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Digital Hero 04

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100% found this document useful (4 votes)
544 views66 pages

Digital Hero 04

Issue 4 of Digital Hero magazine for Hero System.

Uploaded by

lemaine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 66

OCT 2002

In this issue: • Satanic Supervillains • Fights


• Probabilities • Supernatural Sleuths • Fears
• Rival Ladies • The Carnal Cardinal • Freaks
the secret special page
DIGITAL HERO #4

Table of Contents DIGITAL HERO


Publisher
Hero Games

H E RO H I G H WA Y S U PERNA TU RA L S TREET Editor


Dave Mattingly
Authors
WHEN LAST WE LEFT OUR HEROES… MERIQUAI FALLS: TOTEM HUNTERS W. Jason Allen
Keep up with the news from Hero Games. In a city of superheroes and shamans, Theron Bretz
This issue – The HERO System Resource Kit, some things still can’t be explained. Join Steven S. Long
Champions Universe, Conquerors, Killers, these explorers of the eerie. 24 Dave Mattingly
And Crooks, and Star Hero. 2 Dale Robbins
THE CHOSEN (OF ABRAXAS) Jason Walters
HEROGLYPHS This society of supervillains sold their Ross Watson
See how Steve Long himself answers souls to serve Satan. Explore the team, their Darren Watts
rules questions. This issue – probability hidden base, and its armaments. 32 Ken Zieger
alteration. Do ya feel lucky, punk? 3 Artists
Dave Collins
HERO UNIVERSE
Check out The Characters That Hero
C H A RA C TER C ORNER Jeff Hebert
Brad Parnell
Forgot. This issue – Leviathan, the brick that CARESS Jason Walters
can breathe water. 7 Jeff Ward
This speedster can drain the life right out
YOU GOTTA HAVE CHARACTER of you, or even suck it into herself! If only Cover Artist
she could remember who she was… 52 Derrick Thomas
Pope Alexander was not the holiest of
Online
men – by a long shot. 10 REVERIE herogames.com
This vigilante telepath is being To Subscribe

AD V I C E ALLEY blackmailed into performing acts of mental


assassination. 57
herogames.com/
digitalhero
HAVE AT THEE, SIR! NUCLEAR COWGIRL
Medieval fighting did not happen the Tarnation! It’s the superheroine that can
way that many people believe it did. Learn glow in the dark, fire a six-shooter, and hear
the real history, and use it in your games. 15 radiation like a Geiger counter, all at once. 62
NOTHING TO FEAR BUT FEAR ITSELF
Most people have one phobia or another,
so how do you use them in a roleplaying
game? 20

HERO SystemTM ® is DOJ, Inc.'s trademark for its roleplaying system.


HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Justice Inc., Danger International, Dark Champions, Fantasy Hero, and Star Hero Copyright © 2002 by DOJ,
Inc. d/b/a Hero Games. All rights reserved.
No part of this electronic magazine 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.
Issue #4 (October 2002)
1
DIGITAL HERO #4

When We Last Left Our Heroes…


by Steven S. Long
Things have been fairly quiet here at Hero The next two chapters touch on technology.
Games since last issue. After the hectic The first looks at the subject in general, with
convention months of July and August, a slow discussions of how to establish “tech levels” for
September is just what we needed! your game, the role of technology in Star Hero
Thanks to a few delays at the printer, our campaigns, how characters interact with
September books ran a bit behind, but hopefully technology, and so forth. It reviews the major
we’re more or less back on track. The HERO types of technology found in SF settings, and
System Resource Kit shipped several days shows how to create them in HERO System
before this issue of DH hit “the stands,” and terms. If you want to know how solar power
Champions Universe should have printed and stacks up against fusion power, the difference
shipped by the time you’re reading this column. between a laser pistol and an ion blaster, or how
Meanwhile, work has progressed on our to create an energy blade, Star Hero tells you
other titles. Next up in the Hero Hit Parade is how! The tech chapter also has suggested
Conquerors, Killers, And Crooks, which should guidelines for pricing equipment in SH games.
ship from the printer in mid-late October. It’s a The second tech chapter covers starships, other
224-page enemies book for Champions, types of vehicles, and space stations, including
featuring 91 villains, plus assorted agents, expanded rules for starship combat, with
vehicles, and such. Each villain comes complete information on both “dramatic” and “realistic”
with three plot seeds, a “campaign use” section portrayals and use of ships and their tech.
discussing how to use the character in your game The last three main chapters of the book
(including how to increase and decrease the cover time travel, psionics, and gamemastering.
character’s power to make him fit your game The GMing chapter includes information on Star
better), and all the usual information you expect Hero environments, establishing campaign
from a Hero enemies book. Additionally, Andy guidelines and standards, GMing Disadvantages
and I have filled the book with colorful quotes, in a science fiction setting, creating appropriate
text boxes containing useful tidbits of NPCs and villains, and other great stuff. Last but
information, and other such goodies. Rounding not least, the book has a chapter detailing ten
out the book is a large summary chart describing sample characters – five heroes (the roguish
the villains by type and modus operandi so you explorers and merchants of Argos Exploration)
can easily pick just the right one for the scenario and five of their adversaries. These characters all
you have in mind. We’ll have a few outtakes come from Hero’s Terran Empire setting, the
from the book here in Digital Hero in next subject of our first Star Hero supplement (which
month’s issue. is also being written by Jim Cambias).

To The Stars... And Coming Soon...


November should see the release of our After Star Hero there are plenty of other
second genre book, Star Hero. Written by cool books coming up – Ninja Hero, The
renowned game designer and SF author Jim Ultimate Vehicle, and lots more. But you’ll have
Cambias, Star Hero is chock-full of science to wait until next month’s column to learn about
fiction gaming goodness. It starts with a review them. J
of the major subgenres, elements, and themes of
the genre – Low SF, Space Opera, Military SF, – Steven S. Long
Cyberpunk, time travel, utopias and dystopias, HERO System Line Developer
meta-genres, mixing genres, and so forth. Next
comes a big, meaty character creation chapter
with dozens of Package Deals suitable for a wide
variety of SF settings, plus extensive notes on
using the elements of the HERO System to
design just the sort of character you want.
Following character creation are several chapters
devoted to setting creation – the nuts and bolts of
designing galaxies, stars, planets, aliens, and
alien civilizations for a Star Hero game. These
chapters include lots of random generation tables
2 for GMs who want to quickly “roll up” part of
their Star Hero universe.
DIGITAL HERO #4

HEROglyphs by Steven S. Long


A Lucky Break mechanic in many roleplaying game systems, but
there’s no precedent for it in the HERO System.
PROBABILITY ALTERATION IN THE Greg’s player had tried to achieve the same
HERO SYSTEM result with a rather convoluted use of
In the HERO System 5th Edition, there are Duplication, and Greg wanted to know my
two primary ways you can create abilities thoughts on the matter. I suggested that the
reflecting a character’s unusually high level of player should instead try a Limited form of
luckiness or unluckiness – the appropriately Extra-Dimensional Movement to travel back in
named Power Luck and Disadvantage Unluck. time a millisecond or two and re-roll the missed
Both are a lot of fun (well maybe Unluck’s only roll. However, while better than the Duplication
fun if your enemies have it...) and add a lot of solution, that still didn’t leave me satisfied.
flavor to the game. Second, I had the chance to play a game of
These game elements suffer from a few HeroClix, the Marvel Comics-based miniatures
difficulties. First, they’re more reactive than game from WizKids; I’m sure many of you are
proactive – they sort of abandon the character to familiar with it. Some of the characters in
his fate, in the hopes he’ll get the right roll he HeroClix, such as the Black Panther and the
needs (or bad roll he doesn’t want) to be Scarlet Witch, have probability-altering powers.
lucky/unlucky. (Of course, that’s not necessarily The former has Outwit, which allows him to strip
inappropriate, given the subject matter!) Second, a power away from another figure temporarily
the result of using them, if they succeed, is (the special effect being “special maneuvering
somewhat vague. Unless you use some of the and tactics on the other team’s part”); the latter
optional rules described on 5E 128, the elements has a Probability Control power through which
are pretty much left up to the GM to resolve as she can grant re-rolls to her teammates, or force
he sees fit, which isn’t always satisfying. Third, her opponents to make them. It occurred to me
it’s difficult to find ways to apply them to other that it might be interesting to try to model similar
characters – sometimes-awkward constructions abilities in HERO System terms.
involving Usable By Others and Transform So, after giving the matter some thought,
(normal person to person with Unluck, a Major here’s what I came up with, just as a sort of
Transform) are required. It’s also possible for experiment:
characters to buy suites of powers, including
Skill Levels of various sorts, and use “luckiness” PROBABILITY ALTERATION
as a special effect, though again that strikes Special Power
many gamers as a little “clunky.” Instant
However, the power to alter probabilities – Self Only
whether consciously or unconsciously – is a
relatively common one in the inspirational A character with this Special Power has the
literature. Comic book superheroes have the ability to alter probabilities affecting him,
mutant power to “manipulate fate”; fantasy making it more likely he will succeed at tasks.
wizards can cast curses that inflict bad luck (or Some examples of Probability Alteration include
the gods can bless a deserving hero with good a mutant superhero’s extraordinary super-luck, a
fortune all his life); daring pulp heroes seem to wizard’s power to alter fate with a spell, or a
possess an instinctual ability to tip the odds in pulp adventurer’s unending string of “lucky
their favor through clever tactics or dumb luck. breaks.”
Although it’s already possible to simulate these Probability Alteration costs 10 Character
abilities with the existing HERO System rules, in Points. It allows a character to re-roll any one
the interest of ease of use it might be fun to try to roll during a game session. (At the GM’s option,
come up with a better way, one with more he may change this to “an adventure,” “a
specific rules for the effects of the ability. scenario,” “per day,” or some other unit of time
As I started thinking about this, a couple of more acceptable to him.) A character may re-roll
incidents occurred that sort of spurred my any roll – a Skill Roll, Characteristic Roll, PER
thought process. First, my good friend Greg Roll, Attack Roll, damage roll, Effect Roll, or
Smith, well-known to most of you as a member the like – unless the GM specifically forbids the
of Hero’s All-Star Artist Squadron, called me character to apply the power to a given roll for
with a rules question. One of the players in his some reason. For each additional +10 Character
games wanted to give his character the ability to Points, the character may re-roll one more roll
re-roll missed rolls – not every roll, necessarily, during the game session. (The GM may establish
restrictions on how many re-rolls a character can
3
just some rolls. This is a fairly common
DIGITAL HERO #4
have per session.) Probability Alteration costs Area Of Effect, Autofire: Characters cannot
END to use. apply either of these Advantages to Probability
Every roll a character makes counts as a Alteration; see Usable By Others, below, for
separate and distinct roll for purposes of being information on affecting multiple persons with
modified with Probability Alteration. For this Power.
example: Continuous: Characters cannot apply this
♣ for a Killing Attack, the Attack Roll, BODY Advantage to Probability Alteration.
damage roll, and STUN Multiplier roll are all Usable By Others: Characters often apply the
separate rolls Usable By Others Advantage to this Power to
♦ if a character wants to make a create the ability to influence the probabilities
Complementary Skill roll, both the roll for affecting other characters. If bought with Usable
the Complementary Skill, and the roll for the By Other, the character can grant a re-roll to
Skill the character wants to use, are separate another character if that character wants it. This
rolls (a character cannot use Probability does not, however, change the overall number of
Alteration to modify a Complementary Skill re-rolls a character can make per session – every
roll made by another character on his behalf one re-roll he grants another character is one less
unless his Probability Alteration is Usable On he can make himself. Buying Probability
Others, but he could still modify his own roll) Alteration as Usable Simultaneously is not
♥ if several characters make Teamwork rolls, possible, since only one character ever makes a
each roll counts as a separate roll given roll. (At the GM’s option, a character
♠ if a character has to make two Required Skill might be able to apply Usable Simultaneously
Rolls to activate a single power, each counts and affect one roll by each of several persons
as a separate roll during the Phase in which he activates the
Using Probability Alteration is an action power.) If Probability Alteration is bought
which takes no time. A character must declare Usable As Attack, it allows a character (if he
that he wants to use it immediately after the roll succeeds with an Attack Roll, per normal for
in question is made, before the effects of that roll such powers) to force another character to re-roll
are applied to a character or otherwise brought a roll he succeeded at.
into play.
A character using Probability Alteration LIMITATIONS
must accept the second roll made, regardless of Charges: Characters should not take this
whether it’s better or worse for him than the first Limitation on Probability Alteration without the
roll. The fates are not always kind. However, a GM’s permission. The power already defines the
character who has more than one re-roll per number of rolls a character can make in a
game session may use additional re-rolls to take specific time period. The GM might, however,
a third, fourth, or further try at getting the result allow a character with multiple re-rolls per game
he wants on a given roll. session to apply Charges to restrict how many
times the character can make re-rolls during each
ADVANTAGES game day, or allow Charges with Burnout.
Always Favorable (+1, +2): Probability Probability Alteration Cost: 10 Character
Alteration with this Advantage always favors the Points for the ability to re-roll one roll per game
character using it. For a +1 Advantage, if the re- session.
roll creates a worse result for him than the
original roll, he may use the original roll instead.
For a +2 Advantage, the character’s re-roll must
be better than the original roll; if it is not, he may
keep re-rolling (without using up any addition
re-rolls he’s bought) until he gets a better result.
If this Advantage is applied to Probability
Alteration Usable As Attack, reverse the effects:
for a +1 Advantage, the target has to use the
worse of the two rolls; for a +2 Advantage, the
target has to keep rolling until he gets a result
worse than the original roll.

4
DIGITAL HERO #4

Luck And Power Modifiers Sticky: Ordinarily, only powers with a


“physical special effect” can be made Sticky
Another interesting issue related to the
(HERO System 5th Edition, page 173). However,
concept of luck, as embodied in the Luck Power,
at the GM’s option, a character can apply this
concerns Power Modifiers. Not all Advantages
Advantage to Luck, so that anyone who comes
and Limitations should apply to Luck, and some
into contact with him in the same Phase he
apply in unusual ways.
succeeds with a Luck roll also receives the
ADVANTAGES benefit of the roll. This could cause game
The following Advantages are generally balance problems, so GMs should be wary of
inapplicable to Luck: Armor Piercing, AVLD, allowing it... but on the other hand, it can just
Autofire, BOECV, Damage Shield, Does easily benefit the character’s enemies as his
BODY, Does Knockback, Double Knockback, friends....
Duration Advantages, Explosion, Hole In The Usable On Others: Characters may apply
Middle, Indirect, Invisible Special Effects, Usable By Other or Usable Simultaneously to
MegaScale, NND, Penetrating, Personal grant Luck to others, or create a form of Luck
Immunity, Range Advantages, Ranged, Reduced that affects several people at once. Luck Usable
Endurance, Transdimensional, and Uncontrolled. As Attack is possible, but since it only makes an
Affects Desolidified: This Power Advantage opponent luckier, it’s rarely (if ever) bought.
isn’t necessary for Luck. The results of a Luck Variable Advantages: A character may apply
roll can already affect Desolidified characters (if this Advantage to Luck at the +¼ level to allow
appropriate), and he can already grant Usable By him to switch between any of the Advantages
Other Luck to a Desolidified character normally. indicated here as being allowable for Luck.
On a related point: a Desolidified
character’s Luck does not need the Affects Variable Special Effects: The outcome of a
Physical World Advantage to “rub off” on solid successful Luck roll can take many forms,
characters if he rolls four or more levels of Luck. involving many different physical objects or
types of energy. Variable Special Effects is not
Area Of Effect: This Power Advantage is required because of this.
inapplicable to Luck. If a character wants to
allow other characters to use his Luck, he should LIMITATIONS
take the Usable On Others Advantage for the Most Limitations can apply to Luck in the
Power (see below), or buy four or more Luck normal manner. Here are notes on some special
dice so he can achieve enough levels of Luck for applications:
them to “cascade” down to other people.
Limited Power: The 5th Edition provides, on
Cumulative: At the GM’s discretion, a page 128, two example Luck powers that both
character might be able to apply Cumulative to include a Limited Power Limitation. Typically, a
Luck to add the Luck dice together, instead of Limited Power applied to Luck restricts the
simply looking for sixes. Every six total points times or places when the character can use his
rolled equals one level of Luck. For example, Luck. For example, a Luck-charm provided by
ordinarily a roll of 3, 4, and 2 means no Luck faeries might only apply as long as the character
effect, since the character didn’t roll a 6 on any remains in the enchanted forest, or a Luck-
one die. With Cumulative, that roll equals one blessing from a god might only work while the
level of Luck, because the numbers add up to 6 character performs a specific mission for the
or more. Had the dice rolled 4, 5, and 5, totaling god.
14, the character would have gotten two levels of One interesting Limited Power specific to
Luck, since he got 12 total points’ worth of Luck is Karmic (-½). This signifies a form of
effect. If the GM allows this, characters cannot Luck that depends on a character’s good and
increase the maximum effect they can roll on the proper conduct. The character has to have a
dice by buying additional +¼ Advantages. specific code of conduct to follow, as defined by
his player and GM; typically, these codes
Delayed Effect, Time Delay, and Trigger:
involving having to “perform good deeds” or
These Advantages might apply to lucky
otherwise act in a heroic fashion. As long as the
talismans, luck spells, potions of good fortune,
character does what he’s supposed to, he has
and other such items.
“good karma” – his Luck works in the normal
fashion. If he doesn’t follow his code, or if he
tries to skirt around its restrictions, his Luck
works less well: he may get to roll fewer Luck
dice, or no dice at all, or he could even acquire
some temporary Unluck! 5
DIGITAL HERO #4
Gamemasters should be wary about letting
characters apply Limitations like Self Only or
Others Only to Luck. The effects of Luck are
often broad enough to benefit an entire group
generally, even if a character only rolls three or
fewer levels of Luck, so such Limitations often
are not sufficiently restrictive to qualify as valid
Limitations.
Requires A Skill Roll: As noted in the
rulebook, characters can take a Luck roll as a
Required Skill Roll. In this case, typically the
character can make the Luck roll whenever he
wants to activate the power – but a successful
roll simply activates the power, it doesn’t also
provide any Luck effect. If the character can only
make the Luck roll when the GM allows (as is
normally the case with Luck), he should get an
additional ½ value for the Limitation.
The main difficulty with Requires A Luck
Roll is determining how to apply the Active
Point penalty. For most forms of this Limitation,
characters should take the “no Active Point
penalty” modifier. If that’s not appropriate, the
player and the GM should work out a way that
fits the power and special effects. Typically, the
best method is to determine what the normal
Active Point penalty would be (-1 per 10 Active
Points), and then subtract one die of Luck for a
certain increment of penalty (maybe -1 die per -1
penalty, or -3 penalty, or the like). As a default
rule, subtract one die of luck for every -2 worth
of penalty. If the character only subtracts one die
for every -4 worth of penalty, the Limitation is
worth ¼ less value; if he subtracts one die for
every -1 worth of penalty, the Limitation is
worth ½ more value; if there’s no Active Point
penalty, the Limitation is worth ½ less value.
Side Effects: Unluck is a common Side Effect
for Luck – if the character’s not lucky, he’s
unlucky. That makes Luck a real gamble... but in
some ways, that’s the whole point.

6
DIGITAL HERO #4

HERO Universe by Darren Watts


Hello again, Hero Fans, and welcome to Personality/Motivation: For all of Leviathan’s
another installment of Hero Universe, the alien qualities, he’s actually not a hard guy to get
column that fills in the gaps in the Official along with. He enjoys drinking, fighting, and
Record of Hero History. Our subject today is a hanging out with the guys; it’s just that “the
villain who rated only a cursory mention in guys” he hangs out with tend to be supervillains.
Champions Universe but deserves a second look: He isn’t stupid, though he’s not very well
the lethal Lemurian known as Leviathan! educated, and he has enough common sense and
general knowledge of tactics to occasionally
Campaign Power Level: 200+150 surprise a hero with a clever ploy. He has a
Active Period: 1976-current childish sense of honor, and will be surprisingly
hurt if someone he thought was a friend or ally
Leviathan turns on him. He pushes around the weak
Background/History: Leviathan (whose birth because that’s what the strong are supposed to
name he has long forgotten) is a Lemurian, a do. He selects what jobs he will accept based on
member of the ancient subterranean race who the likelihood of entertaining conflicts and
sank their own continent accidentally many slugfests, especially if a rematch is promised
thousands of years ago (see Champions Universe). with somebody he’s tangled with before. He has
Leviathan himself is over a hundred years old, little use for most of the money he earns on his
which makes him a callow youth by Lemurian jobs, since he lives in an underwater cave off the
terms. However, Leviathan is a rare throwback to coast of Los Angeles – he only insists on
the ancient stock of his people before the payment because it makes him look more
Cataclysm. Standing over eight feet tall, with dark “professional.”
scaly skin rippling with muscles, Leviathan from
Quote: “Hey, Ironclad! This time I’m gonna
an early age towered over his peers and therefore
knock you into next week!”
had great status within the Lemurians’ warrior-
based culture. Even before reaching his full Powers/Tactics: Leviathan is mostly a
growth, he was being groomed by the training straightforward brick, who prefers to go toe-to-
academy to be a general in the army and toe with similar opponents. However, he’s bright
eventually to lead Lemurian forces in wars against enough to realize that his comfort underwater
humanity and their protectors, the Empyreans. gives him a tactical edge on most opponents, and
However, fate had other plans for the he’ll try to maneuver as many of his fights into
young warrior. In 1976, a complicated plot by the the nearest body of water as he can. When
Lemurian priest Leptor required an assault on the working in the ocean, he will use his summoning
undersea city of Atlantis, and due to his unique powers to travel with a pack of sharks or orcas
mutations, Leviathan was chosen to lead it. for companionship as well as combat support.
Unfortunately, the attack came at a time when the (He genuinely enjoys the company of these
Fabulous Five were visiting Queen Mara, and creatures and will be particularly angry if they
with their aid, the attack was repulsed and are killed or harmed).1
Leviathan himself was defeated in personal
combat by Diamond. Leviathan was temporarily Campaign Use: Leviathan makes a handy
imprisoned in Atlantis, but escaped along with lieutenant for a master criminal working on or
several other criminals when Atlantis was near the water – he’s brighter and tougher than
subsequently attacked by the mad scientist most henchmen, and may surprise the PCs both
Professor Morlak. Striking up a friendship with with his strength and resourcefulness. Although
his fellow aquatic villain Moray, Leviathan chose he has little love for his fellow Lemurians, he
not to return to Lemuria but instead live among might return to their aid if they faced a crisis.
the far more entertaining humans. He began And he particularly doesn’t care for Prince
accepting mercenary assignments, working as a Marus, who has beaten him on a couple of
henchman or bodyguard for various powerful occasions.
supervillains. Though he’s battled any number of Leviathan would be likely to hunt a PC if he
superheroes, he’s rarely been cleanly defeated, felt that individual had treated him unfairly or
and on those few occasions he’s usually avoided beaten him by luck (which accounts in his mind
lengthy incarceration (save for one two-year stint for most of his defeats.) The more public and
in Stronghold, which did little to rehabilitate him humiliating a defeat was, the more likely
but did introduce him to a number of new Leviathan would seek some sort of revenge.
potential employers.) Very few people are aware
that Leviathan is actually not human – most 7
assume he is a mutate of some sort. artwork by Jeff Hebert
DIGITAL HERO #4

Leviathan Skills
16 +2 with All Combat
Val Char Cost Roll Notes
10 +2 with Hand-to-Hand Combat
65 STR 55 22- Lift 200 t; 13d6 HTH
17 DEX 21 12- OCV: 6/ DCV: 6 3 AK: Lemuria 12-
35 CON 50 16- 2 AK: Oceans of the World 11-
23 BODY 26 14- 3 Language: English (Fluent with Accent),
11 INT 1 11- PER Roll: 11- Lemurian native
13 EGO 6 12- ECV: 4 3 Stealth 12-
23 PRE 13 14- PRE Attack: 4½d6 3 Survival 11-
8 COM -1 11- 3 Tactics 11-
2 WF: Common Melee Weapons
28 PD 15 Total: 28 PD (20 rPD)
25 ED 18 Total: 25 ED (20 rED) Total Powers & Skill Cost: 292
5 SPD 23 Phases: 3, 5, 8, 10, 12 Total Cost: 520
20 REC 0
70 END 0 200+ Disadvantages
75 STUN 1 20 Distinctive Features: Enormous Scaly
Monster (Not Concealable, Extreme)
Total Characteristics Cost: 228 20 Enraged: When Cheated or Betrayed
(Uncommon, go 14-, recover 11-)
Movement: Running: 6”/12”
20 Hunted: Archon 8- (Mo Pow, Imprison)
Swimming: 22”/44”
15 Hunted: Prince Marus 8- (As Pow,
Cost Powers END Imprison)
30 Thick Blubbery Skin: Physical and 20 Hunted: UNTIL 8- (As Pow, NCI,
Energy Damage Reduction, Resistant, Imprison)
25% 0 15 Physical Limitation: Clumsy, Clawed
20 Toughness: Damage Resistance (20 rPD Hands (-2 to DEX rolls involving fine
/ 20 rED) 0 manipulation) (Frequent, Great)
20 Claws: 1d+1 HKA (2½d6 with STR) 2 10 Physical Limitation: Inconvenient Size (8
8 Underwater Adaptation: Life Support: feet, 700 pounds) (Frequent, Slight)
Safe Environments (High Pressure, 10 Psychological Limitation: Bully
Intense Cold), Expanded Breathing (Common, Moderate)
(Underwater) 0 20 Psychological Limitation: Overconfident
25 Super-swimming: Swimming +20” (22” (Common, Total)
total), Reduced Endurance (½ END, 20 Vulnerability: 1½ x STUN & BODY
+¼) 1 from Fire Attacks (Common)
27 Hypersensitive Sonar: Detect Physical 150 Experience Points
Objects, Targeting, Sense, Increased
Arc of Perception (360 Degrees), Total Disadvantage Points: 520
Active 0
15 Regeneration: Healing 2d6, Reduced
Endurance (0 END, +½), Persistent
(+½); Extra Time (1 Turn, -1¼), Self
Only (-½) 0
4 Lemurian Lifespan: Longevity (Ages at
1/16 normal rate) 0
65 Calling The Terrors Of The Deep: To scale Leviathan down for a lower-point
Summon 8 250-point Sea Creatures, campaign, simply reduce his strength and
Any Sea Creature (+½), Loyal (+½); remove his Damage Reduction. Conversely, it’s
Creature Must Inhabit Locale (-½), easy to scale him up simply by adding strength
Creature Arrives Under Its Own Power and increasing his Damage Reduction to 50% or
(-½) 0 even more.
25 Speaking With Sea Creatures: Mind Appearance: Leviathan is a huge scaly monster,
Link with Any Sea Creatures, Up To 8 standing eight feet tall and weighing over seven
Minds 0 hundred pounds. His skin is a dark, mottled
Perks/Talents green and covered in sharp scales. His back has a
4 Environmental Movement (Underwater) ridge of short horns running along his spine, and
4 Contact: Arvad, King of Lemuria (Very his hairless skull has a pronounced brow ridge.
Useful, Contact Has Significant His hands and feet have thick, blunt claws that
8 Contacts Of His Own, 8-) make fairly effective weapons.
DIGITAL HERO #4

Leviathan

9
DIGITAL HERO #4

A NOTE TO MY
READERS You Gotta Have Character by Jason Walters
Although I have
tried to touch on some “Life is lived forwards, but understood was during this same corrupt papacy that a new
of the more backwards” – Kierkegaard architectural era was initiated in Rome with the
interesting portions of coming of the builder/artist Bramante. In
Alexander VI’s life in addition, the great Renaissance painters Raphael,
“Once he became Pope Alexander VI, Michelangelo, and Pinturicchio all worked on
this article, his Vatican parties, already wild, grew
eleven-year papacy various projects for Alexander VI. It is a curious
wilder. They were costly, but he could contrast in human nature that a man so firmly
was so politically afford the lifestyle of a Renaissance
byzantine, so insanely steeped in greed, vice, and crime could take
prince; as vice chancellor of the Roman pleasure in the most exquisite works of art his
violent, and so Church, he had amassed enormous
socially complex that civilization could produce.
wealth. As guests approached the papal
I advise further palace, they were excited by the Background/History: Pope Alexander VI was
reading to more fully spectacle of living statues: naked, born Rodrigo Borgia in 1431 near Valencia,
understand this gilded young men and women in erotic Spain. His uncle, Alfonso de Borgia, became
wicked and puzzling poses. Flags bore the Borgia arms, Pope Callixtus III when he assumed the throne of
man. If you go to which, appropriately, portrayed a red Saint Peter in 1455. Seventy-seven and stricken
crimelibrary.com and bull rampant on a field of gold. Every with gout, Callixtus’ candidacy was a “safe”
type “Borgia” into fete had a theme. One, known to compromise between two competing factions of
their search, you will Romans as the Ballet of the Chestnuts, cardinals within the Church. What serious harm,
find some excellent was held on October 30, 1501. The they probably thought, could an old and sick
(if racy) additional indefatigable Burchard describes it in man possibly do in the few years left to him?
material. his Diarium. After the banquet dishes The answer: if he’s a Borgia, plenty.
had been cleared away, the city’s fifty As soon as he became Pope, Callixtus III
most beautiful prostitutes danced with immediately began to organize an, ah, “crusade”
ON LUCREZIA the guests, “first clothed, then naked.” to liberate Christian Constantinople from the
BORGIA The dancing over, the “ballet” began, heathen Turks. To pay for this project, he began to
“She is of middle with the Pope and two of his children in sell off various “minor” household Vatican items
height and graceful of the best seats. Candelabras were set up (like solid gold artwork and priceless ancient
form; her face is on the floor, scattered among them were books) before offering indulgences, cardinalates,
rather long, as is her chestnuts, “which,” Burchard writes, annulments, and grants of papal territories in
nose; her hair is “the courtesans had to pick up, crawling exchange for money. He followed this up by
golden, her eyes gray, between the candles.” Then the serious imposing extra taxes upon the population of the
her mouth rather sex started...” Papal States (the church’s private country). Yet
large, the teeth for some strange reason his “crusade” somehow
– William Manchester’s A World Lit never seemed to get off the ground.1
brilliantly white, her
Only by Fire: The Medieval Mind and Meanwhile Rodrigo, whom Callixtus III had
bosom smooth and
The Renaissance (1992) made a cardinal at the age of twenty-five (1456)
white and admirably
proportioned. Her and then promoted to vice-chancellor of the Holy
whole being exudes Pope Alexander VI has become an almost See (1457), was busy amassing enormous
good humor and mythical historical character with countless wealth. He lived an openly promiscuous life,
gaiety.” legends attached to his name. He was a villain of fathering at least seven children while still a
– Niccolo Cagnolo, the grandest sort, an ingenious perverted criminal cardinal. Of the many mistresses he was to have
courtier in the court of mastermind who ascended to the most powerful throughout his life, the one for whom his passion
Ferrara position in Renaissance Europe through a proved greatest was a certain Vannozza dei
combination of bribery, nepotism, and murder. Cattani (b. 1442) – a widower of three successive
His exploits (along with those of his son Cesare) husbands (all of whom died under mysterious
served as an inspiration to Nicolo Machiavelli circumstances). She bore him four children,
when he composed his now infamous work The which he publicly acknowledged as his own: the
Prince (1513). Modern historians generally agree unlucky Giovanni (duke of Gandia; b. 1474), the
that during Alexander VI’s pontificate the infamous Cesare (b. 1476), the beautiful
Catholic Church was brought to the lowest level Lucrezia (b. 1480), and the unremarkable
of degradation in its two thousand year history... Goffredo (b. 1481). Things got so out of hand at
and it was certainly clear to all of 15th Century one point that Pius II, who eventually succeeded
Italy that he regarded the papacy entirely as an Callixtus III, had to warn the young cardinal to
instrument of his family’s criminal schemes, refrain from his practice of participating in
giving almost no thought to the position’s orgies. It was, as Pius expressed it, “unseemly.”
10 spiritual aspects. Strangely enough, he was also
one of history’s great patrons of the arts, for it
artwork by Jason Walters
DIGITAL HERO #4
By the time he died, Callixtus’ heavy- otherwise occupied – which generally meant OH, BROTHEL
handed methods of raising money, his blatant they were busily experimenting with what we “The Papal Palace
nepotism, and his racist pronouncements against would now call a “corrupt police state.” Under had literally become a
European Jews had created opposition to his the Borgias, the condition of Rome began to house of prostitution
papacy in France, Germany, and even his own deteriorate rapidly. The city swarmed with where harlots sit upon
native Spain. As soon as his body was cold, the Spanish adventurers, assassins, prostitutes, and the throne of Solomon
Italians turned on all of Callixtus’ Spanish informers. Politically motivated murder and and signal to the
generals, administrators, and cronies (who fled robbery were committed with near impunity, passerby. Whoever
Rome in terror). All, that is, except for his clever while heretics, Jews, and Muslims were admitted can pay enters and
nephew, Cardinal Rodrigo Borgia, who into the city upon payment of bribes. The Pope does what he wishes.”
completely avoided the wrath of the populace. himself quickly cast aside all show of decorum – Friar Girolamo
He was to enjoy the support (or at least the and lived a nearly secular life. He chased young Savonarola, shortly
tolerance) of four different Popes over his thirty- women, danced with prostitutes, acted in stage before Alexander
four-year career of profitable graft as vice- plays, and hosted magnificent orgies. One of his condemned him as a
chancellor before taking a stab at the Throne of good drinking companions was Jem, the brother heretic, had him
Saint Peter in 1492. According to Church of the Ottoman Sultan, who had been detained as publicly castrated,
historians, in no previous or subsequent election a “hostage” of the church. Their prowls through hanged, and finally
of Pope have such immense sums of money been Rome’s cathouses were the stuff of legend. burned in the Plaza
spent on bribery; the bargaining was fierce, and In spite of all of these demanding extra- Della Signoria
when the votes were finally counted, his victory curricular activities, Alexander still found time to
hinged on the purchase of the vote of a senile involve himself in a series of self-serving FORTUNE SMILES
ninety-six-year-old cardinal who, apparently, political intrigues, which helped contribute to the “So died Pope
wasn’t too crazy to understand the value of cold misery of the Italian people. During the 15th and Alexander, at the
hard cash. At age sixty-one, Rodrigo Borgia was 16th Centuries, the Italian peninsula was broken height of glory and
reborn at Pope Alexander VI, leader of the up into a variety of tiny, constantly bickering prosperity…. There
largest organized church in the entire world. nations such as Naples, Genoa, and Venice – as was in him, and in full
The first thing Alexander did as Pope was well as a number of city-states, independent measure, all vices
eliminate simony – which was, of course, the baronies, and papal holdings. These political both of flesh and
very means by which he had purchased the entities were, in turn, controlled by competing spirit…. There was in
papacy in the first place. That unseemly matter “great” families (of which the Borgia were but him no religion, no
out of the way, Alexander was free to one) who constantly fought amongst themselves keeping of his word.
concentrate his efforts on his principal interests: for position across national borders. This chaotic, He promised all
the acquisition of gold, the pursuit of women, near-medieval situation left the Italians ripe for things liberally, but
and the promotion of his family. He made his conquest and exploitation by the newly emerging bound himself to
son Cesare, then only eighteen, a cardinal, along nations of Spain and France, both of which had nothing that was not
with the older brother of his 15-year-old mistress recently been unified under strong monarchies. useful to himself. He
Alessandro Farnese. He then arranged in rapid By constantly playing one side off against had no care for
succession three profitable marriages for his another, Alexander embroiled both the Church justice, since in his
teenage daughter Lucrezia, annulling the first to and the Papal States in a series of military days Rome was a den
Giovanni Sforza (money but no title) when it conflicts involving France, Spain, Naples, Milan, of thieves and
was no longer useful. With the help of his ever- Florence, and Venice. Alexander, always ready murderers.
ruthless son Cesare, he “disposed” of the second to seize any opportunity to promote himself and Nevertheless, his sins
husband Prince Alfonso of Aragon (title but no his family, carried on a constant double policy meeting with no
money), conveniently making Lucrezia a widow. by temporarily allying with whatever faction, punishment in this
She finally settled down with the Prince of house, or nation seemed strongest at any given world, he was to the
Ferrara, Afonso d’Este (title AND money) – a moment. This complicated, self-centered last of his days most
strong silent type, whose interests included scheming eventually resulted in France’s short- prosperous. In one
artillery, music, and brothels. Proving far too lived conquest of the entire peninsula in a 1495 word, he was more
tough for her father and brother to bump off, she campaign which, while producing absolutely no evil and more lucky
remained happily married to him for the rest of long term material gain for anyone involved, left than, perhaps, any
her life... except for the odd fling with the poet the land and its people ravaged by war. other Pope for many
Pietro Bembo, who wisely hoofed it out of The personal lives of the Borgias were no ages before.”
Ferrera before her husband could get his hands less turbulent, constantly filled with violent – Francesco
on him. episodes (usually, but not always, Cesare’s), Guicciardini,
Alexander was keenly interested in chaotic love affairs (usually, but not always, Chamberlain and
expanding his political influence, traveling Lucrezia’s), and nearly constant financial greed Borgia Crony
throughout the Papal States and the conquered (always Alexander’s). Soap-opera like drama
nation of Romagna (he and Caesar conquered it was commonplace since Alexander liked to forge
while he was the Pope). Lucrezia was often left alliances by marrying his volatile children into
officially in charge of running the entire Catholic various great houses. For instance, he linked his 11
Church while Alexander and Caesar were power to that of Naples by marrying Lucrezia to
DIGITAL HERO #4

SOME OF THE Prince Alphonso of Aragon, an important story. Then again, very few of us (thankfully) are
EVIL WHICH principality within that nation. Then, when that Borgias.
CESARE BORGIA alliance proved no longer important, he had Burchard (Alexander’s loyal servant and an
HATH DONE Cesare first mug, then strangle, his son-in-law inveterate diarist) reported that while the Pope
(Burchard recorded in his diary “Since Don was still on his deathbed Cesare’s men broke
Conquered the
Alfonso refused to die of his wounds, he was into the Vatican and made off with all the
small nation of
strangled in his bed.”) Earlier, he had attempted treasure they could carry. As soon as Alexander
Romagna with an
to solidify his position with the kingdom of died, his servants immediately plundered his
unprovoked attack in
Aragon and Naples by marrying his younger son, bedroom. After Burchard had prepared the body,
February 1500. He
Goffredo, to Sancia of Aragon – who, palace guards drove off the priests that were
dragged the Lady of
unfortunately, cheated on her young husband guarding the remains of the dead Pope from
Romagna Caterina
with both of his older brothers, Cesare and possible desecration by the wildly celebrating
Sforza through the
Giovanni. Which got even more complicated Roman populace (the Borgias weren’t very
streets of Rome in
when a jealous Cesare sent Giovanni floating popular). Burchard then had the body moved to a
golden chains.
down the Tiber with a slit throat after an small chapel for protection, where it remained
Cut off the
unfortunate family dinner in 1493. unattended, slowly rotting in the humid August
tongue and hand of a
It’s not that every action taken by Alexander weather then gripping Rome. At the funeral, the
drunken reveler for
during his time as Pope was completely self- attending priests once again took on the palace
insulting him.
serving... but it seemed to be actually difficult for guards, turning the entire event into a brawl of
Sentenced to
him to do anything without putting a personal epic proportions. When they were finished
drowning in the Tiber
slant on it. For example, in 1493 Alexander fighting, the assembled dignitaries realized that
a Venetian who had
attempted to draw a line of demarcation between the coffin had been made too short for
written a pamphlet
Spanish and Portuguese spheres of influence in Alexander’s body, so they removed his miter
criticizing him.
the New World. This was an important before forcing the corpse into shape with a few
Slept with one
achievement, which prevented a potentially blows from a sledgehammer.
brother’s wife, then
disastrous world war between two of the
stabbed another Personality/Motivation: Greed. Lust. Revenge
superpowers of the day. But even this far-
brother seven times for slights (real or imagined). Paranoia.
reaching political act had to be modified in 1494,
before slitting his Hypocrisy. Megalomania. Egomania.
since, in its original form, the decree greatly
throat and dumping Sociopathic behavior. Natural love of family...
favored his native Spain. He also had the
his body in the Tiber unnatural love of family. These are all
privilege of being the pontiff during the Jubilee
Strangled his components of Alexander VI’s behavior and,
year of 1500, a magnificent demonstration of the
brother-in-law as he when they are combined with heavy doses of
depth and universality of the Catholic faith in
was recovering from both patience and brilliance, make for the sort of
which thousands of devout tourists flocked to
wounds incurred villain who just might manage to take over the
Rome. The capacity of the Eternal City to house
during an earlier world... or, at the very least, make the world a
and feed such a large number of visitors from
attempt on his life by less pleasant place for you to live in. His goals
throughout Europe was taxed to the utmost – but
Cesare’s henchmen. are really quite simple: to directly control as
Alexander spared no expense to provide for the
best possible security and comfort for these much territory as possible, to gather as much
pilgrims. Which made sense as he conducted a wealth as is feasible from any available source,
SCANDAL to sleep with as many young women as
brisk business personally selling indulgences to
“The latter wealthy but guilt-ridden pilgrims during the imaginable, and whenever possible to promote
[Popes] are forgiven festival, infusing Cesare’s war chest with enough his own family at the expense of all others.
nothing, because funds to launch a military conquest of the cities Alexander proved to be unbending in his
everything is expected of Camerino and Urbino. devotion to these goals.
from them, wherefore Shortly after the eleventh anniversary of his An extremely charming man, Rodrigo is
the vices lightly “acquisition” of the papacy in August of 1503, well mannered, multilingual, exceptionally
passed over in a Louis Alexander and Cesare dined with their mutual convincing, and utterly self-serving. The
XIV become most enemy Cardinal Adrian Corneto in the latter’s Venetian ambassador Giustiniani commented
offensive and villa outside of Rome. Intending to make that “in him were combined rare prudence and
scandalous in Corneto their next victim, Alexander poisoned vigilance mature reflection, marvelous powers of
Alexander VI.” his wine using a little slight of hand. persuasion, skill and capacity for the conduct of
– De Maistre speaks Unfortunately for the Pope, the eighty-two-year- the most difficult affairs.” His love of art,
of Popes in his great old Cardinal was also a master of intrigue; he especially architecture, was legendary – during
work Du Pape switched the glasses when they weren’t looking. his papacy some of the most exquisite buildings
Thus, the unsuspecting Alexander and Cesare ever to be constructed sprung up in Rome. He is
both drank freely from their own poison. Within both worldly and uniquely open-minded,
a few days, Cesare recovered, but his father grew possessing none of the prejudices which were
weak and died at the age of seventy-seven... common to Western Europeans of his time. This
12 which, for most people, would be the end of the is probably because he wasn’t a religious man...
in spite of being the Pope.
DIGITAL HERO #4
Quote: “We resolve to amend our life and Appearance: As a young man, Rodrigo was ROMAN
reform the Church. We renounce all nepotism. described as tall, handsome, and charming by his BUILDINGS
We will begin the reform with ourselves and so contemporaries. They praised his imposing, CONSTRUCTED
proceed through all levels of the Church till the athletic figure, his cheerful character, persuasive DURING THE
whole work is accomplished.” manners, brilliant conversational abilities, and PAPACY OF
his intimate mastery of the habits of polite ALEXANDER VI
Powers/Tactics: Alexander VI is the leader of society. In his letters, papal secretary
the largest organized religion in the world, The Tempietto
Sigismondo de Conti speaks of him as a large, (designed by
commanding millions of adherents. His personal robust man, with a sharp gaze, great amiability,
fortune could buy and sell most European kings Bramante for
and “wonderful skill in money matters.” Others Ferdinand and
several times over. His personal army consists of admired his florid complexion, dark eyes, and
ten thousand battle-hardened mercenaries, led by Isabella of Spain)
full mouth – sensual hallmarks which have come Palace of the
a son who is arguably one of the most skilled to be associated with members of the Borgia
soldiers alive. His is also an expert poisoner, a Cancellaria (built by
family (along with greed, violence, and Cardinal Riario)
practiced tactician, a master politician, and a first poisonings). By the time he became the Pope,
rate diplomat. Santa Maria dell’
however, Rodrigo – who was already in his early Anima (for Holy
If that wasn’t bad enough, God seems to sixties – seems to have lost most of his physical
actually be on his side. Roman Emperor
charms. The two verifiably accurate portraits of Maximilian by his
Campaign Use: Pope Alexander VI may him that still exist (a Papal State coin and a ambassador)
genuinely be the blueprint for many of the great Vatican oil painting) depict a bald, corpulent Trinita dei Monti
villainous masterminds of fiction because he is man with just the hint of a knowing smile upon (by the French
such a well-documented epic villain of history. his broad face. Cardinal Briconnet)
Only the most motivated, careful, intelligent, Bibliography: Santa Maria
self-serving, and immoral of men could ever The diary of Alexander’s master of ceremonies, Maggiore (by
hope to match his accomplishments. In nearly Johannes Burchardus, edited by L. Thuasne Alexander VI using
any game setting, Alexander’s character sheet (Paris, 1883-1884) some of the first gold
could be used almost “as is” for any ultra- The dispatches of Giustiniani, the Venetian Columbus brought
wealthy mob boss, evil religious leader, or third- ambassador, edited by P. Villari (Florence, back from the New
world dictator (or some combination of all 1876) World)
three... like Alexander) who works solely behind Paolo Cappelli’s “Diarii” in E. Alberi’s The
the scenes, using others as his chess pieces. Relazioni, Series 1 and 3 Appartimento Borgia
A World Lit Only by Fire: The Medieval Mind in the Vatican
and The Renaissance (1992) by William (designed by
Manchester Pinturicchio for the
The Chronicle of Popes (1997) by P.G. Borgia family)
Maxwell-Stuart

13
DIGITAL HERO #4

Pope Alexander VI (Rodrigo 3 KS: Cardinals 14-


3 KS: Poison 14-
Borgia) 3 Linguist
Val Char Cost Roll Notes 0 Language: Spanish (Native Language)
10 STR 0 11- Lift 100 kg; 2d6 HTH [1] 1 Language: French (Fluent Conversation)
15 DEX 15 12- OCV: 5 /DCV: 5 1 Language: Latin (Fluent Conversation)
15 CON 10 12- 1 Language: Italian (Fluent Conversation)
12 BODY 4 11- 1 Language: Arabic (Fluent Conversation)
25 INT 15 14- Per Roll: 14- 3 Oratory 14-
20 EGO 20 13- ECV: 7 9 Persuasion 17-
25 PRE 15 14- PRE Attack: 5d6 7 PS: Accountant 16-
16 COM 3 12- 3 PS: Politician 14-
5 PD 3 Total: 5 PD (0 rPD) 1 PS: Priest 11-
5 ED 2 Total: 5 ED (0 rPD) 3 Riding 12-
4 SPD 15 Phases: 3, 6, 9, 12 11 Seduction 18-
5 REC 0 3 Slight of Hand 12-
30 END 0 5 Streetwise 15-
30 STUN 5 3 Tactics 14-
5 Trading 15-
Total Characteristics Cost: 107
Total Powers & Skills Cost: 273
Movement: Running: 8”/16” Total Cost: 380
Swimming: 4”/8”
100+ Disadvantages
Cost Powers END 5 Age (60+, but unnaturally healthy)
30 God Is On My Side: Luck 6d6 0 10 DNPC: Lucrezia Borgia 14-, Slightly
10 Strong Will: Mental Defense (10 Less Powerful, Useful Noncombat Skills
points) 0 10 DNPC: Cesare Borgia 14-, Slightly Less
4 Running +4” (8” Total) 2 Powerful, Useful Noncombat Skills
2 Swimming +2” (4” Total) 1 10 Psychological Limitation: Egomaniac
Perks (Common, Moderate)
10 Fringe Benefit: Head of Papal States 10 Psychological Limitation: Greedy
10 Fringe Benefit: Head of Catholic Church (Common, Moderate)
15 Money: Filthy Rich 10 Psychological Limitation: Lustful
15 Reputation: The Pope (Western Europe) (Common, Moderate)
+5/+5d6 10 Psychological Limitation: Paranoid
14 Contact: Cesare Borgia 16- (Common, Moderate)
14 Contact: Lucrezia Borgia 16- 10 Psychological Limitation: Vengeful
6 Contact: Emperor Maximilian of Holy (Common, Moderate)
Roman Empire (Austria) 8- 20 Reputation: Scheming Amoral
6 Contact: King Ferdinand of Spain 8- Manipulator 14- (Extreme)
6 Contact: King Charles VIII of France 8- 5 Reputation: Murdering Sociopath 8-
15 Social Limitation: The Pope 8-
Talents (Occasionally, Severe)
5 Eidetic Memory 165 Experience Points
5 Rules Monger: +5 Resistance to
Bureaucratics Total Disadvantage Points: 380
5 Blasé: +5 Resistance to Oratory
5 Immovable: +5 Resistance to Persuasion
5 Hard Bargainer: +5 Resistance to Trading
Skills
3 Acting 14-
3 AK: Italy 14-
7 Bribery 16-
5 Bureaucratics 15-
3 CK: Rome 14-
3 Concealment 14-
5 Conversation 15-
3 Forgery (Legal Documents) 14-
14 3 Gambling (Cards) 14-
5 High Society 15-
DIGITAL HERO #4

Have At Thee, Sir! by Theron Bretz


Adding Realism to Medieval ARMOR IS (RELATIVELY) LIGHT
Combat in the HERO System This is another common misconception of
One of the most common conventions of the the genre, where iron clad warriors lumber about
fantasy genre is combat with archaic weapons. trading mammoth blows and creaking under the
Portrayals of such encounters cover a wide range weight of their harnesses. In fact, a fully-armored
of details and accuracy, depending as much on knight from the mid-thirteenth Century wore
the needs of the story as the knowledge of the about seventy pounds of padding, maille, and
author. Over the years, fantasy gaming has plate. This is comparable to the equipment
developed its share of conventions about how carried by a fully armed infantryman today, and
combat works, some accurate, some based on less than that carried by a WWII paratrooper.
outdated or faulty information, others still from Plate armor is comparable in weight to maille,
the imaginations of game designers and take as but easier to wear, as it better supports its own
gospel truth. weight and can be distributed over the body with
This article is aimed at players and GMs lacings and straps.
who wish to add additional realism to their Do not look at most SCA or reproduction
fantasy combats. It introduces little in the way of armors and assume the medieval product was
new rules or techniques, but instead offers identical. Most modern maille is made by butting
observations on the realities of medieval combat the links together, which requires thicker wire be
as it is understood by the leading scholars on the used to allow the armor to hold up to long-term
subject today, along with the author’s own use (it’s also a good deal easier and faster to
twenty years of hands-on experimentation. While make this way). Medieval maille, on the other
real combat is too vast a topic for any game hand, typically used riveted links, which allowed
system to cover comprehensively, the HERO a much higher level of overall protection along
System’s versatility does allow a good deal of with a good deal less weight, as thinner wire
freedom in implementing these ideas without could be used in the manufacture of the armor.
bogging the game down overmuch. Remember, the people who used these items
trusted them with their lives. Combat is a terribly
ARMOR WORKS
pragmatic business: a professional warrior class
This point cannot be stressed strongly does not use something for hundreds of years if
enough. Medieval warriors used armor because it it doesn’t work well.
was an efficient way to protect them from harm.
Even a mere quarter inch of cuir-boilli can stand ARMOR IS EXPENSIVE
up to a tremendous amount of impact and resists Once again, this is an often-missed point,
all but the sharpest edge. A man in 13th Century especially in fantasy games. A maille shirt, open-
maille, with a full-face helm, was effectively faced helmet, and a spear cost approximately £10
invulnerable to the weapons of the day. The in twelfth Century England, as much as an urban
greatest dangers he faced were taking a lance merchant earned in a year, and comparable to the
while on the charge or an arrow through his price of a trained war horse, and that for what
eyeslot. Otherwise, the best chance one had of amounts to “off-the-rack” purchases. Properly
doing him serious harm was to wrestle him made and tailored armors were tremendously
down, pull off his helm, and cut his throat. Given pricey, the equivalent of buying a high-end
this, there is little wonder that a properly armed luxury sports car today.
knight was more than a match for the average
rabble. In a fantasy setting playing up these
Not surprisingly, plate armor offers truths, by making better armors proof
commensurately greater protection. However, it against common weapons, lightweight,
should be remembered that the weapons of the and expensive, GMs can separate the
age of plate were also more effective than those adventurer from the common man. In
used in the age of maille. As such, a very real such a setting, even a “normal” shirt of
stalemate existed between the best armor of the maille is a thing to be treasured.
day and the best weapons of the day.

15
DIGITAL HERO #4
WEAPONS ARE LIGHT AXES, HAMMERS, AND POLEARMS
Oftentimes in fantasy fiction, the lumbering WERE THERE FOR A REASON
iron-clad warrior is burdened with a mighty As mentioned previously, armor existed in a
twenty pound broadsword. The reasons for this general stalemate with the sword in terms of
misconception are varied, but generally come protection versus deadliness. Axes, hammers,
down to poor research and shoddy guesswork. and polearms were the tools that broke the
Most people aren’t very good at estimating stalemate. While a hammer might not pierce
weights, and tend to guess high when asked how armor (although some certainly could), it could
much something weighs. Also, because these transmit sufficient force through the armor to
weapons are made largely of metal, there’s a stun a man or even knock him unconscious.
tendency to assume they must be heavy. Incidentally, a medieval warhammer didn’t
However, a little research shows things in a look much like a hammer; it had a fairly small
very different light. A medieval longsword (or head, with a case-hardened pick on one end and
bastard sword) weighed about three and a half a flat hammer head on the other. The idea behind
pounds. A greatsword weighed in the many of these weapons was to concentrate a
neighborhood of seven to eight pounds, but it massive amount of force in a very small area.
was primarily intended as a support weapon, Recent excavations at Towton, the site of a 15th
used to attack pike formations. The medieval Century battle of the Wars of the Roses, found
sword was a masterpiece of efficient balance and many bodies that had suffered horrific wounds
strength, not some enormous cleaver. from hammer-blows and the spiked ends of
polearms.
WEAPONS ARE DEADLY
While this may seem self-evident, it’s a point In a realistic game, swords should do
sorely missed when one looks at the paltry damage on average that is slightly less
damage done by small weapons in many fantasy than the protection provided by optimal
RPGs: a dagger is an extremely dangerous armor. Axes, warhammers, and pole
weapon under the right circumstances. The arms should do more damage on
human body is very ill-equipped to deal with average, or have advantages such as
sharp objects, and players and GMs looking for Armor Piercing available.
realism should keep this fact in mind.
SHIELDS AND THEIR (OVER- AND MIS-)
In a “realistic” Fantasy Hero campaign, USE
Hit Locations should always be used to
reflect the dangers of armed combat. Many fantasy RPGs list shields as a standard
Without this option, it’s far too easy for defensive item regardless of time period.
the heroes to discount “lesser” weapons Furthermore, they are treated as an extra layer of
such as daggers and shortswords. armor, often being made entirely of metal.
Historically, shields got smaller in size and
less-prevalent as armor improved. By the end of
MEDIEVAL SWORDS WEREN’T
the 15th Century, the shield was used in jousting
PARTICULARLY SHARP
tournaments and little else. Further, shields were
On the surface, this particular observation largely constructed of wood, and considered a
seems to fly in the face of popular media and disposable part of the knight’s defensive array.
literary portrayals. However, in light of current The edges were often left untreated so as to trap
research it appears to be the case. A razor-sharp a blade or a spear point, aiding the user in
edge will do little against metal armor other than disarming an opponent.
chip or dull rather quickly, leaving its wielder in The one type of shield that remained in use
a dangerous situation. As a result, most medieval throughout the medieval period was the buckler.
swords were probably sharpened to an edge Most prevalent among soldiers and those with
similar to a modern cold chisel rather than to the less-than-optimal armor, the buckler was
sharpness of a knife for most of the blade length. designed to stand up to long-term use, typically
For slashing and cutting, the last six inches near made entirely of metal or a combination of metal
the point might be sharpened down a bit more to and cuir-boilli.
make the weapon more effective against
unarmored foes. In a realistic game, one would want to
consider what sort of shields, if any, are
While something like this doesn’t have appropriate to the warrior class. The
a lot of direct application in game more prevalent plate armor is, the less
terms, understanding it allows many likely a shield is still part of a warrior’s
real-world maneuvers such as “half- ensemble.
16 swording” (see below) make more
sense.
DIGITAL HERO #4
TWO-WEAPON COMBAT WAS Of course, this doesn’t mean such a
VIRTUALLY UNHEARD OF technique can’t still have a place in
Of all the observations in this article, this is fantasy gaming. The realistic approach
the one that seems to set off more debate than all would be to limit it to weapons easily
the others combined. After all, it’s a staple of the used one-handed with an emphasis on
genre, particularly in gaming, and plenty of stabbing. Daggers, knives, and
fighters in the Society for Creative Anachronism shortswords could all be wielded in this
do it successfully, and Kali/Escrima teaches a manner. Perhaps two-weapon fighting is
two weapon style, and Musashi taught a two- a lost or secret technique only known to
sword technique, didn’t he? So what is the a select few, instead of being available
problem, one might ask? to anyone with two hands and two
Simply put, it’s one of evidence. swords.
Specifically, it’s a problem of evidence in
medieval European combat, which is the main MEDIEVAL COMBAT WAS
focus of this article. In short, there really isn’t SOPHISTICATED
any. There’s the mention of Sir Balin of the Two
This is another prime example of how
Swords in Arthurian legends, but he never fights
assumptions can get in the way of truth. The
with two swords, he merely carries a second
stereotypical portrayal either shows two heavily
weapon to remind him of a past misdeed. The
armored men hacking at one another
ancient Francs carried multiple axes into battle,
ineffectively, or slicing each other apart like the
but used them as throwing weapons. There’s a
Black Knight in Monty Python and the Holy
depiction in early Irish literature of a hero
Grail. Neither image reflects the true nature of
fighting with what are clearly described as two
combat in the Middle Ages. Medieval fighting
knives, but there’s a huge gap between fighting
was a well-codified martial art, with many
with two short stabbing weapons and swinging
moves quite comparable to those of the Far East.
two swords in battle. Without evidence to
Unfortunately, most of the evidence for this has
support such a practice, there’s little reason to
only come to light in the past twenty years or so
believe it existed.
in the form of fechtbuchs, or fencing manuals
Turning our attention to the modern SCA,
that have survived from the middle ages. The
and to Kali/Escrima, there’s a tremendous
translation and study of these works is some of
difference between using rounded wooden sticks
the most exciting research being done in the field
and using a flat piece of metal. The sticks will
of medieval history today.
land more or less properly regardless of the angle
While most of these works date from the
of impact. A sword edge is a good deal less
fifteenth and sixteenth centuries, a few have
forgiving in this regard. Never mind trying it
surfaced from earlier periods. What they show is
with something like an axe or a hammer.
a remarkable commonality of technique that
While Musashi clearly taught a two-sword
represents a clearly thought-out and well-
technique, he also clearly used weapons of
understood means of self-defense with swords
mismatched sizes. Even so, there’s nothing to
and other weapons. The techniques shown are
indicate his techniques were known to medieval
bio-mechanically sound, and in the hands of a
Europe (especially since medieval Europe had
skilled practitioner, quite effective.
become renaissance Europe well before
One of the more interesting aspects of these
Musashi’s birth), therefore excluding his
manuals is the emphasis on grappling and
teachings from the matter at hand.
wrestling. This makes a good deal of sense when
Speaking of the renaissance, there is, in that
one considers that an armored man was basically
period, certainly a precedent for two-weapon
impervious to harm so long as he kept his feet.
combat, both with the rapier and dagger, or “a
Also interesting is the way the sword is used in
case of rapiers.” While this is true two-sword
these combats. Against armored opponents, it is
fighting, combat with a rapier is significantly
almost never used to strike directly with the
different than combat with a broadsword. As
edge. Instead, it sees work as a lever to
such, it’s hard to draw comparisons between
unbalance the opponent, as a tool for binds and
renaissance fencing and medieval swordplay in
disarms, grasped halfway up the blade (the
all but the most general terms. Given the inherent
aforementioned “half-swording” technique) and
pragmatism of medieval warriors and faced with
used to stab for vulnerable areas, such as the
the lack of evidence for two-weapon fighting,
face, armpits, and groin. The sword is seen held
one has to assume that it was either deemed
reversed by the blade, and swung using the
ineffective by the conventional wisdom of the
cross-guard or quillons as a hammer to bludgeon
day, or proven so by the crucible of battle.
the opponent, and we see the pommel used for a
quick, brutal strike to the face (the latter is, in 17
fact, the origin of the word “pummel”).
DIGITAL HERO #4

In a realistic campaign, the GM should Furthermore, by incorporating the


consider making Martial Arts medieval techniques of Kampfringen
maneuvers available to experienced and Arte dell’Abbraciare from The
warriors. Weapons Combat, Ultimate Martial Artist, GMs and
Kampfringen, and Arte dell’Abbraciare, players can simulate the “mission kill”
are all appropriate choices. mentality of a medieval battle.
Additionally, Find Weakness with Allowing the wrestling techniques to be
swords (perhaps limited to armored used while armed simulates the use of
opponents) should be considered as a the sword as a leverage tool, as it was in
means of simulating attacks to weak the period.
points in an opponent’s armor.
ALMOST EVERYTHING HOLLYWOOD
COMBAT TO THE DEATH WAS RARE KNOWS ABOUT MEDIEVAL WARFARE
IS WRONG
While this may seem paradoxical to a
warrior class, the medieval knight generally did Perhaps at this point, such things go without
not fight to kill his opponents if they were of his saying, but there are a few commonly-held
social rank or higher. Murder was considered a myths that films like “Braveheart” perpetuate.
mortal sin, and self-defense was not considered a First, medieval cavalry, as a rule, did not charge
mitigating factor by the medieval Church. infantry. Horses won’t charge into a closely-
Further, a dead nobleman was worthless, but one ordered wall of people that holds its ground,
who’d been beaten into submission could be especially if that wall is holding lots of long,
ransomed, often for a great deal of money. sharp objects. What cavalry would do on
Bertand du Guesclin, a Constable of France in occasion was charge at an infantry formation,
the fourteenth Century was once ransomed by hoping to get the footmen to break before the
the King of France for 100,000 marks of gold units collided. Unorganized infantry are
(about $100 million by modern values). Thus, it relatively easy to mop up from horseback, at
was certainly in one’s economic interest, if not least until they get themselves re-set. In the few
one’s spiritual, to keep a fallen foeman alive. cases history tells of cavalry charging well-
As such, a good deal of medieval combat established blocks of infantry, the result is
focuses on what the modern military calls invariably disastrous for the horsemen.
“mission kills,” the rendering of an opponent Considering that the average medieval
harmless as efficiently as possible. Many of the knight saw warfare as a means to glory and
throws and grappling techniques (mentioned wealth, attacking infantry makes very little
above) incorporated breaking techniques that sense. After all, there’s neither glory to be had
would leave a grown man disabled, with from cutting down the lower classes nor wealth
dislocated or broken limbs. Such a fallen to be gained from their capture. On the other
opponent ceases to be much of a threat, and can hand, both wealth and glory were readily
be captured once any similar threats are available in the form of enemy knights and
dispatched. noblemen. As a result, most medieval
The closest one comes to medieval knights engagements involved cavalry fighting cavalry
fighting to the death is the judicial duel, which and infantry fighting infantry in a combined
was fought to prove a person’s guilt or innocence arms action that worked well in concert.
of a crime. As these duels were only fought over Regarding infantry, it’s important to note
the most serious charges, the loser would be that medieval armies were not made up of
executed should they not be killed outright peasants. Not typically, anyway. Peasant levies
during the fight. As such, judicial duels were were an absolute last resort, as they were far
often extremely brutal. more valuable as farmers than as soldiers, and of
little value in combat. Most medieval infantry
In a “realistic” fantasy campaign, the consisted of townsmen (the merchant classes)
GM can use this information to make who were responsible for their own equipment
fallen foes an important source of and training. Town militias generally trained a
income. A ransomed nobleman could be few times each month (not unlike the modern
worth a fortune to a band of intrepid Reserves or National Guard). By comparison,
heroes, but he could also serve as a many knightly companies (such as the conrois of
springboard of a series of adventures. Crusader Syria) trained three times per week
What if his ransom isn’t in coin, but a (much like our modern active duty armed
map or a mysterious tome? What if he’s forces).
utterly rude and obnoxious, but so filthy
rich the characters have to put up with
18
him until his ransom arrives?
DIGITAL HERO #4

In a “realistic” setting, the average ANNOTATED SOURCES:


warrior would be well aware of what Arms and Armor of the Medieval Knight, by
works and doesn’t work on the David Edge and Miles Paddock. Crescent Books,
battlefield. He would know that 1993
charging infantry with cavalry is sheer If I could only keep one book on the subject,
folly. Attacking a town militia would it would be this one. It’s neither the most in-
not necessarily be a walk in the park, depth nor scholarly, but it provides the best
since the opposition would be well- overview on the subject and is chock-full of
trained, and familiar with one another’s useful illustrations and photographs.
tactics. Such individuals might have
Medieval Combat, by Mark Rector. Greenhill
levels in coordinating attacks or special
Press, 2000
maneuvers that only work when
This is the first full translation in English of
fighting as a unit.
Hans Talhoffer’s 1467 fechtbuch. Talhoffer was
a member of the Marxbrudern, a guild of fencing
PUTTING IT ALL TOGETHER masters that flourished in the German states of
So, what does a realistic medieval warrior the fifteenth through seventeenth centuries. He
look like in HERO System terms? More was a professional trainer of professional
importantly, how does he fight? Most likely, he soldiers and this manual served as handbook for
has the Weapons Combat maneuvers, and a the Duke of Swabia’s soldiers.
grappling technique as well. He very likely either
has Skill Levels to offset Hit Location penalties The Medieval Soldier: 15th Century Campaign
or a form of Find Weakness against armored Live Recreated in Colour Photographs by Gerry
foes. He may or may not carry a shield, Embleton and John Howe, Crowood Press, 1995.
depending on the quality of his armor and the A remarkable book that shows the real value
time period the campaign mimics. If he doesn’t of living history in bringing the past to life. The
use a shield, he almost certainly uses a bastard authors are members of the Company of Saynte
sword. His backup weapon (and there’s no George, a Swiss group devoted to recreating
reason for him not to carry one) is a dagger. fifteenth Century campaign life. The book looks
When he engages in combat, he looks for like someone took a camera back to the 1450s
the quickest means of rendering his opponent and started snapping away. No aspect of late
harmless. If this means grappling and throwing, fifteenth Century military life is overlooked,
he will do so, using his sword as a means of from weapons and armor, to underwear and
defending himself (Martial Block) while setting medicine, to toilet facilities. A great visual
up a throw, a grapple, or perhaps even a bind or a resource for GMs who like to point to a picture
disarm. If his opponent is cautious, he might use and say, “You see this.”
defensive strikes to draw him out before closing Medieval Swordsmanship: Illustrated Methods
to take him down. If his opponent is armored, and Techniques, by John Clements, Paladin
he’ll look for vulnerable points (Find Weakness Press, 1998.
or apply Skill Levels against Hit Location A reasonably priced and readily available
penalties) or perhaps reverse his bastard sword book that should be taken with a grain of salt.
and use it like a hammer (a Normal Attack), The author provides a good overview of his
striking his opponent in the head, attempting to topic, but many of his conclusions are at variance
stun him into submission. with the majority of medieval martial arts
Once his opponent is down, he’ll waste no practitioners today.
further time on him. If the situation demands the
opponent’s life, he’ll finish him off with the The Academy of European Medieval Martial
dagger. If not, he’ll demand his surrender. Arts (www.aemma.org).
The AEMMA is dedicated to re-creating the
IN CONCLUSION martial traditions of medieval Europe. Their
This article is not meant to be the last word website is a treasure trove of period manuals,
on medieval combat, by any means. It is, at best, essays, and videos of re-creators in action. If you
a general overview of the realities as historians want to see what this sort of fighting really
currently understand them, distilled in a manner looked like, this site is well worth visiting.
that gamers can put into practice. As new
evidence becomes known, some of the Circa 1265 (www.bumply.com/Medieval).
conclusions here will doubtlessly be Circa 1265 is a medieval re-enactment group
contradicted. But in the meantime, they can go a focusing on the late thirteenth Century. The
long way to adding levels of realism to fantasy photographs of a knight arming clearly illustrate
combats without bogging things down with extra the level of protection the medieval warrior
enjoyed. 19
rules.
DIGITAL HERO #4

Nothing To Fear But Fear Itself by Ken Zieger


Phobias, irrational fears or hatreds, are stepladder. The third step might use a regular
common. In fact, 5.1 to 11.5 percent of the ladder, and so on. Parents often use this method
American population suffer from phobias. For to dispel their children’s fears.
HERO System players, phobias make excellent For a severe fear or minor simple phobia, a
character Disadvantages because they provide a sufferer could treat himself with a high degree of
hint of a background and make a character more success. Stronger simple phobias, and any
interesting. They are not genre-specific; a complex phobias, must generally be treated with
superhero is just as likely to have a phobia as a the aid of a therapist.
barbarian. Two characters with the same fear Agoraphobia and panic sufferers often use
react to it differently. This article will give useful therapist-assisted exposure coupled with drug
information for the Game Master and player by therapy. Mild sedatives are used to keep the
presenting the most common phobias, showing patient calm during exposure. Often, the patients
the most used treatment, defining phobias in must take prescribed sedatives for the remainder
HERO System terms, providing ideas for of their illness.
roleplaying fears, and finally, giving a list of Another treatment, usually incorporated
phobias. with one or both of the previous ones, involves
family or marriage counseling. The theory
COMMON PHOBIAS
behind using counseling looks at the family as a
The most common phobias encountered unit acting as mutual supporters for each
today are acrophobia (heights), agoraphobia member. However, counseling alone only
(open spaces), ailourophobia (cats), asterophobia relieves the stresses of the relationship, but does
(thunder), ceraunophobia (lightning), nothing to relive the phobia.
claustrophobia (enclosed spaces), cynophobia Flooding, another form of desensitization,
(dogs), equinophobia (horses), mysophobia (dirt, involves subjecting the sufferer to the full effects
germs, contamination), nyctophobia (darkness), of his phobia until he reaches a comfortable
ophidiophobia (snakes), potamophobia (running state. A claustrophobe would be placed in a
water), pyrophobia (fire), topophobia (stage closet for an ever-increasing amount of time until
fright), and zoophobia (animals). he reaches a comfortable state. Only therapists
People can develop a phobia because of a should use the Flooding technique, because of
specific incident or object that symbolizes a fear. the high possibility of making the phobia worse.
A person locked in a closet by a parent could
develop claustrophobia. To another USING PHOBIAS IN YOUR GAME
claustrophobe, an enclosed area represents his The HERO System uses Psychological
own loneliness. Just as the cause can be Limitations to simulate phobias. Generally, the
different, the same phobia can have different limitation is based on the frequency of affliction
activating circumstances, called triggers. and the intensity of the fear. However, most
Acrophobia might be triggered when the sufferer phobia sufferers unconsciously avoid the triggers
climbs a ladder but not when in an elevator, for of their fears. Some people, due to employment,
example. obsessiveness, or social constraints, face their
In a simple phobia, a person suffers from a triggers often. An accountant with acrophobia
single fear. In a complex phobia, the sufferer has would have his disadvantage as Uncommon,
two or more fears. The phobias may or may not because he could easily avoid heights. However,
be related in a complex phobia. Some phobias an acrophobe house painter would have it as
have sub-versions, which apply to specific Common as his job requires ladders and
triggers. Cremnophobia (fear of precipices) is a scaffolds. An acrophobic construction worker
sub-fear of acrophobia which is only triggered could have it at Very Common.
when the sufferer stands near a balcony or A Moderate intensity equals a strong fear or
anywhere that has a drop-off. minor simple phobia, based on the above
treatments. A Strong intensity might be a severe
TREATMENT
simple phobia or a complex phobia. Total
Exposure Therapy, also called intensity indicates the sufferer might need to be
desensitization, is the systematic exposure of the on drug therapy.
sufferer to his trigger. The exposure starts at the The player, when deciding on a phobia,
first level that causes anxiety. The exposure time should also indicate the trigger. If there isn’t a
is gradually increased until the patient relaxes. trigger, it is a generalized fear. Acrophobia
The level then is increased and the process without a specific trigger makes the character
20 repeats. For instance, an acrophobe starts by nervous at any type of height. For the Game
standing on a box. The next level would be a Master, treat the phobia appropriately. A thief
DIGITAL HERO #4
with a general fear of heights will suffer when (stenophobia) will be nervous in a corridor, but
climbing ropes, but one with a trigger of ladders not in the main hall and facing several guards.
wouldn’t. Some people develop obsessive behaviors
A character with a Very Common, Total while dealing with a phobia. A construction
phobia should be rare, although it is possible. A worker with a Moderate fear of falling might
character with this disadvantage knows he has a obsessively check his safety harness and lines. A
fear, what causes it, and probably actively seeks mysophobe may obsessively wash his hands or
out the trigger because he doesn’t want to appear clean his house. A belonophobe (a person afraid
cowardly or weak. of needles and pins) might be compelled to pick
The Disadvantage may or may not be up any needle or pin she finds. Often, a phobia
bought off, depending on the GM and player. sufferer will isolate himself from others, not just
Desensitization works by regular, controlled situations which could cause a trigger to his fear.
exposure. Even the Very Common, Total He will then start to become depressed because
character is utilizing a form of therapy. However, of the isolation.
it might take years of constant exposure to This article primarily focused on the fear
eliminate a phobia. In the case of Flooding, it reaction of phobias. However, phobias can also
could even get worse. One way to play the indicate an intense hatred of something. An
gradual lessening of a phobia is to pay the anglophobe might hate anything and anyone
disadvantage down slowly. A Total intensity British. The treatments are the same for a hatred.
could be bought down to Strong. Once the The game mechanics are the same. But the
intensity reaches Moderate, the frequency could roleplaying aspects differ.
be bought down. The written rules for buying off
PHOBIAS
disadvantages still apply to phobias. The
character must spend game time trying to The list on the following pages is compiled
overcome them. A Total or Strong intensity from Fears and Phobias: What They Are and
requires the character attend therapy sessions. How to Overcome Them, by Dr. Tony
This can also be used as plot points. The hero’s Whitehead.
therapist could be kidnapped. Or, even worse, There are over two hundred phobias listed in
the therapist could be working against the hero. this article. I’ve included only a small selection
Instead of helping solve his phobia, the therapist of fears. New phobias, like UFO phobia, are
could be making it worse, or causing another being discovered and treated each year. Phobias
one. do not have to rule a person’s life. They can be
cured successfully if the sufferer wants to treat it.
ROLEPLAYING A PHOBIA
BIBLIOGRAPHY
Sufferers feel embarrassed of their fear.
They are afraid the phobia means they are crazy The Encyclopedia of Phobias, Fears, and
or might become crazy. Fearing ridicule, they are Anxieties, Second Edition by Ronald M.
also afraid to let others know they have it. Doctor, Ph. D. and Ada P. Kahn, Ph. D.
Remember, phobia sufferers worry incessantly 2000 Facts on File, Inc., New York, NY.
about their fears. The Panic Attack, Anxiety, and Phobia Solutions
Some sufferers act nonchalantly when Handbook by Muriel MacFarlane, R.N.,
facing their triggers. People with aerophobia M.A. 2000 United Research Publishers,
(fear of flying) often list the inconveniences of Encinitas, CA.
flying, i.e., hijackings, crashes, lost luggage, Fears and Phobias: What They Are and How To
cost, security hassles, etc. A fighter afraid of Overcome Them by Dr. Tony Whitehead.
ladders might suggest breaking through the main 1983 Arco Publishing, New York, NY.
gate of the keep, rather then climbing over the Panic: Facing Fears, Phobias, and Anxiety by
wall. When asked, he won’t say he’s afraid of Stewart Agras, M.D. 1985 The Portable
heights. He’ll say something to the effect of, “I Stanford Series, Stanford Alumni
hate sneaking about.” Association, Stanford, CA.
Other people become anxious. They exhibit Facing fears: The Sourcebook for Phobias,
symptoms of anxiety: sweating, nervousness, Fears, and Anxieties by Ada P. Kahn, Ph.
nausea, lightheadedness, dizziness, headaches, D., and Ronald M. Doctor, Ph. D. 2000
and hyperventilation. If the character has a Total Checkmark Books, An imprint of Facts on
intensity phobia, he might have a panic attack. File, Inc., New York, NY.
The character will suddenly stiffen, faint, or even HERO System, Fifth Edition by Steven S. Long.
become combative to get away from his fear. 2002 DOJ, Inc., San Francisco, CA.
Usually, in a roleplaying game, the situation
is stressful, so a sufferer can hide his problem.
However, he will relax considerably when not 21
facing his fear. A person afraid of narrow places
DIGITAL HERO #4

COMMON PHOBIAS COMMON PHOBIAS


Animals Zoophobia Auroral Failure Kakorraphiaphobia
Lights Auroraphobia Fatigue Ponophobia
Bacteria Bacteriophobia Feathers Pteronophobia
Beards Pogonophobia Feces, excrement Coprophobia
Becoming homosexual Homophobia Fire Pyrophobia
Bees Apiphobia Fish Ichthyophobia
Being afraid Phobophobia Flogging Mastigophobia
Being alone, oneself Autophobia Flood Antlophobia
Being beaten (punishment) Rhabdophobia Flowers Anthophobia
Being bound Merinthophobia Flutes, flute players Aulophobia
Being buried alive, graves Taphophobia Flying Aerophobia
Being dirty Automysophobia Fog Homichlophobia
Being loved, falling in love Philophobia Food Sitophobia
Being scratched Anychophobia Foreigners, strangers Xenophobia
Being stared at Scopophobia Freedom Eleutherophobia
Birds Ornithophobia French people and things Gallophobia
Blood Hematophobia Fur, animal skins Doraphobia
Blushing Ereuthophobia Gaiety Cherophobia
British people, things Anglophobia German people and things Teutophobia
Books Bibliophobia Ghosts Phasmophobia
Cancer Cancerophobia God Theophobia
Cats Ailourophobia Going to bed Clinophobia
Chickens Alektorophobia Gravity Barophobia
Childbirth Tocophobia Growing old Gerascophobia
Children, dolls Pediophobia Hair Chaetophobia
Choking Pnigophobia Heart disease Cardiophobia
Cholera Cholerophobia Heat Thermophobia
Churches Ecclesiaphobia Heaven Ouranophobia
Clouds Nephophobia Heights Acrophobia
Cold Frigophobia Heredity Patroiophobia
Colors Chromatophobia Home Domatophobia
Corpses Necrophobia Home surroundings Ecophobia
Crossing a bridge Gephyrophobia Horses Equinophobia
Crowds Ochlophobia Human beings, society Anthropophobia
Crystal, glass Crystallophobia Ice, frost Cryophobia
Dampness, moisture Hygrophobia Ideas Ideophobia
Darkness Nyctophobia Imperfection Atelophobia
Dawn Eosophobia Infection Mysophobia
Daylight Phengophobia Infinity Apeirophobia
Death Thanatophobia Injections Trypanophobia
Deformity Dysmorphophobia Insanity Lyssophobia
Demons, devils, evil spirits Demonophobia Insects Entomophobia
Dentists Dentophobia Itching Acarophobia
Depth Bathophobia Jealousy Zelophobia
Dirt, germs, contamination Mysophobia Justice Dikephobia
Disease, illness Nosophobia Knees Genuphobia
Disorder Ataxiophobia Lakes Limnophobia
Dogs Cynophobia Leprosy, lepers Leprophobia
Draught Anemophobia Lice Pediculophobia
Dreams Oneirophobia Light Photophobia
Drink Potophobia Lightning Ceraunophobia
Drinking Dipsophobia Machinery Mechanophobia
Drugs Pharmacophobia Making false statements Mythophobia
Dust Amathophobia Many things Polyphobia
Electricity Electrophobia Marriage Gamophobia
Empty rooms, void Kenophobia Meat Carnophobia
Enclosed places Claustrophobia Men Androphobia
22 Everything Panphobia Metals Metallophobia
Eyes Ommatophobia Meteors Meteorophobia
DIGITAL HERO #4
COMMON PHOBIAS COMMON PHOBIAS
Mice Musophobia Smothering Pnigerophobia
Microbes Bacilliphobia Snakes Ophidiophobia
Mind Psychophobia Snow Chionophobia
Mirrors Eisoptrophobia Solitude, stillness Ermophobia
Money Chrometophobia Sound Akousticophobia
Monstrosities Teratophobia Sourness Acerophobia
Mother-in-law Pentheraphobia Speaking Halophobia
Motion Kinesophobia Speech Lalophobia
Nakedness Gymnophobia Speed Tachophobia
Names (specific) Nomatophobia Spiders Arachnophobia
Neglect of duty Paralipophobia Stage fright Topophobia
Narrow places Stenophobia Standing upright Stasiphobia
Narrowness Anginaphobia Stars Siderophobia
Needles, pins, Stealing Cleptophobia
sharp objects Belonophobia Stings Cnidophobia
Noise, loud talking, Stooping Kyphophobia
speaking aloud Phonophobia String Linonophobia
Odors Osmophobia Sun Heliophobia
Odors (body) Osphresiophobia Surgical operations Ergasiophobia
One thing Monophobia Swallowing Phagophobia
Open spaces Agoraphobia Syphilis Syphilophobia
Pain Algophobia Taste Geumatophobia
Parasites Parasitophobia Teeth Odontophobia
Physical love Erotophobia Thirteen Triskaidekaphobia
Places Topophobia Thunder Asterophobia
Pleasure Hedonophobia Touching, being touched Haphephobia
Points Aichurophobia Travel Hodophobia
Poison Toxiphobia Trees Dendrophobia
Politicians Politicophobia Trembling Tremophobia
Poverty Peniaphobia Tuberculosis Phthisiophobia
Precipices Cremnophobia Unidentified flying objects U.F.O.phobia
Pregnancy Maieusiophobia Vehicles Amaxophobia
Punishment Poinephobia Venereal disease Cypridophobia
Railways Siderodromophobia Vomiting Emetophobia
Rain Ombrophobia Walking Basiphobia
Responsibility Hypegiaphobia Wasps Spheksophobia
Reptiles Batrachophobia Water Hydrophobia
Ridicule Katagelophobia Weakness Asthenophobia
Rivers Potamophobia Wind Anemophobia
Robbers Harpaxophobia Women Gynophobia
Ruin Atephobia Words (specific) Logophobia
Running water Potamophobia Work Ergasiophobia
Rust Iophobia Worms Helminthophobia
Sacred things Hierophobia Wounds, injury Traumatophobia
Satan Satanophobia Writing Graphophobia
School Scholionophobia Young girls Parthenophobia
Sea Thalassophobia
Sea swells Cymophobia
Sex Genophobia
Sexual intercourse Coitophobia
Sexual perversion Paraphobia
Shadows Sciophobia
Shock Hormephobia
Sinning Peccatophobia
Skin Dermatophobia
Skin diseases Dermatosiophobia
Sitting idle Thaasophobia
Sleep Hypnophobia
Slime Blennophobia 23
Smell Olfactophobia
DIGITAL HERO #4

Meriquai Falls: Totem Hunters by Dale Robbins


Totem Hunters: Modern Totem Hunters characters will usually have
little in the way of actual Powers. That’s not the
Roleplaying in Meriquai Falls focus of the venue. However, equipment is
Welcome to the third installment in a series bought with money, not Character Points. Most
that details the city of Meriquai Falls. In this Character Points will be spent on Characteristics,
issue, we will look at running a heroic campaign Skills, Talents, and Perks. Normal Characteristic
in Meriquai Falls. The campaign setting, Totem Maxima is imposed without awarding
Hunters, focuses on heroic characters who Disadvantage Points. Therefore, more powerful
regularly face down the machinations of totem Totem Hunters characters will generally have
spirits and either appease their mysterious more Skills, Talents, and Perks. Skill Levels of
demands or defeat their vengeful plots. all types are not inappropriate, either, although
This article consists of three sections. The Combat Skill Levels are much rarer than normal
first details the Totem Hunters venue in a format Skill Levels. Totem Hunters tend to be scholars,
similar to the genre descriptions in “The Hero not soldiers.
System Genre By Genre” document. The second
section briefly details the town of Revolution, VENUE CONVENTIONS AND FEATURES
the focus of all of this mysterious totem spirit The Truth Is Out There: The primary goal of
activity. The third section offers a short the PCs is to discover the truth behind various
adventure to introduce players to the Totem unexplainable situations. While the police are
Hunters venue. willing to write off a mysterious death as a
suicide, the PCs might be more curious about the
THE TOTEM HUNTERS VENUE
victim’s parents’ comments about the “strange
Totem spirits can be a fickle lot. Just ask any lights” that hovered outside their son’s bedroom
scholar of Native American spiritualism. They window at nights. While city officials may be
are as chaotic and unpredictable as the elements perfectly comfortable with closing a park whose
of nature they embody. On average, they seek plantlife is dying out, the PCs may investigate
balance in all things and thus are as likely to the fact that the dying foliage occurs in a not-so-
hinder man as to help him. More often than not, random pattern across the park.
it is not clear as to whether their activities are
benevolent or malign. Public Ignorance/Apathy: Hardly anyone
That is where the PC heroes come in. knows about the totem spirits that guide and
Since the rise of the Meriquai terrorist manipulate their lives. Even most Meriquai
known as the Manitou, the city of Revolution has themselves believe the totem spirits are a belief
seen a rise of totem spirit activities. Most people system and not actual spiritual entities. And if a
do not understand that totem spirits are at work; PC were to tell the average person on the street
the average person on the street would state that that totem spirits really existed, that person
Revolution is simply a city where weird things would either laugh or call the PC crazy.
happen, assuming he is even paying attention to Cover-Ups and Conspiracies: People who are
news in the B-section of the paper. “in the know” about these strange occurrences
The PCs know better. Whether it be by (such as the FBI, PRIMUS, and various civilian
virtue of some gifted sight, pride in their concerns) most often choose to not allow other
Meriquai heritage, or open scholarly minds, the people to know about them. After all, if everyone
PCs understand that totem spirits are afoot. And suddenly found out that Native American spirits
that the spirits are not so easy to deal with as were “terrorizing” the city, utter chaos and
finding them and killing them…. hysteria would break out across the populace.
CAMPAIGN GUIDELINES AND What this means to the PCs is that, most often,
STANDARDS they have to cut through incredible amounts of
red tape, lies and counter-lies, and layers upon
In the HERO System, Totem Hunters
layers of cover-ups to get close to finding the
characters are invariably Heroic. How Heroic is
real truth behind a situation.1
entirely up to the GM and his players. Typically,
Totem Hunters characters are built as Standard Totem Spirits are Chaotic: Totem spirits are a
Heroic characters, as detailed on the charts on fickle lot. One adventure may feature the spirits
page 15 of HERO System 5th Edition. However, subtly guiding the PCs to a truth that can save a
the GM may want his players to play characters life or clear an innocent name while the next
who are the best in their fields in the Meriquai adventure may feature spirits seeking revenge
24 Falls region, letting his players design characters
using the Powerful Heroic guidelines.
artwork by Brad Parnell
DIGITAL HERO #4
from some wrong, either recent or ancient. One totem spirits as part of their belief system, the
of the challenges the PCs must face is Meriquai Shaman intimately knows the totem
determining whether the spirits are the ally or the spirits and what makes them tick. It is the
enemy. Meriquai Shaman who is most likely to make
contact with the spirits and appease them.
Totem Spirits are Not Fantasy-Genre Meriquai Shaman have decent
Monsters: Totem spirits are not “monsters” that Characteristics, decent Skills, and decent Perks
the PCs must hunt down and kill. At almost any (considering they are civilians). Meriquai
level, the spirits cannot be killed! Instead, the Shamans, however, are allowed to take Powers.
PCs must follow the clues and subtle hints the Most Totem Hunters Powers are weak and
spirits (intentionally or not) lay out, and deduce unreliable at best, though. They represent the
the tasks that must be carried out to appease the rituals that Meriquai Shamans conduct to contact
spirits. Clearing an innocent name, cleansing a the spirits. Thus, shaman rituals cannot be
polluted parkway, avenging a festering wrong – anything flashy or damaging. Acceptable Powers
these are the goals of the Totem Hunter in Totem Hunters are Telepathy (totem spirits
character, not the rampant extermination of only), Clairsentience, Enhanced Senses, Mental
spiritual entities. Illusions (only with No Conscious Control), and
Dispel (totem spirit effects only). No Power can
CHARACTER ARCHETYPES have more than 20-50 Active Points and must be
Totem Hunter characters tend to come from built using the Limitations: Concentration, Extra
all walks of life. Whether they are government Time, Focus (fetishes), Gestures, Incantations,
agents, civilian scholars, or everyday people Requires a Meriquai Ritual Magic Skill Roll, and
thrust into extraordinary circumstances, one Side Effect.
thing makes them common: they know totem
spirits are real and are guiding everyone’s lives. The Scholar
Whether government or civilian, Scholars
The Computer Hacker are people who are extremely knowledgeable in
The Computer Hacker is a necessity to esoteric fields that no one else will study. They
anyone who wants to find information quickly. are the ones who do the less than glamorous job
Accessing a restricted database, using a of researching past events and indigenous
classified surveillance satellite, opening an mythologies to help the Agents or
electronic lock on a door, or researching the Troubleshooters put two and two together.
Internet on subjects, the Computer Hacker is the Outside of Meriquai Shamans, Scholars are the
person to turn to. Without a Computer Hacker, best authorities on what the spirits are and why
many groups are doomed to failure. they act as they do.
Computer Hackers, like Scholars, have Scholars tend to have much higher mental
higher mental Characteristics than physical Characteristics than physical Characteristics.
Characteristics. Computer Programming, They also tend to have an incredible number of
Cryptography, Electronics, Security Systems, Knowledge Skills in favor of many other Skills.
and Systems Operations are practically Skill Enhancers are almost a must! Though
mandatory Skills. The Computer Link Perk is Scholars usually have few Perks, Membership or
also extremely good for this Archetype. Security Clearance are good ones to consider for
access to restricted information.
The Government Agent
One of the most common archetypes for The Troubleshooter
Totem Hunter, these characters come onto the As opposed to a Government Agent, a
scene backed with the authority of one civilian Troubleshooter seeks the same goals as
government agency or another. Be he a police the Government Agent without the pomp,
officer, a PRIMUS agent, a federal “Man in circumstance, and red tape. Although most
Black,” or an IRS auditor, the character is on the Troubleshooters agree that the public is not yet
scene to discover the truth, solve the problem, ready for the truth, they find Government Agents
and make sure it stays quiet. too altruistic and self-serving all at once. For
Government Agents tend to have good their part, Government Agents find
Characteristics across the board, an even spread Troubleshooters too arrogant, flamboyant, and
of Skills and Talents, and often an incredible disrespectful.
level of Perks, especially Membership and Troubleshooters tend to have better physical
Security Clearance. Characteristics than mental Characteristics. They
are often more specialized in their skills than
The Meriquai Shaman
Governments Agents (again, more physical than
The Meriquai have always been a people
mental). And Troubleshooter Perks tend more
close to the natural spirits in the world around
towards Reputations, Money, and Contacts than 25
them. Although most Meriquai pay homage to
Fringe Benefits.
DIGITAL HERO #4
SAMPLE CHARACTER
Clayton “Silver-Wolf” Okamura
14 STR 16 DEX 16 CON
12 BODY 18 INT 14 EGO
18 PRE 14 COM
3 PD 3 ED 3 SPD
8 REC 32 END 30 STUN

Abilities: Bureaucratics 13-; Combat Driving


12-; Criminology 13-; Deduction 13-; Generic
Martial Arts; KS: City of Revolution 13-; KS:
Federal Law 13-; KS: Origami 13-; KS: Totem
Spirits 13-; PS: PRIMUS Agent 13-; Streetwise
13-; Tactics 13-; Tracking 13-; WF: Common
Martial Arts Weapons, Common Melee
Weapons, Common Missile Weapons,
Small Arms; Fringe Benefit: PRIMUS
Wizards Membership (5); Fringe
Benefit: Security Clearance to
PRIMUS Files (5).

75+ Disadvantages: Distinctive


Features: Gray, Wolfish Hair
(Easily Concealable); DNPC:
Girlfriend 8- (Normal); Hunted:
VIPER 8- (As Pow, NCI); Hunted:
PRIMUS 8- (As Pow, NCI, Watching);
Psychological Limitation: Control Freak
(Common, Strong); Social Limitation: Subject
to Orders (Frequently, Minor); Reputation:
Maverick Operative 11-.

Notes: Clayton “Silver-Wolf” Okamura is the


head of the PRIMUS Wizards in the Meriquai
Falls region, in charge of investigating the totem
spirit incidents in the area. He has access to a
crack team of Wizard agents but, as most Wizard
agents are, Okamura is pretty much ostracized
from the rest of PRIMUS. Because of this, the
50-something-year-old agent tends to do things
his way or no way at all. He cares for his men
very much, but takes little flak from anyone else,
regardless of background or credentials. The
Silver-Wolf is considered the best authority on
totem spirit lore outside of Theodore Owl-
Speaker, the Meriquai Chief, himself.

26
DIGITAL HERO #4

The Town of Revolution are also several Civil War festivals and battle REVOLUTION AT
reenactments throughout the year. A GLANCE
HISTORY
THE TRUTH OF REVOLUTION Size:
Revolution was founded in October of 1864. þ 213 sq. km. (82 sq.
During much of the American Civil War, What no one knows about Frasier Davenport
mi.)
Confederate General Wilford McKenzie had is that he had to strike a deal with the Meriquai
coordinated morally ambiguous assaults against totem spirits. Their aid helped carry the day Population:
the anti-slave citizens of the Meriquai Falls during the battle against General McKenzie. þ 120,000 (50,000
region. Women and children were not exempt in Davenport had promised the spirits that, for their households,
his military tactics. McKenzie’s goal was clear; aid, he was in return to work tirelessly to ensure 60,000 registered
he was to prove that the slave-supported troops the Meriquai people receive equal standing and voters)
of the Confederacy were tactically superior to the equal lands within the town of Revolution. But Government:
spineless troops of the Union. Any resource Davenport died of pneumonia in 1884, before he þ Mayor (Hon.
whose loss could weaken the Union soldiers, could finish his promise to the spirits. Daniel Striker)
including family members, were fair game as far The City of Revolution has since been with six District
as McKenzie was concerned. haunted by the totem spirits of the Meriquai Council Members.
This didn’t last for long. Frasier Davenport people since the day Davenport died. Slowly, Services:
was a retired Union soldier injured in battle in surely, subtly… the totem spirits have been þ 1 Bus Route
1863. He had charisma and a natural magnetism influencing the people of Revolution in order to þ 2 Daily
that made him a popular speaker and leader open their eyes to natural balance and equality. Newspapers
during the turbulent times of the Civil War. However, human beings being as they are, this þ 20 Radio Stations
Seeing the unethical warfare waged by General has been a tedious process at best. þ 7 Public TV
McKenzie, Davenport rallied the people and set Until 1974, the tactics of the totem spirits Stations
up a camp just south of the Missouri River, near had been extremely subtle and relatively few. þ 3 Cable TV
the delta of the Meriquai River. Here, one of the However, when the Manitou awoke and began Services
most important Civil War battles of the region his terrorist attacks against the miners of the þ 2 Hospitals
was fought. Despite McKenzie’s sneaky tactics, Blue Hills, the “strange occurrences” that þ 2 Police Stations
Davenport second-guessed the Confederate Revolution was quietly famous for spiked. Most (230 officers)
general and led the people to a Union victory. people wrote the occurrences off as more of the þ 10 Fire Stations
McKenzie died during the battle at Davenport’s Manitou’s scare tactics. But the Manitou had (170 firefighters)
riflepoint. nothing to do with the totem spirits of þ 500 Paved Streets
The people of the camp decided to settle on Revolution. Grandmother Spider had simply þ 5 Electrical Power
the battlefield, to honor and remember their revived all of the totem spirits that resided there Stations
victory for all time. Initially, the proposed name and instructed them to seek out balance in the þ 650 Water Mains
for the town was the Town of Davenport. But world more aggressively.
Frasier Davenport balked at what he saw as self- The vigilantes Blood Shadow and Shotgun
indulgent vanity. Instead, Davenport spoke Rider were the first to encounter the totem
passionately with other camp leaders about how spirits’ strange tactics. However, the two
the new town would represent the revolution of superheroes soon learned that their direct
the human spirit that led them all to victory. approaches to solving problems did nothing to
Taking a cue from the speech, the leaders of the deter the spirits. So Blood Shadow called upon
new town named their town Revolution. the resources of his alternate identity, Sebastian
Davenport was, of course, its first mayor. Robinson of Impulses Unlimited. Robinson
Revolution has gone on to play extremely formed a team of heroic-level specialists who
important roles in the political development of could deduce the spirits’ needs and deal with
the region. Revolution is the largest suburb of them. These specialists, calling themselves the
the City of Meriquai Falls, having annexed South Totem Hunters, were subsumed in the PRIMUS
Meriquai Falls in 1901. Revolution is the Wizards department in 1999 by Clayton “Silver-
birthplace of no less than three State governors Wolf” Okamura.
and six Presidential candidates. It has one of the Almost no one believes that the “strange
most complete libraries of the Midwest (the occurrences” in Revolution are due to
Frasier Davenport Historical Library). And it supernatural causes. Most people are too
hosts no less than 20 different historical absorbed in their daily lives or the super heroic
monuments, sites, and museums centered around action north of the river to even want to see the
the Civil War conflicts. causes. Only Mayor Striker, the Silver-Wolf,
The fact that the Meriquai Falls Zoo and the Crimson-Hawk, the Manitou, Theodore Owl-
Historic Midwest theme park are both in Speaker, and a small handful of private
Revolution helps boost the economy. Each year, individuals are aware of the real situation in
during the autumn season, the city also hosts a Revolution.
highly popular Renaissance Festival to benefit The PCs are considered to number amongst 27
the Frasier Davenport Historical Library. There these people.
DIGITAL HERO #4

TOTEM HUNTERS Sample Adventure: old daughter, Margaret, sneaked down to the
bottling plant to play. McVannie, in a drunken
Agent Clayton
Okamura, code Bottler of Destruction stupor, mistook the little girl for a Federal mole
and killed her. Of course, Vin Vinny wasn’t
named Silver-Wolf,
INTRODUCTION going to let that one slide by. McVannie was
stood in front of the
killed in a way that made it look like suicide.
abandoned building. This is a sample adventure for the Totem
And the plant was shut down.
All the clues led here. Hunters setting. In it, the PCs will discover a
Two years later, Vin Vinny was
The odd dead mouse sinister crime that occurred nearly 70 years ago.
incarcerated. He was never able to tear down the
bodies, always stood The PCs must appease the totem spirits by
plant.
up in a begging putting the victim to rest.
Nearly 70 years later, Margaret Vincetti’s
position, had all
OTHER GENRES ghost still haunts the bottling plant, crying for
seemed disconnected
Although this adventure is designed for the her daddy.
at first. But Nathan
Totem Hunters campaign setting, it can fit quite And the totem spirits have decided it’s high
Eagle-Eyes had seen
easily into any Dark Champions or Pulp Hero time her spirit was put to rest.
it, had read the omens
from the surrounding setting where the supernatural is rare but still INVOLVING THE HEROES
scenes. existent. The scenario, with some modification,
The PCs could become involved in a
All of the mouse would work really well in a space opera-esque
number of ways. If they are Government Agents,
bodies were facing Star Hero setting. The gritty realism of big
the PRIMUS Wizard coordinator, Silver-Wolf,
towards a single business dealing with big crime would also make
could contact them with the starting information.
landmark: the old this adventure well suited for a Cyber Hero
If they are Troubleshooters, the Revolution
McVannie Bottling setting. With some work, and perhaps some
police department might contact them as experts,
Company building. beefing of the Ghost stats from The HERO
trying to nail down a ring of practical jokers.
Okamura sighed. System Bestiary, this adventure might even work
Maybe the PCs hear about the dead rats on the
Eagle-Eyes was well in a four-color Champions campaign…
evening news, hear it on the radio, or read about
conducting a quick nothing like a good mystery to get away from the
it in cult-based Internet sites.
ritual to bless his grind of everyday combat!
Whatever the case, the PCs should find out
fetishes, in case they about the rats (see below).
SCENARIO BACKGROUND
were needed.
Donnelson was In 1926, Eddie McVannie bought into the PLAYER INFORMATION
prepping his laptop, bottling industry that was booming. It was the
However way the PCs find out, they will
hacking into the Roaring ’20s and life seemed right in the world.
discover a string of “practical jokes” where dead
national surveillance McVannie made his fortune easily bottling for
rat bodies have been found in homes in
satellite to gain a top- all the popular soft drinks of the time.
prominent places, propped up in a begging
down view. And Then the Great Depression hit.
position. They seem to be in random homes and
Drake was doing a The Italian Mafia was there to help
businesses throughout Revolution. A successful
last once-over on his McVannie. All they wanted was a means to
KS: Totem Spirits Skill check will allow the
silenced Desert Eagle transport their illegal gains without arousing the
character to deduce that these are actually set up
to make sure it was in suspicion of the Feds. In exchange for the
by totem spirits under the guidance of Rat, a
working order. financial aid the Mafia provided to McVannie,
minor but important totem spirit.
“We're going in, McVannie would bottle alcohol, illegal drugs,
If the PCs investigate more than three sites
men,” Okamura and whatnot. The Mafia would then transport the
(and the GM is encouraged to roleplay through
finally said. “You got bottles just as if they were bottles of soda.
each site, being as deviously annoying as he
the link, Donnie?” But the Feds weren’t as dense as McVannie
likes concerning the residents), they should be
“Up and ready to had hoped. He was inspected by federal
allowed a Skill check at a -3 penalty (either
go, chief,” Donnelson authorities several times. Although the Mafia
Perception or Deduction, whichever is better). If
responded. “I'm doing were sure to have McVannie’s bottling plant
they continue to visit sites, each additional site
an infrared scan of the clean before each inspection, McVannie knew it
beyond the third will allow another Skill check
building. So far, would only be a matter of time before he was
first at a -2 penalty, then a -1 penalty, and so on,
nothing.” found out. So he became stressed and paranoid.
until a check is actually successful. A successful
According to the newspapers, in February of
check will allow the PC to realize that rats are all
1939, McVannie was found dead, apparently
facing towards the same geographic point. By
another suicide in the wake of the economy of
triangulating from all of the rats’ positions, the
the Great Depression.
PCs will discover that the focal point is the
The truth is that the Mafia killed him. But
abandoned McVannie’s Bottling Company plant.
not because he was going to squeal. Had the
Mafia Don of the time, Vincent “Vin Vinny”
Vincetti, had his way, McVannie would have
stayed a useful tool for years to come. But
28 McVannie had taken to drinking to relieve the
stress of his life. One night, Vin Vinny’s 12 year
DIGITAL HERO #4
PLOTLINE If a physical confrontation with McVannie is “Either this is a
Upon first getting to the plant, the PCs will inevitable, use the stats for the Ghost in the false alarm or we're
discover the conveyors running. The PCs may at HERO System Bestiary, pages 120-121. It should dealing with
first think this is the work of the totem spirits become apparent that physical combat won’t be bogeymen again,”
trying to guide them, but this isn’t the case. This the answer. Drake snarled,
is the ghost of Eddie McVannie himself trying to At some point in the PCs’ adventure in the holstering his Desert
scare away intruders. McVannie’s ghost is still bottling plant, they should also run into the ghost Eagle and drawing his
under the impression that the Feds will show up of Margaret Vincetti. When they do, she will Bowie knife. He
to shut him down and throw him in jail. So he usually be crying miserably, calling out for her plucked a hair from
will do everything in his power to stop the PCs. daddy to come and find her. If the PCs quietly his head and let it
If the PCs are Government Agents, he’ll be observe Margaret, she will continue to sob drift down onto the
especially nasty. uncontrollably, eventually moving on to another knife. “I don't like
At first, McVannie will be content with part of the plant. If Margaret discovers the PCs either option.”
scare tactics. Turning on the conveyors (she has a Perception of 13-), she will “They are
(apparently on their own volition) is usually immediately scream in abject terror and bolt ‘bogeymen,’” Eagle-
enough to scare away the average person. But the down the nearest hallway. If the PCs give chase, Eyes replied, rather
PCs are anything but average. So he’ll move on she will inadvertently lead them to McVannie’s unemotionally. “They
to obstructing their progress with falling crates, office before disappearing entirely. are children of
broken bottle “caltrops,” and the like. If the PCs If the PCs never encounter Margaret (highly Mouse... and they
prove undeterred after this, McVannie will resort unlikely), have the totem spirits leave subtle want something. They
to trying to separating the party and killing each hints as to where to go. Maybe the PCs will think want something
character one by one. of checking the plant’s files without any hints. If concerning this place,
they do, grant each of them an additional +1 or perhaps something
experience point. If not, have them start finding connected to this
more rat bodies. Allow the PCs to make place.”
Perception or Deduction Skill checks after “The last time we
finding three rat bodies, just as above. Once a PC took on these things, I
succeeds in a check, the PCs will be led to got more pleasure out
McVannie’s office. of slicing my thumb
open than I did
GOALS watching you talk
If the PCs find McVannie’s records (a Injun talk to them,”
Perception check at no penalties if they are Drake hissed,
actively searching McVannie’s office), they will prompting Donnelson
be treated to articulately maintained records of to pick up his laptop
all of McVannie’s business dealings… including and scoot five feet
those with the Mafia. Another Perception further away.
check (at a -3 penalty, although the PCs may “Watch what
use Extra Time if they’re taking their times you're saying, Drake,”
searching the office) will reveal a private Okamura replied,
journal written by McVannie. The last few shouldering his duffle
pages will detail, in gory detail, how McVannie bag. “Double-E is a
murdered Margaret Vincetti and how insanely Meriquai shaman...
scared he was that the Mafia would seek and not a half-bad one
retribution in equally gory zeal. The PCs should at that. Donnie, you
figure out at this point that the Mafia must have got anything?”
sought that retribution. “I've switched to
Once all of this is discovered, PCs with any motion sensors,
occult-based Knowledge Skill should be allowed Clayton,” Donnelson
a Skill check. If no PC possesses an appropriate stated. “And I'm
skill, allow a Computer Hacker to make a getting motion... lots
Computer Programming Skill check to do some of motion. Shikes!
Internet research. Either way, the PCs should be Clayton, it's the
allowed to learn that ghosts can be put to rest by bottling conveyors!
relieving them of whatever is binding them to the Those things have
world. infested the bottling
For McVannie, this is as simple as conveyors.”
destroying the records. Without the records, he
cannot be convicted of any crimes. Released of
his fears, McVannie will move on to the next 29
world.
DIGITAL HERO #4
“They're pointing Margaret Vincetti is trickier. She wants her give the PCs some publicity and give them great
us to something,” daddy, desperately. This will take some contacts with the authorities if they didn’t have
Eagle-Eyes creativity on the PCs’ parts. Perhaps one of them them already. But then McVannie will still be a
concluded, gathering could masquerade as Vin Vinny, reassuring the ghost… an extremely vengeful ghost at that! If
his fetishes. “They young lass that everything will be all right. More this occurs, the GM should have fun setting up
want us to see what it cold-hearted PCs might opt for making Margaret several adventures centered upon McVannie’s
is. I think we should face the truth that her daddy is now dead and no revenge. And because McVannie has not passed
follow.” longer able to help her. The latter method might on, neither will Margaret. Margaret will continue
“Just give me have temporary yet terrifying backlash effects, to haunt the bottling plant.
something to shoot at but either way will allow Margaret to let go of One surefire way to solve the entire issue
and I'll be happy,” this world and move onto the next. It’s important would be to tear down the bottling plant.
Drake smiled, tracing to remember that because of her fear for him, Nothing destroys records like an exploding,
his eyesight over the McVannie must have moved on before Margaret collapsing building. McVannie, knowing he
length of his Bowie will move on. would never be convicted after that, would be
blade to look at the Once both McVannie’s and Margaret’s able to move on. Assuming, of course, the
building. spirits have been put to rest, the PCs have records were still in the building when the
“Pack up, successfully ended the adventure. A generous building was destroyed. If not, well, McVannie
Donnie,” Okamura GM might have the totem spirits orchestrate will be seeking his revenge.
said, patting his duffle some kind of reward, tangible or not. An especially cruel GM may allow
bag reassuringly. “I McVannie to move on, but not Margaret, after
OPTIONS destroying the building. After all, Margaret’s
want Drake to take
point while I take up The PCs might not even go to the bottling anchor in unlife is her search for the safety of her
the rear. Donnie, you plant, even once they find out that is where the daddy. Nothing says “unsafe” like a collapsing
and Double-E stay in totem spirits want them to go. Perhaps the PCs building coming down on top of you. Margaret
the middle in case want to track down the totem spirits themselves. may well cling to unlife to seek her own revenge
anything happens. If that is the case, have the totem spirits leave a on the PCs for putting her in danger like that.
We're going to crack merry trail of clues forcing the PCs to trudge
this mystery tonight.” through sewer mains and power conversion
With that, Silver- plants until they eventually make it to the
Wolf and his Hunting bottling plant anyway. Just don’t force the
Pack moved in. characters to the plant until they want to go to
Okamura stepped the plant.
last into the building, The scenario above assumes that the PCs
behind Donnelson and will discover the truth behind the murders by
Eagle-Eyes. Drake, finding McVannie’s records and journal.
who was taking point, However, creative PCs might actually establish
kept his Desert Eagle communication with either McVannie or
at the ready. Just like Margaret, or even both! If this is the case, the
Eagle-Eyes, neither GM is encouraged to roleplay both characters to
Drake nor Okamura the hilt. McVannie is paranoid, freakish, jittery,
were letting anything half-drunk, and temperamental. He will whine
escape their notice. and woe about what the “Mob” is going to do to
Every creak, every him now that he’s killed Margaret. He will never
flittering shadow, come straight out and say it, but eventually PCs
every fluxing light should pick up from McVannie’s babbling the
drew the three men’s story behind the Mafia’s “business dealings”
attentions. Donnelson, with McVannie. Margaret is much harder to
for his part, kept his communicate with, as her death at McVannie’s
eyes firmly glued to hands has made her extremely paranoid of
his electronic anyone who isn’t “Daddy.” However, if someone
equipment, searching does somehow calm her down, she will be able
for abnormalities. to talk about how she snuck into the plant and
“The conveyors how McVannie chased her down and killed her,
seem to be in motion, but she won’t be able to say much else of use.
but nothing is on the Even if the PCs learn this information from the
treads,” Donnelson ghosts themselves, they still need to destroy
confirmed. McVannie’s records in order to allow his spirit to
move on.
Another twist may occur if the PCs decide
30 not to destroy McVannie’s records and instead
turn them over to the authorities. This would
DIGITAL HERO #4
EXPERIENCE players think of checking the plant’s files Okamura nodded
Extra experience points can be earned by without hints or being led there, or if the PCs firmly in
several means. If the players deduce that the rats somehow make contact with the ghosts and learn acknowledgement.
are pointing them somewhere without the use of of their stories through their own mouths, the Eagle-Eyes brought
Perception or Deduction Skill checks, if the PCs should earn an extra experience point. out a feather fetish
and began shaking it,
chanting quietly to
himself. Drake
mumbled something
about the lack of
moving targets and
spun from one corner
to another with his
gun aimed.
“It seems odd
that they would lead
us all the way here
just to show us old
machinery,” Okamura
thought aloud.
“Donnie, you wanna
check out this place’s
public records?”
“Three steps
ahead of you, boss,”
Donnelson replied,
punching at his hand-
held computer.
“There doesn’t seem
to be any records
before 1974. And the
bottling company
bellied-up in ’69.”
“Well, we’re just
going to have to find
those missing records,
aren’t we?” Okamura
smiled.

31
DIGITAL HERO #4

The Chosen (of Abraxas) by W. Jason Allen


Long has religion been at the center of human own empowering, I believe something fitting your
cultures. The Chosen are agents of the cult of name is in order….”
Ouroboros, a religion that has its roots in the time Bastion took a slow, deep breath, knowing
of Christ. They serve the serpent god Abraxas, the coming ritual would be anything but pleasant.
whom Christians know as Satan. Followers of
Abraxas have been enlightened to the truth that Objectives: Completely loyal and motivated to
Jehovah is the true god of evil and that Abraxas succeed, The Chosen serve as the primary weapon
serves the Supreme God by leading souls back to of the Ouroboros cult, performing any task
unity with the Supreme God. The Chosen are just assigned them. They answer only to the
that, chosen by Abraxas to help the leaders of Archimandrite and his Cardinals.
Ouroboros bring enlightenment to the world – by When left to their own devices, they amuse
any means necessary. For more details on the themselves with standard villainous activities,
Ouroboros cult, see The Ultimate Mystic such as robbery, causing property damage and
(formerly The Ultimate Super Mage), page 256- riots, and similar pastimes. The Cardinals seldom
263. approve of these actions, but do little to stop them,
realizing the Chosen are more useful when they
Members: Cardinal Bastion (leader), DarkFang, blend in as regular supervillains. Because of this,
Imp, Lady Medusa (second), Wight most of their true missions have succeeded
completed unopposed, simply because no one
History: The Ouroboros cult’s success has been knew those missions were taking place.
interrupted and curtailed many times, largely
through the efforts of superheroes. Weary of Relations: One thing binds the Chosen together –
failure, the Archimandrite consulted with the great dedication to Abraxas. Cardinal Bastion uses both
god Abraxas to learn His will. The response was power and persuasion to keep the inevitable
simple – meet these heroes on their own term with arguments from getting out of hand, though the
a select band of warriors, empowered by the touch team usually gets along fairly well.
of Abraxas Himself through magic ritual.
Summoning his Cardinals to council, the Tactics: Members of The Chosen work well
Archimandrite posed the problem to them. together. Their main shortcoming is the
“Gentlemen, fools who think they know what is specialized nature of their attacks. DarkFang is
best for humanity continue to thwart us. Even our limited to Hand-to-Hand combat, while Imp and
strongest magics have failed to achieve our goals, Wight both focus on Adjustment Powers. Only
thanks to the misguided efforts of self-styled Cardinal Bastion and Lady Medusa have
heroes. Abraxas has made His wishes known to extensive combat options. To compensate for this,
me, but I wish to hear your thoughts on how to they utilize any available advantage when fighting
solve this dilemma.” opponents, including non-combat tactics such as
Bastion, one of the Archimandrite’s best taking hostages. They also don’t have anyone
Cardinals, spoke. “My lord, I see but one path. If specializing in mental abilities, aside from a few
our own powers are not enough, and the powers of Cardinal Bastion’s spells.
of the ancient creatures we have brought to life Base and Equipment: The Chosen do not
again are not enough, then we must find a way to maintain any significant equipment not related to
meet these “heroes” on their own terms. We are the worship of Abraxas. For details on their base,
strong of mind and skill; they are strong of body the Fane of the Stone Dragon, see its write-up.
and power. We must find warriors with strength
who have the wisdom and determination to join us Campaign Use: Cardinal Bastion usually has
and help us succeed.” two or three plots going at any one time, and The
“Wise words, Bastion. That you offer the Chosen’s seemingly ordinary crimes often further
same solution as what Abraxas commanded me the Cardinal’s plans in some way. The devious
makes me reconsider sacrificing you for your Cardinal excels at distracting and misleading
failures. Instead, you shall be the leader of this those who would interfere with his plans.
group, and direct its efforts in the service of One of Cardinal Bastion’s current projects
Abraxas. But you will redeem yourself in this, involves the mass transformation of the campaign
Bastion, or your life is forfeit.” city’s populace into Ophites, reptilian humanoids
“I understand, Your Eminence. Abraxas shall fanatically loyal to Abraxas (see the Ophite brief).
have His chosen warriors.” Current rituals can only transform at most a few
“See that you do, Bastion. Without those dozen people at one time; Cardinal Bastion seeks a
“chosen” warriors, our continued existence lies in way to transform several thousand people at once.1
32 question. Failure is not an option. Now as to your
artwork by Dave Collins
DIGITAL HERO #4

Cardinal Bastion OAF (-1), Incantations (-¼), Only


Works Against Living Organic
Val Char Cost Roll Notes
Creatures (-½), One Hour Intervals
15+25* STR 5 12-/17- Lift 200 kg (6400 kg);
Between Drains (-1) 0
3d6 (8d6) HTH [1(4)]
3u 3) Mystic Bolt: Ego Attack 6d6,
23 DEX 39 14- OCV: 8/DCV: 8
Reduced Endurance (½ END; +¼);
20 CON 20 13-
OAF (-1), Incantations (-¼) 3
14 BODY 8 12-
3u 4) Rod Strike: HA +6d6, Reduced
25 INT 15 14- PER Roll: 14-
Endurance (0 END; +½); Hand-To-
23 EGO 26 14- ECV: 8
Hand Attack (-½), Cannot More Than
20 PRE 10 13- PRE Attack: 4d6
Double HA Damage With STR (-¼)
16 COM 3 12-
plus Sight Group Flash 4d6, Reduced
6+5* PD 3 Total: 18 (36) PD
Endurance (0 END; +½); OAF (-1),
(12 (25) rPD)
Incantations (-¼), Linked (-½) 0
6+5* ED 2 Total: 18 (35) ED
3u 5) Dominate: Mind Control 15d6;
(12 (24) rPD)
OAF personal (-1), Incantations (-¼) 7
5 SPD 17 Phases: 3, 5, 8, 10, 12
2u 6) Contact Abraxas: Mind Scan 10d6,
8 REC 2
Transdimensional (Astral Plane targets;
60 END 10 * from Density
+½); OAF (-1), Incantations (-¼),
40 STUN 8 Increase
Concentration (0 DCV, must
Total Characteristics Cost: 168 Concentrate throughout; -1), Extra Time
(Extra Phase; -¾), Only To Contact
Movement: Running: 6”/12” Abraxas (-0) 7
Leaping: 3”/6” 3u 7) Dragon’s Kiss: RKA 5d6; OAF
Teleport: 25”/50” (-1), Incantations (-¼), Extra Time
Cost Powers END (Full Phase; -½) 7
17 Stone Form: EC, 50-point powers; all 3u 8) Summon Lesser Demon: Summon 4
OIHID (-¼), Only Works While 200-point Demons, Any Lesser Demon
Character Is Touching The Ground (-¼) or Creature of the Dragon (+¼),
17 1) Stone Skin: Force Field (13 PD/12 Friendly (+¼); OAF (-1), Incantations
ED), Reduced Endurance (0 END; +½), (-¼), Extra Time (Full Phase; -½) 7
Persistent (+½); OIHID (-¼), Only 3u 9) Sigil of Set (type 1): Suppress
Works While Character Is Touching Characteristics 6d6, Variable Effect
The Ground (-¼) 0 (any two Characteristics; +½), Reduced
17 2) Stone Body: Density Increase Endurance (0 END; +½), Uncontrolled
(3,200 kg mass, +25 STR, +5 PD/ED, (removed with Dispel Magic, lasts 5
-5” KB), 0 END (+½), Persistent (+½); minutes; +½); OAF (-1), Incantations
OIHID (-¼), Only Works While (-¼) 0
Character Is Touching The Ground (-¼) 0 3u 10) Sigil of Set (type 2): Suppress
17 3) Earth Passage: Teleportation 25”; Characteristics 3d6, Variable Effect
OIHID (-¼), Only Works While (any two Characteristics; +½), Area Of
Character Is Touching The Ground (-¼) 5 Effect (10” Radius; +1¼), Continuous
34 Dragon Rod Spells: Multipower, 76- (+1), Personal Immunity (+¼), Reduced
point reserve, OAF (personal; -1), Endurance (0 END; +½), Uncontrolled
Incantations (-¼) (removed with Dispel Magic, lasts 5
2u 1) Greater Scrying: Clairsentience minutes; +½); OAF (-1), Incantations (-
(Sight and Mental Groups, Normal ¼) 0
Hearing), 256x Range (32,000”); OAF 3u 11) Mind Speech: 12d6 Telepathy,
(-1), Incantations (-¼), Concentration (0 Reduced Endurance (½ END; +¼);
DCV, Concentrate throughout; -1) 7 OAF (-1), Incantations (-¼) 3
2u 2) Death Curse: Drain BODY 1d6, 2u 12) Home Gate: Teleportation 10”,
Delayed Return Rate (5 points per 6 Area Of Effect (One Hex; +½),
hours; +1¼), BOECV (target chooses Continuous (+1), MegaScale (1” = 1000
whether standard defense or Mental km; +1), Usable On Others (+¼); OAF
Defense applies; +¾), Continuous (+1), (-1), Incantations (-¼), Gate (-½), Only
Does BODY (+1), Invisible Power To Fixed Location (-1) plus 1 Fixed
Effects (Fully Invisible; +1), Ranged Location (Fane of the Stone Dragon) 7
(+½), Reduced Endurance (0 END; 19 Warding Band: Force Field (12 PD/12
+½), Uncontrolled (removable with ED); IIF (-¼) 2
Dispel Magic, Simplified Healing, or 4 Talisman Ring (ruby): Mental Defense 33
Healing BODY, lasts 24 hours; +½); (10 points); IIF (-¼) 0
DIGITAL HERO #4
4 Talisman Ring (emerald): Power Gaelic, German, Greek, Latin, Old
Defense (5 points); IIF (-¼) 0 English, Old French, Welsh
95 Noncombat Ritual Spells: Variable 3 Oratory 13-
Power Pool (Magic Pool), 90 base + 45 3 Persuasion 13-
control cost; Can Only Be Changed 3 PS: Professor 14-
With Bulky Spell Book (-½), Only 3 Scholar
Magic (-¼), Only One Spell Can Be In 2 1) KS: Ancient Egyptian History 14-
The Pool At A Time Regardless Of 2 2) KS: Hellenistic Era History 14-
Real Cost (-1), Extra Time (at least 5 2 3) KS: History 14-
minutes; -2), Gestures (throughout, both 2 4) KS: History of Religion 14-
hands -¾), OAF Arrangement, 2 5) KS: Medieval European History 14-
Expendable, Fragile, Personal (-1¾), 2 6) KS: Occult/Supernatural World 14-
Incantations (throughout; -½); Only 2 7) KS: Ouroboros Doctrine 14-
Works Under A Full Moon (-2) var 2 8) KS: Roman Era History 14-
17 Magesight: Detect Magic (Mental 2 9) KS: Scholastic World 14-
Group), Discriminatory, Range, Sense 0 2 10) KS: Western Magic Traditions 14-
12 Worship Ritual: Mind Link, any 2 11) KS: Western Occultism 14-
willing target of up to 32 minds, any 2 12) KS: World History 14-
distance, any dimension; Concentration 3 SS: Linguistics 14-
(0 DCV, must Concentrate throughout; 3 SS: Research 14-
-1), Extra Time (1 turn; -1¼), OAF 3 Teamwork 14-
(Dragon’s Head Rod; -1) 0
35 Enchanted Leather Backpack: Extra- Total Powers & Skills Cost: 537
Dimensional Movement (one location Total Cost: 700
in a 100 cubic hex “pocket dimension”
defined by the bag), Usable as Attack 200+ Disadvantages
(+1), Reduced Endurance (0 END; +½); 10 Distinctive Features: Mystic Aura (Not
OAF (-1), Only On Nonresisting Concealable; Always Noticed;
Objects (-¼), Only Works On Items Detectable Only With Unusual Senses)
Small Enough To Fit Through Bag’s 10 Hunted: Abraxas 11- (Mo Pow,
Mouth (-1), Concentration (½ DCV; - Watching)
¼), Incantations (-¼) plus Extra- 5 Hunted: Archimandrite 11- (As Pow,
Dimensional Movement (back to the Watching)
user’s hand in this dimension), Usable 15 Physical Limitation: Can be possessed
As Attack (+1), Reduced Endurance (0 by Abraxas at any time (Infrequently,
END; +½), Transdimensional (bag’s Fully Impairing)
dimension targets; +½); OAF (-1), 15 Physical Limitation: Only has spells
Concentration (½ DCV; -¼), allowed by Abraxas (All The Time,
Incantations (-¼), Linked (-¼) 0 Slightly Impairing)
25 Psychological Limitation: Loyal to
Perks Abraxas (Very Common, Total)
59 Fane of the Stone Dragon: Base, 285 20 Psychological Limitation: Dislikes
points plus Disadvantages Christianity (Very Common, Strong)
40 Cultists: 64 Followers, 50 points plus 15 Psychological Limitation: Power
Disadvantages Hungry (Very Common, Moderate)
5 Fringe Benefit: Cult Leader 15 Psychological Limitation: Vengeful
6 Reputation: Powerful Mage-Priest of (Very Common, Moderate)
Abraxas (within the occult/supernatural 10 Psychological Limitation: Arrogant
world) 11-, +3/+3d6 (Common, Moderate)
5 Wealth: Well Off, $500,000 per year 5 Reputation: powerful mage-priest of
Skills Abraxas, limited group
16 +2 with All Combat (occult/supernatural world), 11-
15 Social Limitation: Secret Identity
3 Acting 13- (Frequently, Major)
3 Cryptography 15-; Translation Only (-½) 15 Susceptibility: to Dragon Rod being
3 High Society 13- struck, 3d6 Damage (Uncommon)
3 Linguist 325 Experience Points
24 Languages (completely fluent): Ancient
Egyptian, Ancient Greek, Ancient Total Disadvantage Points: 700
34 Hebrew, Demon’s Speech, French,
DIGITAL HERO #4
SAMPLE RITUAL SPELLS Death Fog: This spell creates a red mist that
These are spells that Cardinal Bastion spreads slowly from its point of origin. Even
currently has access to. The materials required to high-quality mystic shields do not provide
cast them are rare enough that he can’t try complete protection. The mist must be breathed
casting one at each full moon, but when he is in to take effect.
able to, he will. Death Fog: Drain BODY 2d6, Area Of
Demonhorde: Casting this spell unleashes a Effect (One Hex; +½), MegaScale (1” =
small band of demons from Hell. 100 km; +¾), Continuous (+1), Armor
Piercing (+½), Penetrating (+½),
Demonhorde: Summon 64 150-point Personal Immunity (+¼) (90 Active
Demons, Any Lesser Demon or Points); 1 Continuing Charge lasting 20
Creature of the Dragon (+¼), Friendly Minutes (removed by destroying focus;
(+¼) (90 Active Points); 1 Charge (-2). -½), Does Not Penetrate Closed
Total cost: 9 points. Buildings (-½), Does Not Affect
Characters With LS: Self-Contained
Sunblot: A mighty curse, this spell blocks out Breathing (-¼), Limited Power
the sun’s light for a hundred years. Only the (expands slowly, 10 km per Minute;
caster is able to see through the maddening -¼), No Range (-½). Total cost: 9
darkness. points.
Sunblot: Darkness to Sight Group 2”
Create Stone Golem: Using large amounts of
radius, 1 Continuing Charge lasting 1
prepared earth and stone, a mindless servitor (i.e.
Century (removed by destroying focus;
an automaton) is created to serve Cardinal
+2), MegaScale (1” = 10,000 km; +1¼),
Bastion. Use the Stone Golem in The HERO
Personal Immunity (+¼) (90 Active
System Bestiary, p 79-80, adding an additional
Points); Only Affects Normal Sight and
+2 Hand-To-Hand levels. Note that Golems are
Ultraviolet Perception (-¼). Total cost:
Automatons, and automatically follow their
11 points.
creator's orders.
Planar Gate: This spell opens a doorway to Create Stone Golem: Summon 8 365-
another dimension. Cardinal Bastion selects the point Stone Golems (90 Active Points);
dimension when he formulates the spell, and 1 Charge (-2). Total cost: 9 points.
cannot change the selected dimension without
refiguring the entire spell. The gate operates both
ways – to and from. Background/History: Louis DeCray grew up in
a conservative Christian middle-class home.
Planar Gate: Extra-Dimensional
Early in life, he discovered his love of language
Movement (one location in one
and history. His pastor knew the language of the
dimension), Increased Weight (400 kg),
ancient Hebrews as well as any man not born to
Area Of Effect (One Hex, Expanded;
it may, and taught it to young Louis. In a year’s
+¾), Continuous (+1), Usable By Other
time, Louis could speak and read ancient Hebrew
(+¼) (90 Active Points); 1 Continuing
and began learning ancient Greek. Impressed
Charge lasting 6 hours (removed by
with his studiousness, his parents began making
destroying focus; -0). Total cost: 11
plans for Louis to attend a seminary college.
points.
In high school, Louis became disillusioned
with Christianity from studying its history.
Create Ophites: This dark ritual transforms Knowing that his parents would not approve of
humans (willing or not) into Ophites (see his loss of faith, he pretended to believe while
character brief). quietly searching for truths better suited to his
Create Ophites: Major Transform 2d6 own mind – a mind that began to hunger for
(humans into Ophites, heals back with power. Power to repay the bullies at school,
Dispel Magic), Area of Effect (6” power to study as he wished, power to do with as
Radius; +1), Continuous (+1) (90 he pleased.
Active Points); Limited Target The night Louis graduated from high school,
(humans; -½), 1 Continuing Charge his parents showed him a letter of acceptance
lasting 5 Minutes (removed by from the best seminary school in the state.
destroying focus; -¾). Total Cost: 10 Stating he loved history and language, not
points. theology, he calmly declined the acceptance. His
father exploded in fury, ranting about the plans 35
they had made, how strong Christ was with him,
DIGITAL HERO #4

CARDINAL and that any other path would be a waste of impractical or he is attacked directly, he will
BASTION PLOT Louis’s God-given talent. “You will be a activate his Armor and Density Increase and
SEEDS preacher, Louis, and that’s final,” his father said. wade in, swinging his rod and blasting with the
Louis stared at his parents a moment before Dragon’s Kiss. It takes a Full Phase action to
N A good friend of
responding. “Is this how followers of Christ activate his stone form (per OIHID guidelines).
the PCs attends one of
behave? Yelling and screaming at their child Bastion usually keeps his Dragon Rod (a
Dr. DeCray’s history
when his desires run contrary to their own? I will walking stick made from lacquered black oak,
classes and gets
attend college to study language and history. I carved to resemble a dragon’s head) and his
caught up in his cult.
plan to become a professor. I’m sorry if my plans worship garments, and often several books,
It’s up to the PC to
don’t agree with yours, but it’s my life, and that inside the Enchanted Leather Backpack. Seldom
get him out of the cult
is final.” His parents disowned him, and he them. without this bag, he is careful not to let anyone
– if he even wants to
Louis attended New York University, witness its use. Anything he puts inside goes into
leave.
earning a PhD in History and an MS in the pocket dimension. When he reaches into it,
N Having finally
Linguistics before his 30th birthday. While at the what he wants comes to his hand.
found the spell
university, he also found the religion he had been His two talisman rings are inscribed with
elements he needs,
seeking for so long, a religion of power – the Celtic knot work and adorned with a small ruby
Cardinal Bastion
Ouroboros cult. The thrill of learning that magic and emerald, respectively. On his right wrist is
attempts to turn a
was real secured his loyalty, and for his strength his warding band, a silver bracelet with Egyptian
large portion of the
of faith Louis earned the name Bastion. hieroglyphs and symbols of power.
city’s population into
Shortly after earning his PhD, Louis was
Ophites. But Campaign Use: Cardinal Bastion could be a
named a Cardinal, second only to the
something goes major villain for any campaign, especially with
Archimandrite, and brother to the other
wrong, and instead, a The Chosen behind him. Powerful and versatile,
Cardinals. For nearly 5 years he has been a
large portal opens in his ambition knows no bounds. Though not as
Cardinal and leader of his own cult group. He
the middle of the city. deeply evil as many villains, he will do anything
will allow nothing to take away what he has
Where does the portal to accomplish his goals. In his Secret ID, Bastion
earned, and any who try to will earn his undying
lead, and how can the could easily be involved with PCs and DNPCs,
enmity.
heroes close it before either as a teacher or source of scholarly
something comes Personality/Motivation: Cardinal Bastion is a information.
through? What caused complex, powerful man. Kind with his followers, Vengeful to no end, Cardinal Bastion, will
Bastion’s spell to go even when they must die, he has no mercy for Hunt anyone who thwarts his plans consistently.
so horribly awry? Of his enemies. Though short of patience, he He will send the Chosen to attack his foes,
course, he’ll likely engenders trust and loyalty – and a touch of fear. summon demons to lie in ambush, and otherwise
blame the heroes for He exudes power, and those who witness his make his enemy’s life hell. Striking out at loved
his failure…. wrath do not wish it turned against them. When ones is also a favored tactic for Bastion’s
N After having The Chosen are engaged in “normal” vengeance.
stopped one of supervillain pastimes, he prefers not to To boost Cardinal Bastion’s power, increase
Cardinal Bastion’s accompany them unless it in some way relates to his Stone Form EC, DEX, EGO, and STUN, as
plans before, it is one of his ongoing plots. well as his focused defenses (Warding Band and
once again the full Bastion’s wrath knows no bounds, and is Talisman Rings). Boost his Dragon Rod Spells
moon. What fiendish usually reserved for those who try to interfere only if necessary. To lessen his ability, drop the
spell will he unleash with his plans or offend Abraxas in some way. Dragon Rod Spells to 65 Active Points (this may
to exact his At such times, he is cold, efficient, and brutal. In require the removal of some Advantages) and
vengeance? his youth, he abhorred physical violence; after reduce his Stone Form to 40 or even 30 Active
receiving his empowerment he learned the joys Points.
of brute strength.
Though Bastion works hard to be the Appearance: Though of average physique by
“perfect leader,” he is quite willing to sacrifice appearance, Bastion’s strength, health, and
the world if it means a significant gain for reflexes have been enhanced by magic ritual. His
Abraxas and himself. Ruthless and determined, light brown hair is professionally short; he sports
he truly cares for his followers, but they are a mustache, and sometimes a full beard in
expendable if need or Abraxas dictates. winter. He wears dress shirts and jeans, with a tie
In his normal identity, Bastion is an if he’s in the mood to wear one.
excellent teacher, efficient and professional Cardinal Bastion’s costume consists of a
while kind and personable. Many of his sleeveless white robe with magic symbols in red
followers are carefully selected from his classes. silk thread on gold trim. Over this, he wears a
midnight blue hooded cloak treated to repel
Quote: “Fools. Behold true power!” water. While the hood is up, his face is hidden in
impenetrable shadow. The hood can only be
Powers/Tactics: Bastion prefers to play a removed if Bastion wills it, or if the cloak is
36 supporting role in combat, avoiding direct destroyed (which can only happen out of
conflict when possible. If acting as support is combat).
DIGITAL HERO #4

Cardinal Bastion

37
DIGITAL HERO #4

DarkFang 10 Distinctive Features: Mystic Aura (Not


Concealable; Always Noticed;
Val Char Cost Roll Notes
Detectable Only With Unusual Senses)
60 STR 50 21- Lift 100 t; 12d6 HTH [6]
15 Enraged: when takes BODY damage
21 DEX 33 13- OCV: 7/DCV: 7
(Uncommon), go 11-, recover 11-
30 CON 40 15-
15 Hunted: Law Enforcement Agencies 8-
20 BODY 20 13-
(Mo Pow, NCI, Capture)
14 INT 4 12- PER Roll: 12-
10 Hunted: Cult Leaders 11- (Mo Pow,
13 EGO 6 12- ECV: 4
Watching)
25 PRE 15 14- PRE Attack: 5d6
25 Psychological Limitation: Loyal to
4 COM -3 10-
Abraxas (Very Common, Total)
28 PD 16 Total: 28 PD (16 rPD) 15 Psychological Limitation: Short-
23 ED 16 Total: 23 ED (16 rED) Tempered (Common, Strong)
5 SPD 19 Phases: 3, 5, 8, 10, 12 10 Psychological Limitation: Protective of
16 REC 0 Friends (Common, Moderate)
60 END 0 10 Psychological Limitation: Vengeful
60 STUN 0 (Uncommon, Strong)
10 Reputation: rampaging beast, 8-
Total Characteristics Cost: 217 (Extreme)
Movement: Running: 12”/24” 15 Social Limitation: Secret Identity
Leaping: 12”/24” (Frequently, Major)
Flight: 22”/44” 75 Experience Points

Cost Powers END Total Disadvantage Points: 375


30 Claws: HKA 2d6 (4d6 with STR),
Armor Piercing (+½); Restrainable (-½) 4 Background/History: Juan escaped his boring
29 Wings: Flight 22”; Restrainable (-½) 4 life through science fiction. He read it and
16 Thick Hide: Damage Resistance (16 watched it, and from talking with other fans at
PD/16 ED) 0 bookstores, learned of other fascinating things.
5 Strong Will: Mental Defense (8 points) 0 Fantasy and horror were soon on his reading list,
12 Swiftness: Running +6” (12” total) 2 and he met with friends to watch movies and
10 Claws: Clinging 0 play games. He often defended his friends from
5 Wings and Tail: Extra Limbs 0 bullies at school, earning the label
“troublemaker” for getting in fights so often.
Skills School officials didn’t care whether he fought
10 +2 with Hand-To-Hand Combat only to defend his friends.
10 +5 with Flight Juan’s life improved when he gained
3 Breakfall 13- admittance to the local university. English may
3 Climbing 13- have been his favorite class, but Dr. DeCray was
4 Language: Spanish (native accent) his favorite teacher. He had anticipated a boring
3 Scholar class of dates and names like in high school, but
1 1) KS: Ancient History 11- Dr. DeCray made history come alive for Juan,
1 2) KS: English Literature 11- often seeming to speak only to him.
1 3) KS: Fantasy & Science Fiction Juan quickly found new friends in the dorm.
Literature 11- Before long, he found out that some of his
2 4) KS: Occult & Horror Literature 12- friends were pagans, and they invited him to join
1 5) KS: Occult World 11- them at their next meeting. Having nothing else
1 6) KS: Ouroboros Doctrine 11- to do that evening, he went, and was surprised to
1 7) KS: Role-Playing Games 11- find Dr. DeCray was the leader of the pagan
1 8) KS: World History 11- group! Before long, he was going to the
3 Stealth 13- meetings because he believed in what Dr.
3 Streetwise 14- DeCray was teaching, and because deep inside,
3 Teamwork 12- he wanted a taste of power for himself.
One day after class, Dr. DeCray asked Juan
Total Powers & Skills Cost: 158 to stay after class a bit.
Total Cost: 375
150+ Disadvantages
15 Distinctive Features: Seven-foot Tall
38 Gargoyle (Concealable; Always
Noticed)
DIGITAL HERO #4

Juan Chavez 150+ Disadvantages


Val Char Cost Roll Notes 10 Distinctive Features: Mystic Aura (Not
20 STR 10 12- Lift 400 kg; 4d6 HTH [2] Concealable; Always Noticed;
14 DEX 12 12- OCV: 5/DCV: 5 Detectable Only With Unusual Senses)
15 CON 10 12- 5 Distinctive Features: Cult Costume and
13 BODY 6 12- Jewelry (Easily Concealed)
14 INT 4 12- PER Roll: 12- 10 Hunted: Cult Leaders 11- (Mo Pow,
13 EGO 6 12- ECV: 4 Watching)
13 PRE 3 12- PRE Attack: 2½d6 10 Hunted: Local Authorities 11- (As
16 COM 3 12- Pow, NCI, Watching)
25 Psychological Limitation: Loyal to
9 PD 5 Total: 19 PD (10 rPD)
Abraxas (Very Common, Total)
8 ED 5 Total: 18 ED (10 rED)
10 Psychological Limitation: Protective of
3 SPD 6 Phases: 4, 8, 12
Friends (Common, Moderate)
7 REC 0
15 Social Limitation: Secret Identity
30 END 0
(Frequently, Major)
31 STUN 0
15 Experience Points
Total Characteristics Cost: 70
Total Disadvantage Points: 250
Movement: Running: 6”/12”
Leaping: 4”/8”
“Juan, I am worried about something. I have
Cost Powers END a special project, and I’m wondering if you
75 Become DarkFang: Multiform (change might be able to help me with it.”
into 375-point gargoyle) 0 “What is it, Dr. DeCray? A research
20 Flame Blast: EB 10d6; OIF project?”
(Ouroboros ring; -½), Incantations “Not quite, Juan. Let me explain.…”
(“Flame”; -¼), 4 Boostable Charges Juan smiled and agreed.
(-¾) [4bc]
20 Magic Sword: HKA 1d6+1 (2d6 with Personality/Motivation: Juan is your basic
STR), +4 STUN Multiplier (+1); OAF self-absorbed college student. The only things
(-1) 4/8 that concern him more than having fun are
23 Ward of the Faithful: Force Field (10 looking out for his friends and his loyalty to
PD/10 ED/10 Mental Defense/10 Power Cardinal Bastion and Abraxas. And between the
Defense); IIF (Ouroboros ring; -¼), two, he would sacrifice his friends in a moment
Concentration (½ DCV; -¼), if Cardinal Bastion commanded him to (though
Incantations (“Shield me!” -¼) 4 he’d feel bad about it later). Abraxas and
5 Strong Will: Mental Defense (8 points) 0 Cardinal Bastion have given him more power
than he ever dreamed possible, and he will do
Skills anything they ask of him. Even death is not too
4 +2 with Flame Blast high a price to pay.
2 +1 with Magic Sword When Juan transforms into DarkFang, his
personality takes on a much darker aspect,
3 Breakfall 12-
becoming more vicious and quick to anger. He is
3 Climbing 12-
more cautious in combat in his human form, but
4 Language: Spanish (native accent)
as a gargoyle he does not hesitate to fight,
3 Scholar
relishing the thrill of combat. He is even
1 1) KS: Ancient History 11-
beginning to develop a taste for blood.
1 2) KS: English Literature 11-
1 3) KS: Fantasy & Science Fiction Quote: “Now you’ve annoyed me. Stand still so
Literature 11- I can shred you.”
2 4) KS: Occult & Horror Literature 12-
1 5) KS: Occult World 11- Powers/Tactics: DarkFang has one basic
1 6) KS: Ouroboros Doctrine 11- strategy – put them down hard and fast. He is
1 7) KS: Role-Playing Games 11- strong and swift, and recovers quickly from most
1 8) KS: World History 11- injuries. He employs his claws often (exclusively
3 Stealth 12- when Enraged), but will also punch, kick, bite, or
3 Streetwise 12- throw convenient missiles at opponents (cars,
3 Teamwork 12- trees, other people, or whatever else is handy).
His claws are the ends of his fingers; if they're
Total Powers & Skills Cost: 180 restrained or entangled it's difficult for DarkFang 39
to use them. Also a skilled aerialist, DarkFang
Total Cost: 250
DIGITAL HERO #4

DARKFANG PLOT will often dive-bomb opponents from the sky, To increase DarkFang’s power, boost his
SEEDS taking them by surprise to end the battle quickly. physical characteristics, defenses, and HKA. If
If for some reason Juan is fighting without you want to improve Juan’s fighting ability,
N The PCs receive
changing into DarkFang (a rare occurrence), he boost his Flame Blast and defenses, and give him
a report that
will try to stay at range, blasting with his ring. more skill levels with his attacks. To reduce his
DarkFang has broken
He’ll use his sword only if backed into a corner. forms’ abilities, reduce those same factors.
into one of the
shopping malls and is Campaign Use: Juan could easily be known to Appearance: Juan is muscular, of Mexican
tearing up the place. PCs who frequent the local university. He is not descent with dark hair and eyes. He usually
What set him off? Is shy at all, and will chat with anyone about wears jeans and heavy metal band t-shirts.
he stealing stuff or anything. He wears a ring in the shape of a snake DarkFang resembles a classic gothic
just making a big eating its tail, the classic Ouroboros symbol. He gargoyle with gray stony skin, horns and elbow
mess? Who takes has actually brought a few people into the cult spikes, with pale gray eyes, clad in a simple
advantage of the after they asked about the ring. leather loincloth.
distraction DarkFang DarkFang isn’t much for Hunting characters
provides? unless Cardinal Bastion sends him out for such a
N Once again, purpose, but will seek vengeance on those
homeless people are who’ve thrashed him if the opportunity presents
disappearing from the itself.
streets. After
dismembered corpses
are found and rumors
of a winged monster
surface, it seems
DarkFang has finally
given in to bloodlust.
Or has he?
N Juan tracks down
the PCs with a sad
story. It seems he was
under Cardinal
Bastion’s mental
control the whole
time, and deeply
regrets the horrible
things he’s done. He
wants to make it right
and offers to take the
PCs to Bastion’s
secret base, the Fane
of the Stone Dragon.
Is he sincere, or is it a
deadly trap?

40
DIGITAL HERO #4

Imp Total Cost: 375


Val Char Cost Roll Notes
13 STR 3 12- Lift 150kg; 2½d6 HTH [1] 200+ Disadvantages
28 DEX 54 15- OCV: 9/DCV: 9+ 10 Distinctive Features: Mystic Aura (Not
18 CON 16 13- Concealable; Always Noticed;
10 BODY 0 11- Detectable Only With Unusual Senses)
13 INT 3 12- PER Roll: 12- 5 Distinctive Features: Cult Tattoo
14 EGO 8 12- ECV: 5 (Easily Concealed)
15 PRE 5 12- PRE Attack: 3d6 10 Hunted: Cult Leaders 11- (Mo Pow,
14 COM 2 12- Watching)
9 PD 6 Total: 18 PD (9 rPD) 15 Hunted: Law Enforcement Agencies 8-
9 ED 5 Total: 18 ED (9 rED) (As Pow, NCI, Capture)
7 SPD 32 Phases: 2, 4, 6, 7, 9, 11, 12 25 Psychological Limitation: Loyal to
10 REC 6 Abraxas (Very Common, Total)
60 END 12 20 Psychological Limitation: Petty and
40 STUN 14 Cruel (Very Common, Strong)
15 Psychological Limitation: Power
Total Characteristics Cost: 166 Hungry and Greedy (Common, Strong)
10 Psychological Limitation: Vengeful
Movement: Running: 11”/22”
(Uncommon, Strong)
Teleport: 20”/40”
10 Reputation: dangerous criminal, 8-
Cost Powers END (Extreme)
33 Venom Blast: Drain STR, DEX, EGO, 5 Reputation: street thief, limited group
STUN 2d6, Variable Effect (all four (underworld), 11-
Characteristics at once; +1), Ranged 15 Social Limitation: Secret Identity
(+½); Only Against Living Organic (Frequently, Major)
Targets (-½) 5 10 Unluck: 2d6
40 Phase Step: Teleportation 20” 4 25 Experience Points
40 Imp Size: Shrinking (.125 m tall [about
4 inches], .025 kg mass, -8 to PER Rolls Total Disadvantage Points: 375
to perceive character, +8 DCV, takes Background/History: Kyle Marks grew up on
+12” KB) 4 the street, a pure-bred street rat and sneak thief.
5 Fortitude: Power Defense (5 points) When he chose the wrong house to rob, he was
10 Swiftness: Running +5” (11” total) in for a surprise. Dr. Louis DeCray was home,
5 See in the Dark: Nightvision 0 and quickly showed Kyle the error of his ways –
Perks with a painful lesson in magic. Kyle was nearly
4 Contact: Fence 11-, useful resources, deprived of his life when DeCray paused,
has contacts sensing an opportunity for gain. “Young thief,
3 Contact: Street Sneak 11-, has contacts what god do you serve?”
“I don’t believe in no gods. Let me go!”
Talents DeCray smiled dangerously. “You may not
18 Combat Luck (9 PD/9 ED) think so to look at me, but I serve a strong god.
3 Lightsleep Let me show you my god’s power.”
Skills Kyle struggled in fear as the strange man
3 Acrobatics 15- invaded his mind, and nearly soiled himself as he
3 Breakfall 15- felt another presence through the man’s mind. It
4 CK: Campaign City 14- felt old and young, strong yet bound, and its
3 Climbing 15- mind was pure power. Paralyzed beyond
2 KS: Occult World 11- thought, Kyle wondered what this could be.
2 KS: Ouroboros Doctrine 11- “I am Abraxas, as old as time and second
3 KS: Street Gangs 12- only to the Creator, god of truth, knowledge, and
3 Language: Spanish (completely fluent) power. Will you serve me, Kyle Marks?” Kyle
3 Lockpicking 15- didn’t have time to wonder why Abraxas would
5 Security Systems 13- want a pitiful thing such as himself before he
3 Shadowing 12- was answered.
3 Stealth 15- “You have already learned the Truth of Self-
5 Streetwise 13- Reliance, and by such alone are worthy. You
3 Teamwork 15- also know the Truth of Cost, that nothing is free.
I know before you think it that you wish returns
3 WF: Blades, Small Arms 41
for your service. And returns you shall have. I
Total Powers & Skills Cost: 209
DIGITAL HERO #4

IMP PLOT SEEDS offer you, Kyle Marks, physical power in the
mortal realm in exchange for service to me until Quote: “Come on, wimp!
N Imp’s mission is You couldn’t hit a parked
the end of days. What is your answer?”
the theft of a new mini-van!”
Kyle could feel the power of the great
exhibit from the
Abraxas and knew nothing was beyond Him. For
museum, an artifact
service, he would gain power, and with power he
rumored to have been
could achieve great wealth. “Great Abraxas, I
owned by a powerful
accept your offer.”
sorcerer. What is the
“Then I grant you the power of the Imp, as it
artifact? What powers
best suits your talent and nature. Pain is the
does it hold? Is it
price of power, and the power is your own, save
magical at all?
when I require your service. Thus, the deal is
N Having used
made.”
Kyle as an
Kyle screamed in agony as his body and
information source
soul were ripped asunder and born anew.
before, he contacts the
PCs with a hot tip. Personality/Motivation: Kyle was never the
Seems VIPER is religious type, and as far as his street friends
planning to set up a know, he still isn’t. But Kyle is as devoted to
temporary base in a Abraxas and Cardinal Bastion as he is to himself,
warehouse in and his own well-being is his top concern. Powers/Tactics: Kyle has always been good at
preparation of The only time he will sacrifice anything is staying hidden and moving quickly. His Imp
building a new Nest when he can profit from the sacrifice or when powers enhance those skills. Being able to shrink
in the area. Is this serving Abraxas requires it. Kyle is a thief, cheat, down to about 4 inches tall makes him very
true? Or are the and liar, and is proud of his skill in obtaining the difficult to hit, and he enjoys the benefits of
Chosen planning a wealth of others. Thievery is a thrill-game to growth momentum. His venom blast steals away
vicious ambush? Kyle, and wealth the grand prize. a person’s strength, reflexes, willpower, and also
N While happily Before his empowering, Kyle would seek stuns them, but only works against living,
cleaning out a small any escape from confrontation – running, lying, organic beings. The power he enjoys the most is
jewelry store, Imp dirty tricks – anything. He was not skilled in his “phase step,” in which he makes and steps
observes the PCs fighting, and he knew it. Since his fortunate through a small bend in space, effectively
stopping another encounter with Cardinal Bastion, he has begun teleporting. Its range is limited, but useful for
criminal’s activities. tracking down people who’ve attacked or getting into otherwise secured areas or surprising
Deciding to follow, he otherwise offended him in some way, and an enemy from behind.
learns the Secret ID of extracting bloody revenge. Any who humiliate Kyle takes pleasure in using his new abilities
one of the PCs. What him now can expect the same treatment. for personal gain; he usually masterminds most of
sort of fiendish the team’s robbery missions. If trapped, he will
blackmail will Imp use any means necessary to escape, even if he
think up, or will he must reveal his Secret ID. Those who witness it,
inform Cardinal however, are usually silenced – permanently.
Bastion and make People who taunt him live long enough to regret
things even more it, but not much longer.
unpleasant? Campaign Use: Imp often works as a thief for
hire when not working for Abraxas. Street heroes
could seek rumors from Kyle Marks, who is
known to be an excellent source of information,
and expert burglar, despite his youthful 19 years.
Imp enjoys Hunting down those who’ve
annoyed him. The vengeance he exacts usually
matches the wrong done to him.
To increase his capabilities, boost Imp’s
DEX, defenses, and Venom Blast. To make him
less powerful, reduce his DEX and remove the
Ranged Advantage from his Venom Blast.
Appearance: Kyle is a street punk in attitude
and appearance. T-shirts with punk logos, worn
jeans, boots, and a leather jacket are his usual
attire. When operating as Imp, he dons a
demonic greenish-gray face mask that leaves
42
only his eyes and mouth visible.
DIGITAL HERO #4

Lady Medusa (any one Characteristic; +¼), Reduced


Endurance (0 END; +½), Uncontrolled
Val Char Cost Roll Notes
(removed with Dispel Magic, lasts 5
10 STR 0 11- Lift 100 kg; 2d6 HTH [1]
minutes; +½); OAF (-1), Incantations
24 DEX 42 14- OCV: 8/DCV: 8
(-¼) 0
15 CON 10 12-
52 Stoning: Major Transform 7d6 (living
13 BODY 6 12-
creature to stone, heals back normally);
15 INT 5 12- PER Roll: 12-
Limited Target (living creatures; -¼),
24 EGO 28 14- ECV: 8
Concentration (½ DCV; -¼), Extra
15 PRE 5 12- PRE Attack: 3d6
Time (Full Phase; -½) 10
24 COM 7 14-
16 Warding Band: Force Field (10 PD/10
10 PD 8 Total: 20 PD (10 rPD) ED); IIF (-¼) 2
10 ED 7 Total: 20 ED (10 rED) 4 Talisman Ring (ruby): Mental Defense
5 SPD 16 Phases: 3, 5, 8, 10, 12 (10 points); IIF (-¼) 0
8 REC 6 4 Talisman Ring (emerald): Power
40 END 5 Defense (5 points); IIF (-¼) 0
30 STUN 4 17 Magesight: Detect Magic (Mental
Group) 12-, Discriminatory, Range,
Total Characteristics Cost: 149 Sense 0
Movement: Running: 15”/30” 18 Swiftness: Running +9” (15” total) 3
Leaping: 2”/4” 3 Swiftness: Swimming +3” (5” total) 1
Swimming: 5”/10” Perks
Cost Powers END 2 Wealth: Well Off, $200,000 per year
27 Magical Bow: Multipower, 60-point 3 Fringe Benefit: Cult Lieutenant
reserve, all OAF (-1), Two-Handed 3 Fringe Benefit: Corporate Executive in
Weapon (-¼) Human Resources Department, BioDyn
2u 1) Flame Arrow: EB 12d6; OAF 2 Reputation: Canon of Abraxas (within the
(-1), Two-Handed Weapon (-¼), occult/supernatural world) 11-, +1/+1d6
12 Charges (-¼) [12c] Skills
2u 2) Cold Arrow: EB 6d6, NND 18 +2 with All Combat
(not against Force Field or Safe 6 Range Skill Levels: +2 vs. Range
Environment: Intense Cold; +1); Modifier with All Attacks
OAF (-1), Two-Handed Weapon 3 +1 with Magical Bow
(-¼), 12 Charges (-¼) [12c]
2u 3) Light Arrow: Sight Group 3 Breakfall 14-
Flash 8d6, Explosion (+½); OAF 3 Climbing 14-
(-1), Two-Handed Weapon (-¼), 3 Conversation 12-
12 Charges (-¼) [12c] 3 Gambling (card games) 12-
2u 4) Lightning Arrow: RKA 4d6; 3 High Society 12-
OAF (-1), Two-Handed Weapon 3 Language: Ancient Greek (completely
(-¼), 12 Charges (-¼) [12c] fluent)
27 Serpent Wand Spells: Multipower, 60- 3 Language: Latin (completely fluent)
point reserve; all OAF personal (-1), 3 Oratory 12-
Incantations (-¼) 3 Persuasion 12-
2u 1) Death Curse: Drain BODY 1d6, 3 PS: Corporate Executive 12-
Delayed Return Rate (1 point per hour; 3 Scholar
+1¼), Continuous (+1), Does BODY 2 1) KS: Corporate World 12-
(+1), Invisible To Sight and Hearing 2 2) KS: Human Resources 12-
Groups (+¾), Ranged (+½), Reduced 2 3) KS: Occult World 12-
Endurance (0 END; +½), Uncontrolled 2 4) KS: Ouroboros Doctrine 12-
(removable with Dispel Magic, 2 5) KS: Stock Market 12-
Simplified Healing, or Healing BODY, 2 6) KS: Western Magic Traditions 12-
lasts 24 hours; +½); OAF (-1), 2 7) KS: Western Occultism 12-
Incantations (-¼), Only Works Against 3 Seduction 12-
Living Organic Creatures (-½), One 3 Stealth 14-
Hour Intervals Between Drains (-1) 0 3 Teamwork 14-
3u 2) Mystic Bolt: Ego Attack 6d6; OAF
Total Powers & Skills Cost: 276
(-1), Incantations (-¼) 6
2u 3) Sigil of Set: Suppress Total Cost: 425 43
Characteristics 5d6, Variable Effect
DIGITAL HERO #4
200+ Disadvantages stone and smashing them appealed to her stone-
10 Distinctive Features: Mystic Aura (Not hearted corporate mentality, prompting her to
Concealable; Always Noticed; choose the stoning powers, and name, of
Detectable Only With Unusual Senses) Medusa.
15 Hunted: Law Enforcement Agencies 8-
(As Pow, NCI, Capture) Personality/Motivation: Early in her career,
10 Hunted: Abraxas 11- (Mo Pow, Lady Medusa was motivated by greed and
Watching) corporate power. She has matured, and magic
15 Physical Limitation: Can be possessed power is also on her list of ambitions.
by Abraxas at any time (Infrequently, Professionally efficient in any task she
Fully Impairing) undertakes, she’ll step on you if you get in her
15 Physical Limitation: Only has spells way. Nothing personal; it’s just business. If you
allowed by Cardinal Bastion (All The strike back when she steps on you, though, she’ll
Time, Slightly Impairing) ruin your career and hound you to the grave.
15 Psychological Limitation: In Love Being so corporate-driven, she takes great pride
With Cardinal Bastion (Common, in her appearance. Only the finest apparel and
Strong) brand-name products will do for her. Nothing is
25 Psychological Limitation: Loyal to too expensive for her tastes.
Abraxas (Very Common, Total) Lady Medusa loves Louis DeCray so much
15 Psychological Limitation: she can’t stand it. She finally realized it after her
Overconfident (Very Common, empowerment, and hasn’t yet figured out how to
Moderate) tell him. They’ve been friends for years, but he’s
15 Psychological Limitation: Power shown no hint of any romantic interest. She
Hungry (Very Common, Moderate) doesn’t know how he would react if she told
20 Psychological Limitation: Vain, Self- him.
Indulgent (Very Common, Strong) Lady Medusa leads The Chosen when
10 Psychological Limitation: Vengeful Cardinal Bastion is not present. When in charge,
(Uncommon, Strong) she is coldly efficient, though not cruel to
5 Reputation: Canon of Abraxas, limited victims unless angered.
group (occult/supernatural world), 11- Quote: “So the big hero wants to play rough?
15 Social Limitation: Secret Identity Pitiful. You’re not even in my league.”
(Frequently, Major)
10 Susceptibility: to Serpent Wand being Powers/Tactics: Lady Medusa got her first taste
struck, 2d6 damage (Uncommon) of power with the spells she learned as a Canon
30 Experience Points (the Serpent Wand Multipower). Since her
empowerment, she prefers to use her Magical
Total Disadvantage Points: 425 Bow. Her favorite arrows are the Flame and Cold
Background/History: Phoebe Mayricks never Arrows. She saves the Lightning Arrow for
mentioned her history professor to her parents. enemies that have annoyed her or are resistant to
They were too busy with board meetings to care her other attacks. The Light Arrow is used for
anyway. He had introduced her to the idea that signaling or as a distraction. She saves her
religions other than Christianity and Islam can Stoning power for particularly troublesome
have a strong influence on society. She attended opponents, as it takes considerable effort to use.
one of his cult meetings, and was fascinated Campaign Use: Phoebe Mayricks is a corporate
enough to join the cult herself. executive for Biological Dynamics Research
Louis DeCray and Phoebe became good Group (more commonly known as BioDyn) a
friends. She was thrilled for him when he earned genetics research company on the cutting edge of
his PhD, and when he was promoted from Canon development. Any PC with business or scientific
to Cardinal. Louis surprised her when he made dealings might have reason to contact her. Also,
her a Canon, and she justified his choice by she frequents high-class clubs, and has lunch
learning the inner mysteries quickly. with her stock broker at least once a week.
After completing her Bachelors of Human Lady Medusa eagerly Hunts those who have
Resources and MBA, Phoebe began her climb up wronged her, but she prefers subtle vengeance to
the corporate ladder with the Human Resources just beating up her enemies (though she enjoys
department at Biological Dynamics Research that too). If a hero comes home to find his pet a
Group. Her boss leered at her too much, but it statue, he knows not only has Medusa gotten a
was a good job. measure of vengeance, but she knows his Secret
A few months ago, Bastion told Phoebe ID, and life is going to get much more
about the Chosen project. She volunteered interesting….
44 without hesitation, and was allowed her choice
of abilities. The thought of turning people to
DIGITAL HERO #4
To increase her power, boost Lady different semi-precious stones (i.e., her Warding LADY MEDUSA
Medusa’s Magical Bow and her skill with it, Band), she makes certain it goes with all her PLOT SEEDS
perhaps adding Autofire capabilities. Also outfits. N After a
increase her defenses and add more Serpent As Lady Medusa (she didn’t like the sound particularly bad
Wand Spells, patterned after Cardinal Bastion’s of Canon Medusa), she dresses in a short white downturn in the stock
(since he’s who she would learn them from). To dress cut in the classic Greek style, with brown market, John Jergen, a
lessen her power, reduce the Active Points of her leather sandals laced almost to her knees. The stock broker, is found
Magical Bow and Serpent Wand Spells dress is accented with gold trim and a finely dead in his home.
Multipowers, and trim her Stoning power. tooled leather belt, from which hangs her Serpent Clues indicate there
Wand (a simple gold bar shaped like an was no struggle, so he
Appearance: With her long, jet black hair and undulating snake with ruby chips for eyes). She apparently knew his
deep green eyes, Phoebe is absolutely stunning. wears a white and gold domino mask to conceal killer. His wife was
She carefully accentuates her natural beauty with her face. Occasionally she wears a midnight blue traveling on business
subtle makeup and high fashion. Wearing only velvet cloak, usually during missions where at the time. His
the finest suits and skirts, she never appears in stealth is required. Her Magical Bow is made of biggest client, one
public without looking her best. She’s been a gold-colored metal adorned with four large Phoebe Mayricks, is
approached to do modeling of office fashions, gemstones (ruby, sapphire, diamond, and topaz), the prime suspect. Did
but so far has not accepted such offers. Never about three and a half feet long, and unstringed. she kill her stock
without her gold bracelet, set with several
broker because of a
bad deal? Or is
something less
obvious the cause of
his death?
N Hungry for more
power, Lady Medusa
tries to summon a
demon lord and strike
a bargain. The spell
goes wrong and gives
the demon possession
of her body. The
monster goes on a
rampage, using Lady
Medusa’s Stoning
power in addition to
its own flame powers.
The Chosen try to
bring her under
control, but are no
match for it.
Authorities call on the
PCs for aid.
N Spurned by
Cardinal Bastion after
confessing her love,
Lady Medusa
abandons him and her
place in his cult to
seek aid from the
PCs. Unable to use
her Serpent Wand
because Abraxas no
longer favors her, she
fears Bastion will
seek her death. Can
the PCs recruit her for
the forces of good?

45
DIGITAL HERO #4

Wight OIHID (-¼), Only Works Against


Living Organic Beings (-½) 6
Val Char Cost Roll Notes
3u 4) Steal Constitution: Transfer 3d6
10+10* STR 8* 11-/13- Lift 100 (400) kg;
(target’s CON to character’s CON), Can
2d6 (4d6) HTH
Transfer Maximum of 50 Points;
[1(2)]
OIHID (-¼), Only Works Against
15+10* DEX 15+24* 12-/14- OCV: 5(8)/DCV:
Living Organic Beings (-½) 6
5(8)
3u 5) Steal Body: Transfer 3d6 (target’s
13+10* CON 6+16* 12-/14-
BODY to character’s BODY), Can
13 BODY 6 12-
Transfer Maximum of 50 Points;
19 INT 9 13- PER Roll: 13-
OIHID (-¼), Only Works Against
13 EGO 6 12- ECV: 4
Living Organic Beings (-½) 6
10 (40) PRE 0 11-(17-) PRE Attack: 8d6
3u 6) Steal Endurance: Transfer 3d6
18 COM 4 13-
(target’s END to character’s END), Can
4+2* PD 2 Total: 21 PD (15 Transfer Maximum of 50 Points;
rPD) OIHID (-¼), Only Works Against
4+2* ED 1 Total: 21 ED (15 Living Organic Beings (-½) 6
rED) 3u 7) Steal Stun: Transfer 3d6 (target’s
3+2* SPD 5+8* Phases: 4, 8, 12 STUN to character’s STUN), Can
(3, 5, 8, 10, 12) Transfer Maximum of 50 Points;
7+4* REC 4 OIHID (-¼), Only Works Against
26+54* END 14* Living Organic Beings (-½) 6
30+10* STUN 5 * OIHID (-¼) 13 Shroud of Fear: +30 PRE; OIHID
(-¼), Only to Cause Fear (-½),
Total Characteristics Cost: 133 Linked (Dark Aura Force Field; -½) 0
Movement: Running: 6”/12” 21 Life Energy Sense: Detect Life Energy
Leaping: 2”(4”)/4”(8”) (Mental Group), Discriminatory, Range,
Flight: 20”/40” Sense, Targeting; OIHID (-¼), Only
Perceives Organic Life (-¼) 0
Cost Powers END 8 Protected Life Force: Power Defense
20 Wight Powers: EC, 50-point powers; (10 points ); OIHID (-¼) 0
all OIHID (-¼)
20 1) Ethereal Body: Desolidification Skills
(affected by light or magic), Reduced 6 +2 with Life Draining Powers
Endurance (½ END; +¼); OIHID (-¼) 2 3 Inventor 13-
20 2) Flight: Flight 20”, Reduced 2 KS: Occult World 11-
Endurance (½ END; +¼); OIHID (-¼) 2 2 KS: Ouroboros Doctrine 11-
22 3) Dark Aura: Force Field (15 PD/15 3 KS: Scientific World 13-
ED), Hardened (+¼), Reduced 3 PS: Research Chemist 13-
Endurance (0 END; +½); OIHID (-¼) 0 3 Scientist
20 4) Invisibility: Invisibility to Sight and 2 1) SS: Chemistry 13-
Hearing Groups, Spatial Awareness, No 2 2) SS: Genetics 13-
Fringe, Reduced Endurance (½ END; 2 3) SS: Inorganic Chemistry 13-
+¼); OIHID (-¼) 2 2 4) SS: Mathematics 13-
35 Life Draining Powers: Multipower, 61- 2 5) SS: Organic Chemistry 13-
point reserve; all OIHID (-¼), Only 2 6) SS: Physics 13-
Works Against Living Organic Beings 2 7) SS: Research 13-
(-½) 3 Stealth 12- (14-)
3u 1) Drain Life Force: Drain STR, DEX, 3 Teamwork 12- (14-)
CON, BODY, END, and STUN 2d6,
Variable Effect (all Characteristics; +2); Total Powers & Skills Cost: 242
OIHID (-¼), Only Works Against
Living Organic Beings (-½) 6 Total Cost: 375
3u 2) Steal Strength: Transfer 3d6 200+ Disadvantages
(target’s STR to character’s STR), Can 10 Distinctive Features: Mystic Aura (Not
Transfer Maximum of 50 Points; Concealable; Always Noticed;
OIHID (-¼), Only Works Against Detectable Only With Unusual Senses)
Living Organic Beings (-½) 6 10 Hunted: Cult Leaders 11- (Mo Pow,
3u 3) Steal Dexterity: Transfer 3d6 Watching)
46 (target’s DEX to character’s DEX), Can 15 Hunted: Law Enforcement Agencies 8-
Transfer Maximum of 50 Points; (As Pow, NCI, Capture)
DIGITAL HERO #4
10 Physical Limitation: Sensitive to Bright Personality/Motivation: Sharon was a quiet, WIGHT PLOT
Light/Daylight (Frequently, Slightly; -2 introverted girl with few friends and no social SEEDS
to Sight Group PER Rolls, sunglasses life. Since joining Ouroboros, though, her N Wight, being
reduce to -1) personality changed completely. While still high on a “life rush”
25 Psychological Limitation: Loyal to fascinated by chemistry (she earned her BS and as she calls it, is
Abraxas (Very Common, Total) is currently employed by Random Technologies wandering the streets,
15 Psychological Limitation: Thrillseeker as a research scientist), she has discovered the using her Transfer
(Common, Strong) joys of social activities. She goes to parties, has powers
10 Psychological Limitation: Scientific several friends, and takes an active role in indiscriminately on
Curiosity (Common, Moderate) Cardinal Bastion’s cult. When he asked her to those she meets.
10 Psychological Limitation: Vengeful join the Chosen, she was thrilled at his Several people are
(Uncommon, Strong) confidence in her. She did not balk at the concept dead, and she is
10 Reputation: life-stealing undead of fighting heroes, having never thought them stronger, faster, and
monster, 8- (Extreme) very heroic anyway. She was leery about the tougher than normal.
5 Reputation: award-winning research type of powers chosen for her; draining Is she just out having
chemist, limited group (scientific someone’s life-force away just seemed wrong. a good time, or did
world), 11- Bastion assured her it was for the best of causes, Cardinal Bastion need
15 Social Limitation: Secret Identity though, so she accepted. a distraction?
(Frequently, Major) Since her empowerment, she has become N Sharon
15 Vulnerability: 1½x Effect from Light even more extroverted, even promiscuous. She accidentally discovers
(Very Common) now enjoys taking small risks, and has been a chemical formula
25 Experience Points picking up some of Imp’s bad habits, like that robs a person of
shoplifting and aggressive driving. Her qualms his free will,
Total Disadvantage Points: 375 about sucking away someone’s life force are also enslaving him to
Background/History: Sharon Peters’ world gone. It gives her a rush, and she’s becoming whoever first
was shattered. As an only child, she had no one addicted to it. commands him.
to support her when her parents died in a car Unable to make a
Quote: “How black is black? Let me show you
wreck. She went to live in an orphanage in the large amount of the
oblivion, then you’ll know.”
rough part of town, with her inheritance held in formula without
trust for her until she turned 18. Powers/Tactics: Through ritual, Sharon merged attracting attention,
She attended college to earn a degree in with a minor spirit from the Abyss, known in Bastion sets her up in
chemistry, funded in part by her inheritance, but folklore as a wight. This merging gave her a lab so she can create
avoided social activities, not having the time (or several life-draining abilities, in addition to enough to enslave the
courage) for them. Her history professor changed defensive powers and flight. She usually uses the city. Will the PCs
that, suggesting that she needed to find some Strength, Dexterity, and Stun Transfers, as they discover the plot in
faith. are the most useful in combat. The Body time?
“Some faith? In what?” she responded. Transfer is only used when she’s really angry at N Out for a night on
“Faith in the world. In humanity. In your someone. Drain Life Force affects all of the the town, Sharon
reason for being alive. You are so absorbed with above statistics; she employs it when an comes across a PC
your chemistry that you see nothing else around opponent is particularly troublesome. Her Cause doing the same and
you. Not even your bad test scores in other Fear ability is useful for intimidation, decides she wants to
classes.” His voice chastised her gently. occasionally coupled with the Constitution get to know him
“I guess you’re right, Professor DeCray. I Transfer. better – by any means
prefer to be by myself, studying.” necessary.
“There is such a thing as studying too much, Campaign Use: Sharon could be known to any
Sharon. Join me for this social meeting. We talk PC familiar with the scientific world. On the job
about various religions and other matters of faith. she is intently focused, and gives little hint of her
You may learn something invaluable to your extracurricular activities. If she meets a PC who
well-being.” is cute or interesting, she may ask him out for on
“Okay. Why not? I have been cooped up too a date.
long, haven’t I? Will you be there, professor?” Wight cares too much about having fun to
“Be there? My dear, I am the main speaker. actively pursue anyone unless Bastion
I look forward to seeing you there.” commands her to do so. But if she runs into
Sharon enjoyed the discussion, and decided someone who’s given her trouble in the past,
to join the cult that Professor DeCray led. It was she’ll target him first.
a simple matter for him to convince her to join To boost her abilities, increase the Active
the Chosen. She was looking for a family, and Points of her Life Draining Multipower, and
Cardinal Bastion gave her a family that could perhaps broaden the characteristics she can
never be killed as easily as her parents were. affect. To reduce her power, decrease her
multipower. 47
DIGITAL HERO #4
Appearance: A young, slender African-
American girl with bright green eyes, Sharon
wears her hair short, and enjoys showing off her
athletic figure (discreetly at work; more blatantly
otherwise). She often wears sunglasses, as bright
light gives her a headache. Her clothing is
fashionable but inexpensive.
As Wight, she is a solid black female figure
with glowing red eyes, force field enfolding her
in black flames. Her life draining powers engulf
the victim briefly with dark flame, leaving only
their effect and the faint scent of decayed flesh.

48
DIGITAL HERO #4

Cultists And Ophites 75+ Disadvantages: Distinctive Features:


Reptile Man (Concealable, Always Noticed);
Cardinal Bastion’s cultist followers have
Distinctive Features: Mystical Aura (Not
many different skills and backgrounds among
Concealable, Always Noticed, Detectable Only
them. However, for the purposes of most
With Unusual Senses); Hunted by Cardinal
scenarios involving the cultists, those
Bastion 11- (Mo Pow, Watching); Psychological
backgrounds and skills, and even the variations
Limitation: Religious Fanatic (Very Common,
in stats that would normally occur, are irrelevant.
Total); Susceptibility: to Magical Adjustment
Below is a generic character brief for the average
Attacks and Transforms, 2d6
cultist amongst Cardinal Bastion’s following.
Feel free to vary this write-up for specific plots Fane Of The Stone Dragon
that require it (see The Ultimate Mystic, formerly
The Chosen’s base, the Fane of the Stone
The Ultimate Super Mage, pages 177-179, for
Dragon, lies hidden beneath the basement level
variation ideas).
of a popular Mexican restaurant near the college
Cardinal Bastion has, at any given time,
where Cardinal Bastion works. A secret passage
approximately 60 cult followers. He has also
leads to a Shriner’s Temple a few blocks away
created 8 Ophites (also below), cultists who
(the Shriners have no idea the passageway
allowed themselves to be transformed into reptile
exists).
men so they could directly experience the glory
of Abraxas. Bastion has not yet found a suitable
FANE OF THE STONE DRAGON
“volunteer” from which to create a Dragon
Warrior (see The Ultimate Mystic, formerly The 11 BODY
Ultimate Super Mage, pages 262-263). 8 DEF
320” Size
CULTIST Abilities: Location: City, Underground;
13 STR 14 DEX 13 CON Emerald Eye Statues Magic Blast (8x): EB
10 BODY 10 INT 11 EGO 10d6, 0 END, OAF Immobile; Silver Eye Statue
13 PRE 10 COM Lightning Bolt: RKA 5d6, No Range Modifiers,
8/28 PD 8/28 ED 3 SPD 0 END, OAF Immobile; Protected Chamber:
6 REC 26 END 24 STUN +12 DEF, 35 hex area; Protected Chamber:
Affects Desolidified and Cannot Be Escaped
Abilities: Magic Sword: 1d6+1 HKA (1½d6
With Teleportation on 20 DEF, 35 hex area plus
with STR), +4 STUN Multiple, OAF; Chant of
LS: Self-Contained Breathing, 35 hex area;
the Faithful: +20 PD, +20 ED, Incantations
Follower: Black Crystal Skull (computer);
(throughout), Not Against BODY of Normal
Followers: Ophites, 8x; Followers: Black
Attacks (-½); Mental Defense (7 points); KS:
Diamonds (computers), 8x; Concealment 15-;
Ouroboros Doctrine 8-; Stealth 12-; Teamwork
Disguise 15-; KS: Ouroboros Doctrine 12-; KS:
12-; +3 with Magic Sword
Western Magic Traditions 12-; KS: Western
50+ Disadvantages: Distinctive Features (Cult Occultism 12-
Costume & Ouroboros Jewelry); Hunted by Cult
290+ Disadvantages: Distinctive Features: Evil
Leaders 11- (Mo Pow, Watching); Hunted by
Temple; Distinctive Features: Mystic Aura;
Local Authorities 11- (As Pow, NCI, Watching)
Hunted: Archimandrite 11- (Mo Pow, Watching)
Psychological Limitation: Religious Fanatic
(Very Common, Total)
BLACK DIAMOND
OPHITE 10 INT
18 DEX
23 STR 18 DEX 20 CON
4 SPD
13 BODY 8 INT 14 EGO
15 PRE 2 COM Abilities: Psychic Communication: Mind Link,
10 PD 10 ED 3 SPD with Black Crystal Skull, No Line Of Sight,
10 REC 40 END 35 STUN Always On; Mystic Sense: Spatial Awareness;
+5 with Statue Magic Blast; WF: Emerald Eye
Abilities: Reptile Powers: EC, 22-point
Statue Magic Blast; Programs: Attack and
powers, 1) Claw/Bite: HKA 1d6 (2d6 with
Destroy Targets as Assigned by Black Crystal
STR), Armor Piercing; 2) Scaly Skin: Armor (8
Skull
PD, 8 ED), Visible; Martial Arts: Wrestling,
Escape (+0, +0, STR 38), Hold (-1, -1, Grab 2 60+ Disadvantages: Distinctive Features:
Limbs, 33 STR to hold), Slam (+0, +1, STR + Black Diamond; Distinctive Features: Mystic
v/5, Target Falls); Clinging (normal STR); +2 Aura
with Wrestling; Breakfall 12-; Teamwork 12- 49
DIGITAL HERO #4
BLACK CRYSTAL SKULL (4) Right Hall: Decorated as the Entry Hall,
23 INT this area connects to the right half of the
20 EGO base. The statue in the lower corner is
20 DEX enchanted to attack intruders, while those in
5 SPD alcoves conceal passages to area 11.
(5) Office: This room serves as office to
Abilities: Psychic Communication: Mind Link, Cardinal Bastion and Lady Medusa. The
specific group of up to 16 minds (followers of statue slides toward the door to reveal a
Abraxas and other Black Crystal Skulls, No Line ladder down to area 13. A secret door
Of Sight; Magesight: Detect Magic (Mental behind Bastion’s desk leads to area 3.
Group) 13-, Range, Sense; Normal Sight; (6) Main Hall: In contrast to the Entry Hall,
Normal Hearing; Reptile Statues With Green this area is not painted or decorated save for
Gemstone Eyes: Clairsentience (Sight and the five statues and altar. The four smaller
Mental Groups, Normal Hearing, Fixed statues are identical to the ones in area 2, but
Perception Points (8 points; -¾); Mystic Sense: the one at the back of the hall is of a dragon,
Spatial Awareness; Eidetic Memory; +5 with nearly 6 meters tall. Its eyes are silver, is
Statue Lightning Bolt; Analyze Combat enchanted to attack intruders and holds a
Technique 14-; KS: Ouroboros Doctrine 14-; large reptilian skull carved from black
Languages: Ancient Greek, English (both native diamond. This skull is intelligent, and
accent), Tactics 14-; WF: Silver Eye Statue monitors all activity within the Fane (see the
Lightning Bolt; Programs: Alert Cardinal Black Crystal Skull brief).
Bastion to Disturbances; Analyze Intruders; (7) Library: Besides storing books on magical
Attack and Destroy Target; Coordinate topics and Ouroboros history and doctrine,
Resistance of Intrusions; Share Information With this area serves as a meeting place and study
Other Black Crystal Skulls hall.
(8) Ophite Quarters: The Ophites reside in
175+ Disadvantages: Distinctive Features:
these chambers, 4 per room.
Hideous Crystal Reptilian Skull; Distinctive
(9) Holding Cells: Sacrificial victims are held
Features: Mystic Aura; Psychological
here prior to their torture and death.
Limitation: Loyal to Abraxas; Psychological
(10) Storage Area: Anything not used on a
Limitation: Must Obey Cardinals & Canons;
regular basis is kept here – folding chairs
Psychological Limitation: Secretly Monitors
and tables, extra robes and other supplies,
Cardinal Bastion and Cult Members
and the like.
(11) Escape Tunnels: If the Fane is raided and
MAP KEY
the cultists overcome, they can escape into
(1) Entry Stairwell: Located in the alley the sewers through these halls.
behind the Mexican restaurant, this stairwell (12) Shriner’s Tunnel: These two hallways
leads from street level to a depth of 4 hexes connect and lead to a hidden door in the
before reaching the main entrance to the basement of a Shriner’s Temple a few
Fane. There are no distinctive markings on blocks from the Fane.
the door, and at least one cultist maintains (13) Private Study: This area is Cardinal
guard duty here at all times. A successful Bastion’s sanctuary. The Chosen, other
Skill vs. Skill check against the base’s Cardinals, and the Archimandrite are
Concealment (15-) is required to find the permitted in this room; other visitors are an
door to area 12. extreme rarity. He conducts most of his
(2) Entry Hall: This hall is richly decorated to research here, while actual magical
honor Abraxas; gold tracings and bright experiments are performed in area 14. The
murals adorn the walls in a distinctly fixed location for his Home Gate spell is
reptilian motif. Two meters tall, the statues inscribed on the floor.
resemble Ophites carved of dark marble (14) Protected Chamber: Enchanted heavily to
with large emeralds for eyes. Each one holds ward against intrusion and escape, this vault
a black diamond carefully in its claws. is used for magical experimentation
These statutes are enchanted to attack (including the summoning of demons) as
intruders (see the Fane and Black Diamond well as practice combats between The
character briefs). Chosen.
(3) Left Hall: Decorated as the Entry Hall, this
area connects to the left half of the base.
Restrooms are located here, a) ladies and b)
gentlemen. The statue in the lower corner is
50 enchanted to attack intruders, while those in
alcoves conceal passages to area 11.
DIGITAL HERO #4

Fane Of The Stone Dragon

51
DIGITAL HERO #4

Caress by W. Ross Watson


Background/History: Caress is very unsure of of his true identity. Nonetheless, this enigmatic
where she comes from: Her memories have been man paid handsomely for Helena to receive some
wiped out by the telepathic supervillainess special training, and within a few months, he
Reverie. She has only vague recollections of paid her handsomely to use her powers to kill
existing at all, but occasional flashes of her true again.
past haunt her. Embittered by the hardships she had
Unknownst to herself, Helena Ramirez was endured, Helena agreed, and once more found
once a fairly normal girl. She grew up in a that the thrill of using her abilities overshadowed
traditional Catholic family, in the heart of a low- any lingering guilt. The money she found nearly
rent district of Hispanic immigrants in Los as intoxicating. A poor girl from the barrio,
Angeles, California. Her life was shaken up Helena had never seen so much money. She took
when she reached puberty, and strange powers to calling herself Caress, after the way she ended
manifested that drove her family away: Helena lives with her mutant powers.
was a mutant, and a powerful one. Caress pursued a successful career as a
Helena’s powers frightened her… being professional assassin for a number of years. She
based on her ability to touch people, they honed her abilities in battle, and used the
manifested in a way that hurt and scared people larcenous skills she had learned on the street to
around her, making them weak as she absorbed steal a protective suit of prototype armor from
their strength. It did not take long for Helena to UNTIL. As a compromise with the lingering
be cast out by her family, her parents fearing she discipline of her childhood, Caress swore to
had been possessed by demons, and the young never use her ability to kill with a touch unless
girl herself unsure of where her strange abilities she had been paid to do so, and even then only
had come from. against the specific target.
Helena wandered alone for some time, Without ever finding out who really was
stealing to survive. She fell in with Los Lobos, a behind her string of murderous jobs, she
street gang that worked the upper west side of eventually made enemies. One of these enemies
Los Angeles. Hector, the Lobos leader, was sent Reverie, a powerful mentalist, to deal with
overjoyed to have a paranormal in his gang. With Caress permanently. The battle between the two
Helena’s help, the Lobos quickly surged to new was long and difficult, but in the end, Reverie
heights of power, absorbing many smaller gangs’ succeeded in wiping away nearly all of Caress’
turf and challenging the more established gangs memories, leaving her an amnesiac shell of a
in many areas. Hector and Helena were an item, woman. Now, Caress seeks a way to reverse the
although the relationship was strained because of process, feeling nagging phantoms of her
Helena’s mutant status. previous life tugging at her every waking second.
One fateful day, a superhero interfered with
a robbery Los Lobos were involved in. The Personality/Motivation: Caress is dominated
superhero was easily able to deal with the normal by two factors: greed, and reclaiming her lost
gang members, but Helena decided to put her memories. By far the stronger of the two
powers to the test and engaged the other influences is greed…. Helena has trouble with
paranormal in battle. She found the conflict her finances, spending nearly every cent as soon
exhilarating, and in the space of a few minutes as she gets it. She rents huge apartments and fills
she had the hero begging for mercy. As she them with luxuries, only to abandon them when
touched him, however, she felt his life-force her jobs take her elsewhere. Her habitual
pulsing strongly. She reached out for it, and spending is one of the best methods PRIMUS
snuffed out the superhero’s life in an instant. and UNTIL have for tracking her movements.
Helena was initially horrified by what she In her spare time between jobs, Caress
had done, but Hector and the other Lobos praised struggles to remember her past. She visits places
her for her actions. Conflicted by her religious she thinks may be familiar, and speaks to people
upbringing, Helena split from the Lobos and who may have once known her. This means she
returned home to unburden herself to her parents spends a lot of time in Los Angeles when she
and attempt to patch things up with her family. isn’t otherwise engaged.1
Unfortunately, it was not to be: Helena’s Quote: “Too late hero! Your strength is now
family had moved away and left no forwarding mine!”
address. Utterly miserable, Helena was very (whispered to her target) “Now you’ll feel
vulnerable when a mysterious man willing to the caress of death… don’t worry, it will be
hire her for her “special talents” approached her. quick.”
52 Helena’s employer was careful to work only
through intermediaries, so she was never aware artwork by Jeff Ward
DIGITAL HERO #4
“Where am I? This place seems very… stealth skill and pick his pocket… just to keep in
familiar.” practice. A GM should also keep in mind that
Caress’ strength is going to rapidly increase over
Powers/Tactics: Caress is a frighteningly the course of a typical battle. This means that the
powerful mutant, able to take on entire hero GM should pay close attention to her martial
teams by herself. Her mutant powers allow her to arts, which will gain damage dice and effect
drain life energy and add it to her own, based on how strong Caress is at the time.
increasing her prowess while weakening Caress will never use her deadly drain field
anything she touches. She can “tap” directly into unless she has been hired to do so, and even then
a being’s life-force as well, and if she chooses, only against her specific target. She considers
strip it away to cause near-instant death. herself a professional assassin and kills only
However, directly attacking another’s life-force when she is paid to. She enjoys combat with
requires her to touch their skin, creating her superheroes and organizations like PRIMUS,
trademark “caress.” These mutant abilities form toying with her opponents long enough to prove
a glowing, negative-energy field all around her. to herself she’s no pushover, then she’ll use her
This field affects anyone she touches or anyone stolen strength to make impressive leaps away to
who touches her, making a combat with Caress safety.
very complicated.
Caress can also detect mutants by touch. She Campaign Use: Caress makes a good “mutant
can sense a mutant by the interaction of their rampage” character, if she encounters something
life-force with her negative-energy field. The from her past that angers her or if she’s found in
interaction between a mutant’s life-force and her the middle of a robbery. She also makes a good
powers makes it easy for her to leech power from hunted if a Player Character has earned the
the mutant’s paranormal abilities rather than life enmity of her mysterious employer. As a Hunter,
energy. Her reputation is based not only on her Caress likes showy displays of her power and
assassin career, but also on the fact that many particularly enjoys using her power transfer on a
mutants know she can use their powers to make normal noncombatant in front of the Hunted’s
herself stronger. eyes just before she begins combat.
A side effect of Caress’ mutant abilities is To make Caress even more powerful, give
incredibly enhanced agility, reflexes, and speed. her more Multipower slots (including such things
She flows like water in battle, dodging blows as a transform that turns people into helpless,
with ease. On the battlefield, she leaps around drained-out husks, or an entangle along the same
from place to place, using the strength she steals lines using EGO instead of STR to break out),
from others to make further and higher leaps in increase her STR to 30, and give her some more
addition to more and more powerful blows. combat skill levels. To scale her down, lower her
Caress is a vicious opponent; she will DEX to 27, her SPD to 5, then lower her STR to
typically begin a battle by turning on her power 10, and lower the dice of her transfers from 3d6
transfer field and using a low blow maneuver on to 2d6. A low-powered version of Caress would
a likely-looking foe. From there, she seeks to also have less skill levels and fewer martial arts
gain as much power as she can with chokeholds maneuvers.
and grabs. Once she has “powered up” to brick- Caress can be encountered by PCs who are
like strength levels, she will cut loose, putting responding to a distress call by PRIMUS or
her levels into extra damage and tagging enemies UNTIL agents. Arriving on the scene, they
with her roundhouse. She likes to put foes on the would have to deal with a laughing, powered-up
ground with her legsweep and follow it up with a Caress ready to fight some superheroes!
chokehold to gain more power. She tends to Also, investigative PCs may get too close to
concentrate on powerful or impressive-looking uncovering the identity and plans of Caress’
foes she can reach… flying enemies she ignores mysterious employer, deliberately left vague to
or hurls things at once her strength is high fit into any campaign. If this happens, the
enough. mysterious employer won’t hesitate to hire
Take note of Caress’ skills: She’s an Caress to eliminate the inquisitive characters.
Olympic level gymnast and an accomplished Compassionate characters may find
thief. Her contortionist skill means she can themselves moved by Caress’ lack of memories,
wriggle out of most grabs and entangles easily, and Caress is not above accepting assistance in
and with her lockpicking it will take an trying to reclaim her past. Any heroes involved
impressive set of handcuffs to keep her in one with Reverie, the thief of those memories, may
place long. She takes full advantage of her encounter Caress as she exacts vengeance….
acrobatics and breakfall skills, flipping around to PCs may find themselves obliged to protect
attack in surprising ways, and rolling with the Reverie!
punches to get to her feet in an eyeblink. If she A Los Angeles based hero may become 53
has time, she likes to sneak up on a hero with her involved with Caress on a personal level, or he
DIGITAL HERO #4

Caress 10 Hyper-speed: +5” Running (11” total) 2


Val Char Cost Roll Notes Martial Arts: Advanced Dirty Infighting
15 STR 5 12- Lift 200kg; 3d6 HTH [1] Maneuver OCV DCV Notes
33 DEX 69 16- OCV: 11/DCV: 11 5 Choke Hold -2 +0 Grab One Limb,
15 CON 10 13- 2d6 NND
10 BODY 0 11- 4 Disarm -1 +1 Disarm, +10 STR
15 INT 5 12- PER Roll: 12- 4 Joint Lock -1 -1 Grab Two Limbs,
15 EGO 10 12- ECV: 5 +10 STR
15 PRE 5 12- PRE Attack: 3d6 4 Kidney Blow -2 +0 1d6 HKA
16 COM 3 12- 3 Legsweep +2 -1 STR +1d6,
Target Falls
10 PD 7 Total: 22 PD (12 rPD)
4 Low Blow -1 +1 2d6 NND
10 ED 7 Total: 22 ED (12 rED)
4 Punch +0 +2 STR +2d6 Strike
6 SPD 17 Phases: 2, 4, 6, 8, 10, 12
5 Roundhouse -2 +1 STR +4d6 Strike
6 REC 0
3 Throw +0 +1 STR + v/5,
30 END 0
Target Falls
36 STUN 10
Perks
Total Characteristics Cost: 148 3 Reputation: Dangerous Paranormal
Movement: Running: 11”/22” Assassin (International) +3/3d6
Leaping: 8”/16” Talents
Cost Powers END 19 Combat Sense 14-
18 Stolen UNTIL Gear: Armor (12 rPD/12 10 Defense Maneuver IV
rED); Activation Roll 14- (-½), OIF 4 Double Jointed
(Bodysuit; -½) 0 Skills
305 Devitalizing Touch: Multipower, 244 pt. 12 +4 with Dirty Infighting
Reserve, Constant (+1), Reduced END:
½ END (+¼); Activation Roll 15- (-¼), 3 Acrobatics 16-
Power Cannot Be Pushed (-¼), Only 3 Breakfall 16-
Works Against Living Things (-½) 3 Climbing 16-
30u 1) Power Transfer I: Transfer 3d6 3 Contortionist 16-
(target’s STR, STUN, END, and CON, 3 Gambling 11-
to Caress’ STR, STUN, END, and 3 KS: The Criminal World 12-
CON), Transfer maximum of 58 points, 2 Language: Spanish (Fluent Conversation)
Can transfer all attributes 3 Lockpicking 16-
simultaneously (+1), Delayed Return 3 Sleight of Hand 16-
Rate (points return once per hour, +1), 3 Stealth 16-
Damage Shield (Can be used with HTH 7 Streetwise 14-
attacks, +¾) 12 1 WF: Blades
30u 2) Power Transfer II: Transfer 3d6
(any four of target’s mutant powers, to Total Powers & Skills cost: 562
Caress’ STR, STUN, END, and CON), Total Cost: 710
Transfer maximum of 58, Can transfer 200+ Disadvantages
all attributes simultaneously (+1), 10 Distinctive Features: Detects As A
Delayed Return Rate (points return once Mutant (Not Concealable; Always
per hour, +1), Damage Shield (Can be Noticed; Detectable Only With Unusual
used with HTH attacks, +¾) 12 Senses)
24u 3) Deadly Drain: Transfer 6d6 20 Hunted by PRIMUS 8- (Mo Pow,
(target’s BODY to Caress’ STR, STUN, Imprison, NCI)
END, and CON), Transfer maximum 20 Hunted by UNTIL 8- (Mo Pow,
56, Damage Shield (Can be used with Imprison, NCI)
HTH attacks, +¾); Must Touch Bare 10 Physical Limitation: Amnesiac
Flesh (-¼) 8 (Frequently, Minor)
10 Mutant Detection: Detect Mutants 15- 15 Psychological Limitation: Greedy
(Touch Group) 0 (Common, Strong)
7 Hyper-agility: Leaping +5” (8” total), 10 Psychological Limitation: Hunting
Accurate; Requires An Acrobatics Roll Reverie (Uncommon, Strong)
(-½) 2 10 Psychological Limitation: Loves The
54 7 Hyper-reflexes: +2 DCV; Requires An Thrill Of Combat (Uncommon, Strong)
Acrobatics Roll (-½) 0
DIGITAL HERO #4
15 Psychological Limitation: Mercenary may run into Caress’ old gang, Los Lobos.
Mentality (Uncommon, Total) Hector can still reach Caress if he has to, and
10 Reputation: paranormal assassin, 11- will call her in if superheroes interfere with the
5 Unluck: 1d6 gang.
15 Vulnerability: 1½x STUN from Finally, Caress can be heavily involved in a
poisons/toxins (Common) mutant superhero’s life. Her ability to detect a
10 Vulnerability: 2x BODY from mutant by touch, and being a mutant herself,
transforms (Uncommon) makes her very valuable to mutant and anti-
360 Experience Points mutant forces such as GENOCIDE.
Total Disadvantage Points: 710 Appearance: Caress is a very attractive
Hispanic woman, with short, curly black hair and
enchanting brown eyes. Her costume is black
with a gold sash; golden boots and gloves
complete her look. When her energy fields are
functioning, the negative-energy aspect makes
her colors reverse: Her costume appears white,
her skin little more than a silhouette. The
negative-energy fields also make a low, throaty
humming sound.

55
DIGITAL HERO #4

Caress

56
DIGITAL HERO #4

Reverie by Ross Watson


Background/History: Allison Windsor-Smythe forfeit. Strangely, the package remained blank to
was the only child of English nobility. At the her memory-reading powers, and the blackmailer
height of the Cold War, however, her parents indicated that he knew everything about her
defected to Russia, leaving Allison in the care of mutant abilities.
her Uncle Clancy. Allison’s parents vanished Ever since that fateful day, Allison has been
with a large amount of state secrets and trapped in a vicious circle of guilt and anger,
established an unusually large trust fund for their striking out at the direction of her unknown
daughter. blackmailer. She has adopted a costumed identity
Clancy taught Allison the ins and outs of his as Reverie in order to carry out her orders and
business, which happened to be that of a protect herself and her family from any
stockbroker. She took well to the trade, and in consequences of her actions.
her off time, she shared a hobby with her One of Reverie’s first operations at her
uncle… fencing. Clancy was an Olympic level blackmailer’s direction was a punishment action
contender whom no one really remembers; he against the supervillain known as Caress.
lost an early bout in the 1976 competition. Reverie eliminated nearly all of Caress’
Allison showed no interest in the formal sport, memories, leaving her a virtual amnesiac.
but enjoyed the foil and epee as a way to relieve However, Caress remembers enough to know
tension. that Reverie is responsible for her condition and
As she grew older, Allison began sensing seeks to make her pay.
strange thoughts, “seeing” people’s memories all
around her. Even mundane items like a notebook Personality/Motivation: Reverie is trapped in a
possessed a psychic “fingerprint” she was able to prison of blackmail and secrets. Only she knows
read with increasing clarity. At first, her mutant that her parent’s lives hang in the balance, and
abilities frightened her, but over time she grew she knows that to reveal her predicament means
more used to them, feeling her powers as a death for her mother and father.
natural extension of her own superiority. Her She can’t deny that she feels responsibility
arrogant attitude worried Clancy and drove off for their welfare, if not a great deal of familial
many friends and suitors as Allison reached her love. In addition, guilt gnaws at her for turning
maturity. She spent some time at Cambridge, them in to Parliament and destroying the
studying aspects of science that might explain reputation of her family holdings.
the source of her powers. Eventually she She desires above all else to break out from
concluded that she must be a mutant, a member her mysterious blackmailer and rescue her
of a new and superior race of mankind. parents from his clutches. The blackmailer’s
Allison worried continually about her threats force her to take extreme measures to
parents, and Clancy kept the truth from her – conceal her identity. Any hint of someone
unwisely, as it turned out. Experimenting with sniffing around for the truth about Reverie is
her new mental abilities, Allison figured out dealt with harshly and quickly.
where her parents had gone and exactly what Reverie believes herself to be a member of a
they had done in the past. Horrified at having superior race of mankind, and her smug
spies for parents, she turned over this evidence to demeanor shows when she finds herself facing
Parliament. The British government handed those she considers unworthy opponents. She is
down a harsh sentence, and the Windsor-Smythe also extremely spiteful, and responds to taunts or
estate was seized in appropriation for the threats with deadly force. Hypocritically, she has
investigation. no compunctions about killing, and is widely
Alienated by her powers, her smug attitude, feared for her ability to destroy an opponent’s
and her espionage-agent heritage, Allison found life by eliminating their memories. Some
she had no friends and no prospects in Britain. superheroes and agents of PRIMUS and UNTIL
Clancy died of heart complications just a few are little more than drooling husks after run-ins
months later, and Allison’s future looked bleak. with Reverie’s memory-altering powers and
It was at this low point in her life that she nightmare blade.1
received a mysterious package. The package Quote: “Don’t you remember me? If not, I’ll
contained data on her parents, including the fact make sure you never forget.”
that they were still alive somewhere in Europe. A “Release me or I’ll strip you of every happy
note accompanied the documents, demanding her memory you’ve ever had.”
cooperation in return for the continued well-
being of her family. If she was ever caught or Powers/Tactics: Reverie is a mutant with the
discovered to be working for the enigmatic 57
sender of the package, her parent’s life was artwork by Jeff Ward
DIGITAL HERO #4
ability to read and alter memories. This makes he came in through the north door when in fact
her a potent mentalist, able to wipe a subject’s there isn’t any entrance on that side of the
mind clean given enough time. A strange quirk building, for example. If Reverie is in a more
of her abilities, however, means that her powers combative mood, she can form an illusion that
wane with distance. When she is close enough to the hero has been attacked by a teammate. In this
touch her subject, her powers are nearly twice as case, the structure of the Mental Illusion would
effective. be framed as a memory that causes STUN
Reverie’s array of mental powers is damage equal to the force that the false memory
formidable: she can read a subject’s memories, ascribes to the illusory attack. Reverie’s Mind
and even gain impressions of the past by Control powers are similarly linked to memories.
handling objects. She can modify, erase, or insert In this case, her “adjustments” to the memories
new memories into a subject’s mind. in a hero’s mind influence his behavior. A
The amount that she exceeds the target’s temperamental hero might suddenly recall that
EGO should indicate how deeply the target his teammate made an insulting comment and be
believes the new memory. prompted to respond in kind… all thanks to a
For the purposes of the guide table above, Mind Control result high enough to change the
“recent memories” are defined as memories hero’s actions! The uses of her Mind Control and
possessed by the target within the last few weeks Mental Illusions powers are normally confined to
at most. These are considered “short-term” use in combat, when she needs “quick and dirty”
memories, and often include phone numbers, solutions.
addresses, names of acquaintances, etc. For the Her most feared weapon is her nightmare
higher level effects, “cherished memories” are blade, a psychic sword formed from the darkest
exactly that: the long-term memories we retain emotions in the human psyche. The blade is
years after experiencing them. First loves, composed of mental force, a nearly pure
parents, the home you lived in as a child, your combination of anguish, terror, and agony. The
favorite teachers or most feared bullies in school, blade leaves behind ropes of crackling black
and your beloved pets or favorite toy are all energy… nightmare “poison” that continues to
memories that fall in this category. inflict mental pain until Reverie dismisses the
Minor changes affect only some details, like effect, or until the victim can succeed in an EGO
the spelling of a name, the color of a person’s roll by one-half or more. A successful Telepathy
eyes, the direction one drove to work, and other power used on the poisoned hero that is greater
similar alterations. than the hero’s EGO will also stop the effect.
Major changes can replace or even erase Reverie’s obsessive desire to conceal her
entire sections of memory. At this level, Reverie identity has led to her powers altering her
can insert memories of marrying a hero in Vegas appearance at all times. She puts out psychic
two years ago if she desires. “You can’t hit me… waves that “tune” her appearance to each viewer;
I’m your wife!” she appears as that person’s ideal woman, and
To use the table above with Reverie’s this grants her not only secrecy, but also a
Transform, use the second set of numbers for measure of influence over those who see her.
comparison. The GM should give an affected Defensively, her psychic awareness scans
hero a bonus to his EGO roll whenever a friendly the area around her for disruptions, and warns
mentalist attempts to help out with Telepathy, or her of imminent danger. Her psychic powers
when the hero encounters evidence of a strong function as a subconscious, instinctual warning
memory that has been altered. (Such as meeting system, plotting out a way to evade incoming
the real wife that he had forgotten!) attacks in a split second.
To attack, she can send a psychic shockwave Reverie likes to pick out an attacking hero
at an enemy, forcing them to relive their darkest and warp his memories. “Why are you trying to
fears and bringing up terrible memories of loss hurt me? Don’t you remember we got married
and pain (her Ego Attack). yesterday?” She likes to pretend to be loved
It should be noted about Reverie’s powers ones, relatives, even other teammates of the
that they are strongly based on the subject’s targeted hero. She will dart in and attack any
memories… but for the most part, they are not non-mentalist with her Memory Blast or the
permanent or long-term effects. Long- Nightmare Sword if he looks particularly
term/permanent memory alterations require the dangerous.
use of her Transform Multipower slot. She uses
her telepathy, for example, to read a subject’s Campaign Use: The first way that Reverie can
memories and find out whatever she needs to be used in a campaign is to link her mysterious
know. Her Mental Illusions normally take the blackmailer one of the campaign’s major
form of changing her own appearance or altering villains. Reverie will obey any instructions the
58 a hero’s perception of his surroundings by subtle blackmailer gives her, and can quickly become a
re-arrangement. The hero might “remember” that recurring villainess. As an enemy, Reverie can
DIGITAL HERO #4

Reverie 7u 7) Memory Alteration III: Minor


Transform 3d6 (minds into minds with
Val Char Cost Roll Notes
any memories, heals back normally),
10 STR 0 11- Lift 100 kg;
Improved Target Group (Any
2d6 HTH [1]
memories, +½), Partial Transform (+½),
21 DEX 33 13- OCV: 7/DCV: 7
BOECV (+1), Works Against EGO,
15 CON 10 12-
Not BODY (+0), Reduced Endurance (0
10 BODY 0 11-
END, +½); No Range (-½), Limited
15 INT 5 12- PER Roll: 12-
Target (minds, -¼) 0
20 EGO 20 13- ECV: 7
9u 8) Memory Blast: Ego Attack 9d6,
20 (40) PRE 10 13- (17-) PRE Attack: 4d6
Reduced Endurance (0 END, +½); No
(8d6)
Range (-½) 0
12 (32) COM 1 11- (15-)
7u 9) Ranged Memory Blast: Ego Attack
5 PD 0 Total: 17 PD (12 5d6, Reduced Endurance (0 END, +½) 0
rPD) 68 Mindwarp: Teleportation 20”, Position
5 ED 0 Total: 17 ED (12 Shift, No Relative Velocity, Safe Blind
rED) Teleport (+¼) 6
4 SPD 9 Phases: 3, 6, 9, 12 70 Nightmare Sword: HKA 1d6+1 (1½d6
5 REC 0 with STR), BOECV (Versus Mental
30 END 0 Defense, +1), Does BODY (+1),
33 STUN 10 Reduced Endurance (0 END, +½) 0
40 Nightmare ‘Poison’: Ego Attack 2d6,
Total Characteristics Cost: 103 Uncontrolled (+½), Continuous (+1);
Movement: Running: 6”/12” Linked to HKA (-½) 4
Teleport: 20”/40” 20 Instinctual Appearance: +20 COM,
+20 PRE, Variable Special Effects
Cost Powers END (she looks like the perfect woman to
18 Armored Bodysuit: Armor (12 PD/12 observers, +¼); Reduced by Range
ED); Activation Roll 14- (-½), OIF (-¼), Only versus Minds (-½) 0
Bodysuit (-½) 0 20 Illusionary Disguise: Mental Illusions
24 Memory Reading I: Retrocognitive 8d6; Self Only (-1) 4
Clairsentience (Sight, Hearing, 10 Mental Senses: Mental Awareness,
Smell/Taste groups); Retrocognition Discriminatory 0
Only (-1), No Range (-½) 6 10 Strong Mind: Mental Defense (10
135 Psychometric Telepathy: Multipower points) 0
(90 points), Reduced Endurance (0 20 Psychic Dodging: +5 with DCV,
END, +½) Requires a Danger Sense Roll (-¼) 0
9u 1) Memory Reading II: Telepathy
18d6, Reduced Endurance (0 END, Martial Arts: Fencing
+½); No Range (-½) Maneuver OCV DCV Notes
6u 2) Ranged Memory Reading: Telepathy 4 Froissement -1 +1 Disarm, +10
9d6, Reduced Endurance (0 END, +½) 0 STR
9u 3) Memory Alteration I: Mental 5 Lunge +1 -2 Weapon +4
Illusions 18d6, Reduced Endurance (0 DC Strike
END, +½); No Range (-½), Based On 4 Parry +2 +2 Block, Abort
Memories (-0) 5 Slash +0 +2 Weapon +2
6u 4) Ranged Memory Alteration I: DC Strike
Mental Illusions 9d6, Reduced 5 Thrust +1 +3 Weapon
Endurance (0 END, +½) Damage
8u 5) Memory Alteration II: Mind Perks
Control 14d6, Telepathic (+¼), 2 Fringe Benefit: Member of the Lower
Reduced Endurance (0 END, +½); No Nobility (Baroness)
Range (-½), Based On Memories (-0) 3 Money: Well Off
Mandatory Effect (Victim Never 3 Reputation: Mindbending Villainess
Remembers Mind Control, -¼) 0 (International) +3/3d6
5u 6) Ranged Memory Alteration II:
Mind Control 7d6, Telepathic (+¼), Talents
Reduced Endurance (0 END, +½); 30 Danger Sense (self only, sense, out of
Based On Memories (-0) Mandatory combat, any danger) 15-
Effect (Victim Never Remembers 59
Mind Control, -¼) 0
DIGITAL HERO #4
Skills be very annoying to the PCs; her memory
12 +4 with Fencing warping powers can cause no end of troubles
12 +4 with Psychometric Telepathy with DNPCs, Secret Identities, and even
Hunteds. By reading a hero’s memories she can
3 Breakfall 12- even discover Psychological Limitations and
3 Computer Programming 12- Vulnerabilities, handing this information over to
3 Bureaucratics 13- the villain holding her strings.
3 KS: Nobility and Royalty 12- The second method that Reverie can show
3 KS: The Criminal World 12- up in a campaign is for her to approach the PC
3 KS: The Financial World 12- heroes and ask for their help in rescuing her
3 KS: Fencing 12- parents. This can be an interesting adventure for
3 Gambling 11- the PCs if they decide to help, because Reverie
5 High Society 14- will be in no position to help them out if they are
2 Language: Spanish (Fluent caught! She may be forced to fight them, even at
Conversation, English is native) the very gates of the blackmailer’s hideout.
1 Language: English (can imitate dialects) Another alternative is for some relative of the
3 Oratory 13- Windsor-Smythes, or Clancy, begin investigating
3 Persuasion 13- Allison’s parents. A string of reporters winding
5 PS: Stockbroker 14- up mindwiped or dead should clue in heroes to
3 Stealth 12- something going on.
3 Scientist
2 1) SS: Psionics 12- Appearance: Reverie is an exceptionally
2 2) SS: Genetics 12- beautiful woman, but that beauty has few
2 3) SS: Anatomy 12- definable characteristics… she simply is the
1 WF: Blades most perfect woman in an observer’s mind.
Blonde, redhead, brunette, she appears in all
Total Powers & Skills cost: 642 guises of gorgeous womanhood due to her
Total Cost: 745 powers. In her natural, unaugmented appearance,
200+ Disadvantages Allison is a slender, almost plain Englishwoman
10 Distinctive Features: Powerful Mentalist with long blonde hair and bright green eyes.
(Not Concealable; Always Noticed; Normally she dresses in fine designer clothes
Detectable Only With Unusual Senses) and dresses. Her villain costume is a light purple
15 Enraged: if her true identity is discovered with gold sash highlights, and a golden sash
(Uncommon), go 14-, recover 14- wrapped around her eyes that sometimes
10 Hunted: Caress 8- (As Pow, Kill) misleads opponents into thinking she is
20 Hunted: Mysterious Blackmailer 14- (Mo functionally blind.
Pow, NCI, Watching) Reverie’s powers are mentally based, so
10 Reputation: Mindbending Villainess, 11- nearly all of them are invisible to sight. Her
20 Psychological Limitation: Seeks A Way nightmare sword, however, forms from a
Out Of Being Blackmailed (Very glistening black crackling energy in her hands,
Common, Strong) and is shaped not unlike an English longsword.
15 Psychological Limitation: Spiteful The blade gives off an unmistakable aura of
(Common, Strong) menace and terrified screams seem to radiate
15 Psychological Limitation: Obsessed With from it when swung.
Keeping Her Identity Secret (Common,
Strong)
15 Social Limitation: Secret Identity
(Frequently, Major)
20 Social Limitation: Subject To Orders
(Very Frequently, Major)
395 Experience Points
Total Disadvantage Points: 545

60
DIGITAL HERO #4

Reverie

61
DIGITAL HERO #4

The Nuclear Cowgirl by Dave Mattingly


Background/History: Patrice Sellers grew up Powers/Tactics: Nuclear Cowgirl has harnessed
in Montana, the daughter of a cattle ranching the power of the atom. She can generate and
father and a high school science teaching mother. focus radiation to attack, either hand-to-hand, or
Her brilliance was recognized early on, and her at range, providing she has some means of
mother encouraged her to pursue her education. providing range, such as throwing or shooting
Her father didn’t mind seeing his only child something that she imbues with radiation.
choose other than the family business, but he She can absorb radiation into her body and
made sure that she at least understood the basics project it back out again. This allows her to make
of riding and shooting, should she ever change an area either more or less radioactive, and also
her mind and decide to return to the ranch. increases her power should she be hit by a
Patrice went into science, and eventually radioactive attack.
settled on nuclear physics, with a specialty in One of her most useful and yet exasperating
radiation and energy production. Everything secondary powers is the ability to short out
went fine until the day of the accident at the radios and other small electronic gadgets.
nuclear plant. She heroically stayed in the
radiation chamber, manually overriding the Campaign Use: Every campaign needs a
controls to reduce the radioactivity levels long scientist, and Nuclear Cowgirl can easily fill that
enough for the rest of the plant to be evacuated. role. Besides her brains, she’s a walking
She blacked out, and when she came to a radiation accident! Somebody need to swap in a
few moments later, the radiation levels were set of old powers for new? Just hang out with the
back to normal. It wasn’t until several days later Cowgirl long enough, and new mutations can be
that she realized that it was her own budding easily justified.
powers that absorbed the nuclear energy inside To increase her power level, increase her EC
herself. to 40 points, give her a second pistol and a few
Feeling that she must use her power for more levels with it, and a lot more science skills.
good, but also feeling that her new status as a To reduce her power level, lower her EC to 15
mutant might damage her credibility as a points, and perhaps have her powers rely on a
scientist should her true identity be discovered, nuclear focus.
she applied to America’s leading superhero team, Appearance: As Patrice, her most distinctive
The Sentinels, in New York. feature is her current lack of hair, which
Personality/Motivation: Nuclear Cowgirl has a happened when she gained her powers and that
pleasant personality, and can alternate between a she has been unable to regrow. So, to help
determinedly curious scientist, a fun-loving gun- disguise her identity, she wears wigs. As Patrice,
happy country girl. She has become a she wears a very short blond wig, almost in a
superheroine since she fears that her scientific crewcut. As cowgirl, she wears a cowboy-style
credibility would suffer if it were found out that hat with curly red hair flowing from it. Apart
she could alter nuclear reactions herself. from her changing hairstyle, Patrice is an athletic
She tries to maintain an appearance of a 5’7”.
cowgirl, to further protect her scientist identity, In her superheroic identity, she wears a
and tries to exaggerate her speech patterns when white lab coat, blue jeans, and cowboy boots.
in costume. Her entire appearance, however, is masked by
her yellow-green force field. It blurs her
Quotes: “My word! From the gamma slope of appearance, giving her an eerie glow.
1
the radioactive decay, that can only mean an
armed nuclear weapon has been in this room
within the hour! At least one megaton, it sounds
like…. Uh, I mean, yer comin’ with me, pardner.
Yee haw!”

62
artwork by Jeff Ward
DIGITAL HERO #4

The Nuclear Cowgirl 7 X-Ray Vision: N-Ray Perception for


Sight Group (stopped by lead); Costs
Val Char Cost Roll Notes
Endurance (-½) 1
15 STR 5 12- Lift 200 kg; 3d6 HTH [1]
15 Radioactive Recoveries: Power
18 DEX 24 13- OCV: 6 / DCV: 6
Defense 0
20 CON 20 13-
7 Radioactive Physiology: Safe in High
20 BODY 20 13-
Radiation and Temperature Extremes;
18 INT 8 13- PER Roll: 13-
Eat One Meal per Week; Sleep One
18 EGO 16 12- ECV: 6
Hour per Day; Age at Half Normal Rate 0
15 PRE 5 13- PRE Attack: 3d6
10 Pistol: RKA 1d6+1, +1 OCV (+5
14 COM 2 12-
points); 6 Charges with 2 Clips (-½),
5 PD 2 Total: 20 (15 rPD) OAF (-1) 0
5 ED 1 Total: 20 (15 rED) Perks
4 SPD 12 Phases: 3, 6, 9, 12 6 Contact: The Scientific Community 11-
7 REC 0 5 Member of The Sentinels (superhero
40 END 0 team)
40 STUN 2 1 Weapon Permit
Total Characteristics Cost: 117 3 Well-Off
Movement: Running: 6”/12” Talents
Swimming: 2”/4” 3 Lightning Calculator
3 Bump of Direction
Cost Powers END
25 Radioactive: Elemental Control, 25- Skills
point reserve 4 +2 with AVLD Blast
22 1) Plutonium Projectiles and Powerful 3 Range Skill Levels: +2 vs. Range
Punches: EB 3d6 AVLD (versus Modifier with AVLD Blast
Power Defense; +1½), Does Body (not 3 Analyze Energy 13-
versus Power Defense; +1); Variable 3 Computer Programming 13-
Limitation (Linked to Firearms or 3 Cryptography 13-
Range Limited by Strength or Thrown 1 Demolitions 8-
Objects: -½; No Range: -½) 5 3 Electronics 13-
27 2) Nuclear Shielding: Force Field (15 3 Inventor 13-
PD, 15 ED), Hardened, Reduced 4 Languages: German (basic), Japanese
Endurance (0 END; +½) 0 (basic), Mandarin Chinese (basic),
11 3) Radius Of Radiation: Change Russian (basic)
Environment 32” Radius (30), Long- 3 Riding 13-
Lasting (+10), Varying Effect (increase 3 Scholar
or decrease radioactivity; +¼); 1 1) KS: Radiation 11-
Explosion (-¼), Extra Time (Full Phase; 1 2) KS: The Scientific Community 11-
-½), Increased Endurance (x2; -½) 10 3 Scientist
10 4) Disruption: 3d6 Dispel versus All 1 1) SS: Astronomy 11-
Electronic Instrumentation and Radio 1 2) SS: Inorganic Chemistry 11-
Sense Group (+2), Cumulative 2 3) SS: Mathematics 13-
(maximum = 36 points; +¾), Area Of 1 4) SS: Metallurgy 11-
Effect Cone with Expanded Area (x8 2 5) SS: Nuclear Physics 13-
= 55” per side; +1¾); Extra Time 1 6) SS: Statistics 11-
(Full Phase; -½), Increased 1 7) SS: Subatomic Physics 11-
Endurance (x2; -½), No Range (-½) 10 3 Systems Operation 13-
15 Atomic Absorption: Absorb 3d6 Energy 1 TF: Motorcycles
into BODY, END, STUN, and All EC 1 WF: Pistols
Powers (+2); Only Works Against
Radiation (-2) 0 Total Powers & Skills cost: 233
7 Warm Glow: Sight Group Images, 1” Total Cost: 350
Radius; Only To Create Light (-1), No
Range (-½) plus Sight Group Flash 200+ Disadvantages
Defense (5 points); Liked to Warm 5 Accidental Glow 8- (when excited)
Glow (-½) 1 10 Distinctive Features: Bald (Easily
5 Geiger Hearing: Detect Radiation Concealable, Major Reaction)
5 Distinctive Features: Sometimes
(Hearing Group) 0
Glows (Easily Concealable)
63
DIGITAL HERO #4
10 Hunted: Atom-Smasher (As Pow, 8-)
15 Hunted: Meltdown (As Pow, 11-)
15 Hunted: Technobot (Mo Pow, 8-)
20 Normal Characteristic Maxima
5 Physical Limitation: Cannot
Wear Wristwatch (Infrequent,
Slight)
10 Psychological Limitation:
Code Against Killing
(Common, Moderate)
20 Psychological Limitation:
Power for Good (Very
Common, Strong)
15 Psychological Limitation:
Scientific Curiosity (Very
Common, Moderate)
15 Social Limitation: Secret
Identity
Total Disadvantage Points: 350

64

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