TEXT: THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 1
  CONTENT MANAGERs: 
  CHARLES RICE AND CHRIS DAVIS
  LAYOUT: 
  CHRIS DAVIS
  PROOFREADING: 
  CHRIS DAVIS
  WWW.RPGOBJECTS.COM
  #126
  VIGILANCE FORCE: 
  AMERICA’S HEROES OF WWII FOR SUPERS20
  BY CHARLES RICE
  Modern20
  Charles Rice’s 
  next evolution 
  in modern d20 
  gaming!
  Modern 
  Mayhem and 
  Mystery to the 
  20th Power!
  For centuries meta-humans have used their 
  abilities to aid causes that inspired them. 
  St. Francis of the Flaming Sword, regarded 
  by many historians as the first mutant, used 
  his abilities of flight and fire projection on 
  behalf of the knights of the First Crusade in 
  1095. 
  America’s first meta-human appeared 
  during her first war, when the Minuteman 
  used a small time-altering device to appear 
  and disappear at will, serving as the 
  ultimate scout for General Washington. The 
  Minuteman appeared again during the Civil 
  War, fighting against fellow Americans, for 
  the Union Army.
  During WWI, meta-humans fought 
  for several nations. Nautilus fought for 
  America, protecting her ships from German 
  U-Boats, sinking at least 15 over the course 
  of the war. Excalibur served Great Britain, 
  wielding the magic sword of legend and 
  exposing a German plot to bring Mexico 
  into the war in an attack against the United 
  States. Russia was served by Hammer and 
  Sickle, peasant twins who championed their 
  country, and later Communism. Finally 
  there was Le Verdun, a mysterious French 
  hero who appeared, healed thousands of 
  wounded French soldiers in a single day 
  after a terrible battle and then disappeared 
  just as mysteriously. 
  Notably, no heroes fought for Germany 
  during WWI. After the war, with its 
  humiliating end at Versailles, many within 
  Germany blamed this lack of meta-human 
  
  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 2
  support for the German defeat. Thus, as he rose 
  to power, Hitler was as keen on making sure that 
  Germany had powerful meta-humans as he was on 
  making sure Germany had a powerful air force and 
  navy. 
  What made Germany’s force of meta-humans 
  unique however, and what has heralded in the 
  beginning of the modern meta-human age was the 
  number of meta-humans Germany employed. Whereas 
  the heroes of WWI had been lone figures of mystery 
  and romance, WWII saw Germany employ over half a 
  dozen meta-humans, trained to function together as a 
  team. The sum being greater than the whole, this team, 
  the Kampfgruppe Eugenik, or Eugenics Brigade, 
  proved frighteningly effective during the early 
  campaigns of the war. It was clear the other nations of 
  the world would need to respond.
  In fact, American President Franklin Roosevelt 
  considered Germany’s team a crisis, stating in an early 
  memo that America needed an “emergency response” 
  to the Eugenics Brigade. Thus, but Executive Order, 
  the United States Headquarters for Emergency 
  Response, or U.S.H.E.R. was created. 
  At first this “agency” consisted of a single man, 
  a meta-human hero of Prohibition: Deuce. This 
  still-busting vigilante had caught the imagination of 
  America and Franklin Roosevelt had appointed him 
  “National Crime Overseer”, with national jurisdiction 
  to help combat the rising tide of organized crime. It 
  was this man that the President charged with finding 
  and training America’s response to the Eugenics 
  Brigade. 
  Unlike Prohibition, this time Deuce would not 
  be working alone. He would have the full support 
  of the United States government behind him. His 
  first task was to set up the Superhuman Testing and 
  Training range, located at Maxwell Air Force Base 
  in Tuskegee, Alabama. While many of America’s top 
  scientists tried to create a training program for unique 
  individuals who were more than human, Deuce hit 
  the road, tracking down leads of unusual activity 
  looking for meta-humans to fight for America. At 
  their strongest, Vigilance Force would contain eight 
  members: Captain Miracle, Deuce, Freight Train, 
  Hornet, Marauder, Minuteman, Old Glory and Talon. 
  NEW POWERS
  CONTROL TIME
  You can control the flow of time.
  Duration: 1 round times your power level
  Range: 20 ft. times your power level
  Effect: One opponent moves down in the Initiative 
  order by an amount equal to your power level.  
  Stunts
  Fast Forward: You gain a bonus to Initiative equal 
  to one-half your power level. The duration of this 
  power is permanent and the range is you.
  Haste (requires Fast Forward): All allies within 
  range of this power gain a bonus to Initiative equal 
  to one-half your power level. Use of this power is a 
  move action.
  Time Stop: You gain teleportation with a range of 10 
  ft. times your power level.  
  VIGILANCE FORCE
  Captain Miracle a.k.a. Fred Williamson (Brainiac 
  10): HD 10d8+20; HP 80; Init +2; Spd 30 ft; Defense 
  25, flatfooted 17 (+2 Dex, +6 Int, +7 Class); BAB +7; 
  Atk +9 melee (1d4+0, knife), or +9 ranged (10d4+0, 
  fusion rifle); SQ Thinker; AL Old Glory; SV Fort +5, 
  Ref +7, Will +8, Rec +5; Rep +5; Str 10, Dex 14, Con 
  15, Int 22, Wis 12, Cha 8.
  Background: Criminal
  Occupation:  Super team Perks 2+2 power stunts 
  (Called Shot, Pilot; Mechanics, Electronics) 
  Hobby: Stealth
  Skills: Academics (Genetics) 13 (+20), Academics 
  (Robotics) 13 (+20), Chemistry 13 (+20), Computers 
  13 (+20), Crime 13 (+20), Engineering 13 (+20), 
  Firearms 13 (+15), Leadership 13 (+12), Legal 13 
  (+20), Perception 13 (+14), Power Control 13 (+15), 
  Read/Write Language (Ancient Greek, English, 
  German, Japanese, Russian), Speak Language 
  (Ancient Greek, English, German, Japanese, Russian), 
  Stealth 8 (+10), Streetwise 13 (+14), Vehicles 13 
  (+15)
  Feats: Blast (PL +3, device, can be disarmed, 
  personal), Gadgetry, Power Level x7, Smart Defense, 
  Superhuman Intelligence, Teamwork (Vigilance 
  Force): +3 attack rolls, Unique Vehicle (Night Flyer, 
  modified supersonic jet, possesses Armor and Life 
  Support powers)
  Access/Contacts/Followers: Secret Access, Supply 
  Contact (Tuskegee Institute): 15 wealth
  Wealth: 12
  Possessions: Fusion Rifle, Night Flyer
  Character Disadvantages: Code: Loyal to Old 
  Glory (DSR 5), Code: Intellectual Arrogance (DSR 2)
  Background: Status Report #37: Dr. Mitchell 
  Westfield to Dr. Cameron Forster
  I am writing to formally request the removal of test 
  subject #3, Fred Williamson, a.k.a. “Captain Miracle” 
  from the Tuskegee Project. Subject Williamson is 
  uncooperative during tests, making frequent claims 
  that he should be running them, despite being a 16 
  year-old former carnival huckster. 
  Williamson also invents things that would be vital 
  to the war effort, such as his jet fighter and energy 
  rifle, that he then refuses to explain or demonstrate 
  to base scientists. Sometimes he claims he cannot 
  repeat the construction process and other times he 
  claims base scientists could not be made to understand 
  his inventions. Neither is believed by this scientist 
  or a majority of the base staff (names available on 
  request). 
  
  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 3
  He listens to one person and one person only, his 
  friend, test subject #1, Christian Thomason, a.k.a. 
  “Old Glory”. Except for this one person, Williamson 
  seems completely out of control and narcissistic 
  and quite likely possesses a borderline personality 
  disorder. 
  Response to Dr. Westfield from Dr. Foster
  The boy’s arrogant. He’s also a genius. We need 
  him. Learn to get along with him or a transfer can be 
  arranged.
  Quote: “I’d explain it to you but I just don’t have 
  the time.”
  Deuce a.k.a. Dr. Cameron Forster (Empath 10): 
  HD 10d8+20; HP 80; Init +4; Spd 30 ft; Defense 27, 
  flatfooted 17 (+4 Dex, +6 Wis, +7 Class); BAB +7; 
  Atk +8 melee (2d6+1 NL, unarmed), or +13 melee 
  (2d6+6 NL, unarmed w/ Strength Enhancement), or 
  +11 ranged (2d4+2, Enfield revolver); SQ Resolute; 
  AL Law and Order; SV Fort +13, Ref +11, Will 
  +13, Rec +11; Rep +5; Str 12 (22 w/ Strength 
  Enhancement), Dex 18, Con 14, Int 10, Wis 22, Cha 8.
  Background: Dilettante
  Occupation: Vigilante Perks 2+2 power stunts 
  (Precision Strike, Urban Stealth; Swinging, Gliding)
  Hobby: Firearms
  Skills: Firearms 4 (+8), Legal 13 (+13), Medicine 
  13 (+19), Perception 13 (+19), Power Control 13 
  (+15), Streetwise 13 (+19), Unarmed 13 (+19), 
  Vehicles 4 (+8)
  Feats: Ability Enhancement (Strength), Empathy, 
  Enemy (Criminals): +3 damage, Mind Over Body, 
  Poise, Power Level x5, Superhuman Dexterity, 
  Superhuman Wisdom, Wealth
  Access/Contacts/Followers: Complete Access 
  (Federal Crime Czar, reporting directly to President 
  Roosevelt)
  Wealth: 30
  Possessions: Enfield Revolver
  Character Disadvantages: Code: Scrupulously 
  Honest (DSR 3), Code: Dislikes Killing (DSR 2)
  Background: Cameron Forster was born into 
  wealth. At a young age, his parents died and Cameron 
  was raised by his uncle, wealthy nightclub owner 
  Howard Forster, who encouraged the young man to 
  pursue the hobbies of the idle rich: philanthropy and 
  perhaps the occasional polo match. 
  Cameron had higher ambitions, though no sense 
  of purpose, and set out to see the world immediately 
  after graduating medical school. When his airship 
  crashed while going over the Himalayas, the boy and 
  his entire party was presumed dead. When he returned 
  to Chicago over a year later, everyone could tell there 
  was something different about Cameron. He saw the 
  world through different eyes.
  To this day he doesn’t talk about what he 
  experienced there but as he looked around Chicago, he 
  saw a different city, one controlled by gangs using the 
  hand grenade the pistol to extend the control of their 
  illegal enterprises. Using the eastern martial arts and 
  exotic chemistry lore he had learned in the Himalayas, 
  Forster adopted a new identity, Deuce, using the 
  Deuce of Spades as his calling card in a one-man war 
  against the city’s crime lords, including, eventually, 
  his own uncle. 
  His exploits did not go unnoticed and Franklin 
  Roosevelt appointed Deuce to the position of Federal 
  Crime Czar, intending him to take on the Mafia 
  nationwide. However this was not to be, for as the 
  world edged ever-closer to global war and Hitler’s 
  Kampfgruppe Eugenik rampaged through Europe, 
  Deuce was given a new mission by the President: 
  locate Americans with meta-human abilities and 
  mold them into a fighting force capable of defending 
  America if war proved inevitable.  
  Quote: “Crime is a cancer in this country and as a 
  physician, I know just how to deal with cancer: cut it 
  out.”
  Freight Train a.k.a. Raymont Jefferson 
  (Powerhouse 10): HD 10d10+60; HP 130; Init 
  +8; Spd 175 ft; Defense 22, flatfooted 17 (+5 Dex, 
  +7 Class); BAB +10; Atk +16 melee (2d6+6 NL, 
  unarmed), or +16 melee (2d6+11 NL, unarmed charge 
  attack), or +15 ranged (2d6+3, M-1 Garand); SQ 
  Melee Master; AL Vigilance Force, United States; SV 
  Fort +13, Ref +8, Will +4, Rec +11; Rep +5; Str 23, 
  Dex 20, Con 22, Int 10, Wis 12, Cha 8.
  Background: Athlete
  Occupation: Super team Perks: 2+2 power stunts 
  (Precision Strike, Forest Stealth; Hypervelocity, 
  Power Slam)
  Hobby: Firearms
  Skills: Acrobatics 4 (+9), Athletics 13 (+19), 
  Firearms 4 (+9), Outdoorsman 13 (+14), Perception 
  4 (+5), Power Control 13 (+19), Streetwise 4 (+5), 
  Unarmed 13 (+19)
  Feats: Move-By Action, Power Level x7, Super 
  Running, Superhuman Constitution, Superhuman 
  Dexterity, Superhuman Strength, Teamwork 
  (Vigilance Force): +3 attack rolls
  Access/Contacts/Followers: Secret Access, Supply 
  Contact (Tuskegee Institute): 15 wealth 
  Wealth: 12
  Possessions: M-1 Garand Rifle, 32 rounds 
  ammunition
  Character Disadvantages: Code: Loyal to Old 
  Glory (DSR 5)
  Background: Status Report #27: Dr. Cameron 
  Forster to President Roosevelt
  Mr. President, our core group of three has really 
  gelled with the addition of Raymont Freeman, 
  discovered during a high school football game when 
  his mutant abilities surfaced, causing the injuries 
  of three boys on the opposing team. Freeman, who 
  has taken the code name “Freight Train” can run at 
  speeds of 70 mph for extended periods, possesses 
  superhuman strength, speed and endurance. 
  You should have seen them attack the combat range 
  
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  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 4
  today, Sir. Exercise involved the three meta-human 
  STT (superhuman testing and training) subjects 
  against “C” Company, strength 100 men. Vigilance 
  Force achieved victory in 4 minutes, 39 seconds. 
  Commander of “C” Company estimates that in a live 
  fire setting his casualties would have been 70% or 
  higher.
  Quote: “Too slow!”
  Hornet a.k.a. Dr. Clair Starling (Brainiac 5/
  Speedfreak 5): HD 10d8+20; HP 80; Init +7; Spd 30 
  ft, Fly 80 ft; Defense 25/27 with shrinking, flatfooted 
  18/20 with shrinking (+7 Dex, +8 Class, +2 Size 
  with shrinking); BAB +6; Atk +5 melee (1d8-1 NL, 
  unarmed), or +13 ranged (8d4+0, bio-energy blast); 
  SQ Thinker; AL United States; SV Fort +6, Ref +14, 
  Will +6, Rec +4; Rep +8; Str 8, Dex 24, Con 14, Int 
  14, Wis 12, Cha 10.
  Background: Academic
  Occupation: Super team: Perks 2 (Professional 
  Reputation, Pilot; Insect Messengers, Insect Steed)
  Hobby: Acrobatics
  Skills: Academics (Entomology) 8 (+10), 
  Academics (Genetics) 4 (+6), Acrobatics 4 (+11), 
  Chemistry 8 (+10), Crime 8 (+10), Engineering 8 
  (+10), Outdoorsman 8 (+9), Perception 8 (+9), Power 
  Control 13 (+15), Read/Write Language (Ancient 
  Greek, Arabic, Chinese, French, English, German, 
  Italian, Japanese, Latin, Russian, Spanish), Speak 
  Language (Ancient Greek, Arabic, Chinese, French, 
  English, German, Italian, Japanese, Latin, Russian, 
  Spanish), Stealth 13 (+20/+24 with shrinking), 
  Unarmed 8 (+7), Vehicles 12 (+19)
  Feats: Blast, Control Insects, Power Level x8, 
  Shrinking, Superhuman Dexterity, Teamwork 
  (Vigilance Force): +3 attack rolls
  Access/Contacts/Followers: Secret Access, Supply 
  Contact (Tuskegee Institute): 20 wealth 
  Wealth: 16
  Possessions: None
  Character Disadvantages: Phobia- trypanophobia: 
  fear of medical procedures involving needles (DSR 3)
  Background: Follow-up investigator’s report from 
  Groom Lake RE: “The Atrocity Incident”
  Previous report mistaken concerning complete loss 
  of life among project scientists. One scientist found 
  alive, the team entomologist, who was experimenting 
  with modified insect strains as a possible biological 
  weapon. Mutagen explosion mixed with Dr. Starling’s 
  experiments, mutating both her and the entire ant 
  colony she was working with.
  Subject was found unconscious, at extreme small 
  size. Medical procedures to wake subject and allow 
  her to resume normal size were very traumatic, 
  perhaps resulting in permanent psychological damage. 
  Insects also mutated and seem to exhibit above normal 
  intelligence and respond to Dr. Starling as though she 
  were some sort of “super-queen”.
  Insects seem to be aggressively attempting to 
  expand control over neighboring colonies, suggest 
  confinement or extermination of mutated ants rather 
  than allowing them to spread into the wild. Dr. 
  Starling seems to have an affinity for these creatures 
  though, so she might resist extermination. 
  Following intensive therapy and testing of abilities, 
  it is recommended subject be transferred to Tuskegee 
  Institute for combat and covert ops training.  
  Quote: “Sorry if I’m pushy. I’ve been told I’m a bit 
  of a queen bee.”
  Marauder a.k.a. Sgt. Max Morley (Tank 10): 
  HD 10d12+60; HP 140; Init +1; Spd 30 ft; Defense 
  18, flatfooted 17 (+1 Dex, +7 Class); BAB +7; Atk 
  +10 melee (1d6+6, machete), or +8 ranged (2d8+8, 
  Thompson M-1928 SMG w/ 100-round drum) or + 
  8 ranged (2d6+3, M-1911A1); SQ Resilience, 7 DR 
  vs. physical and energy attacks, +3 to saving throws 
  against radiation, heat and cold; AL Old Glory, United 
  States; SV Fort +13, Ref +6, Will +3, Rec +13; Rep 
  +10; Str 16, Dex 13, Con 22, Int 12, Wis 10, Cha 8.
  Background: Military
  Occupation: Super team: Perks 4+2 power stunts 
  (Professional Reputation, Bulletproof, Environmental 
  Seal, Resist Radiation; Resist Heat, Resist Cold)
  Hobby: Leadership
  Skills: Athletics 10 (+13), Firearms 13 (+14), 
  Leadership 7 (+6), Perception 4 (+4), Power Control 
  13 (+19), Stealth 4 (+5), Unarmed 13 (+16), Vehicles 
  4 (+5), Weapons 13 (+16)
  Feats: Absorption, Armor, Career Advancement, 
  Power Level x7, Regeneration, Superhuman 
  Constitution, Teamwork (Vigilance Force): +3 attack 
  rolls
  Access/Contacts/Followers: Secret Access, Supply 
  Contact (Tuskegee Institute): 30 wealth
  Wealth: 11
  Possessions: Machete, Thompson M-1928 SMG, 3 
  100-round drums, M-1911A1, 16 rounds ammunition
  Character Disadvantages: Code: Believes he’s 
  invulnerable (DSR 5)
  Background: Initial Report from Groom Lake RE: 
  “The Atrocity Incident”
  So far only one subject has been found alive, test 
  subject Max Morley, United States Marine Corps. 
  Subject appears to be nearly impervious to every 
  type of injury. Though dazed, he was able to give a 
  detailed account of the lab explosion and subsequent 
  transformation of several test subjects into, in Sgt. 
  Morley’s words “atrocities”. Recommend immediate 
  recall of Vigilance Force from Europe until this 
  situation can be dealt with. 
  Quote: “C’mon! You can hit harder than that!”
  Minuteman a.k.a. Samuel Mason (Powerhouse 10): 
  HD 10d10+30; HP 100; Init +5; Spd 30 ft, Fly 180 ft; 
  Defense 18, flatfooted 17 (+1 Dex, +7 Class); BAB 
  +10; Atk +18 melee (2d6+7 NL, unarmed), or +11 
  ranged (Control Time); SQ Melee Master; AL United 
  States, Brotherhood of the Hourglass; SV Fort +10, 
  Ref +4, Will +4, Rec +8; Rep +5; Str 24, Dex 13, Con 
  
  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 5
  16, Int 10, Wis 12, Cha 8.
  Background: Dilettante
  Occupation: Super team Perks: 2+2 power stunts 
  (Professional Salary x2; Fast Forward, Time Stop)
  Hobby: Outdoorsman
  Skills: Legal 13 (+13), Outdoorsman 4 (+5), 
  Perception 4 (+5), Power Control 13 (+16), Unarmed 
  13 (+20), Vehicles 13 (+14)
  Feats: Armor (PL +2, worn device, personal, 
  Minuteman Mk I Battlesuit), Attack Focus (Unarmed), 
  Control Time (PL +2, worn device, personal, 
  Minuteman Mk I Battlesuit), Flight (PL +2, worn 
  device, personal, Minuteman Mk I Battlesuit), Power 
  Level x7, Superhuman Strength (PL +2, worn device, 
  personal, Minuteman Mk I Battlesuit), Teamwork 
  (Vigilance Force): +3 attack rolls
  Access/Contacts/Followers: Complete Access 
  (member of an elite secret society with contacts at all 
  levels of government)
  Wealth: 30
  Possessions: Minuteman armor
  Character Disadvantages: Code: Protect the 
  United States from all threats foreign and domestic 
  (DSR 5), Nemesis: The Chronicler (DSR 3) 
  Background: From the private journal of Samuel 
  Mason 
  For generations my brothers and sisters have 
  protected this Republic. For every war, one of 
  us has stepped forward to accept the mantle of 
  the Minuteman, using the enchanted clockwork 
  mechanism that allowed us to speed up or slow down 
  time. Ezekiel Mason served as a special agent for 
  General Washington during the Revolutionary War, 
  and Janine Mason served as a scout for the North 
  during the Civil War.
  And now, as this nation faces perhaps its greatest 
  test, I have been called to prove myself worthy of 
  this great legacy and have been entrusted with the 
  enchanted timepiece. But desperate times call for 
  desperate measures and my brothers feel that even our 
  weapon through the ages will not be enough. Instead 
  of the handheld timepiece we have used in the past, 
  the clockwork mechanism has been built into the chest 
  plate of a mighty suit of armor, brought back by my 
  brothers from the far future.
  May it prove sufficient to protect this great 
  Republic.  
  Quote: “I am the Minuteman. I fight for freedom.”
  Old Glory a.k.a. Christian Thomason (Speedfreak 
  10): HD 10d8+20; HP 80; Init +6; Spd 30 ft, Fly 140 
  ft; Defense 27, flatfooted 20 (+7 Dex, +10 Class); 
  BAB +7; Atk +6 melee (2d6-1 NL, unarmed), or +6 
  melee (9d4, fire aura), or +13 ranged (9d4+0, fire 
  blast); SQ Need for speed, +7 saving throws vs. fire, 
  14 DR vs. fire; AL United States, Vigilance Force, 
  Mutant Rights; SV Fort +7, Ref +13, Will +4, Rec +5; 
  Rep +6; Str 8, Dex 22, Con 15, Int 10, Wis 12, Cha 
  14.
  Background: Military
  Occupation: Super team Perks 4+2 power stunts 
  (Group Cohesion, Inspire Courage, Immunity to Fire, 
  Resist Fire; Fire Bolt, Quench Fire)
  Hobby: Vehicles
  Skills: Acrobatics 13 (+19), Influence 4 (+6), 
  Leadership 13 (+15), Legal 4 (+4), Perception 4 (+5), 
  Power Control 13 (+15), Unarmed 13 (+12), Vehicles 
  4 (+10)
  Feats: Aura, energy (PL +2, limited energy type, 
  fire), Career Advancement, Control Fire, Flight, 
  Power Level x7, Superhuman Dexterity, Teamwork 
  (Vigilance Force): +3 attack rolls
  Access/Contacts/Followers: Top Secret Access, 
  Supply Contact (Tuskegee Institute): 16 wealth
  Wealth: 12
  Possessions: None
  Character Disadvantages: Code: Protect the 
  Innocent and Helpless (DSR 5), Code: Defend Mutant 
  Rights (DSR 5)
  Background: Status Report #1: Dr. Cameron 
  Forster to President Franklin Roosevelt
  Mr. President, for my first “find” I have to say, with 
  three more like this one we will send Hitler’s “master 
  race” straight to hell so fast they won’t know what hit 
  ‘em. I heard about the boy, Christian Thomason, on 
  the radio of all places. Supposedly he had walked right 
  through an enormous forest fire unharmed, parting 
  the fire before him. Since this is the sort of bunk I 
  investigate now, I went and talked to the firemen 
  directly and their stories lined up right in a row.
  So I brought the boy back to Tuskegee and by the 
  time we got there I was half convinced that he was 
  just a regular kid, a little skinny, with a good mind 
  and strong character but nothing too unusual. Then 
  the docs started working on him. They started slow, 
  heating pieces of metal to a level that should have 
  been uncomfortable and placing them on his skin. It 
  took awhile before he even felt it and when he did, he 
  would just give the metal this sort of look and it would 
  cool right down. 
  They also checked his heart rate, it was off the 
  charts. He should have been having a heart attack 
  every 30 seconds and he moves like a cat. The boy 
  is 13 and if this whole war thing never happens, we 
  should just put him in the cockpit and make him a test 
  pilot. 
  But today, well, all I can say sir is you need to come 
  and see this for yourself. Today the boy lit up like a 
  roman candle, complete spontaneous immolation. But 
  he’s fine. In fact, he seemed to like it, especially when 
  he took off like a rocket. He can heat objects as easily 
  as he can cool them, causing them to burst into flame 
  with a look, or just projecting fire from his hands.
  And the soldiers, they love this kid. At first I 
  thought he was like the camp mascot, but it’s more 
  than that. They’re following him. At 13. If I keep this 
  “talent search” going for 20 years I will never find 
  another one like him. He’s a national treasure. 
  Quote: “Hand me the gun before I melt it in your 
  hand.”
  
  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 6
  Talon a.k.a. Dr. Jonathan Swiftriver (Empath 10): 
  HD 10d8+30; HP 90; Init +5; Spd 30 ft; Defense 22, 
  flatfooted 17 (+5 Dex, +7 Class); BAB +7; Atk +8 
  melee (2d6+1 NL, unarmed), or +12 melee (1d4+2, 
  knife), or +12 ranged (2d6+3, M-1 Garand); SQ 
  Resolute; AL Vigilance Force, Animal Companions; 
  SV Fort +10, Ref +12, Will +13, Rec +8; Rep +10; Str 
  12, Dex 20, Con 16, Int 10, Wis 22, Cha 8.
  Background: Rural
  Occupation: Super team Perks 4+2 power stunts 
  (Professional Reputation, Forest Stealth, Darkvision, 
  Hivemind; Eyes and Ears, Super Followers)
  Hobby: Weapons
  Skills: Athletics 4 (+5), Firearms 4 (+9), Medicine 
  13 (+19), Outdoorsman 13 (+19), Perception 13 (+33), 
  Power Control 13 (+16), Streetwise 13 (+19), Stealth 
  4 (+9), Unarmed 13 (+14), Weapons 4 (+5)
  Feats: Animal Empathy, Career Advancement, 
  Enhanced Senses, Esprit de Corps* (Animal 
  Companions), Followers, Power Level x7, 
  Superhuman Dexterity, Superhuman Wisdom, 
  Teamwork* (Animal Companions)
  Access/Contacts/Followers: Confidential Access, 
  Pack of 4 timber wolves (6th level Powerhouse x4), 1 
  Bald Eagle (2nd level Empath)
  Wealth: 12
  Possessions: Knife, M-1 Garand, 32 rounds 
  ammunition
  Character Disadvantages: Code: Distrusts 
  Authority (DSR 5), Code: Loyal to Old Glory (DSR 
  5)
  Background: Status Report #84: Dr. Cameron 
  Forster to President Roosevelt
  I keep saying this but I never believed it was 
  possible. We got reports of a “boy raised by wolves” 
  tramping around the Yukon. Well the locals were 
  partially right anyway. Turns out he’s a man, a 
  medicine man of all things and he wasn’t raised by 
  them so much as prefers their company to the two-
  legged animal. 
  ADVENTURE HOOK:
  THE ATROCITY INCIDENT
  On January 7th, 1942 the Groom Lake Metahuman 
  Research facility experienced a major disaster, 
  killing 40 of the 50 geneticists and test subjects 
  working at the facility and transforming the 
  other 10 into meta-humans. Only two of those 
  transformed would remain mentally intact, joining 
  the Vigilance Force as Hornet and Marauder. The 
  other eight were transformed into horrible creatures 
  dubbed “atrocities” by the first soldiers to arrive at 
  the scene to investigate. Eventually the full roster 
  of Vigilance Force was recalled from operations in 
  Europe and the Pacific to capture the eight escaped 
  atrocities.
  Seven of the eight creatures are transformed 
  into lesser creatures, called Verhexte by German 
  eugenicists after the racist slang term for mutants: 
  a jinx. The statistics for these jinxes are included 
  below for convenience. The eighth creature 
  becomes The Atrocity, detailed below.
  Verhexte “Jinx” (Empath 5): HD 5d8+10; HP 40; 
  Init +3; Spd 30 ft; Defense 16, flatfooted 13 (+3 
  Dex, +3 Class); BAB +3; Atk +6 melee (1d8+6, 
  claws); SQ Resolute; AL none; SV Fort +6, Ref +7, 
  Will +5, Rec +5; Rep NA; Str 17, Dex 16, Con 14, 
  Int 6, Wis 12, Cha 8.
  Background: None
  Occupation: None Perks 0+1 power stunt 
  (Regrowth)
  Hobby: None
  Skills: Power Control 8 (+10), Unarmed 8 (+11)
  Feats: Claws, Enhanced Senses, Power Level x4, 
  Regeneration, Superhuman Strength
  Access/Contacts/Followers: None
  Wealth: None
  Possessions: None
  Character Disadvantages: Disability: 
  Animalistic- no background, occupation, hobby, 
  access, wealth or possessions (DSR 5) 
  Atrocity (Tank 20): HD 23d12+253; HP 437; Init 
  +1; Spd 30 ft, Leap 300 ft; Defense 26, flatfooted 
  25 (+1 Dex, +15 Class); BAB +15; Atk +25 
  melee (2d12+10 NL, unarmed), or +16 ranged 
  (by weapon); SQ Resilience, 15 DR vs. physical 
  attacks, +7 saves vs. fire, cold and radiation; AL 
  none; SV Fort +23, Ref +10, Will +8, Rec +23; Rep 
  NA; Str 30, Dex 12, Con 33, Int 6, Wis 14, Cha 8.
  Background: None
  Occupation: None Perks 0+4 power stunts 
  (Bulletproof, Resistant to Cold, Resistant to Heat, 
  Resistant to Radiation)
  Hobby: None
  Skills: Power Control 23 (+34), Unarmed 23 
  (+33)
  Feats: Armor, Die Hard, Diesel 1, Diesel 2, 
  Diesel 3, Power Level x15, Superleap, Superhuman 
  Constitution, Superhuman Strength
  Access/Contacts/Followers: None
  Wealth: None
  Possessions: None
  Character Disadvantages: Disability: 
  Animalistic- no background, occupation, hobby, 
  access, wealth or possessions (DSR 5)
  Background: This geneticist has been 
  transformed into a raging creature, barely human, 
  lashing out in pain and anger at the world around 
  him. 
  Quote: “Atrocity smash!”
  
  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 7
  Took us 18 days to track him down. Scratch that, 
  we didn’t ever track him down and I don’t think we 
  ever would have. He knew we were in his woods long 
  before we had the slightest inkling we were close. 
  Luckily he found us curious and came to see what we 
  wanted.  
  Further reports on the extent of his abilities are 
  forthcoming, but he seems to be able to communicate 
  and form psychic bonds with higher animals, 
  especially mammals and birds. Reflexes and senses 
  are also well into the superhuman range. Further 
  testing might be difficult. John has an aversion to 
  authority and half the time he’s off base, with no one 
  having any knowledge of his whereabouts. But when 
  we need him, he’s always there. 
  Quote: “Enemies approach, fifteen miles due south, 
  German commando group.”
  *Free feats granted by Hivemind power stunt
  Talon’s Eagle (Empath 2): HD 2d8+2; HP 14; Init 
  +2; Spd 30 ft, Fly 40 ft; Defense 13, flatfooted 11 
  (+2 Dex, +1 Class); BAB +1; Atk +2 melee (1d4+3, 
  claws); SQ Resolute; AL Talon; SV Fort +4, Ref +5, 
  Will +5, Rec +3; Rep NA; Str 12, Dex 15, Con 13, Int 
  8, Wis 14, Cha 10.
  Background: None
  Occupation: None: Perks 2+1 power stunt (Forest 
  Stealth, Precision Strike; Enhanced Vision)
  Hobby: None
  Skills: Outdoorsman 5 (+7), Perception 5 (+11), 
  Power Control 5 (+6), Unarmed 5 (+6)
  Feats: Claws, Enhanced Senses, Esprit de Corps* 
  (Talon and Timber Wolves), Flight, Power Level x2, 
  Teamwork* (Talon and Timber Wolves)
  Access/Contacts/Followers: None
  Wealth: None
  Possessions: None
  Character Disadvantages: Disability: Cannot 
  speak or use items, no Background, Occupation, 
  Hobby or Reputation (DSR 5)
  *Free feats granted by Hivemind power stunt
  Talon’s Timber Wolves (Powerhouse 6): HD 
  10d10+30; HP 100; Init +1; Spd 35 ft; Defense 15, 
  flatfooted 14 (+1 Dex, +4 Class); BAB +6; Atk +9 
  melee (1d8+9, claws); SQ Melee Master; AL Talon; 
  SV Fort +8, Ref +3, Will +3, Rec +6; Rep NA; Str 14, 
  Dex 13, Con 16, Int 10, Wis 12, Cha 8.
  Background: None
  Occupation: None: Perks 2+1 power stunt (Forest 
  Stealth, Precision Strike; Enhanced Smell)
  Hobby: None
  Skills: Athletics 9 (+11), Outdoorsman 9 (+10/+20 
  for tracking), Perception 0 (+11), Power Control 9 
  (+12), Unarmed 9 (+11)
  Feats: Attack Focus (Claws), Attack Specialization 
  (Claws), Claws, Enhanced Senses, Esprit de Corps* 
  (Talon and Eagle), Power Level x5, Teamwork* 
  (Talon and Timber Wolves)
  Access/Contacts/Followers: None
  Wealth: None
  Possessions: None
  Character Disadvantages: Disability: Cannot 
  speak or use items, no Background, Occupation, 
  Hobby or Reputation (DSR 5)
  Background: None
  Quote: None
  *Free feats granted by Hivemind power stunt
  
  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 8
  OPEN GAME LICENSE 
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  THE MODERN DISPATCH
  Vigilance Force: America’s Heroes of WWII for Supers20
  PAGE 9
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