﬁc 
  discoveries and advances.
  Equally as important in UNTIL’s eyes, the 
  Njord served as an eﬀective deterrent to underwa-
  ter supercrime. The few times surface supercrimi-
  nals attempted to establish oceanic bases or engage 
  in piratic crimes, the Njord was able to put a stop 
  to them, actively taking on villains like Typhoon in 
  1966 and helping Sea King defeat Electric Eel and 
  his band of pirates in 1971.
  The Njord’s proud record came to an end in 
  1977. In that year, the ﬁendish master villain Dr. 
  Destroyer decided to construct an underwater base 
  in the Paciﬁc Ocean, oﬀ the coast of the Soviet 
  Union. Despite his attempt to conceal his activities 
  from the world, UNTIL discovered what was going 
  on and sent in the Njord. In the ensuing conﬂict, 
  Destroyer’s base was destroyed — but so was the 
  Njord, which was so badly damaged by the attacks of 
  Destroyer’s automated defense systems and agents 
  that it exploded. Fortunately, only ﬁfteen UNTIL 
  agents died in the blast; the rest escaped the disaster 
  and were rescued by a contingent of OAD agents.
  Since the Njord was so successful, UNTIL was 
  unwilling to simply let the project die. Secretary-
  Marshall Martinez instructed the TC to come up 
  with plans for a bigger, even more advanced sub-
  marine. Utilizing the latest in design techniques 
  and submarine technology, the TC created the 
  Aegir, completing construction in 1984. Like its 
  predecessor, the Aegir was, and remains, one of 
  the most advanced submarine vessels in existence. 
  UNTIL has periodically retroﬁtted and partially 
  rebuilt it to take advantage of technological devel-
  opments.
  The Aegir has proven its worth to UNTIL 
  on many occasions. For example, in 1991 it res-
  cued the stranded crew of an underwater mining 
  facility near the Great Barrier Reef, and in 1994 
  retrieved the crew and weapons of a damaged Rus-
  sian nuclear sub before the band of terrorists that 
  caused the sinking could get there.
  DESCRIPTION
  The Aegir is enormous — it’s approximately 160 
  meters long, 24 meters wide, and 25 deep, making 
  it the largest submarine vessel ever constructed. It 
  displaces approximately 8,000 tons when submerged. 
  The hull itself is made of 3.5-foot thick Kendrium 
  over a steel skeleton and is shaped like a tube.
  Propulsion And Power
  The Aegir is powered primarily by a highly eﬃ-
  cient nuclear reactor. The reactor is shielded not by 
  lead, but by special chemically-treated plastics, thus 
  lightening the boat and making it faster. The purity 
  of the fuel used in the reactor is extremely close to 
  that used to make nuclear explosives; if a supervillain  
  captured the sub and removed the fuel, he could reﬁne 
  it and have the makings of several nukes. The sub also 
  has a diesel engine as a “backup” in the event the reac-
  tor malfunctions or is damaged.
  The Aegir uses an MHD (magneto-hydro-
  dynamic) propulsion system (as compared to 
  other nuclear submarines, which use propellers 
  or pumpjet propulsion). In other words, the sub 
  propels itself by using magnetic energy to force 
  water through the MHD tubes — something like an 
  “underwater jet engine.”  The MHD system allows 
  the Aegir to attain speeds of approximately 45 
  knots, or about 52 miles per hour.
  MHD is extremely silent, virtually undetect-
  able by modern sonar systems. This gives the Aegir 
  an important edge in any conﬂicts with other 
  submarines. UNTIL has taken several other steps 
  to make sure the sub remains as silent as pos-
  sible. First, the outside of the sub is covered with 
  an anechoic coating — tiles designed to silence 
  the ship and defeat an enemy’s sonar. Second, all 
  machinery and other noise-causing objects inside 
  the hull are acoustically isolated by mounting them 
  on special vibration-dampening platforms. The 
  ﬁnal result is that the Aegir is so silent that it’s less 
  likely to show up on sonar than a school of ﬁsh!
  The Aegir can dive to depths of up to 520 
  meters without undue strain. Beyond that it risks 
  hull collapse due to pressure. Beyond 650 meters it 
  would be completely crushed by the pressure of the 
  water above it.
  Communications And Sensors
  The Aegir contains a sophisticated array of 
  communications and sensory equipment. It uses 
  powerful active and passive sonars, including 
  a spherical array in the bow, a conformal array 
  mounted around the bow, and several types of 
  towed sonar arrays built into tubular shrouds on 
  the hull. The sonar and other sensors tie directly 
  into its MUNIN II computer.
  The Aegir’s communications equipment 
  covers the entire spectrum of frequencies, from 
  ultra-high frequency (UHF) to extremely low fre-
  quency (ELF). It all has advanced cryptographic 
  and scrambling systems to prevent enemies from 
  understanding the broadcasts. However, commu-
  nicating from extreme depths is often diﬃcult or 
  impossible; for this reason, the sub runs close to the 
  surface and raises one of its communication masts 
  when it wants to send or receive, if possible.
  
  UNTIL: Defenders Of Freedom 
  129 
  Weapons
  Although it almost never has to use them, 
  the Aegir carries several types of weapons. First 
  and foremost is the Sea Dragon torpedo, a free-
  launched or ﬁber optic-guided torpedo with an 
  800 pound warhead. The sub carries 32 Sea Drag-
  ons that it launches from four torpedo tubes near 
  the bow of the ship. For targets on the surface or 
  above the sub, Aegir carries eight vertical-launched 
  Broadsword missiles, also with 800 pound war-
  heads.
  Aegir also has two “indirect” weapons. The 
  ﬁrst is the Swordﬁsh mobile underwater mine. 
  Launched from the sub’s torpedo tubes, these mines 
  can be programmed to detonate based on a variety 
  of stimuli — after a certain period of time, when 
  they reach a certain depth, or whenever another 
  sub comes too close, for example. The sub carries 
  16 mines. The sub also has twelve countermeasures 
  devices that simulate the sounds of a submarine, 
  which it uses to decoy incoming torpedoes away 
  from the sub.
  In addition to its various weapons, the Aegir 
  carries 16 Harrows Flying Submersibles that launch 
  from starboard and port docking areas. These craft 
  provide valuable support for a variety of missions, 
  including combat.
  Onboard Life
  Captain James Jandebeur (New Zealand) has 
  commanded the Aegir since 1991. A square-jawed 
  career OAD oﬃcer, Jandebeur frequently serves 
  as a “father ﬁgure” for his crew, most of whom are 
  signiﬁcantly younger than he. He’s known for his 
  habit of smoking cigars on the outer deck whenever 
  possible.
  The Aegir has a crew of 175 OAD agents, 
  which often makes for crowded conditions. How-
  ever, each crewman has his or her own bunk, there 
  is no “hot bunking” rotation in which two crewmen 
  use the same bunk. Since both men and women 
  serve aboard the Aegir, crew quarters are segregated 
  by gender. Berthing and mess spaces for the senior 
  oﬃcers are also segregated from those of the junior 
  oﬃcers and rank-and-ﬁle personnel.
  The sub’s life support systems are located aft. 
  They include carbon dioxide “scrubbers” which 
  remove that gas from the air, and carbon monoxide 
  “burners” which do the same for that gas. Another 
  machine breaks water molecules into hydrogen 
  and oxygen, to replenish the air supply; ﬁlters, 
  dehumidiﬁers, and similar equipment keep the air 
  fresh. Lastly, there is a large water distillation facil-
  ity which produces all of the boat’s water. The Aegir 
  ordinarily carries enough food and other supplies 
  to travel for eighty days without surfacing, though 
  the last couple of weeks would be pretty unpleas-
  ant; occasionally the ship is loaded with additional 
  equipment or scientiﬁc crew, which diminishes the 
  amount of stores carried.
  Aegir’s home port is at Port Hedland, on the 
  northwestern coast of Australia, though it regularly 
  visits dozens of other ports in the course of duty. 
  The waiting list of scientists who want to use the 
  Aegir for scientiﬁc purposes is months long.
  AEGIR
   Val Char 
  Cost Notes
   19 Size 
  95 80” x 40”; -19 KB; -12 DCV
   105 STR 
  0 
  Lift 50 ktons; 21d6 HTH 
  [0]
   12 DEX 
  6 
  OCV:  4/DCV:  4
   29 BODY  0
   20 DEF 
  56
   3 
  SPD 
  8 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  165
  Movement: 
  Swimming:  23”/138”
  Abilities & Equipment
  Cost Power 
  END
   
  Propulsion Systems
  21 
  MHD-Driven Submarine:  Swimming  
  +21” (23” total) 
  0
  9 
  MHD System, Anechoic Coating And  
  Equipment Mounts:  Invisible To Hearing 
  Group (+¼) for Swimming 23”, Reduced 
  Endurance (0 END; +½) 
  0
  -12 
  Marine Vehicle:  Ground Movement -6”  
  (0” total)
   
  Tactical Systems
  45 
  Swordﬁsh Underwater Mines:  RKA 3d6, 
  Armor Piercing (+½), Trigger (timer  
  or other preprogrammed condition;  
  +½); OIF Bulky (-1), 16 Charges (-0) 
  [16]
  17 
  Torpedo Countermeasures:  Hearing  
  Group Images, -6 to PER Rolls, 12  
  Continuing Charges lasting 1 Minute  
  each (+½); OIF Bulky (-1) 
  [12]
  10 
  Cells:  +10 DEF; Partial Coverage (total  
  of 20 hexes; -2) 
  0
   
  Operations Systems
  75 
  Sensor Arrays:  Variable Power Pool, 60  
  base + 30 control cost; OIF Bulky (-1),  
  Only For Senses And Communications (-1) 0
  16 
  U-MN12 Active Sonar Array:  Active  
  Sonar (Hearing Group), Discriminatory, 
  Increased Arc Of Perception (360 Degrees), 
  Telescopic (+16 versus Range Modiﬁer);  
  OIF Bulky (-1), Aﬀected As Sight Group  
  As Well As Hearing Group (-½) 
  0
  12 
  U-MN17 Passive Sonar Array:  +16 versus 
  Range for Hearing Group; OIF Bulky (-1) 0
  6 
  U-MN17 Passive Sonar Array:  +6 PER  
  with Hearing Group; OIF Bulky (-1) 
  0
  1 
  U-MN17 Passive Sonar Array:   
  Ultrasonic Perception (Hearing Group);  
  OIF Bulky (-1) 
  0
  11 
  Nuclear Reactor Shielding:  +10 DEF,  
  Partial Coverage (total 80 hex area; -2)  
  plus Life Support (Safe Environment:   
  High Radiation); Partial Coverage  
  (total 80 hex area; -2) 
  0
  27 
  Internal Monitors:  Clairsentience (Sight  
  And Hearing Groups), 2x Range (up to 
  500”), Mobile Perception Point, Multiple  
  Perception Points (up to eight at once), 
  Reduced Endurance (0 END; +½); OAF 
  Immobile (-2), Perception Point Cannot 
  Move Through Solid Objects (-0) 
  0
  
  130 ■ UNTIL Technology 
  Hero System 5th Edition Revised
   
  Personnel Systems
  13 
  Life Support Systems:  Life Support (Self  
  Contained Breathing, Safe Environments:   
  High Pressure, Intense Cold)
   
  Skills
  9 
  Computer Programming 12-
  9 
  Cryptography 12-
  9 
  Electronics 12-
  9 
  Mechanics 12-
  9 
  Systems Operation 12-
  5 
  Weaponsmith (Missiles & Rockets) 12-
  40 
  Other laboratories (deﬁned by GM)
  Total Abilities & Equipment Cost:  341
  Total Vehicle Cost:  506
  Value Disadvantages
  25 
  Distinctive Features:  UNTIL megasubmarine 
  (Not Concealable, Causes Extreme Reaction 
  [fear/respect])
  Total Disadvantage Points:  25
  Total Cost:  481/5 = 96
  COMPUTER AND VEHICLES
  Cost Power
  82 
  MUNIN Mark II Computer
  116 
  Harrows Flying Submersible
  20 
  Harrows Flying Submersibles: 15 more HFSs 
  (total of 16)
  20 
  Sea Dragon Torpedo (use Mark 48, TUV page 
  133)
  25  
  Sea Dragon Torpedoes: 31 more Torpedo 
  Tubes (total of 32)
  20 
  Vertical-Launched Broadsword Underwater 
  Missile (use Mark 48, TUV page 133)
  15 
  Vertical-Launched Broadsword Underwater 
  Missiles:  7 more VLBUMs (total of 8)
  Notes:  The Aegir is built without a power plant (e.g., 
  an Endurance Reserve); instead, all of its equipment is 
  bought to 0 END or has Charges.
  
  chapter six:
  chapter six:
  FIGHTING CRIME
  TACTICS AND PROCEDURES
  
  132 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  B
  attles (both in general, and involving 
  UNTIL) need to work on two levels:
  ■ They should be enjoyable tactical combat 
  exercises. Fights should challenge the play-
  ers’ and PCs’ tactical skills and provide exciting 
  combat moments.
  ■ They should be part of an exciting story. They 
  should advance the plot. Plot developments can 
  (and should) occur in the middle of ﬁghts.
  As a police/paramilitary organization devoted 
  to thwarting and capturing superhuman crimi-
  nals, in many aspects UNTIL is a ﬁghting force 
  that trains its personnel for combat. Despite their 
  lack of superpowers, UNTIL agents should pose 
  a danger to most supervillains (and equivalent 
  criminal organizations, like VIPER) by dint of their 
  training, skills, and equipment.
  But it’s one thing to have that theoretical abil-
  ity, and another thing to manifest it properly in 
  interesting stories and tactical battles. No tactical 
  situation in Champions is easier to mess up than an 
  agent battle. Three things usually happen to make a 
  battle involving UNTIL agents (either as PCs, or as 
  NPCs supporting the heroes) go bad:
  1. Agents are too ineﬀectual (they’re too slow, they 
  can’t hit superhumans, or their attacks don’t have 
  the penetrating power).
  2. Agent battles last too long.
  3. Agents get too lucky, causing the superhumans to 
  lose unexpectedly.
  MAKING AGENTS EFFECTIVE
  The ﬁrst problem — ineﬀectual agents — is 
  a serious one if the PCs are all UNTIL agents. It’s 
  less serious if the PCs are superheroes who work 
  with UNTIL, because you want the heroes, not the 
  organization, to remain on center stage and solve 
  the day. But even then, if UNTIL can’t acquit itself 
  eﬀectively on the battleﬁeld, it becomes the butt of 
  the PCs’ jokes, which ruins the organization’s veri-
  similitude.
  If you’re having trouble making UNTIL agents 
  seem eﬀective, it’s probably due to one or more of 
  three reasons:
  THE AGENTS CAN’T HIT THE HEROES
  If the villains can avoid UNTIL agents’ attacks 
  without much diﬃculty, you need to improve the 
  agents’ accuracy. The simplest, but crudest, way to 
  do this is just to give them lots of laser sights and 
  combat computers that provide big OCV bonuses 
  (similarly, you can add Area Of Eﬀect (One Hex) 
  to weapons to make it easier to hit any target). But 
  there are subtler, cleverer ways that also enhance 
  UNTIL’s image as a competent ﬁghting force:
  ■ Upgrade the agents’ tactics. Have them try to 
  obtain Surprised bonuses or Multiple Attacker 
  bonuses; give them Teamwork and have them 
  Coordinate their attacks. Agents with disabling 
  attacks (such as Flashes, Entangles, Drains, and the 
  like) can concentrate their ﬁre on a single villain 
  until they hit, and then other agents take advantage 
  of the villain’s momentary weakness to hit and hurt 
  him. Once the agents Stun a villain, have several of 
  them turn their guns on him to take advantage of 
  his reduced DCV.
  ■ Have agents work in tandem. Instead of all the SPD 
  3 agents taking their Phases in Segments 4, 8, and 12, 
  stagger their actions. Some attack on those Segments, 
  others Hold their Actions and attack in later Segments 
  when the villains are vulnerable. If you have a large 
  enough group of agents, you can have a few of them 
  ﬁring on every Segment, giving the villains no time to 
  rest, prepare Haymakers, or the like.
  ■ Employ distractions and diversions. Perhaps the eas-
  iest way to make agents more eﬀective in a ﬁght is to 
  provide a big, obvious target for enemy superhumans 
  to attack so they leave the agents alone to do their 
  jobs. Members of UNITY make a great diversion; 
  similarly, big weapon platforms set up on the edge of 
  the battleﬁeld are excellent targets and can absorb a 
  few attacks that might otherwise take out an agent.
  THE AGENTS CAN’T HURT THE VILLAINS
  If your agents can hit the target but they’re not 
  making a dent, you probably need to increase the 
  DCs of their attacks (or add Advantages like Armor 
  Piercing or Penetrating) or have them Coordinate 
  more often. Agents aren’t supposed to take villains 
  out with a single shot (or even a couple of shots, in 
  most cases), but they should inﬂict some damage in 
  most cases. Even a point or three adds up when the 
  villains take it again and again.
  THE AGENTS ARE TOO SLOW
  Inferior agent mobility is a subtler problem. To 
  some extent it’s not a problem you need to worry 
  about:  agents, as more-or-less normal humans, 
  should act and move more slowly than superhu-
  mans. But it can cause diﬃculties in the campaign 
  if the villains use their superior movement capacity 
  to bypass or minimize encounters with agents.
  The easiest way to solve the problem is to pro-
  vide the agents with mobility technology:  jetpacks; 
  vehicles; and the like. Equipping agents with weap-
  AGENTS IN 
  COMBAT
  
  UNTIL: Defenders Of Freedom 
  133 
  ons that have the Improved Maximum Range and 
  No Range Modiﬁer Advantages also gives them the 
  means to “keep up with” superhumans even if they 
  don’t move as quickly. Technology isn’t as good as 
  personal movement powers, but it deﬁnitely dimin-
  ishes the mobility problem.
  AND AS WE BEGIN  
  HOUR FIVE, THREE AGENTS 
  GET POST-SEGMENT  
  12 RECOVERIES....
  Nothing destroys the fun of a Champions 
  game like a battle dragging on too long. Champions 
  combat prioritizes tactical richness, but this can 
  become a problem when the GM has to keep track 
  of lots and lots of agents. Fortunately, there are 
  some easy ways to handle this.
  First and foremost, analyze why your battles 
  take too long. If you’re bogging down the game 
  choosing agent tactics, push yourself to be more 
  decisive, prepare tactics in advance, or let someone 
  else help you during the ﬁght. If you spend too 
  much time ﬁguring out which miniature represents 
  which agent, perhaps you should stop using minis; 
  conversely, if everyone has trouble visualizing the 
  battle, maybe introducing miniatures into the game 
  will speed things up.
  MINIMIZING BOOKKEEPING
  Second, if the paperwork of tracking agents’ 
  Charges, STUN, and so on slows you down, you 
  should minimize or abandon it. For example, the 
  Minion Control Sheet from the HERO System 
  Resource Kit lets you keep track of 15 agents on a 
  single piece of paper, which really streamlines the 
  process. An even more radical solution is to ignore 
  the bookkeeping altogether. This works particu-
  larly well if the UNTIL agents in the game are just 
  NPCs backing up the superhero player characters; 
  you can just describe what happens to them as a 
  way of dramatically illustrating the eﬀects of the 
  enemy’s attacks.
  A more detailed option for streamlining is to 
  declare agents as one-, two-, or three-hit opponents. 
  Any successful attack Knocks Out a one-hit agent; 
  two hits, or one hit with an Attack Roll made by 1, 
  Knocks Out a two-hit agent; three hits, or one hit 
  with an Attack Roll made by 2, Knocks Out a three-
  hit agent. If an enemy uses a Killing Attack, you can 
  substitute “Dead” or “Maimed” for “Knocked Out” 
  if it suits you. Of course, you should treat any really 
  important agent as a normal NPC, not someone the 
  villains can so easily take out of the battle.
  Another way to save time is to treat a squad of 
  UNTIL agents as a single character. Pick the best 
  CV in the squad, add +1 OCV for every additional 
  member of the squad, and treat the squad’s attack 
  like an Autoﬁre attack directed against one or more 
  targets (if some or all agents have Autoﬁre weapons, 
  you can either roll those attacks separately, or just 
  increase the overall number of “Autoﬁre shots”). 
  You select which targets the squad hits (usually by 
  random roll). If this becomes too eﬀective because 
  you roll well, you can limit the number of success-
  ful shots to no more than two or three.
  Similarly, it may help speed things up if you 
  assume that agents’ attacks all use the Standard 
  Eﬀect Rule. That cuts out a lot of dice rolling, which 
  takes up time.
  TIME LIMITS
  Third, if necessary impose a strict time limit 
  on the battle — say, two or three Turns. If, at the 
  end of that time, the villains have the upper hand, 
  then the UNTIL agents lose (you can assume any 
  still ﬁghting were actually Knocked Out during the 
  battle). If the villains are losing, either they must 
  retreat, or they all get Knocked Out and taken 
  prisoner, or overwhelming reinforcements arrive 
  and help the agents capture them. Be wary of using 
  this method; players hate to have this sort of deus 
  ex machina defeat imposed on them, and you can’t 
  always count on UNTIL being the winner.
  LUCKY AGENTS
  Bad things sometimes happen to characters 
  in combat. Combat is random and unpredictable, 
  and that’s often a good thing, but if the villains 
  frequently lose due to dumb luck, it’s not very dra-
  matic or exciting.
  Fortunately, there are a few steps you can take 
  to minimize the randomness factor. First, when 
  things go wrong, don’t just attribute it to random 
  chance and move on — look for reasons and pat-
  terns. You probably don’t need to conduct a full 
  statistical analysis of the battle (after all, games are 
  supposed to be fun), but if you take a close look at 
  what happened and try to learn from any mistakes 
  that occurred, you can keep those mistakes from 
  cropping up repeatedly.
  Second, examine your use of Killing Attacks. 
  The STUN Multiplier makes them more random 
  than Normal Damage — and in a ﬁght with a lot 
  of agents using RKAs, the odds of a high STUN 
  Multiplier roll or two are good. Consider using the 
  universal x3 STUN Multiplier rule for agents’ weap-
  ons, or replacing some KAs with equivalent Normal 
  Damage weapons.
  Third, when the agents use weapons that take 
  advantage of a target’s Disadvantages (such as 
  Vulnerabilities), forewarn the villains whenever 
  possible. If a lycanthrope supervillain recognizes 
  the glint of silver ammunition being loaded into 
  a gun, or a villain with magnetism powers notices 
  an agent setting up a U-JGL Variable Energy Field 
  Generator to create a counteracting magnetic ﬁeld, 
  he has a chance to react.
  Fourth, fudge dice rolls if necessary. If the 
  UNTIL agents get lucky and roll high damage 
  numbers, shave oﬀ enough points of damage to 
  prevent the agents from ending the battle too 
  quickly. Keep the villains’ CON and STUN totals in 
  mind so you know how much it takes to Stun them 
  or Knock them Out.
  THE IMPLICATIONS 
  OF IMPROVEMENT
  If you improve or 
  enhance UNTIL agents 
  to give them more ability 
  to oppose supervillains, 
  you should consider the 
  potential story implica-
  tions. Is there an in-game 
  reason for this develop-
  ment from which you 
  can spin plot hooks? Did 
  UNTIL invent new, more 
  eﬀective technology? 
  Did a brilliant scientist 
  defect from VIPER, Dr. 
  Destroyer, or some other 
  source and bring new 
  tech with him? Are the 
  agents using weapon 
  prototypes? Has UNTIL 
  hired a tactics expert 
  to train its agents with 
  new tricks to use against 
  supervillains?
  
  134 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  UNTIL-SPECIFIC TACTICS
  The tactics and options described above apply 
  to teams of agents and like characters in general. 
  Here are a few notes on some tactics favored by 
  UNTIL speciﬁcally.
  Squad Tactics
  UNTIL typically deploys its forces in seven-
  man squads. The typical squad includes:
  —one Sergeant
  —one Corporal
  —one Lance Corporal, and
  —four Privates
  The exact composition of a squad depends on 
  the mission and the expected opposition. Fight-
  ing VIPER may simply be a matter of numbers, 
  but taking on supervillains may mean substituting 
  Heavy Weapons, Light Horse, or Sky Cavalry agents 
  for normal UD agents.
  UNTIL agents have a healthy degree of respect 
  for their opposition. Each of them knows he’s prob-
  ably not a match for a supervillain in a one-on-one 
  situation, no matter how well-armed he happens to 
  be, so he has to use tactical smarts to make up for 
  the diﬀerence. First, he doesn’t go oﬀ on his own. 
  He stays with his squad, or groups up with other 
  agents in twos and threes so he and his teammates 
  can concentrate their attacks on a single target. If 
  appropriate, squad members stagger their Phases 
  to maintain a constant stream of ﬁre against the 
  enemy.
  Second, he makes use of the terrain. If cover 
  is available, he gets to it and uses it to increase his 
  DCV. If he has the opportunity, he may try to get 
  above the opposition (in a building, on a rooftop, in 
  a tree) so he can obtain a better angle of ﬁre and/or 
  reduce the Range Modiﬁer for attacking ﬂying 
  villains. If the battleﬁeld includes some vehicles, 
  heavy equipment, or the like, he may use them as 
  impromptu weapons.
  Third, the canny UNTIL agent relies on his 
  training. He probably has a Combat Skill Level or 
  two with his main weapon, so Bouncing an attack 
  becomes a deﬁnite possibility. If he has trouble hit-
  ting a supervillain, he can adjust the focusing ring 
  on his blaster to Spread the attack (a particularly 
  eﬀective tactic when Coordinating, since that coun-
  teracts some of the damage loss Spreading causes). 
  He may Hold his Action so he can support a com-
  rade or take advantage of a villain’s momentary 
  weakness. If the situation merits it, he may try to 
  Rapid Fire a vulnerable villain (though this works 
  best when the agent has some cover to enhance his 
  DCV before halving).
  When possible, a squad spreads itself out a 
  little so supervillains with Area Of Eﬀect/Explosion 
  attacks and enemy agents with grenades can’t 
  aﬀect all the members at once. On the other hand, 
  UNTIL agents remain alert for “bunching” among 
  the opposition so a hurled grenade or Spread attack 
  can eliminate several enemies at once.
  
  UNTIL: Defenders Of Freedom 
  135 
  UNTIL AND 
  SUPERHUMANS
  A
  s well-trained and -equipped as UNTIL 
  agents are, they’re playing in the superhu-
  man arena, and sometimes the powers 
  of supervillains make it diﬃcult (if not 
  impossible) for a group of human soldiers to 
  oppose them eﬀectively. For that reason, UNTIL 
  often ﬁnds itself working closely with superheroes.
  UNTIL IN THE  
  CHAMPIONS UNIVERSE
  Within the greater Champions Universe, 
  UNTIL’s relations with superhumans are pretty 
  easy to describe. It unswervingly opposes super-
  human criminals, and considers superhuman 
  crimeﬁghters allies (close or reluctant, as the case 
  may be).
  But that simplistic summation overlooks 
  a number of factors. For one thing, UNTIL has 
  limited resources and has to prioritize. Even 
  though it opposes all types of supercrime, it may 
  consider a group of super-thieves like GRAB far 
  less dangerous than the likes of Eurostar, Teleios, 
  or the Ultimates, and thus leave GRAB to the local 
  authorities if it needs to focus on more important 
  matters.
  Although UNTIL works well with most 
  superheroes, some may cause it problems. Not 
  every hero is as reliable or “professional” as 
  UNTIL might like. UNTIL agents pride them-
  selves on their training, skill, and proper conduct; 
  they may see heroes (particularly arrogant, silly, 
  or annoying ones) as “amateurs” who ﬁght crime 
  only when it suits them.
  Despite the fact that UNTIL enjoys cordial 
  relations with most major superhero teams — the 
  Champions, the New Knights of the Round Table, 
  the Sentinels, the Justice Squadron, the Peacekeep-
  ers, and so on — it’s not on the best of terms with 
  every group of heroes. A team of heroes regarded 
  as outlaws or renegades (such as Nova, in New 
  York City) usually ﬁnds itself on UNTIL’s wanted 
  list, so the two may come into conﬂict. At the 
  very least, UNTIL is extremely reluctant to work 
  with heroes who have questionable reputations or 
  criminal records.
  The one superhero team with which UNTIL 
  has an almost hostile relationship is the Tiger 
  Squad of China. Since China refuses to allow 
  UNTIL on its soil, the agency and the Tiger Squad 
  treat each other with, at best, a frosty civility when 
  circumstances throw them together.
  THE OFFICE OF  
  SUPERHUMAN RESOURCES
  UNTIL realized long ago that one of the most 
  potent weapons in the ﬁght against supercrime was 
  the supervillain’s opposite number:  the superhero. 
  However, most superheroes operate independently 
  of established law enforcement organizations, 
  making them untrustworthy and unreliable in the 
  eyes of UN oﬃcials. UNTIL’s ﬁrst solution to this 
  problem was to establish two types of formal rela-
  tions with superheroes, both administered by the 
  Oﬃce of Superhuman Resources (OSR).
  The chief of the OSR is Major Elijah Clay. Clay 
  is a career UNTIL oﬃcer, having moved up through 
  the ranks as a UD agent since joining in 1977. Now 
  48, Clay has held various posts in New York City 
  for the last dozen years and took over OSR in 2001. 
  Although gruﬀ, and occasionally rude, he’s passion-
  ately devoted to the agents and superheroes in his 
  command. He may yell at them for the slightest trans-
  gression, but anybody else who wants to say anything 
  negative about his “boys and girls” would be well-
  advised to do so out of his earshot. Clay is a fairly 
  well-known ﬁgure in New York. He regularly appears 
  at press conferences to discuss how UNTIL and/or 
  UNITY handled the latest disaster, frequently twirl-
  ing his trademark handlebar mustache as he talks.
  SUPERHERO AFFILIATES
  First, the OSR established regulations and guide-
  lines for “aﬃliate” superheroes and superhero teams. 
  What this means, basically, is that a superhero team 
  can aﬃliate itself with UNTIL. In exchange for access 
  to most of UNTIL’s databases (but not, typically, its 
  equipment and other resources), the team’s members 
  agree to cooperate with UNTIL operations and to 
  assist UNTIL however possible (this usually includes 
  taking UNTIL’s “suggestions,” though UNTIL does not 
  give aﬃliated superhero teams “orders” per se).
  Aﬃliate heroes must reveal certain information 
  about themselves and their powers to UNTIL. This 
  usually includes a hero’s Secret Identity (if any), but 
  UNTIL can waive this requirement in appropriate cir-
  cumstances. Naturally, the OSR takes extensive steps 
  to protect this information. As of late 2003 no “leaks” 
  have occurred, but the possibility of an enemy learn-
  ing a hero’s Secret Identity this way does exist.
  If an aﬃliated team does not have a base and 
  wants one, UNTIL may oﬀer its assistance building 
  one. If so, it also oﬀers to install a MUNIN Mark II 
  computer, and may provide additional equipment 
  as well. But of course, the more UNTIL does for a 
  group, the more it expects in the way of coopera-
  tion and interaction.
  
  136 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  THE SUPERHERO LIAISON PROGRAM
   Heroes and hero teams who want long-term 
  assistance or an actual “alliance” with UNTIL have 
  to become part of the Superhero Liaison Program 
  (SLP). Superheroes who join the SLP essentially 
  become “volunteer UNITY members.” While 
  they’re not subject to UNTIL’s orders in most cir-
  cumstances, UNTIL can “request” their assistance 
  as it requires — and if a team or hero refuses one of 
  these requests without an extremely good reason, 
  UNTIL will sever relations with it or him.
  Membership in the SLP entitles a hero to 
  use UNTIL facilities and resources, within reason 
  — UNTIL doesn’t allow unlimited access, nor does 
  it reveal classiﬁed or secret information to SLP per-
  sonnel. The hero can borrow UNTIL equipment as 
  needed, and can request “backup” from UNTIL in 
  the form of squads of agents. However, in exchange, 
  the team members or the hero must do the follow-
  ing three things:
  (1)  Reveal the hero’s or the members’ Secret Identi-
  ties (if any) to UNTIL (see above).
  (2)  Submit to general testing of his or the mem-
  bers’ powers, so UNTIL knows their capabilities 
  and limitations.
  (3)  Participate in a training program. In game 
  terms, this means the hero or team members must 
  purchase the SLP Member Package Deal.
  (4) A superhero team that belongs to the SLP must 
  agree to have one of UNTIL’s Superteam Liaisons 
  posted to it. If the team has a base, the Liaison lives 
  there; if not, he attends all team meetings. He often 
  accompanies the team on missions, but more as 
  an observer than as a combatant (unless the team 
  needs his assistance).
  SLP MEMBER  
  PACKAGE DEAL
  Abilities
  Cost 
  Ability
  5 
  Fringe Beneﬁt:  International Police Powers
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  Membership:  SLP Member
  3 
  Criminology
  2 
  KS: International Law And Law Enforcement 11-
  2 
  KS: UNTIL 11-
  2 
  KS: The United Nations 11-
  2 
  KS: World Supervillains 11-
  2 
  KS: World Politics 11-
  2 
  PS: UNTIL Agent 11-
  Equipment
  Cost 
  Power
  7 
  Wrist Radio:  Radio Perception/Transmission 
  (Radio Group); OIF (-½)
  Total Cost Of Package Abilities And Equipment:  30
  Disadvantages
  Value Disadvantage
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
  Total Value Of Package Disadvantages:  10
  If an SLP Member already has some of these Skills, or 
  communications equipment equivalent to the Wrist 
  Radio, you can remove them from the Package Deal. 
  In addition to the listed abilities, SLP Members who 
  don’t speak English must learn it at the 2-point level 
  (or better).
  
  UNTIL: Defenders Of Freedom 
  137 
  M
  embership:  As of October 2003, UNI-
  TY’s members are:  Quasar (Germany); 
  Mentiac (Canada); El Picaro (Mexico); 
  Drs. Black and White (US); and Myr-
  midon (Greece). UNITY also has several reserve 
  members, mostly former members who opted for 
  reduced duties due to age, injury, family obligations, 
  or the like
  UNITY has a training program for young 
  superhumans, some of whom will no doubt join 
  the team eventually while others return to their 
  home countries. This program takes place at the 
  Port Hedland UNTIL training facility, where the 
  prospective young heroes train alongside regular 
  UNTIL ARs under the vigilant eye of the retired 
  Egyptian UNITY hero Caracal.
  Background/History:  UNTIL’s second response to 
  the diﬃculties posed by working with potentially 
  untrustworthy independent superheroes was to 
  create its own superhero team, UNITY. It chose 
  the name “UNITY” to symbolize the spirit of inter-
  national cooperation the UN stands for; it isn’t an 
  acronym. UNITY members are on UNTIL’s payroll 
  and work exclusively for UNTIL; in most cases they 
  receive UNTIL Urban Division agent training (or 
  at least parts of it). They must reveal their Secret 
  Identities (if any) to UNTIL and agree to regular 
  testing and monitoring of their powers by UNTIL. 
  They are paid on the P-5 Employee scale, with siz-
  able “Hazardous Duty Adjustments.”
  UNTIL founded UNITY in 1988 after more 
  than a decade of internal debate and discussion 
  within the UN General Assembly, which was ﬁnally 
  spurred to decisive action by the release of the Euro-
  star Manifesto. The original team was led by the Brit-
  ish hero Archdruid, who retired in 1995. Quasar took 
  over leadership at that point, and has held that posi-
  tion ever since. Originally based in Geneva, the team 
  moved to its current location in New York City after 
  the United States signed the Tribunal Treaty in 1993. 
  The group’s membership has ﬂuctuated frequently 
  over the ﬁfteen years of its existence, with some 
  members retiring or taking other positions within 
  their own governments or military; additionally, ﬁve 
  members have died in the line of duty. The roster has 
  varied in size from as small as four (for a few months 
  in 1991) to as many as eight; the oﬃcial policy of 
  UNTIL is that more than eight members would be 
  too unwieldy in the ﬁeld. The OSR has proposed 
  founding a second team (and possibly more, if neces-
  sary) several times, but so far the General Assembly 
  has only approved resources enough for one team 
  and shows no signs of changing its collective mind.
  UNITY reports directly to Major Elijah Clay, 
  chief of the OSR. Its symbol is a globe cradled 
  by two supporting hands, one on each side. Most 
  members wear this symbol as a patch on one or 
  both upper arms of their costumes.
  Group Relations:  Quasar leads UNITY; he’s devel-
  oped into a solid tactical leader over the last ﬁfteen 
  years (despite retaining his tendency to forget 
  about his own vulnerability to physical attacks). 
  Though he’s become much more heroic in his 
  general outlook over time, he remains relatively 
  ignorant of group dynamics — his main weakness 
  as a leader is that he doesn’t devote much time 
  to making sure his team gets along or works well 
  together. Fortunately, several strong friendships 
  among the team have kept this from becoming too 
  much of a problem. Unfortunately, when all six 
  members work together, they’re still too likely to 
  trip over each other.
  In general, the team members get along pass-
  ably well. None of them actively dislike each other, 
  though El Pícaro teases both Dr. Black (for his 
  public airs of mystery) and Mentiac (for his gen-
  eral lack of social skills). Black, who can handle 
  himself just ﬁne, dismisses Pícaro as a clown, but 
  Mentiac frequently takes his jibes personally and 
  turns to Dr. White or Myrmidon, both of whom are 
  generally more sensitive, for support. Quasar isn’t 
  particularly close to any of his teammates emotion-
  ally, but has faith in each of them in the ﬁeld. He 
  particularly relies on Mentiac’s situational analysis 
  and Dr. White’s ability to cut straight to the point of 
  complicated debates.
  Tactics:  In combat, El Pícaro and Myrmidon (close 
  friends who train together frequently) tend to lead 
  the team into the fray, using Pícaro’s teleporting 
  power and Myrmidon’s active ﬁghting style to cover 
  a lot of ground and throw their opponents into 
  confusion. Quasar attacks from the air, trying to 
  remember to stay out of range of physical attacks 
  while straﬁng the ﬁeld with his devastating energy 
  blasts. Doctors White and Black make another 
  highly-eﬀective sub-team; they use their spells in 
  concert to target the opponent’s biggest guns. Men-
  tiac stays under cover and out of the fray as much 
  as possible; he analyzes the opposition, radioes 
  information and suggestions to his teammates, and 
  defends himself with his blaster if necessary.
  Facilities And Equipment:  UNITY is based in a 
  small oﬃce building at First Avenue and East Fif-
  tieth Street, a few blocks north of the main UN 
  buildings. The four-storey high reinforced brick 
  building blends in with the small oﬃces and resi-
  dential brownstones around it. The ﬁrst ﬂoor con-
  tains oﬃce space for the team’s administrative and 
  support personnel, including a communications 
  UNITY
  
  138 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  oﬃcer (UNITY has one on duty 24 hours a day to 
  monitor the news wires and keep in contact with 
  the main oﬃces), an IT oﬃcer (who has access to 
  the HUGIN mainframe down the street), several 
  UNTIL guards, and two secretaries. The second 
  ﬂoor contains libraries (largely stocked by the 
  requests of Mentiac and Drs. White and Black), a 
  gaming/socializing room with a large-screen TV 
  and pool table, and a full kitchen and dining room. 
  The third and fourth ﬂoors are the private quarters 
  of the team members (the building has space for 
  up to ten, so there’s usually a spare room or two 
  available for guests or storage). UNTIL converted 
  the basement into a standard gym, with workout 
  equipment and mats for combat training.
  The UNITY building cannot stand up to the 
  indiscriminate use of energy bolts or displays of 
  superhuman strength, so generally neither Quasar 
  nor Myrmidon actually works out here. In fact, the 
  facility maintains a low proﬁle precisely because 
  there’s no way to bring a building in this neighbor-
  hood up to the defensive standards of the Justice 
  Squadron’s specially-designed brownstone or the 
  buildings on Sentinel Island without tearing down 
  all of the buildings around it to reinforce the side-
  walks and foundations. So far, no supervillain has 
  ever attacked UNITY at its headquarters. UN oﬃ-
  cials quietly cross their ﬁngers and hope this lucky 
  streak continues.
  All UNITY members who need them have 
  armored costumes. They all wear radio earpieces 
  that have a fold-out mini-viewscreen for the eye so 
  they can receive and send visual images (such as 
  television signals).
  UNITY has access to any of the vehicles, 
  weapons, or other equipment it needs from Chap-
  ter Five. The members most frequently travel in 
  a souped-up Grav-Car (page 108) with their logo 
  painted on the side, though Quasar prefers to ﬂy 
  alongside rather than ride when possible.
  Campaign Use:  UNITY works well as a “backup” 
  team for the heroes in your campaign. Since 
  they only work together roughly half of the time 
  — UNTIL usually assigns them to work in ones 
  and twos to assist squads of agents or perform 
  other missions — they won’t overshadow your PCs. 
  Instead they can simply help, perhaps resolving 
  some secondary scenario goals oﬀ-camera while 
  the PCs take care of things on center stage.
  UNITY doesn’t Hunt characters on its own. 
  Instead, it’s part of the opposition that characters 
  who take UNTIL as a Hunted may have to face (see 
  page 156).
  If UNITY isn’t tough enough for your cam-
  paign, the best approach is to add members rather 
  than trying to strengthen the individual mem-
  bers of the current roster. This also allows you to 
  emphasize the multicultural nature of the UN (and 
  UNTIL) by creating some NPC heroes from far-
  ﬂung corners of the world. Similarly, if UNITY is 
  too tough, just remove a member or two.
  QUASAR
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 HTH [1]
   23 DEX 
  39 
  14- 
  OCV:  8/DCV:  8
   20 CON 
  20 
  13- 
   10 BODY 
  0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   15 EGO 
  10 
  12- 
  ECV:  5
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   18 PD 
  15 
   
  Total:  18 PD (5 rPD)
   25 ED 
  21 
   
  Total:  25 ED (25 rED)
   6 
  SPD 
  27 
   
  Phases:  2, 4, 6, 8, 10, 12
   10 REC 
  6
   50 END 
  5
   50 STUN 22 
  Total Characteristic Cost:  183
  Movement: 
  Running:  6”/12”
   
  Flight:  20”/40”
  Cost Powers 
  END
  180 
  Energy Bolts:  Energy Blast 12d6, Variable 
  Advantage (+1 Advantages; +2) 
  [var]
  17 
  Ultra-Bolt:  Energy Blast +5d6, Variable 
  Advantage (+1 Advantages; +2); Only  
  When Pushing Energy Bolts (-½),  
  Increased Endurance (x5 END; -2),  
  Side Eﬀect (Quasar Takes 1 BODY Per  
  d6 Added; -1) 
  [var]
  25 
  Energy Being Powers:  Elemental  
  Control, 50-point powers
  35 
  1)  Flight:  Flight 20”, Reduced  
  Endurance (0 END; +½) 
  0
  25 
  2)  Energy Wall:  Force Wall (8 PD/12 ED) 5
  30 
  Energy Absorption:  Absorption 6d6  
  (energy, to STUN) 
  0
  15 
  Energy Body:  Damage Resistance  
  (5 PD/25 ED) 
  0
  30 
  Energy Protection:  Energy Damage  
  Reduction, Resistant, 50% 
  0
  19 
  Energy Body:  Life Support (Self-Contained 
  Breathing, Safe Environments: High  
  Pressure, High Radiation, Intense Heat,  
  Intense Cold, Low-Pressure/Vacuum) 
  0
  10 
  Energy Body:  Power Defense (10 points) 
  0
  5 
  Energy Mind:  Mental Defense  
  (8 points total)  
  0
  7 
  Radio Earpiece:  HRRP (Radio Group)  
  (12 Active Points), IIF (-¼), Aﬀected As Sight 
  And Hearing Groups As Well As Radio 
  Group (-½)  
  0
   
  Perks
  3 
  Fringe Beneﬁt:  Member of UNITY
  1 
  Fringe Beneﬁt:  Passport
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  International Driver’s License
   
  Skills
  3 
  Criminology 12-
  1 
  KS: Dr. Destroyer 8-
  3 
  KS: International Law And Law  
  Enforcement 12-
  
  UNTIL: Defenders Of Freedom 
  139 
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language:  English (ﬂuent conversation; 
  German is Native)
  2 
  PS: Scientist 11-
  2 
  PS: UNTIL Agent 11-
  2 
  SS: Astronomy 11-
  2 
  SS: Chemistry 11-
  5 
  SS: Physics 14-
  3 
  Stealth 14-
  3 
  Teamwork 14-
  3 
  WF: Small Arms, Knives
  Total Powers And Skills Cost:  449
  Total Character Cost:  632
  200+ Disadvantages
  20 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  NCI, Capture/Kill)
  20 
  Hunted:  Dr. Destroyer 8- (Mo Pow, NCI, 
  Capture/Kill)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Code Versus Kill-
  ing (Common, Total)
  10 
  Psychological Limitation:  Overconﬁdent 
  Showoﬀ (Common, Moderate)
  15 
  Psychological Limitation:  Bitter About His 
  Condition; Hates Dr. Destroyer (Common, 
  Strong)
  15 
  Social Limitation:  Secret Identity (Dr. 
  Johann Mersinger) (Frequently, Major)
  20 
  Susceptibility:  to intense magnetic ﬁelds, 2d6 
  damage per Phase (Uncommon)
  5 
  Unluck 1d6
  30 
  Vulnerability:  2x STUN from Physical Kill-
  ing Attacks (Very Common)
  30 
  Vulnerability:  2x BODY from Physical Kill-
  ing Attacks (Very Common)
  237 
  Experience Points
  Total Disadvantage Points:  632
  Background/History:  Johann Mersinger was born in 
  Germany in 1946. Educated in Bonn and Stockholm, 
  he became a physicist, specializing in high-energy 
  plasma technology. Unfortunately, Mersinger had little 
  success keeping jobs in the demanding ﬁeld; while 
  he was competent enough, he lacked that spark of 
  intuition a truly brilliant scientist needs. He was lazy 
  and self-centered, always doing just enough to get by. 
  Plus, he was unbelievably clumsy at times. It’s perhaps 
  unsurprising that by the mid-1980s, he had drifted 
  far enough away from respectable society to accept 
  a position in the employ of the evil supergenius Dr. 
  Destroyer, working on blaster designs.
  Even there, it turned out, he was a less-than-
  ideal employee. After he stumbled and ruined a 
  months-long genetic experiment in early 1988, he 
  knew Destroyer was just about completely fed up 
  with him. He waited a few days until Destroyer left 
  the base where he was employed, then stole a car 
  and defected to UNTIL.
  UNTIL was more than happy to welcome him 
  into its ranks after he passed a telepathic exami-
  nation. The information he provided about Dr. 
  Destroyer’s laboratories and current experiments 
  was invaluable to Project Shiva and the Technical 
  Corps. After numerous debrieﬁngs, UNTIL gave 
  Mersinger a job in the Technical Corps, assign-
  ing him the task of improving some of UNTIL’s 
  blaster weapons with designs he remembered from 
  Destroyer’s labs.
  But Destroyer had not forgotten about the 
  traitorous physicist — rather, he was simply waiting 
  until the proper opportunity for revenge presented 
  itself. It came during a crucial phase in an impor-
  tant blaster weapon experiment in 1989. Destroyer 
  had one of his undercover agents sneak into the lab 
  where Mersinger worked and plant a tiny but pow-
  erful explosive charge in Mersinger’s experimental 
  blaster. But for once, Mersinger actually got lucky... 
  sort of. The explosive went oﬀ as he test-ﬁred the 
  blaster after trying some unusual rewiring. Rather 
  
  140 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  than kill him, it somehow bombarded his body 
  with the energy, replacing his ﬂesh with a matrix of 
  pure energy of a theretofore undiscovered sort.
  When Mersinger awoke, he was terriﬁed to 
  discover his new state of existence. He looked like a 
  human-shaped view of outer space — he was a sort 
  of black, with little white pinpricks like stars, and 
  he gave oﬀ an odd white glow. He went on a brief 
  rampage until members of UNITY arrived on the 
  scene and calmed him down. After several weeks of 
  unsuccessfully trying to reverse his transformation, 
  he resigned himself to his fate. He decided the best 
  thing he could do, and the best way to protect him-
  self from Destroyer, was to join UNITY. He chose 
  the nom du guerre Quasar based on his appearance.
  At ﬁrst Quasar took his responsibilities as a 
  public superhero as casually and halfheartedly as 
  he had everything else in his life to that point. But a 
  strange thing happened to him — as he spent more 
  time among the dedicated members of UNITY 
  and the other UNTIL agents, some of their sense 
  of discipline and responsibility began to rub oﬀ on 
  him. Over the years, he has become more and more 
  concerned for his fellow man, and more adept at 
  using his powers for the common good. To almost 
  everyone’s surprise (including his own), he has 
  become the longest-serving member of the team... 
  and its leader since 1995.
  Personality/Motivation:  Quasar remains rather bitter 
  about his transformation into a being of pure energy. 
  He feels, and rightly so, that the incident cut him oﬀ 
  from his fellow man (and woman). He can’t make 
  many friends, have any sort of romantic relationship, 
  or even to eat normal food. At ﬁrst he compensated 
  for his feeling of anger and frustration by becoming a 
  showoﬀ, milking his powers for all they were worth, 
  but he’s mostly outgrown that attitude. He derives 
  more satisfaction these days from using his powers 
  to save people. Since Destroyer’s public return in the 
  summer of 2002, Quasar has been spoiling for a crack 
  at him.
  Because he’s nigh-invulnerable, especially from 
  energy attacks, Quasar can get pretty overconﬁdent 
  in combat. This may lead to his downfall one day, 
  especially if he ever faces a large group of enemies 
  armed with conventional ﬁrearms (see below).
  Quote:  “You’ll be seeing even more stars in a minute.”
  Powers/Tactics:  Quasar, once a human being, is now 
  a human-shaped being of pure cosmic energy. As 
  such, he has the power to ﬂy, to absorb energy, and to 
  project extremely powerful energy bolts. His versatil-
  ity with his energy bolts is simulated with a +1 Vari-
  able Advantage; he typically sets the Advantages on 
  Reduced Endurance (0 END; +½) and an additional 
  +½ Advantage (his favorites are Armor Piercing, Area 
  Of Eﬀect (One Hex), and No Range Penalty). If nec-
  essary he can increase the power of his energy bolts 
  dramatically, by drawing on his own “life energies” to 
  power the attack. This “Ultra-Bolt” attack (as he calls 
  it) is powerful enough to damage the likes of Mecha-
  non or Firewing... but using it too often could kill him.
  However, Quasar’s energy body comes with 
  some restrictions. The most important of these is 
  that large or powerful physical forces — such as 
  bullets or swords — severely disrupt his energy 
  matrix. Thus, while a squad of VIPER agents armed 
  with blasters probably couldn’t hurt him at all, a 
  couple of street punks using .38 Specials could. He 
  also takes damage from any strong magnetic ﬁeld, 
  which “distorts” his body.
  Campaign Use:  Quasar has a slightly higher public 
  proﬁle than his teammates, since he’s UNITY’s leader 
  and chief spokesman. He’s the one who’s most likely to 
  contact the PCs for help if UNITY needs it, and thus 
  probably the UNITY member they’ll meet ﬁrst. But 
  he’s more than just UNTIL’s superteam leader; he’s a 
  person whose transformation into a superhero has 
  left him bitter and conﬂicted. It wouldn’t take much to 
  reverse the progress he’s made over the past decade or 
  so and send him into a downward spiral of negative 
  emotions... with potentially dangerous consequences.
  Quasar doesn’t Hunt villains individually. He 
  only does so as part of UNTIL, when assigned to. 
  However, if he had reliable information on where 
  he could ﬁnd Dr. Destroyer, he might be tempted to 
  attack him in a bid for revenge.
  Appearance:  Quasar resembles a human-shaped 
  view of outer space:  utter blackness, with pinpricks of 
  white light that look like stars. His eyes are two larger 
  white pinpricks. Despite the fact that he’s black, he 
  gives oﬀ an odd white glow. He doesn’t wear any sort 
  of costume.
  
  UNTIL: Defenders Of Freedom 
  141 
  MENTIAC
   Val Char 
  Cost 
  Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 HTH [1]
   19 DEX 
  27 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   10 BODY  0 
  11-
   40 INT 
  30 
  17- 
  PER Roll 17-
   25 EGO 
  30 
  14- 
  ECV:  8
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   8 
  COM 
  -1 
  11-
   5 
  PD 
  3 
   
  Total:  14 PD (9 rPD)
   6 
  ED 
  3 
   
  Total:  15 ED (9 rPD)
   5 
  SPD 
  21 
   
  Phases:  3, 5, 8, 10, 12
   5 
  REC 
  0
   30 END 
  0
   25 STUN 
  2 
  Total Characteristic Cost:  135
  Movement: 
  Running:  6”/12”
  Cost Power 
  END
  11 
  Advanced Thought Processes: Elemental  
  Control, 75-point powers; all slots  
  Require A Deduction Roll (-½), Extra  
  Time (5 Minutes; -2)
  8 
  1)  One Step Ahead Of You:  Telepathy  
  10d6, Reduced Endurance (0 END; +½); 
  Requires A Deduction Roll (-½), Extra  
  Time (5 Minutes; -2), Concentration (½ 
  DCV throughout activation time — must 
  closely observe subject, including facial 
  expressions; -½), Only Surface Thoughts  
  May Be Read (-½), Does Not Provide  
  Mental Awareness (-¼) 
  0
  9 
  2)  Intuitive Tracking:  Mind Scan 10d6, 
  Reduced Endurance (0 END; +½);  
  Requires A Deduction Roll (-½), Extra  
  Time (5 Minutes; -2), Requires Proper  
  Data Regarding Target To Be Located (-½), 
  Does Not Provide Mental Awareness (-¼) 
  0
  37 
  U-SHL Blaster Pistol, Improved:  Energy  
  Blast 10d6, 2 clips of 32 Charges (+½);  
  OAF (-1) 
  [32]
  30 
  Weak Spot Calculation:  Find Weakness  
  15- with Blaster 
  0
  12 
  Armored Costume:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  7 
  Radio Earpiece:  HRRP (Radio Group)  
  (12 Active Points), IIF (-¼), Aﬀected As Sight 
  And Hearing Groups As Well As Radio 
  Group (-½)  
  0
   
  Perks
  3 
  Fringe Beneﬁt:  Member of UNITY
  1 
  Fringe Beneﬁt:  Passport
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  International Driver’s License
   
  Talents
  3 
  Absolute Range Sense
  3 
  Absolute Time Sense
  3 
  Bump Of Direction
  6 
  Combat Luck (3 PD/ 3 ED)
  20 
  Danger Sense (out of combat, immediate 
  vicinity; intuitional)17-
  5 
  Eidetic Memory
  3 
  Lightning Calculator
  4 
  Speed Reading
  20 
  Universal Translator 17-
   
  Skills
  3 
  Computer Programming 17-
  25 
  Cramming (5 slots, 8- each)
  3 
  Criminology 17-
  3 
  Cryptography 17-
  17 
  Deduction 24-
  3 
  Electronics 17-
  3 
  Inventor 17-
  3 
  Mechanics 17-
  3 
  Paramedics 17-
  2 
  PS: UNTIL Agent 11-
  3 
  Security Systems 17-
  3 
  Stealth 13-
  3 
  Systems Operation 17-
  3 
  Tactics 17-
  3 
  Teamwork 13-
  3 
  WF: Small Arms, Knives
  3 
  Linguist
  2 
  1)  French (completely ﬂuent; English is 
  native)
  2 
  2)  German (completely ﬂuent)
  2 
  3)  Italian (completely ﬂuent)
  2 
  4)  Japanese (completely ﬂuent)
  2 
  5)  Mandarin Chinese (completely ﬂuent)
  2 
  6)  Portuguese (completely ﬂuent)
  2 
  7)  Russian (completely ﬂuent)
  2 
  8)  Spanish (completely ﬂuent)
  20 
  20 more points’ worth of Languages  
  (GM’s choice)
  3 
  Scholar
  2 
  1) KS: Eurostar 17-
  2 
  2) KS: International Law And Law  
  Enforcement 17-
  2 
  3) KS: The Superhuman World 17-
  2 
  4) KS: Superpowers 17-
  2 
  5) KS: Supervillains 17-
  2 
  6) KS: The United Nations 17-
  2 
  7) KS: UNTIL 17-
  2 
  8) KS: VIPER 17-
  2 
  9) KS: World Politics 17-
  40 
  40 more points’ worth of Knowledge Skills 
  (GM’s choice)
  3 
  Scientist
  2 
  1) SS: Astronomy 17-
  2 
  2) SS: Biology 17-
  2 
  3) SS: Chemistry 17-
  2 
  4) SS: Genetics 17-
  2 
  5) SS: Geology 17-
  2 
  6) SS: Mathematics 17-
  2 
  7) SS: Physics 17-
  2 
  8) SS: Robotics 17-
  40 
  40 more points’ worth of Science Skills  
  (GM’s choice)
  Total Powers And Skills Cost:  435
  Total Character Cost:  570
  
  142 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  200+ Disadvantages
  10 
  Distinctive Features:  Mutant (Not Concealable; 
  Always Noticed; Detectable Only By Unusual 
  Senses)
  25 
  Hunted:  enemies of UNTIL 8- (Mo Pow, NCI, 
  Capture/Kill)
  30 
  Hunted:  by evil corporation, 11- (Mo Pow, 
  NCI, Capture)
  10 
  Hunted:  UNTIL, 8- (Mo Pow, NCI, Watching)
  5 
  Psychological Limitation:  Low Self-Esteem; 
  Regards Self As A “Freak” (Unommon, Moder-
  ate)
  10 
  Psychological Limitation:  Values Intelligence 
  And Thinking Above All Else; Scorns Physi-
  cality And Those Who Rely On It (Common, 
  Moderate)
  15 
  Social Limitation:  Public Identity (Richard 
  Burns) (Frequently, Major)
  5 
  Rivalry:  Professional, with other scientists and 
  researchers
  20 
  Susceptibility:  data overload, 1d6 per Segment 
  (Uncommon)
  240 
  Experience Points
  Total Disadvantage Points:  570
  Background/History:  The world has regarded Rich-
  ard Burns as a freak since the day he was born in 
  Vancouver in 1981. His enlarged cranium not only 
  nearly killed his mother during birth, it made his 
  mutant nature immediately apparent.
  At the age of two months, he began to talk, 
  and soon after that he could walk. At half a year he 
  could read. By age two he read college textbooks 
  with a speed and comprehension that astounded 
  child development experts — and renowned 
  professors came to discuss their work with him. 
  Richard, already dubbed “Mentiac” by the Canadian 
  press, reveled in the attention.
  But his life wasn’t all bliss. His mother seemed 
  disgusted by him and couldn’t give him any aﬀec-
  tion. His father tried to care for him, but despite his 
  good intentions he really had no idea how to cope 
  with a child so intelligent. To hide his pain, Richard 
  retreated further and further into the world of the 
  intellect. All he did was read, study, and play with 
  the computer he built for himself. He had no play-
  mates, and in fact never even went out to play by 
  himself. Dismissing his peers and their activities as 
  “infantile,” he kept on reading.
  Soon Richard’s parents left him completely 
  alone. At age 12, he moved away from them, estab-
  lished his emancipation via lawsuit, and lived on 
  income from the many patents he had ﬁled since 
  age 8. He soon decided to see a little more of the 
  world. He hired an agent and began appearing on 
  talk shows and the lecture circuit across Canada 
  and the United States, demonstrating his amaz-
  ing brainpower. Soon he had consulting contracts 
  with various corporations that wanted to use his 
  scientiﬁc acumen (one of his Hunteds dates from 
  this period in his life; the company in question, to 
  be chosen by the GM, would prefer to have Mentiac 
  working solely for it and is willing to use moder-
  ately extreme means to force him).
  Then, at age 18, he achieved a crowning 
  glory:  UNTIL asked him to join its superteam, 
  UNITY. Superpowered musclemen and energy 
  projectors were a dime a dozen; UNITY needed 
  someone with Mentiac’s intellect to coordinate 
  the team’s activities and help them solve prob-
  lems. Richard, seeing the oﬀer as the ultimate 
  tribute to his mental prowess, quickly accepted. 
  Although his general naiveté about the world 
  around him has gotten in his way a time or two, 
  he has enjoyed his time with UNITY and consid-
  ers the team to be his family (of sorts)... the only 
  one he has ever really had.
  Personality/Motivations:  Mentiac is a shy, aloof 
  person. He has had almost no caring human 
  contact his entire life, and has little to no concept 
  of how to interact with others. Being shunned 
  by his mother (and later, his father) wrecked his 
  self-esteem, so he retreats into books, computers, 
  and study rather than confront things he ﬁnds 
  diﬃcult or disturbing. His successes with UNITY 
  have done him a world of good, and his fellow 
  UNITY members are trying to bring him out of 
  his shell and teach him to act a little more like a 
  
  UNTIL: Defenders Of Freedom 
  143 
  “normal” person.
  But that’s no easy task, thanks to Mentiac’s 
  phenomenally high IQ. He’s so intelligent he 
  tends to think and talk several steps ahead of 
  everyone else, making him diﬃcult to under-
  stand. His disquieting ability to predict what 
  others are thinking or where to ﬁnd them only 
  disturbs people the more.
  To top all of this oﬀ, Mentiac is rather arro-
  gant about his intellect. He values only intelli-
  gence and learning, considering physical accom-
  plishments and abilities to be “second-class” and 
  “beneath the dignity of a truly civilized person.” 
  As a result, he often seems insensitive and rude, 
  and in fact he is. Again, the other members of 
  UNITY are trying to shake him out of this bad 
  habit, but it will take time.
  Mentiac views the members of UNITY as his 
  “family,” and constantly seeks their approval and 
  validation. Because of this he has wholeheartedly 
  embraced the team’s heroic ideals and become a 
  true force for good, even if he comes oﬀ like an 
  overeducated little snot from time to time. If the 
  team broke up, it would devastate him almost to the 
  point of suicide.
  Quote:  “No, no! You’re missing the point entirely. 
  Think! Think about it — you can ﬁgure it out even-
  tually, you’re smart enough.”
  Powers/Tactics:  Mentiac’s only power is his 
  immense intellect. His mind is like a human 
  computer, taking in everything he senses, orga-
  nizing it logically, and feeding it back to him 
  whenever he needs it. He has perfect recall, can 
  perform complex mathematical equations in his 
  head almost instantly, and can read at an enor-
  mously accelerated rate. He has studied most of 
  the world’s sciences, languages, and major areas 
  of knowledge, and is an expert in them all. Scien-
  tists and scholars from around the world consult 
  with him, valuing the insights he can give them 
  after only a few brief minutes of discussion. In 
  fact, Mentiac is so intelligent that, given suﬃcient 
  information about someone, he can make amaz-
  ingly accurate predictions about what that person 
  is thinking or where he’s presently located. (GM’s 
  note:  this usually requires a lot of information, 
  though — don’t use Mentiac’s “Advanced Thought 
  Processes” powers too frequently.)
  But brainpower isn’t always all it’s cracked 
  up to be:  for some as-yet not completely deﬁned 
  reason, he suﬀers intense headaches and pain 
  when subjected to “sensory overload” — such as 
  the time Fiacho captured him, clamped his eye-
  lids open, and forced him to watch 30 televisions 
  at once as part of an eﬀort to brainwash him into 
  serving Eurostar (fortunately, the other members 
  of UNITY rescued him). This sort of input can 
  even knock Mentiac unconscious.
  For situations in which he has to use physical 
  force, Mentiac carries an UNTIL blaster pistol he 
  modiﬁed for greater power.
  Campaign Use:  Mentiac makes a challenging 
  encounter for most PC heroes. In all likelihood he’ll 
  annoy, aggravate, and potentially even insult (per-
  haps unwittingly) the PCs when he meets them. 
  Will a hero who’s supposedly compassionate and 
  sympathetic be able to stand him long enough to 
  see what a good person he really is... and perhaps 
  even help him become a better person?
  Mentiac doesn’t Hunt villains individually. He 
  only does so as part of UNTIL, when assigned to.
  If you want to make Mentiac tougher, give 
  him some outright psionic powers, perhaps at a low 
  level — a little Ego Attack or Mind Control would 
  make him more of a force to be reckoned with in 
  combat. If he’s too tough already, get rid of some of 
  his Skills and reduce his Characteristics.
  Appearance:  Mentiac, a native of Canada, stands 
  5’8” tall and weighs 165 pounds; he’s slightly pudgy, 
  but not grossly overweight. He looks like a normal 
  human being — except for his enlarged cranium, 
  which bulges both forward and backward, making 
  him an obvious “freak.” He has learned not to go 
  out in public unless accompanied by other UNITY 
  members; he ﬁnds the stares and occasional jeers 
  too painful. He normally wears a grey jumpsuit 
  with numerous pockets. If he carries any ﬁeld 
  gear, he wears a gold utility belt to hold it. There’s 
  a UNITY symbol patch on both of his upper arms 
  and his belt buckle.
  
  144 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  EL PÍCARO
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5  
  12- 
  Lift 200 kg; 3d6 HTH [1]
   30 DEX 
  60 
  15- 
  OCV:  10/DCV:  10
   20 CON 
  20 
  13-
   10 BODY  0 
  11-
   15 INT 
  5 
  12- 
  PER Roll 12-
   12 EGO 
  4 
  11- 
  ECV:  4
   18 PRE 
  8 
  13- 
  PER Attack:  3½d6
   20 COM 
  5 
  13-
   12 PD 
  9 
   
  Total:  20 PD (8 rPD)
   12 ED 
  8 
   
  Total:  20 ED (8 rED)
   7 
  SPD 
  30 
   
  Phases:  2, 4, 6, 7, 9, 11, 12
   8 
  REC 
  2
   40 END 
  0
   35 STUN 
  7 
  Total Characteristic Cost:  163
  Movement: 
  Running:  6”/12”
   
  Teleport:  20”/2,560”
  Cost Powers 
  END
  70 
  Teleportation Powers:  Multipower,  
  70-point reserve
  7u 
  1) Basic Teleport:  Teleportation 20”,  
  Position Shift, Reduced Endurance  
  (0 END; +½) 
  0
  7u  
  2) Far Teleport:  Teleportation 20”, x128  
  Noncombat 
  7
  5u 
  3) Strong Teleport:  Teleportation 20”,  
  x8 Increased Mass 
  5
  1u 
  4) Blink Teleport:  Missile Deﬂection (all 
  ranged attacks); Costs Endurance (-½) 
  2
  4u 
  5) Flicker Teleport:  Energy Blast 6d6,  
  NND (defense is Extra-Dimensional  
  Movement, Teleportation, or Power  
  Defense; +1); No Range (-½) 
  6
  7 
  Rapier:  HKA 1d6 (2d6 with STR);  
  OAF (-1) 
  1
  20 
  Teleporting Ballestra:  Penetrating (x2;  
  +1) for Rapier for up to HKA 2d6; Must  
  Use Ballestra Maneuver (-½) 
  4
   
  Martial Arts:  Fencing
    
  Maneuver 
  OCV DCV 
  Notes
  5 
  Ballestra 
  +2 
  -2 
  Weapon +6 DC
  4 
  Fleche 
  +2 
  -2 
  Weapon + 2 DC 
  + v/5, Full Move
  4 
   Froissement 
  -1 
  +1 
  Disarm, +20 STR 
  to Disarm Roll
  5 
   Lunge 
  +1 
  -2 
  Weapon +6 DC 
  Strike
  4 
   Parry 
  +2 
  +2 
  Block, Abort
  4 
   Prise de Fer 
  +1 
  +0 
  Bind, +20 STR
  5 
   Slash 
  -2 
  +1 
  Weapon +6 DC 
  Strike
  5 
   Takeaway 
  +0 
  +0 
  Grab Weapon, 
  +20 STR to take 
  weapon away
  5 
   Thrust 
  +1 
  +3 
  Weapon +2 DCs
  8 
  +2 Damage Classes (already added in)
  16 
  Armored Costume:  Armor  
  (8 PD/8 ED); OIF (-½) 
  0
  7 
  Radio Earpiece:  HRRP (Radio Group)  
  (12 Active Points), IIF (-¼), Aﬀected As Sight 
  And Hearing Groups As Well As Radio 
  Group (-½)  
  0
  15 
  Lucky: Luck 3d6
   
  Perks
  3 
  Fringe Beneﬁt:  Member of UNITY
  1 
  Fringe Beneﬁt:  Passport
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  International Driver’s License
   
  Skills
  6 
  Sword Skills:  +2 with Fencing 
  18 
  Precise Strikes:  +6 versus Hit Location modi-
  ﬁers with All Attacks
  3 
  Acrobatics 15-
  3 
  Acting 13-
  3 
  Breakfall 15-
  3 
  Bribery 13-
  3 
  Conversation 13-
  3 
  Criminology 12-
  2 
  Gambling (Card Games) 11-
  3 
  High Society 13-
  3 
  KS: International Law & Law Enforcement  12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  3 
  KS: World Politics 12-
  2 
  Language:  English (ﬂuent conversation; 
  Spanish is native)
  3 
  Lockpicking 15-
  3 
  Persuasion 13-
  2 
  PS: UNTIL Agent 11-
  3 
  Seduction 13-
  3 
  Sleight Of Hand 15-
  3 
  Stealth 15-
  3 
  Teamwork 15-
  3 
  Tactics 12-
  4 
  WF: Common Melee Weapons, Small Arms
  Total Powers And Skills Cost:  308
  Total Character Cost:  471
  200+ Disadvantages
  10 
  DNPC:  current romantic interest,  
  Normal, 8-
  10 
  Distinctive Features:  Mutant (Not Conceal-
  able; Always Noticed; Detectable Only By 
  Unusual Senses)
  10 
  Hunted:  enemies of UNTIL 8- (Mo  
  Pow, NCI, Capture/Kill)
  10 
  Hunted:  UNTIL, 8- (Mo Pow, NCI,  
  Watching)
  20 
  Psychological Limitation:  Swashbuckling 
  Thrillseeker (Very Common, Strong)
  20 
  Psychological Limitation:  Code Versus  
  Killing (Common, Total)
  5 
  Rivalry:  Romantic, with anyone else who’s 
  romancing his current romantic interest
  15 
  Social Limitation:  Secret Identity (Valentin 
  Arave-Robreno) (Frequently, Major)
  10 
  Susceptibility:  if involuntarily teleported, 
  2d6 instantly (Uncommon)
  161 
  Experience Points
  
  UNTIL: Defenders Of Freedom 
  145 
  Total Disadvantage Points:  471
  Background/History:  Valentin Arave-Robreno was 
  born in a small village in Mexico in 1975. His favorite 
  thing to do was watch old reruns of “Zorro” movies 
  and TV shows on the little black and white television 
  set his family owned. When he wasn’t watching it on 
  TV, he was outside acting it out, chasing his friends 
  around the hills and forests, fencing with sticks.
  Valentin grew into an extremely handsome and 
  athletic young man who possessed a natural grace 
  and charm to complement his physical gifts. One day 
  when his family was in Mexico City visiting rela-
  tives, a local television executive saw him and real-
  ized he’d be perfect for a part her studio was casting 
  in a telenovela. She gave Valentin her card; he, 
  thrilled with the prospect of being on TV, stayed in 
  Mexico City with his relatives when his family went 
  home. Almost before he knew what was happening, 
  he got the part!
  Valentin worked in the entertainment industry 
  for about a year. The show he was originally cast in 
  was cancelled after a few months, but he enjoyed 
  himself, made good money, and took the opportunity 
  to study fencing. Other producers noticed the hand-
  some young man and contacted him for additional 
  roles, but he turned them all down.
  Valentin quit the telenovela business because 
  he had more going for him than just his good looks. 
  From early puberty, he could teleport — a mutation 
  he carefully kept hidden from his superstitious par-
  ents and neighbors. He had wondered for years what 
  to do with this ability, and after he used it to save a 
  young woman from being mugged one evening, he 
  realized being a superhero would be even more fun 
  than acting! As a newcomer with no reputation, he 
  ﬁgured he couldn’t get a position with an established 
  independent superteam — but he could get a job, 
  and training, with UNTIL. He applied for UNITY’s 
  training program at the Mexico City UNTIL base... 
  and the rest, as they say, is history. After he com-
  pleted the program with ﬂying colors in 1998, 
  UNTIL offered him a position on the team, gave him 
  an armored costume, and arranged for him to study 
  fencing with some of the world’s greatest masters 
  of the blade. He’s having a fantastic time and gets to 
  help people, so he couldn’t be happier.
  Personality/Motivation:  El Pícaro (roughly, “The 
  Rogue”) comes across as a charming, ﬂip, devil-may-
  care thrillseeker — and he is. But while his initial 
  motivations for getting into acting and superheroing 
  were to have fun, he does have a strong sense of duty 
  and responsibility, and deep-down he enjoys being a 
  hero and saving people. But why not do it with a little 
  ﬂair and panache?
  Quote:  “Ah, señorita, it’s a good thing for you I 
  happened along. Stand back while I deal with these 
  rufﬁans.”
  Powers/Tactics:  El Pícaro is a teleporter who has 
  learned to make use of several diﬀerent aspects of 
  his power. In addition to standard movement, he 
  can teleport out of the way of incoming attacks (his 
  Blink Teleport), “teleport lunge” forward so his sword 
  ends up inside an attacker (his Teleporting Ballestra 
  maneuver), or touch/grab someone and rapidly tele-
  port them in and out of existence, stunning them (his 
  Flicker Teleport). The latter power indicates that he 
  may be able to expand his suite of abilities with other 
  attacks and “teleportation tricks,” but so far none have 
  manifested. Unfortunately, he suﬀers intense pain 
  when someone else teleports him.
  El Pícaro relies on his fencing maneuvers and 
  Flicker Teleport 
  in combat... but 
  he doesn’t want 
  to kill anyone, 
  so he uses his 
  sword only to 
  target objects or to 
  “pink” opponents 
  in their arms and 
  legs to disable 
  them. He saves 
  his Teleporting 
  Ballestra maneu-
  ver for inanimate 
  objects, robots, 
  and foes too 
  powerful to hurt 
  any other way. 
  He’s fond of 
  playing tricks on 
  his enemies (for 
  example, using 
  his sword to cut 
  someone’s belt 
  and make the 
  target’s pants fall 
  down).
  Campaign Use:  
  El Pícaro is light-
  hearted and fun, 
  the perfect sort of 
  NPC hero to strike 
  up a friendship 
  with the PCs... or 
  try to romance a female player character.
  El Pícaro doesn’t Hunt villains individually. He 
  only does so as part of UNTIL, when assigned to.
  If El Pícaro isn’t powerful enough for your 
  game, give him more Teleportation-based powers 
  (see pages 227-31 of The UNTIL Superpowers 
  Database for ideas) or increase the strength of the 
  ones he already has. If he’s too powerful, remove a 
  few Fencing maneuvers and reduce his DEX to 25 
  and SPD to 6.
  Appearance:  El Pícaro is a handsome Hispanic man 
  in his late twenties, tall and thin with black hair and 
  arresting brown eyes.. He wears a uniform similar to 
  Zorro’s — cape, hat, domino mask — but in scarlet 
  rather than black.
  
  146 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  DR. BLACK AND DR. WHITE
   Val Char 
  Cost 
  Roll 
  Notes
   13 STR 
  3 
  12- 
  Lift 150 kg; 2 ½d6  [1]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   15 CON 
  10 
  12-
   10 BODY  0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   23 EGO 
  26 
  14- 
  ECV:  8
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   14 COM 
  2 
  12-
   10 PD 
  7 
   
  Total:  24 PD (14 rPD)
   12 ED 
  9 
   
  Total:  26 ED (14 rED)
   5 
  SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   7 
  REC 
  2
   40 END 
  5
   30 STUN 
  5 
  Total Characteristic Cost:  137
  Movement: 
  Running:  6”/12”
   
  Flight:  12”/24”
  Cost Powers 
  END
  3 
  Diﬀerent Characteristics:  +6 COM  
  (White); +3 STR (Black)
  84 
  Magic Power Pool: Variable Power Pool, 60 
  base + 30 control cost; Magic Only (-¼) [var]
  25 
  Shield Of Kazﬁel:  Force Field (10 PD/ 
  10 ED), Reduced Endurance (½ END; +¼) 1
  30 
  Unseen Wings Of Glauron:  Flight 12”, 
  Reduced Endurance (½ END; +¼) 
  1
  10 
  Wizard’s Luck:  Luck 2d6 
  0
  8 
  Armored Costume:  Armor (4 PD/4 ED);  
  OIF (-½)
  7 
  Radio Earpiece:  HRRP (Radio Group)  
  (12 Active Points), IIF (-¼), Aﬀected As Sight 
  And Hearing Groups As Well As Radio 
  Group (-½)  
  0
   
  Perks
  3 
  Fringe Beneﬁt:  Member of UNITY
  1 
  Fringe Beneﬁt:  Passport
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  International Driver’s License
   
  Skills
  10 
  +2 with Magic Power Pool
  10 
  +3 with Magic Power Pool; Only When 
  Coordinating (-½)
  3 
  Criminology 13-
  29 
  Power:  Magic 26-
  2 
  PS: Archaeologist 11-
  2 
  PS: UNTIL Agent 11-
  2 
  SS: Archaeology 11-
  2 
  SS: Anthropology 11-
  3 
  Stealth 13-
  5 
  Teamwork 14-
  3 
  WF: Small Arms, Knives
  3 
  Linguist
  1 
  1)  Latin (ﬂuent conversation; English is 
  native)
  1 
  2)  Hebrew (ﬂuent conversation)
  1 
  3)  Ancient Atlantean (ﬂuent conversation)
  1 
  4)  Irish (White); German (Black)  
  (ﬂuent conversation)
  3 
  Scholar
  1 
  1)  KS: The Academic World 11-
  2 
  2)  KS: Arcane And Occult Lore 13-
  2 
  3)  KS: Celtic Civilization (White);  
  Atlantean Civilization (Black) 13-
  2 
  4)  KS: Herbalism (White);  
  Astrology (Black) 13-
  2 
  5)  KS: International Law And Law  
  Enforcement 13-
  2 
  6)  KS: Lost Civilizations 13-
  2 
  7)  KS: The Mystic World 13-
  2 
  8)  KS: Other Dimensions (White);  
  Demonology (Black) 13-
  1 
  9)  KS: The Superhuman World 11-
  1 
  10)  KS: The United Nations 11-
  1 
  11)  KS: UNTIL 11-
  2 
  12)  KS: Witchcraft (White);  
  Alchemy (Black) 13-
  1 
  13)  KS: World Politics 11-
  Total Powers And Skills Cost:  281
  Total Character Cost:  418
  200+ Disadvantages
  5 
  Distinctive Features:  Wizard (Not  
  Concealable; Noticed And Recognizable; 
  Requires Unusual Sense [Detect Magic])
  25 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  NCI, Capture/Kill)
  10 
  Hunted:  by UNTIL 8- (Mo Pow, NCI, 
  Watching)
  20 
  Psychological Limitation:  Code Versus Kill-
  ing (Common, Total)
  15 
  Psychological Limitation:  Fascination With 
  The Occult (Common, Strong)
  15 
  Psychological Limitation:  Devoted To Each 
  Other (Common, Strong)
  15 
  Social Limitation:  Public Identities (Steve 
  Barstow, Judy Barstow) (Frequently, Major)
  113 
  Experience Points
  Total Disadvantage Points:  418
  EXAMPLE POWERS FOR MAGIC  
  POWER POOL
  Ethereal Form:  The good Doctors use this spell to 
  render themselves intangible, able to walk through 
  walls and ignore most attacks... though not magic.
  Desolidiﬁcation (aﬀected by magic). Total cost:  
  40 points.
  Dagger Of Banishment:  This spell severs the ties that 
  bind a conjured demon or like being to this world, 
  returning him to his home plane.
  Dispel Summon 20d6 (60 Active Points); OAF 
  (silver athame; -1). Total cost:  30 points.
  The Lambent Lights Of Luathon:  This spell creates a 
  bright beam of light that blinds and weakens the foe.
  Sight Group Flash 9d6 plus Drain STUN 1d6, 
  Ranged (+½); Linked (-½). Total cost:  55 points.
  
  UNTIL: Defenders Of Freedom 
  147 
  Perceive Aura:  The good Doctors can see 
  the mystic aura that surrounds a living 
  being, and judge from its color and ﬂuc-
  tuations the subject’s current emotional 
  state. (See The UNTIL Superpowers Data-
  base, page 160, for more information on 
  Detect Aura.)
  Detect Aura (INT Roll) (Sight Group), 
  Discriminatory. Total cost:  10 points.
  Sword Of Kazﬁel:  The good Doctors can 
  call upon the power of the angel Kazﬁel 
  to smite their enemies. This requires a 
  special talisman.
  Energy Blast 8d6, Armor Piercing (+½) 
  (60 Active Points); OAF (talisman; -1). 
  Total cost:  30 points.
  Wizard’s Hand:  With this spell the good 
  Doctors can move objects without touch-
  ing them.
  Telekinesis (30 STR) (45 Active Points); 
  Extra Time (Full Phase; -½). Total cost:  
  30 points.
  Wizard’s Speech:  This spell allows the 
  good Doctors to read minds and com-
  municate by thought alone.
  Telepathy 8d6. Total cost:  40 points.
  Background/History:  Wouldn’t it be neat 
  to go to Transylvania on your honey-
  moon — on Halloween? Steve and Judy 
  Barstow certainly thought so, but then 
  again, their friends had always warned 
  them that their interest in the occult 
  was a little weird, even if it was purely 
  academic. The two of them cheerfully 
  ignored the warnings and packed their 
  bags for what they thought would be a 
  most ambience-ﬁlled honeymoon.
  It didn’t quite work out that way. 
  They weren’t wrong about the “ambi-
  ence,” but they hadn’t expected it would 
  involve taking a few wrong turns, get-
  ting lost in the countryside at dusk, 
  and being kidnapped by a dark cult to 
  be sacriﬁced in some bizarre ritual in 
  a circle of standing stones on a hill-
  top. The cultists, for their part, hadn’t 
  expected that the being they sum-
  moned would refuse to take the sac-
  riﬁces. “They are not for me,” it intoned in a deep, 
  sepulchral voice. Then it vanished. The cultists, 
  puzzled and confused, wandered away from the 
  site; Steve and Judy, a little in shock, stumbled down 
  the hill and back to their car. They cut their honey-
  moon short and ﬂew back home to America. They 
  planned to forget about the incident and go back to 
  their regular routine of being archaeology graduate 
  students at UCLA.
  It didn’t quite work out that way. They quickly 
  found that their experience had awakened in them 
  some odd senses and feelings. They could somehow 
  “see” peoples’ auras and learn whether they were 
  angry, sad, or happy. Snippets of peoples’ thoughts 
  began to drift, unbidden, into their minds. One 
  night, Steve got angry, and suddenly a thunder-
  storm erupted out of nowhere — and vanished 
  almost as quickly when he calmed down.
  Although their interest in the occult had been 
  purely academic up to that point, they realized they 
  were somehow manipulating mystic forces. They 
  began to study magic in earnest, soon progress-
  ing from books at the university’s rare book room 
  
  148 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  to tutelage under Eldritch, a San Francisco-based 
  wizard/superhero noted for his own eccentricity. 
  After a year and a half of studying, they became 
  fairly proﬁcient mages. Inspired by their mentor 
  and their own youthful idealism, they decided to 
  ﬁght crime on their own in Los Angeles.
  It didn’t quite work out that way. After six 
  months, they had to admit they were in a little bit 
  over their heads. Each of them had nearly been 
  killed several times; they’d escaped as much by luck 
  as by their mystic powers. They decided they really 
  needed to belong to a team, where they’d have allies 
  to watch their backs and support them. Impressed 
  with UNITY’s record and ideals, they applied for 
  membership, and were soon accepted (shortly after 
  which they stopped wearing masks, a relief to both 
  of them). They have belonged to UNITY since 
  1997, becoming more experienced and knowledge-
  able about the mystic arts — and ﬁghting super-
  crime — all the time.
  Personality/Motivation:  Doctor Black (Steve) and 
  Dr. White (Judy) are remarkably alike in many ways 
  (one of the things that attracted them to each other 
  in the ﬁrst place). Although they’re approaching 30, 
  they retain the youthfulness and idealism which led 
  them to become superheroes. Talking to them, one 
  gets the feeling they think they can change the world 
  single-handedly. They subscribe to the typical “Heroes’ 
  Code,” refusing to take a life no matter what the cir-
  cumstances (in fact, Dr. White believes they’ll lose 
  their mystic powers if they use them to kill). And, of 
  course, they’re quite devoted to one another.
  They do diﬀer, however, in their approach to 
  superheroing. Doctor Black tries to maintain an 
  air of mystery and “secrets man was not meant to 
  know” about himself, because he thinks it’s awe-
  inspiring (and really cool!). Doctor White pretty 
  much destroys his eﬀorts in this regard, though, 
  because she’s a kind, loving sort who has a lot of 
  sympathy for people and ﬁnds her husband’s desire 
  to “impress” them with his power a little bit silly.
  Quote:  Dr. Black:  “Stand back, mortal; we summon 
  powers beyond your comprehension which will blast 
  your sanity if you do not beware!”
  Dr. White:  “Oh, don’t listen to him. We’re just going to 
  summon a demon is all; they’re a little scary, sure, but 
  we’ve got it all under control.”
  Powers/Tactics:  Doctor Black and Dr. White are 
  sorcerers of mid-level power — more powerful than 
  amateurs, less powerful than wizards of extensive 
  experience such as Witchcraft, Robert Caliburn, or Dr. 
  Scarab. They have a lot of combat training with their 
  magic, though, and are highly skilled at coordinating 
  their attacks to increase their eﬀect. For example, one 
  of them might cast a spell granting the other N-Ray 
  Vision, so the other can attack a hidden target with 
  an Ego Attack. They’re trying to develop a method of 
  “linking” their powers that makes them more power-
  ful when they work in tandem, but as yet they have 
  not succeeded with this (they are, however, highly 
  skilled at Coordinating their magics).
  Black and White approach combat a little 
  diﬀerently. Doctor Black prefers grandiose spells 
  and items, such as lightning bolts, mind control, 
  ﬁreballs, demon summonings, and glowing magi-
  cal blades. Doctor White, on the other hand, is 
  gentler and more subdued, opting for sleep spells, 
  enchanted chains, and illusions. Doctor Black has 
  also studied Atlantean elemental magics.
  Campaign Use:  Doctors Black and White are a good 
  source of mystical advice and support if your group 
  of PCs lacks a spellcaster of its own. They’re not so 
  powerful that they’ll overwhelm the PCs, but they’re 
  strong enough to provide real assistance. And having 
  two NPC heroes for the price of one might lead to 
  some interesting story possibilities.
  The good Doctors don’t Hunt villains indi-
  vidually. They only do so as part of UNTIL, when 
  assigned to.
  If Dr. Black and Dr. White aren’t powerful 
  enough for your game, increase the size of their 
  Variable Power Pools, or give them more out-of-
  Pool powers (like their Force Field and Flight) to 
  free up Pool points for other things. You could 
  also broaden the scope of their abilities, perhaps 
  giving one of them some Martial Arts or a special 
  enchanted item. If they’re too strong, reduce the 
  size of their VPPs.
  Appearance:  Dr. Black is six feet tall with a trim, mus-
  cular build. He wears an all-black, long-sleeved, mid-
  thigh-length tunic (which he ties with a scarlet sash), 
  black leggings, and black boots. He also wears a black 
  cape with a scarlet lining and a high, ornate collar. He 
  is clean-shaven, and conﬁnes his short black hair with 
  a golden headband that his foes sometimes mistake 
  for a Focus. He wears no gloves.
  Dr. White is 5’9” tall with long blonde hair. Her 
  costume is similar to her husband’s, except that it’s 
  white, her belt sash and headband are royal blue, 
  and her tunic has a V-shaped decolletage to accen-
  tuate her ﬁgure.
  
  UNTIL: Defenders Of Freedom 
  149 
  MYRMIDON
   Val Char 
  Cost 
  Roll 
  Notes
   40 STR 
  30 
  17- 
  Lift 6,400 kg; 8d6 [4]
   26 DEX 
  48 
  14- 
  OCV:  9/DCV:  9
   30 CON 
  40 
  15-
   15 BODY 10 
  12-
   13 INT 
  3 
  12- 
  PER Roll 12-
   11 EGO 
  2 
  11- 
  ECV:  4
   18 PRE 
  8 
  13- 
  PRE Attack: 3½d6
   20 COM 
  5 
  13-
   18 PD 
  10 
   
  Total:  30 PD (30 rPD)
   18 ED 
  12 
   
  Total:  30 ED (30 rED)
   6 
  SPD 
  24 
   
  Phases: 2, 4, 6, 8, 10, 12
   14 REC 
  0
   60 END 
  0
   50 STUN 
  0 
  Total Characteristics Cost:  192
  Movement: 
  Running:  9”/18”
   
  Swimming:  4”/8”
  Cost Powers 
  END
  31 
  Magical Spear:  HKA 2½d6 (5d6+1  
  with STR); OAF (-1) plus Ranged (+½)  
  for HKA 5d6+1; OAF (-1), 1 Recover- 
  able Charge (-1¼), Range Based On  
  STR (-¼) 
  4/[1rc]
  Martial Arts: Boxing/Wrestling
   
   Maneuver 
  OCV DCV 
  Notes
  4 
   Block 
  +2 
  +2 
  Block, Abort
  4 
   Jab 
  +0 
  +2 
  10d6 Strike
  5 
   Hook 
  -2 
  +1 
  12d6 Strike
  3 
   Grapple 
  -1 
  -1 
  Grab Two Limbs, 
  50 STR for hold-
  ing on
  3 
   Slam 
  +2 
  +1 
  8d6 Strike; You 
  Fall, Target Falls
  25 
  Warrior’s Eye:  Find Weakness with  
  Boxing/Wrestling 12- 
  0 
  16 
  Magical Breastplate and Helmet:  Armor  
  (12 PD/12 ED); Activation Roll 12- (-¾),  
  OIF (-½) 
  0
  18 
  Tough Skin:  Damage Resistance  
  (18 PD/18 ED) 
  0
  5 
  Well-Protected:  Lack Of Weakness (-5)  
  for Resistant Defenses 
  0
  14 
  Quick Healer:  Healing BODY 2d6 (Regen-
  eration; 2 BODY per Turn), Reduced Endur-
  ance (0 END; +½), Persistent (+½); Extra 
  Time (1 Turn; -1¼), Self Only (-½) 
  0
  6 
  Speedy:  Running +3” (9” total) 
  1
  2 
  Swift Swimmer:  Swimming +2” (4” total) 1
  15 
  Favored by the Gods:  Luck 3d6 
  0
  7 
  Radio Earpiece:  HRRP (Radio Group)  
  (12 Active Points), IIF (-¼), Aﬀected As Sight 
  And Hearing Groups As Well As Radio 
  Group (-½)  
  0
   
  Perks
  3 
  Fringe Beneﬁt:  Member of UNITY
  1 
  Fringe Beneﬁt:  Passport
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  International Driver’s License
   
  Skills
  9 
  +3 with Boxing/Wrestling Martial Art
  4 
  +2 OCV with Spears
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  3 
  Climbing 14-
  3 
  Concealment 12-
  3 
  Criminology 12-
  4 
  Gambling (Board Games, Dice Games) 12-
  3 
  KS: UNTIL 12-
  3 
  KS: International Law And Law- 
  Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  Language: English (ﬂuent conversation; 
  Greek is native)
  1 
  Language: Turkish (basic conversation)
  2 
  Navigation (Marine) 12-
  3 
  PS: UNTIL Agent 12-
  3 
  Streetwise 13-
  2 
  Survival (Marine) 12-
  3 
  Teamwork 14-
  3 
  Trading 13-
  5 
  TF: Large Motorized Boats, Large Wind-
  Powered Boats, Small Motorized Boats, Small 
  Rowed Boats, Small Wind-Powered Boats
  4 
  WF: Blades, Javelins and Thrown Spears, 
  Polearms and Spears, Sling
  Total Powers And Skills Cost:  238
  Total Cost:  430
  200+ Disadvantages
  20 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  NCI, Capture/Kill)
  10 
  Hunted:  Oidon (The Singer) 8- (As Pow, 
  Harshly Punish)
  10 
  Hunted:  by UNTIL 8- (Mo Pow, NCI, 
  Watching)
  15 
  Psychological Limitation: Firm Believer In 
  The Ideals Of The UN (Common, Strong)
  15 
  Psychological Limitation: Hates Bullies And 
  Protects The Weak (Common, Strong)
  10 
  Psychological Limitation: Flirtatious 
  (Common, Moderate)
  5 
  Rivalry:  Professional, with other European 
  bricks
  145 
  Experience Points
  Total Disadvantage Points:  430
  Background/History:  Theron Nikiloudis was a profes-
  sional ﬁsherman, boat pilot, and tour guide working 
  the Dodecanese Islands in 1995. A child in one of 
  his tour groups got separated from his family and 
  wandered into some long-unexplored caves on the 
  island of Kalimnos. Nikiloudis tracked the little fellow 
  down, but while making his way back to the surface 
  found a strange chamber. In the chamber was what 
  appeared to be an altar to some unknown god, upon 
  which rested a bronze breastplate, helmet and a short 
  spear. When Nikiloudis touched the armor, a wave of 
  mystical energy washed over him, and he felt himself 
  transformed, his body resculpted into near-perfec-
  tion. Somehow, at a subconscious level, he knew he’d 
  
  150 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  been selected by ancient forces to become a protector 
  — not just of his native Greece but the whole world, 
  against the powers of darkness and decay.
  But Greece itself provided little challenge for 
  a prospective superhero. Nikiloudis, who took the 
  name Myrmidon after Alexander the Great’s war-
  riors, oﬀered his services to the United Nations 
  so he could battle evil on a grander scale (as well 
  as see the world, eat in the ﬁnest restaurants and 
  charm the world’s loveliest women, in just about 
  that order). Since joining UNITY, Myrmidon has 
  become great friends with El Pícaro; the two are 
  regular ﬁxtures on the international social scene.
  Personality/Motivation:  Myrmidon is a brave ﬁghter, 
  calmly and quietly devoted to the defense of the 
  world against evil, particularly the magical kind. He 
  acts with an enviable sense of the rightness of his 
  mission, and supports his superiors both in UNITY 
  itself and the UN as a whole because he 
  assumes they’re also forces of good. He 
  would consider it the worst kind of betrayal 
  if he ever found any sign of corruption 
  within the UN.
  Although he’s calm and matter-of-fact 
  about his mission, Myrmidon makes sure 
  he has plenty of time to devote to the “ﬁner 
  things in life” — such as gourmet food, good 
  music, and beautiful women. He’s nothing but 
  respectful to the succession of lovely ladies 
  he passes time with, but his delight in variety 
  itself will probably keep him from settling 
  down any time soon.
  Quote:  “Ah, my dear, you worry too much. 
  Listen, as soon as we’ve dealt with these dis-
  agreeable men, will you join me for dinner?”
  Powers/Tactics:  Myrmidon is a mid-level 
  brick, with less pure strength and more agility 
  and ﬁghting skill than most. Though he’s the 
  team’s point man in most attacks, he’s not the 
  sort of muscleman to stand toe-to-toe with an 
  opponent; he prefers to use his enhanced dex-
  terity to his advantage, moving continuously 
  until his Warrior’s Eye ﬁnds a weak point and 
  he can deliver a devastating blow. His magical 
  armor grants him a fair amount of protection, 
  but since it leaves so much of his body uncov-
  ered he prefers to dodge or otherwise avoid 
  large attacks rather than trust to it.
  If his strength and ﬁghting skills 
  alone won’t cut it, Myrmidon relies on his 
  enchanted spear. He’s extremely reluctant to 
  use it against living foes, but happily wields it 
  against robots, the undead, walls, vehicles, and 
  the like. He can even throw it, though retriev-
  ing it in the heat of battle may prove diﬃcult. 
  Campaign Use:  Myrmidon, like El Pícaro, 
  works best when he interacts with the PCs on 
  a friendly level, possibly in a good-natured 
  rivalry or as a suitor for a superheroine. He’s 
  too kind-hearted to get involved in grudges 
  with other heroes.
  Myrmidon doesn’t Hunt villains indi-
  vidually. He only does so as part of UNTIL, 
  when assigned to.
  If you want to make Myrmidon more powerful, 
  raise his STR (to 50 or even 60) and increase a few of 
  his other physical Characteristics proportionately. You 
  could also give him more enchanted weapons, or even 
  a mystic shield. If he’s already too tough, reduce (or get 
  rid of) his spear.
  Appearance:  Myrmidon stands about 6’3”; he has 
  curly black hair and handsome features. He wears 
  a bronze breastplate and occasionally a full helmet 
  (the sort with a t-shaped opening in the face and 
  a literal pony-tail of horse hair tied to the top). 
  The rest of his suit has been designed to match his 
  magical accouterments; he wears a mitre belt of 
  hanging leather strips and ring mail, plus knee-to-
  ankle greaves and sandals. He carries a spear about 
  four feet long, with a mystical bronze tip that never 
  dulls or bends.
  
  UNTIL: Defenders Of Freedom 
  151 
  THE FUTURE  
  SOLDIER PROGRAM 
  In the early 1980s, UNTIL decided to try its 
  hand at something VIPER and certain rogue fac-
  tions of the United States government had been 
  attempting to do for years:  “manufacturing” super-
  heroes. Dubbed the “Future Soldier Program,” or 
  FSP, the project was part of the OSR, although 
  virtually all of the work was done by the Techni-
  cal Corps. Under the leadership of Dr. Bohuslav 
  Strasky, the TC took volunteer agents to a secret 
  base in Austria and subjected them to a battery of 
  tests, then injected them with sera, bathed them 
  with radiation, and attempted to enhance their 
  DNA with bioengineering.
  It didn’t work. The treatments reduced subject 
  after subject to madness or permanent disability. 
  After two years, the Program ﬁnally had one suc-
  cess — Paolo “Gladiator” Buanarollo. TC scientists 
  suspect the FSP succeeded with Gladiator because 
  he was a latent mutant, though no mutations 
  showed on his initial testing and he does not reg-
  ister as a mutant when tested today. The TC has 
  been unable to duplicate the results it obtained with 
  Gladiator. Because of its inability to show results, 
  Secretary-Marshall Martinez scrapped the FSP 
  about three years after it got started.
  In 2003, Dr. Strasky began to campaign for 
  new funding for the project. He feels that in light of 
  recent advances in genetics and bioengineering, the 
  Program can now succeed where once it failed. He 
  paints for the eyes of the Field Marshall a picture 
  of squads of agents with superhuman strength and 
  reﬂexes demolishing VIPER teams many times 
  their size. As yet, the Field Marshall has refused to 
  present the proposal to the Secretary-Marshall, but 
  some agents predict it’s only a matter of time before 
  he does so.
  GLADIATOR
   Val Char 
  Cost 
  Roll 
  Notes
   30 STR 
  20 
  15- 
  200 kg; 6d6 HTH  [3]
   26 DEX 
  48 
  14- 
  OCV:  9/DCV:  9
   22 CON 
  24 
  13- 
   12 BODY 
  4 
  11-
   15 INT 
  5 
  12- 
  PER Roll 12-
   14 EGO 
  8 
  12- 
  ECV:  5
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   14 COM 
  2 
  13-
   12 PD 
  6 
   
  Total:  20 PD (13 rPD)
   10 ED 
  6 
   
  Total:  18 ED (13 rED)
   5 
  SPD 
  14 
   
  Phases:  3, 5, 8, 10, 12
   10 REC 
  0
   44 END 
  0
   40 STUN 
  2 
  Total Characteristic Cost:  149
  Movement: 
  Running:  11”/22”
   
  Leaping:   10”/20”
   
  Swimming:  2”/4”
  Cost Powers 
  END
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  0
   
  Martial Arts:  UNTIL Combat Training Plus
   
   Maneuver 
  OCV DCV 
  Notes
  4 
   Block 
  +2 
  +2 
  Block, Abort
  4 
   Disarm 
  -1 
  +1 
  Disarm, 50 STR
  4 
   Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
   Choke 
  -2 
  +0 
  Grab One Limb, 
  3d6 NND(2)
  4 
   Escape 
  +0 
  +0 
  55 STR vs. 
  Grabs
  5 
   Kick 
  -2 
  +1 
  12d6 Strike
  4 
   Knifehand 
  -2 
  +0 
  HKA 2d6
  4 
   Punch 
  +2 
  +0 
  10d6 Strike
  4 
   Restrain 
  -1 
  -1 
  Grab Three 
  Limbs, 50 STR
  3 
   Throw 
  +0 
  +1 
  8d6 + vel/5; 
  Target Falls
  8 
  +2 Damage Classes (already added in)
  5 
  Future Soldier Toughness:  Damage  
  Resistance (5 PD/5 ED) 
  0
  16 
  Armored Uniform And Helmet: Armor  
  (8 PD/8 ED); OIF (-½) 
  0
  6 
  Helmet Communications Uplink:  HRRP 
  (Radio Group); OIF (-½), Aﬀected As  
  Sight And Hearing Group As Well As  
  Radio Group (-½) 
  0
  5 
  Helmet Flare Compensation:  Sight Group 
  Flash Defense (8 points); OIF (-½) 
  0
  5 
  Helmet Noise Compensation:  Hearing  
  
  152 ■ UNTIL Tactics And Procedures 
  Hero System 5th Edition Revised
  Group Flash Defense (8 points); OIF (-½) 
  0
  7 
  Helmet Oxygen Supply:  Life Support (Self- 
  Contained Breathing); OIF (-½), 1 Continu- 
  ing Fuel Charge Lasting 1 Hour (-0) 
  [1cc]
  10 
  Future Soldier Swiftness:  Running  +5”  
  (11” total) 
  1
  4 
  Future Soldier Leaping:  Leaping +4”  
  (10” total) 
  1
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced  
  Endurance (0 END; +½); OAF (-1), Only  
  To Create Light (-1) 
  0
  5 
  Light Horse Training:  +1 SPD; Only For  
  Piloting Aircraft (-1) 
  0
  10 
  Born Lucky: 2d6 Luck 
  0
   
  Perks
  9 
  Fringe Beneﬁt:  UNTIL Rank:  Captain;  
  commander of UNTIL Light Horse
  1 
  Fringe Beneﬁt:  Passport
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  International Driver’s License
  39 
  Vehicle:  UNTIL Jet-Cycle (see page 110)
   
  Talents
  2 
  Helmet Chronometer Readout:  Absolute  
  Time Sense; OIF (-½). 
  2 
  Helmet GPS Unit:  Bump Of Direction;  
  OIF (-½).
   
  Skills
  2 
  +1 with U-KTF Blaster Assault Riﬂe
  4 
  +2 with U-SHL Blaster Pistol
  10 
  +2 with Hand-To-Hand Combat
  3 
  Bureaucratics 13-
  3 
  Criminology 12-
  3 
  Combat Piloting 14-
  3 
  High Society 13-
  2 
  KS: International Law And Law  
  Enforcement 11-
  2 
  KS: UNTIL 11-
  2 
  KS: The United Nations 11-
  2 
  KS: World Supervillains 11-
  2 
  KS: World Politics 11-
  2 
  Language:  English (ﬂuent conversation;  
  Italian is native)
  3 
  Navigation (Air) 12-
  3 
  Persuasion 13-
  2 
  PS: UNTIL Agent 11-
  2 
  PS: UNTIL Jet-Cycle Maintenance And  
  Repair 11-
  3 
  Stealth 14-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  3 
  Teamwork 14-
  1 
  TF: UNTIL Jet-Cycle
  4 
  WF: Small Arms, Knives, Shoulder-Fired 
  Weapons
  Total Powers And Skills Cost:  359
  Total Character Cost:  508
  200+ Disadvantages
  5 
  Distinctive Feature:  UNTIL uniform (Easily 
  Concealable)
  15 
  Hunted:  speciﬁc villain of GM’s choice 8- (As 
  Pow, Kill)
  20 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Loyal To UNTIL 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Public Identity (Paolo Buan-
  arollo) (Frequently, Major)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  208 
  Experience Points
  Total Disadvantage Points:  508
  Background/History:  Paolo Buanarollo comes 
  from a wealthy Italian family; his father, and his 
  father before him, and his father before that, were 
  armatores — arms manufacturers and dealers. The 
  family’s shrewd dealings and quality products had 
  made them all multimillionaires long before Paolo 
  was born.
  Paolo didn’t lack for anything as he grew up, 
  but unlike other rich kids, he didn’t become spoiled 
  — he became resentful. Call it adolescent rebellion 
  if you will, but he grew angry that he was given 
  everything, that he never seemed to accomplish 
  anything on his own. It didn’t help matters that the 
  source of all this wealth — arms dealing — was one 
  
  UNTIL: Defenders Of Freedom 
  153 
  he found repugnant. His family members put up 
  with his “paciﬁst” tirades, certain that after he ﬁn-
  ished school, he’d come around and join the family 
  business.
  They couldn’t have been more wrong. When 
  he ﬁnished college, Paolo did the last thing they 
  expected — he joined UNTIL. Instead of working 
  to sell weapons in an ever more violent world, he 
  decided to do something to make Earth a better, 
  more peaceful place instead. His family, disgusted 
  by this turn of events, disowned him and has 
  refused to talk to him since then.
  Paolo threw himself into his UNTIL training 
  with zeal, knowing that here everything he accom-
  plished would be his own personal triumph; no 
  one would give him anything. He excelled at both 
  the academic and military aspects of the training. 
  Upon graduation he was posted to a UD team at 
  UNTIL Headquarters in New York City.
  Paolo performed his duties so well that he was 
  quickly promoted through the ranks; his heroism, 
  honor, and good nature were noted by everyone he 
  worked with. Shortly after he became a Lieuten-
  ant, he was selected to retrain to join the UD’s elite 
  “Light Horse” program. He spent several years with 
  the Light Horse, where he continued to distinguish 
  himself.
  One fateful day, scientists from the Techni-
  cal Corps contacted him with an oﬀer. They had 
  recently initiated a “super-soldier” experiment 
  called the Future Soldier Program. Based upon 
  their analysis of his medical and service records, 
  they thought he’d make a perfect subject for the 
  FSP. While they couldn’t promise him anything, 
  they did tell him that if the treatments succeeded, 
  he would possess low-level superpowers.
  This oﬀer appealed to Paolo; here was a chance 
  to really show what he could do on his own — no 
  one could help him with this, he’d either succeed 
  or fail on his own merits. He accepted their oﬀer 
  and was transferred to a TC facility in California. 
  He spent the next six months being injected with 
  chemicals, exposed to radiation, and put through a 
  special exercise regimen.
  And it worked! Paolo emerged from the FSP 
  much stronger, faster, and more durable than a 
  typical human being. He wasn’t able to go toe-to-
  toe with full-ﬂedged superhumans, but he could 
  take on an entire UNTIL squad hand-to-hand and 
  thrash them soundly. He discovered, to his amaze-
  ment, that he was the only success the FSP had ever 
  had. The scientists had never told him of all their 
  previous failures, many of whom had committed 
  suicide rather than live with their deformities and 
  pain. One of them, Viktor Zatopek, had escaped the 
  TC facility and was still at large.
  Grateful for whatever factor had made him the 
  FSP’s sole success story instead of another statistic, 
  Paolo began re-training, teaching his body to adapt 
  to its new abilities. Although the original intent was 
  to form special squads of FSP “graduates,” Paolo 
  was the only Future Soldier, so UNTIL allowed 
  him to return to the Light Horse. He took the name 
  “Gladiator” as his nom du guerre. Eventually he 
  became the de facto leader of the elite ﬂying squad.
  Personality/Motivation:  Outwardly, Paolo is “a big, 
  powerful Boy Scout” (as one reporter described 
  him) — friendly, brave, polite, honorable, loyal to 
  UNTIL, always willing to help people. He spends 
  a lot of his spare time volunteering with various 
  charities.
  But inwardly, the story is somewhat diﬀer-
  ent. Paolo has learned to hide his emotions and 
  always present a cheerful face to the world. He 
  never shows anger, sadness, jealousy, or other nega-
  tive emotions, preferring to keep them bottled up 
  inside. He is still very hurt over the way his family 
  turned its back on him, for example, but no one has 
  ever heard him talk about it. UNTIL psychologists 
  realize he’s repressing a lot of unhealthy emotions, 
  and that this could have negative consequences, but 
  because this problem has not yet interfered with 
  the performance of his duties in any way, the doc-
  tors have not dealt with the situation.
  Quote:  “Corporal Bindakar, I want you and two of 
  the men to ﬂy around to the northern side of the 
  building. Be prepared to begin the assault from that 
  position on my signal.”
  Powers/Tactics:  Gladiator has standard UD Light 
  Horse training — but in addition to that, he pos-
  sesses certain abilities that set him head and shoul-
  ders above a typical UNTIL agent. He is much 
  stronger, faster, and more resistant to injury than a 
  normal human being. He can lift over a ton eﬀort-
  lessly, run at approximately 40 miles per hour for 
  extended periods, and resist the eﬀects of small-cal-
  iber ﬁrearms without injury. He carries the normal 
  complement of UNTIL agent equipment and uses 
  standard UNTIL agent tactics.
  Campaign Use:  Gladiator is a way to give an UNTIL 
  squad a little “oomph” if you want it to perform 
  better than average. Since he’s superhuman, he 
  might also be a prospective romantic partner for a 
  superheroine.
  Gladiator doesn’t Hunt villains individually. He 
  only does so as part of UNTIL, when assigned to.
  If you want to make Gladiator more powerful, 
  turn him into a full-ﬂedged “brick” — increase his 
  STR to 40 or more, heighten his defenses, and so 
  forth. (You may need to rein in his Martial Arts in 
  this case; he doesn’t need Extra DCs if he’s got +10 
  or more STR.) If he’s too tough, reduce (or remove) 
  his Damage Resistance, and get rid of some of his 
  Martial Maneuvers and Extra DCs.
  Appearance:  Gladiator is 6’2” tall and weighs 250 
  pounds; he has a muscular, athletic build. His 
  hair is short, black, and curly; his eyes are brown. 
  He wears the UNTIL Light Horse uniform in an 
  unusual color scheme:  gold and royal blue, instead 
  of white and navy blue. His identifying patch is also 
  diﬀerent:  the typical Light Horse rearing black stal-
  lion is set over a down-pointing silver sword.
  
  chapter seven:
  chapter seven:
  chapter seven:
  GAMEMASTERING UNTIL
  
  UNTIL: Defenders Of Freedom 
  155 
  T
  his section describes how to integrate 
  UNTIL into existing Champions campaigns 
  (and other types of games), and how to 
  design and run an UNTIL-oriented cam-
  paigns in a variety of genres.
  CHAMPIONS
  As an organization originally designed for 
  Champions campaigns, UNTIL is more likely to 
  show up in a superhero milieu than any other. 
  Depending on the nature of the campaign, UNTIL 
  may be an ally or patron of PC superheroes, their 
  enemy, or a neutral force.
  UNTIL As Ally Or Patron
  The standard role for UNTIL is as a support 
  group and ally for the PCs in a superhero cam-
  paign. Since UNTIL’s primary role is identical to 
  that of most superheroes — combating supervil-
  lainy — the alliance is a natural one. UNTIL recog-
  nizes that superheroes are often the most capable 
  means of ﬁghting supervillains. Its oﬃcial policy 
  under both of its Secretaries-General has been to 
  encourage right-minded superheroes, to work with 
  them as closely as seems prudent, and to render 
  them reasonable assistance if possible.
  Therefore, a majority of campaigns will likely 
  use UNTIL as an occasional ally on the battleﬁeld, 
  supplier of materiel and information, cleaner of 
  the devastation resulting from a pitched battle with 
  Gravitar, occasional plot complication, and every so 
  often somebody to get trounced by a villain before 
  the heroes arrive on the scene (so you can demon-
  strate how tough the bad guy is). UNTIL used this 
  way adds depth to a campaign world, especially 
  when you want to refer to events happening outside 
  of the sphere of a team of PC superheros without 
  crowding your campaign setting with an unwieldy 
  number of NPC superhumans. Since UNTIL is 
  powerful enough to be both useful and eﬀective, 
  your PCs can rely on it as a “backup team” when 
  they’re otherwise engaged... but at the same time, 
  UNTIL’s not so powerful that it overshadows the 
  PCs or makes them wonder why UNTIL isn’t han-
  dling a given problem instead of them.
  Another option is for heroes to directly ally 
  themselves with UNTIL, either by getting sponsor-
  ship through the SLP (page 136) or by working 
  directly for the UNTIL as part of UNITY. In this 
  case, UNTIL and the UN become patrons, provid-
  ing funding, expertise, equipment and information 
  to a hero team while adding layers of bureaucracy 
  for you to hobble the PCs with. UN red tape makes 
  an excellent recurring plot device, but beware of 
  using it too often; while it’s perfectly in genre for 
  PCs to occasionally jump through procedural 
  hoops and deal with bottom-line-obsessed manag-
  ers, in the end the game should be fun, and many 
  players will be disappointed if they spend their 
  whole week dealing with mountains of  paperwork 
  in their day jobs, only to ﬁnd themselves roleplay-
  ing dealing with mountains of paperwork on Game 
  Night.
  In any event, UNTIL doesn’t work with or 
  provide assistance to superheroes at those heroes’ 
  whim or upon demand. It insists on a sort of quid 
  pro quo with the heroes it helps. For heroes who 
  only request help occasionally, this usually means 
  they have to provide UNTIL with information it 
  wants, help UNTIL out when UNTIL requests, 
  it volunteer for research projects into the nature 
  of their powers, and so forth. This is an excellent 
  ongoing source of plot ideas and devices, as UNTIL 
  calls the team in to help when villains escape from 
  the Guardhouse or a laboratory experiment goes 
  horribly awry.
  The ultimate use of UNTIL as a patron agency 
  is to have the PCs all join UNITY. Either they 
  replace the members listed in Chapter Six in your 
  campaign, or they become a second team. PCs can 
  play heroes from around the world, located in a 
  UN facility anywhere you see ﬁt, doing whatever 
  UNTIL needs them to do. In campaigns like this 
  the breadth of UNTIL’s operations comes to the 
  fore, as  bases around the world uncover events 
  mere agents can’t cope with — and the heroes can 
  draw on the vast resources of the United Nations, 
  from the Aegir to GATEWAY and beyond, in sup-
  port of their adventures.
  UNTIL Agents As PCs
  The other “standard” use for UNTIL in a 
  superheroic campaign setting is for the players 
  to play actual UNTIL agents, doing their part in 
  the ongoing war against supervillainy. At ﬁrst, this 
  seems counterintuitive; after all, in a world where 
  superheroes exist, who wants to play an ordinary, 
  albeit well-trained and outﬁtted, agent?
  There are two ways to go about this. If UNTIL 
  has a base near your PC superhero team’s base, 
  probably the Field Commander and several agents 
  and technicians have had speaking parts or played 
  small roles in your stories. An adventure or mini-
  campaign featuring those characters as PCs might 
  be a nice change of pace (and help ﬂesh out those 
  characters’ personalities and raise their proﬁles in 
  UNTIL  
  CAMPAIGNS
  SECRET AGENTS
  It’s possible for a charac-
  ter to be an agent or other 
  employee of UNTIL in 
  his Secret Identity, but 
  this is tough to pull oﬀ. 
  UNTIL can send its 
  agents anywhere in the 
  world at a moment’s 
  notice, and an agent 
  who doesn’t turn up for 
  work on a regular basis 
  or keeps sneaking out 
  of his barracks at night 
  will eventually draw 
  attention. On the other 
  hand, a clerk in UNTIL’s 
  Administrative Oﬃces in 
  Manhattan would have 
  access to a wide range of 
  reports about supervil-
  lain activity, and with 
  suﬃcient superspeed to 
  slip away occasionally, 
  just might be able to pull 
  it oﬀ. (“Where’s Private 
  Jones? You know, she 
  never seems to be around 
  when Power Woman 
  shows up....”)
  
  156 ■ Gamemastering UNTIL 
  Hero System 5th Edition Revised
  the campaign). Conversely, the roleplaying chal-
  lenge of playing lower-powered agents trying 
  to bring order to a high-powered world for an 
  extended single adventure might appeal to the 
  players. Or, you may just have written a really neat 
  story that happens to feature the agents of Moon-
  base Serenity or the NAUTILUS Undersea Base. A 
  nice twist might be a multi-part scenario in which 
  a team of UNTIL agents uncovers some menace 
  in Part One, then turns the situation over to the 
  superheroes in Part Two.
  Another sort of campaign uses the Champi-
  ons Universe as a background setting for a game 
  in which teams of UNTIL agents take on threats a 
  little more their size, like VIPER, terrorists and low-
  powered supervillains. This keeps the Champions 
  Universe available as a resource for setting and 
  ideas, while allowing the agent PCs not to feel over-
  shadowed on a regular basis. See Commando Hero, 
  below, for more information.
  An “UNTIL Agents” campaign might begin 
  at recruitment, where all of the PCs meet each 
  other for the ﬁrst time just before their induction 
  ceremonies at Port Hedland or some other train-
  ing base. The ﬁrst games focus on the training 
  process, as UNTIL molds the PCs into shape for 
  the missions ahead. If a few things go wrong and 
  adventures result, this gives the PCs a chance to 
  shine on their own merits, before they fully learn 
  their UNTIL skills and have access to the complete 
  UNTIL arsenal.
  In these sorts of campaigns, the primary 
  threats are usually superhuman, and built on a 
  Superheroic scale. Unless the GM decides oth-
  erwise, players should build UNTIL Agent PCs 
  according to the Superheroic guidelines, which 
  means paying Character Points for their own 
  equipment, but forbid them to buy outright super-
  powers.
  UNTIL As Enemy
  UNTIL functions as an enemy for any group 
  of superheroes that breaks the law in such a way 
  that UNTIL feels it necessary to “bring them in.” 
  This could occur because of an accidental killing 
  in combat that looks deliberate, an ongoing pattern 
  of vigilante-esque lawbreaking, a frame job pulled 
  by a hero’s arch-nemesis, or the like. In some cases 
  superheroes who ﬁght crime without a “license” or 
  “sanction” of some sort are considered lawbreakers, 
  and thus become targets of UNTIL.
  UNTIL AS A HUNTED
  UNTIL is not a good enemy (i.e., a Hunted, 
  whether the PCs receive points for it) for a group of 
  superheroes to have. Between its numerous agents, 
  high-tech equipment, investigative resources, 
  and tactical sophistication, UNTIL is capable of 
  eventually taking down just about any group of 
  superhumans — especially if the group (or mem-
  bers of that group) have weaknesses UNTIL can 
  learn about and exploit. UNTIL also has extensive 
  Non-Combat Inﬂuence (NCI) as well; it can harass 
  enemy superheroes in many ways other than 
  just sending squads of agents after them. UNTIL 
  doesn’t just ﬁght — it ﬁghts smart, so it uses every 
  “weapon” at its disposal, not just blasters. Detective 
  work often accomplishes a lot more than attacking, 
  where superhumans are concerned.
  UNTIL AS ORIGIN
  A slightly more oblique 
  use of UNTIL in a 
  superhero campaign is 
  to have it serve as the 
  common origin for a 
  superhero team. Perhaps 
  all the PCs result from 
  a rebuilt and slightly 
  rethought Future Soldier 
  Program, and therefore 
  have heightened physi-
  cal abilities, or even 
  other beneﬁcial muta-
  tions (i.e., pretty much 
  any superpower a player 
  wants his character to 
  have). UNTIL might 
  organize the heroes 
  into a UNITY team, 
  or follow Dr. Strasky’s 
  original plan and make 
  them a unique ﬁght-
  ing squad of their own. 
  Even low-level powers, 
  when combined with 
  full UNTIL agent train-
  ing and equipment, 
  could make such a force 
  imposing indeed.
  Alternately, perhaps an 
  existing squad of agents 
  has a classical “radiation 
  accident” in the ﬁeld 
  Continued on next page
  
  UNTIL: Defenders Of Freedom 
  157 
  If taken as a Hunted, UNTIL is worth 20 (8-), 
  25 (11-), or 30 (14-) Character Points because of 
  its NCI. This assumes UNTIL wishes to imprison 
  or otherwise harshly punish the heroes, which it 
  usually does. If its intentions are less severe (depor-
  tation, questioning, forced recruitment, conﬁsca-
  tion of possessions, interrogation), then subtract 
  5 points from the totals listed above. But don’t 
  forget that many UNTIL agents are sympathetic to 
  superheroes, even those labeled “outlaws,” and may 
  not always work their hardest to capture them. The 
  right agent looking the other way at just the right 
  time gives almost any superhero team the chance to 
  slip away to ﬁght crime another day.
  UNTIL might also serve as a patron to “unwill-
  ing” characters drafted into service for the United 
  Nations. In a campaign inspired by DC’s Suicide 
  Squad comic book, the players might be supervil-
  lains, or at least a mixed bag of superpowered mis-
  ﬁts with no place left to go. UNTIL oﬀers them a 
  deal:  commutement of their sentences (or the like) 
  in exchange for performing a few “little jobs” the 
  UN can’t use its public superheroes for, or a mis-
  sion so obviously suicidal that it doesn’t make sense 
  to risk anybody except a few costumed criminals 
  nobody will miss anyway.
  UNTIL As A Neutral Force
  UNTIL should rarely, if ever, be encountered 
  as a neutral element in the campaign, since this 
  oﬀers few dramatic possibilities. If UNTIL doesn’t 
  really care about the heroes, why bother bringing it 
  into the game?
  On the other hand, if UNTIL takes a posi-
  tion of neutrality toward the PCs, you have the 
  freedom to bring UNTIL in as either friend or 
  foe, depending on the current situation, the needs 
  of the story, and the actions of the 
  heroes. This can turn UNTIL into a 
  valuable storytelling tool for you, if 
  you handle it properly. If you choose 
  this route, you have to come up with 
  a coherent and consistent set of moti-
  vations for UNTIL that explain its 
  actions towards the heroes. Maybe 
  UNTIL as a whole likes the PCs, but 
  a few highly placed, powerful agents 
  dislike them. This creates an overall 
  neutral stance towards the group, but 
  one which can shift depending on 
  who’s in charge of a particular situa-
  tion. Maybe some rogue agents hate 
  the PCs and start a vendetta against 
  them, inspiring other agents to help 
  the PCs! This could lead to a virtual 
  civil war among the ranks of UNTIL, 
  creating lots of plot hooks.
  Other Possibilities
  Other ways you might use UNTIL in a Cham-
  pions campaign include:
  UNTIL AS EARTH’S BEST HOPE
  In this campaign style, there are no superhe-
  roes, or at least none of the stature of most supers 
  in the Champions Universe. Few (if any) beings 
  have supernormal abilities at all, and those who 
  do almost inevitably turn against society in some 
  way, becoming monsters or trying to take over 
  the world. Standing alone to defend society from 
  the masterminds, killers, and alien creatures from 
  beyond the stars, UNTIL agents use their brains, 
  brawn, and scads of expensive weapons in the 
  name of Humanity.
  This framework provides a setting for a whole 
  range of stories. In the absence of actual superhe-
  roes, UNTIL agents become the foremost heroes of 
  Earth. Whether battling multibillionaire madmen 
  planning to extort the governments of the world 
  with stolen nuclear devices (on the semi-realistic 
  end of the spectrum) or mind-controlling satellite 
  lasers (on the more cartoonish end), small teams of 
  agents travel undercover to various scenic locales 
  to gather clues, seduce enemy henchmen, and play 
  baccarat. Then they exchange their tuxedoes for 
  navy-and-white UNTIL uniforms, sneak around in 
  the dead of night, and have climactic ﬁreﬁghts in 
  underground bases, always remaining shaken but 
  not stirred. IC Agents come into their own in this 
  kind of setting, but pretty much any agent type can 
  ﬁnd plenty to do. With a few modiﬁcations, VIPER 
  makes an excellent recurring foe in this sort of 
  story, playing SMERSH to UNTIL’s MI-5.
  If international villainy and intrigue aren’t 
  your cup of tea, perhaps instead UNTIL’s primary 
  — they’re exposed to 
  strange alien rays emit-
  ted by a crashed UFO’s 
  dying warp engine, 
  weird radioactive 
  chemicals spilled during 
  a major super-battle, or 
  a ﬁendish villain’s Super-
  Henchman Generating 
  Device (Pat. Pending). 
  This leads to a diﬀerent, 
  but equally interesting, 
  campaign dynamic.
  Continued from last page
  
  158 ■ Gamemastering UNTIL 
  Hero System 5th Edition Revised
  purpose is the defense of Earth itself against outsid-
  ers, be they marauding alien monsters, interdimen-
  sional armies, hidden undersea races, or other such 
  anomalies. You can send scientiﬁc and investigative 
  PC types to chase after reports of alien abductions, 
  while more militaristic squads spearhead Earth’s 
  defense against a slightly scaled-down version of 
  Istvatha V’Han. Or UNTIL might become a secret 
  organization, simultaneously fending oﬀ aliens 
  while keeping the public from learning about the 
  true nature of the universe.
  UNTIL AS THE BAD GUYS
  In a world where the United Nations is a 
  malevolent organization bent on squashing the 
  freedoms of private citizens around the world, 
  UNTIL itself can very easily become the main 
  adversary — a sort of VIPER with diﬀerent-colored 
  uniforms and more up-front legitimacy. In this 
  game, the PCs can be Heroic-level rebels staging 
  daring raids and attempting to overthrow the One 
  World Government and its oppressive agents, or 
  superheroes in a mini-campaign after a powerful 
  villain has brainwashed all of UNTIL into a force 
  for evil. Or maybe UNTIL itself is a more 
  secretive organization, controlling the world by 
  playing master puppeteer behind the scenes. Better 
  start checking the tabloids for clues and lining your 
  mask with tinfoil to thwart the orbital mind-con-
  trol lasers.
  UNTIL IN OTHER GENRES
  As always, the possibilities of the HERO 
  System are limited only by your own imagination. 
  You don’t have to restrict UNTIL to the realm of 
  superheroic play. Here’s how you might ﬁnd use for 
  the agency in other genres.
  Commando Hero
  As described in VIPER:  Coils Of The Serpent, 
  Commando Hero campaigns pit well-equipped 
  Heroic-level agents against costumed villains — but 
  the costumed villains generally don’t have super-
  powers, they’re just the leading agents of organiza-
  tions like VIPER and ARGENT. (The “UNTIL as 
  Earth’s best hope” campaign can also ﬁt into this 
  genre.) Commando Hero campaigns emphasize 
  action over espionage, assault over stealth; while an 
  adventure may begin with an investigation, nearly 
  every scenario ends with a daring raid and ﬁreﬁght 
  against heavily-armed enemies. Both sides employ 
  elite ﬁghters wielding weapons and gear that tend 
  toward the futuristic rather than realistic (in some 
  cases considerably more so), and if superhumans 
  exist, they’re both very low-powered and generally 
  evil, since Commando Hero campaigns celebrate the 
  spirit of humanity rather than superhumanity.
  Campaign Guidelines
  A typical Commando Hero campaign features 
  Powerful or Very Powerful Heroic characters, built 
  on 100-125 Base Points plus up to 100-125 Charac-
  ter Points from Disadvantages. The Normal Charac-
  teristic Maxima rules apply, and characters typically 
  don’t buy superpowers, but they also don’t have to 
  pay Character Points for the gobs of cool weaponry 
  and gear they use. Most agents of note (including all 
  the PCs) have Hollywood military-style codenames, 
  such as Duke, Tex, Specs, Wolf, or Blitz.
  In most Commando Hero campaigns, typically 
  characters don’t have Codes Versus Killing, but 
  somehow the ﬁghting action seems to result in a 
  lot of unconscious enemies rather than dead ones. 
  Thus, Normal Damage attacks are the rule rather 
  than the Killing Damage attacks common to Dark 
  Champions-style UNTIL games (see below).
  Equipment
  The sidebar on page 78 discusses UNTIL’s 
  basic procedures and regulations regarding equip-
  ment requisition. Those guidelines generally apply 
  in an UNTIL-based Commando Hero campaign, 
  but some GMs may prefer more hard-and-fast rules 
  about how much equipment a character can carry 
  at one time. In that case, you can use the follow-
  ing restrictions; feel free to adjust the numbers up 
  or down depending on the tone you want for the 
  campaign.
  An UNTIL agent can carry the following 
  amount of equipment when going into the ﬁeld for 
  a combat mission:
  —Weapons:  150 Active Points’ worth
  —Defensive Gear:  30 Active Points’ worth (in addi-
  tion to Standard Uniform and Helmet)
  —Miscellaneous Gear:  40 Active Points’ worth
  For missions that aren’t combat-oriented, 
  reduce the suggested point totals by half or more. 
  “Formal gunwear” isn’t appropriate for every situa-
  tion, after all.
  Cyber Hero
  A Cyber Hero UNTIL campaign would prob-
  ably look much like a Dark Champions one (see 
  below), or perhaps the “Earth’s Best Hope”-style 
  campaign described above. However, the game will 
  focus on hacking, penetration of secure sites, and 
  puttering around in cyberspace as much as it will 
  on ﬁreﬁghts and forensic investigation. Tradition-
  ally, governments in Cyberpunk stories are corrupt 
  and Orwellian (to the extent they have any power 
  at all compared to private corporations), so the 
  nature of the agents’ employment, and how much 
  trust they can place in their superiors, should be a 
  major campaign theme.
  Dark Champions
  The primary changes for UNTIL in a Dark 
  Champions campaign relates to tone instead of 
  setting. UNTIL remains a multinational crimeﬁght-
  ing organization, but one rife with corruption and 
  political inﬁghting that makes it considerably less 
  eﬀective. The United Nations is generally weak and 
  ineﬀectual — it’s hampered by the need to debate 
  UNTIL THROUGH
  THE AGES
  Golden Age:  Generally 
  speaking, UNTIL isn’t 
  appropriate for a Golden 
  Age Champions cam-
  paign, since the Golden 
  Age largely predates the 
  founding of the UN (and 
  in the Champions Uni-
  verse timeline, deﬁnitely 
  predates the founding 
  of UNTIL). By altering 
  history, you could bring 
  UNTIL into a Golden 
  Age game. In this case, 
  UNTIL’s equipment and 
  uniforms would have a 
  more Golden Age look, 
  and it would have fewer 
  types of agents. Most 
  agents would belong 
  to the Urban Division 
  and would function as a 
  sort of “Science Police,” 
  ﬁghting not just supervil-
  lains but alien invaders, 
  weird monsters created 
  or unleashed by atomic 
  experiments, and so forth.
  Silver and Bronze Ages:  
  As presented in this book, 
  UNTIL belongs to the 
  Silver and Bronze Ages. 
  Its “feel” comes from 
  those eras, with each indi-
  vidual GM emphasizing 
  “Silveriness” or “Bronze-
  ness” as he pleases. No 
  real changes are needed 
  for these Ages.
  Iron Age:  An Iron Age 
  UNTIL would be much 
  like the UNTIL described 
  in the text for Dark 
  Champions campaigns, 
  but would still ﬁght super-
  villains instead of normal 
  criminals. Agents would 
  carry blasters built as 
  RKAs instead of EBs, their 
  uniforms would be darker, 
  and their crimeﬁghting 
  methods would be more 
  “realistic” and tactical. The 
  organization itself would 
  be much more prone to 
  corruption, nepotism, and 
  bureaucratic inﬁghting; in 
  many scenarios the PCs 
  might ﬁnd themselves 
  struggling (albeit nonvio-
  lently) against their supe-
  riors and fellow agents as 
  much as against super-
  criminals and VIPER.
  
  UNTIL: Defenders Of Freedom 
  159 
  everything incessantly, the wielding of veto powers 
  in the Security Council, and Third World states’ use 
  of numbers to manipulate the political process.
  The enemies, too, are diﬀerent. There are no 
  superhumans, at least not in the usual Champions 
  sense of the term (there might be an occasional 
  person with odd psychic abilities or the like that 
  conventional science can’t fully explain). Dark 
  Champions UNTIL ﬁghts transnational organized 
  crime — the Maﬁa, the yakuza, the Russian mobs, 
  the triads, and more — as well as hard-core “crews” 
  performing sophisticated robberies in the world’s 
  major cities, assassins who boast they can kill 
  anyone for the right amount of money, terrorists, 
  and so on. Alternately, you could emphasize the 
  Danger International subgenre of Dark Champions, 
  turning UNTIL agents into dashing spies.
  Instead of bright, shiny blasters, Dark Cham-
  pions UNTIL agents have sophisticated military 
  hardware:  assault riﬂes, grenades, ceramite body 
  armor, Humvees, Apache attack helicopters, and 
  more. But they don’t just ﬁght on the streets; they 
  use electronic warfare techniques to harass the 
  enemy in cyberspace, conduct raids of oﬀshore 
  facilities used for crime, and attack secret cult 
  enclaves and terrorist training camps in the deep 
  wilderness.
  Fantasy Hero
  At ﬁrst glance, UNTIL and Fantasy really don’t 
  seem to mix, but in fact there are several good ways 
  to combine the two.
  First, you can import UNTIL as-is into your 
  Fantasy game. The obvious way for UNTIL to arrive 
  in a Fantasy setting is by direct transportation — a 
  magical portal opens (either on purpose or by acci-
  dent) and a squad of armed agents steps through 
  to a land of magic they never made. They have to 
  search for a way home while using their blasters 
  and training to battle dragons and ﬁght a diﬀerent 
  kind of evil.
  Alternately, a Fantasy setting might include a 
  variant of UNTIL that follows a similar structure:  
  knights, mages, and other heroes gathered from many 
  lands, working for an alliance of nations against the 
  forces of evil. It’s hard to picture an actual “United 
  Nations” in most Fantasy settings, but perhaps one 
  powerful kingdom could put together a collection of 
  heroes so renowned that others would journey from 
  distant lands to join them.
  Horror Hero
  An organization like UNTIL doesn’t have 
  much to do in a typical Horror Hero setting, unless 
  the nature of horrible evil is suﬃciently widespread 
  and openly understood that the nations of the 
  world have devoted resources to ﬁghting it. In that 
  case, the United Nations Legation on Evil, Sorcery, 
  and the Supernatural (UNLESS) employs a small 
  army of ghostbusters, monster-hunters, exorcists, 
  and Lycanthropy Division agents armed with silver 
  bullets and holy water. They’re a lot like their coun-
  terparts in the Champions Universe, but they hunt 
  vampires and demons instead of supervillains.
  Ninja Hero
  An interesting variation on the Commando 
  Hero campaign de-emphasizes the hardware in 
  favor of martial arts action, with supremely-skilled 
  masters of various arts pitted against each other 
  by spymasters as part of a hidden war. Bruce Lee’s 
  character in Enter The Dragon worked for the Brit-
  ish Secret Service, and numerous movies posit the 
  existence of super-skilled martial artists working 
  for the American government. A UN-based team of 
  international agents representing various ﬁghting 
  styles suits that type of story admirably.
  Pulp Hero
  UNTIL doesn’t yet exist in the standard pulp set-
  ting of the Hero Universe, but that shouldn’t stop you 
  from using it in your own campaign. Pulp PCs tend 
  to be private individuals rather than full-time govern-
  ment agents, but Doc Savage and Sherlock Holmes 
  performed services directly for their countries, and 
  similarly-minded patriotic pulp PCs might do the 
  same. If you’re trying for any sort of historical accu-
  racy (which is by no means a requirement for a rol-
  licking Pulp Hero game), remember that the League 
  of Nations had much less funding and support than 
  the UN, and that the United States wasn’t a member. 
  You may want to replace the League with a com-
  pletely ﬁctitious and secretive international agency of 
  crimebusters, instead.
  Star Hero
  An UNTIL-like organization works well in 
  either a science ﬁction/Champions crossover (see 
  Galactic Champions) or a pulp SF setting where the 
  heroes could be agents of an interplanetary or even 
  intergalactic law enforcement agency (like Buck 
  Rodgers or the Lensmen). A more serious Star Hero 
  campaign might have interplanetary law enforce-
  ment, or semi-private organizations like the Rang-
  ers of Babylon 5.
  
  160 ■ Gamemastering UNTIL 
  Hero System 5th Edition Revised
  T
  his section contains additional or secret 
  information about UNTIL and the Champi-
  ons Universe that’s for the GM’s eyes only. If 
  you’re not a GM running a Champions Uni-
  verse campaign, don’t read this section!
  If the GM’s Vault doesn’t comment on some 
  part of the main text, it’s usually safe to take what’s 
  written there as accurate. But of course you’re free 
  (and even encouraged) to change anything in this 
  book to suit your own preferences or campaign.
  CHAPTER ONE
  PAGE 8 — DR. TWILIGHT
  The “outing” of Dr. Twilight as a black man (his 
  costume hid his entire face) and as a Communist 
  (in his Secret Identity he joined the party in 1933, 
  though he had little to do with it after attending 
  meetings for a couple years) was actually part of 
  Giovanni Buoniconte’s eﬀorts to avenge his father’s 
  death, which he blamed on several 1940s-era New 
  York superheroes, including Dr. Twilight. Cohn and 
  Joseph McCarthy’s connection to the Buoniconte 
  organized crime family has never been formally 
  proven in the Champions Universe.
  CHAPTER TWO
  PAGE 18 — CHÍQUADOR
  As noted in Champions Universe, President 
  Garrastazu e Silva has been planning war against 
  Brazil and his other neighbors, but since he knows 
  his army is too small to compete on traditional 
  terms, he’s been working on a superhuman-soldier 
  program. Unfortunately, he’s becoming increasingly 
  senile, and his plans for conquest have become 
  more outlandish. Alejandro Subano is an agent of 
  ARGENT. President Garrastazu brought him in 
  originally to help develop the superhuman-sol-
  dier program, but now he’s wormed his way into 
  the cabinet and Garrastazu’s conﬁdence. Through 
  Subano, ARGENT is now running a series of 
  experimental programs in the jungles and secluded 
  coastlines of Chíquador, and every day brings its 
  plans closer to fruition.
  PAGE 20 — THE SECURITY COUNCIL
  In 2004 the tiny nation of Guamanga (see 
  Champions Universe, page 70) is scheduled to take 
  its turn on the Security Council. As an unstable 
  remnant of Communism, it may try to complicate 
  life for the US.
  PAGE 23 — THE FAO
  The FAO’s work is, of course, a potential source 
  of employment for super-scientists of various types 
  and also an excellent backdrop for plots involv-
  ing science gone awry. The Duchess’s Laboratori 
  di Unita program, described on page 42 of VIPER, 
  works closely with the FAO and may use the link in 
  an eﬀort to subvert UNTIL.
  CHAPTER THREE
  PAGE 31 — THE SECRETARY-MARSHALL
  Here are three plot seeds for Secretary-Mar-
  shall Eckhardt:
  Menton decides to have some fun and takes over 
  Eckhardt’s mind. Eckhardt begins issuing increas-
  ingly questionable orders (the fun for Menton 
  is seeing how long it takes anyone to ﬁgure out 
  what’s going on). The PCs have to rescue the Secre-
  tary-Marshall... and then track down and capture 
  Menton.
  Eurostar kidnaps Eckhardt from a conference in 
  Belgium. Fiacho threatens to kill him on live televi-
  sion if certain demands, including the immediate 
  dissolution of the European Union, are not met. 
  The PCs have to race against the clock to ﬁnd 
  Eurostar’s lair, defeat the super-terrorists, and keep 
  Eckhardt from coming to harm.
  One of the PCs sees Eckhardt, who’s apparently 
  attempting to conceal his identity with a simple 
  disguise, in the company of a gorgeous woman to 
  whom he’s obviously romantically attracted. What’s 
  going on? Is the Secretary-Marshall cheating on his 
  wife... or is this part of some sinister plot?
  PAGE 34 — THE UNDERSECRETARY
  Jeﬀrey Bristol isn’t just the Undersecretary-
  General of UNTIL, he’s also an agent of British 
  intelligence, having been on the payroll of MI-6 
  since the mid-1970s. For the most part UNTIL and 
  the British government are on the same page, so 
  Bristol’s rarely faced any conﬂict between his two 
  jobs. If it ever came down to brass tacks, Bristol’s 
  a British patriot ﬁrst and would regretfully betray 
  UNTIL. For their part, the British consider Bristol a 
  safety valve in case anyone (or anything) ever com-
  promises UNTIL, and have no intention of using 
  him unless that were to happen.
  PAGE 34 — THE FIELD MARSHALL
  Here are three plot seeds for David Ben-Israel:
  THE GM’S 
  VAULT
  
  UNTIL: Defenders Of Freedom 
  161 
  The Secretary-General learns that someone’s been 
  leaking classiﬁed UNTIL and UN information to 
  the nation of Israel. The clues seem to point to the 
  Field Marshall. Could he be a spy?
  During a battle against VIPER, the Field Marshall 
  ﬁres his blaster point-blank at a surrendering 
  VIPER agent, killing him. He insists the blaster 
  ﬁred on its own, that his ﬁnger wasn’t even on 
  the trigger. Is he telling the truth... and if so, what 
  caused the blaster to ﬁre?
  Rumor has it Ben-Israel plans to step down from 
  the position of Field Marshall. This starts a lot 
  of internal political jockeying within UNTIL to 
  replace him... which may cause problems within the 
  organization that aﬀect the PCs.
  PAGE 47 — MARTINEZ SPACE FACILITY
  The MSF is located about 150 miles north-
  east of Macas, near the Rio Tigre and close to the 
  Peruvian border. The base is on a plateau, with low 
  grassy hills falling away in all directions. The loca-
  tion allows for only a very short runway for the 
  Gimles to land — but since they’re almost VTOL 
  craft, that’s no problem. The facility is guarded by 
  100 Wilderness Division agents and four Peace-
  keepers.
  PAGE 48 — ANTARCTIC RESEARCH  
  OUTPOST
  The ARO is equipped with some of the most 
  powerful sensors ever created, as well as complete 
  satellite mapping technology. This equipment has 
  so far been thwarted by the Empyreans’ cloaking 
  technology, which keeps Arcadia hidden from the 
  eyes of men... but only just. Several satellite passes 
  have recorded odd light refractions in the area 
  of the Arcadian valley. Eventually some junior 
  technician will become curious about the appar-
  ent “sensor malfunctions” and run some tests. The 
  Empyreans have gotten pretty complacent about 
  the human facilities they share the continent with, 
  and when Chard ﬁnally sees humans approaching 
  the Vale of Dinosaurs they will have to make some 
  hard decisions.
  PAGE 49 — FRONTIER UNDERSEA BASE
  UNTIL has selected the location for FRON-
  TIER, and TC engineers have begun laying down 
  the foundations for the domes and clearing any 
  potentially hazardous rock formations. Unknown 
  to them, they’re working perilously close to the 
  eastern border of the Lemurians’ underground cav-
  erns, and their explosives could threaten the integ-
  rity of the cave systems below. Arvad may take this 
  as a direct attack and send either Lemurian troops 
  or subterranean monsters to repel the “invaders.”
  PAGE 49 — THE MARTIAL WORLD
  Major Nestor de Luna, Base Commander of 
  Singapore’s UNTIL Regional Oﬃce, has recently 
  started investigating rumors of something called 
  Szé Lóng, or “the Death Dragon.” Reportedly this 
  mystical creature resides somewhere beneath China 
  and rouses itself every few decades or so, causing 
  tremendous destruction. Rumors claim someone 
  holds a secret tournament at these times to deter-
  mine the greatest martial artist in the world, who 
  battles this monster. If he loses, chaos and destruc-
  tion strike the world... but if he wins, the nation of 
  the champion enjoys great temporal power and suc-
  cess. De Luna isn’t sure how seriously to take these 
  
  162 ■ Gamemastering UNTIL 
  Hero System 5th Edition Revised
  stories, but he has no doubt that some noteworthy 
  martial arts experts do in fact believe them and are 
  currently training for the next tournament. Since 
  some of those experts are classiﬁed as superheroes 
  and supervillains by UNTIL, he’s currently gathering 
  every piece of information about the tournament 
  and the Dragon he can get his hands on.
  CHAPTER FOUR
  PAGE 61 — PEACEKEEPER SUITS
  Jane’s is only slightly oﬀ on this one, or maybe 
  a bit out of date. As of October, 2003 UNTIL has 
  approximately ﬁfty Peacekeeper suits, with another 
  dozen on order.
  PAGE 61 — SKY CAVALRY
  Unbeknownst to the Technical Corps, Sky 
  Cavalry PFUs retain a secret hardcoded “back-
  door” override command built in by Lisa (Bluejay) 
  McNeil (see Conquerors, Killers, And Crooks, pages 
  82-84). When Bluejay broadcasts a particular signal, 
  all PFUs in the area immediately shut oﬀ (even 
  those in mid-ﬂight). So far, Bluejay hasn’t used this 
  device, though she’s told her fellow members of 
  GRAB about it. If Sky Cavalry agents were about 
  to capture her, she’d certainly use it to thwart their 
  eﬀorts. If someone witnessed this and word got 
  back to UNTIL’s enemies, the eﬀectiveness of the 
  Sky Cavalry would shrink to almost nothing until 
  the problem was ﬁxed.
  PAGE 70 — PROJECT MIND GAME
  Lieutenant Isabella Maronni is not at all 
  what she seems — while she is in fact psychic, she 
  isn’t precisely human. Her powers are manifesta-
  tions of her Empyrean heritage. Her real name is 
  Isacen, she’s over twelve hundred years old, and 
  she’s been living undercover among humans for 
  decades. Interested in the phenomenon of UNTIL, 
  she signed up a few years ago. If a serious crisis 
  emerged or her friends’ lives were in danger, she’d 
  risk her identity by using her powers to their full-
  est extent, but even then would try to preserve her 
  secret by claiming the stress of the situation must 
  have “removed mental blocks” or something like 
  that. On the other hand, if the ARO actually does 
  discover Arcadia, she’s suﬃciently loyal to her 
  people to try to help them from the inside (perhaps 
  by destroying evidence of their existence).
  PAGE 71 — PROJECT SHIVA
  Major Thesken’s actual fate is left as some-
  thing for you to resolve. Certainly Destroyer would 
  be amused and interested by any normal human 
  who spent so much time studying him. It would 
  probably suit his plans to capture that person and 
  teach the rest of humanity the perils of seeking 
  to know too much about their gods. Perhaps he 
  could brainwash Thesken and use him as a pawn 
  in some larger game. Or maybe Thesken succeeded 
  where so many before him failed, and inﬁltrated 
  Destroyer’s own forces to bring him down from 
  within. In that case, if the PCs are in deep trouble 
  against Destroyer, Thesken can sacriﬁce himself to 
  save them, or provide them with some key piece of 
  information they need.
  It’s true that the Ragnarok only uses its equip-
  ment to spy on Destroyer... most of the time. Occa-
  sionally Project Snakecharmer or Project Mind 
  Game receive assistance from the Ragnarok.
  PAGE 73 — OTHER SPECIAL PROJECTS
  The Security Council’s Investigative Commit-
  tee has given preliminary approval to both Project 
  Clockwork and Project Carolingian, and UNTIL 
  insiders expect that an upcoming Board Of Direc-
  tors vote will lead Secretary-Marshall Eckhardt to 
  formally establish and fund them. Field Marshall 
  Ben-Israel, shaken by a recent battle against cloned 
  dinosaur-men in the streets of Florence, is pushing 
  for a review of the proposed Project Frankenstein, 
  but it’s not nearly far enough along in the process yet 
  for any Security Council action.
  CHAPTER FIVE
  PAGE 113 — THE VALKYRIE
  The Jane’s estimate in this case is pretty accu-
  rate. UNTIL has only eight Valkyrie-class ﬁghters.
  PAGE 120 — GATEWAY
  While GATEWAY does in fact have the abil-
  ity to spy on the nations of Earth, Commander 
  Currie and the ground-based Command Center 
  personally wouldn’t allow it unless the situation 
  was extreme. If necessary, they do have access 
  to the latest intelligence on the possible loca-
  tions of ﬁgures like Dr. Destroyer, and if such a 
  being launched a scheme to take over the world, 
  GATEWAY’s reconnaissance capabilities would 
  certainly be a weapon UNTIL wouldn’t hesitate to 
  use against him.
  PAGE 122 — MOONBASE SERENITY
  Although UNTIL has agreed to maintain the 
  privacy of the Selenites, it also fears some villain 
  will try to duplicate Revenger’s scheme of conquer-
  ing them and having them build mass-launchers to 
  threaten Earth. Therefore, maintaining discreet sur-
  veillance and a security perimeter around the Sel-
  enites is part of Major Roma’s classiﬁed mandate.
  PAGE 128 — THE AEGIR
  UNTIL has no information about Dr. Destroy-
  er’s own super-submarine, beyond the barest of 
  unsubstantiated rumors. His is actually remarkably 
  similar to the Aegir in most technological respects, 
  though it’s slightly faster and much better armed.
  CHAPTER SIX
  PAGE 137 — UNITY
  Here are three plot seeds for UNITY:
  The UN decides it wants to expand the UNTIL 
  superhero team, so UNITY launches a well-pub-
  licized recruitment drive. Will any of the PCs be 
  
  UNTIL: Defenders Of Freedom 
  163 
  interested? What sort of tests will they have to 
  pass to make the cut? Will the push to get more 
  members on the roster allow a VIPER spy or other 
  enemy to obtain a high-ranking position in the 
  heart of UNTIL?
  One morning the citizens of New York City wake 
  up to ﬁnd that the building housing UNITY’s head-
  quarters has vanished. There’s no sign of destruc-
  tion or cutting; the building’s simply not there. 
  Where’s it gone, and what’s happened to the team?
  UNITY challenges the PCs’ team to a sporting 
  event — football, softball, soccer, whatever seems 
  like the most fun — to raise money for charity. 
  Sounds like fun... but no doubt there’s at least one 
  villain out there who won’t be able to resist the 
  opportunity to strike at so many heroes at once.
  PAGE 138 — QUASAR
  Here are three plot seeds for Quasar:
  Now that Dr. Destroyer has returned from his 
  seclusion, he sees no reason to allow Quasar to 
  go on living, and intends to use him to make an 
  example of the folly of deﬁance. In the near future 
  Quasar and his teammates can look forward to 
  an ever-increasing campaign of harassment by 
  Destroyer’s forces and hired supervillains, until 
  Destroyer feels he has taken Quasar’s measure and 
  confronts him personally. Quasar will certainly 
  need allies for the upcoming battle — can he over-
  come his own overconﬁdence and stubbornness 
  long enough to get the PCs to help him?
  Quasar’s appearance begins to subtly change — 
  the color of his “stars” becomes more golden, and 
  his body’s “background color” more purplish. Fur-
  thermore, the stars seem to be moving, perhaps to 
  form some sort of pattern. But he feels ﬁne. What’s 
  going on?
  Quasar’s energy absorption powers kick into over-
  drive, causing him to absorb energy from sunlight 
  and the like. He’s becoming more and more “ﬁlled” 
  with energy, to the point where it causes him pain. 
  Mentiac believes there’s a chance Quasar could lit-
  erally explode (with the force of a nuclear bomb) if 
  the situation isn’t reversed... and he needs the PCs’ 
  help to reverse it.
  PAGE 141 — MENTIAC
  Here are three plot seeds for Mentiac:
  After considerable study of history, demographics, 
  and related subjects, Mentiac determines that the 
  UN will ultimately fail... unless he uses his superior 
  intellect to run things. He begins a careful, covert 
  campaign to take over the organization from within 
  and eﬀectively become ruler of the world. Can the 
  PCs discover what he’s up to, and why — and will 
  they want to stop him?
  Frustrated and lonely, Mentiac decides to try com-
  puter dating — that way a woman can get to know 
  and like him without being immediately put oﬀ by 
  his appearance. He succeeds in meeting someone 
  and starts to fall in love... but is his dream girl really 
  all she seems?
  Cybermind kidnaps Mentiac and hooks him into 
  a special “bio-computer.” With Mentiac’s mind 
  behind it, the bio-computer is now the most power-
  ful computer in the world. Can the PCs ﬁnd Cyber-
  mind’s lair and put a stop to him before he uses the 
  bio-computer to rob the world blind?
  PAGE 144 — EL PÍCARO
  Here are three plot seeds for El Pícaro:
  El Pícaro begins romancing a female PC. Every-
  thing seems normal, but she can’t seem to shake the 
  feeling that something’s wrong with him. What’s 
  going on?
  After the team defeats and captures the Ultimates, 
  El Pícaro teleports UNITY back to base... but they 
  never re-appear after vanishing! Where have they 
  gone, and was it an accident or something more 
  sinister?
  El Pícaro shows up at the PCs’ headquarters (or 
  contacts them somehow). He’s in despair, claiming 
  that Mechanon has captured the rest of UNITY 
  and he needs the PCs’ help to rescue them. Is this a 
  legitimate request for help... or is “El Pícaro” really 
  one of Mechanon’s robots?
  PAGE 146 — DR. WHITE AND DR. BLACK
  Here are three plot seeds for the good Doctors:
  Something goes wrong when the good Doctors 
  use their powers to banish a devil summoned 
  by DEMON. Normally their powers work well 
  together, but now they won’t work at all if they’re 
  closer together than 20”! They need the help of a 
  mystic PC and the rest of his team to ﬁnd out what 
  went wrong and ﬁx it.
  After he accidentally kills a supervillain with a mis-
  timed spell, Dr. Black descends into despair... and, 
  gradually, due to the taint of the killing on his soul, 
  evil. Doctor White appeals to the PCs for help stop-
  ping him and curing him.
  The cult whose ritual awakened the good Doctors’ 
  mystic potential has plans for an even greater sum-
  moning... one requiring the Doctors as human sac-
  riﬁces. Even worse, the being who rejected the Doc-
  tors before now seems eager to drink their blood. 
  The Doctors are overmatched, and with the rest of 
  UNITY on assignment, they turn to the PCs for help.
  PAGE 149 — MYRMIDON
  Here are three plot seeds for Myrmidon:
  The altar Myrmidon obtained his armor and spear 
  from was actually devoted to Ares, god of war. Ares 
  is now “calling in his marker” by turning Myrmidon 
  into a much stronger, more fearsome warrior who’ll 
  spread battle, death, and chaos throughout the 
  world. UNITY asks the PCs to help capture Myrmi-
  don and return him to normal.
  The altar Myrmidon obtained his armor and spear 
  from was actually devoted to Zeus, king of the 
  gods. Hera becomes jealous of his accomplishments 
  and begins making life miserable for every woman 
  he romances. With the rest of UNITY on assign-
  ment, he turns to the PCs to help him ﬁnd out 
  what’s going on and stop it.
  
  164 ■ Gamemastering UNTIL 
  Hero System 5th Edition Revised
  The altar Myrmidon obtained his armor and spear 
  from was actually devoted to Hades, lord of the 
  underworld. Hades visits him in a dream and 
  promises him an even more powerful weapon — a 
  mystic sword — if he’ll do the god of the dead a 
  small favor by killing someone whose presence in 
  the underworld is long overdue. When Myrmidon 
  refuses, Hades takes control of his mind to make 
  him do it anyway. Myrmidon recruits the PCs to 
  help him slay the sword-wielding immortal villain-
  ess Cateran.
  PAGE 151 — THE FUTURE SOLDIER PRO-
  GRAM
  Scimitar, the agent who survived the program 
  physically, but apparently snapped mentally under 
  the strain, is described below. UNTIL suspects 
  Scimitar is Viktor Zatopek but hasn’t proved it — it 
  would very much like to capture him and conduct 
  more tests to see if the FSP is responsible for his 
  insanity, or if it’s simply an unhappy coincidence.
  Dr. Strasky is running out of patience with his 
  superiors in the UN. If they continue to refuse his 
  funding requests to restart the FSP, he may decide 
  to take up one of the oﬀers he’s received from less 
  scrupulous potential employers. King Abukal of 
  Awad has oﬀered him millions to bring his exper-
  tise to that nation and revive its own superhuman-
  soldier program, which has so far had only one 
  success (the Iraqi strongman Shield of the People). 
  Other possible employers include Chíquador, Lari-
  sagrad, or even VIPER or ARGENT.
  SCIMITAR
   Val Char 
  Cost 
  Roll 
  Notes
   30 STR 
  20 
  15- 
  Lift 1,600 kg; 6d6  [3]
   26 DEX 
  48 
  14- 
  OCV:  9/DCV:  9
   23 CON 
  26 
  14-
   12 BODY 
  4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   14 EGO 
  8 
  12- 
  ECV:  5
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   14 COM 
  2 
  12-
   12 PD 
  6 
   
  Total:  20 PD (13 rPD)
   10 ED 
  5 
   
  Total:  18 ED (13 rED)
   6 
  SPD 
  24 
   
  Phases:  2, 4, 6, 8, 10, 12
   11 REC 
  0
   46 END 
  0
   40 STUN 
  1 
  Total Characteristics Cost:  157
  Movement: 
  Running:  10”/20”
   
  Swimming:  2”/4”
  Cost Powers 
  END
  22 
  Questionite Scimitar: Multipower,  
  45-point reserve; all slots OAF (-1) 
  2u 
  1) Piercing Blade:  HKA 2d6 (3d6+1 with 
  STR), Armor Piercing  (+½); OAF (-1) 
  4
  1u 
   2) Swift Block:  Missile Deﬂection (all  
  physical projectiles), Ranged (adjacent  
  hex; +½); OAF (-1), Will Not Work  
  Against Heavy Missiles (-¼) 
  0
  Martial Arts: Scimitar Fighting
   
   Maneuver 
  OCV DCV 
  Notes
  5 
  All-out Attack 
  +1 
  -2 
  Weapon +4 DC 
  Strike
  4 
  Bind 
  +1 
  +0 
  Bind, 50 STR
  5 
  Charge 
  +1 
  +0 
  Weapon +2 DCs 
  + vel/5; FMove
  Martial Arts:  UNTIL Combat Training
   
   Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 40 STR
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Choke 
  -2 
  +0 
  Grab One Limb, 
  3d6 NND(2)
  4 
  Escape 
  +0 
  +0 
  45 STR vs. Grabs
  4 
  Punch 
  +0 
  +2 
  8d6 Strike
  4 
  Restrain 
  -1 
  -1 
  Grab Three 
  Limbs, 40 STR
  3 
  Throw 
  +0 
  +1 
  6d6 + vel/5; 
  Target Falls
  1 
  Use Art with Blades
  20 
  Blaster Pistol:  RKA 2d6, +2 Increased  
  STUN Multiplier (+½); OAF (-1),  
  12 Charges (-¼) 
  [12]
  5 
  Future Soldier Toughness:  Damage  
  Resistance (5 PD/5 ED) 
  16 
  Armored Costume: Armor (8 PD/8 ED);  
  OIF (-½) 
  0
  8 
  Future Soldier Swiftness:  Running +4”  
  (10” total) 
  1
  4 
  Future Soldier Leaping:  Leaping +4”  
  (10” forward, 5” upward) 
  1
  10 
  Mask Communicator:  High Range Radio 
  
  UNTIL: Defenders Of Freedom 
  165 
  Perception (Radio Group); IIF (-¼) 
  0
  4 
  Mask Lenses:  Nightvision; IIF (-¼) 
  0
   
  Perks
  2 
  Contact:  European underworld “ﬁxer”  
  (8-) (Contact has signiﬁcant Contacts of  
  his own)
  5 
  Money (Well Oﬀ)
   
  Talents
  15 
  Combat Sense 12-
  3 
  Lightsleep
   
  Skills
  20 
  +4 HTH
  3 
  Breakfall 14-
  3 
  Combat Driving 14-
  3 
  Criminology 12-
  3 
  Interrogation 13-
  3 
  KS: The Military/Mercenary/Terrorist World 
  12-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language: English (ﬂuent conversation; 
  Czech is native)
  2 
  PS: UNTIL Agent 11-
  3 
  Shadowing 12-
  3 
  Stealth 14-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  5 
  WF: Common Melee Weapons, Small Arms, 
  Grenade Launchers
  Total Powers & Skills Cost:  223
  Total Cost:  380
  200+ Disadvantages
  15 
  Enraged:  when ﬁghting UNTIL agents 
  (Uncommon), go 11-, recover 11-
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Russian Government 8- (Mo Pow, 
  NCI, Capture)
  15 
  Physical Limitation:  Suﬀers Migraines 
  (Infrequent, Fully Impairing)
  20 
  Psychological Limitation:  Hates UNTIL 
  (Common, Total)
  15 
  Psychological Limitation:  Amoral and 
  Greedy (Common, Strong)
  20 
  Psychological Limitation:  Code Of The Mer-
  cenary (Common, Total)
  10 
  Reputation:  cold-hearted international mer-
  cenary, 8- (Extreme)
  45 
  Experience Points
  Total Disadvantage Points: 380
  Background/History: Viktor Zatopek was a non-
  descript UNTIL agent until the Future Soldier 
  Program got hold of him. Born in Brno in 1972, he 
  joined the Czech Army in 1990 but soon applied 
  to UNTIL in search of more interesting work and 
  the opportunity to travel. By 1994 he had graduated 
  from UBT and been assigned as an Urban agent to 
  the UNTIL oﬃces in Copenhagen, where he served 
  for almost three years. Then came the fateful call 
  from Technical Corps — according to his medi-
  cal records, he was an excellent candidate for the 
  Future Soldier Program. If he volunteered for the 
  procedures, he would at least get six months leave 
  in California and at best become a superhero! How 
  could any adventurous young man turn down such 
  an oﬀer? Viktor was on the next plane out.
  The following six months were a blur of tests, 
  injections, radiation, and exercise. Viktor occasion-
  ally caught glimpses of his fellow “guinea pigs,” but 
  for the most part Dr. Strasky kept the agents iso-
  lated from each other. One day, Viktor accidentally 
  caught a glimpse of a horribly deformed man being 
  whisked out of the TC facility and to a hospital; 
  though he couldn’t be sure, he began to fear that 
  might be his own fate. After all, his muscles were 
  beginning to ache every night, and he couldn’t 
  shake this vague headache he’d picked up.
  Viktor became increasingly tense and irritable. 
  He began to suspect that his doctors were secretly 
  trying to kill him. He vowed he wouldn’t go down 
  without a ﬁght, and the next day when the lab 
  orderlies came to take him to the gym, he killed 
  both of them with his bare hands and ﬂed the facil-
  ity wearing only a smock.
  Despite his now full-blown paranoia, Viktor 
  retained his basic training and instincts. Over 
  the next few months he killed a series of people 
  and used their identities to work his way back to 
  Europe. By the time he got there, he was much 
  more comfortable with his enhanced abilities. He 
  made himself available as a mercenary assassin 
  to organized criminals in his home country. On 
  an early mission for some Prague mobsters he 
  “acquired” a sword apparently made from question-
  ite that a scientist behind in his gambling debts had 
  designed, and kept it for himself. Not long after-
  wards, he created the costumed identity of Scimitar 
  so he could move into the “big leagues” as an opera-
  tive for European organized crime. He’s quickly 
  climbing the ranks of Continental supervillainy, 
  and even Eurostar has noted his bloody eﬃciency. 
  UNTIL suspects, but has not yet conﬁrmed, his 
  identity.
  Personality/Motivation: Scimitar is a paranoid 
  schizophrenic with real enemies. He believes 
  UNTIL is out to get him (which it is, but for dif-
  ferent reasons than he imagines), and blames it for 
  anything that goes wrong in his life. He continues 
  to suﬀer from anxiety and headaches resulting 
  from the failed FSP regimen, but usually contains 
  the symptoms while on the job (and drowns them 
  in alcohol and pills between assignments). When 
  on assignment for one of the various criminal fami-
  lies he works for, he’s thoroughly professional and 
  emotionless.
  Quote: “They’re still out there. They’re watching me, 
  always watching, waiting for me to trip up. I’ll show 
  them.”
  Powers/Tactics: Like Gladiator, Scimitar has both 
  the physical enhancements of the FSP program and 
  the basic training of an UNTIL agent. He’s superhu-
  manly quick and durable, and can benchpress a car. 
  He’s also become quite skilled with his namesake 
  
  166 ■ Gamemastering UNTIL 
  Hero System 5th Edition Revised
  sword, forged from pure questionite and therefore 
  stronger and lighter than steel. He admires its elegance 
  and wields it like an artist, trying to cripple limbs and 
  terrorize his opponents in hand-to-hand combat.
  Scimitar suﬀers from intense migraines on occa-
  sion. Whenever you plan to use him in a scenario, 
  roll 3d6. On an 11-, he experiences a migraine at 
  some crucial point. The migraine lasts for 2d6 Phases; 
  during that time he suﬀers a -2 to all rolls.
  Campaign Use:  Scimitar is an excellent villain to use 
  in any campaign with a heavy UNTIL emphasis. Not 
  only can he eﬀectively oppose at least some superhe-
  roes, but for GMs inclined to run conspiracy-oriented 
  scenarios he could lead to the exposure of a dark 
  underbelly of UNTIL.
  Scimitar rarely Hunts anyone unless paid to, 
  in which case he’s ruthless and eﬃcient. However, 
  he sometimes drops everything to stalk and kill an 
  UNTIL agent who catches his eye. He’d happily do 
  the same to any UNTIL-aﬃliated super, particularly 
  Gladiator.
  If you want to make Scimitar tougher, increase 
  his STR, defenses, and reﬂexes (DEX and SPD). You 
  could also give him some other questionite weapons. 
  If he’s already too strong, remove some of his Martial 
  Maneuvers and his blaster, and reduce his Primary 
  Characteristics slightly.
  Appearance: Scimitar wears a black bodysuit with dark 
  blue highlights, a black mask, and a blue sash around 
  his waist. He’s in excellent shape, and stands 6’3” with 
  dark brown hair and brown eyes.
  PAGE 151 — GLADIATOR
  Here are three plot seeds for Gladiator:
  During an investigation of the Warlord, Gladiator 
  discovers that his family secretly builds weapons for 
  the warmongering master villain! How can he defeat 
  the Warlord without bringing disgrace to his family... 
  or will his family try to turn him to the Warlord’s side?
  Scimitar decides that if he can drink Gladiator’s blood, 
  he’ll double his own power. He recruits a team of mer-
  cenary villains to help capture Buanarollo. Unwilling 
  to use UNTIL assets for what seems to him a personal 
  matter, but unable to ﬁght oﬀ Scimitar on his own, 
  Gladiator goes to the PCs for help.
  Eager to ﬁnd out why Gladiator got powers from the 
  FSP treatments but no one else did, VIPER kidnaps 
  him so it can subject him to tests... tests that will soon 
  prove fatal. UNTIL asks the PCs to help in the global 
  search for him.
  SCIMITAR  
  PLOT SEEDS
  Esper promises to cure 
  Scimitar’s migraines if 
  he’ll help her kill her old 
  adversaries... the PCs!
  An old mystic tells 
  Scimitar his weapon may 
  be a “reincarnation” of 
  an ancient enchanted 
  scimitar, the Blade of 
  Five Suns. Determined 
  to learn more, and per-
  haps unlock his weapon’s 
  powers, Scimitar begins 
  raiding libraries and 
  assaulting scholars. The 
  PCs have to stop his reign 
  of terror... and what if the 
  old mystic were right?
  The word’s out that 
  Scimitar has information 
  about UNTIL’s Bureau 
  of Superhuman Statistics 
  for sale to the highest 
  bidder. The PCs have to 
  track down the sale... and 
  stop it!
  UNTIL PLOT SEEDS
  Here are two adventure seeds using the material in 
  this book as well as other Champions  products.
  NAUTILUS Under Siege!:  Although the crewmembers 
  of the NAUTILUS maintain friendly relations with 
  the Atlantean Royal Family, that only makes them 
  targets for Queen Mara’s enemies. Always fomenting 
  rebellion among the outsider barbarians living on the 
  outskirts of Atlantean territory, Stingray (see Cham-
  pions Universe, page 90) raises a mismatched army of 
  assorted Atlantean thugs and zealots, as well as a few 
  sea monsters and like-minded supervillains (such as 
  Riptide from Conquerors, Killers, And Crooks, page 
  191-192), and attacks NAUTILUS. She overcomes 
  the agents on board and takes them hostage to force 
  Queen Mara to abdicate. The players could either play 
  the agents defending against the attack, or UN agents 
  or heroes sent to retake the station.
  The UNTIL Time Forgot:  In this mini-campaign setting, 
  the PCs are a standard mixed squad of agents, prefer-
  ably with a wide range of skills and including at least 
  one or two WD or OAD specialists. UNTIL sends 
  the squad on patrol to a remote portion of the South 
  Paciﬁc to identify a mysterious island that just showed 
  up on satellite images but clearly wasn’t there yester-
  day. Dropped by boat (or perhaps the Aegir), the team 
  lands on a gorgeous white-sanded beach that slopes 
  uphill into thick foliage. Traveling into the jungle, they 
  ﬁrst discover extinct plant species, then various dino-
  saurs and other animals from a wide range of eras, 
  then several tribes of humans (also from varying eras 
  — one tribe consists of Neanderthal hunters, another 
  is a lost legion of Roman soldiers, and a third a col-
  lection of German U-boaters from 1944). Meanwhile, 
  the agents lose all contact with the outside world, and 
  must ﬁght for survival while making alliances and 
  conserving their precious ammunition. The island 
  itself, as the team eventually discovers, has become 
  “unstuck in time” and drifts in and out of Earth’s 
  dimension, appearing in diﬀerent locations and col-
  lecting various explorers and stragglers from diﬀerent 
  eras. (The team might meet any number of famous 
  ﬁgures who were lost at sea, from Amelia Earhart, to 
  Henry Hudson, to the pilots of Flight 19 who van-
  ished in the Bermuda Triangle.)
  
  UNTIL: Defenders Of Freedom 
  167 
  T
  his section contains useful reference materials 
  pertaining to UNTIL, including some pre-gen-
  erated “agent templates” for the GM’s use.
  UNTIL LINGO
  Like any other law enforcement or quasi-mili-
  tary organization, UNTIL agents make extensive 
  use of slang, acronyms, abbreviations, and nick-
  names. The most common of these are listed below.
  UNTIL Slang
  BAR:  The U-KTF “Katie” Basic Assault Riﬂe. 
  Big Boss:  The Secretary-Marshall.
  Bodysnatchers:  The Criminalistics & Forensics 
  Corps, or members thereof. “Geez, what a mess. 
  Call in the bodysnatchers so they can ﬁgure out 
  who shot who ﬁrst.”
  Bullethead:  An UNTIL agent who wants to use ﬁre-
  arms instead of blasters.
  Cavalry:  A squad mounted on motorcycles.
  Fussbudget:  The local ranking Diplomatic & 
  Administrative Corps functionary.
  Goin’ for the gold:  This term describes 
  the behavior of an agent who takes 
  risks to help his comrades or accom-
  plish the mission; it refers to the Gold 
  Eagle award given to an agent who 
  has been injured many times. Unlike a 
  “swashbuckler” (see below), an agent  
  said to be “goin’ for the gold” is usu-
  ally respected and well-liked by other 
  agents; they think he’s taking risks to 
  help UNTIL and other agents, rather 
  than for personal glory. For example, 
  an agent who attempts a dangerous 
  driving stunt because it’s the only way 
  to make sure a major target doesn’t 
  escape is goin’ for the gold. An agent 
  who performs dangerous driving stunts 
  because he wants to “look cool” is a 
  swashbuckler.
  Hawk:  An agent who favors the idea 
  of converting UNTIL into a full-blown 
  army.
  Icy:  Involving the Intelligence Corps 
  (the “I-C”). Used not only because of the 
  acronym, but because of IC agents’ cold, 
  ruthless attitudes. “It’s getting icy” means 
  the IC is involved or is being called in. Of similar 
  meaning is “icing” (as in, “They’re puttin’ the icing on 
  the cake now” — they are calling in the IC).
  Ironsides:  A Peacekeeper agent.
  Little Boss:  The Field Marshall.
  Non-complete:  An Agent Recruit who drops out of 
  or fails Advanced Training School.
  North Pole:  Quartermaster Corps headquarters 
  in Paterson, New Jersey (so called because QC is 
  “Santa Claus”).
  Oz:  The OSR (Oﬃce of Superhuman Resources). 
  Thus, the Commander of the OSR is sometimes 
  called “the Wizard.”
  Q, QC:  The Quartermaster Corps.
  Rock and Roll:  Using fully-automatic ﬁre on the 
  U-KTF blaster assault riﬂe.
  S&M:  Having to deal directly with the Secretary-
  Marshall.
  Santa Claus:  The Quartermaster Corps, and/or 
  the local Quartermaster Oﬃcer (i.e., the oﬃcer in 
  charge of ordering and distributing equipment).
  Skyboat:  A Grav-Sled.
  Swashbuckling:  Taking unnecessary risks; thrill-
  seeking. An agent who does this is a “swashbuckler.”  
  APPENDICES
  
  168 
  Hero System 5th Edition Revised
  The term is most often applied to Light Horse and 
  Sky Cavalry agents. Generally this term is deroga-
  tory; most agents regard thrillseekers as dangerous 
  gloryhounds (compare “goin’ for the gold,” above).
  Taking DACtation:  Following orders received from 
  the Diplomatic & Administrative Corps. Usu-
  ally this means doing paperwork or other loathed 
  bureaucratic chores.
  Tin Can:  A Peacekeeper agent.
  Visiting the ﬁsh:  Posted to (or visiting) NAUTILUS 
  (UNTIL’s undersea base).
  Visiting the penguins:  Posted to the Antarctic 
  Research Outpost.
  Wheelman:  A Vehicle Operations Specialist agent.
  Yankee:  An UNTIL agent from the United States. 
  Sometimes also referred to as a “cowboy.”
  UNTIL Glossary
  ACW:  The Advanced Chemical Weapons Research 
  Project 
  AR:  Agent Recruit
  ARC:  The Advanced Robotics Coalition
  ARO:  The Antarctic Research Outpost
  ATS:  Advanced Training School
  BSS:  Bureau of Superhuman Statistics
  CA:  The Chief Administrator of the DAC
  C&F:  Criminalistics And Forensics Division
  DAC:  Diplomatic And Administrative Corps
  EWD:  Electronic Warfare Division
  FSP:  Future Soldier Program
  HACS:  HUGIN Assessment And Control Squad
  HFS:  Harrows Flying Submersible
  HUGIN:  Heuristic Unit, Generally Integrating  
  Networks
  HWS:  Heavy Weapon Specialist agent
  IC:  Intelligence Corps
  ISCF:  International Superhuman Correctional Facility
  MBC:  Marine Blaster Cannon
  MBS:  Moonbase Serenity
  MSF:  Martinez Space Facility
  MTP:  Mobile Teleportation Platform
  MUNIN:  Multiple Utility Neurally Integrated Network
  NSM:  Near-Space Missile
  OAD:  Oceanic/Arctic Division
  OSR:  Oﬃce of Superhuman Resources
  PFU:  Personal Flight Unit
  PLWS:  Personal Laser Weapons Series
  QC:  Quartermaster Corps
  SAD:  Superhuman Analysis Division
  SCAR:  Superhuman Combat Analysis Report
  SLP:  Superhero Liaison Program
  ST:  Specialized Training
  TC:  Technical Corps
  UBT:  UNTIL Basic Training
  UD:  Urban Division
  UMUV:  UNTIL Multipurpose Utility Vehicle
  USPD:  The UNTIL Superpowers Database
  USST:  UNTIL Short-Range Space Transport
  UVEV:  UNTIL Variable Environment Vehicle
  WD:  Wilderness Division
  WHO’S WHO IN UNTIL
  Abernathy, Kevin:  Captain, First Oﬃcer, GATEWAY
  Akema, Victor:  Former Field Marshall
  Akiyama, Takashi:  Major, commander of C&F
  Alcoke, Thomasin:  Major, commander of the Chi-
  cago base
  Amir, Mirwais:  Headquarters Major
  Ashmurah, Ozigbodi:  Second Oﬃcer, GATEWAY
  Banner, Dr. Arthur:  Designer of the Njord
  Batchelor, Bruce:  Major, commander of the Bang-
  kok base
  Ben-Israel, David:  Field Marshall of UNTIL
  Bilderdijk, Henryk:  Major, commander of the Rome 
  base
  Binadakar, Kumar:  Corporal, member of UNTIL 
  Light Horse
  Black, Dr.:  Superhuman, member of UNITY
  Blixen, Isak:  Major, commander of the Capetown 
  base
  Blount, Erskine:  Major, commander of the Moscow 
  base
  Boudreau, Violette:  Major, leader of Project Hermes
  Bristol, Jeffrey:  Undersecretary
  Bronck, Henrik:  Major, leader of Project Mind 
  Game
  Buanarollo, Paolo:  see “Gladiator”
  Buangam, Prajadhipok:  Eastern Asian/Australian 
  Regional Commander
  Byon, Kwang-sun:  UNTIL Ambassador to India
  Caldwell, Christine:  Sergeant, commander of 
  “Caldwell’s Cavaliers”
  Calvino, Dominic:  Major, commander of the Miami 
  base
  Chiluba, Alice:  member of the UNTIL Board of 
  Directors
  Clay, Elijah:  Major, commander of the OSR
  Clerc, Jean-Pierre:  UNTIL scientist, designer of the 
  Ragnarok
  Cohyn, Wilhelm:  Major, commander of the Ottawa 
  base
  Coligny, Jeanne:  Major, commander of the New 
  Orleans base
  Currie, Rodney:  Commander, GATEWAY
  de Luna, Nestor:  Major, commander of the Singa-
  pore base
  Diophoros, Stephen:  Major, commander of the 
  
  UNTIL: Defenders Of Freedom 
  169 
  Riyadh base
  Dunant, Francois:  Major, commander of the Perth 
  base
  Eckhardt, Wilhelm Carl:  Secretary-Marshall of 
  UNTIL
  el-Bhakari, Jalal:  Major, commander of the Cairo 
  base
  Flynn, Alexandria:  Major, commander of the Soﬁa 
  base
  Forrester, Ursula:  Scientist, prominent forensicist
  Fujibayashi, Tora:  Captain, member of Project Mind 
  Game
  Fyodorovich, Alexei:  Commander of NAUTILUS
  Gladiator (Paolo Buanarollo):  Superhuman, com-
  mander of LtHorse
  Gyorgi, Albertus:  Major, commander of the Madrid 
  base
  Haroldsdottr, Toril:  Lieutenant, member of Project 
  Mind Game
  Harrows, Dr. Kurt:  Designer of the Harrows Flying 
  Submersible
  Hejaz, Mahmoud:  Western Asian Regional Com-
  mander
  Hosikara, Eisaku:  Major, commander of the Cal-
  cutta base
  Irok, Mahmoud:  Major, commander of the Karachi 
  base
  Jandebeur, James:  Captain of the Aegir
  Jawasarlal, Rajiv:  Major, commander of the Lagos 
  base
  Jones, Gideon H.:  Director of the Technical Corps
  Jorgensson, Nygard:  member of the UNTIL Board 
  of Directors
  Kamiida, Kalaiwa’a:  Lieutenant, member of Project 
  Mind Game
  Kamuzawe, Kwayera:  Scientist, physicist and expert 
  on blasters
  Kemal, Richard:  Major, commander of the Millen-
  nium City base
  Kilpatrick, Janice:  Major, commander of the Paris 
  base
  Kwame, Rashida:  Major, leader of Project Snake-
  charmer
  Larke, Jason:  Major, leader of Project Stargazer
  Latrobe, James:  Major, commander of the London 
  base
  Liang, Chen-hzu:  Major, commander of the San 
  Francisco base
  Lumumba, Jason:  Major, commander of the Luzon 
  base
  Makoto Murashima:  member of the UNTIL Board 
  of Directors
  Malesela, Asukile:  UNTIL Ambassador to Great 
  Britain
  Maronni, Isabella:  Lieutenant, member of Project 
  Mind Game
  Martinez de Casarez, Juan Alfonso:  Secretary-Mar-
  shall Emeritus
  Mentiac:  Superhuman, member of UNITY
  Mauch, Emil:  Lieutenant, member of Project Mind 
  
  170 
  Hero System 5th Edition Revised
  Game
  Michaux, Garrison:  Leader of the Personal Laser 
  Weapons Series project
  Moore, George:  Major, commander of the Seattle 
  base
  Nantai:  Major, commander of the Moscow base
  Nkorah, Mawuli:  Captain, commander of the Ant-
  arctic Research Outpost
  Oedekoven, Adam:  European Regional Commander
  Okonkwo, Fulani:  African Regional Commander
  O’Rourke, Antonio:  Major, head of the Quartermas-
  ter Corps of the TC
  O’Sullivan, Aidan:  member of the UNTIL Board of 
  Directors
  Ovitz, Gadiel:  Major, commander of Moonbase: 
  Serenity
  Parker, William “Jack”:  Major, commander of the 
  Toronto base
  Pasban, Kadir:  UNTIL Ambassador to Russia
  El Pícaro:  Superhuman, member of UNITY
  Pinzón, Ezio:  Major, commander of the Buenos 
  Aires base
  Reig, Alberto:  Scientist, prominent neurologist and 
  psychologist
  Renton, Patty (Siren):  former superheroine, now a 
  member of the Board Of Directors
  Rodriguez-Colon, Manolo Javier:  South American 
  Regional Commander
  Romales, Esteban:  Major, commander of the Los 
  Angeles base
  Roma, Trevor:  Major, commander of Moonbase 
  SERENITY
  Rubinson, George:  Major, commander of the 
  Copenhagen base
  Samphan, Phirun:  Major, leader of Project Green-
  stone
  Simenon, Francois:  Private stationed in the San-
  tiago, Chile base
  Singh, Natesh:  Major, leader of Project Shiva.
  Skucas, Jonas:  Lieutenant, member of Project 
  Mind Game
  Soares, Gabriela:  UNTIL Ambassador to the 
  United States
  Soler, Antonio Costa:  Major, Headquarters Adjutant 
  to the Secretary-Marshall
  Sorensen, Yngve:  Captain, commander of the 
  Peacekeepers
  Southles, Richard:  Major, commander of the San-
  tiago base
  Soyinka, Chinyere:  Major, commander of the Rio de 
  Janeiro base
  Stanislavsky, Rudolf:  Major, commander of the 
  Dublin base
  Stein, Anitra:  Chief Administrator of DAC
  Strasky, Bohuslav:  Scientist, attempting to restart 
  the FSP
  Sullivan, Darren:  Major, Flight Commander of the 
  Ragnarok
  Szabo, Katalin:  Major, warden of the Guardhouse
  Székely, Andrea:  Major, commander of the Casa-
  blanca base
  Taber, John:  North American Regional Commander
  Terkannen, Johan:  Undersecretary of UNTIL
  Thieu, Nguyen Van:  Major, commander of the Berlin 
  base
  Timakata, Jacques:  Scientist, engineer and oceanog-
  rapher
  Towell, Robert:  Major, commander of the Intelligence 
  Corps
  Ubbayyid, Hafez:  Major, commander of the Hong 
  Kong/Taipei base
  Van der Lund, Cornelius:  Major, commander of the 
  Quito base
  Van Eck, Jan:  Major, commander of the Mexico City 
  base
  Verucci, Nadia:  Captain, Chief Operations Oﬃcer of 
  the Ragnarok
  Villareal, Antonio:  Major, head of the Superhuman 
  Analysis Division of the TC
  Vorchawski, Kazimierz:  Third Oﬃcer, GATEWAY
  Wallace, Bryan:  Chief of the Bureau of Superhuman 
  Statistics
  Watts, Leah:  Director of the UNTIL Criminalistics 
  Laboratories
  Weaver, John:  Sergeant, commander of “Weaver’s 
  Raiders”
  White, Dr.:  Superhuman, member of UNITY
  Woisenewski, Krystyn:  Comptroller of UNTIL
  Wu, Susan:  Major, commander of the Washington, 
  D.C. base
  BIBLIOGRAPHY 
  Websites
  www.un.org
  www.unhistory.org
  www.unsystem.org
  www.unicri.it
  Reference Books
  Meisler, Stanly. United Nations: The First Fifty Years
  Polmar, Norman and Thomas B. Allen. World War II: 
  The Encyclopedia of the War Years
  Reader’s Digest Illustrated Atlas of the World (Second 
  Revised Edition, 1994)
  United Nations Press. The Blue Helmets
  
  UNTIL: Defenders Of Freedom 
  171 
  T
  o make it easier for GMs to use UNTIL in 
  their campaigns, here are some templates for 
  a few agent types characters might encoun-
  ter, built using the Package Deals in Chapter 
  Four. All Skill choices have already been made, but 
  you can easily change the Skill selections if necessary.
  UNTIL URBAN DIVISION AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 HTH [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 
  0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 
  PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 
  ED 
  1 
   
  Total:  12 ED (8 rED)
   3 
  SPD 
  5 
   
  Phases:  4, 8, 12
   6 
  REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  42
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6, 2 
  Clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  1
   
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Punch 
  +2 
  +0 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points); 
  OIF (-½) 
  0
  6 
  U-AS Combat Helmet Communications  
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced  
  Endurance (0 END; +½); OAF (-1), Only  
  To Create Light (-1) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½)
   
  Skills
  4 
  +2 OCV with U-KTF Blaster Assault Riﬂe
  3 
  Concealment 12-
  3 
  Criminology 12-
  3 
  Deduction 12-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: VIPER 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  3 
  Stealth 12-
  3 
  WF: Small Arms, Knives
  Total Powers & Skills Cost:  203
  Total Cost:  245
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI,  
  Watching)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  120 
  Experience Points
  Total Disadvantage Points:  245
  AGENT
  TEMPLATES
  
  172 
  Hero System 5th Edition Revised
  UNTIL HEAVY WEAPONS AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   18 STR 
  8 
  13- 
  Lift 300 kg; 3½d6  [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   7 PD 
  3 
   
  Total:  15 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   7 REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  46
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  33 
  U-WJM “Thunderbolt” Assault Cannon:   
  Multipower, 100-point reserve; all OAF 
  Bulky (-1½), Crew-Served (3 agents; -½),  
  16 Charges for entire Multipower (-0) [16]
  3u 
  1)  Setting A:  Energy Blast 20d6; OAF  
  Bulky (-1½), Crew-Served (3 agents; -½)
  3u 
  2)  Setting B:  RKA 6d6; OAF Bulky (-1½), 
  Crew-Served (3 agents; -½)
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6, 2 
  Clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  1
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Punch 
  +2 
  +0 
  5½d6 Strike
  3 
  Throw 
  +0 
  +1 
  3½d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points); 
  OIF (-½) 
  0
  6 
  U-AS Combat Helmet Communications  
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced Endurance 
  (0 END; +½); OAF (-1), Only To  
  Create Light (-1) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½)
   
  Skills
  4 
  +2 OCV with U-KTF Blaster Assault Riﬂe
  3 
  Concealment 12-
  3 
  Criminology 12-
  3 
  Deduction 12-
  3 
  KS: International Law & Law Enforcement 
  12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: VIPER 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  3 
  Stealth 12-
  3 
  Tactics 12-
  3 
  Teamwork 12-
  9 
  WF: Small Arms, Emplaced Weapons, 
  Flamethrowers, Grenade Launchers, Heavy 
  Machine Guns, Knives, Shoulder- Fired 
  Weapons
  Total Powers & Skills Cost:  195
  Total Cost:  241
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  116 
  Experience Points
  Total Disadvantage Points:  241
  
  UNTIL: Defenders Of Freedom 
  173 
  UNTIL LIGHT HORSE AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6  [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  2 
   
  Phases:  4, 8, 12
   6 REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  48
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6, 2 
  Clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  1
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Punch 
  +2 
  +0 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor  
  (8 PD/8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points); 
  OIF (-½) 
  0
  6 
  U-AS Combat Helmet Communications  
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced  
  Endurance (0 END; +½); OAF (-1), Only  
  To Create Light (-1) 
  0
  5 
  Light Horse Training:  +1 SPD; Only For 
  Piloting UNTIL Aircraft (-1) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
  39 
  Vehicle:  UNTIL Jet-Cycle
   
  Talents
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½)
   
  Skills
  4 
  +2 OCV with U-KTF Blaster Assault Riﬂe
  2 
  +1 OCV with U-SHL Blaster Pistol
  3 
  Combat Piloting 13-
  3 
  Concealment 12-
  3 
  Criminology 12-
  3 
  Deduction 12-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: VIPER 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  2 
  Navigation (Air) 12-
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  2 
  PS: UNTIL Jet-Cycle Maintenance And 
  Repair 11-
  3 
  Stealth 12-
  3 
  WF: Small Arms, Knives
  1 
  TF: UNTIL Jet-Cycle
  Total Powers & Skills Cost:  257
  Total Cost:  305
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  180 
  Experience Points
  Total Disadvantage Points:  305
  
  174 
  Hero System 5th Edition Revised
  UNTIL PEACEKEEPER AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   6 REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  42
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  60 
  Peacekeeper Armor Weapons:  Multipower; 
  90-point reserve, all OIF (-½)
  6u 
  1) Blaster:  Energy Blast 12d6, Reduced 
  Endurance (0 END; +½); OIF (-½) 
  0
  6u 
  2) Laser:  RKA 3d6, Armor Piercing  
  (+½), Reduced Endurance (0 END; +½);  
  OIF (-½) 
  0
  6u 
  3) Vari-Cannon:  Energy Blast 10d6,  
  Variable Special Eﬀects (set group:  sonics, 
  ﬁre/heat, ice/cold, radiation; +¼), Reduced 
  Endurance (0 END; +½); OIF (-½) 
  0
  6u 
  4) Tangler Cannon:  Entangle 6d6, 6  
  DEF; Reduced Endurance (0 END; +½);  
  OIF (-½) 
  0
  6u    5) Grenade Launcher:  Energy Blast  
  12d6, Explosion (+½); OIF (-½),  
  16 Charges (-0) 
  [16]
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Punch 
  +2 
  +0 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  28 
  Armor:  Armor (14 PD/14 ED); OIF (-½) 0
  3 
  Armor:  Power Defense (5 points); OIF (-½) 0
  5 
  Flare Compensation:  Sight Group Flash 
  Defense (8 points); OIF (-½) 
  0
  5 
  Noise Compensation:  Hearing Group Flash 
  Defense (8 points); OIF (-½) 
  0
  7 
  Life Support System:  Life Support (Self-Con-
  tained Breathing); OIF (-½), 1 Continuing  
  Fuel Charge Lasting 3 Hours (-0) 
  [1cc]
  35 
  Jetpack:  Flight 15”, x4 Noncombat, Red- 
  uced Endurance (0 END; +½); OIF (-½) 
  0
  6 
  Communications Uplink:  HRRP (Radio 
  Group); OIF (-½), Aﬀected As Sight  
  And Hearing Group As Well As Radio  
  Group (-½) 
  0
  3 
  IR Lenses:  Infrared Perception (Sight 
  Group); OIF (-½) 
  0
  3 
  Lowlight Lenses:  Nightvision; OIF (-½) 
  0
  3 
  UV Lenses:  Ultraviolet Perception (Sight 
  Group); OIF (-½) 
  0
  2 
  Hearing Enhancement System:  Ultrasonic 
  Perception (Hearing Group); OIF (-½) 
  0
  8 
  Telescopic Lenses:  +8 versus Range for Sight 
  Group; OIF (-½) 
  0
  8 
  Parabolic Hearing:  +8 versus Range for 
  Hearing Group; OIF (-½) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  Chronometer:  Absolute Time Sense; OIF (-½). 
  2 
  GPS Unit:  Bump Of Direction; OIF (-½).
   
  Skills
  4 
  +2 OCV with U-KTF Blaster Assault Riﬂe
  6 
  +2 with Peacekeeper Armor Weapons
  3 
  Concealment 12-
  3 
  Criminology 12-
  3 
  Deduction 12-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: VIPER 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  3 
  Stealth 12-
  4 
  WF: Small Arms, Knives, Peacekeeper Armor 
  Weapons
  Total Powers & Skills Cost:  279
  Total Cost:  321
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  196 
  Experience Points
  Total Disadvantage Points:  321
  
  UNTIL: Defenders Of Freedom 
  175 
  UNTIL WILDERNESS DIVISION AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   6 REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  42
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of  
  32 Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 Clips of 32 Charges (+½); OAF (-1) 
  [32]
  11 
  UB-1-WD Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼)  
  plus +1 to Survival; OAF (-1) 
  1
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Punch 
  +2 
  +0 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points); 
  OIF (-½) 
  0
  6 
  U-AS Combat Helmet Communications  
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced  
  Endurance (0 END; +½); OAF (-1),  
  Only To Create Light (-1) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½)
   
  Skills
  2 
  +1 OCV with U-KTF Blaster Assault Riﬂe
  2 
  Animal Handler (one category of GM’s 
  choice) 12-
  3 
  Climbing 12-
  3 
  Criminology 12-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  2 
  Navigation (Land) 12-
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  7 
  Stealth 14-
  6 
  Survival (two environment groups of the 
  GM’s choice) 13-
  3 
  Tracking 12-
  3 
  TF: Basic Parachuting, SCUBA, Snow Skiing
  3 
  WF: Small Arms, Knives
  Total Powers & Skills Cost:  219
  Total Cost:  261
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  136 
  Experience Points
  Total Disadvantage Points:  261
  
  176 
  Hero System 5th Edition Revised
  UNTIL OCEANIC/ARCTIC DIVISION AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 
  0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 
  PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 
  ED 
  1 
   
  Total:  12 ED (8 rED)
   3 
  SPD 
  5 
   
  Phases:  4, 8, 12
   6 
  REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  42
  Movement: 
  Running:  6”/12”
   
  Swimming:  8”/16” (+4”, Swimﬁns)
  Cost Powers 
  END
  11 
  U-OAD-1 Speargun:  RKA 2d6; OAF  
  (-1), 4 Recoverable Charges (-½),  
  No Knockback (-¼) 
  [4rc]
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 Clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  1
  Martial Arts:  UNTIL Combat Training
   
   Maneuver 
  OCV DCV 
  Notes
  4 
   Block 
  +2 
  +2 
  Block, Abort
  4 
   Punch 
  +2 
  +0 
  5d6 Strike
  3 
   Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points); 
  OIF (-½) 
  0
  6 
  U-AS Combat Helmet Communications  
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  U-SCUBA Equipment:  Life Support 
  (Expanded Breathing:  Breathe  
  Underwater); OIF (-½); 1 Continuing  
  Charge lasting 2 Hours (-0) 
  [1cc]
  4 
  OAD Training:  Swimming +2” (4” total) 
  1
  3 
  Swimﬁns:  Swimming +4” (6” total); OIF (-½) 1
  4 
  Skis:  Running +6” (12” total); OAF (-1), 
  Only On Snow/Ice (-1) 
  1
  11 
  U-M3 Mini-Flashlight:  Sight Group Images, 
  +4 to PER Rolls, Reduced Endurance (0 END; 
  +½); OAF (-1), Only To Create Light (-1) 
  0
  6 
  Wrist Depth Gauge/Compass:  Detect  
  Depth 16- (no Sense Group); OAF (-1)  
  plus Bump of Direction; OAF (-1) 
  0
  11 
  Shoulder-Mounted Searchlight:  Sight  
  Group Images, +4 to PER Rolls, Reduced 
  Endurance (0 END; +½); OAF (-1), Only  
  To Create Light (-1) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½)
   
  Skills
  2 
  +1 OCV with U-KTF Blaster Assault Riﬂe
  3 
  Criminology 12-
  3 
  Demolitions 12-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  2 
  Navigation (Marine) 12-
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  2 
  SS: Hydrography 11-
  2 
  SS: Marine Biology 11-
  2 
  SS: Oceanography 11-
  3 
  Stealth 12-
  6 
  Survival (Arctic/Subarctic, Marine) 13-
  2 
  Survival Kit:  +2 with Survival; OAF (-1)
  3 
  Systems Operation 12-
  6 
  TF:  three points’ worth of Water Vehicles 
  (GM’s choice), SCUBA, Snowmobiles, Snow 
  Skiing
  3 
  WF: Small Arms, Knives
  Total Powers & Skills Cost:  265
  Total Cost:  307
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  182 
  Experience Points
  Total Disadvantage Points:  307
  
  UNTIL: Defenders Of Freedom 
  177 
  UNTIL ELECTRONIC WARFARE AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   6 REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  42
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  53 
  U-KTF Blaster Assault Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 clips of 32 
  Charges each (+½); OAF (-1) plus +1 
  OCV; OAF (-1) plus +1 versus Range 
  Modiﬁer; OAF (-1) 
  [32]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), 
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 Clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6  
  with STR), Reduced Endurance (0 END; 
  +½); OAF (-1), No Knockback (-¼) 
  1
  Martial Arts:  UNTIL Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Punch 
  +2 
  +0 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points); 
  OIF (-½) 
  0
  6 
  U-AS Combat Helmet Communications  
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced  
  Endurance (0 END; +½); OAF (-1),  
  Only To Create Light (-1) 
  0
   
   
  Perks
  25 
  EWD Laptop (see page 100)
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  U-AS Combat Helmet Chronometer  
  Readout:  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump  
  Of Direction; OIF (-½)
   
  Skills
  2 
  +1 OCV with U-KTF Blaster Assault Riﬂe
  3 
  Bugging 12-
  3 
  Bureaucratics 12-
  7 
  Computer Programming 14-
  3 
  Criminology 12-
  5 
  Cryptography 13-
  3 
  Deduction 12-
  5 
  Electronics 13-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  3 
  PS: UNTIL Agent 12-
  2 
  Security Systems 12-; Electronic/
  Technological Systems Only (-½)
  3 
  Stealth 12-
  5 
  Systems Operation 13-
  3 
  WF: Small Arms, Knives
  Total Powers & Skills Cost:  248
  Total Cost:  290
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  165 
  Experience Points
  Total Disadvantage Points:  290
  
  178 
  Hero System 5th Edition Revised
  UNTIL CRIMINALISTICS  
  AND FORENSICS AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2 ½d6
   10 COM 
  0 
  11-
   5 PD 
  2 
   
  Total:  13 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   6 REC 
  0
   28 END 
  0
   25 STUN 
  0 
  Total Characteristics Cost:  42
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  56 
  U-KTF Assault Blaster Riﬂe:  Energy Blast 
  10d6, Autoﬁre (5 shots; +½), 2 Clips of  
  32 Charges (+½); OAF (-1) plus +1 OCV; 
  OAF (-1) plus +1 versus Range Modiﬁer; 
  OAF (-1) 
  [32]
  3 
  Riﬂe-Butt Club:  HA +3d6; OAF (-1),  
  Hand-To-Hand Attack (-½) 
  1
  30 
  U-SHL Blaster Pistol:  Energy Blast 8d6,  
  2 Clips of 32 Charges (+½); OAF (-1) 
  [32]
  10 
  UB-1 Battle Knife:  HKA 1d6 (2d6 with STR), 
  Reduced Endurance (0 END; +½); OAF (-1), 
  No Knockback (-¼) 
  1
   
  Martial Arts:  UNTIL Combat Training
   
   Maneuver 
  OCV DCV 
  Notes
  4 
   Block 
  +2 
  +2 
  Block, Abort
  4 
   Punch 
  +2 
  +0 
  5d6 Strike
  3 
   Throw 
  +0 
  +1 
  3d6 + vel/5; 
  Target Falls
  12 
  U-AS Standard Uniform: Armor (8 PD/ 
  8 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-7; -½)  
  0
  5 
  U-AS Combat Helmet Protection: Armor  
  (6 PD/6 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2)
  4 
  U-AS Combat Helmet Noise Compensation:  
  Hearing Group Flash Defense (6 points);  
  OIF (-½)
  6 
  U-AS Combat Helmet Communications 
  Uplink:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½)
  11 
  U-M3 Mini-Flashlight:  Sight Group  
  Images, +4 to PER Rolls, Reduced  
  Endurance (0 END; +½); OAF (-1),  
  Only To Create Light (-1) 
  0
   
   
  Perks
  25 
  C&F Laptop (see page 101)
  1 
  Fringe Beneﬁt:  International Driver’s License
  5 
  Fringe Beneﬁt:  International Police Powers
  2 
  Fringe Beneﬁt:  International Weapon Permit
  1 
  Fringe Beneﬁt:  Passport
  2 
  Fringe Beneﬁt:  UNTIL Rank: Private
   
  Talents
  2 
  U-AS Combat Helmet Chronometer Readout:  
  Absolute Time Sense; OIF (-½)
  2 
  U-AS Combat Helmet GPS Unit:  Bump Of 
  Direction; OIF (-½)
   
  Skills
  2 
  +1 OCV with U-KTF Blaster Assault Riﬂe
  3 
  Crime Scene Kit:  +2 to Criminology and 
  Forensic Medicine; OAF (-1)
  3 
  Bureaucratics 12-
  3 
  Concealment 12-
  7 
  Criminology 14-
  3 
  Deduction 12-
  5 
  Forensic Medicine 13-
  3 
  KS: International Law & Law Enforcement 12-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The United Nations 11-
  2 
  KS: UNTIL 11-
  2 
  KS: World Politics 11-
  2 
  Language:  an additional Language (ﬂuent 
  conversation; must be English if English is 
  not Native Language)
  3 
  Paramedics 12-
  3 
  PS: UNTIL Agent 12-
  3 
  Streetwise 12-
  3 
  WF: Small Arms, Knives
  Total Powers & Skills Cost:  239
  Total Cost:  281
  75+ Disadvantages
  5 
  Distinctive Features:  UNTIL Uniform 
  (Easily Concealed)
  10 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)
  15 
  Hunted:  enemies of UNTIL 8- (Mo Pow, 
  sometimes NCI, Capture/Kill)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  156 
  Experience Points
  Total Disadvantage Points:  281
  
  UNTIL: Defenders Of Freedom 
  179 
  Abernathy, Kevin ..............................121
  ADIS ...................................................120
  Advanced Chemical Weapons  
  Research Project (ACW) .................43
  Advanced Robotics Coalition (ACR) .43
  Advanced Training School ................52
  Aegir ...............................44, 128-30, 162
  Aﬃliate program for superheroes ..135
  Africa ....................................................48
  Agencies of the UN ...................... 22-23
  Agent Recruit (AR) ...................... 51-52
  Agent Templates ...............................171
  Agents
   Generally ..................................... 50-75
   In combat ..................................132-34
  Aircraft .........................................108-13
  Alcoke, Thomasin ...............................45
  Americanists .......................................44
  Amir, Mirwais ...................................119
  Analyst Package Deal .........................67
  Ankylosaur ..........................................13
  Antarctic Research Outpost ......48, 161
  Appendices ........................................167
  Archdruid (former member of  
  UNITY) ...........................................137
  ARGENT ...........................158, 160, 164
  Armor ............................................ 92-93
  ASGARD ...........................................122
  Ashmurah, Ozigbodi ........................121
  Asia, Eastern ........................................49
  Asia, Western .......................................48
  Atlantis .........................................18, 127
  Australia ...............................................49
  AVALON ...........................................122
  Awad ...................................................164
  Awards .................................................55
  Banner, Dr. Arthur ............................128
  Base Commanders .............................37
  Basic Training .....................................51
  Batchelor, Bruce ..................................45
  Battle Of Detroit ...........................12, 46
  Ben-Israel, Field Marshall  
  David .............................33-34, 45, 160
  Beneﬁts ................................................52
  Bibliography ......................................170
  Bilderdijk, Henryk ..............................45
  Binder ...................................................13
  Blaster accessories ..............................87
  Blixen, Isak ..........................................45
  Bluejay ................................................162
  Board Of Directors, UNTIL ..............36
  Borovik, Pavel ................................12, 46
  Boudreau, Violette ........................36, 70
  Branches of UNTIL ............................56
  Bristol, Undersecretary  
  Jeﬀrey ...................................33, 45, 160
  Bronck, Henrik ..............................36, 70
  Bronze Age, UNTIL in .....................158
  Bronze Eagle ........................................55
  Buanarollo, Paolo (Gladiator) .........151
  Buangam ..............................................49
  Buangam, Prajadhipok .......................36
  Bulletheads ..........................................45
  Bureau 17 .............................................10
  Bureau Of Superhuman Statistics  
  (BSS) ..................................................42
  Business World ....................................49
  Bwbach (supervillain) ......................119
  Byong Kwang-sun ...............................41
  Bytehawks ............................................40
  C&F Laptop .......................................101
  Calderon, Daniel ...........................13, 21
  Caldwell, Christine .............................39
  Caldwell’s Cavaliers ............................39
  Calvino, Domenico .............................45
  Campaigning ...............................154-59
  Canada .................................................47
  Captain Claw .......................................28
  Captain Patriot (Don Randall) ...........9
  Caracal (former member of  
  UNITY) ...........................................137
  Central America .................................47
  Chain of command ............................45
  Champions, the .................................135
  Champions Universe, UNTIL as  
  part of ..............................................135
  Champions, UNTIL in ...............155-58
  Character creation ........................56, 76
  Chiluba, Alice ......................................36
  China ................................11, 13, 49, 135
  Chíquador ...........................18, 160, 164
  Christianshab, Greenland ..................51
  Clay, Elijah .....................36, 37, 135, 137
  Cleaves, Dr. Jon ...................................92
  Cohn, Roy ..............................................8
  Cohyn, Wilhelm ..................................45
  Coligny, Jeanne ...................................45
  Combat Clothing ................................94
  Combat Pilot Package Deal ......... 58-59
  Combat Piloting .................................76
  Combat, with agents ...................132-34
  Commando Hero .............................158
  Commendations .................................55
  Communications equipment ............95
  Companies ...........................................40
  Compensation .....................................52
  Computers ...................................96-102
  Cordero, Benito Paez ..........................12
  Costa Soler, Antonio .........................119
  Court, UNTIL in .................................14
  Crew-Served (Limitation) .................85
  Criminal law, international ...............26
  Criminalistis & Forensics Division  
  Package Deal .....................................66
  Cross-training .....................................52
  Crowns Of Krim ...........................13, 70
  Currie, Rodney ......................36. 45, 121
  Customary law ....................................34
  Cyber Hero ........................................158
  Dargon the Usurper ...........................18
  Dark Champions ..............................158
  Dark Seraph .................................. 12-13
  de Luna, Nestor ...................................45
  Death penalty ......................................44
  Dekkar, Dr. Miles (the Monster  
  Maker) ......................................... 10-11
  DEMON ..............................................70
  Diophoros, Stephen ............................45
  Diplomatic and Administrative  
  Corps .................................................41
  Diplomatic immunity ........................27
  Discipline .............................................54
  Distinguished Service Ribbon ..........55
  Distribution of UNTIL technology ..78
  Division Commanders .......................36
  Divisions (administrative grouping) 40
  Divisions (types of agents) ................56
   
  Dr. Black (member of UNITY) 
   ............................................48, 146, 163
  Dr. Destroyer .......................8, 12-13, 19,  
   ................46, 48, 71, 128, 139, 160, 162
  Dr. White (member of UNITY) .146, 163
  Drake-Victoria, Inc. ......................42, 92
  Dulles, John Foster ...............................9
  Dunant, Francois ................................45
  Dweomer .............................................70
  Eckhardt, Wilhelm  
  Carl ..........................12, 32, 45, 70, 160
  Eclipsar (supervillain) ......................119
  Economic And Social Council ..........22
  El Pícaro (member of UNITY) ..144, 163
  el-Bhakari, Jalal ...................................45
  Eldritch ........................................70, 148
  Electric Eel (supervillain) ................128
  Electronic Warfare Division  
  Package Deal .....................................65
  Empyreans ...................................161-62
  Energy Pistols ......................................78
  Energy Riﬂes .......................................80
  Energy Submachine Guns .................80
  English ..................................... 16, 51-52
  Equipment, in Package Deals ............56
  Espionage World .................................49
  Europe ..................................................48
  EWD Laptop .....................................100
  Extradition ..........................................26
  Fabulous Five .................................. 9-11
  Facilities .......................................119-30
  Fall, Asine Mustafa .............................12
  Fantasy Hero .....................................159
  Field Commanders .............................37
  Field Marshal ................................ 33-34
  Field Teams ..........................................38
  Firewing .............................................122
  Fitzgerald, Bryan .................................23
  Flying Fish Missilepedoes ...............107
  Flynn, Alexandria ...............................45
  Food And Agriculture Organization 
  (FAO) .........................................23, 160
  Force Field Belt, U-FFB .....................94
  Freya-class Speedboat ......................117
  Fringe Beneﬁts ....................................76
  FRONTIER ..................................49, 161
  Fujibayashi Tora ..................................70
  Future Soldier Program (FSP) ..............
  43, 151, 163
  Fyodorovich, Alexei ..............36, 45, 126
  Gadroon ...............................................12
  Gamemastering ...........................154-59
  Garrastazu, President .................18, 160
  GATEWAY ..............13, 21, 120-26, 162
  GEM Laser Weapons Project ............43
  General Assembly ...............................19
  Gimlé ............................................47, 124
  Gladiator ....................................151, 166
  Glossary of UNTIL terms ................168
  GM’s Vault ...................................160-66
  Golden Age, UNTIL in ....................158
  Governments, UNTIL and ................46
  Graham, Sen. Brent ............................11
  Grav-Car ............................................108
  Grav-Sled ...........................................103
  Grav-Tank ..........................................109
  Gravitar ................................................13
  Grenades ..............................................88
  Griﬃn ...................................................12
  Ground Vehicles .........................103-08
  Guamanga .........................................160
  Guardhouse .......................................119
  Gun advocates .....................................45
  Ha-Nl (South Korean superhero) .......9
  Hague, the ............................................22
  Hammarskjold, Dag .............................9
  Haroldsdottr, Toril ..............................70
  Harrows Flying Submersible ...........115
  Heavy Weapons ...................................84
  Heavy Weapons Specialist Package  
  Deal ....................................................59
  Heimdall-class Patrol Cruiser .........116
  Hejaz, Mahmoud ..........................36, 48
  High Command, UNTIL ...................31
  History ............................................. 6-13
  Horror Hero ......................................159
  Hosikara Eisaku ..................................45
  HUGIN ..........................................44, 96
  HUGIN Assessment And Control  
  Squad (HACS) ............................44, 65
  Humanitarians ....................................45
  IC Combat Clothing ..........................94
  Inﬁltrator Package Deal .....................68
  Infractions ...........................................54
  Intelligence Corps Basic Package  
  Deal ....................................................67
  Intelligence Corps Package  
  Deals ............................................ 66-68
  Internal politics ...................................44
  International Atomic Energy Agency 
  (IAEA) ...............................................23
  International Concealed Weapon  
  Permit ................................................76
  International Court Of Justice (ICJ) ....22
  International law ........................... 24-29
  International Monetary Fund ...........23
  International Police Powers ..............76
  International Weapon Permit ...........76
  Introduction ..........................................4
  Irok, Mahmoud ...................................45
  Iron Age, UNTIL in ..........................158
  Ironclad ..............................................122
  Ironwood Industrial Technologies ...42
  Istvatha V’han .....................................13
  Jandebeur, James .........................45, 129
  Jawasarlal, Rajiv ..................................45
  Jet-Cycle .............................................110
  Jones, Gideon H. .................................42
  Jorgensson, Nygard .............................36
  Jurisdiction, under international law ..24
  Jurisdiction, UNTIL’s ..........................14
  Justice Squadron .............12, 29, 69, 135
  Kamiida, Kalaiwa’a .............................70
  Kamuzawe, Dr. Kwayera ....................44
  Katie Blaster Assault Riﬂe (BAR) .....80
  Kazan (supervillain) .........................119
  UNTIL INDEX
  
  180 ■ Index 
  Hero System 5th Edition Revised
  Kemal, Richard ....................................45
  Kharagpur, India .................................51
  Ki-Hup (South Korean superhero) ....9
  Kilpatrick, Janice .................................45
  Kim Il Sung ...........................................9
  Knife, UB-1 Battle ...............................87
  Korean War ............................................9
  Kumiho (South Korean superhero) ...9
  Kwame, Rashida ............................36, 69
  L’Institut Thoth ...................................12
  Lamprey (supervillain) ....................119
  Languages, UN oﬃcial .......................16
  Larisagrad ..........................................164
  Larke, Jason ...................................36, 71
  Latrobe, James .....................................45
  Law
   International ............................... 24-29
   Of the sea ..........................................28
   Of war ................................................29
  League Of Arab States ........................18
  League Of Nations ................................7
  Lemurians ............................................11
  Levinson, Nadav .................................23
  Li Chun the Destroyer .......................29
  Liang Chen-hzu ..................................45
  Lie, Trygve .............................................8
  Light Horse ........................................153
  Light Horse Package Deal .................60
  Lingo ..................................................167
  Lumumba, Jason .................................45
  Makoto Murashima ............................36
  Malesela, Asukile ................................41
  Mandaarians ......................................122
  Maralal, Kenya ....................................51
  Maronni, Isabella ........................70, 162
  Martial World ..............................49, 161
  Martinez-class Motorcycle ..............104
  Martinez Cross ....................................55
  Martinez, Juan ..................... 9-13, 32, 41
  Martinez Space Facility ......47, 125, 161
  Marus .................................................127
  Mauch, Emil ........................................70
  Maven, Michael .....................................9
  Medals ..................................................55
  Medic Package Deal ...........................60
  Members of the UN ..................... 16-17
  Mentiac (member of UNITY) ....141, 163
  Mercenary/Military/Terrorist  
  World .................................................49
  MeteorMan II ........................................9
  Mexico ..................................................47
  Michaux, Garrison E. .........................43
  Militarists .............................................45
  Miscellaneous Weapons .....................87
  Mission, UNTIL’s ................................14
  Mixed squad ........................................38
  Mocker ...................................................9
  Monster Maker, the ...................... 10-11
  Moonbase Serenity (MBS) ......122, 162
  Moore, George ....................................45
  Motivations for agents .......................73
  MUNIN Computer Systems .............97
  Myrmidon (member of  
  UNITY) ...................................149, 163
  Mystic World .......................................49
  Nantai ...................................................45
  Narouk, Kannitha ...............................23
  NAUTILUS ............................13, 44, 126
  New Knights Of The Round Table ....135
  Night Stalker .........................................9
  Ninja Hero .........................................159
  Njord ..................................................128
  Nkorah, Mawuli ..................................48
  Normal Characteristic Maxima ........56
  North America ....................................46
  North Pole ...........................................42
  Nykanen, Jaume ..................................12
  O’Rourke, Antonio .............................42
  O’Sullivan, Aidan ................................36
  OAD Uniform and Gear ....................93
  OAD Weapons ....................................87
  Obelisque (supervillain) ..................119
  Oceania ................................................49
  Oceanic/Arctic Division Package Deal 64
  Oedekoven, Adam ........................36, 48
  Oﬃce for Outer Space Aﬀairs  
  (OOSA) .............................................21
  Oﬃce Of Superhuman Resources  
  (OSR) .........................................37, 135
  Oﬃce Of The Comptroller ................42
  Oﬃce On Drugs And Crime .............21
  Okonkwo, Fulani ..........................36, 48
  Optimus (Drake Wilson) ............... 8-13
  Order Of Commendation .................55
  Order Of Valor ....................................55
  Package Deals, for agents ............. 56-69
  Palestine ...............................................18
  Panzer (supervillain) ........................119
  Parker, William ....................................45
  Pasban, Kadir ......................................41
  Pay ........................................................52
  Peacekeeper Armor ....................92, 162
  Peacekeeper Package Deal .................61
  Peacekeepers (Chicago superteam) ...135
  Pension .................................................52
  People’s Legion ....................................10
  Perks for UNTIL agents .....................76
  Personal Flight Unit (PFU) ...............93
  Personal Laser Weapons Series .........43
  Pinzón, Ezio .........................................45
  Plague ...................................................12
  Platoons ...............................................40
  Police powers, international ..............27
  Port Hedland, Australia .............51, 129
  Portable computers ..........................100
  PRIMUS .........................................12, 46
  Professional Skills ...............................76
  Project Carolingian ....................73, 162
  Project Clockwork ......................73, 162
  Project Frankenstein ..................73, 162
  Project Hermes .............................49, 70
  Project Mind Game ..............44, 70, 162
  Project Shiva ..........................12, 71, 162
  Project Snakecharmer ........................69
  Project Stargazer .................................70
  Psionic Engineering Program ...........43
  Pulp Hero ..........................................159
  Punishment .........................................54
  Qualiﬁcations for agents ....................51
  Quartermaster Corps .........................42
  Quasar ..................................................48
  Quasar (member of UNITY) ..138, 163
  Queen Mara ................................18, 127
  Ragnarok (Project Shiva hovership) ....71
  Randall, Don (Captain Patriot) ...........9
  Ranks, UNTIL .....................................76
  Reconnaissance equipment ...............95
  Recruitment ........................................51
  Red Cross .............................................18
  Regional Commanders ......................36
  Register of Objects Launched into Outer 
  Space (ROLOS) ................................21
  Regulations ..........................................53
  Reig, Dr. Alberto .................................44
  Renton, Patricia (Siren) ...............12, 36
  Retirement ...........................................52
  Retraints ...............................................88
  Rick’s Squad .........................................39
  Rodriguez-Colon, Manolo ..........36, 47
  Roma, Trevor .......................45, 123, 162
  Romales, Esteban ................................45
  Rubinson, George ...............................45
  Salary ....................................................52
  Santa Claus ..........................................42
  Sawprapassorn, Jirasak .......................23
  Scimitar (supervillain) .....................164
  Sea King .............................................128
  Sea, law of ............................................28
  Secretariat ............................................21
  Secretary-Marshal ........................ 31-33
  Security Council .........................20, 160
  Selenites .............................................162
  Sentinels ...............................11, 127, 135
  Shellie Blaster Pistol ...........................78
  Shield Of The People ........................164
  Sigurd-class Combat Helicopter .....111
  Silver Age ...............................................9
  Silver Age, UNTIL in ........................158
  Singh .............................................. 71-72
  Singh, Natesh .......................................36
  Sirians ...................................................11
  Skills for UNTIL agents .....................76
  Skucas, Jonas .......................................70
  Sky Cavalry ............................61-62, 162
  Sky Cavalry Aerial Fighting ..............62
  Sky Cavalry Package Deal ........... 61-62
  Skyboat ...............................................103
  SKYGUARD ......................................122
  Slang, UNTIL ....................................167
  SLP Aﬃliate (Fringe Beneﬁt) ............76
  SLP Member Package Deal .............136
  Soares, Gabriel ....................................41
  Sonic Weapons Project ......................43
  South America ....................................47
  Southles, Robert ..................................45
  Sovereign Military Order of Malta ...18
  Soviet Union ..................................11, 13
  Soyinka, Chinyere ...............................45
  Space Oddities ............................40, 122
  Space Suit, U-GW-1 ...........................94
  Special Projects ............................. 69-73
  Specialist Training ..............................52
  Squads ..................................................38
  Stanislavsky, Rudolf ............................45
  Star Hero ............................................159
  States and statehood, under  
  international law ..............................25
  Ste. Germaine, Etienne ...................9, 11
  Ste. Germaine, Yvette ..........................12
  Stealth Bodysuit, U-ALB ...................94
  Stein ......................................................45
  Stein, Anitra .........................................41
  Stingray (supervillainess) ..................28
  Stingray-class Minisub .....................114
  Strasky, Dr. Bohuslav ..........43, 151, 164
  Stratoline-class Transport Plane .....112
  Structure and organization of  
  UNTIL ......................................... 30-49
  Subano, Alejandro ......................18, 160
  Subcultures ..........................................49
  Sullivan, Darren ..................................72
  Superhero aﬃliate program ............135
  Superhero Liaison Program  
  (SLP) ..........................................37, 136
  Superhuman Analysis Division  
  (SAD) .................................................43
  Superhuman Combat Analysis Report 
  (SCAR) ..............................................43
  Superhumans, UNTIL and ......135-153
  Surveillance Specialist Package  
  Deal ....................................................68
  Szabo, Katalin ..............................45, 119
  Székely, Andrea ...................................45
  Taber, John ...............................36, 45, 47
  Table Of Organization .......................39
  Tactical Command Package Deal .....62
  Tactics and procedures ..............131-53
  Taiwan ..................................................19
  Takashi Akiyama ..........................36, 45
  Takofanes .............................................70
  Technical Corps ..................................42
  Technical Corps Field Agent Package 
  Deal ....................................................69
  Technology, UNTIL ....................77-118
  Tempest ................................................23
  Territorial sovereignty ........................26
  Thesken, Steven ...........................71, 162
  Thor-class APC .................................105
  Threat Assessment Reports ...............43
  Tiger Squad ...............11, 13, 29, 49, 135
  Timakata, Dr. Jacques .........................44
  Toolkits ................................................95
  Towell, Robert ...............................36, 45
  Training ...............................................51
  Transport Familiarity .........................76
  Treaties .................................................24
  Tribunal Treaty ............................. 10-11
  Trusteeship Council ...........................22
  Typhoon (supervillain) ....................128
  U Thant ................................................10
  Ubbayyid, Hafez ..................................45
  Uller-class Snowmobile ...................118
  UNCTAD ............................................22
  Undercover Package Deal ..................68
  Undersecretary ...................................33
  Underwater facilities ..................126-30
  UNICEF ...............................................22
  Uniform, UNTIL ..........................54, 92
  United Nations .......................... 5, 15-23
  United Nations Criminal Court  
  (UNCC) .............................................22
  United Nations Interregional  
  Crime And Justice Institute  
  (UNICRI) ................................9, 11, 23
  United States ........................... 11-13, 46
  UNITY .....................12, 48, 137-50, 162
  UNTIL and world governments .......46
  UNTIL Basic Training (UBT) ...........51
  UNTIL Basic Training Package Deal ..57
  UNTIL Combat Training ..................58
  UNTIL Criminalistics Laboratories ....42
  UNTIL Multipurpose Utility Vehicle 
  
  UNTIL: Defenders Of Freedom 
  181 
  (UMUV) ..........................................106
  UNTIL Research And Development ..42
  UNTIL Short-Range Space Transport 
  (USST) .............................................125
  UNTIL structure and  
  organization ................................ 31-49
  UNTIL Supercriminal Tactical  
  Reference Manual ............................43
  UNTIL Superpowers Database  
  (USPD) ..............................................43
  UNTIL Variable Environment  
  Vehicle (UVEV) .............................107
  UNTIL Weekly Supercriminal  
  Defense Bulletin ...............................43
  UNTIL World Headquarters ...........119
  Urban Agent Package Deal ................58
  Urban Division Package Deals .... 58-63
  Valkyrie-class Fighter ...............113, 162
  Van der Lund, Cornelius ....................45
  Van Eck, Jan .........................................45
  Van Thieu, Nguyen .............................45
  Vanguard ...............................................9
  Vatican City .........................................19
  Veeve ..................................................107
  Vehicle Operations Specialist Package 
  Deal ....................................................63
  Vehicles ........................................103-18
  Verucci, Nadia .....................................72
  Vietnam War .......................................11
  Viking-class Assault Van ..................108
  Villareal, Antonio ................................43
  VIPER ......................44, 48, 59, 158, 164
  Vorschawski, Kazimirz .....................121
  Wallace, Bryan .....................................42
  War, law of ...........................................29
  Watercraft and OAD Vehicles ...114-18
  Watts, Dr. Leah ....................................43
  Weapon Familiarity ............................76
  Weapons ........................................ 78-91
  Weaver, John ........................................40
  Weaver’s Raiders .................................40
  Who’s Who In UNTIL .....................168
  Wilderness Division Package Deal ...63
  Wilson, Drake (Optimus) ........ 8-13, 46
  Witchcraft ............................................70
  Woisenewski, Krystyn ........................42
  World Bank .........................................23
  World Court ........................................22
  World Headquarters .........................119
  World Health Organization ..............23
  World Meteorological  
  Organization .....................................23
  World War I ...........................................7
  World War II .........................................7
  Wu, Susan ............................................45
  Zatopek, Viktor .........................153, 164
  Kick the tires and 
  light the fires
  Vehicle
  Sourcebook
  The HERO System Vehicle Sourcebook is a comprehensive 
  resource on vehicles for all HERO System games. No matter 
  what genre, setting, or time period your campaign features, 
  the HSVS has just the vehicles you need! Whether you want a 
  World War II-era tank or submarine, a supersonic jetﬁghter, 
  ships from medieval times and the Age Of Sail, super-cycles, 
  attack helicopters, sportscars, or pulp-era autogyros, this is 
  the book for you! In addition to full HERO System writeups 
  for the vehicles, the Vehicle Sourcebook contains fascinating 
  historical, technical, and performance information for the 
  cars, planes, and watercraft it describes.
  Late January 2004 
  $26.99 US 
  DOJHERO105
  Kick the tires and 
  light the fires
  
SOURCE: textdata/thevault/Hero System/Hero System - UNTIL - Defenders of Freedom.pdf