Evil Unleashed
Evil Unleashed
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TABLE OF CONTENTS
INTRODUCTION ............................................. 4 CHAPTER TWO: VILLAIN TEAMS Jade Phoenix .......................................... 91
El Jaguar ................................................ 93
CHAPTER ONE: CIRQUE SINISTER ........................................ 42 Mantara .................................................. 95
MASTER VILLAINS Amnesia ................................................. 43 Morph .................................................... 97
Cauldron ................................................. 45 Pulsar ..................................................... 99
INTERFACE .................................................... 6 Flow ....................................................... 47 El Salto ................................................. 101
GUARDBOT .................................................. 8 Minimax.................................................. 49 Samhain ............................................... 103
KING COBRA AND COIL ................................ 10 Bobby Holmes ......................................... 51 Scimitar ................................................ 105
KING COBRA .............................................. 12 MERC-FORCE 1 ........................................... 54 Signal Ghost ......................................... 107
THE INNER CIRCLE ..................................... 15 Stareye ................................................... 55 Snowblind ............................................. 109
Boomslang.............................................. 15 Piledriver ................................................ 58 Steel Commando ................................... 111
Firedrake ................................................ 18 The Cahokian .......................................... 59 Tachyon ................................................ 113
Gorgon ................................................... 21 Talisman ............................................... 115
Krait ....................................................... 23 CHAPTER THREE: SOLO VILLAINS Wayland Talos ....................................... 117
Slither..................................................... 26 Vector ................................................... 119
Josiah Brimstone..................................... 64
COIL Agent.............................................. 28 Vixen .................................................... 121
Deadman Walkin’ .................................... 70
MECHANON ................................................. 30 Der Westgote ........................................ 123
Devastator .............................................. 72
White Rhino .......................................... 125
TELEIOS ...................................................... 34 Eclipse.................................................... 74
Chameleon Claw ..................................... 37 The Engineer........................................... 76
Cloned Soldier ......................................... 38 Freakshow .............................................. 80
Monstersaurus ........................................ 39 Green Dragon ......................................... 82
Piranhagator ........................................... 40 Hazard .................................................... 85
Invictus ................................................... 87
4 ■ Introduction Hero System 5th Edition
INTRODUCTION
I
n the four years since the publication of the only have to refer to one book when you’re search-
HERO System 5th Edition rulebook and the 5th ing for a superpowered bad guy. It includes villains
Edition version of Champions, Hero Games from Champions, Champions Universe, Millen-
has published a lot of supervillains — a lot, nium City, Vibora Bay, Champions Battlegrounds,
well up in the triple digits. Many of them have Sharper Than A Serpent’s Tooth, UNTIL, Villainy
been in books specifically dedicated (entirely or Amok, and the Ultimate series of sourcebooks. It
partially) to villains, such as Conquerors, Killers, doesn’t necessarily have every villain from each
And Crooks, Arcane Adversaries, or Champions one of those books — for example, some of the vil-
Worldwide. Others have appeared in books de- lains in Vibora Bay are so closely tied to the Queen
voted to the organizations those villains worked City that putting them in this book doesn’t make
for or the locations they’re specifically linked to, sense. But absent a compelling reason to keep him
like VIPER, DEMON, or Vibora Bay. And some out, a “miscellaneous” villain makes his way into
have debuted in subgenre books devoted to a Evil Unleashed with no problems. Some of them
particular style of superhero play, such as Galac- have even gotten a bit of a shine and a polish, with
tic Champions or Teen Champions. a new power added here and there or an old one
Not so the rest. They’re scattered here and improved a little.
there among dozens of books as example charac- And since there’s no good reason to pass
ters, characters that often visit a specific setting but up such a fine opportunity to expand the roster,
aren’t restricted to it, or characters whose particular Evil Unleashed adds five all-new villains to the
“flavor” is best suited to a given book. Thus, if you Champions Universe: Stareye, Piledriver, and the
want to have the complete Champions Universe Cahokian (the members of the supervillain team
roster at your fingertips, you’ve got to own a lot of Merc-Force 1); the mysterious, demonsouled su-
books and keep them all handy. permage Josiah Brimstone; and Vixen, a swift and
That’s where Evil Unleashed comes in — it seductive cat burglar with other goals on her mind
saves you the effort of carrying a lot of books to the than just robbery.
gaming table and the time needed to look through So you’d better make sure your heroes out on
them for the particular villain you want. It col- patrol tonight keep their eyes open! Some evil’s
lects all those “miscellaneous” villains from other about to be unleashed on your campaign....
books and puts them between two covers so you
chapter one:
MASTERMINDS
6 ■ Master Villains Hero System 5th Edition
INTERFACE Skills
Val Char Cost Roll Notes 24 +3 with All Combat
60 STR 50 21- Lift 100 tons; 12d6 [6] 3 Computer Programming 13-
25 DEX 45 14- OCV: 8/DCV: 8 1 Electronics 8-
25 CON 30 14- 2 CK: Millennium City 11-
20 BODY 20 13- 2 KS: Mechanon 11-
20 INT 10 13- PER Roll 13- 2 KS: The Military/Mercenary/Terrorist
15 EGO 10 12- ECV: 5 World 11-
25 PRE 15 14- PRE Attack: 5d6 3 Language: English (completely fluent; Ger-
8 COM -1 11- man is native)
25 PD 13 Total: 25 PD (25 rPD) 1 Mechanics 8-
25 ED 20 Total: 25 ED (25 rED) 3 Stealth 14-
6 SPD 25 Phases: 2, 4, 6, 8, 10, 12 3 Streetwise 14-
20 REC 6 1 Systems Operation 8-
70 END 10 3 Tactics 13-
70 STUN 7 Total Characteristics Cost: 260 2 WF: Small Arms
Total Powers & Skills Cost: 486
Movement: Running: 13”/26”
Total Cost: 746
Leaping: 20”/40”
200+ Disadvantages
Cost Powers END
5 Dependence: must receive special mainte-
75 Electricity Projection: Multipower,
nance every day or suffer Incompetence (Un-
75-point reserve
common)
7u 1) Electric Bolt: Energy Blast 14d6 7
10 Enraged: if reminded of things he cannot do
7u 2) Ball Lightning Blast: Energy Blast
because of his cyborg body (Common), go
10d6, Explosion (+½) 7
8-, recover 14-
7u 3) Lightning Barrage: Energy Blast 10d6,
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Cap-
Autofire (5 shots; +½) 7
ture)
4u 4) Overload: RKA 3d6, Armor Piercing
15 Hunted: Mechanon 8- (Mo Pow, Capture)
(+½); No Range (-½) 7
5 Physical Limitation: Affected By Mental
52 Paralytic Grip: Entangle 4d6, 8 DEF,
Powers That Work Against Both The Human
Takes No Damage From Attacks (+½), Re-
And Machine Classes Of Minds (Infrequent-
duced Endurance (½ END; +¼); No Range
ly, Slightly Impairing)
(-½), Must Maintain Touch To
5 Physical Limitation: Diminished Sense Of
Maintain Effect (-¼), Costs Endurance
Touch (-3 to all Touch PER Rolls) (Infre-
(to maintain; -¼) 4
quently, Slightly Impairing)
30 Agonizing Touch: Drain STUN 2d6,
5 Physical Limitation: Exposed Face (see text)
Continuous (+1), Reduced Endurance
(Infrequently, Slightly Impairing)
(½ END; +¼); Linked (to Paralytic
20 Psychological Limitation: Powerhungry
Grip; -½) 2
(Common, Total)
67 Bolt-On Arsenal: Variable Power Pool,
10 Vulnerability: 2 x Effect from Cyberkinetic
50 base + 25 control cost; OIF (-½) var
powers (Uncommon)
25 Steel-Frame Body: Damage Resistance
451 Experience Points
(25 PD/25 ED) 0
30 Steel-Frame Body: Physical and Energy Total Disadvantage Points: 746
Damage Reduction, Resistant, 25% 0 EXAMPLE POWERS FOR BOLT-ON ARSENAL
10 Psi-Shielding: Mental Defense POWER POOL
(13 points total) 0
10 Internal Shielding: Power Defense Foot Rockets: If he thinks he’ll need increased
(10 points) 0 mobility, Interface has his technicians install this
45 Cyborg Body: Life Support: Total 0 device in his feet.
14 Leg Servos: Running +7” (13” total) 1 Flight 15” (30 Active Points); OIF (-½). Total
8 Leg Servos: Leaping +8” (20” forward, cost: 20 points.
10” upward) 1
Mini-Rocket Launcher: A pop-up mini-rocket
Perks
launcher, built into one of Interface’s arms or some-
6 Contact: ARGENT 11-
times his shoulder.
6 Contact: VIPER 11-
10 Money: Wealthy RKA 2d6, Explosion (+½) (45 Active Points); OIF
(-½), 5 Charges (-¾). Total cost: 20 points.
Talents
3 Absolute Time Sense Sensory Shields: Flare protectors and audial
9 Ambidexterity (no Off Hand penalty) dampers built into a device that attaches around
3 Bump Of Direction Interface’s head.
5 Eidetic Memory Sight Group Flash Defense (10 points) (10 Ac-
3 Lightning Calculator tive Points); OIF (-½) (total cost: 7 points) plus
Evil Unleashed ■ Chapter One 7
KING COBRA
AND COIL
S
ubversive, insidious, and lethal — all When COIL rears its serpentine head, authori-
words that fit COIL, the criminal or- ties and superheroes know whatever the plot, it’s
ganization King Cobra created to help potentially catastrophic. COIL won’t commit petty
him become emperor of the world. The crimes. Thanks to the Coil Gene, it doesn’t have a
acronym stands for CObra Imperial Legion, a payroll to maintain and doesn’t need to satisfy its
name that reflects King Cobra’s ambitions and agents’ worldly desires. It has infiltrators in many of
self-view as rightful ruler of all mankind. Its the world’s major banking institutions and corpo-
agents are the victims of King Cobra’s mutagenic rations, and these divert funds to COIL when the
Coil-Gene Touch. The Coil Gene, King Cobra’s need for money arises. Similarly, much of COIL’s
greatest discovery and the source of his powers, equipment comes from subverted organizations,
causes its victim to take on serpentine features including VIPER, ARGENT, and world militar-
that vary in extent from one individual to an- ies and security organizations. If the authorities
other. But all of the victims have one feature in catch an infiltrator, COIL simply abducts another
common: fanatic loyalty, bordering on unholy member of the same organization and soon a new
adulation, toward King Cobra, resulting from infiltrator takes the former one’s place.
genetic “hooks” placed in the victim’s DNA and COIL’s plans to make King Cobra emperor
completely unshakable. An agent does not betray of Earth are usually designed to evoke terror and
his leader... or even consider betraying him. Nei- helplessness in the legitimate governments of the
ther interrogation nor torture can make a COIL world so they’ll surrender and bend the knee to
agent turn against King Cobra. It’s this loyalty King Cobra. With only about 300-400 agents and
that King Cobra exploits to further his goals, infiltrators worldwide as of the time of Sharper
makes COIL so dangerous, and serves as the Than A Serpent’s Tooth, COIL cannot face an army
foundation for the entire organization. on the battlefield. Nor does it have the equipment
to confront even a small, well-equipped military di-
GOAL AND METHODS
vision from a First World army. Instead it must use
Unlike many other criminal organizations, the tactics of terror to kill as many as innocents as
such as VIPER or ARGENT, COIL has a single, it can, thus showing both citizens and leaders that
concrete, easily articulated goal: to make King the government is helpless and they all must bow to
Cobra ruler of the world. There are no plots within King Cobra... or suffer his wrath.
plots, secondary goals, or tertiary objectives. If King Cobra is genius in the fields of genet-
COIL is involved in a situation, somehow and in ics and biology, and COIL’s weapons of terror
some way that involvement furthers King Cobra’s tend toward the biological: plagues and viruses;
quest to conquer the world. COIL personnel aren’t mutagenic clouds; infected foods and beverages;
concerned with accumulating personal wealth and poisoned drinking water. Because of the subtlety of
don’t have personal vendettas they use the orga- these weapons, it’s often difficult to ascertain that
nization to carry out. They have one overriding COIL’s behind a given plot — until an infiltrator is
desire: to obey the commands of King Cobra, who uncovered and bares his retractable fangs.
wishes to conquer the world.
COIL’s methods for accomplishing this goal vary, ORGANIZATION
but tend to have two aspects in common: co-opting COIL is small and tight-knit. Only those
other organizations for its own use; and threatening subjected to the Coil-Gene Touch are allowed in
the lives of as many innocents as possible. its ranks, and for the time being that means King
Once COIL identifies a member of a target Cobra has to use his power on the new recruit. To
organization, agents abduct him and bring him to make the change permanent, he must then expose
their leader. King Cobra uses the Coil-Gene Touch the agent to radiation. The process is time-consum-
on him, making his loyalty to COIL absolute and ing and limits COIL’s recruitment, but it’s also the
beyond question. If the serpentine features caused organization’s greatest strength.
by the mutation are slight, the new agent is taught Due to Coil-Gene loyalty, COIL doesn’t have
how to disguise them and sent back to infiltrate to worry about turncoats, double agents, and the
his former organization. These agents are COIL like, and its structure reflects the absolute confi-
infiltrators, perhaps the organization’s most valu- dence it has in its members. COIL is a rigid hier-
able resource. With infiltrators in place, COIL has a archy with King Cobra at the top, an inner circle
fifth column within the target organization ready to of highly skilled individuals and supervillains just
mobilize at any time. below him, and the agents and infiltrators at the
Evil Unleashed ■ Chapter One 11
bottom. Members don’t need to be recognized for forest on the ozone layer. In truth it was a front for
their personal accomplishments, so there are no the now defunct Terror, Inc. and its deceased leader
ranks in COIL. King Cobra or one of his inner Professor Muerte (who planned to take control of
circle says who’s in charge of a mission or facility, the world’s weather). The Weather Station supplies
and that’s the end of it. the mammals that fill the Hothouse jungle.
Similarly, COIL doesn’t have to worry that Another, located in southern Egypt, is called
infiltrator agents may betray it or defect. Its infiltra- Cleopatra. The base has few personnel and serves
tors are unquestionably loyal to the organization. mainly as a bolt hole in case things go wrong else-
Their loyalty more than makes up for the fact that where. Cleopatra’s original function is unknown.
physical evidence — serpentine features which Krait heard about the underground complex
they must disguise — can reveal them. Similarly, through a mercenary contact in Africa and investi-
unlike most ordinary double agents, COIL infiltra- gated. There he found non-functioning machinery
tors won’t hesitate to risk or sacrifice their lives on and robots, seemingly of inhuman manufacture
COIL’s behalf. judging by their ceramic exteriors and “crystal cir-
One of the organization’s initial weaknesses cuit-boards” (as one scientist he consulted called
was the quality of its personnel. Many of the agents them). All signs indicated no one had used the base
came from VIPER and were originally exposed to for decades, so Krait took it over for COIL’s use.
the Coil-Gene Touch through their participation He continues to investigate the original inhabitants
in Project Mendel. Commonly VIPER only sent and their abandoned technology.
troublemakers and ne’er-do-wells to Dr. Blank, The final base, called the Temple, is located
because they were expendable and often lacked the deep in the jungles of Cambodia. Here King Cobra
competence the organization expected of its agents. has conducted tentative research into how he might
The Coil Gene and its genetically-inspired loyalty infect the drug trade with a mutagen. Located in an
toward King Cobra corrected many of the faults ancient and abandoned temple for a divergent sect
possessed by these dregs of VIPER, but it didn’t of Buddhism that somehow associated the native
make them any more skilled or well trained. Thus, king cobra with Siddhartha, the base once housed
COIL had a dearth of technicians and other highly- some superhumans who served Pol Pot... until they
trained personnel. Since breaking from VIPER, ran afoul of China’s Tiger Squad. The Temple sup-
King Cobra has done as much as he can to correct plies King Cobra with many venomous snakes.
this problem, but it still exists to some extent. Equipment
Bases COIL obtains its equipment from whatever
As of the time of Sharper Than A Serpent’s suppliers it can; as of the time of Sharper Than
Tooth, Krait, the inner circle member in charge of A Serpent’s Tooth it does not create its own blast-
operations and procurement, has secured four bas- ers, armor, and the like. For example, the armor
es for COIL’s use. One is the Hothouse described worn by COIL agents in this adventure originally
in Chapter Three, and until its discovery, it serves came from VIPER, and their blaster rifles were
as COIL’s central headquarters (and King Cobra’s manufactured by ARGENT under contract from
dwelling). The other bases are located worldwide; Krait. Despite the variety of suppliers, King Co-
the Hothouse is the only one in the United States. bra demands that his agents have a uniform ap-
All of the bases are abandoned complexes pearance, so reworking, retailoring, and retool-
once used by other organizations. COIL does not ing are often necessary. In the future COIL hopes
(at least at this stage) build bases — it moves into to establish its own manufacturing facilities, but
ones built by other entities after they abandon them that will take time.
or COIL kills the current occupants. In the future, This means that for a supervillain organiza-
King Cobra expects to build bases of his own, but tion, COIL is behind the curve in technology
for now that can wait. that’s not related to genetics or biology — it
One base, innocuously named the Weather must rely on other organizations to make the
Station, is located in the Amazon rainforest. Built advancements, then purchase the equipment or
twenty years ago by a coalition of wealthy finan- steal it. Also, unlike VIPER, it can’t depend on
ciers, the Weather Station is a large geodesic dome vehicles, artillery, and other heavy equipment to
far from civilization. Its publicly-stated goal was to level the battlefield with superheroes. The inner
study the problem of global warming by conduct- circle serves that purpose.
ing extensive research into the effects of the rain-
12 ■ Master Villains Hero System 5th Edition
KING COBRA KING COBRA 4 Serpent’s Speed: Swimming +4” (6” total) 1
PLOT SEEDS Val Char Cost Roll Notes 6 Serpentine Perception: +2 PER with all
40 STR 30 17- Lift 6,400 kg; 8d6 [4] Sense Groups 0
As stated in his descrip- 30 DEX 60 15- OCV: 10/DCV: 10 5 Serpentine Eyes: Infrared Perception
tion, King Cobra is new 30 CON 40 15- (Sight Group) 0
to his powers and might 20 BODY 20 13- 3 Serpentine Form: Stretching 1”; Extra
continue to mutate. 25 INT 15 14- PER Roll 14- Time (Full Phase; -½) 1
When his arms and
20 EGO 20 13- ECV: 7 Perks
legs wither away and he
grows into a fifty-foot- 30 PRE 20 15- PRE Attack: 6d6 15 Money: Filthy Rich
long cobra, he begins to 6 COM -2 10-
call himself Beda. Could Talents
20 PD 12 Total: 20 PD (20 rPD) 9 Ambidexterity (no Off Hand penalty)
he truly be the brother
20 ED 14 Total: 20 ED (20 rED) 15 Combat Sense 14-
of Nama, the great ser-
pent-god behind VI- 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 4 Double-Jointed
PER? And can the Earth 14 REC 0 5 Eidetic Memory
survive the war between 60 END 0 3 Lightning Calculator
these two ancient crea- 55 STUN 0 Total Characteristics Cost: 259 3 Lightsleep
tures? 3 Simulate Death
Movement: Running: 11”/22”
Leaping: 8”/16” Skills
Imprisoned after the
events in Sharper Than Swimming: 6”/12” 20 +2 Overall
A Serpent’s Tooth, King Cost Powers END 3 Acrobatics 15-
Cobra continues to 87 Bioenergy Powers: Multipower, 3 Breakfall 15-
gain control over his
87-point reserve 3 Bureaucratics 15-
Coil-Gene Touch until
the effect is perma- 9u 1) Bioenergy Blast: Energy Blast 14d6, Re- 3 Climbing 15-
nent. Somehow free of duced Endurance (½ END; +¼) 3 3 Computer Programming 14-
the power dampeners 5u 2) Bioenergy-Sapping Touch: Energy 3 Contortionist 15-
— perhaps he’s also de- Blast 7d6, NND (defense is Force Field; +1), 3 Deduction 14-
veloped Power Defense Reduced Endurance (½ END; +¼); 3 Electronics 14-
— he begins to subvert No Range (-½) 3 3 Interrogation 15-
the guards. Once in 1u 3) Coil-Gene Touch: Major Transform 3 Inventor 14-
control of the prison, 1d6 (human being into Cobra-mutate, 3 KS: The Superhuman World 14-
he turns his attention heals back normally unless victim is sub- 3 KS: VIPER 14-
to the superhuman
jected to elaborate genetic treatments, 3 Paramedics 14-
prisoners....
then the cure is known only to King 3 Stealth 15-
Cobra), Continuous (+1); No Range (-½), 3 Streetwise 15-
After escaping at the
end of Sharper Than A Limited Target (humans; -½), Lockout 3 Tactics 14-
Serpent’s Tooth (or from (must maintain contact with victim for 3 Scientist
prison thereafter), King Continuous effect, and cannot use other 2 1) SS: Anatomy 14-
Cobra decides that the Multipower slots during this time; -½) 3 2 2) SS: Biochemistry 14-
superheroes who pose Martial Arts: Generic Plus 2 3) SS: Biology 14-
such a threat to him 2 4) SS: Chemistry 14-
Maneuver OCV DCV Notes
must serve him instead. 4 5) SS: Genetics 16-
He begins infiltrating 4 Block +2 +2 Block, Abort
5 Cobra Grab +0 +0 Grab Two 4 6) SS: Herpetology 16-
and subverting fan or-
Limbs, 60 STR 1 7) SS: Physics 11-
ganizations and civic
institutions with the for holding on 2 8) SS: Zoology 14-
eventual goal of luring 4 Dodge — +5 Dodge, Affects Total Powers & Skills Cost: 367
heroes to award cer- All Attacks, Total Cost: 626
emonies and speaking Abort
engagements so he can 5 Kick -2 +1 14d6 Strike 200+ Disadvantages
inflict the Coil-Gene 4 Punch +0 +2 12d6 Strike 30 Hunted: UNTIL 14- (Mo Pow, NCI, Capture)
Touch upon them. 30 Hunted: VIPER 14- (Mo Pow, NCI, Kill)
3 Throw +0 +1 10d6 + vel/5;
Target Falls 25 Psychological Limitation: Megalomaniac;
8 +2 Damage Classes (already added in) Determined To Rule The World (Very Com-
mon, Total)
10 Clutch Of The Constrictor: +20 STR; 20 Psychological Limitation: Casual Killer
Only To Grab/Squeeze (-1) 2 (Common, Total)
10 Cobra’s Fangs: HKA ½d6 (1d6+1 with STR) 1 20 Reputation: world-threatening master vil-
10 Scaly Skin: Hardened (+¼) for 20 PD, lain, 14- (Extreme)
20 ED 0 15 Social Limitation: Secret Identity: Timothy
25 Scaly Skin: Damage Resistance (20 PD/ Blank, Ph.D (Frequently, Major)
20 ED), Hardened (+¼) 0 286 Experience Points
5 Underwater Adaptation: Life Support (Ex-
panded Breathing: Breathe Underwater) 0 Total Disadvantage Points: 626
10 Serpent’s Speed: Running +5” (11” total) 1
Evil Unleashed ■ Chapter One 13
that seeps into his target. The invasive energy these aspects.
causes a change on the cellular level, inserting a As a Hunted, King Cobra is a severe threat
mutated gene into the target’s DNA. The change is to a superhero’s life. Many heroes are Hunted by
quick; it’s only seconds until the target’s appearance VIPER, but since that organization is so large and
— and his very being — transforms into a half-ser- has so many plans and plots going on at one time,
pent, half-man wholly loyal to King Cobra. it doesn’t focus all of its attention on killing the
By some process only King Cobra understands hero. COIL functions differently. If King Cobra and
— and since he’s never explained the process, it COIL Hunt the hero, he focuses the full attention
could simply be an accidental discovery that Blank of his organization and its resources on destroying
in his pride refuses to confess to — the mutate is the superhero’s life and killing him. The hero finds
tied to King Cobra by bonds of loyalty far deeper those close to him mutated by the Coil Gene and
than those brought on by belief in a cause or a suicidal assassins threatening his life at every turn.
leader’s charisma. The genetic “hooks” implanted And the megalomaniac King Cobra does not accept
in the mutate’s genome — at the heart of each one failure. VIPER might decide to cut its losses after
of his cells — somehow makes him instinctively several catastrophic failures deplete its resources.
subservient to the villain. It’s almost impossible King Cobra doesn’t care about resources or risk.
for him to question an order from King Cobra, let No matter how many agents the PC captures and
alone disobey. locks away, a new agent is only a single touch away.
The Transform caused by the Coil-Gene Touch That said, King Cobra looks down on and hates
heals back normally, but King Cobra has discov- everybody. It would take a lot for him to divert his
ered that exposure to radiation makes the muta- attention from conquering the world to Hunting an
tion permanent. If he exposes a victim to radiation individual hero.
— and that’s always the first thing he does unless To increase King Cobra’s personal power,
some event intervenes — then only elaborate add the Advantage Penetrating to the Coil-Gene
gene therapies known only to him can reverse the Touch so it’s a threat even to heroes with Power
transformation. King Cobra has currently assigned Defense — in other words, the superhero knows
“highest priority” to research into increasing the if he doesn’t free himself from King Cobra’s grasp
power of the Coil-Gene Touch so the change is per- soon, he will become a loyal follower of the villain.
manent without radiation. You can also add slots to his Bioenergy Powers Mul-
(After the events in Sharper Than A Serpent’s tipower as he gains increased control over his new
Tooth and extensive research, some scientists be- powers. Energy Blasts with Area Of Effect, Damage
lieve King Cobra’s bioenergy has a psychic compo- Shields, and Killing Attacks are all possibilities.
nent and this is what inspires such fanatic loyalty in Furthermore, as of the time of Sharper Than A
his victims. But this is mere speculation.) Serpent’s Tooth, the mutation is new... who’s to say
Despite his considerable power and the dra- King Cobra doesn’t continue to mutate, his physical
matic physical changes caused by his mutation, abilities increasing accordingly?
Blank is not yet tactically adept. To make matters To decrease King Cobra’s powers, add Gradual
worse his megalomania often overrules his com- Effect to his Coil-Gene Touch so a mutated PC
mon sense. His basic tactic is to Grab a foe, then doesn’t become a loyal follower until after the fight,
use the Coil-Gene Touch to turn him into a mutate and/or decrease the Transform dice. But don’t
(though he’s not stupid enough to do this if he’s remove it entirely — the whole COIL organiza-
facing multiple foes, since the Touch takes time). If tion rests upon King Cobra’s use of the Coil-Gene
attacked from the air, he blasts away with his Bio- Touch. Alternately, you can keep the Coil-Gene
Energy Blast. He never “cowers” behind cover. He Touch as is but reduce King Cobra’s Characteristics
also has a tendency to ignore active opponents if a and other bio-energy powers.
foe who insulted him — which, given King Cobra’s Appearance: Six and half feet tall with muscles
arrogance, doesn’t take much — is down and help- bulging under his scaly skin, King Cobra is an im-
less. In these cases, he kills the downed opponent posing figure — one even more impressive because
with a dramatic proclamation about what happens of his serpentine features and flaring cobra-like
to those who defy King Cobra. hood. His eyes are golden with slit pupils, devoid of
Campaign Use: A master villain of the second wa- any expression but that of a hunter considering its
ter, King Cobra’s use in your campaign is best il- prey, and never seem to blink. The scales that cover
lustrated by Sharper Than A Serpent’s Tooth. COIL his body are reddish-brown, the color of dried
is smaller and less well-equipped than the likes of blood. Usually King Cobra wears only a loincloth,
VIPER, but it’s more insidious and its fanatically so that his followers may admire his physique; his
loyal followers unhesitatingly sacrifice their lives taste in ornamentation runs to the grandiose, such
for King Cobra. King Cobra is less powerful than as gold bracers and legbands worked with em-
evil masterminds like Dr. Destroyer or Mechanon, bossed cobras.
but his science and Coil-Gene Touch allow him to
create supervillain allies that more than make up
for this. He’s less intelligent and resourceful than
Teleios, but smart enough to engineer grave threats
like the Ophidian Plague. Further adventures in-
volving King Cobra should focus on all three of
Evil Unleashed ■ Chapter One 15
BOOMSLANG 3 Streetwise 12- Zeke kept his comments to himself and spent
PLOT SEEDS 6 Survival (Temperate, Tropical) 12- his weekends nodding his head while the game
5 Teamwork 15- warden taught him the sportsmanlike and legal
The changes to 7 Tracking 13- ways to hunt. A year later the same game warden
Boomslang’s physiology 9 TF: Common Motorized Vehicles, Two- caught Zeke, now seventeen and still a minor, drag-
wrought by the Coil- Wheeled Motorized Ground Vehicles, ging a dead buck with less than three points on an
Gene Touch are more Tracked Military Vehicles, Wheeled Military antler through the woods out of season. The game
advanced and pervasive Vehicles, Small Planes, Combat Aircraft, He- warden recognized a bad seed when he saw one
than normal, and King licopters, Small Motorized Boats and gave the Hamilton family two choices: pay
Cobra doesn’t know 4 WF: Common Melee Weapons, Small Arms the boy’s fines or ship him off to the military after
why. In an attempt to
6 Weaponsmith (Firearms) 13- he graduated high school. Everyone agreed the
discover the reason, the
villain begins abducting Total Powers & Skill Cost: 328 military seemed like a good place for Zeke. Zeke
Hamiltons. Boomslang Total Cost: 462 couldn’t care less, so he enlisted in the Marines.
doesn’t know about the The Marine Corps wasn’t a good place for
abductions, but what 200+ Disadvantages Zeke either. He’d never faced strict discipline and a
happens when he finds 10 Distinctive Features: serpentine skin and regimented life before, and had never been under
out? Will loyalty to features (Concealable With Difficulty; No- the constant scrutiny of ever-present authority
his family override his ticed And Recognizable) figures. Now that he was, his insubordinate nature
fanatic loyalty to King 5 Distinctive Features: COIL uniform (Easily came to the fore... and there was always a higher-up
Cobra? And can the PCs Concealed; Noticed And Recognizable) around to notice. In high school and with the game
track the abductions 10 Hunted: COIL 11- (Mo Pow, Watching) warden and his parents, he could merely nod his
back to King Cobra’s
30 Hunted: VIPER 11- (Mo Pow, NCI, Capture/ head, pretend he was paying attention, and then
current whereabouts?
Kill) go about his business. The military offered no such
25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) luxury. Zeke didn’t backtalk his superiors or cause
Boomslang wasn’t re-
ally discharged from 15 Psychological Limitation: Overconfidence problems with his fellow enlisted men — he just
the Marines — in truth, (Very Common, Moderate) didn’t do what he was told. Because of the quiet,
PRIMUS hand-picked 25 Psychological Limitation: Utterly Loyal To non-confrontational nature of his insubordination,
him to infiltrate VIPER. King Cobra (Very Common, Total) Zeke lasted two years before he received his dis-
Using hypnotism and 20 Social Limitation: Subject To Orders (Very honorable discharge.
psychotropic drugs, they Frequently, Major) Out of the service, Zeke drifted through Little
buried his true person- 15 Social Limitation: Public Identity (Zeke Rock and then down to Vibora Bay before VIPER
ality deep in his subcon- Hamilton) (Frequently, Severe) finally caught up with him. The criminal organiza-
scious. When someone 107 Experience Points tion closely monitored military discharges and
accidentally speaks the
trigger word and Zeke Total Disadvantage Points: 462 someone flagged Zeke for recruitment. Rated an
Hamilton’s former per- expert sniper with a discipline problem, he seemed
Background/History: Born and raised on a farm the perfect fit for VIPER. He accepted an offer to
sonality emerges, this
in northern Arkansas, Ezekiel “Zeke” Hamilton join the Vibora Bay Nest with a shrug. But he didn’t
spy wants to come in
from the cold. Now he’s can barely remember a time when he didn’t have make a good VIPER agent. The same problem Zeke
on the run and only the a gun. He had his first BB gun at seven, then a had in the Marines — not doing what he was told
PCs can save him! But lady’s rifle at ten, and he graduated to his father’s when he was told to — followed him into VIPER.
King Cobra’s control hand-me-down hunting rifle the same year he So long as he was with fellow agents on a mission,
over his agents is ge- entered high school. Zeke didn’t care much for he was a fine addition to the Nest. But when it
netic... has Boomslang school — each year he passed on to the next came to routine chores and training, he was absent
really betrayed him? grade, but he wasn’t a good student, didn’t even more often than not. When a call came around for
attend most of his classes. At home, he didn’t subjects for Timothy Blank’s experiments in ge-
Slither’s sadism, thought care much about farming — three older brothers
to result from his beat- netic manipulation, Monique Fontaine was happy
helped their father around the farm, and Zeke to get rid of the incessant and quiet challenge to
ing at Durak’s hands, was left to wander the woods with his BB gun or
perhaps is actually a side her authority. After some initial experiments, King
rifle, hunting squirrels or doves or whatever else Cobra’s Coil-Gene Touch cured Zeke of his insub-
effect of the Coil-Gene
Touch. Now Boomslang might cross his path. ordination by turning him into the fanatically loyal
has turned just as sadis- At sixteen, Zeke had his first brush with the Boomslang. Equipped with two experimental man-
tic. King Cobra humors authorities when a game warden caught him shoot- portable railguns stolen from VIPER, he became
his minion’s desires and ing ducks on the water in a baited area. Zeke had King Cobra’s combat commander.
allows Boomslang to ten ducks in the bag and sack of grain right by his
hunt a new prey... the side. The game warden let him off — the boy was Personality/Motivation: Before he was transformed
PCs! When they wake young, maybe he didn’t know any better — but he by the Coil-Gene Touch, Boomslang was a drifter
up in a isolated forest made Zeke come out on weekends to learn about and a loner, not much interested in belonging to
with power dampening hunting rules and regulations. The more Zeke a group or succeeding in life. He did what he was
collars locked around told only when he was in the mood, and most of
learned about hunting, the more stupid he thought
their necks, will they the time he just did what he felt like doing. He an-
figure out the rules to it was. What did the warden mean, it was unsports-
manlike to shoot ducks on the water? Shooting swered questions with a noncommital shrug and
Boomslang’s “most dan-
them on the wing was a pain. Why couldn’t he set spoke in a slow drawl no matter how urgent the
gerous game” before it’s
too late? out bait? What was he supposed to do? Place de- situation. He didn’t last in the Marines because they
coys, crouch in the reeds, make stupid noises, and valued discipline over Zeke’s marksmanship. He
hope the ducks came to him? survived in VIPER because he was the best shot in
Evil Unleashed ■ Chapter One 17
Skills
6 +2 with Sweep, Grab, and Punch
3 Electronics 11-
2 KS: COIL 11-
2 KS: VIPER 11-
5 Mechanics 12-
5 Power: Fire Powers 14-
4 PS: Building Maintenance 13-
3 Security Systems 11-
3 Teamwork 13-
Total Powers & Skill Cost: 331
Total Cost: 533
200+ Disadvantages
20 Accidental Change: when Temperature
Level drops below 1 Always (Uncommon)
10 Distinctive Features: Mutant (Not Conceal-
able; Always Noticed; Detectable Only By
Unusual Senses)
20 Hunted: Institute For Human Advancement
8- (Mo Pow, NCI, Kill)
20 Hunted: VIPER (Mo Pow, NCI, Kill)
10 Hunted: COIL 11- (Mo Pow, Watching)
20 Psychological Limitation: Code Versus Kill-
ing (Common, Total)
15 Social Limitation: Secret Identity (David
Green) (Frequently, Major)
20 Social Limitation: Subject To Orders (Very
Frequently, Major)
198 Experience Points
Total Disadvantage Points: 533
Background/History: Born a mutant, David Green
has known of his power over fire since his early
teens, but for many years hid his abilities from ev- powers during his sleep. Maybe he was a menace
eryone (including his family). He was no hero and to anyone and everyone around him. Controversy
had no desire to become one regardless of his pow- erupted in letters to the newspaper. And behind
ers. He didn’t want to wear a costume, fight super- the scenes, the Institute for Human Advancement
villains, or put his life on the line. For the similar worked hard to vilify David with a letter writing
reasons, he didn’t want to be a supervillain either; campaign by anonymous “concerned citizens.”
he lacked the ambition and greed to take the risks. Uncomfortable with being the center of at-
He hadn’t asked for power over fire, and as far as he tention, David retreated from the public eye until
was concerned, he would pretend he had no such finally he just disappeared entirely. Most assumed
ability. He just wanted to live a normal life. he’d picked up and moved elsewhere. The truth was
His career as a building maintenance engineer the IHA abducted him and imprisoned him in a
in Kansas City, Missouri came to an end when his secret concentration camp in the Dakotas. David
apartment building caught fire one night in May, spent almost a year there. During that time he was
2000. Awakened by the smoke alarm, David easily subjected to numerous tests and cruel experiments,
made his way through the fiery halls and smoke- most of which concentrated on discovering mu-
choked stairwells, emerging unharmed much to tant weaknesses for use in Minuteman technology.
the astonishment of the firemen on the scene. As Finally, David and three others escaped from the
he stood on the street and watched the building go concentration camp. Once outside, they split up
up in flames, a young girl and her mother leaned and went their separate ways, hoping that would
out from a window on the top floor and yelled for help them evade pursuit.
help. David didn’t think twice. He rushed back into Wandering through Bismark, North Dakota,
the building, using his pyrokinesis to cut a path David came up with a plan. As a prisoner, he’d
through the flames, and rescued them. occasionally glimpsed visitors to the camp and
The next day an article entitled “The Super- recognized some of them as important politi-
hero Next Door” ran in the paper with a photo of cians. Knowing the IHA had such influence, he
David, the girl in his arms and the mother right felt he wouldn’t be safe going to the authorities
behind him, as flames bent unnaturally away from or superheroes. Left with no other choice, he
him. The article praised David for his heroics. The joined VIPER. David read the papers — by all
day after that article ran, an op-ed piece mused reports, VIPER was a powerful agency that could
on whether David Green might have set the fire surely protect him from the IHA. The organiza-
himself — perhaps he lost control of his dangerous tion welcomed him with open arms, excited to
20 ■ Master Villains Hero System 5th Edition
add him to Dragon Branch, and promised to and dragon form. While he’s in human form, his
protect him from the IHA. But during training it powers remain limited, but his control is greater.
quickly became obvious David was not suited to In dragon form, he wields great power. it. His dra-
life as a supervillain. In the words of one trainer: conic body flickers with burning flames, and he
“He lacks the killer instinct.” radiates considerable heat. In combat, Firedrake
Right around the time David was failing out changes into his Dragon Form as soon as possible.
of Dragon Branch, Dr. Timothy Blank sent a re- He tries to choose an opponent he’s certain can take
quest for mutant test subjects. For VIPER, mutants the punishment of his flaming body. He usually
with superhuman abilities were a precious com- opens by Sweeping his opponent with his tail, then
modity, but David Green was the exception to the moves into HTH Combat and Grabs him. Unless
rule. Dragon Branch volunteered him for Blank’s backed into a corner, he strikes with his fists rather
experiments. Shortly before his defection from than his claws.
VIPER, King Cobra subjected David to the Coil- Many COIL combat operatives loathe work-
Gene Touch, but the genetic hooks allowing King ing with Firedrake. Because he lacks fine control
Cobra to control his victims mingled strangely over his powers and radiates intense heat, agents
with David’s mutant genome. David underwent a must always be on guard against getting caught in
startling transformation and gained the ability to one of his flame blasts or moving too close to him.
change into an eight-foot-tall draconic humanoid Generally Firedrake is ordered to the far side of the
with greatly increased powers over fire. But unbe- battlefield or otherwise positioned out of the way.
knownst to King Cobra, David was not fanatically Campaign Use: Firedrake is a severe liability to
loyal to the leader of COIL. He was the same old King Cobra and his fanatically loyal agents. His
David Green, longing for a normal life with no resistance to the Coil-Gene Touch leaves him with
desire to fight superhuman battles, but seemingly his free will intact, and if the PCs discover this,
without a way to safely return to his old life. they can use it to their advantage. When roleplay-
Personality/Motivation: David Green is an average ing Firedrake you should hint at his lack of loyalty.
joe. He doesn’t want to hurt anyone; he just wants To a mentalist scanning his mind his doubts and
to live a quiet and peaceful life. That being said, he’s conflict are readily apparent and at the foremost
not going to throw his life away, and in his mind of his thoughts — especially during combat as he
only organizations like VIPER and COIL can pro- attempts to stun opponents even though King Co-
tect him from the IHA. He’s seen first hand that the bra and other COIL agents go for the kill. During
human supremacists have far too much influence fights, he often pleads with his opponent, asking
with the authorities for him to trust anyone on the him to surrender, flee, or at least lay down and play
right side of the law. dead — even if King Cobra shouts orders to kill the
Though he does a good job acting completely do-gooders. That being said, convincing Firedrake
loyal to King Cobra, he isn’t. He dreads the day they can keep him safe from the IHA is no easy
when King Cobra orders him to kill someone task for the PCs. He pretty much believes the or-
— David knows he won’t be able to obey that order ganization is a covert government agency, and PCs
and fears the consequences of disobedience. Unable with known ties to government officials will have
to reconcile COIL’s agenda with his conscience, he an especially hard time proving their good inten-
purposefully turns a blind eye to King Cobra’s more tions.
murderous activities. He may not be a supervillain Unable to ignore his increased powers, Fire-
at heart, but he doesn’t have the strict moral code of drake is growing more confident with his pyrokine-
a superhero either. He knows COIL involves itself sis and Dragon Form. While in the past he would
in some heinous crimes, but doesn’t want to think never consider Hunting a superhero, if he has rea-
about it. As long as he’s not directly involved, he son to believe a hero or public figure has contacts
doesn’t feel personally responsible and considers with the IHA, then he might just Hunt that hero
his own safety more important (although a guilty and try to strike back at his former tormentors.
conscience nags at him). To reduce Firedrake’s power, decrease his Mul-
Before gaining his Dragon Form ability, David tipower reserve and slots. To increase his power,
had little confidence in his powers — compared to raise his STR, CON, and BODY to make him more
those of many superheroes, they seemed weak and of a traditional “brick,” and give him Combat Skill
nearly useless — but now he thinks differently, and Levels with HTH Combat.
there’s a noticeable change in his attitude. He has Appearance: David Green is a slightly overweight
yet to be backed into a corner, and there’s no telling man of medium height in his early thirties. Because
what he might do if that happens. his transformation destroys his clothes, he often
Quote: “Don’t get up... Just stay out of the fight. I wears inexpensive shirts and polyester slacks with
don’t want to hurt you. Honest.” tennis shoes. In his Dragon Form, Firedrake stands
Powers/Tactics: Firedrake’s powers stem from seven-foot-tall with a toothy maw, long claws and
his mutant ability of pyrokinesis. Before experienc- arms, a long, spiked tail, and dog-like legs. Flames
ing the Coil-Gene Touch, he possessed minor abili- flicker on his claws and teeth and the air ripples
ties: he could control existing flames, but not cre- around him, like pavement in the desert, because of
ate them, and was practically immune to fire. The the intense heat he radiates.
mutation caused by King Cobra’s genetic meddling
has greatly increased his powers, in both human
Evil Unleashed ■ Chapter One 21
KRAIT PLOT SEEDS 200+ Disadvantages weeks his latent ability, termed neurokinesis by the
10 Dependence: must drink neural dampen- scientists, became active. He could manipulate the
PRIMUS surveillance ing serum once a day or suffer 2d6 Normal electrical impulses produced by the human ner-
photos show Krait meet- Damage (Uncommon) vous system. The scientists thought he could only
ing with VIPER-X... 30 Hunted: VIPER 11- (Mo Pow, NCI, Capture/ do this to himself, thus speeding up his reflexes
or at least, a man who Kill) and reaction time; Aziz kept his power to control
looks like Aziz Singh 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) others’ nervous systems a secret. Although he expe-
meeting with one who 10 Hunted: COIL 11- (Mo Pow, Watching) rienced side effects from the process — without a
looks like Kevin Arm- neural dampening serum, his nervous system grew
10 Psychological Limitation: Hatred Of VIPER
strong. What game
And VIPER-X (Common, Moderate) overloaded with sensations, and jolts of electricity
could possibly be afoot?
Could the animosity 15 Psychological Limitation: Self-Centered severely disrupted his ability to concentrate — Aziz
between Krait and VI- (Very Common, Moderate) soon rejoined VMS-Alpha.
PER-X be some kind 15 Reputation: traitor to VIPER, 11- (Extreme) Then Aziz put in motion his plan to discredit
of elaborate plot? Is 15 Social Limitation: Public Identity (Aziz Armstrong. He leaked Armstrong’s name and his-
VIPER-X a victim of the Singh) (Frequently, Major) tory to the media. When the media began to ques-
Coil-Gene Touch? And 20 Social Limitation: Subject To Orders (Very tion how it was possible that this all-American boy
when the PCs corner Frequently, Major) could betray his country, Aziz planted evidence
both villains and they 15 Vulnerability: 1½ x STUN from Electricity that Armstrong hadn’t betrayed his country at all
claim to be working for — he was a PRIMUS undercover agent! The leaders
(Very Common)
PRIMUS, who’s telling
376 Experience Points of VIPER bought the story hook, line, and sinker
the truth?
— the idea of a Silver Avenger defecting never
Total Disadvantage Points: 741
sat well with some among the Council Of Thirty
The PCs have captured Background/History: Born and raised in poverty in
King Cobra, but COIL — and Armstrong fled for his life.
the Punjab region of Pakistan, Aziz Singh enlisted Now the leader of VMS-Alpha, Aziz enjoyed
remains active — and
amazingly it seems in the Pakistani army as soon as he was able, join- the next few years as one of the most respected
content to let its leader ing his cousin and closest friend, Kalat Barkhan. He agents in VIPER, but events outside of his control
rot in jail. Could Krait was under his cousin’s command when Kalat bru- eventually derailed his rise to the top. The inter-
be running COIL now? tally tortured and murdered several Indian soldiers. vention of the Serpent-God, Nama, brought Arm-
And if so, how does he Facing court-martial, Kalat fled into the arms of strong back into the organization... and this time, it
control the agents? Is VIPER, and Aziz joined him. VIPER split them up was Aziz’s turn to escape VIPER’s vengeance.
he merely lying to them and sent them abroad. Like Armstrong before him, Aziz disappeared
about King Cobra... or Aziz had always lived in the shadow of his into the mercenary underworld, where he made
is some deeper power cousin, but now he came into his own and his
at work? contacts with various criminal organizations like
natural talents as a tactician and leader came to ARGENT. Still operating under the name Krait, he
the fore. He trained as a Vehicle Combat Special- spent several years working for whoever paid him the
After the events in
ist, then after two years of impeccable service most. Due to his extensive contacts, he soon became
Sharper Than A Ser-
pent’s Tooth, the PCs cross-trained as a Scarlet Serpent. During this as much a go-between and supplier of manpower and
decide to eliminate time he came to the attention of Kevin Arm- high-tech gear as a field mercenary. When Timothy
COIL once and for all strong — VIPER-X, the leader of VIPER Mobile Blank contacted him about a weapons purchase, Krait
while it’s still relatively Squadron-Alpha. Aziz joined VMS-Alpha, tak- quickly deduced what Blank was up to. Intrigued
small and weak. But to ing the codename Krait (a deadly serpent indig- by the idea of toppling VIPER once and for all, he
do this, they need in- enous to the Indian subcontinent). became closely involved in COIL, and is now one of
sider information on its Despite his membership in VMS-Alpha, Aziz King Cobra’s most important followers.
activities and hideouts. was discontent. Ambitious and hungry for power,
Captured in the Hot- Personality/Motivation: Krait is as cold-blooded
he felt his career in VIPER had stalled. The focus of
house, Krait is in jail as his namesake. He cares nothing for anyone but
his anger became Kevin Armstrong himself — the
with all the knowledge himself, and tends to view anyone who’s not obvi-
the PCs could ever want all-American “golden child” of VIPER. Aziz hated
ously less powerful or influential than he as a rival.
about COIL locked in everything about him: his enhanced physiology,
His experiences with VIPER have left him with a
his head... are they will- his status as a former Silver Avenger for PRIMUS
bitter hatred of that organization in general, and
ing to make a deal with (and how important that made him to VIPER), his
VIPER-X in particular; he could easily develop a
a devil to stop a greater condescending nobility (and, in Aziz’s mind, rac-
evil? similar hatred of PCs who thwart him. In short,
ism), his ridiculous code of honor.
there’s almost nothing likeable about him.
During this time Aziz’s cousin, Kalat, came
into command of the Sand Castle, an important Quote: “The venom of the krait... first it makes you
VIPER base in the Thar Desert in Pakistan that blind. Soon you can’t hear or feel... can’t even smell.
focused on studies into superhuman mutation. Then you’re at my mercy.”
Aziz wanted to remove Armstrong from VIPER Powers/Tactics: Krait’s main power is neurokinesis
— permanently — but he needed an edge. He con- — the mental ability to control human neural path-
vinced Kalat to allow him to be a test subject in a ways. He uses this ability on his own body to perma-
new project. The project’s goal was to activate the nently give himself superhuman speed and endur-
gene sequence that led to the birth of a mutant. The ance, and he can augment those qualities even further
scientists determined Aziz was a viable candidate on a temporary basis. He can also affect other people,
with the latent potential for superpowers. They either to enhance or impede. He can even completely
subjected him to a series of DNA-altering retro- shut down another person’s senses for a few seconds,
viruses and growth hormones, and after several or cause brief, painful seizures.
Evil Unleashed ■ Chapter One 25
But no one told Uwe about VIPER’s planned many of these tentacles, both from his chest and
ambush. Afterward, Fiacho searched his organiza- back, and whips them around so that anyone who
tion for spies... and one he uncovered was Uwe comes close gets pummeled.
Meyer. Fiacho’s punishment for these spies was Tactically Slither usually reaches for an op-
severe: beatings from Durak, followed by mental ponent, Entangles him, and then drags him in
torture from Mentalla. Eurostar dumped the bro- close. He cares very little about taking hits, trusting
ken men and women outside a VIPER Nest in Mu- in his Regeneration and toughness to keep him
nich to, as Fiacho phrased it, “foreshadow the fate standing. While the opponent is Entangled, Slither
of VIPER in Europe.” attempts his favorite attack, the Tentacle Choke: he
Uwe survived the ordeal with his mind in- extrudes a single tentacle, then forces it between his
tact, though he lost an arm, leg, and most of the opponent’s jaws and down his throat. Even most
use of his remaining hand. VIPER transferred the superhumans have a difficult time surviving such
crippled Uwe out of Europe and into Asia to train an attack for long.
new recruits in intelligence and covert operations. Campaign Use: Slither’s role in COIL is to oversee
Discontented with his new job, when he heard ru- intelligence and infiltration operations. He also
mors of Project Mendel, specifically about Blank’s serves as King Cobra’s personal assassin. Slither
sideline research in reptilian regeneration, he vol- is most likely to Hunt King Cobra’s enemies as a
unteered. part of COIL’s plans. His Shape Shift ability allows
Blank accepted Uwe and had him transferred him to infiltrate (though not to precisely imitate
to Snake Gulch. Through pre-experiment inter- others’ features); his experience with intelligence
views, Blank discovered Uwe nursed a grudge operations gives him the tools necessary to make
against VIPER for leaving him out in the cold his infiltration highly damaging to his target. He
during the war on Eurostar... thus making him a prefers to engineer circumstances that allow him to
perfect COIL recruit. After subjecting Uwe to the personally slay whomever he Hunts, usually with
Coil-Gene Touch, Blank injected him with a ret- his Tentacle Choke after a period of torture.
rovirus engineered from lizard DNA. Uwe gained To make Slither more powerful, change his
the ability to not only regenerate lost limbs, but Battering Tentacles to cost zero END and increase
also healed at a rate much faster than other men. his STR by 10-15 points. Also increase the dice in
Furthermore, he gained conscious control over his Tentacle Choke. To make him less powerful,
his body mass — the ability to change his appear- decrease his SPD to 5 and lower his PD and ED
ance and to extrude scaly tentacles from his body. to 15, thus forcing him to spend more time taking
The process mentally unhinged him, making him Recoveries and healing damage.
totally sadistic, but to King Cobra this was a boon.
He named his newest subject Slither and put him in Appearance: Slither has extremely ophidian
charge of infiltration and covert operations. features: scaly skin, two slits for a nose, no hair,
and yellow eyes with slit pupils. On the whole, his
Personality/Motivation: Before becoming Slither, features are more snake-like than those of
Uwe Meyer was a talented intelligence agent per- COIL agents and other subjects of the Coil-
fect for infiltration and assassination: self-reliant, Gene Touch. Thanks to his control over
cunning, cool under pressure, and cold-blooded. his body, he can change his shape, and
He had little in the way of personality, so personal sometimes he appears as he did when
issues never got in the way of accomplishing his with the Stasi: a pale-
goals or carrying out his orders. He performed his skinned man in his for-
mission and never flinched from the deeds, how- ties with hard blue eyes
ever heinous or violent, required of him. and close-cropped blond
As Slither, he’s grown increasingly sadistic and hair. He usually wears
takes great pleasure in others’ pain. This could be- crimson trousers
come a liability if his sadistic side were to overrule tucked into black
his reason and make him kill someone better left leather boots
alive, or if it caused him to expose himself to take and a loose
advantage of an enemy’s weakness, but for the time tunic of the
being his absolute loyalty to King Cobra keeps him same color
in check. King Cobra knows he has to give Slither that belts
precise instructions, but if he ever forgot to do so around the
or if Slither encountered a situation outside his or- waist; in
ders, who knows what might happen? combat he
His beating at Durak’s hands has left an indel- shrugs out
ible mark on Slither’s psyche. He quickly goes ber- of his tunic
serk if he takes BODY damage. to unleash
Quote: “Du! Komm hier!” his tentacles.
Powers/Tactics: Slither’s powers involve his abil- He speaks
ity to control and shape his body mass, as well as with a heavy
regenerate damage done to him. He can extrude up German
to twenty scaly tentacles from his torso. Each can accent.
reach nearly forty feet away. In combat he creates
28 ■ Master Villains Hero System 5th Edition
COIL INFILTRATOR
The character sheet describes a COIL agent, one on
whom King Cobra’s mutagenic touch has caused a
dramatic change in physical appearance. The other type
of COIL agent is the COIL infiltrator. These agents can
disguise their features and infiltrate organizations to
subvert them to COIL’s purposes. You can apply the
following changes to an appropriate character sheet to
create an infiltrator (e.g., use the character sheet for the
standard VIPER agent to create a COIL infiltrator cre-
ated by applying the Coil-Gene Touch to a member of
that organization). This set of abilities assumes COIL
has trained the infiltrator in the arts of subterfuge;
obviously the Coil-Gene Touch does not, by itself, give
someone a Skill like Disguise. The infiltrator carries
equipment appropriate to his cover.
Cost Abilities
2 +2 STR
9 +3 DEX
4 +2 CON
10 Retractable Fangs: HKA ½d6
5 Disguise (INT/5+1)
2 KS: COIL 11-
3 Persuasion (PRE/5)
Total Abilities Cost: 35 points.
Disadvantages
10 Distinctive Features: serpentine eyes, retract-
able fangs, patches of scales (Easily Conceal-
able; Causes Major Reaction)
25 Psychological Limitation: Utterly Loyal To
King Cobra (Very Common, Total)
Total Disadvantage Points: 35
30 ■ Master Villains Hero System 5th Edition
MECHANON
Val Char Cost Roll Notes 6u 2) Muscular Disruptor: Drain STR 4d6,
60 STR 50 21- Lift 100 tons; 12d6 [6] Ranged (+½) 6
24 DEX 42 14- OCV: 8/DCV: 8 4u 3) Tangle-Cable: Entangle 6d6, 6 DEF;
40 CON 60 17- 8 Charges (-½) [8]
20 BODY 20 13- 4u 4) Flare: Sight Group Flash 6d6, Area
30 INT 20 15- PER Roll 15- (19-) Of Effect (7” Cone; +1); No Range (-½) 6
15 EGO 10 12- ECV: 5 15 Robotic Form: Hardened (+¼) for PD
40 PRE 30 17- PRE Attack: 8d6 and ED 0
6 COM -2 10- 37 Robotic Form: Damage Resistance
(30 PD/30 ED), Hardened (+¼) 0
30 PD 18 Total: 30 PD (30 rPD) 60 Robotic Form: Physical and Energy
30 ED 22 Total: 30 ED (30 rED) Damage Reduction, Resistant, 50% 0
7 SPD 36 Phases: 2, 4, 6, 7, 9, 11, 12 15 Psychic Shield: Mental Defense
20 REC 0 (18 points total) 0
90 END 5 10 Total Defense: Lack Of Weakness (-5)
90 STUN 20 Total Characteristic Cost: 331 for Normal and Resistant Defenses 0
Movement: Running: 12”/24” 12 Structural Support Field: Power Defense
Flight: 20”/320” (12 points) 0
10 Hardened Visual Sensors: Sight Group
Cost Powers END Flash Defense (10 points) 0
90 Primary Weapons Array: Multipower, 65 Robotic Form: Life Support: Total
90-point reserve (including Immunity to all terrestrial
9u 1) Energy Bolt (Offensive Mode): EB 18d6 9 diseases and poisons) 0
9u 2) Energy Bolt (Defensive Mode): EB 17 Self-Repair Systems: Healing 3d6
12d6, Reduced Endurance (0 END; +½) 0 (Regeneration; 3 BODY per Hour),
9u 3) Energy Bolt (Autofire Mode): EB 9d6, Au- Reduced Endurance (0 END; +½),
tofire (5 shots; +½), Reduced Persistent (+½); Self Only (-½), Extra
Endurance (½ END; +½) 3 Time + Increased Time Increment
9u 4) Meson Bolt: EB 12d6, Armor (3 BODY/Hour; -2) 0
Piercing (+½) 9 82 Foot-Jets: Flight 20”, x16 noncombat, Re-
9u 5) Explosive Projectiles: EB 9d6, Area duced Endurance (0 END; +½) 0
Of Effect (5” Radius; +1) 9 12 Robotic Legs: Running +6” (12” total) 1
9u 6) Neural Agonizer: EB 8d6, NND 44 Visual Sensors: Infrared Perception,
(defense is Mental Defense or not being Ultraviolet Perception, Increased Arc Of
a living organic being; +1), Reduced Perception (360 Degrees), x1000 Microscop-
Endurance (½ END; +¼) 4 ic, Telescopic (+6 versus Range)
9u 7) Disintegrator Beam (Offensive Mode): (all for Sight Group) 0
RKA 4d6, Armor Piercing (+½) 9 20 Auditory Sensors: Active Sonar and
9u 8) Disintegrator Beam (Defensive Mode): Ultrasonic Perception (both for Hearing
RKA 4d6, Reduced Endurance Group) 0
(0 END; +½) 0 27 Radio Sensors: HRRP and Radar 0
9u 9) Cyberkinesis: Mind Control 12d6 (Ma- 12 Sensor Enhancements: +4 PER with all
chine class of minds), Reduced Sense Groups 0
Endurance (0 END; +½) 0 21 Shielded Radio Link: Mind Link, specific
4u 10) Animate Technology: Summon up group of up to any 8 minds, No LOS
to 4 150-point robots, Expanded Class (mi- Needed, Invisible Power Effects (Fully
nor “robots”; +¼), Slavishly Loyal Invisible; +½); Only Can Be Maintained
(+1); Must Have Sufficient Technology/ With Others Who Have Mind Link (-1),
Parts Available (-½), Extra Time (Full Flashed As Radio And Hearing Groups,
Phase; -½) 9 Not Mental Group (-½) 0
60 Secondary Weapons Array: Multipower, 12 Encrypted Transmitter: Detect Broadcast
60-point reserve Spectrum Of Transmissions, Increased
6u 1) Synaptic Scrambler: Drain DEX 4d6, Arc Of Perception (360 Degrees), Transmit
Ranged (+½) 6 (belongs to its own Sense Group) 0
Evil Unleashed ■ Chapter One 31
that it responds just like an organic brain would As a master villain, Mechanon should have
to psychic powers (though it does have built-in whatever Bases, Followers, and Vehicles he needs;
defenses against such powers). these are not listed on his character sheet. He never
To ensure his ongoing existence, and thus works with living servants (except as temporary
the eventual achievement of his goal, Mechanon dupes or pawns); his Followers are robots and an-
has devised several strategems. The first is basic droids built as Automatons.
heavy defense. His basic armor plating, reinforced As a Hunted, Mechanon is a terrifying op-
by low-level internal force fields, provides protec- ponent. Almost certainly More Powerful than any
tion against most attacks, and dedicated defensive given hero (or even hero team), he Hunts only to
systems serve to stop or blunt more exotic forms kill. He may want to capture a hero first, perhaps to
of assault. In the event he does suffer damage, his analyze his technology and adapt any new or useful
advanced self-repair systems can restore him to full systems for his own use, but in the end he intends
operating efficiency in mere hours. to kill anyone who op-
In the event the unthinkable — total defeat poses him.
or destruction — is imminent, Mechanon has two Mechanon
options. First, if time allows, he can detach his head should always be
from his body and have it fly away, (triggering his able to take on your
Self-Destruct Mechanism in the process), thus pre- entire group of PCs
serving his entire computer brain and allowing him and have a significant
to simply attach it to another body. If that won’t chance of defeating
work, he can transmit his personality and files to them. If not, you can
one of his many backup computer systems via his justify improvements
Shielded Radio Link and/or Encrypted Transmit- to him as “upgrades”
ter. He updates his computer records frequently, so resulting from his
that he only has to transmit records since the last analysis of the heroes’
update. If neither of those tactics work, he has pro- tactics or his defeats
grammed his robotic bases to create a new Mecha- at their hands. Mech-
non after the demise of the current body (in this anon should never
event he loses all record of events and information be defeated the same
gathered since his last update). way twice; he learns
For unknown reasons, and despite his oft- from (and corrects)
expressed loathing for humanity, Mechanon con- his mistakes better
tinually rebuilds himself in humanoid form. Most than any other villain
experts believe this is simply because it’s the most on Earth.
efficient shape for him to use, but others have hint- On the other
ed at more sinister reasons. The current Mechanon hand, if the current
described by this character sheet represents the Mechanon is too
villain after over a decade of defeats and rebuilding, powerful for your
and thus represents a considerable amount of expe- campaign’s PCs, scale
rience. The Mechanon who appeared in 1989 was him down by reduc-
considerably weaker than this — though not weak. ing his SPD to 5, his
In combat, Mechanon is an aggressive and effi- Primary Weapons
cient foe who doesn’t hesitate to use his most pow- Array to 75 Active
erful attacks at all times (only the need to conserve Points (or even 60),
or replenish his energy [i.e., Recover spent END] and his PD and ED
is likely to force him to use less powerful attacks. to 25 (or even 20). If
He favors multiple-Power attacks, often combining that still doesn’t do
his Flare, Synaptic Scrambler, or Muscular Disrup- the trick, keep trim-
tor with one of his Energy Bolts or a Disintegrator ming until he’s an
Beam. He usually starts with basic Energy Bolts, appropriate match
switching to other weapons if they prove ineffec- — extremely tough,
tive. If he needs to capture an organic for inter- but not completely
rogation or dissection, he uses his Tangle-Cable. undefeatable.
His most unusual power is the ability to animate Appearance: Mecha-
other machines, turning them into small but deadly non is a humanoid robot standing over seven
servitor robots! (The GM should create appropriate feet tall. His body is a silvery chrome color, with
character sheets for Mechanon’s Summoned robots, gold power cables snaking up and down his
perhaps using the robots in the HERO System Besti- limbs and torso like exposed muscles. His head
ary as guidelines or examples.) has two large, flat superstructures projecting to
Campaign Use: Mechanon is a master villain of epic either side (radio antennae, and control surfaces
scope, one you can pit against the PCs again and again for detached mode). His visual sensors glow red-
as he undertakes one spectacular scheme after an- dish-purple.
other to destroy all life on Earth. Since the stakes are
so high, the dramatic tension should be, too.
34 ■ Master Villains Hero System 5th Edition
Cloned Army: Teleios can create an army of clones, cloning, and other controversial subjects left him TELEIOS
each identifiable only by a serial number and/or marginalized within the academic community and PLOT SEEDS
barcode tattooed on some of its “parts,” and equip unable to find work.
them to fight his foes. Raging against the fools who impeded his Teleios replaces an im-
Summon 125 181-point agents (see below), progress, Stroessen used his inheritance to set up portant world leader
Slavishly Devoted (+1) (142 Active Points); his own lab and continue experimenting. But still (such as the President of
he got nowhere; though he was a genius, his genius the United States) with
OAF Immobile (cloning machines; -1½), Extra a clone, while keeping
Time (takes 1 Month to grow cloned army; -5). could not overcome the intellectual roadblocks
established by his demented dreams and strange the real leader impris-
Total cost: 19 points. oned. The PCs have to
scientific ideologies.
figure out what’s going
Grow Superhuman: Teleios can clone a human But then, one day, he fell into an exhausted
on and stop it before the
being and induce mutations in it as it grows to sleep at his laboratory table after working for nearly faux leader, following
give it just about any sort of superpowers he can three straight days without a break. When he awak- Teleios’s commands,
think of. ened, he saw that a pad of paper on the table was starts a war or initiates
Summon 350-point superpowered human covered with writing. As far as he could remember, some other disaster.
(Teleios chooses the powers to create when it had been blank before, so he picked it up to look
breeding the clone), Slavishly Devoted (+1) more closely. In an effort to distract
(140 Active Points); OAF Immobile (cloning The formulae and notes on that single piece two of his most power-
of paper, written in a strong and confident hand, ful enemies so he can
machines; -1½), Extra Time (takes 1 Month to begin an important
grow cloned army; -5). Total cost: 19 points. astonished him. He recognized their implications
immediately. Contained amid those few letters and scheme unobserved
numbers were the keys to unlocking several genetic and unhindered, Teleios
Knockout Dust: Teleios can breed special micro-
creates a clone of Dr.
scopic spores that render organic beings uncon- problems that had bedeviled him for years. A few
Destroyer and has
scious, and then throw packets of the spores at weeks’ worth of work, and he had unlocked many him attack UNTIL’s
his foes. more by taking the notes to their logical scientific headquarters in the
Energy Blast 5d6, NND (defense is Self-Con- conclusions. In the space of a month, he’d gone campaign city. A major
tained Breathing; +1), Area Of Effect (6” Ra- from being a frustrated biochemist to one of the “war” between Destroy-
dius; +1), Personal Immunity (+¼) (81 Active most knowledgeable geneticists — if not the most er and UNTIL results,
knowledgeable — in world history. leaving Teleios free to
Points); OAF (-1), Range Based On STR (-¼), pursue his own plans.
6 Charges (-¾). Total cost: 27 points. Stroessen didn’t hesitate for a moment. Once
he had worked out the formulae thoroughly, he used The PCs have to deduce
them to build a new body for himself — a body rep- what’s really going on
Paralyzing Dust: Teleios can breed special microscopic
(perhaps when the real
spores that paralyze the muscles of organic beings, resenting the pinnacle of human physical and mental
Dr. Destroyer seeks to
and then throw packets of the spores at his foes. achievement, sublime in its biological perfection. enlist their help “to save
Entangle 5d6, 5 DEF, Area Of Effect (9” Radi- He waited with barely-contained eagerness as the the lives of innocents” as
us; +1), Takes No Damage From Attacks (+½), cloning chamber did its work. When the body was a way of putting them in
Personal Immunity (+¼) (137 Active Points); ready at last, he used other technology, also suggested his debt), stop the fight-
OAF (-1), Range Based On STR (-¼), 6 Charg- to him by the mysterious notes, to transfer his own ing, and stop Teleios.
es (-¾). Total cost: 46 points. consciousness into the new body. Able to move freely
and without pain for the first time in his life, Stroessen To test some of his new
Remove Superpowers: If he gets his hands on a revelled in his newfound abilities. He destroyed his botanical experiments,
troublesome superhero (say, one of the PCs...), old body, having no further use for it. Since he had Teleios scatters special
Teleios can genetically “devolve” him or otherwise been reborn, he chose a new name for himself as well: seeds across the cam-
Teleios, from the Greek word for “perfection.” paign city. Overnight,
strip him of his innate superpowers.
man-size carnivorous
Major Transform 6d6 (superhuman to ordi- Personality/Motivation: Driven in part by an un- plants have sprouted all
nary human, heals back through application of shakeable belief in his own mental (and now physi- over the city, threatening
reversed process), Reduced Endurance (0 END; cal) superiority, and in part by years of built-up the lives of millions! The
+½) (135 Active Points); OAF Immobile (bio- rage and scorn at a world that regarded him as PCs have to eradicate
chemical manipulation equipment; -1½), Lim- nothing more than a deluded cripple, Teleios is the deadly plants (and
convinced that he can, and someday will, rule the stop all the crimes tak-
ited Target (humans; -½), Extra Time (1 Day;
ing place while the po-
-4). Total cost: 19 points. world (or at least create a situation where he has
lice are distracted), and
free rein to tinker with humanity as he chooses). then stop Teleios from
Background/History: Jakob Stroessen, the child of Aus- The key to his schemes is his ability to manipulate repeating the attack.
trian parents who had emigrated to Canada, was not a biological and biochemical processes in his labo-
winner in the genetic lottery. Several negative factors ratories, rather than the electronic and mechanical
combined to afflict him with neurological disorders prowess of the likes of Dr. Destroyer and Mecha-
and a small, stunted, easily broken body. But to coun- non, or the mental powers of Menton. It is a some-
terbalance this, he was born with an amazing mind times subtle difference, but an important one.
— one whose towering intellect had him enrolled in Teleios has little, if any, emotional connection
college when he was but twelve years old. to the rest of humanity any more. Instead, he regards
Stroessen focused his studies on biology and other people as glorified lab rats (or in his more po-
genetics. He was convinced the means existed to etic moments, as canvases upon which he works his
cure his diseases and conditions... all he had to do art). All he cares about is their potential usefulness
was find it. But even after he obtained his Ph.D to his work. If he were to gaze upon the face of a gor-
with a brilliant thesis, his theories on eugenics,
36 ■ Master Villains Hero System 5th Edition
geous women, he wouldn’t think about her beauty at himself in case he’s killed in battle, transfer conscious-
all, except in the abstract — he’d wonder at the com- ness from one body to another, breed dinosaurs and
bination of genetic factors that led to such an advan- monsters, and develop potent biochemical weapons.
tageous appearance. His cloned servants he has even In most cases, changing his VPP requires a lot of time
less regard for. He thinks nothing of casually killing (and, of course, a Biochemical Wizardry roll). How-
one that offends him; he creates an endless stream ever, depending on his location, the equipment avail-
of tailored clone-women as his sex-slaves, callously able to him, and the nature of the abilities he wants
tossing them, screaming, back into his work-vats to create, the GM may let him change the VPP in as
when he tires of them. little as a Full Phase. To properly simulate the range of
To this day Teleios Teleios’s powers, and his role as a master villain, the
remains unaware of who, GM may need to let him buy things through his VPP
if anyone, left him the note — like cloned Followers — that might not otherwise
with the scientific formu- be allowed.
lae that led to the break- Despite the fact that he could easily give himself
through in his work. In superpowers (including non-visible ones, like dam-
fact, thanks to his academic age-resistant skin) Teleios has persistently refused to
vanity, he’s suppressed the do so. He seems to regard such things as beneath him
incident altogether, and — as a sullying of his perfect body. Superpowers are
has convinced himself that for flunkies he controls, and for the fools who oppose
it was all his own doing. him. All he needs is his matchless brain and body, and
If confronted with solid he can triumph over any obstacle.
evidence to the contrary, he Campaign Use: Although not as personally power-
may snap under the strain ful as Takofanes, Destroyer, Gravitar, or Mechanon,
of having his delusions so Teleios is still a “master villain” capable of threaten-
forcefully shattered. ing, and even conquering, the world. As such, the
Quote: “Perfection is not GM should give him whatever he needs to conduct
an unattainable goal. I his schemes — Bases, Vehicles, super-technology,
achieve it every day in my and the like. Teleios’s VPP indicates the rough ex-
laboratories. I am the liv- tent of the resources he can normally bring to bear
ing emodiment of it!” during any given scenario and/or combat, but think
Powers/Tactics: Teleios’s of it as a guideline, not an absolute restriction. You
abilities derive from two can make him more or less powerful, as appropriate
sources. The first is his for your campaign, by increasing or decreasing the
body itself, which he size of the VPP. Don’t change Teleios’s Character-
planned and grew to be the istics, or give him superpowers; that would violate
acme of human potential. his character concept too much.
It is as strong, fast, and du- Unlike the villains listed above, Teleios is not
rable as a human body can designed to take on a superteam of PCs in combat
be without verging into the and defeat them. If he gets into a fight like that,
superhuman, and possesses he will almost certainly lose, and he knows it. He
many other remarkable has cloned minions, vat-grown monstrosities, and
“gifts” (like a photographic other products of his biochemical wizardry to fight
memory and the ability for him, and he’ll gladly let them. If a situation
to feign death). He main- turns against him, he’ll flee, preferring to regroup
tains it that way not only and start the battle again later.
through a careful regimen As a Hunter, Teleios is an insidious and dan-
of biochemical treatments, gerous foe — particularly if he can get his hands
but lots of exercise and on samples of the character’s DNA. With that (and
training. He has studied often even without it), he can grow clones of the
many martial arts and character and send them out to commit crimes and
other combat disciplines, sully the character’s reputation, develop superhu-
and is a lethal fighter. He mans tailor-made to exploit the character’s weak-
can run as fast as an Olym- nesses, inflict all sorts of unpleasant illnesses on the
pic track star, climb like character and his friends, and so forth. He usually
the best mountaineers, and toys with his victims for a long time before making
read and process informa- a concerted effort to kill them.
tion at ten times a normal Appearance: Teleios is a stunningly handsome
person’s rate. blonde-haired, blue-eyed, muscular white male
The second source who usually dresses in the finest of clothes. He
of his powers is his extensive knowledge and control most often favors dark turtlenecks, dark slacks, and
of biological and biochemical processes. Using the a white labcoat. There’s a hint of malevolence to
equipment in his hidden laboratories around the his countenance and his glance that makes it clear
world, he can create armies of clones, induce super- he’s not just a harmless scientist, but something far
powers in test subjects, create duplicate bodies for more dangerous and evil.
Evil Unleashed ■ Chapter One 37
PIRANHAGATOR Talents
Val Char Cost Roll Notes 3 Environmental Movement: Aquatic
25 STR 15 14- Lift 800 kg; 5d6 [2] Movement (no penalties in water)
16 DEX 18 12- OCV: 5/DCV: 5 Skills
20 CON 20 13- 8 +4 OCV with Bite
14 BODY 8 12-
8 INT -2 11- PER Roll 11- 2 Concealment 11-; Self Only (-½)
8 EGO -4 11- ECV: 3 3 Stealth 12-
20 PRE 10 13- PRE Attack: 4d6 Total Powers & Skills Cost: 70
4 COM -3 10- Total Cost: 157
9 PD 4 Total: 13 PD (4 rPD) 75+ Disadvantages
6 ED 2 Total: 8 ED (2 rED) 15 Physical Limitation: Animal Intelligence
4 SPD 14 Phases: 3, 6, 9, 12 (Frequently, Greatly Impairing)
10 REC 2 10 Physical Limitation: Enormous (8m; -4
40 END 0 DCV, +4 to PER Rolls to perceive) (Fre-
40 STUN 3 Total Characteristics Cost: 87 quently, Slightly Impairing)
5 Physical Limitation: Reduced Leap, can only
Movement: Running: 3”/6”
leap 1” (Infrequently, Slightly Impairing)
Leaping: 1”/2”
15 Physical Limitation: Very Limited Manipu-
Swimming: 8”/16”
lation (Frequently, Greatly Impairing)
Cost Powers END 15 Psychological Limitation: Will Not Harm
10 Bite: HKA 1d6 (2d6 with STR); Teleios (Uncommon, Total)
Restrainable (-½) 1 22 Experience Points
5 Tail Bash: HA +2d6; Hand-To-Hand Total Disadvantage Points: 157
Attack (-½), Only With Extra Limb (-½) 0
9 Scaly Skin: Armor (4 PD/2 ED) 0 Description: Teleios mingled the DNA of alligators
8 Heavy: Knockback Resistance -4” 0 and piranha to breed these monstrosities, which
6 Strong Swimmer: Swimming +6” (8” total) 1 he keeps as pets in the pools of the gardens at his
-6 Short Legs: Running -3” (3” total) Nicaragua laboratories. Normally they eat chickens
6 Crocodilian Senses: +2 PER with all and fish, but they find the taste of human flesh par-
Sense Groups 0 ticularly toothsome....
5 Crocodilian Eyes: Nightvision 0
6 Tail: Extra Limb, Inherent (+¼) 0
5 At Home In The Water: Life Support (Ex-
panded Breathing: breathe underwater) 0
chapter two:
VILLAIN TEAMS
42 ■ Villain Teams Hero System 5th Edition
CIRQUE SINISTER
CIRQUE
PLOT SEEDS
SINISTER
Went Out: The Cirque
Sinister strikes Vibora
Bay Electric’s central
processing plant, caus-
ing a massive blackout
across the city. The
Cirque and several other
criminals take advantage
Membership: Amnesia, Cauldron, Flow, and Mini- have included causing a twenty-foot-high double-
of the resulting chaos
for a crime spree. The max. Bobby Holmes occasionally assists the team. bacon cheeseburger (with extra ketchup) to appear
PCs not only have to Background/History: The Cirque Sinister is a small in the lobby of City Hall, or “liberating” all of the ani-
thwart these crimes but group of supercriminals based in an abandoned mals from the Vibora Bay Zoo.
rescue victims stranded psychiatric facility called the San Sebastien Sani- The Cirque’s members generally don’t care
in elevators, trapped in tarium. The Sanitarium is at the edge of (but not for straight-up battles against superheroes — they
burning buildings, or prefer sneakiness and surprise. If forced to fight,
actually in) the San Sebastien Swamp, about ten
otherwise threatened by Cauldron and Flow pick out targets susceptible to
minor disasters. miles northeast of Vibora Bay.
The Cirque got its start through (for its their attacks, Minimax creates obstacles and bar-
members) a happy coincidence. In October, 2003, riers to interfere with heroes and protect herself
Powered Up: A cosmi- (and then snipes away with either her powers or
cally-powerful magical Amnesia, a powerful psionic, met Minimax and
Cauldron when each of them tried to rob the same weapons from her shrunken arsenal), and Amnesia
artifact, long hidden in
hotel. Hitting it off quickly, they agreed to team up selectively uses her Entangle to set people up for
the swamps, falls into
the hands of the Cirque. and formed the Cirque Sinister. Around the same Flow’s punches or Cauldron’s fiery breath. Amne-
Now that Amnesia and time, the Atlanta police were getting a bit too close sia tries to keep Bobby out of any fights, but that
Minimax have power to for comfort, so the group packed up and moved rarely works and soon Bobby’s “invisible giant”
match their ambitions, its base of operations to Vibora Bay, settling down strides onto the battlefield and starts throwing large
they decide to really in the abandoned San Sebastien Sanitarium psy- objects around. As soon as they have a chance to
show the world what retreat, they will. If capture seems inevitable, they
chiatric ward building. Amnesia quickly wound
they’re capable of, twist- take their chances on escaping later rather than
ing reality itself into a up as the team’s leader by acclamation, thanks to
Minimax’s tiny attention span and Cauldron’s lazi- battle to the last.
nightmarish landscape.
ness; when Flow joined the team he was glad to let Campaign Use: The Cirque Sinister is a pretty
The Curtain Comes her make the decisions. offbeat team, suitable for times when your play-
Down: Minimax and Group Relations: Amnesia’s “control” over the team ers need a change-up story. Their various internal
Flow have decided to go she nominally leads is tenuous and largely based on interactions, especially the relationship between
out in a big way. They anyone else’s lack of desire for the job. So far she’s Amnesia and Bobby, may make them vaguely sym-
come up with a suicidal pathetic to the PCs. If the heroes thwart at least one
done pretty well; the team’s had some fun and the
scheme involving an of their crimes, it’s entirely in character for Mini-
enormous bomb in the headquarters contains lots of entertaining booty.
Minimax and Flow find the idea of committing max in particular to become obsessed with them,
middle of downtown, luring the heroes into traps and other dangerous
which Minimax insists crimes for profit boring and existentially point-
less respectively, so now that they have their basic situations just to play with them further.
will be the single great-
est performance art needs attended to both would rather select targets To make the Cirque more powerful, you have
piece ever. Amnesia on their artistic merits rather than the prospect of two main options. The first is the standard one for a
and Cauldron, neither more wealth. Cauldron likes money, but is blinded group — add more members. Pick some of the solo
of whom is interested by his love for Minimax and goes along with what- villains from this book or Conquerors, Killers, And
in a stunt so dangerous, ever she wants. This means Amnesia has to careful- Crooks to round out their number. Maybe a techno-
try to stop them but logical villain, like Armadillo or Mechassassin, would
ly manipulate Minimax into agreeing to whatever
fail, and only Amnesia make a good choice. The other method is to alter the
escapes. She turns to crimes she (Amnesia) proposes, a tactic that may
eventually blow up in her face. When he’s around, existing members’ personalities and motivations a
the PCs for help — can little so they work together better as a team. Minimize
they prevent the insane Bobby supports whatever his sister Amnesia wants
to do, but nobody else on the team takes the kid the conflicts, maximize their desire for profit, and
pair from pulling off
their plan, which will seriously... yet. give them all the Teamwork Skill. To make them less
kill Bobby and Cauldron powerful, do the opposite: increase their differences,
Tactics: The Cirque alternates between committing making the team far more dysfunctional and unable
along with themselves
and thousands more in crimes for profit, robbing banks and other venues to coordinate its activities effectively.
the process? And can for easily-convertible cash and luxury items for the The Cirque as a whole has yet to Hunt
the heroes really trust members’ own use, and performing acts of what can anyone, though individual members might. As
Amnesia long enough to only be called “super-vandalism” (to satisfy Minimax’s a group they simply don’t have enough motiva-
find out? desire to create “performance art” to shake up the tions in common to want to pursue the same
masses). Examples of this sort of “pointless” crime enemy with the same zeal.
Evil Unleashed ■ Chapter Two 43
his eyes, wondering as the existence of a skill or power (or how to use
how he’d gotten into it). However, you should not allow her to use this
this dark basement. as the equivalent of a broad-based Drain or the
Oh yes, he’d been like — it’s only a Minor Transform, so its effects on
pursuing a robber! combat should be limited.
How could he have The easiest way to handle the potential prob-
forgotten? She must lems this power poses are the following. First,
have slipped by in his remember that she can only steal one particular
confusion.... memory, and interpret that using your common
Briana’s success sense, dramatic sense, and awareness of game bal-
went directly to her ance. She could, for example, make a PC forget that
head. She adopted a he’s got a particular superpower, but not forget all
flashy costume and his superpowers. Second, keep in mind that the
the name “Amnesia” victim can heal back normally (using his REC),
and began a cam- but also heals back instantly if he’s somehow re-
paign of harassment minded of what he forgot. This can be as simple as
against the Atlanta a teammate saying, “Hey, use your Energy Bolt!” (if
police and Surge in she’s stolen the memory of its existence), or seeing
particular, encounter- the combination lock whose combination is the
ing him three more memory she stole. Again, use your common sense,
times without being dramatic sense, and appreciation for game balance
captured. Then she in your campaign to make Amnesia’s powers fun,
met the other mem- but not overwhelming.
bers of what would While Memory Loss/Theft makes Amnesia
become Cirque a formidable opponent, it’s not much help in a
Sinister (see above), straight-up fight, and she knows it. She’s got a
and her life changed couple other powers (her Crippling Confusion and
again. Mental Agony attacks) she can use in a pinch, but
In early 2004 they’re of relatively little use due to high END costs
Amnesia had a and other restrictions. She leads from the rear,
strange dream in coming up with plans for her team and mentally
which she was talking sniping from cover whenever possible. She’s fond of
to Bobby again for causing targets to simply forget the last few seconds
the first time in years. (her Crippling Confusion) — while they’re tempo-
Bobby told her he was trapped in a strange place rarily stunned and without their bearings, Flow or
and that he needed her to come rescue him. When Cauldron can attack them. As a last resort, she car-
she awoke, she took the team to Pennsylvania. ries a gun and isn’t afraid to use it.
Though they complained at first, once they learned Campaign Use: See the introductory text for gen-
what Bobby was capable of they agreed to rescue eral information. Amnesia’s probably the most
him and let him join the team. Amnesia now has solid and stable member of the Cirque, and thus
the power she’s always wanted, and she’s looking the most dangerous over time. Play her as someone
around for something worthy to use it on. who’s street-smart and cagey, but not quite as expe-
Personality/Motivation: Amnesia commits crimes rienced in the use of her (somewhat limited) pow-
to bolster her own self-esteem. Though she puts up ers as most supervillain team leaders.
a bold front, she’s a mass of insecurity deep inside To make Amnesia more powerful, convert her
and desperately needs to feel important and special. Memory Loss into a Major Transform and redefine
Being a feared and famous supervillain satisfies this it so she can remove/add Psychological Limitations
need extremely well. She enjoys leading the Cirque and make other significant mental changes to her
Sinister, though she winds up giving both Mini- targets. To weaken her, get rid of Crippling Confu-
max and Cauldron a fair amount of leeway for fear sion and Mental Agony.
they’ll quit if she pushes them too hard. Amnesia often Hunts child molesters, abus-
Amnesia enjoys matching wits with the po- ers, and killers, whom she loathes. Other than that,
lice and superheroes, particularly when she can she’s really not interested in pursuing an enemy;
publicly humiliate them. She likes to create panics she’d rather maintain her distance and keep com-
and chaos in crowds, though she’s a bit squeamish mitting crimes.
about using violence directly herself against non- Appearance: Briana is a lovely young woman, with
combatants. She has no such compunctions about striking, long silver hair, a curvy figure, and dis-
anyone who would try to stop or capture her. tinctive purple irises in her eyes. She’s only 5’0” tall
Quote: “Hey, hero! Looks like you forgot some- and weighs about 110 pounds. She wears a purple
thing. Maybe this’ll jog your memory!” and black jumpsuit that matches her eyes, with a
Powers/Tactics: Amnesia is a psionic with the short black jacket over it and half-mask that covers
power to steal her victim’s memories for herself her face but not her hair.
telepathically. This can be any sort of memory,
from a specific fact or event to something as subtle
Evil Unleashed ■ Chapter Two 45
actually using his powers to hurt innocent peo- Bobby has no particular sense of tactics yet.
ple, but he’s been toughened up enough over the He simply does as he’s told by Amnesia or any of
last few months not to include police or anybody her teammates... unless what they tell him is “stay
trying to capture a teammate as “innocent.” out of the way,” an instruction his youthful exuber-
When not committing crimes, Bobby’s de- ance often leads him to ignore.
veloping into a remarkably bright young boy. He Campaign Use: See the introductory text for gen-
loves to tinker with gadgets and electronics. He eral information. Bobby is a random element in the
likes cars, sports, computers, and video games, Cirque. He’s not really a criminal by inclination...
and he’s starting to feel a little cooped up in the yet... but he’s sure to become one if treated badly
asylum. He likes Cauldron, is a bit freaked out at the hands of cops or heroes often enough. He
by Flow (more his whining than his appearance), represents a chance for the PCs to rescue him from
and is developing a little crush on Minimax that’s a life of crime and maybe even persuade him to one
probably an absolutely terrible idea. day become a hero himself — assuming they can
Quote: “You leave my friends alone! Or I’ll intro- make him see what a bad influence his sister is.
duce you to my other friend!” You shouldn’t make Bobby any more powerful
Powers/Tactics: Bobby is a powerful telekinetic for now; he’s still growing into his powers. The PCs
still growing into the use of his powers (though should encounter him as he is before you begin to
he’s remarkably intelligent and learning at a tre- broaden the applications of his telekinetic abilities.
mendous rate). His power usually manifests as If you want to weaken him, reduce his Multipower
a humanoid grey giant, nearly transparent and reserve to 50 points and all the slots to 45-50 Active
without features, varying in size from about ten Points each.
feet tall to nearly thirty feet (the size is simply Bobby doesn’t Hunt heroes. He’ll help the
a special effect — the giant isn’t solid, though Cirque fight its battles, but he’s not hardened
its “body” protects Bobby from harm). The gi- enough yet to stalk and attack an enemy. He might
ant seems to grab or strike things, but the actual use his hacking skills to make a hero’s life miserable
power comes directly from Bobby. Occasionally as a sort of prank, though.
his telekinesis also manifests as a grey cloud that Appearance: Bobby is a little small for his age, just
picks up multiple items and flings them around under five feet tall and about 100 pounds, with
(the “Poltergeist” slot in his Multipower). blonde hair and dark eyes. He wears no costume,
only jeans and one of a large collection of rock-
and-roll band tour shirts.
54 ■ Villain Teams Hero System 5th Edition
MERC-FORCE I
Membership: Stareye, Piledriver, the Cahokian don’t mind letting him take control (though the
Background/History: The seeds of Merc-Force Cahokian thinks he himself would actually be a
1 were planted in 2002 with a rejection — the better leader most of the time). When they’re “off-
rejection of Gregory Robinson, codenamed duty,” they usually socialize together; they often go
“Stareye,” from the Ameriforce One project to to movies, live sporting events, or bars.
create a new team of superhumans for the US Since the team only has three core members,
government. Enraged at being denied a place Stareye often arranges to hire “support personnel”
on the team despite his obvious superiority to (other supervillains) to work with the team for a
the “dolts” they’d chosen, Stareye decided if particular crime or series of crimes. The group pre-
Uncle Sam wasn’t going to give him the job he fers to work with other professional super-merce-
deserved, he wouldn’t work for the US at all. He naries who have strong reputations for profession-
went AWOL, embarking on a career of crime alism — the Steel Commando, Mechassassin, Lazer,
instead of superhuman-soldiering. Hazard, and the like — but when it comes right
After a couple years of solo supercrime down to it what the members of Merc-Force 1 look
sprinkled with periodic team-ups and working for first and foremost is the right superpowers for
for the occasional “master villain,” Stareye decid- the job. For example, if a crime involves tapping a
ed it was time to form a team of his own — one computer, they’ll hook up with Cybermind; if they
that would show the Army just what a mistake it need a lot of tricky technical work done, Utility’s
made when it didn’t give him a place on Ameri- tops on their list.
force One. He recruited two villains he’d read As its name implies, Merc-Force 1 willingly
about (illegally) in classified government files takes jobs for hire. They’ve worked for VIPER,
during his training: Piledriver, an energy-in- the Warlord, the Ultimates, ARGENT, and sev-
fused, superhumanly-strong man originally from eral organized crime syndicates, usually receiv-
Seattle; and a man codenamed “the Cahokian” ing excellent reviews for the quality of their job
who apparently was from some sort of alternate performance.
Earth. Tactics: Since they’ve all had some amount of
Finding Piledriver took a little work. He’d military training, the members of Merc-Force
broken out of the government’s secret “holding 1 have spent a lot of time and effort developing
facility” for military superhumans some time ago tactics that play to their strengths as a group
and gone on the run as a supervillain. After call- — the way their respective powers and preferred
ing on all of his underworld contacts and spend- moves can work together to maximum effect.
ing thousands of dollars on unscrupulous private They maintain a Mind Link between them at all
investigators, Stareye finally caught up with him times when on a mission so they don’t need to
on the outskirts of Chicago and made his pitch. communicate verbally, though they’ll drop it if
The suspicious Piledriver took a little convinc- they think an enemy mentalist is “tapping in”
ing, but he was smart enough to know he’d stay and listening to them. They have a fairly exten-
free and rich a lot longer as part of a team than sive “playbook” of maneuvers, each with a simple
he would on his own. Finding the Cahokian, on one- or two-word code name (the team periodi-
the other hand, was easy — he was still in that cally changes these names to avoid becoming too
same “holding facility” after all these years. Star- predictable). Some of these tactics include:
eye and Piledriver broke him out and arranged ■ Beta Green: the Cahokian Holds his Action
to have his signature weapon rebuilt for him in the hopes of picking off a target who tries to
by Wayland Talos; the grateful Cahokian read- Dodge or Dive For Cover out of the way of the
ily signed up for the team. Stareye christened others’ attacks
them “Merc-Force 1” as a slap in the face to the
■ Theta Mind [name of target]: Stareye captures
Ameriforce One brass. Since then the three of
them, often with two or three more villains as the designated target in a Mental Paralysis, then the
short-term allies or hirelings, have committed a Cahokian concentrates his fire on that target. (Iota
series of crimes across the US and fought several Mind means for Piledriver to attack the paralyzed
superhero groups. victim, usually using downward blows to avoid
having to chase the target down after doing Knock-
Group Relations: The members of Merc-Force 1 get back to him.)
along pretty well. Being in charge makes Stareye
■ Omicron Fats [name of target]: Use your most
happy, and for the most part he’s not a harsh or
demanding leader so Piledriver and the Cahokian powerful attack on the designated target.
Evil Unleashed ■ Chapter Two 55
PILEDRIVER PILEDRIVER
PLOT SEEDS Val Char Cost Roll Notes
70 STR 60 23- Lift 400 tons; 14d6 [7]
After he gets zapped by 20 DEX 30 13- OCV: 7/DCV: 7
an unusual energy blast 40 CON 60 17-
during a super-battle, 30 BODY 40 15-
Piledriver’s body loses 15 INT 5 12- PER Roll 12-
the ability to regulate
10 EGO 0 11- ECV: 3
the outflow of solar
energy. He begins suf- 25 PRE 15 14- PRE Attack: 5d6
fering bouts of intense 10 COM 0 11-
pain, and he often loses 40 PD 26 Total: 40 PD (40 rPD)
control of his powers,
50 ED 42 Total: 50 ED (50 rED)
resulting in significant
destruction. He asks the 5 SPD 20 Phases: 3, 5, 8, 10, 12
hero whose blast did 30 REC 16
this to find out what 80 END 0
happened and fix it. 100 STUN 15 Total Characteristics Cost: 329
Movement: Running: 6”/12”
An old friend of Calvin
Flight: 15”/240”
Tannenbaum’s sees Pile-
driver on TV and thinks Cost Powers END
she recognizes him. She 35 Arm Sweep: Area Of Effect (One Hex;
approaches the PCs and +½) for up to 70 STR 3
offers to tell them what
22 Solar-Toughened Form: Hardened (+¼)
she knows — if one of
the PCs will go on a date for 40 PD/50 ED 0
with her. (For added 56 Solar-Toughened Form: Damage Resistance
fun, make it a married (40 PD/50 ED), Hardened (+¼) 0
hero.) She’s had a crush 45 Solar-Powered Flying: Flight 15”, x16
on him for years, you Noncombat 4
see. And from the way 45 Solar-Powered Form: Life Support (Total) 0
she says “date,” the hero
gets the impression that Skills
it won’t just be dinner 20 +4 HTH
and a movie.... 3 Stealth 13-
1 Tactics 8- Calvin, codenamed Piledriver, spent a couple
Piledriver seemingly 3 Teamwork 13- of years in the program, but he never did well.
splits up with his team- He learned most of what they had to teach him,
mates and goes on a Total Powers & Skills Cost: 230 but he was a constant discipline problem. He
personal spree of crime Total Cost: 559 took orders poorly, did his own thing during
and destruction. Stareye
200+ Disadvantages group maneuvers, and went AWOL to enjoy a
and the Cahokian are
after him (for revenge, 10 Distinctive Features: Mutant (Not Conceal- night on the town far too often. Finally, after he
probably), which is able; Always Noticed; Detectable Only By hit one of his drill instructors so hard he nearly
causing problems of its Unusual Senses) killed the man, the Army confined him to the
own. The heroes need 20 Hunted: US government 8- (Mo Pow, NCI, stockade — which in Piledriver’s case meant a
to find Piledriver, stop Capture/Kill) secret military “holding facility” designed to im-
him, and figure out 20 Hunted: UNTIL 8- (Mo Pow, NCI, Cap- prison superhumans.
what’s going on before ture/Kill) Unfortunately for the Army, its “holding fa-
more death and destruc- cility” wasn’t as tough as it hoped. A few months
15 Psychological Limitation: Overconfidence
tion result. later Piledriver broke out and became a super-
(Very Common, Moderate)
15 Psychological Limitation: Greedy (Com- villain. The Army would probably have caught
mon, Strong) him eventually, but Stareye found him first and
15 Social Limitation: Secret Identity (Calvin recruited him for Merc-Force 1.
Tannenbaum) (Frequently, Major) Personality/Motivation: Unlike his teammates,
254 Experience Points who are both much more antisocial and violent
Total Disadvantage Points: 559 than he, Piledriver just basically wants to be left
alone to do whatever he feels like. He figures he’s
Background/History: Calvin Tannenbaum was a
big and strong enough to take what he wants,
late-blooming mutant — instead of emerging when
and therefore he deserves to have it. Anyone who
he hit puberty, his power to convert solar energy
gets in his way gets squashed. He’s so good at
into immense strength and resilience and the
squashing people that he’s developed a real streak
power to fly only became apparent when he reacted
of overconfidence that’s going to cause him prob-
poorly to some of the tests performed during his
lems sooner or later.
induction into the US Army. Realizing what it had
on its hands, the Army moved him out of basic Quote: “You think you’ve been hit hard before, pal?
training and into the Ameriforce One project. Try this on for size!”
Evil Unleashed ■ Chapter Two 59
Powers/Tactics: The cells in Piledriver’s body func- THE CAHOKIAN THE CAHOKIAN
tion like miniature solar engines, sucking up ultra- Val Char Cost Roll Notes PLOT SEEDS
violet radiation and using it to make him incredibly 20 STR 10 13- Lift 400 kg; 4d6 [2]
strong and resistant to injury; he can also project 20 DEX 30 13- OCV: 7/DCV: 7 The classic Cahokian
energy behind himself to fly. If deprived of signifi- 18 CON 16 13- plot: he hears about
cant amounts of ultraviolet radiation of any sort 13 BODY 6 12- something he may be
for long periods of time, he’ll weaken, losing about 20 INT 10 13- PER Roll 13- able to use to get home.
15% of his power per week until he passes into a He drags Merc-Force
15 EGO 10 12- ECV: 5
coma after a month. He’ll remain in the coma until 1 along to help him try
20 PRE 10 13- PRE Attack: 4d6 to get it, but somehow
he’d die of old age, is killed, or is revived with a 12 COM 1 11- something goes wrong
good strong dose of sunlight. and the whole situation
Compared to Stareye and the Cahokian, 10 PD 6 Total: 21 PD (11 rPD)
becomes an unmitigated
Piledriver isn’t much of a tactician. He’s usu- 10 ED 6 Total: 21 ED (11 rED)
disaster that the PCs
ally the front wave of their offense — the guy 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 have to contain, correct,
who charges into battle and just starts smashing 10 REC 4 or counteract.
things — and he likes it that way just fine. He 36 END 0
still doesn’t much like to take orders, but he’s 40 STUN 8 Total Characteristics Cost: 147 The Cahokian and a PC
learned enough to know that things tend to go Movement: Running: 9”/18” with similar abilities
better when he does what Stareye tells him to, develop a sort of rivalry.
Leaping: 6”/12”
and he’s got the team’s tactical codes down cold. The crossbow-armed
Swimming: 4”/8” villain keeps showing
Campaign Use: Piledriver is the closest thing up at inopportune times
Cost Powers END
Merc-Force 1 has to a weak link. He’s not entirely to “test” the hero — not
45 High-Tech Crossbow And Quarrels:
comfortable with some of the things his team- to hurt him, but to win
Multipower, 60-point reserve, 60 Charges
mates do, and with the right sort of socializa- bragging rights.
(+½) for entire reserve; all OAF (-1) [60]
tion and experiences it might even be possible
2u 1) Broadhead Arrow: RKA 3d6; OAF (-1)
to transform him into a quasi-hero instead of a Whoever sent the
2u 2) Chisel-Point Arrow: RKA 2d6, Cahokian here begins
happy-go-lucky supervillain.
Armor Piercing (+½); OAF (-1) sending more of his peo-
To make Piledriver tougher, let him channel
3u 3) Taser Arrow: Energy Blast 12d6; ple here. Not only does
his stored solar energy in other ways — perhaps as
OAF (-1), STUN Only (-0) this cause problems for
Energy Blasts, Sight Group Flashes, or other Ranged
3u 4) Glue Arrow: Entangle 4d6, 4 DEF, Earth’s authorities, but
attacks. To weaken him, remove some or all of his the Cahokian realizes it’s
Sticky (+½); OAF (-1)
Combat Skill Levels, or reduce his STR to 60. going to leave the Em-
3u 5) Flare Arrow: Sight and Hearing
Piledriver doesn’t Hunt heroes unless Stareye pire dangerously weak.
Group Flash 11d6; OAF (-1)
orders him to, in which case he follows orders. He’s got to get home
3u 6) Smoke Arrow: Darkness to Sight
Appearance: Piledriver is an enormous brute of a now... no matter what
Group 4” radius, Continuing Charges
the cost!
man, 6’8” tall and with the super-muscular build (each Charge used for this slot lasts for
one would expect of a man who can lift 400 tons. 1 Turn [or ends if exposed to high winds
He’s technically white, but the internal solar fires or rain]; +½); OAF (-1)
that give him his powers have “burned” his skin 3u 7) Explosion Arrow: Energy Blast 8d6, Ex-
a sort of charcoal grey and caused all the hair plosion (+½); OAF (-1)
on the top of his head to fall out. His costume 3u 8) Knockout Gas Arrow: Energy Blast
is a sort of gold-colored leotard and tank top 4d6, NND (defense is Life Support
that resembles a professional wrestler’s outfit; [Self-Contained Breathing]; +1), Area
he doesn’t wear gloves or a mask, but does have Of Effect (4” Radius; +1); OAF (-1)
oversized black boots (“the better to stomp you 30 Blaster Staff: Multipower, 60-point reserve;
with,” as he sometimes puts it). all OAF (-1)
1u 1) Staff: HA +4d6; OAF (-1), Hand-To-
Hand Attack (-½) plus 1” Stretching, Re-
duced Endurance (0 END; +½); OAF
(-1), Always Direct (-¼), No Noncombat
Stretching (-¼), Only To Cause Damage
(-½), No Velocity Damage (-¼) 2
1u 2) Projecting Spearhead: HKA 1d6+1 (2½d6
with STR); OAF (-1) plus 1” Stretching, Re-
duced Endurance (0 END; +½); OAF
(-1), Always Direct (-¼), No Noncombat
Stretching (-¼), Only To Cause Damage
(-½), No Velocity Damage (-¼) 2
3u 3) Blaster: Energy Blast 12d6; OAF (-1),
12 Charges (-¼) [12]
60 ■ Villain Teams Hero System 5th Edition
SOLO VILLAINS
64 ■ Solo Villains Hero System 5th Edition
10 Accidental Change: 8- when he uses more paint, and his memory came flooding back. He JOSIAH BRIMSTONE
than 60 points’ worth of his VPP Pool in a could feel the demon’s soul within him, fluttering PLOT SEEDS
single Phase (see text) (Common) against his flesh like a butterfly trapped in a man’s
10 Accidental Change: 8- once per game session hand. Terrified, he fled from college and his former It turns out Belial let
or adventure for no particular reason at all life, hoping to find some way to reverse what had Brimstone live because
other than the GM’s kind graces (Common) happened and regain his own soul. he thinks the powerful
20 Distinctive Features: Aura Of Infernal Evil But that proved far harder than he’d thought. young man will be a
(Concealable With Effort; Causes Fear) The first few months and years were painful ones, mighty warrior for Hell
15 Enraged: if thwarted or tricked (Uncom- as he stumbled through the Mystic World looking in the coming conflict
mon), go 11-, recover 11- for answers to a question he could barely formulate. with Heaven (see Vibora
Bay for details). When
15 Physical Limitation: Must Obey Anyone Even worse, he soon discovered that the demonsoul
Brimstone shows up
Who Knows Its True Name (Infrequently, within him could break free, transforming his body in the Queen City and
Fully Impairing) into diabolic form so it could wreak great harm and begins wreaking havoc
15 Physical Limitation: Restricted By Pen- evil. In time he developed a rigid self-control, the for no apparent reason
tagrams, if confined within a pentagram better to keep the demon chained within him, but other than the sheer joy
cannot leave or affect anyone or anything not even his iron will was always enough: the very of destroying things, the
outside the pentagram (Infrequently, Fully demonsoul within corrupted him, making him heroes have to find him,
Impairing) prone to great rage, and during those times when defeat him, and figure
25 Psychological Limitation: Utterly Evil (Very his passions overcame his will the demon was most out that Belial is subtly
Common, Total) likely to break free for a time until his own person- manipulating him.
20 Psychological Limitation: Overconfidence alty re-asserted itself.
(Very Common, Strong) Collin, now calling himself “Josiah Brimstone” Brimstone approaches
the heroes, asking for
5 Rivalry: Professional (with other Greater as a sort of ironic joke and way to keep his true
their help. He claims to
Demons, for power and influence) identity and name a secret, traveled the world look- have found information
25 Susceptibility: to holy places and objects, ing for the key with which to unlock the secrets about a “Soul Gem” that
takes 2d6 damage per Phase demon is on that would enable him to regain his soul. He prac- he thinks might eject
holy ground, in a holy place, or within 1” of a ticed meditation with sadhus in India, absorbing the demon’s soul from
holy object (Common) their holy wisdom and learning ways to control the his body, returning his
1,261 Experience Points demon within. He studied with Chinese and Japa- own in its place. But
nese masters of the occult, practicing both martial he doesn’t know where
Total Disadvantage Points: 1,656 the Gem is or who has
arts and spellcraft with them. Hidden druidic
Background/History: It was a long, long time ago in circles in the British Isles, ancient cults in Russia, it. He wants the heroes
a strange, distant land: New York City, 1972. Out of to help him find it. If
Middle Eastern fakirs and dervishes, Haida Indian
boredom and rebelliousness, Collin Kildare, a col- they trust him enough
shamans in British Columbia, and many others to believe him (he’s
lege student and the wealthy son of even wealthier taught the quiet, somber man who possessed such certainly hatched more
parents, turned to the occult. On Walpurgisnacht great power but carried such a terrible burden. fiendish plots when
he worked his greatest magic ever: a conjuration to None of them could give him the key he sought under the demonsoul’s
call forth a demon from the Nether Realms. — but with each mystic and magus he studied un- influence...), can they
It worked... but not the way he intended. der, his already considerable power and knowledge survive spending a long
Unbeknownst to anyone, even himself, Collin pos- grew even more. But he’s never learned enough to period of time in his
sessed a profound, innate talent for magic surpass- storm the gates of Hell and regain by force what company as they scour
ing even that of most of the puissant mystics on was taken from him so long ago. the Earth looking for the
Earth. What responded to his call was not just any Soul Gem? But can they
In time Brimstone made his way back to the
demon — some lesser soldier or camp-follower of afford not to try, given
United States. Since then he’s often found himself that finding it might
the armies of the infernal — but Belial, Duke of caught up in adventures. Sometimes he’s on the side remove so powerful a
Hell and one of the most powerful beings in the of the angels, helping some hapless person with a threat from the world?
Descending Hierarchy. mystic problem... though often as not his “help” is
Belial gasped when he saw the power in young a double-edged sword. At other times his demon- Brimstone begins losing
Collin — and then laughed with malefic glee when born selfishness and anger make him a threat to the control of himself more
he realized the boy didn’t know how to use it yet peace and safety of innocent folk instead of a hero and more often — it’s
and had left himself vulnerable. He decided to do or helper. His burden is a terrible one, and he longs as if the demonsoul is
something about this impudent fool now, before for the day he can set it aside forever... even if doing getting stronger or less
he came into his power enough to pose a threat to so costs him his arcane powers. restrained. Concerned
Belial or his masters... and to have a bit of fun in that this may signal
the process. He grabbed the screaming Collin and Personality/Motivation: Josiah Brimstone was once some plot or coming
tore from him his very soul. And then he worked a a cynical, jaded young man: a snob, a dilettante, an assault by the minions
summoning himself, calling one of his minions to uncaring fool. Some of that changed when Belial of Hell, he alerts the PCs
replaced his soul with that of a demon, but for the and asks for their help.
him: a demon of vast and terrible power, but still
beholden to the Duke Belial shoulder-and-hip. He most part things just got worse. Having a demon’s
gave young Collin’s soul to this demon as a play- soul inside him has made him selfish, arrogant, snide,
thing... but then removed the demon’s own soul sarcastic, insultingly judgmental, and annoyingly
and thrust it into Collin’s body! cryptic.Worst of all, he’s prone to completely losing his
Collin awoke the next morning thinking temper in stressful situations or when exposed to holy
he’d had way too much to drink. Then he saw the magics — and when that happens, sometimes the
smeared pentagram drawn on the floor in red demonsoul frees itself and takes over his body.
68 ■ Solo Villains Hero System 5th Edition
Brimstone often tries to do what he thinks When Brimstone transforms into the de-
is the “right thing,” on the theory that this will mon, he remains in demon form until the demon
weaken the demonsoul. But between his negative has acted for a minimum of one Phase. Then
personality traits and his Unluck he usually just he and the demon begin engaging in EGO Roll
makes things worse. Many heroes have concluded Contests every Phase: if the demon wins, it re-
that turning down his offers of “help” is easier than mains in existence; if Brimstone wins, he regains
working with him... which of course only angers control of the demon and reverts back to his nor-
him. And then there are the times the demonsoul mal form at the end of that Phase. The demon
influences his personality enough to make him may also lose control if it takes BODY damage, if
act like a full-blown supervillain. (In game terms, it uses too much of its own power, or sometimes
the GM should roll his Sometimes The Demonsoul for no reason anyone can fathom.
Takes Over Psychological Limitation periodically; During his studies and adventures Josiah
if the roll fails, Brimstone becomes thoroughly, un- Brimstone has acquired several enchanted items
hesitatingly evil for a while.) of great power. The most daunting of these is
Josiah desperately wants to get his own soul Gloomspire, which resembles a sword too long to
back. He believes the demon Belial gave it to, or be held in one hand, though Brimstone can hold
perhaps Belial himself, still has it. But even if that’s it one-handed with ease. It appears to be made out
true, that doesn’t mean he can easily get it back. of some strange, greyish metal that seems to eat
He’s tried storming the gates of Hell twice to take it the light rather than reflect it. But it’s not actually
by force, only to be repulsed each time — because a sword in the traditional sense — it’s more of a
he lost it through his own folly, he has to find a way spiritual weapon. When it touches someone, it can
to get it back through his own maturity, responsi- cause great pain, even unto death, but it can also
bility, and good deeds, he can’t just snatch it back. inflict emotional or mental torment, diminish the
But he would be willing to risk much to regain it. victim’s force of personality, weaken or corrupt
Quotes: him, and so forth. Gloomspire has a terrifying
reputation among the Mystic World; Brimstone’s
1. “Like the man said, there are more things in causing it to manifest is enough to give most
Heaven and Earth than are dreamt of in your phi- mystics opposing him pause. (More than a few
losophy. Believe me.” of them consider it an evil object, and Brimstone
2. “If there’s one thing I know about, it’s fighting doubly evil for using it.)
your inner demons.” Equally dangerous in its own way, but far less in-
timidating in appearance or effect, is the Phantasma-
Powers/Tactics: Josiah Brimstone is a supermage
goric Flame Of Falthagar, which Brimstone took from
of great might, able to command the powers of
the evil dimensional overlord of the same name after
thaumaturgy with nothing more than the force of
winning a contest of power. The Flame resembles an
his will (though he usually adds a wave of the hand
ordinary bit of fire... attached to a finely-wrought sil-
and a short incantation just for show). In addition
ver necklace as if it were some gemstone! Even more
to his vast repertoire of learned spells, he carries
disturbingly, while hanging from the necklace the
several enchanted items (see below), and his magi-
Flame burns downward, contrary to gravity. It does
cal powers reduce his need to eat or sleep and make
not burn the wearer, and Brimstone usually wears it
it effectively impossible to foresee his actions.
under his shirt were people can’t see it. If necessary, he
While Brimstone naturally possesses great
can pull the Flame from the chain and hurl it at an en-
magical talent, it’s possible (but not necessar-
emy. Depending on what he wills, it can either strike
ily true) that some of his magical power results
a single person, form a fireball, or the like. After it
from the fact that he’s got a demon’s soul instead
strikes, the Flame leaps back to Brimstone’s hand to be
of his own. But even if the demonsoul gives him
thrown again or re-attached to the chain. Brimstone
power, it also creates many difficulties for him.
can also detach the Flame and hold it in his hand in-
Most prominently, in times of stress he’s prone to
stead of throwing it; a person who gazes at the Flame
transforming into the demon — the demonsoul
while he’s holding it can be made more susceptible to
takes control of him entirely, submerging his
Mental Powers as long as Brimstone keeps waving it
personality beneath its own and altering his form
in front of their eyes.
and powers to demonic ones. This most often
Not an attack, but as useful in its own way
happens when he becomes angry or suffers an
as either Gloomspire or the Flame, is the Book of
injury, but it can also happen when he uses too
Forlorn Imprecations, a special deck of tarot cards
much of his mystic power, or sometimes for no
Brimstone crafted himself. If he takes the time
discernible reason at all. (In the case of his Ac-
to do a reading, he gains glimpses of the future...
cidental Change for using more than 60 points’
though not always very precise ones.
worth of his VPP Pool in a single Phase, make
One of Brimstone’s instructors gave him the
the roll each Phase, with the roll increasing by 1
Ring Of Eyes, which looks like a finger-ring with a
for each Phase he maintains that level of power
living human eye where a decorative stone might
use.) At the GM’s option, Brimstone’s Accidental
otherwise be, and etchings of other eyes along the
Change rolls might be reduced a point or two
rest of the band. On command these eyes all float
for a day if he performs some particularly self-
out of the ring and encircle Brimstone’s head in a
less good deed; the “good karma” this builds up
slowly-rotating halo, giving him the ability to see
makes it easier to quell the demonsoul.
all around himself at once.
Evil Unleashed ■ Chapter Three 69
Campaign Use: Josiah Brimstone is intended as a From Robert Caliburn (see Vibora Bay)
sort of unpredictable quantity you can thrust into Brimstone’s learned of a potent mystical artifact
your campaign. On the one hand, there are times called the Soul Gem, one of four Elemental Gems
when his knowledge and power could be of great of unknown origin (Caliburn himself possesses one
help to the PCs (though admittedly there’s always — the Flame Gem). It’s possible that the Soul Gem
some risk when one gets involved with him). On could be a big help in Brimstone’s quest to regain
the other hand, when his negative side has the up- his own soul. But no one seems to know who pos-
per hand — or even worse, when the demonsoul sesses it (if anyone), or where it is... or if they do,
takes over — he’s a powerful and deadly foe. His they’re not telling.
“Demonsoul Embodied” form should be tough To make Brimstone tougher, increase the size
enough to take on most teams of heroes; if not, of his VPP (and/or how much of it he can use at
consider boosting its powers until it is. once without the risk of triggering the demonsoul),
Several intriguing questions surround Josiah give him more powers outside of it, and/or increase
Brimstone. First, do demons really have souls? If his SPD to 6-7. To weaken him, get rid of Gloom-
so, that would seem to have some unusual theo- spire and the Phantasmagoric Flame.
logical implications. If not, what did Belial put Brimstone rarely Hunts heroes; he has other
inside young Collin Kildare? Second, if Brimstone things to worry about, and when he’s in his right
succeeds in getting his own soul back and ridding mind doesn’t really have any interest in opposing
himself of the demonsoul, will it cost him his pow- “the good guys” anyway. Only if he thinks a hero
ers entirely, or diminish them? Third, why didn’t might help him regain his soul would he be likely
Belial just kill him? Obviously, it wasn’t really by to Hunt him in earnest.
mere whim that Belial left him alive and in the grip Appearance: Josiah Brimstone stands 6’0” and
of the demonsoul. It didn’t take long for Brimstone weighs about 175 pounds; he’s got a rather thin,
to realize the arch-devil had a purpose in leaving sometimes almost gaunt, build that conceals the
him alive. It probably has something to do with great reserves of physical and spiritual strength
wanting to exploit Brimstone’s power... but given within him. His hair is dark and often a little un-
the wicked cleverness of the likes of Belial, it could ruly; his complexion is pale, his face cleanshaven.
be almost anything. He usually wears ordinary men’s clothes, often with
a black trenchcoat or Inverness cloak over them.
He frequently smokes cigarettes.
70 ■ Solo Villains Hero System 5th Edition
200+ Disadvantages
25 Accidental Change: whenever she touches
another person skin-to-skin (Common,
Always)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
20 Hunted: FBI 8- (Mo Pow, NCI, Capture)
20 Psychological Limitation: Paranoid (Very
Common, Strong)
10 Psychological Limitation: Vengeful (Uncom-
mon, Strong)
10 Social Limitation: Socially Inept (suffers -2
to Interaction Skill Rolls) (Frequently, Mi-
nor)
10 Unluck: 2d6
941 Experience Points
Total Disadvantage Points: 1,256
Background/History: Kim Culhane grew up plagued
with bad luck. Her high school years were particu-
larly unkind, mostly because she spent them in a
dismal boarding school. Something within her kept
her apart from others — she’d spend hours watch-
ing people from the shadows, wishing she could be
like them, but never talking to them. Eventually,
to spite her parents, she ran away from school and
joined the military.
When the initial screening process showed
a particular abnormality in her DNA, the Army
asked if she’d participate in several biological ex-
periments. Its goal was to create someone powerful
enough to take out rogue superheroes the military
was usually powerless against. Intrigued, and des-
perate for cash, Kim agreed.
Whether the procedures brought out some-
thing in her DNA, or empowered something she’d
doing as much damage to the social unit as she can
wanted all her life, the Army succeeded in creating
before she leaves.
someone who could easily cripple most superhu-
mans with just a touch. But the plan depended on Quote: “OK, it’s a deal. Whatever you say. Here,
her wanting to help her country, and that wasn’t shake on it....”
uppermost in Kim’s mind. Overwhelmed by all the Powers/Tactics: Eclipse has two basic powers. The
attention, she just wanted a vacation and time to first is to perceive and analyze life energy. This al-
think about things. Unwilling to let its new “asset” lows her to know who around her has superpow-
loose on her own, the Army locked her up. But her ers, and the basic source of those powers (mutant,
keepers didn’t realize her powers could affect nor- mutate, mystic, technological, and so on). It also
mal people as well as superhumans, and it wasn’t tells her whether a person has a strong, healthy life-
long before she’d copied the appearance and skills force, since she’d rather not mimic weak or sickly
of one of her captors, cleared out all records of her people if she can avoid it.
existence from the computer files, and walked out The second power is a suite of two abilities. The
the front door. first is a Mimic Variable Power Pool that lets her copy
Personality/Motivation: Eclipse (as Kim calls the appearance, Skills, powers, and other abilities
herself) is cursed, now more than ever. Her pow- of a single individual. She can’t copy more than one
ers completely cut her off from human contact person at a time (even if she has Pool points unspent).
— while she can’t hurt anyone, touching a person The change occurs automatically if she touches some-
immediately makes her transform into that person, one skin-to-skin, whether she wants it to or not (thus,
and she only changes back into herself when she a good tactic to use against her in combat is to force
falls asleep or gets knocked unconscious. As a re- her into contact with a normal person). She can only
sult she’s become more paranoid, bitter, and alone copy natural or innate abilities (including some OIFs
than ever. She takes jobs as a mercenary supervil- and Restrainable powers, such as implanted cyber-
lain both to earn money and to have some minimal ware); Foci, objects of power, and the like are beyond
social contact with other people. Sometimes she her abilities to steal.
takes over a person’s appearance and identity and When Eclipse mimics someone’s powers, she
keeps him captive so she can blend into his group doesn’t just copy them — she steals them. When
of family and friends and feel like a “real person” she uses her Power Pool she also activates a mas-
for a while... but sooner or later she’s found out sive Suppress that affects all of the target’s powers,
again and has to flee, usually focusing her rage into Skills, and other abilities, regardless of origin or
76 ■ Solo Villains Hero System 5th Edition
8u 7) Repair Damage To A Machine And 6 TF: Common Motorized Ground Vehicles, THE ENGINEER
Refuel It: Healing BODY And END 6d6, Small Motorized Boats, Small Planes, PLOT SEEDS
two Characteristics simultaneously (+½), Re- Snowmobiles, Two-Wheeled Motorized
duced Endurance (0 END; +½); Only Ground Vehicles Having stolen experi-
Usable On Mechanical Devices (-½) 0 4 Weaponsmith (Energy Weapons, Firearms, mental gravitics tech-
8u 8) Communicate With Machines: Missiles & Rockets) 16- nology, the Engineer
Telepathy 14d6 (Machine class of minds), 3 Scientist decides to showcase
Reduced Endurance (0 END; +½) 0 2 1) SS: Civil Engineering 16- it by removing one of
37 Innate Defense Against Technology: 2 2) SS: Electrical Engineering 16- the largest office build-
Armor (20 PD/20 ED), Hardened (+¼); 2 3) SS: Mathematics 16- ings in the city from its
foundations and lifting
Only Versus Ranged Technological 2 4) SS: Metallurgy 16-
it 100 meters into the
Attacks (-1) 0 2 5) SS: Robotics 16- sky. For some reason,
19 Machine/Organic Hybrid Body: Armor 2 6) SS: Structural Engineering 16- the people in the office
(8 PD/8 ED); Activation Roll 15- (-¼) 0 Total Powers & Skill Cost: 713 building at the time
12 Part-Human, Part-Machine Mind: Total Cost: 926 don’t appreciate this.
Mental Defense (16 points total) 0 When people panic and
8 Ear Coverings: Hearing Group Flash 200+ Disadvantages begin leaping out of the
Defense (12 points); OIF (-½) 0 10 Enraged: When Someone Mentions Mech- building to their deaths,
8 Eye Shields: Sight Group Flash Defense anon’s Name (Uncommon), go 8-, recover the Engineer doesn’t
(12 points); OIF (-½) 0 11- seem to care. And if the
15 Hunted: Mechanon 8- (Mo Pow, Harshly heroes interfere with yet
17 Cameravision: Clairsentience (Sight
another of her plans, she
And Hearing Groups); Only Through Punish)
won’t hesitate to drop
Cameras And Listening Devices (-½), 15 Hunted: VIPER 8- (As Pow, NCI, Harshly the building in a fit of
Attack Roll Required (-¼) 3 Punish) pique.
10 Cyberlink: Mind Link, any one willing ma- 5 Physical Limitation: affected by Mental Pow-
chine; No Range (-½) 0 ers that affect either the Human or Machine Determined to destroy
40 Read A Computer’s Memory At A Glance: class of minds (Infrequently, Slightly Impair- Mechanon once and for
Detect Data In A Computer 16- (Ra- ing) all, the Engineer gathers
dio Group), Discriminatory, Rapid 15 Psychological Limitation: Easily Infatuated together a dozen su-
(x10,000,000,000) 0 With Male Battlesuit Heroes (Common, pervillains and heroes,
53 Sense Machine: Detect Machines 16- Strong) all of whom are sworn
(Radio Group), Discriminatory, Analyze, 15 Psychological Limitation: Seeks To Cre- enemies of the metal
ate Benevolent Machine World (Common, tyrant, and persuades
Increased Arc Of Perception (360 Degrees),
them to put aside their
Microscopic (x1,000,000), Targeting 0 Strong)
differences and perform
15 Electronic Concealment: Invisibility to 10 Psychological Limitation: Grandiose, Loves a coordinated strike (“...
Sight Group , No Fringe; Only Versus Ma- To Do Things On A Huge Scale (Common, otherwise we’ll be deal-
chines (-1) 3 Moderate) ing with Mechanon in
18 Mechanon Interrogation Protocol: 15 Susceptibility: to telepathic scans of her the year 3000!”) The PCs
Healing 2d6 (Regeneration, 2 BODY per subconscious, takes 3d6 damage instantly receive an invitation to
Turn), Can Heal Limbs, Reduced (Uncommon) take part. But can they
Endurance (0 END; +½), Persistent (+½); 626 Experience Points work with homicidal
Extra Time (1 Turn; -1¼), Self Only (-½) 0 maniacs, even in a good
Total Disadvantage Points: 926 cause?
Perks Background/History: Grace Gallowglass was an
10 Money: Wealthy engineering student from Killarney, Ireland, who A particularly rowdy
came to Millennium City University to study ro- pack of engineering
Talents students from the local
botics. A studious woman, quiet but ambitious, she
3 Absolute Range Sense university decides to
hoped one day to be involved in “the engineering
3 Absolute Time Sense invite the Engineer to
project of the new century.” One of the fields that
5 Eidetic Memory their Engineering Week
she studied was robotics, and she was especially in- festival as their guest
Skills terested in superhero and supervillain robots... par- of honor. The villainess
10 +1 Overall ticularly Mechanon. It was only natural: he might agrees — if they’ll do
3 Computer Programming 16- be a homicidal monster, but he’s also the greatest her a favor for first. So
3 Deduction 16- achievement in the history of robotics. why does the Engineer
She wanted to examine the Mechanon tech- want them to suspend a
3 Electronics 16-
nology up close and personal, and ironically, it Volkswagen on the roof
15 Inventor 22- of the superteam’s head-
3 KS: The Superhuman World 16- turned out that one of Mechanon’s hidden bases
was beneath the campus robotics workshop. quarters?
3 Lockpicking 13-
3 Mechanics 16- She snuck into it minutes after a battle between
15 Power: Cyberkinesis Tricks 19- the Champions and Mechanon, but her excite-
3 Security Systems 16- ment turned to horror when she was trapped by
3 Systems Operation 16- the machines and imprisoned in a net of steel
tentacles and silicon probes. She’d activated the
auto-repair systems, but there was no Mechanon
for the system to repair.
78 ■ Solo Villains Hero System 5th Edition
The Engineer says she’s above “petty emotions” Although she’s extremely powerful, she’s
like revenge. You’d never know it from the tenac- not active enough to replace Cybermind as the
ity she demonstrates when someone’s spoiled one premier cyberkineticist of the Champions Uni-
of her plans, or her complete and utter hatred of verse, nor is she as directly effective in combat.
Mechanon. While she claims she thinks she’s “bet- She shouldn’t be able to hold her own against
ter” than the petty masses of humanity, she often most hero teams without her robots (and at least
clings to battlesuit-clad heroes. She believes they one NPC battlesuit-clad hero or villain under
might be kindred spirits, someone else who’s ex- her control). Groups that use a lot of technology
perienced the merging of the machine and human will find her to be a nastier foe than those who
worlds (invariably she gets disappointed, but she’s rely on natural talent, magic, and mutation. Even
still desperate for companionship). against technological heroes, her power suite
The Engineer claims to be protective of human relies on broad area of effect powers that will be
life, and isn’t a casual killer. But she’s never had any less effective against single PC opponents.
qualms about taking a life when someone becomes To adjust the Engineer for a lower-powered
a serious impediment to her plans. campaign, reduce her SPD to 4, her EGO to 18,
Quote: “The Machine. The next step in the para- her Cyberoverride to 12d6, her NND KA to 2d6,
digm of the universal aesthetic. You breathed life and remove her Overall Level. To make her more
into us, human, but the father is rarely happy when powerful, boost her Variable Pool to an 80-point
his son learns to stand on his own two feet.” Pool, give her two more Overall Levels, boost her
Cybercontrol power to 14d6, her Cyberoverride to
Powers/Tactics: The Engineer is a cyberkineticist 16d6, her Destroy Machines power to 3½d6, her
of great power and ability. Although the Mechanon Machine Manipulation to 35 STR, her Sap Powers
process boosted her basic human abilities, she’s less to 8d6, and her Create Robot From Spare Parts to
of a combatant than most master villains. When it four robots at a time.
comes down to conflict, she relies on robotic min- If the Engineer Hunts someone, he probably
ions (like the Enginoids described below) to do the has something she wants, has some connection to
fighting for her. If forced to fight, she’ll evaluate the Mechanon, is an anti-technological fanatic, or is a
technological expertise of the opposition, quickly hunky guy in a battlesuit that she has the hots for.
try to turn one of the heroes against his team (if Otherwise she generally can’t be bothered. As a
they have Foci she can control), then sit back and Hunter, she usually prefers to ambush her quarry,
cobble together robots (she always has a few spare capturing him alive so she can have a “chat” with
junk piles at her bases for just such an emergency). him or dispose of him how she pleases.
For the Engineer’s “Enginoid” robots, you can
use the ones in The HERO System Bestiary, Star Appearance: Prior to her transformation, Grace
Hero, or other Hero Games publications if you pre- was a tall Caucasian female, 5’10” and 140
fer not to create your own. If you want more “spe- pounds, with dark brown hair and brown eyes.
cialized” creations, you can take character sheets Now she’s a constantly changing hybrid of flesh,
from Conquerors, Killers, And Crooks and add the metal, and circuitry draped over a once-human
appropriate Automaton Powers. frame (her attractiveness varies depending on
what parts of her are being “repaired,” the pro-
Campaign Use: The Engineer fits the “master villain- cess tends to run the course over her entire body
ess who shows up on rare occasions” niche. She’s in about ten minutes). As the Engineer, Grace
tough, but her plans are so complicated it takes wears a bodysuit, gold with blue trim; her cape
a lot of time and energy to implement them. Her and hood are gold with a blue lining. Her voice
schemes aren’t always evil; more often than not, has a slightly echoed, mechanical edge.
she builds a project with the best of intentions, but
doesn’t consider the side effects (“I’ve rerouted the
earth’s magnetic field so it creates a natural space
elevator at this spot....” “But it’s the earth’s magnetic
field! You’ve just disrupted everything from radio
to cell phones to traditional navigation!” “So what?
— space elevator!”).
80 ■ Solo Villains Hero System 5th Edition
Green Dragon is not, however, wholly with- Green Dragon’s fighting tactics are fairly
out good qualities. He is in fact an honorable simple and straightforward. He attacks quickly
person and warrior. To him, “honor” means he and hard, hoping to take his opponent down eas-
will not attack opponents from ambush or “fight ily. Only if this proves unworkable will he resort to
dirty,” fight women (unless they attack him first), more advanced tactics such as acrobatic manuever-
use weapons (again, unless they are used against ing and tien-hsueh strikes. Due to his relatively low
him first), or “dishonor” himself through sin- defenses, he often uses his Martial Dodge when
ful or licentious conduct. The conflict between facing foes with powerful attacks. His tactics are
his bigotry and his desire to be honorable seems further circumscribed by his “honor,” as described
never to have occurred to him. above. He also has a tendency to announce his
The only thing in the world that means presence and make a brief, haughty speech before
more to Green Dragon than fighting is his he attacks someone.
younger sister, Lin. He loves her very much, but Campaign Use: Deng makes a great antagonist for
expresses his love through a stifling overprotec- a martial arts-oriented hero, particularly one of
tiveness that is beginning to extremely annoy her Western descent. As a Hunter, he’s not very imagi-
now that she’s an independent young woman. native, simply attacking his foe at inconvenient
Her chosen career — actress — is scandalous and moment or teaming up with other villains to cause
repugnant to him, and he’s doing everything he him trouble.
can to make her live a more “womanly” life. (His If Green Dragon isn’t powerful enough for
attitudes about women are just one of Deng’s your campaign, boost his STR to superhuman lev-
many “traditional” opinions; as Lin has observed, els (he underwent ancient mystic Chinese rites to
his views are frequently “twelve thousand miles get superpowers) and increase his defenses to just
and two thousand years away!”) above campaign averages (and perhaps make part
Quote: <<“American dog! Now I will show you of them Resistant). If he’s too powerful, reduce his
what true kung fu is!”>> STR to 25 or 20, his DEX to 24, his SPD to 6, and
Powers/Tactics: Green Dragon has two qualities get rid of some or all of his Extra DCs.
that make him a powerful fighter. The first is his Some of Green Dragon’s abilities are taken
strength; years of farm labor and heavy training from The Ultimate Martial Artist; feel free to ignore
have given him great lifting and hitting power. The them if you don’t have that book and aren’t sure
second is his speed; Green Dragon is fast, faster how they’d function.
than most superheroic martial artists. His training Appearance: Green Dragon is 5’8” tall and
has emphasized kung fu substyles which make the weighs 175 pounds, most of it rock-solid muscle.
best use of his speed and strength, such as Bear, He wears a costume colored light and dark green,
Dragon, and Shaolin Tiger. He has studied many with a “scale” pattern to it (like snakeskin). His
other substyles of kung fu as well. mask is dark green, with two flares projecting
However, Green Dragon also has attributes outward across either side his face which are
that hamper him in battle. Chief among these are embroidered with gold and orange threads. The
his pride, his anger, and his impetuousness. Unlike eyepieces of the mask are lined with a sort of
other martial artists of similar power, he’s spent transparent gauze which makes his eyes look like
little time on “mystic foolery,” such as ch’i abilities. they are solid white. The chest, arms, and legs
His power and skill are essentially stagnating; he of the costume are dark green; the gloves, boots,
has gone as far as he can go without delving into and trunks are lighter green.
the more esoteric aspects of the martial arts, which
he has neither the patience nor the discipline to do.
Evil Unleashed ■ Chapter Three 85
INVICTUS Perks
Val Char Cost Roll Notes 8 Fringe Benefit: Member of Congress
65 STR 55 22- Lift 204.8tons; 13d6 [6] 63 Well-Connected and 60 points’ worth of
29 DEX 57 15- OCV: 10/DCV: 10 Contacts in government, politics, law, and
35 CON 50 16- the media (including PR firms, other Con-
25 BODY 30 14- gressmen, prominent lawyers, and so forth)
25 INT 15 14- PER Roll 14- 10 Money: Wealthy
20 EGO 20 13- ECV: 7 Talents
30 PRE 20 15- PRE Attack: 6d6 15 Combat Sense 14-
22 COM 6 13- 3 Simulate Death
28 PD 15 Total: 28 PD (20 rPD) Skills
33 ED 26 Total: 33 ED (30 rED) 8 +1 with All Combat
6 SPD 21 Phases: 2, 4, 6, 8, 10, 12 6 +2 with Solar Blast Multipower
20 REC 0 12 Penalty Skill Levels: +4 vs. Range Modifier
70 END 0 with All Attacks
76 STUN 0 Total Characteristic Cost: 315
5 Accurate Sprayfire
Movement: Running: 11”/22” 3 Acrobatics 15-
Leaping: 13”/26” 3 Acting 15-
Swimming: 6”/12” 3 Breakfall 15-
Cost Powers END 3 Bribery 15-
140 Solar Blast: Multipower, 140-point reserve 3 Bureaucratics 15-
12u 1) Primary Attack: Solar Blast: Energy 3 Climbing 15-
Blast 16d6, Reduced Endurance (½ END; 5 Concentrated Sprayfire
+¼) plus Sight Group Flash 6d6, Reduced 10 Defense Maneuver I-IV
Endurance (½ END; +¼); Linked (-½) 5 3 Oratory 15-
14u 2) Precision Heat Blast: Energy Blast 3 Persuasion 15-
14d6, Autofire (5 shots; +½), Reduced En- 3 PS: Football 15-
durance (½ END; +½) 5 4 PS: Politician 15-
14u 3) White Flame: Energy Blast 14d6, 3 Power: Solar Fire Power Tricks 13-
Armor Piercing (+½), Reduced 5 Rapid Autofire
Endurance (0 END; +½) 0 5 Skipover Sprayfire
12u 4) Ignite The Air: Energy Blast 12d6, 3 Linguist
Affects Desolidified (+½), Reduced 3 1) Language: Greek (idiomatic;
Endurance (0 END; +½) 0 English is Native)
14u 5) Prostration: Drain STR and END 3 2) Language: Latin (idiomatic)
3½d6, two Characteristics simultaneously 3 3) Language: Russian (idiomatic)
(+½), Delayed Return Rate (points return 3 4) Language: Spanish (idiomatic)
at the rate of 5 per Minute; +¼), Area Of Ef- 3 Scholar
fect (10” Radius; +1), Selective (+¼), Ranged 3 1) KS: Classical Poetry 15-
(+½), Reduced Endurance 2 2) KS: Football 14-
(0 END; +½) 0 3 3) KS: Political Science 15-
25 Solar Toughness: Damage Resistance 3 4) KS: Roman History 15-
(20 PD/30 ED) 0 3 5) KS: Roman Literature 15-
10 Solar Eyes: Sight Group Flash Defense 2 6) KS: The Political World 14-
(10 points) 2 7) KS: The Superhuman World 14-
10 Tough Ears: Hearing Group Flash Total Powers & Skill Cost: 545
Defense (10 points) Total Cost: 860
11 Will Of Iron: Mental Defense
200+ Disadvantages
(15 points total)
5 Enraged: when he sees his own blood (Un-
15 Solar Form: Power Defense (15 points)
common), go 8-, recover 14-
20 Solar Form: Life Support (Immunity to
5 Enraged: when accused of criminal behavior
all terrestrial poisons and chemical
(Uncommon), go 8-, recover 14-
warfare agents; Longevity: ages at half nor-
20 Hunted: DEMON 8- (Mo Pow, Kill)
mal rate; Safe Environments: High
25 Hunted: VIPER 8- (Mo Pow, NCI, Kill)
Pressure; High Radiation; Intense Cold; In-
10 Psychological Limitation: Ambitious (Com-
tense Heat; Low Pressure/Vacuum) 0
mon, Moderate)
10 Swift Runner: Running +5” (11” total) 1
10 Psychological Limitation: Hates Christianity
4 Swift Swimmer: Swimming +4” (6” total) 1
(Common, Moderate)
9 Sharp Perception: +3 PER with all Sense
20 Psychological Limitation: Ruthless, Fanatical
Groups 0
Protector Of His Secrets (Common, Total)
88 ■ Solo Villains Hero System 5th Edition
INVICTUS 15 Susceptibility: from exorcisms performed bargain and — as the cliché goes — he was never
PLOT SEEDS within 10” of him, takes 3d6 damage inst- the same again.
natly (Uncommon) The “deity” was actually the spirit of Nero As-
A website goes up 20 Social Limitation: Public Identity (David trolabus, a third century AD outcast priest of Sol
entitled “The Invic- Sutherland) (Frequently, Severe) Invictus. Nero had been a counselor to the emperor
tus Murder Page.” It 530 Experience Points Constantine, and harbored ambitions of becoming
chronicles a lot of emperor. He was also a sorcerer of great power who
Total Disadvantage Points: 860
David Sutherland’s al- took on (some would say stole) many of the powers
leged misdeeds. The Background/History: David Sutherland was an of his deity. Nero Astrolabus had been a merciless
webmaster is found All-American boy: great athlete, great looking, a enemy of the rising Christian faith, and the atroci-
dead two days later, scholar. But his father, David Sutherland, Sr., was ties he committed against early Christians were
and the website has the All-American Man: war hero, college foot-
been erased. Invictus legion. Eventually his misdeeds were exposed, and
ball star, Olympic wrestler, retired Senator from the emperor stripped him of his position and put
claims it’s the work of
Oklahoma. In short, he cast an extraordinarily him on trial for treason.
an old enemy, probably
VIPER, who’s trying to long and deep shadow over everyone’s lives, es- Nero Astrolabus was found guilty and burnt
discredit him. What’s pecially his son’s. alive... but being a sorcerer of great power, he
really going on here? David Jr. responded as well as a son could found a way to keep his soul alive for seventeen
in that situation. He had more than his share of centuries in an incorporeal state. He hoped to
After a DEMON attack high school and college triumphs, and grades in regain physical form, but needed someone to
on Invictus, he loses his law school. He also became involved in a secret perform a ritual of restoration. He whispered
powers. The anguished society that paid homage to the ancient Syrian to the dull, cattle-like humans who walked the
superhero figures he deity Sol Invictus (“the unconquered sun”). He world after the Fall of Rome, but none of them
can find a mystical way thought it was a lark. paid heed. Even history’s magicians ignored him
to reverse the effects After college, David experienced bad breaks
of DEMON’s power- in favor of more tantalizing voices. It wasn’t until
for the first time in his life. He became engaged the late twentieth century, when David Suther-
blocking ritual, but he’ll
to a congressional page, but she left him after she land started summoning spirits for a lark, that
be vulnerable during
the casting. He wants caught him having an affair. Infidelity was minor Nero Astrolabus finally found the appropriate
the PCs to protect him compared to the accusations made against him vessel through which to make his return.
from a second DEMON by some of his college classmates, but he always He and David were almost a perfect match.
attack. Actually, the rea- bought them off — all except one, who mysteri- Uniting with a son of politics and privilege ap-
son that Invictus is pow- ously vanished before she could go to the police. pealed to Nero Astrolabus, and David appreciated
erless is because DE- David joined one of the most prestigious law Nero’s raw sorcerous power. Nero was determined
MON cast out the spirit firms in the country. Unfortunately, two months to help his host by bringing David’s political
of Nero Astrolabus, the after he was hired it fell apart. One of the senior
source of his powers. dreams to a glorious fruition.
partners had embezzled tens of millions of dol- Three days after his defeat, David Suther-
Of course, Sutherland’s
lars from a client and another was convicted of land emerged from hiding, declaring to the
desperate to get the
spirit back. bribing judges. The young Mr. Sutherland had world that he had obtained superpowers. With
realized they weren’t an ethical bunch, but who’d these magnificent powers at his command, he
Representative Suther- ever have guessed the day would come when eth- announced he would retire from law and poli-
land is up for re-elec- ics violations would actually turn into a serious tics and devote himself full time to “the people.”
tion, and his opponent problem for a law firm? What better way for a politician to become a
is an old friend of one David ran for the state assembly and relied “real man of the people” than to become their
of the PCs. And while on his natural charisma to carry him through. foremost superhuman champion?
Sutherland has an- Unfortunately, David failed to win support from As the superhero Invictus (“unconquered” in
nounced that he plans the party apparatus, which was controlled by Latin), David Sutherland did a great deal of good.
“to run the cleanest old political rivals of his father. Several of them
campaign in the history He battled VIPER and DEMON in the Washington
openly supported his opponent. The defeat that D.C., Maryland, and Virginia areas, where their
of the Republic,” you
followed was public and humiliating. After the leaders learned to hate his glowing presence. Invic-
know the dirty tricks
machine is going into election, David called his father for support. tus’s popularity skyrocketed. Occasionally there was
overdrive. What hap- Three minutes into the conversation, David be- scandal — one tabloid even accused him of bribing
pens when the PC’s old gan to experience a breakdown. supervillains to take a cheap dive so he could look
friend is linked to VI- “I don’t support failures,” his father coldly re- good. David ignored the rumors (publicly ignored
PER? And what happens plied. “Now stop whining and grow up.” them — privately the reporters experienced fatal
if the old friend is also The rejection nearly broke David. He contem- “accidents”). Four years later, Invictus was ready to
linked romantically to plated suicide, but he remembered a pact he’d made make his move. He announced that the political ills
the PC? in college: when things looked most dire, he’d sac- of the nation had grown so great that they needed
rifice something of great value to Sol Invictus. For a real superhero in Congress to wage the battle
some reason, David chose to perform the ritual, against America’s “other supervillains.” He ran for
using his campaign manager as the sacrifice. To his Congress and won in a landslide.
astonishment, the sun god answered. Now, as a newly elected representative from
The god told David he was destined to be Maryland in Congress, Invictus is one of the most
the greatest man on the planet, as dominant on famous and powerful superheroes-turned-politi-
Earth as Sol was in Heaven. Then the alleged di- cian in the world. Although it’s early in his political
vinity asked David to allow him to enter his body career, he’s already viewed by many as a potential
so he might work miracles. David agreed to the future president of the United States.
Evil Unleashed ■ Chapter Three 89
2 KS: The Heroin Trade 11- 15 Psychological Limitation: Can’t Stand Not To
6 KS: Kung Fu 15- Be The Best; Tries To Kill All Who Challenge
2 KS: The Martial World 11- His Mastery Of Kung Fu (Common, Strong)
2 KS: The Millennium City Underworld 11- 15 Social Limitation: Secret Identity (Cong Feng,
2 KS: Yengtao Temple 11- Chinatown merchant) (Frequently, Major)
2 Language: English (fluent conversation; 247 Experience Points
Hakka is native) Total Disadvantage Points: 567
3 Paramedics 12-
3 Power: Martial Arts Tricks 14- Background/History: Cong Feng’s history at
2 PS: Smuggling 11- Yengtao Temple and his role as the destroyer of
3 Sleight Of Hand 14- the Temple are chronicled on pages 60 and 121
3 Stealth 14- of Champions Universe. His life before that time
3 Streetwise 14- remains a mystery to all save himself, and he re-
12 WF: Common Melee Weapons, Common fuses to talk about the matter.
Missile Weapons, Common Martial Arts Following his destruction of Yengtao Temple
Weapons, Small Arms, Hook Sword, Three- and murder of all of its masters, Cong drifted to
Section Staff, Thrown Sword, Whip Hong Kong, where he put his martial arts skills
to work for the Triad gangs. After a year or two
Total Powers & Skills Cost: 382 of this, he tired of taking orders from others and
Total Cost: 567 decided to establish his own criminal empire. How-
200+ Disadvantages ever, the Triads had Hong Kong sewn up, so he
10 Distinctive Features: Style (Not Concealable, decided the only thing left to do was go to America,
Noticed And Recognizable, Detectable By land of opportunity.
Large Group) Cong arrived in Millennium City and set
20 Hunted: DEA 8- (Mo Pow, NCI, Capture) up a small shop in Chinatown selling martial
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) arts supplies and similar equipment. He did not,
20 Psychological Limitation: Casual Killer however, establish his own dojo; he had no inten-
(Very Common, Strong) tion of teaching his martial arts secrets to lesser
20 Psychological Limitation: Greedy And Am- men. At night he worked in the underworld, first
bitious (Very Common, Strong) for a couple of tongs (to build a “war chest” and
a reputation), but eventually only for himself.
Today he’s a superhuman mercenary, but with
an eye toward becoming a power in the Asian
underworld — a dangerous counterpoint to the
tongs and the yakuza.
Cong did not choose Millennium City at
random. Having correctly guessed that Nigh-
twind was his old rival Steve Chase, he came to
Millennium City to continue their long contest
— one he knows will eventually end in Chase’s
defeat. The two have clashed several times since
then, but never conclusively.
Personality/Motivation: Jade Phoenix is vicious,
crude, hot-tempered, arrogant, racist, sadistic, and
ambitious — the perfect combination for a super-
mercenary and potential crimelord. In addition,
he’s murderously jealous of anyone whose martial
arts prowess (particularly with kung fu) even ap-
proaches his own; he’ll try to kill or cripple any
such fighters. It was this envy that led him to de-
stroy Yengtao Temple.
Quote: “Ha ha ha ha ha! Is that the best you can
do? Let me teach you the true meaning of mar-
tial arts mastery!”
Powers/Tactics: Jade Phoenix is a master of kung
fu. He has trained in it for most of his life, and has
studied all of its major substyles and many lesser-
known substyles. Additionally, through hard work
and great effort, he has mastered his ch’i. This gives
him a variety of powers: the ability to run up walls
or along narrow branches; dim mak strikes; the
power to slash the air in front of him and project a
wave of sword energy to strike his foe; and more.
Evil Unleashed ■ Chapter Three 93
STEEL COMMANDO 24 Battlesuit: Armor (12 PD/12 ED); OIF (-½) 0 STEEL COMMANDO
Val Char Cost Roll Notes 9 Jumpjets: Leaping +14” (17” (20”) total); PLOT SEEDS
15+15*† STR 12 12- /15- Lift 200/1,600 kg; OIF (-½) 1
3d6/6d6 HTH [1/3] 11 Jumpjets: Flight 20”; OIF (-½), Only To In an effort to recover
18+7*† DEX 34 13- /14- OCV: 6/8-DCV: 6 /8 Change Direction Of Leaping (-2) 4 his technology from
20+5*† CON 25 13-/14- 4 Fleet-Footed: Running +2” (8” total) 1 the Steel Commando,
13 BODY 6 12- 6 Communications Array: HRRP; OIF the Warlord offers to
(-½), Flashed As Sight/Hearing Sense provide the PCs with
15 INT 5 12- PER Roll 12-
Group As Well As Radio Sense Group (-½) 0 certain information if
14 EGO 8 12- ECV: 5 they’ll capture him and
15+8* PRE 10 12-/14- PRE Attack: 3d6 3 Nightsight: Infrared Perception (Sight
turn him over to them
(4½d6) Group); OIF (-½) 0
— information which
10 COM 0 11- 3 Nightsight: Ultraviolet Perception (Sight could potentially save
Group); OIF (-½) 0 tens of thousands of
8 PD 5 Total: 20 PD (12 rPD) Talents lives. Will the PCs take
7 ED 3 Total: 19 ED (12 rED) this devilish bargain?
3 Resistance (3 points)
4+1* SPD 19 Phases: 3, 6, 9, 12
(3, 5, 8, 10, 12) Skills Determined to settle the
10 REC 6 8 +1 with All Combat question of who’s the
40 END 0 9 +3 with Energy Rifle Multipower best, Lazer, Mechassas-
sin, and the Steel Com-
40 STUN 9 Total Characteristic Cost: 142 5 Accurate Sprayfire mando all compete to
3 Combat Driving 13- (14-) achieve a series of pre-
*: OIF (Powered Armor; -½) 5 Concentrated Sprayfire determined goals. Us-
†: No Figured Characteristics (-½) 2 KS: The Espionage World 11- ing rules pre-arranged
3 KS: The Military/Mercenary/Terrorist through negotiators,
Movement: Running: 8”/16”
World 12- each hires a mercenary
Leaping: 20”/40” team and starts turning
2 KS: The Superhuman World 11-
Cost Powers END 3 KS: The French Foreign Legion 12- the city inside-out try-
75 Energy Rifle: Multipower, 75-point ing to win the “scaven-
3 Language: English (completely fluent; Ger-
ger hunt” (and possibly
reserve, 125 Boostable Charges for man is native) kill his rivals at the same
entire Multipower (+1); all OAF (-1) [125] 1 Language: French (basic conversation) time). Stopping the
3u 1) Direct Fire Mode: Energy Blast 12d6; 2 Language: Spanish (fluent conversation) three of them should
OAF (-1) 3 Paramedics 12- cause the PCs enough
4u 2) Automatic Fire Mode: Energy Blast 3 PS: Marine 12- problems, but what hap-
10d6, Autofire (5 shots; +½); OAF (-1) 5 Skipover Sprayfire pens if other rivals show
2u 3) Power Blast Mode: RKA 4d6; OAF 3 Stealth 13- (14-) up... or the Warlord?
(-1), Requires 4 Charges Per Use (-½) 3 Systems Operation 12-
4u 4) Underslung Energy Grenade 3 Tactics 12- The Steel Commando
Launcher: Energy Blast 10d6, Explosion 3 TF: Common Motorized Ground Vehicles, takes a contract to kill
(+½); OAF (-1) Helicopters one of the PCs. He keeps
8 Energized Gauntlet: Does x1½ Knockback showing up at precisely
6 WF: Common Melee Weapons, Common
the wrong time, just
for up to 10d6 Strike; OIF (-½), Missile Weapons, Small Arms when the PCs have
2 Charges (-1½) [2] something more impor-
Total Powers & Skills Cost: 287
5 Another Energized Gauntlet (as above) tant to take care of. And
Total Cost: 429
7 Combat Dagger: HKA 1d6 (2d6 with eliminating him won’t
STR); OAF (-1), Real Weapon (-¼) 1 200+ Disadvantages solve the problem — the
Martial Arts: Commando Training 20 Hunted: Warlord 8- (Mo Pow, NCI, targeted character needs
Maneuver OCV DCV Notes Capture/Kill) to find out who took out
3 Aikido Throw +0 +1 5d6 (8d6) + v/5, 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) the contract and stem
Target Falls 20 Psychological Limitation: Code Of The Mer- the tide at its source, but
4 Boxing Cross +0 +2 7d6 (10d6) cenary (Common, Total) the Steel Commando
will never reveal his
4 Choke -2 +0 Grab One Limb, 20 Psychological Limitation: Self-Centered
employer’s identity.
3d6 NND (2) (Very Common, Strong)
4 Escape +0 +0 40 (55) STR vs. 10 Reputation: amoral mercenary, 11-
Grabs 10 Rivalry: Professional (with Lazer, Seek To
4 Hold -1 -1 Grab Three Harm/Kill Rival)
Limbs, 35 (50) 10 Rivalry: Professional (with Mechassassin,
STR Seek To Harm/Kill Rival)
4 Judo Disarm -1 +1 Disarm, 35 (50) 15 Social Limitation: Secret Identity (Heinrich
STR Kappel) (Frequently, Major)
4 Karate “Chop” -2 +0 1d6 HKA (2d6 30 Vulnerability: 2 x STUN from Electricity
with STR) (Very Common)
4 Kung Fu Block +2 +2 Block, Abort 74 Experience Points
8 +2 Damage Classes (already added in) Total Disadvantage Points: 429
2 Use Art with Clubs, Knives
112 ■ Solo Villains Hero System 5th Edition
Background/History: Heinrich Kappel, denied en- Autofire Skills), but switches to Direct Fire (or even
trance into the German army due to “psychological the energy-intensive Power Blast) when facing par-
problems,” and tossed out of the French Foreign Le- ticularly tough opponents. The rifle even has a system
gion after several episodes of “conduct unbecoming a attached to the underside of the barrel that drains
soldier” resulting from those psychological problems most of a shot’s worth of energy into a tiny explosive
(including nearly beating one of his commanding capsule, then uses the rest of the energy to launch it,
officers to death), decided mercenary work was resulting in a grenade-like explosion.
the best way for him to make use of his “talents.” To move quickly around the battlefield, Steel
But he realized he needed an edge. In Commando has Jumpjets that let him make long,
a world where superhumans compressed air-assisted leaps. He has separate omni-
existed, just being good with a directional jets for changing direction in mid-leap, so
rifle wasn’t enough. he can dodge obstacles or “leap around corners.” (In
After robbing a couple game terms, Steel Commando makes a Half Move
banks to raise working capital, with his Leaping, and at some point in the arc of the
Kappel got in contact with agents of leap makes a second Half Move with his Flight to
the Warlord, who was well-known for his abil- change direction.) In appropriate situations, the GM
ity to supply advanced technology and weap- may award him a Surprise Move bonus for this.
onry to customers with enough cash. After Campaign Use: The Steel Commando is a typical
receiving Kappel’s down payment, scientists mercenary villain, interested only in making lots of
working for the Warlord built him a suit of money and satisfying his urges for excitement, danger,
light powered armor and a multi-function and beating people up. He’ll gladly go to work for
energy rifle. After taking delivery of the anyone who can afford his exorbitant fees, though he’s
equipment, Kappel skipped out on paying the always wary of a possible Warlord trap.
rest of the money owed, causing the Warlord Steel Commando is certainly foul-tempered and
to pursue him ever since to get his technology cruel enough to Hunt a hero who captures or defeats
back. him, but he’s too self-centered to keep at it for long.
Christening himself “Steel Commando,” Kap- Eventually he’ll decide it’s not worth it and turn to
pel soon made his mark in the mercenary world. other pursuits... unless repeated encounters with, and
Today, only Lazer and Mechassassin are considered losses to, the hero keep stoking the fires of his hatred.
his equals in most circles, and as far as he’s con- As a Hunter, he pulls no punches, going straight for
cerned, all doubts will be dispelled when he next the kill and attacking at inopportune moments.
meets up with either of them. To make the Steel Commando more powerful,
Personality/Motivation: The Steel Commando is com- increase the size of his Multipower reserve and slots,
pletely self-centered and amoral. If he wants some- and/or create more slots (additional settings for his
thing, he goes after it, and he doesn’t care what he has Energy Rifle). Or, you could emphasize his personal
to do — or who he has to kill — to get it. If someone combat skills, giving him even better HTH Combat
bothers him, he usually doesn’t think twice about bru- abilities (such as more Martial Maneuvers, Extra
tally beating, or even killing, that person. His inability Damage Classes with his Martial Arts, and the like). If
to see beyond his own needs and desires has gotten he needs to be toned down a little, reduce his Multip-
him into trouble on numerous occasions. ower to a 60 Active Point reserve and get rid of one or
The only thing that ever seems to give him pause two of his Autofire Skills.
is his mercenary’s code. He refuses to release any Appearance: The Steel Commando battlesuit is a
information about his employers that he’s not autho- menacing grey and black. It has a sleek, streamlined
rized to, and won’t give up on a contract he’s promised look that sets it apart from bulkier, stronger suits of
to fulfill. Sometimes, his self-centeredness and profes- true powered armor. The boots have obvious jump-
sionalism war with one another, but the code has won jets on the left and right side of both legs; the omnidi-
out every time... so far. rectional jets for mid-course changes of direction are
Quote: “So what if he can bounce bullets off his chest? concealed at several places around the suit. The gaunt-
Get down there and set up the ambush like I told you lets are stylistically similar to the boots, with a series of
to, so you drive him toward me. I’ve got something in small raised studs along the knuckles that reveal their
this rifle that he won’t shrug off so easy.” Energized Gauntlets power. The helmet covers the
Powers/Tactics: The Steel Commando’s abilities result entire head, with a large one-way viewscreen cover-
partly from training, and partly from the light battle- ing the entire face. A small backpack-like attachment
suit he wears. Although not as advanced as the armor contains a power unit and other technology necessary
worn by Lazer or Mechassassin (see Conquerors, Kill- for running the suit.
ers, And Crooks), the Commando’s armor is neverthe- The Commando’s Energy Rifle was obviously
less tough. Its energized gauntlets allow him to punch designed to go with the suit; it has a similar aes-
his foes with extra power, knocking them around like thetic. It resembles a high-tech assault rifle, with
tenpins. However, the cybernetic leads and circuitry the odd-looking “grenade launcher” attached be-
in the armor cause it to generate painful feedback if neath the barrel.
hit with an electrical attack. Out of his armor, Heinrich Kappel stands 6’5”
Most of the Steel Commando’s offensive capabili- tall and has short, dirty blonde hair, pale blue eyes, no
ties come from his Energy Rifle. He favors the Auto- facial hair, and ruddy skin. He speaks English well,
matic Fire Mode (especially in conjunction with his but with a noticeable German accent.
Evil Unleashed ■ Chapter Three 113
occurred, was bombarded with more kelvarite Powers/Tactics: Being bombarded with the mysteri-
than Steve was. ous alien mineral kelvarite (about which Earth sci-
Steve woke up in the hospital. He was ence still knows almost nothing) granted Tachyon an
amazed to find out that he didn’t feel any unusual and powerful suite of superhuman abilities.
pain. In fact, he felt terrific! It didn’t take long First, it greatly augmented his strength and resilience,
for him to discover that the accident had giving him the ability to toss vehicles around and
somehow granted him prodigious punch through armor plating with ease. Second, it
strength. And when a nurse somehow interacted with his bioelectric field to grant
opened the door and sur- him teleportation powers. In addition to teleporting
prised him, he discovered himself, he can teleport others (even against their will)
another one his powers or teleport small objects into people (causing terrible
— teleportation — purely wounds). For a less lethal attack, he can simply “blink
by reflex. Fortunately, he teleport” a person in and out rapidly, causing such
managed to get back into strain to that person’s system that he often passes out.
his room before the nurse Tachyon has developed a number of tactics
noticed he was missing. to take advantage of his abilities. For example,
As he continued his studies, if he’s facing someone, he can use his Courier
eventually earning a Ph.D in astron- Teleportation to ‘port in behind them so that he’s
omy, Steve practiced with his powers. He looking at the target’s back, and then punch them
developed fine control over his teleporta- for all he’s worth. With the GM’s permission,
tion powers, and explored the extent and he could combine his Aportation with a punch
uses of his enormous strength. Being (Strike) as a multiple-Power attack.
fairly self-centered and quite greedy, he Although Tachyon doesn’t know it yet, his kel-
soon began committing burglaries — an varite-based powers come with kelvarite-based weak-
easy enough thing to do for a super- nesses as well. For one thing, exposure to other kelva-
strong teleporter. rite somehow weakens and harms him, and could even
Today, Steve lives a double kill him if it were prolonged. Fortunately, kelvarite is
life. Most of the time he’s one pretty rare; the only known sources on Earth right now
of the newest astronomy pro- come from the meteor mentioned above, one frag-
fessors at MCU, teaching un- ment of which Steve Maxwell got to study. Somehow
dergrads the ins and outs of the kelvarite in his body also makes him vulnerable to
stars, nebulae, and planetary attacks that sap his abilities (i.e., Drains).
formation. But when he feels Campaign Use: Tachyon is a powerful opponent
like it, or when someone with an unusual set of powers the GM can use to
hires him to do a job, he keep the players on their toes. He’s difficult to keep
hits the streets as Tachy- imprisoned once captured, so he can always come
on, stealing and commit- back to get revenge.
ting mayhem as the mood takes him. To make Tachyon a little more powerful, boost
Personality/Motivation: Tachyon is not a complex per- his STR to 60, his Multipower reserve to 75, and his
son, as supervillains go. He’s self-centered, greedy, and Multipower slots accordingly. You could also in-
basically amoral, though he does a good job of cover- crease his SPD to 6. If you find he’s too powerful for
ing these negative qualities and blending into normal your game, try reducing his STR to 40, his SPD to
society on a day-to-day basis. His drive to prove his 4, and/or his Multipower to a 50-point reserve.
own superiority has lasted into adulthood; he still As a Hunter, Tachyon is a dogged and deter-
can’t stand it when anyone outdoes him — or even mined foe. He’ll usually start Hunting a hero because
comes close to outdoing him — and will do whatever the hero humiliated or bested him in some way, and
it takes to prove he’s the better man. If a superhero he’s dead set on proving who the “better man” really is
defeats him, he’ll keep coming back, again and again, — if necessary, in front of a huge crowd of people, just
until he achieves victory. so the whole city hears about it. He’s not particularly
As a scientist — he genuinely loves his work, and vicious or interested in killing his targets, but he’ll
can talk about it for hours — Tachyon has a strong gladly beat them to within an inch of their lives and
streak of scientific curiousity. He loves to know what embarrass them thoroughly.
makes things work, why they happen the way they Appearance: Tachyon is a tall, extremely muscular
do. If presented with a mystery or a puzzle, he often man who wears a blue and green costume when com-
focuses on it intently, becoming more absorbed in it mitting crimes. His boots and short gloves are blue.
than he should be. A superhero who discovers this Blue runs up the inner half of his leg and up the center
trait might be able to devise a clever trap for him. of his chest, spreading out over his shoulders and
Tachyon remains bitter rivals with Rob Bleskind, ending where the shoulders meet the upper arms in a
who’s now better known as Thunderbolt. Each of point. Green runs up the outer half of his legs and his
them does his best to interfere with the other’s work, sides, and all the way down his arms. His short gloves
taunt him, and make him miserable. The two have yet are blue. He wears a blue domino mask and has short
to put their superpowers to the test against each other, black hair. When he teleports, a field of bluish energy,
but they know it’s only a matter of time. a bit lighter in tone than his costume, surrounds his
Quote: “Now you see me...” ::teleports behind op- body and then fades away right after he disappears.
ponent and punches him:: “...now you don’t.”
Evil Unleashed ■ Chapter Three 115
WHITE RHINO Total Powers & Skill Cost: 278 WHITE RHINO
Val Char Cost Roll Notes Total Cost: 496 PLOT SEEDS
50 STR 40 19- Lift 12.5 tons; 10d6 [5] 200+ Disadvantages
22 DEX 36 13- OCV: 7/DCV: 7 15 Enraged: if takes BODY damage (or 30+ White Rhino smashes
35 CON 50 16- a ring of poachers who
STUN in a single blow) (Uncommon), go
20 BODY 20 13- were secretly working
11-, recover 11- for Joseph Otanga to
10 INT 0 11- PER Roll 11- 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) obtain certain “supplies”
10 EGO 0 11- ECV: 3 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) he needed for some
20 PRE 10 13- PRE Attack 4d6 20 Psychological Limitation: Must Protect Cen- mystic rituals. The en-
12 COM 1 11- tral Africa (Common, Total) raged Otanga wants to
30 PD 20 Total: 20 PD (20 rPD) 15 Psychological Limitation: Greedy (Com- get rid of him forever...
mon, Strong) but decides to trick the
30 ED 23 Total: 20 PD (20 rPD)
15 Social Limitation: Secret Identity (Lucas PCs into doing the job
5 SPD 18 Phases: 3, 5, 8, 10, 12 instead of sullying his
17 REC 0 Kintebe) (Frequently, Major)
own hands.
70 END 0 191 Experience Points
63 STUN 0 Total Characteristics Cost: 218 Total Disadvantage Points: 496 White Rhino takes a job
Movement: Running: 12”/24” Background/History: Lucas Kintebe was born into a in America that pays a
poor family in Uganda. He began stealing almost as lot of money, but ends
Leaping: 10”/20”
up captured and put
soon as he was old enough to walk, and by the time
Cost Powers END in Stronghold. Then
he was a teenager he was an accomplished thief. It he feels a tremendous
18 Horns: HA +6d6, Reduced Endurance wasn’t a very good living, though, and he constant-
(0 END; +½); Hand-To-Hand Attack (-½), threat to central Africa,
ly yearned for something better. and appeals to the PCs
Only Works With Move Throughs (-1) 3 One day he got a tip from a friend about the to (a) convince his jail-
15 Toughness: Hardened (+¼) for 30 PD/ security guard schedules at a local museum. Think- ors to release him, and
30 ED 0 ing this might be his big break, he planned care- (b) help him save his
37 Toughness: Damage Resistance (30 PD/ fully and slipped into the museum at just the right people and homeland.
30 ED), Hardened (+¼) 0 moment. He stole a bagful of the most valuable,
24 Rhino Resilience: Knockback easily-carried art objects and treasures he could VIPER has a lot of in-
Resistance -12” 0 find, then made his escape. terests in Africa, and
10 Mystic Protection: Power Defense When he examined his loot, one item — an some of them may
(10 points) 0 threaten the central part
amulet depicting the legendary white rhino, har-
19 Mystic Protection: Life Support (Self- of the continent. This,
binger of good fortune — really intrigued him. naturally, would bring it
Contained Breathing; Safe Environment: On a lark, he put the amulet on. Without warn-
High Pressure, High Radiation, Intense into conflict with White
ing it began to tingle, and then it merged with his Rhino. Preferring to
Cold, Intense Heat, Low Pressure/Vacuum) flesh, sinking into his body. He screamed and fell eliminate the problem
12 Rhino’s Speed: Running +6” (12” total) 1 unconscious. in advance, VIPER ma-
4 Burst Of Speed: Running +8” (20” total); When he awakened, he wasn’t human any- nipulates the PCs into
Increased Endurance Cost (x7 END; -3) 14 more. He looked like some strange cross between battling him.
30 Luck Of The White Rhino: Luck 6d6 0 a rhino and a man, with thick, knobbly whitish
Perks skin covering his body and two horns grow-
20 Contacts: 20 points’ worth throughout ing out of his head. One look at himself and he
Central Africa fainted dead away.
2 Reputation: protector of Central Africa and This time when he awoke, he was his old,
friend to its people (among some inhabitants normal self again. After a little bit of concentra-
of Central Africa) 11-, +2/+2d6 tion, he discovered he could change between one
form and the other at will. And in his rhino-man
Talents form, he was super-strong! He spent the next
40 Protector Of Central Africa: Danger Sense week on a crime spree, smashing his way into
(general area [central Africa], any danger, banks and stores and taking all the money he
sense) 14- could get his hands on...
Skills ...and then, just as he was planning another
15 +3 HTH job, he got this strange feeling that something was
4 +2 OCV with Move Through wrong in the countryside to the north. Unable to
shake the feeling, he headed that way to find out
3 Climbing 13- what was going on. He discovered an unscrupulous
5 AK: Central Africa 14- diamond mining company exploiting its workers
2 KS: African History 11- and polluting the river. Enraged, he transformed
2 KS: Central African Flora And Fauna 11- into his White Rhino form (as he now called it),
1 Language: English (basic conversation; smashed the company’s facility into rubble, and
Swahili is Native) gave all the money and raw diamonds he found in
9 Power: Brick Tricks 16- (DEX-Based) the company’s safe to the workers.
3 Streetwise 13- Since then, the White Rhino’s led a sort of
3 Trading 13- double existence. Most of the time he’s just a su-
perpowered Lucas Kintebe, with all of his ordinary
126 ■ Solo Villains Hero System 5th Edition