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ALONE INTO
THE NIGHT

WRITERS: KEN CLIFFE AND KENT PALING


ILLUSTRATOR: PATRICK ZIRCHER

P.O. BOX 182


ROSL YN, N. Y. 1 1576

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CONTENTS INTRODUCTION
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Alone I n t o t h e Night is a book o f three short scenarios for play b y
NIGHT OF T H E GARROTE . . . . . . . . . . . . . . . . . . . . . . . .3 a Gamemaster and one hero using the Villains and Vigilantes rules
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 system. All three scenarios are best suited t o a modern day campaign,
1. Looking t o the Past. . . . . . . . . . . . . . . . . . . . . . . . . . . .4 b u t are quite adaptable and could be set in virtually any time period
2. The Time Capsule, . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 that the GM's campaign might be set in. Among the adventures there
3. Those Involved . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 are varying levels o f difficulty which make them suitable for play b y
4. Enter the Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 heroes o f differing levels, as described a t the start o f each adventure.
5. A T h i e f . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 The first adventure i s entitled The Night of the Garrote and i s a
6. The Murders Continue . . . . . . . . . . . . . . . . . . . . . . . . . .6 daring murder mystery in which the player-hero must match wits
Wax Museum Map. . . . . . . . . . . . . . . . . . . . . . . . . . .7 w i t h b o t h the G M and the elusive Garrote, whoever he might be.
7. T h e c a s t . , . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . J Troubleshooter is our second adventure, which involves the hero
TROUBLESHOOTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 carrying o n the work o f a murdered crime reporter.
Prologue,. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Finally, the hero must journey t o Canada where a madman i s
1. Motion Picture Mayhem . . . . . . . . . . . . . . . . . . . . . . . . 10 hatching an insidious plot t o control the country. Are your fists power-
2. The Actual Events . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 f u l enough? Is you w i l l strong enough? We shall soon see when the
3. TheTape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 action never stops in Dominion Day.
4. A Clue t o the Card . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 N o w go o u t and d o it t o them before they d o it t o you and all
Condemned Building Map . . . . . . . . . . . . . . . . . . . . . 11 o f us!
Condemned Building Street Map . . . . . . . . . . . . . . . . . 12 Special thanks t o Harrier (Mark Featherstone).
5. Puncturing Pioneer . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Pioneer Oil Building Street View Map . . . . . . . . . . . . . .13
The Tenth Floor, Pioneer Building Map . . . . . . . . . . . . . 13
Office Penthouse Map . . . . . . . . . . . . . . . . . . . . . . . 14
6. Rhodes' Plot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
7. The Cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
DOMINION D A Y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Prologue.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .I8
1. A Political Plot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The House Map . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2. A n Educational Experience . . . . . . . . . . . . . . . . . . . . . . 19
3. Jail Break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
4. The CN Tower Base. . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Tower Base Map. . . . . . . . . . . . . . . . . . . . . . . . . . .20
5 . The Ottawa Base . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Ottawa Base Map . . . . . . . . . . . . . . . . . . . . . . . . . . 21
6. TheCast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

EDITORIAL INTRODUCTION
The book you hold in your hands marks a major departure from all
V&V adventure books previously released o n t w o counts. First, this
book is made u p o f three entirely separate mini-adventures, rather than
the usual long adventure that may have several segments. This approach
has been suggested b y many players and gamemasters as an interesting
change of pace. Secondly, Alone i n t o the Night is also unique in that
the adventures herein are intended for a single character and a GM.
Many campaigns have times when one o f the heroes in the player group
is o f f o n hidher own and the G M has t o come u p w i t h an adventure
for o n l y that character.
It may be that one player has missed a group meeting and an ad-
venture has begun w i t h o u t h i d h e r , leaving no convenient way for that
player-hero t o rejoin the group in the middle o f the adventure. Or, on
occasion, the G M has gotten together w i t h a single player f r o m his
U.S. COPYRIGHT NOTICE campaign and may wish t o run a V&V adventure w i t h o u t the entire
Copyright 1985 Ken Cliffe and Kent Paling. playing group being present. For either o f these situations, Alone into
All rights t o this book are reserved. No part o f this book may be t h e Night provides complete miniadventures f o r that single player-hero.
used or reproduced in any manner whatsoever w i t h o u t permission, ex- The adventures all take place w i t h i n a period o f a few days so that
cept in the case of brief quotations embodied in critical articles or they can be easily fitted i n t o an ongoing campaign and w i l l allow the
reviews, single player-hero t o rejoin the group before the beginning of the next
Cover art, interior illustrations and counter art are copyright 1985 group adventure.
b y Patrick Zircher. A l l rights reserved. As usual, all counters needed f o r play o f all o f the adventures in-
A l l characters and situations portrayed herein are fictional. A n y cluded in this book are included in the center o f the book.
resemblance to persons living or dead i s purely coincidental and n o t Scott B. Bizar
intended by t h e authors, artist, or publisher. Editor-in-Chief

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PROLOGU E Zeke Simmons, t h e Garrote. The millionaire's real name is Tony S i n


As previously stated, this mini-adventure is designed for play by a mons.
Gamemaster and a single hero. Since he was o l d enough t o comprehend life and its peculiarities,
It should be pointed out that a novice player may encounter a little Tony Simmons always questioned h i s father's actions and possible
more difficulty in succeeding in this adventure due t o the need for senility. This was due t o his father's seeming disappearance every night
intuitive thinking on the player's part. Experienced players would be roughly during the last year of his l i f e (of course, we know that Zeke
more suitable for this adventure, but not necessarily of high level, in was off murdering people). Neither Tony nor his mother knew the
fact, it is recommended that a hero of first t o third level be run in this truth about the head of their family.
scenario. This limitation is suggested t o provide both GM and player As he grew older, Tony's inheritance came closer and closer into
with a suspense-filled gaming session. reach. This was quite a sum as Zeke Simmons was a shrewd business-
Furthermore, an experienced Gamemaster would also be more man w h o had created a self-made fortune.
suited t o this scenario. A G M with the skill of good role-playing is a One night Tony's father simply disappeared (the night of the
must t o create the appropriate atmosphere. shooting of the Garrote). Days later, Tony entered his own room and
This adventure has been written with t h e GM's own campaign in found the top drawer o f h i s dresser contained a note in his father's
mind. The city within has only been labelled 'This City' as t o provide handwriting. Opening the note, Tony found the handwriting t o be
the Gamemaster with n o difficulties in locating it in his Villains and shaky, as i f written in haste or in pain. The letter read as follows:
Vigilantes world.
'Dear Son,
1. LOOKING TO THE PAST My time is short so I have not the time to explain my problem in
We now journey back t o the year 1933. The effects of the Great depth. The murders which we have often talked of, heard about on the
Depression were being felt by everyone. Prohibition was always unwel- radio, or seen in the papers were of my doing. I am known as the
come. However, there was a third plague which ravaged This City, that Garro tel
instilled fear, even in the hearts o f the strongest willed. This was the I cannot say why these things happened as not even I understand
ominous presence of the Garrote. This man was t o become known as my actions. These murders are like some kind of a festering ailment,
'the Jack the Ripper o f the Twentieth Century.' During his reign of I cannot control them or myself: I'm going mad
terror of one year, the Garrote murdered twenty people. Between these I know that this letter is painful, but the guilt of my crimes is
victims there seemed t o be no connection, except for their form of maddening Confessing to you is my last resort Hopefully you will
death : strangulation. be able to understand and to forgive me.
Police and super-powered heroes of the time worked t o the arrest The Garrote and cloak that I used are hidden in a block a t the
of this man, b u t t o no avail. It became common t o read in the papers Mayfair Builaing being constructed downtown. Do not worry, they
that another body had been found with pennies in its eyesockets. This will never be found.
became the Garrote's trademark of death. I love you son, both you and your mother.
One night, while on his beat, an alert police officer spotted a darkly Your father,
cloaked figure fleeing from an alleyway. Chasing the suspect, the of- Zeke Simmons'
ficer passed the man's work in the alley. A woman lay sprawled o n the
pavement, her coppery gleaming eyes staring into oblivion. The con- A t first, Tony could not believe this letter and decided that it was
stable gained on the murderer and, when the Garrote would n o t stop some k i n d of practical joke. In time, when his father never returned,
to his shouts, shots rang out. The Garrote was caught in the back b y Tony reluctantly began t o believe the note, though he didn't want to.
a lethal piece o f lead. He did however, escape, managing t o elude his A t t h e time, it was decided that the truth should be withheld and
pursuer. his mother never learned the truth o f her husband's demise.
Since that night i t was believed that the Garrote died as h e was As time passed, Tony changed his name t o Roger Ashby (after his
never seen or heard from again. This assumption, in part, was true, but mother died), in hopes that he would not be connected w i t h his father
the Garrote's soul lives on. (this change was made in an illegal fashion and won't be found in any
file. It appears that Tony Simmons just disappeared like his father if
2. THE TIME CAPSULE the player decides t o do some research). As the city population grew
The time is now the present day and this day in particular seems and the older neighborhoods were replaced by new ones, Roger Ashby's
pleasant t o the player-hero, but not for long. real name was forgotten. However, close friends from his past cannot
After fifty-two years of standing over This City, the old Mayfair understand exactly why he changed his name. These people have since
Insurance Building is being torn down. This i s not an uneventful act moved away, b u t could possibly be tracked down i f the player wished.
of urban renewal as has been thought. Since 1934 the Mayfair Building Presently, Roger Ashby is running for Mayor of This City. When the
has been a topic of heated debate. word came out that the Mayfair time capsule was t o be opened, Roger
It has been the theory of many that the night the 30's villain, the became terrified.
Garrote, was shot, he visited the still under construction Mayfair 'How could so many people know about the Garrote's tools?'
Building. Theories state that the Garrote fled t o the construction s i t e This cannot be answered as the rumors just began t o spread.
soon after he was shot. A witness, whose name i s now forgotten, had
Roger Ashby's desire for the time capsule's contents has become
claimed t o have seen a cloaked man (fitting that night's policeman's known t o the area's populace as the millionaire has made offers of huge
description) pull a cowl from his body and throw it within the corner-
sums of money t o whoever else may want or have a claim t o t h e time
stone of the building. Still drying concrete made entry easy w i t h a capsule. Lately, though, he has decided that the only sure way t o keep
crowbar. Closing the lid, the time capsule within the slab was also his career alive is t o steal and destroy the cloak and garrote o f the
closed for the next f i f t y years. The witness testified that the saw murderer, being r i d o f them forever. Those learning o f his secret will
bloodstains on the stranger, but could not get closer before the man have t o be eliminated as it i s unknown t o Roger as t o whether or not
fled into the night. Generally, this eyewitness testimony was ignored the capsule contains anything incriminating that might link the garrote
as the man giving it was rather infamous as the town drunk. Still, he t o his father, and therefore t o Roger himself.
claimed that he was cold sober at the time (his booze came from an Publicly it i s unknown what Ashby's need for the time capsule is.
illegal still which was popular amongst the less law-abiding citizenry).
Of course, since that time, the witness has passed away. 3.2 LILLIAN ASHBY
When word came out that the Mayfair Building was t o be demol- This lady i s the wife of Roger Ashby. It was unknown t o her at the
ished, those interested in the case spoke their minds. The gossip this time of her marriage that her husband had changed his name. This can
created has, over the past five days, become an uproar. also be said for her lack o f knowledge of the Garrote having any con-
nection t o Roger's father.
I n their fifteen years of marriage, Lillian Ashby has become tired of
3. THOSE INVOLVED her husband and her life with him. The result was that she had an
Of the many people in This City, there are five who are more affair w i t h Thomas Scold (see below). This fling has lasted for a few
interested in the Mayfair time capsule. These people include: months now and has come t o the attention o f Lillian's husband. Roger,
Roger Ashby, Lillian Ashby, Thomas Scold, Avery Bittman, and u p until now, has tolerated this affair as he too is tired of their mar-
Scott Lewis. riage. However, the house and everything not related t o his business
dealings are in Lillian's name. For this reason, Roger will not divorce
3.1 ROGER ASHBY her. This entire situation, i f made public b y divorce, could also hurt
Roger Ashby i s one of the richest men in the city. In actual fact, his political aspirations. The fact that Lillian Ashby is having an affair
this is not the man's real name. I n truth, he i s the son of the deceased i s already public knowledge.

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Roger Ashby Lillian Ashby Thomas Scold A w r y Bittman Scott Lewis

Lillian's lover has begun promoting a treasonous attitude towards will be t o o much t o withstand. Players w h o are difficult t o prompt into
her husband and has influenced Lillian into attempting t o financially action might be offered the homor o f breaking the seal on the time
ruin Roger so she can remarry. capsule and being t h e guest personality at the opening ceremonies.
In her search for something incriminating against Roger, Lillian Who can refuse the limelight?
came across the letter her husband had received from his father (see When arriving at the site of the demolished Mayfair Insurance
above). She had h i t the bullseye. Lillian showed the letter t o T o m Building, the hero will find a large crowd of people waiting t o see the
Scold, who in turn started the rumors about the Mayfair time capsule capsule's contents. This m o b i s held back by ropes and a few brave
and i t s contents. With this evidence and the rumors started, the pair police officers. Within the group are the five suspects,
have begun blackmailing Roger Ashby. Thomas Scold, however, i s con- I f t h e player-hero decided t o show u p on the scene out of only
vinced that Roger will t r y something foolish and desperate t o stop curiousity, he or she will probably be asked t o take part in the opening
them. His further plans are unknown t o Lillian. ceremonies anyway.
Once the stone is opened, police will confiscate all items within
3.3 THOMAS SCOLD for inspection before they are exposed t o the public. A mass murderer
Scold i s a youthful college student w h o could have any girl he like the Garrote, dead or not, still deserves some precautions,
wants, but i s fooling around w i t h a middle-aged woman, Lillian Ashby. I f the hero is very interested in the contents, he or she might ask t o
Rather conspicuous, isn't he? join the authorities in the inspection. (This should be suggested t o the
Truth t o tell, Thomas i s o u t after Mrs. Ashby's money (as i f you player b y the G M if not already requested b y the player, as t h e hand-
didn't already guess) and only appears t o love her. It has been his plan kerchief found within must b e seen as an important clue for the player
all along to extort money from Roger Ashby. He did not have the t o successfully solve the mystery. I f the player i s dead set against
means t o do so until Lillian found the letter. When Roger Ashby has joining the police investigation, he might find out about the handker-
been blackmailed for all he is worth, Scold will leave Lillian, taking chief later with a little persuasion.)
all of their ill-gotten gains. With a little encouragement, the police might allow the hero t o tag
In the hope o f catching Roger Ashby red-handed w i t h the Garrote's along, b u t 'Try t o keep out o f the way and don't touch anything!'
garb, T o m Scold plans t o watch Ashby's every move as he believes Within the station, the police will sort through the contents of the
Roger will attempt to steal these things when t h e capsule is opened. time capsule. Found therein will be the Garrote's black cloak, his
He has further plans o f his own if this occurs. garrote and numerous other pieces of memorabilia from the thirties
which can be examined, but will be of n o help t o the police in their
3.4 A V E R Y B I T T U A N investigation into the identity of the Garrote. Finally, at the bottom
Avery is the seventy year old curator o f This City's Wax Museum. o f the pile w i l l be found a handkerchief, with the embroidered name
As of late, the turn o u t t o his establishment has been steadily de- Zeke Simmons (see section 4.1, Truth t o Tell, below).
creasing. When the spreading gossip of the Garrote caught his ear, the Scott Lewis and Avery Bittman will individually enter the station
curator was sure that this was his ticket t o renewed success. With all while the hero i s still there. They will each ask their own respective
this rage going on in the area, Avery Bittman planned t o attain the questions. Bittman i s interested in what will happen t o the Garrote's
Garrote's garb and weapon t o display in his museum. When i t is stolen equipment and when he is told that it i s being further held by the
b y Roger Ashby (see section 5, A Thief) and is n o longer available for police, h e will become absolutely furious. Lewis will want his story,
display, Avery will be furious, possibly psychotic. Bittman's museum b u t the police refuse t o give any information before investigating the
is all he has and is the only color in the man's otherwise drab life. matter. Lewis's reaction will be similar t o Bittman's as he curses under
The establishment displays life-size wax figures of famous villains his breath about losing his job. His main statement will be: 'But, i f I
and monsters. Bittman has an imitation Garrote, but the real thing don't get this story out today, I'll be fired for sure!'
would be a far bigger draw and much more profitable. From the actions and words o f these men, the player-hero will
undoubtedly become suspicious of these t w o when the murders begin.
3.5 SCOTT LEWIS The Police will suggest to the player-character that he keep what
Scott Lewis is a reporter with the This City Tribune. As of late he has seen (if he was in the police station) t o himself.
his career has been in jeopardy. For about five months Lewis has not After a few minutes, the crowd outside will have dispersed except
come up with a respectable scoop and i s now being threatened with for Scold, w h o will be leaning against the wall of an alley across the
being fired. Begging for another chance, Lewis has convinced his street from the police station. He will watch the station secretly, as
editor t o give him the Garrote story. His editor finally agreed, 'But he waits for Ashby t o appear. He will b e noticed b.y the hero if a
this i s your last chance or you're out on your butt!' successful Detect Hidden roll is made. I f spotted, he will answer any
With this in mind, Lewis will be desperate t o save his career. If he question about his presence there b y saying: 'What? I s i t illegal t o stand
fails, his reputation as a reporter w i l l be finished and any chance he around?'
has for some other job or assignment will be gone. Scold will wait in the alley until Ashby shows up, a t which time
When Ashby steals the Garrote's equipment, Lewis will be quite Thomas Scold believes Ashby will t r y t o steal the cloak and garrote.
irate, but not mad enough t o kill f o r vengeance. Of course, the player-
hero will not know this. 4.1 T R U T H T O T E L L
When the Garrote was shot on that fateful night in 1933, he re-
vealed his identity, unwittingly, t o those of the future. Unknown t o
4. ENTER, THE HERO him, Zeke Simmons's handkerchief got caught in the cape as i t was
With the increasing popularity o f the Garrote mystery, the rumors thrown into the cornerstone capsule. When Simmons stalked the night
spread by Scold will eventually reach the player-hero and the curiousity as the Garrote, he wore a black cape which completely enshrouded

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his body and shaded his face. Under this, he wore his normal daytime properly confuse t h e player as well as not t o supply him w i t h enough
clothing and happened t o be wearing a suit a t the time, losing his information t o deduce the proper murderer at t h i s time.
breast pocket handkerchief. The affair which Scold and Lillian Ashby are having is public
After discarding the cloak and leaving the note t o his son, Simmons knowledge. I f questioned about it, they no longer deny the fact. Since
got into his car and drove t o a place t o hide. During the trip, the Roger Ashby i s n o w considered a criminal, there is n o reason t o at-
effects of his wound caught up w i t h him. Zeke Simmons bled t o death tempt further blackmail so the t w o have decided t o marry. Of course,
and his uncontrolled car swerved o f f a bridge he was crossing a t the both will deny being involved in the murderk), though T o m is lying.
time and plunged into a river. Neither Zeke's body nor his car have His getting married w i l l only be temporary as well. As soon as he can
ever been found (it was his Willpower that allowed h i m t o survive so steal enough money, T o m Scold will disappear.
long after being shot). Since the loss o f his job, Scott Lewis has become very irritable
and he blames the police and the hero for his troubles. He i s rude and
5. A THIEF gruff, and would make a good suspect in this murder case, if the player
The night o f the time capsule opening, Roger Ashby will steal the believes Roger Ashby innocent.
Garrote's equipment. It is unknown t o him that anything linking the Avery Bittman behaves in a similar fashion t o Lewis. This is due t o
Garrote t o his father was found in the capsule. Though there might his museum hovering on the edge o f bankruptcy. If he had been given
be nothing t o link the Garrote t o millionaire Roger Ashby, he is taking the Garrote's tools, his establishment could have once again been
n o chances. crowded with the curious. This did not happen and Bittman feels it is
the fault o f the police and o f the hero. He too is a good suspect.
The time capsule contents are being kept in a small office in the
police station t o themselves. As Ashby enters through the window, an The man w h o owns the Mayfair Insurance Building, or rather the
alarm will, of course, go off, but t h e door t o the room will be blocked property i t stood on, has really no interest in the Garrote's equipment
with a filing cabinet. Before the police can catch him, Roger Ashby and would gladly have sold those articles if they had become come into
will have slipped back o u t the window and be long gone. I f the hero his possession as well. This would have occurred but t h e theft inter-
is close by, he or she will also fail i n finding whoever stole the Garrote's fered. He knows little o f what is going on and is not much of a pos-
equipment. The player may consider Bittman or Lewis as likely sus- sible suspect.
pects as these t w o are t h e only real suspects known a t the time. The I f the hero brings anyone t o t h e police, claiming they are the
handkerchief in the time capsule was not taken. murderer(s), that person will get off. The hero, on the other hand, will
Still staking out the station from the alley across t h e street w i l l be lose at least one point o f Charisma f o r such a false arrest.
Thomas Scold. I n stealing the equipment, Ashby can destroy any evi-
dence against his father and the family name. Furthermore, his wife 6. THE MURDERS CONTINUE
and her boyfriend will n o longer to be able t o use their knowledge of After some, n o doubt, intensive investigating, the player-hero will
the Garrote's identity t o extort money from Roger Ashby. Ashby's come up w i t h no really conclusive clues as t o the identity of the mur-
campaign for election as Mayor will no longer be endangered b y the derer, other than Ashby, w h o has been missing.
potential exposure of his real identity and link t o the Garrote. The G M should then suggest t o the player, if he has not already
As Roger Ashby flees, Scold w i l l follow him t o his home. Lillian resorted t o it, that there might be a chance t o find this new Garrote
Ashby will not be at home when her husband returns. if the city is searched. This might even be worked into an action the
T o dispose o f the evidence, Roger Ashby will bury i t in his back- hero is presently taking, such as walking home from the police station,
yard. As he does this, Scold will sneak u p behind h i m and hit the etc.
millionaire over the head with a shovel. The body w i l l be disposed o f Basically, the streets are barren as people are terrified of the news
a few miles away from This City in a secluded ravine. of the prowling murderer. Roughly at midnight, a scream will be
This i s all part of Scold's plan t o steal the Ashby wealth. heard. Arriving o n the scene, the player-hero will f i n d a strangled
T o draw suspicion away from himself, Scold will take a single cuff- woman and, next t o her, the dead form o f Scott Lewis. Coming closer,
link from Ashby's jacket. With the cloak and the garrote he w i l l skulk it can be seen that the woman still lives. Her words are faint and hoarse.
into This City and murder a vagrant (he i s now possessed b y the soul 'H-help m-me .. . attacked from behind. .. .
that man. . saved me
of Zeke Simmons). I n the hand o f this man he w i l l place Ashby's .. . . .
tore off his mask. . man got picture. . saved my life.'
cufflink and scratch the dead man u p t o make it appear as if a fight Her form will then fall limp. What transpired here was another
had taken place. Of course, the vagrant will be found strangled t o death murder attempt b y the Garrote. This woman was on her way home
with a swollen tongue and pennies i n his eyes. from w o r k when she was jumped f r o m behind. Before the Garrote
This action will only bring blame upon Ashby as he will have could finish her off, Scott Lewis showed up on the scene. Like the
mysteriously disappeared from town. His cufflink was also found in hero, he too was searching for the Garrote in the hope of getting a
the hand o f t h e murder victim as i f torn from his shirt cuff in the picture and maybe his job back. Lewis did get his picture, b u t the
midst of a struggle. This piece of jewelry can b e identified b y Lillian Garrote killed h i m for it and fled w i t h t h e camera. A little voice in
(who knows nothing of T o m Scold's current plans or course of action). his head seemed t o say, 'Avery Bittman,' so that is who Scold has set
Lillian would report t o the police that Roger had disappeared t h e out t o kill next.
night before and she would then be available at the police station t o A t this point, the player-hero w i l l notice tar prints on the ground
identify the cufflink. As far as Lillian knows, Roger Ashby went for from a man's shoes. These lead o f f i n the direction in which the mur-
a walk the night before and never returned. derer fled. A roll against Intelligence on a d20 will allow the character
Roger actually told his wife that he was going for a walk, but he t o remember that the street in front o f the alley of the vagrant murder
never mentioned that he was going after the Garrote's stuff. When had been tarred earlier that day. It was also sectioned o f f so nobody
Lillian got home from her bridge game, Roger Ashby wasn't home would walk there. A second successful roll will remind the hero that
(he was already dead) and he has yet t o return. Her worrying about he had noticed tar on the shoes o f Thomas Scold, after the vagrant
him is real, but i s monetarily based rather than emotionally based. murder.
A t the GM's discretion, it will be the hero or a bystander w h o finds I f either or both rolls fail, the player can follow the tar prints,
the corpse of t h e vagrant. The modus operendi is obviously that o f the but w i l l still not know for certain w h o the Garrote is. He or she will
Garrote, but he's been dead for years! have t o keep following their suspicions.
I f this doesn't get t h e player-hero seriously involved in the case, Over a distance, the trail begins t o fade, but i s discernable enough
nothing will. A n uninterested player is more super than hero. t o follow. Along the trail can also be found the broken pieces o f
Lewis's camera as the Garrote destroyed it. Avery Bittman's wax
5.1 THE INVESTIGATION museum (see map of the musuem) is where the trail ends. As the hero
How the player-hero investigates this mystery is completely up t o approaches the museum, it will be noticed that the f r o n t door is ajar,
h i m or her. Obviously, there are dozens o f ways in which clues can be seemingly forced open, and a light is on within, dimly illuminating
sought. Due t o this, there is no possible way that all of these inves- the area.
tigation techniques can b e covered here. It is u p t o the creativity of As soon as the hero enters, the light will be turned o f f (the Gar-
the G M and his ability t o 'go with the flow' that will determine success rote's Telekinesis). Unless some for o f Heightened Sense such as night
here. vision is in the hero's arsenal, an Agility save will be required with
The hero could visit the This City Tribune which was operating every movement that is made. A failure in this roll w i l l cause l d 6
in the 30's. Searching through old microfilms of newspapers would be points o f damage as an unseen object is stumbled over.
very time consuming, would offer a great deal of information related
t o the case, but in general would be in vain. 6.1 KEY TO THE WAX MUSEUM MAP
The main suspects in this p l o t could also be interrogated. This E Entrance: Between the double doors leading out and the doors
would require a great deal of good role-playing on the G M s part t o leading further into the building i s the entrance area. I n here,

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7

T H E WAX MUSEUM

NORTH
f

people purchase their tickets. The Garrote's footprints finally fade have 6 Structural Points. Windows are of glass w i t h 2 points. Doors and
at this point. the stairs are wooden and have 3 Structural Points, as do the Platforms.
0 Office: This is the private office of Avery Bittman. When entering, Each wax statue has 4 Structural Points and weighs 200 pounds.
a light switch can be found on the wall immediately t o the right Ceilings in both t h e basement and the first floor are ten feet high.
of the door. On t h e desk is a pile o f newspaper clippings which the
curator has collected, all of which are based upon the Garrote. 6.2 AFTERMATH
OA Observation Area: This area is where patrons wander about when If the hero wins, he w i l l unmask Thomas Scold. I n doing so, the
looking at the collection of wax statues that Avery Bittman has possession o f his mind b y Zeke Simmons i s broken. If the player
created. In the center o f this area i s t h e dead body of Avery Bitt- deduced, not guessed, that Scold was the Garrote earlier in the adven-
man. I f the player-hero has no way of seeing in the museum, he will ture, he should receive a 300 experience point bonus. It may b e argued
probably f i n d the body when he trips over it. Bittman has been that Scold was not responsible for his actions in this case, but he is
strangled t o death, obviously b y the Garrote. s t i l l guilty o f conspiracy (and the murder of Roger Ashby).
Near the stairs, on the exterior wall o f Bittman's office, is the A few days later Roger Ashby's body will b e found by t w o child-
master light switch for the museum's first floor. In the dark, the ren playing. This will completely relieve his name of any shame. When
switch can b e found on a successful Detect Hidden roll. this occurs, Lillian Ashby will also confess t o her foul ways and will
P1, P2 Platforms 1 and 2: On these platforms stand the wax statues also be tried for conspiracy.
of the museum. Before the Mayfair Building time capsule was Should the Garrote defeat the hero in the wax museum, he will
opened, Bittman had created an imitation Garrote statue for him- kill the hero and go on w i t h his murderous endeavors with his level
self. This stands on the edge o f Platform 2, at the middle o f the of insanity constantly growing. It is u p t o the GM as t o how and where
room as marked with an 'x.' When the player-hero walks close the Garrote goes and how he can be stopped, possibly b y a new hero.
enough t o this statue, the actual Garrote will use his Telekinesis
t o fling the dummy at the intruder. The G M should treat this as 7. THE CAST
an actual attack, rolling initiative for the d u m m y to fool the player
into thinking that he i s fighting the real Garrote. Of course, t h e T H E GARROTE
player will get a Detect Danger roll t o anticipate the statue falling, Name: Thomas Scold Sex: Male
but his will not tell h i m the actual hiding place of the real Garrote. Age: 2 4 Level: 5
The statue has 4 Structural Points and weighs 200 Ibs. Side: Evil
When t h e hero attacks the statue, the real Garrote, w h o has Powers:
hidden in the costume o f the Executioner (Detect Hidden t o f i n d 1. Heightened Strength: +10
him), will leap upon the hero from behind. The murderer stands 2. Willpower: Type A, PR = 1 per turn
on Platform 2, waiting f o r the above the happen. If the hero does 3. Telekinesis: Due t o his insanity, the Garrote's mind has expanded
search in the dark t o f i n d the Garrote, his Detect Hidden roll is beyond normal limits. A l l normal telekinetic strengths are
halved as he is unable t o see in t h e dark. quartered as this power is n o t at full strength. Thus, Telekinetic
I n the ensuing fight, the Garrote w i l l attempt t o lure the hero Capacity = 313 Ibs., range for attacks = 18 inches, l d 4 damage,
into the basement i f he i s unable t o strangle t h e hero first. Here, he attacks as HTH, PR = 1 per attack or defense. Object manipu-
will t r y plunging the hero into the vat of wax. Damage from being lation range = 18 inches, 20 inches speed, PR = 1.
in t h e boiling wax is 2d10 per turn due t o the extreme heat. T o 4. Shadow Hiding: Due t o his black cape, the Garrote becomes in-
escape, a Strength save must be made on ld100. The vat is six feet visible (see rules, page 14). He w i l l remain so for as long as no
deep and its sides are made of steel w i t h 11 Structural Points. movement or motion is made. This only works in dark areas.
W Workshop: I n this basement workshop, Avery Bittman worked on 5. Special Weapon: Garrote: +4 t o hit, HTH + l d 6 damage. The gar-
his wax creations. I n the northeast corner is a vat filled w i t h wax as rote i s used t o choke a victim t o death. For each turn the gar-
described above. I n the southeastern corner i s a large supply o f rote i s around the throat o f a victim, damage i s automatic. A
molds for the construction of wax statues. Each mold i s made o f strangling victim can withstand the choking for a number of
plaster, has 5 Structural Points, and weighs 70 pounds. turns equal t o his Endurance -5 (rounded down). After this
point, unconsciousness will set in. The Garrote will then strangle
All walls, ceilings, and floors of the building are o f concrete and the victim t o death i n one phase. Since t h e weapon must be used

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f r o m behind t o be effective, t h e Garrote receives a +4 t o Hit.
Pyschosis: Due to his insanity, Zeke Simmons could n o t control his
urge t o murder. Those who wear the Garrote's cloak succumb t o
this instability. The person wearing the cloak/cape w i l l n o t be able
t o control this desire, even when close t o capture.

Weight: 170 Ibs. Basic Hits: 4


Agility Niod.: - Strength: 25
Endurance: 16 Agility: 14
Intelligence: 12 Charisma: 10
Reactions f r o m Good: - Evil: -
Hit biodifier: 5.14 H i t Points: 21
Damage Mod.: +I Healing Rate: 1.6 per day
Accuracy: +1 Power: 67
Carrying Capacity: 1464 Ibs. Basic HTH: ld10
Movement Rate: 55 inches ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 6 Inventing: 36%

The Garrote was known as the 'Jack the Ripper o f t h e Thirties.' His
insanity caused the deaths o f twenty innocent people and inspired fear
in the liearts of thousands.
The night o f his disappearance was believed t o have delivered the
world f r o m the Garrote for good. This i s n o t so.
When Thomas Scold donned the cloak o f the Garrote, he became
possessed b y the original Garrote's soul. Scold now murders uncon-
trollably at the slightest whim.
The soul o f Simmons bestows upon Scold the abilities he once
possessed, and these abilities o f the Garrote would be similarly trans-
ferred to any other who wore the cloak.
The Garrote's favorite technique o f murder i s t o hide w i t h i n the
shadows o f an alley or other darkened place. From this position he w i l l
attack h i s victim f r o m behind and strangle that victim t o death.

SUSPECTS LIST
Roger Ashby
Level Age Weight ST EN A G IN CR Hits Power Damage Accuarcy Carry Move HTH
1 65 160 10 11 09 12 14 5 42 - - 168 30" Id4

Lillian Ashby
Level Age Weight ST EN A G IN CR Hits Power Damage Accuracy Carry Move HTH
1 57 90 08 07 12 12 10 02 39 +1 +I 55 27" ld2

Thomas Scold
Level Age Weight ST EN A G IN CR H i t s Power Damage Accuracy Carry Move HTH
2 24 180 14 13 14 10 15 09 51 +1 +1 364 41" Id6

These stats differ f r o m those o f Scold as the Garrote as Simmons has adjusted the scores when his soul
transferred the Garrote's powers t o Scold.

Avery Bittman
Level Age Weight ST EN A G IN CR Hits Power Damage Accuracy Carry Move HTH
1 70 110 07 06 07 10 09 2 30 - -2 52 20" Id2

Scott Lewis
Level Age Weight ST EN A G IN CR Hits Power Damaoe Accuracv Carrv Move HTH
1 29 175 11 10 09 12 13 5 42 - - - 204 30" 1 d4

When this Villains and Vigilantes adventure was played, Scold d i d


manage t o pull o f f his plan and sufficiently confused the hero i n t o
n o t immediately realizing who was guilty. Eventually, the hero per-
severed and, after tracking the Garrote t o the Wax Museum, fought
a deadly battle w i t h the Garrote. The outcome was death t o the Gar-
rote as he w i l d l y dove a t his foe and plunged i n t o the vat o f boiling
wax. No matter how he tried, the hero could n o t save the villain.

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9

TROUBLESHOOTER BY KEN CLIFFE

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10

PROLOGUE 2. THE ACTUAL EVENTS


Characters of first t o third level are best suited t o this adventure. What actually has occurred this night was the work of a reporter
This range is chosen as the most challenging play can be had w i t h a which brought about his death. Paul Anderson was working on a story
slightly less powerful character. I f t h e GM wishes t o run a high level or in which he was attempting t o uncover the illegal activities of Stewart
powerful character in this adventure, it i s a simple matter t o increase Rhodes, president of Pioneer Oil. In his investigation, Paul dug deeper
the difficulty of success. and deeper into t h e activities o f Rhodes until t h e criminal could feel
Another technique which can be used for higher level characters or the pressure. Rhodes was so distracted by the reporter that he put Out
those more powerful is t o place a time limit on the player's reaction a contract on him. Anderson knew that he was close t o breaking his
time. This idea will be further developed in the text. story when he came across one of Rhodes' former hitmen. With a little
monetary persuasion, the hired assassin was convinced t o spill every-
thing he knew about his former employer. From this information,
Anderson learned about a meeting being held which involved major
crime lords from throughout the city. Planting a listening device, Paul
1. MOTION PICTURE MAYHEM Anderson taped the entire meeting. He knew, however, that in court
This adventure begins with the character attending a recently
such tapes are not considered f i r m evidence as such tapes can be easily
playing movie (out of costume, of course). With him or her is that
fabricated. While the meeting continued, Stewart Rhodes looked out of
hero's husband/wife, boyfriend/girlfriend, depending upon the hero's
his office window t o see Anderson in an adjacent building, spying on
current status. If none of these have been specified b y the player in
the gathering with a pair of binoculars. Paul Anderson realized he had
his character's origin or history, it is up t o the G M t o create this part
been observed and immediately bolted for his life. A t the same time,
of the character's background at this time.
Rhodes called t w o of his best hired gunmen w h o tracked the reporter
As the movie continues, a man will enter the theatre right i n the
down. I n flight, Anderson ducked inside a movie cinema in the belief
middle of the movie and w i l l sit down right beside the hero. The first
that he had lost his pursuers. He was wrong.
thing noticeable about this stranger i s that he is breathing heavily and
Due t o the crowds in the theatre, the assassins could not risk being
perspiring as i f just having run a great distance. As the stranger seeming-
witnessed or identified and decided t o wait for Anderson t o appear
l y squirms in his seat, without the hero's notice, he will slip an audio
again outside the theatre. Paul Anderson tried t o hide within the
cassette into the player-character's coat pocket.
movie theatre, but was forced t o leave after the last show ended b y an
As the picture closes, the crowds, including the hero and hidher
usher. What transpired from this point on is history.
companion, will leave the theatre. As the t w o walk down the sidewalk
The card which can be found in Anderson's hand a t his death was
t o their car, shots from a machine gun will ring out, along with screams.
acquired during the course o f his investigations. It will be found by the
Running back t o the theatre, the hero will f i n d his neighbor from inside
the theatre, shot and lying on the sidewalk. The assailants speed away hero i f he or she helped the man or help was provided b y the hero's
in a black car w i t h no license plates. The movie was t h e late show so companion.
the time will be roughly 11:00 PM. I n this situation, the crowds around Depending on the situation, the character's companion will give
will be small and are movie patrons. The hero could easily duck out of the hero the card if his or her secret identity is known t o the com-
sight t o secretly change identities t o that o f hjs superhero persona. panion a t the theatre. If the hero's identity is secret, the companion
It is at this point that the player should b e told that he can either will give the card t o the normal, non-superpowered persona of the
t r y t o save the dying man at his feet or attempt t o capture the man's character later as he or she will not know what else t o do with the
assailants. This i s one point where a situation arises where the player card.
must give his decision immediately or he will fail with either attempted I f the hero has n o way o f obtaining the card, i t could come into
action. Doing this will increase the tension in the adventure, as well as hisher possession when finding out if the man lived or f r o m the police
increasing the realism, while hopefully not making the player want t o who will need the hero's help in the case. The card and the address
tear o f f the GM's ears. Before the adventure is played, the GM might on it will be described in greater detail later on.
want t o warn the player of this technique and, therefore, give himself
a 'fighting chance' w i t h his player.
There are many possibilities which could come into play. Should 3. THE TAPE
the player-hero stay t o help the injured man, the murderers will escape. When the player-hero returns home and is alone once again, the
He or she could also order their companion t o help t h e man, or they tape w i l l be found in a coat pocket (see Motion Picture Mayhem)
could ask a bystander t o call an ambulance. The hero could then fol- while removing the garment. With a little thought, it will be realized
low the attackers and their vehicle. It should be noted, however, that that only the stranger at the theatre came close enough t o put the
the stranger will die before reaching a hospital or at the hospital if the tape in the hero's pocket without being noticed at the task. Simply
hero takes him there w i t h some kind of increased speed. No matter playing the tape w i l l verify this theory. Played, the tape goes like this:
how hard the player-hero may try, the stranger will not be able t o give
him any information before he dies. '.. . ood evening gentlemen. I believe we all know the reason for
What can be found is a crumpled up piece of paper in the man's this meeting. I have for you a proposition that will provide you with
hand. On it is an address which can be found i n the dumpier part of complete access to the major industries of the entire city. With such
the city. access, industrial crimes of incredible magnitude can be conducted
Within the car which was used in the getaway are t w o thugs (No. 1 I have these businessmen in my back pocket, how this was done is no
and No. 2).Thug number 1 drives t h e car, while number 2 operated the concern of yours '
machine gun. They drive at top speed, at least at the highest speed they 'You're offering too much! What do you want from this deal,
could attain in the city (90 m.p.h.1. The t w o hired assassins are hired Rhodes?'
muscle used in the unlawful enterprises of Pioneer Oil, or rather, the 'Patience, my deal Mr. Racconi. I was getting to that All you have
enterprises of Pioneer's president, Steward Rhodes. to provide for me i s twenty percent o f the action. '
I f the t w o are allowed t o escape, they will return t o their office 'Twenty percent! The five of us here would only be getting about
near the waterfront. Their car will b e stashed farther away later, as the fifteen percent in that deal! You've got to be joking!'
police will, no doubt, have an All Points Bulletin out on the vehicle. 'Fifteen percent of a couple of billion is better than fifteen percent
From this location, the t w o operate a hit-man operation. The hero of nothing. Besides, without me in this deal, you're nothing. Oh, by
may decide t o follow the culprits and hopefully learn their motives. the way, should we agree to this arrangement and anyone should b e
Such will not b e the case. Upon completing their assigned job, the come greedy, I'll have to release my special agen ts Let me demonstrate.
murderers will call Steward Rhodes. Rhodes w i l l pay them directly, but Come in my dear.
secretly with company funds, making a deposit t o their bank accounts. .
You see gentlemen, I a m . . Wait a minute, who's that out there?
These t w o will never be hired again t o maintain operation security in Get me Sloan and Williams! Andenon is being a nuisance again!. . . I

the plans of Steward Rhodes. Due t o the above, the hero will not learn
who employed the men from a vigil over them. After that point, only silence is taped, as i f the cassette had been
It is up t o the GM t o create the shack that the men work out of i f ripped from the tape recorder. A moment later, a panting voice will
the hero attacks. I f the hitmen are defeated and captured, they will break the silence.
not be made t o talk. Of course, a telepath could read the men's minds
and find his way directly t o the source of the problem, Pioneer Oil. 'Hnnh, hnnh . .. This tape. . . is a recording of Stewart Rhodes. . .
Should the hitmen defeat the hero, he w i l l wake u p t o find himself actual criminal intentions, uhh . . . I know this tape cannotbe usedin
dumped across the city from the hitmen or l e f t on t h e road if he at- .
court, so I'll try to find some place to hide i t . . in the meantime. I,
tacked them on the street. I f the hero returns t o the shack/hideout, or somebody, has got to find more evidence .. .. I have to go, they're
he will find the murderers gone. coming!'

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The second taping was made b y Anderson i n his flight from the THE CONDEMNED BUILDING
assassins. He eventually slipped the cassette in someone's coat pocket,
hoping he would take it t o the police since Paul Anderson might n o t
be able t o do so.
After hearing the tape, the hero should feel obligated t o capture
Rhodes and bring him in t o face justice.
Listening t o the tape, t h e hero will probably recognize the voices
of t w o criminal organization leaders. These men, however, are very
elusive and will never be located, no matter how hard the hero searches
f o r them.
Furthermore, Anderson's office a t his newspaper (created b y the
GM) i s void of any helpful clues, except one. Under t h e mat on Paul
Anderson's desk i s a small piece of paper (found w i t h a successful
Detect Hidden roll) w i t h the name and address of Anderson's informer
who had squealed about the meeting and about Rhodes. His name is
Jerome Cooper. This note was missed b y t h e police.
The player-hero may decide t o call Cooper. The informant is almost
always drugged up. He was fired from Rhodes' employment due to this
problem. He knows nothing about Anderson's investigation b u t can
reveal a little about Rhodes a t the G M s discretion.
The search of Anderson's office can only be conducted w i t h the
permission of t h e newspaper editor. He w i l l be reluctant t o grant such
permission unless the hero reveals his intention of finishing what Paul
Anderson has started.
Simply entering t h e newspaper office and rifling the man's desk
w i l l only result in the hero being thrown o u t and being given a warning
never t o return. 1 square = 5 feet NORTH
The player-hero may decide that better headway can b e made at the
newspaper office in his or her secret identity. Unless the character has
a good excuse or an outstanding interest (i.e. helshe is a fellow reporter
Basement 4
or a police officer, etc.), this method will also result in failure.
Searching Anderson's home will provide no clues t o the hero.

4. A CLUE TO THE CARD


As stated earlier, the card Anderson clutched in his hand when he
died contained an address in a dirtier part o f town.
Arriving at the scene, the hero will f i n d the building t o be a con-
demned tenement. A t present, no one roams t h e streets unless it is
broad daylight when the character makes this journey. I n such a case,
bystanders are t o be created b y the GM as he wishes.

4.1 KEY TO THE CONDEMNED BUILDING


This old and delapidated building i s scheduled t o be demolished.
Every fiber of its construction appears t o be ready to collapse. The
building is the temporary base for a street gang known as the Blades.

MF, Main Floor: This area, at one time, was the lobby of this apart-
ment building. Now all floors above it have been gutted. The floor itself
is littered with debris and the occasional rat. The stairs to the south are
collapsed at the top a lead nowhere. The t o p of the stairs is twenty feet
above the floor. The ceiling t o this room (actually the roof) is fifty
feet high. remaining Blades will be t o stay where they are. Out of fear of the
Due t o i t s state o f disrepair, almost all structures in the room are Night Raven, they will do as he says.
unsafe. If a weight of 150 pounds enters t h e center of the floor, that Outside, the Night Raven will go into a battle fury for one turn,
weight will fall through t o t h e basement. The weight the floor can sup but will then realize that he is fighting a fellow hero. When this occurs,
port at the edges o f the room is 250 pounds. The Blades chose this he will stop the fight in this manner:
building because of t h i s danger as it offers them some protection. Of 'Wait! What do you want here?'
course, t h i s was the Night Raven's idea. To get t o the basement, the This is another time where the player must make an instant decision
gang members walk around the edges of the floor and stairs. regarding his course of action. He can either continue t o attack the
The danger of falling through the floor also effects the stairs at the Night Raven or stop, as his oppnent has already done. I f the Night
south, but not those o f the north. Two hundred pounds can be safely Raven i s further attacked, the hero of the night will again t r y t o stop
supported b y these stairs. the player-hero. If t h e player-hero persists, the Night Raven will, in all
The floor and stairs t o this level have 1 Structural Point. Walls and probability, beat h i m to a bloody pulp. When the player-hero awakens,
the ceiling are o f concrete, b u t have only 3 Structural Points. A l l doors he will have n o choice but t o stop and t o speak t o t h e Night Raven.
have one point and the windows are already smashed. The boards that I f the player-hero continues t o fight the Night Raven and wins, gang
cover the broken window openings have 1 point. These strengths are members can b e interrogated as to where Rhodes i s and they will spill
somewhat lower than normal due t o the buildings poor condition. the beans.
When walking down the stairs t o the basement, the Blades can be Should the player decide t o stop the fight and talk, he will be al-
heard shouting from t h e lower level in their usual rowdy manner. lowed t o explain his presence. The Night Raven knows of Rhodes and
B, Basamrnt: This room was once the furnace room of the apart- his activities and was 'leader' o f the Blades when Rhodes recruited
ment building, but the furnace has long since been torn out. The room the gang's services on one occasion. The Night Raven can inform the
is now used as the headquarters o f the Blades. There are six gang hero of both the whereabouts o f Rhodes and his activities. He will
members present at the time (numbers 3 through 8 ) . The room con- then warn:
tains an old couch (200 Ibs.) with 4 Structural Points and t w o chairs 'I don't want you coming back here again. If you do, I won? be
(50 Ibs. each) with 1 point each. so lenient!'
Only a few phases after a fight has begun, the Night Raven will Steel will n o t speak any longer and will f l y back t o the Blades and
burst f r o m his office (marked ' 0 o n the map). The hero will receive will inform them that he has defeated the player-hero, but the coward
a Detect Danger roll, o f course. The Night Raven's first action will fled.
be t o attack the hero and then f l y from the room (flying through When the hero attacks the street gang in the basement and if he
t h e floor) t o lead the character out into the open. His last order t o the should be knocked unconscious or b e incapacitated, he will wake u p

will lindsay (order #955610) 2


12

t o f i n d himself alone with Night Raven in the office. The Night Raven
will want t o know what it i s that the hero wants. This can be handled
as described above. I n the end, the Night Raven will decide that the
player-hero and he can fake a fight i n which the hero will be allowed t o
escape. This will fool the Blades. It should be noted that the Night
Raven does not know Paul Anderson.

4.2 T H E NIGHT R A V E N S M O T I V E
Months ago, the Night Raven learned from a contact that his hated
enemy was recently in cahoots w i t h the street gang called the Blades.
Posing as a deadly criminal (at the time he was relatively unknown),
the Night Raven forced his leadership on the Blades. Since he has not
yet found any clues as t o where his enemy can be found, he continues
t o search and will never give up his hunt. I n time, if the Blades do not
reveal any information, he will leave them (slightly bruised) w i t h the
information squeezed out of them.

4.3 BUSINESS OF THE BLADES


The gang, the Blades, was hired by Rhodes t o threaten an industrial
leader who would not go squish under his thumb. The Blades d i d just
the one job and i t was a success. The Night Raven went along w i t h this
so he could maintain his 'cover' and not ruin his chances of winning
his prime objective, the killing o f his enemy. Rhodes has n o t hired
the Blades since that time, and will not. It was this job that Anderson
found out about and ths i s why he had the condemned building's
address on the card (the one later found by the hero).

4.4 K E Y TO T H E STREET MAP


Restaurant, Shoe Store: A t night, both o f these buildings will be
closed. Each i s one story tall. During the day, very few customers will
be present due t o the relatively unsafe nature o f the neighborhood.
With this in mind, the restaurant owner packs a shotgun (+2 t o hit,
2d6 damage, 1 0 inch range). This man will do anything t o protect
his greasy spoon, even blasting a destructive hero.
Each building is of brick construction w i t h a large storefront win-
dow.
Destroyed Buildings: These areas on either side of the Blades'
headquarters have previously been buildings, b u t have since been
gutted and destroyed. Present is an incredible amount of debris which le business executive i s a t this time. Questioning an employee o f the
could be used as a weapon. Weights of the pieces of debris range from
company on the matter may gain some information for the player-
one pound t o t w o hundred pounds.
hero, b u t only if h e has a reasonable and seemingly important need t o
Street Lamps: The pole t o such lamps have 6 Structural Points.
see Rhodes. Otherwise, success will be out of reach.
The glass bulb has 2 points. Each lamp lights up an area with a ten foot
In fact, the president of the company works out of an office buil-
radius from the lighting source. Physically striking exposed wires will
ding in a remote, quiet area of the city where his illegal activities can
cause 2d8 damage. Each pole weighs 800 pounds and is 15 feet tall.
go on w i t h l i t t l e suspicion being attracted. The building i s on the corner
Fire Hydrant: This single hydrant is of cast iron construction and
of Drury Road and Michaels Street.
has 1 0 Structural Points. To tear this hydrant drom the concrete
Like all Pioneer offices, security here is top notch. Guards and
will require fifteen points of structual damage in a pulling or prying
modern intruder systems monitor the interior of the building. Per-
fashion. It weighs 120 pounds and a concussive force of water will
mission t o enter freely i n t o the building will be impossible t o obtain
fountain forth if it is pulled from the sidewalk. Contact with such a
unless an acceptable excuse is again created. The chances of this taking
fountain of water will cause I d 4 damage. The water spurt will subside
place are far higher if the player-hero decides t o enter o u t of costume
in ten turns.
and in his non-super-powered, everyday persona/identity. In superhero
Trash Can: The cans present here are loaded with garbage. With this garb, the character would only be seen as a potential source of trouble.
waste included, they weigh one hundred pounds each and have 8 I n general, Rhodes will refuse any appointment when he finds out that
Structural Points based on their aluminum construction. it is t o be with a superhero.
Manhole: There are two manholes represented on this map. From 5.1 K E Y TO T H E PIONEER B U I L D I N G
these there are ladders which can b e used t o gain access t o the sewers. All buildings surrounding the Pioneer office structure are smaller
Manhole covers weigh sixty pounds, have 10 Structural Points (cast in height, except for the building immediately t o the south, which is
iron) and have an 'A' range i f used as weapons and thrown. These also ten stories tall. It was from this building that Paul Anderson spied
cannot be removed without a crowbar, magnetic powers, etc. upon Rhodes and his secret meeting.
The 10th Floor: Every other floor of the building is patterned in
Streets themselves are of concrete, as are the sidewalks. Therefore, the same fashion as this floor, the last office floor. Throughout the
both streets and sidewalks have 6 Structural Points. entire building there are surveillance cameras and heat sensors/detectors
in operation. When a security guard i s finished with his rounds on each
5. PUNCTURING PIONEER floor, a guard on the ground floor turns on the detection equipment
I n which manner the hero gained information on the current where- on the upper floor. He sees his partner leave the floor by way o f the
abouts of Stewart Rhodes makes no real difference. Either the Night surveillance camera console located at the building's front door i n the
Raven forwarded the information or a pressured Blade gang member lobby. These actions and devices are used at night as they are shut
spilled the beans. Simply arriving at the head offices of Pioneer Oil down during business hours. Only the two security guards are on duty
will not provide the hero with Rhodes. There are a multiple number of by day. I f an alarm is triggered anywhere in the building a t night, a
offices in the city in which he could be found. silent alarm goes o f f a t the guard console. From here, a single guard
Though the player-hero would now know that Rhodes is president will usually investigate the problem. If there is a true crisis, the police
of Pioneer Oil, he would have t o determine for himself exactly where will be called by a guard on the main floor.

G U A R D LIST
Sex Weight ST EN A G I N - CR Hits Power Damage Accuracy Carry Move H T H Level
M 150 09 10 11 1 4 12 0 4 44 - - 130 3 0 ' ld4 1
M 170 12 13 09 11 10 07 45 - - 257 34' ld6 1
Each guard carries a pistol: +3 t o Hit, I d 8 damage, 20 inch range. Also a nightstick: +1 t o H i t and
H T H +1d2 damage.

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13

PIONEER OIL BUILDING, STREET VIEW

PIONEER OIL PAR K I NG

1 square = 10 feet

DEPARTMENT
STORE

THE TENTH FLOOR 1 square = 5 feet

iN

3
There are a vast number of ways in which a character might surpass
the defenses and gain a safe entry t o the building. A t night, getting past
the locked door i s easy w i t h Vibratory Powers. Invisibility will get the
hero past the guards, but not t h e heat detectors. Regulating body
BRm, BRw, Bathrooms for Men and Women: These two rooms are
the washrooms used by the staff of this floor. There i s nothing out of
the ordinary present at any time of the day or night.
temperature with, say, Ice Powers, would fool the heat sensors. As C, Closet: I n this cubicle are stored the coats and other mundane
already stated, there are many ways of getting i n t o the building, but t h e items left b y the occupants of the lounge. There i s nothing o f this sort
results are in the hands of the player and the GM. at the time, except for such items as folding chairs and spare water

will lindsay (order #955610) 2


14

cooler cups. THE OFFICE PENTHOUSE


C/C, Computer and Copier Room: I n this room are the main com- 1 sauare = 5 feet
puter banks used in the building. Stored in these is just about anything
a person would want t o know about Pioneer Oil Incorporated (except,
of course, items pertaining t o the illegal activities of the company's
president). During the day, there is at least one person present, in a
search for some piece of information or making copies on the copying
machine.
E, Elevator: This i s a common elevator which can be used t o gain
access t o any floor in the building, even the penthouse office and the
basement. There is a surveillance camera located here.
GMO, General Managet's Office: This is the office of Nick Torrence,
Rhodes' second in command. His major job i s t o handle staff difficul-
ties and handle whatever special assignments he is given by Rhodes.
As of late, the number of such special projects has sharply increased
due t o the president's preoccupation w i t h his unlawful activities.
Rifling this room will supply the player-hero w i t h no useful evidence.
L, Lounge: I n this room the staff spend their breaks and free time.
It is furnished w i t h wall-to-wall carpeting, one leather couch, three
chairs, a water cooler and a coffee machine.
MS, Mechanical Storage: I n this small room all the equipment
needed t o make common repairs t o office equipment is kept. Most of
the contents are of a metallic nature, making them useful t o heroes when his secretary buzzes.
with magnetic powers as potential projectiles. This room i s furnished w i t h a large desk (500 Ibs.), one chair (75
0, Office: This office belongs t o a third member o f the building's Ibs.), one lamp (20 Ibs.), and a small but comfortable bed (600 Ibs.).
executive team. It is furnished w i t h a desk, t w o chairs, a lamp and an The bed has 5 Structural Points, while all other values are as listed for
aquarium. It i s evident that the workload on this man is quite high as room 'RO' above.
well as demonstrated b y the stack of papers on his desk. (This is due Celeste stays in this room for the time being and is Rhodes' personal
t o the extra load placed on all Pioneer executives b y the company
bodyguard. She also conducts special missions for the company presi-
president's involvement in outside interests.)
dent. Celeste i s always prepared t o act in times of crisis and will be
00, Open Offices: On the western side o f this room i s a wall and
there t o defend Rhodes in seconds. The building security systems
door completely of glass. Inside i s an open area with five desks spaced
are not used in this room or in room ' R O by Rhodes' orders.
about. I n here the employees do their daily work without the prestige WR, Waiting Room: People such as salesmen waiting t o speak t o
of private offices. Nothing of interest will be found here.
Rhodes are directed here b y the receptionist/secretary t o wait until
SO, Secretary's Office: These separated rooms are the reception
the president is free. Presently there are eight chairs w i t h a table in the
rooms for both the General Manager, Nick Torrence, and his fellow
center o f the room. Upon the table i s a collection of old magazines.
executive, Simon Shaw. I n each room is a private secretary.
SS, Stationery Storage: Kept in t h i s large room i s spare furniture,
A l l floors, ceilings, and walls are made of concrete w i t h steel rein-
paper, filing cabinets, etc., which are needed throughout the building. forcement. Within the building the ceilings are of the suspended kind.
Reinforced walls have 8 Structural Points, while suspended ceilings
Off ice Penthouse have 2. Those blank areas o n the exterior walls on the maps are win-
B, Bathroom: An ordinary washroom which divides into two dows and have 2 Structural Points. Doors are of wood w i t h 3 Structural
sections. This facility i s for the use of Rhodes' secretary or any guest Points.
waiting t o see him. 82 is exactly the same, except that i t s use i s
reserved for Rhodes alone and i t i s not divided. 6. RHODES PLOT
C, Closet: A common closet for hanging clothes. Up until a year ago, Stewart Rhodes was an honest businessman,
CR, Copier Room: This room contains photocopying equipment running an honest company. Through his business dealings, Rhodes
for the personal use of Rhodes, i t is often used i n his work and his began to hear of the rather dark, immoral actions of his competitors.
illegal moonlighting. Seeing these men get away with their actions, Rhodes decided t o t r y
E, Elevator: As described above for the 10th floor. his hand at tax evasion. He was caught.
RO, Rhodes' Office: This immaculately furnished office is the He only barely managed t o retain his job. What was most annoying
private workplace of Stewart Rhodes. The furnishings of the room t o the president was that his competitors were now laughing at h i m
consist of a mahogany desk (500 Ibs.), three leather chairs (75 Ibs. for his legal clumsiness. Rhodes wasn't laughing.
each), t w o lamps (20 Ibs. each), wall-to-wall carpeting, and expensive Shortly after, there arrived in the mailboxes of his corporate com-
paintings. The desk has 4 Structural Points, the chairs 3, and the petitors letters outlining Rhodes' plan t o expose each of them unless
lamps have 1 each. they followed his instructions. It was blackmail.
During the day, Rhodes i s always here, as he also is at night. Due t o Since that time, Rhodes' activities have gone well beyond vengeance
his presence in this section, the security guards have shut off both t o produce vast profits. Direct payments t o him b y his fellow cor-
surveillance cameras and heat detectors. The guards have been left with porate presidents were t o o obvious. To preserve his security, it was
instructions t o turn these back on in the penthouse only when Rhodes decided that flunkies would be used. Rhodes then called some of the
calls them t o report his departure from the building. The guards are major crime syndicate heads of the city. Using these mens' organi-
used t o this and are fully practiced in this procedure. zations, robberies of Rhodes' competitors could be arranged without
I n the top drawer of Rhodes' desk i s a machine pistol. This i s kept the police even being called. Of course, his profits would have to be
there for both protection from intruders and from those he works split w i t h his 'partners' due t o their provision of the raw materials
with in his less savory dealings. needed in his plot, men.
Machine Pistol: +3 t o hit, l d 8 damage, 1 0 ' range, 20 bullet supply The night of the meeting that Paul Anderson was witness to, Rhodes
in clip, +1 t o hit, -1 damage per extra bullet fired. paid off the security guards when they saw the crime leaders so as t o
If and when trouble does occur, Rhodes will call out for Celeste keep his secret meeting quiet.
(see 'TT' below). When she arrives, (within a second), Rhodes will at- Until this point, his operations had been kept completely quiet,
tempt t o make his escape. even t o building employees, until the reporter came along and ruined
The 's' symbol in this room represents a disguised (secret) door all of this.
which can only be detected with a successful Detect Hidden roll or i f
it has already been opened and exposed. AFTERMATH
RR, Reception Room: This i s a common reception room i n which I f t h e hero 'can defeat Celeste in less than three turns, there is s t i l l
Rhodes' private secretary works. a chance of capturing t h e fleeing Stewart Rhodes. He w i l l make his way
TT, Think Tank: This is Rhodes' private retreat or think tank. It t o his car and w i l l then drive anywhere that is safe. If Rhodes does
is in here that he usually conducts his illegal activities during the day manage t o escape, he will probably never appear again.
so as not t o be caught or detected b y anyone. A n intercom system Should Celeste defeat the character, she will disappear as well,
on the desk here connects t o one on his office desk in room 'RO.' knowing that Rhodes will d o the same.
Using this, he can be forewarned when anyone is entering his office It is quite possible that Celeste may be encountered again in the

will lindsay (order #955610) 2


future as she hires herself out t o the highest bidder. Douglas Steel was an imprisoned convict when he decided t o be-
come the Night Raven. Doublas was p u t in jail for armed robbery.
During his jail term, he got involved in a fight with a fellow inmate, and
7. THE CAST ended up breaking t h e man's arm. The prisoner swore vengeance as h e
was also penalized for having started the fight in the first place.
THE NIGHT RAVEN When his arm had healed, the convict managed t o escape. Instead
Identity: Douglas Steel Sex: Male of exacting his vengeance o n Steel himself, the former inmate mur-
Age: 30 Level: 5 dered Steel's wife and son. Learning of this, Steel knew his enemy was
Side: Good t o blame and planned his early parole on good behavior. When out of
Powers: prison, Steel began hunting the convict down, and so as not t o violate
1. Glider Cape: 80 inches airspeed per turn, must have air currents t o his parole, donned the garb o f the Night Raven.
gain altitude. Since then, Steel's parole has expired, but he continues his own
2. Invulnerability: 10 points from t h e cape. style of justice t o protect others in the same position he was once in.
3. Heightened Endurance: + 1I As of yet, Steel has not found his families' murderer, his enemy.
4. Natural Weaponry: +2 t o Hit, +4 damage. The Night Raven fights best at night and out of doors where he is
5. Heightened Senses Device: Infrared Goggles: x2 Detect Hidden and able t o move freely. On an unsuspecting target, he likes swooping
x3 Detect Danger. down and stomping his foe.
6. Willpower: PR = 1 per turn, Type A.
Low Self-Control: O n a mission, the Night Raven often loses sight o f CELESTE Sex: Female
his ideals and goes t o any extreme t o defeat his opponent. Killing Identity: Myrtle Lord
is not out of the Night Raven's range. Age: 67 (appears 23) Level: 3
Lowered Charisma: -7 due t o extreme motives from true good. Side: Evil
Powers:
Weight: 190 Ibs. Basic Hits: 4 1. Illusions: Visual and audible, PR = 2.
Agility Modifier: - Strength: 17 2. Heightened Defense: -4 t o be hit.
Endurance: 25 Agility: 17 3. Natural Weaponry: +2 t o hit, +4 damage.
Intelligence: 16 Charisma: 7 4. Heightened Charisma: +15
Reactions from Good: -2 Evil: +2 5. Special Weapon: Stun Gun: +3 t o Hit, no damage, 3 shots per
H i t Modifier: 8.06 Hit Points: 33. recharge. This weapon attacks as Sonic Powers. A victim of this
Damage Mod.: +2 Healing Rate: 2.8 per day attack becomes especially suceptable t o Celeste's illusions.
Accuracy: +2 Power: 75 This effect lasts for l d 6 turns. This allows, even a ridiculous
Carrying Capacity: 705 Ibs. Basic HTH: ld8 illusion t o be considered real b y the victim. The saving throw
Movement Rates: 59 inches ground, 80 inches air normally allowed i n this situation is not permitted.
Detect Hidden: 24% Detect Danger: 48%
Inventing Points: 8 Inventing: 48% Weight: 110 Ibs. Basic Hits: 4
Agility Modifier: +2 Strength: 1 0
Endurance: 12 Agility: 17
Intelligence: 1 8 Charisma: 30
Reactions f r o m Good: -5 Evil: +5
H i t Modifier: 2.9 H i t Points: 9
Damage Mod. : +2 Healing Rate:0.9 per day

will lindsay (order #955610) 2


16

Accuracy: +2 Power: 67 crystal ball.


Carrying Capacity: 121 Ibs. Basic HTH: Id4 Myrtle L o r d decided that 'Myrtle' was n o t a suitable name for such
Movement Rate: 39 inches ground an incredibly sexy young woman. She chose 'Celeste' as more ap-
Detect Hidden: 14% Detect Danger: 18% propriate. Throughout her many new experiences, Celeste did things
Inventing Points: 5.4 Inventing: 54% she had missed o u t o n when she was s t i l l plain Myrtle Lord. These
actions finally led her t o Stewart Rhodes, w h o had t h e wealth she
Myrtle L o r d was a bored and depressed housewife whose life was so much craved. The rest is history.
only going downhill. Filing through the paper one morning, she found What Celeste does not realize, however, is that w i t h o u t her soul,
a large advertisement for a circus t o be in town that same day. T o find she has become immortal and, with immortality w i l l eventually come
a little enjoyment, Myrtle decided t o go t o see the show. insanity.
Strolling through t h e fairgrounds, Myrtle came upon the fortune In a fight, Celeste w i l l first blast her opponent with her stun gun,
teller's tent. The gypsy fortune teller immediately recognized Myrtle's hopefully by surprise with the aid o f some f o r m o f illusion. In this
depression and made her an offer. The fortune teller offered youth, 'stunned' state, her victim will be further confused b y the creation of
beauty and power t o Myrtle Lord in exchange for one thing, her soul. multiple images of Celeste. Refraining f r o m physical combat as much
With n o real thought, Myrtle agreed and became a beautiful twenty- as possible, Celeste will usually drive o f f her opponents w i t h powerful
three year o l d w i t h the power t o pervert weaker minds. Her soul illusions, maybe of the hero's deepest fears or weakness, if they could
became another victim t o be held prisoner in the gypsy woman's b e known t o her.

T H U G LIST
No. Sex Weight ST E N A G IN CR Hits Power Damage Accuracy Carry Move HTH Level Weapons
01 M 170 10 12 13 12 13 09 47 +I +I 1a7 35" 1 d4 1 Pistol
02 M 160 13 09 10 10 09 05 42 - - 248 32" 1 d6 2 Machine Gun
03 F 110 08 10 17 14 12 05 49 +I +2 83 35" 1 d3 1 Knife
04 M 150 10 12 14 1 1 10 06 47 +I +I 165 36' 1 d4 1 Knife
05 M 210 09 14 09 oa oa 07 40 -1 - 224 32" 1 d4 1 Crowbar
06 M 200 14 12 09 13 1 1 oa 48 - - 394 35" 1 d6 2 Baseball Bat
07 F 130 10 10 12 15 14 05 47 +2 +1 130 32" 1 d4 1 Chain
08 M 160 16 09 14 10 1 6 oa 49 +I +I 400 39' 1 d6 3 Pistol

Pistol: +3 t o Hit, I d 8 damage, 15 inch range.


Machine Gun: +4 t o hit, I d 1 0 damage, 150 inch range (+I to hit and
-1 damage per extra bullet fired in a phase).
Knife: +I t o hit, H T H +ld2 damage, A" range if thrown.
Crowbar: +3 t o hit, H T H +Id6 damage.
Baseball Bat: +3 t o hit, HTH +Id6 damage.
Chain: +3 t o hit, H T H +ld3 damage.

STEWART RHODES
Age : 43 Sex: Male
Side: Evil Level: 1
Powers: None
Weight: 190 Ibs. Basic Hits: 4
Agility Mod.: - Strength: 1 1
Endurance: 10 Agility: 9
Intelligence: 12 Charisma: 10
Reactions f r o m Good: - Evil: -
Hit Modifier: 1 .I Healing Rate: 1 per day
Damage Mod.: - Hit Points: 5
Accuracy: - Power: 42
Carrying Capacity: 221 Ibs. Basic HTH: ld4
Movement Rate: 30 inches ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 1.2 Inventing: 36%

When Paul Anderson went down o n the pavement, the playtest


hero tried t o save him t o n o avail. Finding the card and the tape, he
began a ruthless search for Rhodes. I n this search, he triumphed over
the Blades and talked w i t h t h e Night Raven.
A t t h e Pioneer Oil Building a terrible battle t o o k place w i t h Celeste.
Before success could be achieved, b o t h Celeste and Rhodes were able
t o escape and disappeared.
I t ' s a sure bet though that Celeste w i l l pop u p again some time in
the future.
I I

will lindsay (order #955610) 2


17

DOMINION DAY BY KEN CLIFFE

will lindsay (order #955610) 2


18

PR 0LOGUE THE HOUSE 1 square = 5 feet


This third V&V solo adventure is for all those people out there
who want V&V books w i t h tougher villains. The cast in this adventure
has therefore been raised slightly in strength t o satisfy players who
might b e getting a little cocky. GM's with weaker characters in their
campaigns can easily tone down those villains within this adventure,
but they are not overly powerful, simply large in number.
A second comment which has t o be made is that this adventure
is situated in Canada, you know, the Great White North, eh. I n some
campaigns it might be a change t o have the heroes work i n other areas
than their home towns. The die-hard GM can, of course, adjust the
locations used herein t o relocate the adventure if he feels it necessary.
Virtually any level character could go through this scenario as the
villains on the side of evil all vary in level.
Now, put on your toque, grab a brew and jump on the dogsled,
we're movin' out.

1. A POLITICAL PLOT ATTIC


During the campaign of a Presidential candidate or one for Prime
Minister, depending upon which country the adventure is being set in,
a threat of a bombing was made apparent t o that candidate, via a series
of telephone calls. The caller demanded that this candidate drop out
of the election (local or national, at the GM's discretion). The caller
used the name Professor Malevolence. SECOND FCOOR
The threats were ignored as the usual empty threats of a frustrated
citizen. However, such was not the case, a bomb did explode under the
candidate's bandstand, although he was not in it at t h e time. Except
for a few minor injuries, no one was seriously hurt.
The threatening calls then intensified and were addressed t o all
candidates involved in the election. A t this point, the present, both
the hero and the police have become seriously interested.
I n one of the increasing calls t o the original candidate, the terrorist
was stalled on the phone for long enough f o r the police t o get a trace
on the call.
The hero now stands outside an ill kept, antique house in a resi-
dential district o f the city of Toronto (or elsewhere, if the G M decrees).

1.1 K E Y TO T H E HOUSE
A, Living/Dining Room: This room contains t w o musty couches
and three old chairs. Around a hand carved table s i t five chairs. The
room, as well as the rest of the rooms in the house, are poorly kept.
B, Den: This room contains a desk, two chairs, a television set
and many newspapers scattered about w i t h many clippings showing
the election candidates. A phone s i t s on the desk.
C, Bathroom: This old bathroom i s quite filthy w i t h water stains
on the floor.
D, Coat Rack: Just as it says, this area i s occupied by an antique,
hand-tooled coat rack and bench.
E, Kitchen: A l l the kitchen hardware in here is o l d and outdated.
Included are a refrigerator, oven, etc. Food has been left out on a coun- FIRST FLOOR
ter and has become slightly moulded.
F, Porch: This porch has a wire screen wall which supplies a view
into an overgrown yard. Both doors in and out of this area are unlocked
as i s the front door.
G. Bedroom: This room contains a bed without sheets or blankets,
just a mouldy old mattress. A dresser s i t s in the corner, but it is empty
save for a dead mouse.
H, Closet: This little room is empty save for a few rusted coat
hangers.
I, Bedroom: This room i s similar t o room 'G' without the mouse.
J, Bathroom: This room contains a tub, shower, sink and toilet.
It has recently been used as water from the shower has l e f t the floor
damp.
K, Bedroom: This room is apparently used by the house's occupant
(Professor Malevolent). It contains a bed, dresser, mirror and lamp. CELLAR
Clothes are scattered about the floor as well as a pair of pyjamas.
L. Sewing Room: This room contains an old-fashioned sewing
machine (which no longer is operable). Otherwise, there is nothing of in rooms '0' and 'P and are marked with dots along the walls. These
interest present. require a successful roll on Detect Hidden t o be noticed.
M, Linen Closet: In here are a few unfolded and dirty towels and I n the laboratory is Professor Malevolent. He is presently plotting
sheets. what appears t o be another assassination attempt against candidates
N, Closet: Hanging here are a few suits and articles o f men's clothing in the election. Standing around the desk on which he works are two
0, Cellar: I n here are a few stacked boxes which contain memor- Mark I robots. They will be sent t o attack the hero as soon as Professor
abilia and miscellaneous items that Malevolent has decided t o save. Malevolent realizes that an intruder is in t h e basement (almost in-
P, Furance: In this area is a furnace which heats the house. The stantly).
room i s curtained o f f f r o m area '0.' The professor has not yet developed his armor or the Vengeance
Q, Laboratory: This is the Professor's laboratory. I t s door is hidden Robots (see below), but the plans are hidden in his secret school lab.
and must be located w i t h a Detect Hidden roll. I f his robots are defeated, Malevolent will attack w i t h a pistol he
Inside the lab i s a silent alarm and a surveillance board which warns carries (+3t o hit, ld8 damage, 60 inch range). He has six bullets in the
the professor of intruders. Cameras which operate from the board are gun.

will lindsay (order #955610) 2


Also in the lab is a computer which, if operated properly (requires for the Vengeance Robots will be lost, as will the plans for the Profes-
computer programming skills), displays the construction plans for the sor's armor,
Mark I robots. Further digging i n t o the system will produce 'insuf- The information on the computer is easily translatable and under-
ficient data, enter sister system.' It is known that the professor teaches standable t o the GM, but n o t t o the player-hero. Stage 2 of the profes-
a t a local university within the city. A defeated hero will wake up t o sor's plan is t o methodically murder all candidates and t o impose him-
f i n d that he i s all tied u p w i t h the robots guarding him. self as Prime Minister (or President). A t this point, the Dominion
Attic: The entire attic is stuffed with miscellaneous boxes which Deviants are being used. A listing of their identities i s included with the
contain nothing of importance. above computer information. The next line refers t o the completion of
the Vengeance Robots and the final line refers t o the firing of Brim-
Professor Malevolent lives on a quiet back street which is backed b y stone and Psi-Lancer due t o the availability of the Deviants.
a wooded area. On his block are a few other houses, b u t his neighbors Of course, the player-hero w i l l not understand much of this when
know little of the professor or his activities. Rarely showing himself he/she sees the computer printout. It's always a bit amusing t o see a
outside of his home, Malevolent never accepts invitations t o local social player deal w i t h the frustration o f attempting t o decipher a possible
events so very few o f his neighbors have ever actually spoken t o him. set of clues.
The professor has created a sort of mystery around himself w i t h the
locals. When t h e hero arrives outside Malevolent's home, there will be 3. JAl L BREAK
n o car in t h e driveway as the professor does not own an automobile. This stage of the adventure takes place two days after Malevolent's
The hero w i l l also know little about the man before arriving. It can imprisonment. The hero will pick u p a morning paper and s i t down to a
be learned with some research that he is a university teacher w h o has fresh cup of coffee. Cracking open the tabloid, the following headline
a bad teaching reputation (no doubt the police w i l l so inform the hero screams out:
when they ask him t o bring in the Professor). He is widely disliked b y Attempted Assassin Escapes!'
both staff and students at the university. On several occasions t h e Further inspection of the article relays the fact that Malevolent has
professor has been threatened with the loss of his job due t o his poor broken out of prison w i t h the help of a fiery devil and a man who
teaching habits and the open espousing o f his radical political views i n somehow seemed t o be controlling the guards. Guards who were eye-
the classroom. witnesses made these reports.
Malevolent's cellmate, Larry Dorcell, a proven blackmailer and
2. AN EDUCATIONAL EXPERIENCE fraud, has not yet revealed any information t o the police. The article
With the lack of concrete evidence and information available a t t h e continues, b u t offers little else of value t o the hero.
professor's home (and the reference t o a 'sister system' in t h e computer A t this point the hero will probably decide t o interrogate Larry
in the lab), the hero will probably wish t o dig deeper i n t o the mystery Dorcell so as t o come u p w i t h some additional leads as t o the where-
man's past and background. Inspecting his office at the university abouts of the Professor, and possibly t o his plans,
would be the next logical step t o take. Dorcell will have t o hear some pretty heavy persuasion t o be made
By the moral code of the hero, the school cannot be entered with- to talk. The t w o w h o broke the professor out were none other than
out obtaining permission. T o properly and legally gain access t o the Brimstone and Psi-Lancer. These t w o threatened Dorcell t o the point
Professor's office, the University Dean w i l l have t o be approached. of abject terror and told him that i f he spoke t o anyone about the
This proposal w i l l first be met w i t h questions and reservations by the professor's plans, they might return t o kill him. Thus, Dorcell will
Dean as the offices are all viewed as private property. However, the only spill the beans if he i s made t o feel equally threatened or offered
Dean has n o love for Malevolent and will eventually grant the hero heavier security within the prison.
entrance t o the school and the office without requiring much in the I f such an offer i s made or i f h e i s threatened sufficiently, Dorcess
way of explanations. Certainly, the hero's reputation should be known w i l l confess to the following:
t o the Dean. Dean Carl Davids will personally show the hero t o the 'That maniac professor kept babbling about some plan to free
office of Professor Malevolent. He will be generally amiable. Canada lor whatever country is being used as a setting) or something
Upon arriving at Malevolent's office, Davids w i l l pull out a ring o f from the buffoons running it He said that he planned to take control
keys which open every lock in the building. However, Malevolent has of Canada himself This guy was a real nutbar. Oh, ya, he kept on
recently changed the lock on his office door without obtaining t h e mumbling about getting to his secret base and putting something called
usual permission f r o m the university. He alone can gain access t o his Operation Dominion Day into effect'
office a t this time. Furthermore, n o staff member or student has ever A t this point, a prison guard w i l l knock on the door and inform the
been inside Malevolent's office as he has always kept tight security over hero that there is a phone call for him. It is known t o the police that
it, claiming that the delicate instruments inside could be easily damaged the hero i s questioning Dorcell as h i s acts are known t o them.
b y anyone not fully aware o f the intricacies of his field. When Davids, The person on the other end of the phone will say:
the Dean, tries the door, he w i l l say after his lack o f success: 'This is Sargeant Thompson of the Metro Police. We were looking
'Hhmmf, this key doesn't seem t o fit the lock. Charles must have over that computer disc you found at Charles Malevolent's lab and we
changed it without m y consent. I don't even think we have the key to found something you might be interested in. The access code still had
t h i s door.' He will then turn t o t h e hero, 'Do you think you can d o not been found when the computer seemed to opent the file itself.
anything?' Anyway, it keeps flashing 'Intruder alert at,' you're not going to be-
The only remaining way t o enter the office i s with force. The door lieve this, 'the C N Tower base. ''
has 3 Structural Points. Suddenly, upon bursting i n t o the room, an H e will continue t o say, 'We can send men over, but from the way
instrument on the ceiling w i l l fire a laser at the intruding character. The Malevolent broke out of jail, I'd say he has some supervillain con-
beam attacks as 4th level, doing 2d8 damage w i t h a 3 inch range. A t - nections This is more up your alley.'
tacks are made as for Light Control and w i l l continue until the intruder The sargeant will wait for a response from the hero.
is destroyed or the device itself is destroyed. The laser device has 5 It is up t o t h e G M running this adventure t o select some other land-
Structural Points. As soon as t h e beam fires, Davids w i l l scream hys- mark building i f he is running the adventure in some city other than
terically and dive for cover. Also upon entering the office, t h e com- Toronto.
puter will be activated by the laser device and will automatically begin When the hero goes t o continue his discussions w i t h Larry Dorcell,
t o erase all-data. By t h e time the hero reaches the computer terminal, the two will meet in the typical visitor's room, where glass panes
and realizes what is occurring, only a portion of the data will be avail- separate visitor and inmate.
able t o b e salvaged. This remaining data reads as follows:
4. THE CN TOWER BASE
'Project Dominion Day attaining stage 2 U p o n arrival a t t h e C N Tower, t h e he
Dominion Deviants operational, operatives include: Upon arrival at the CN Tower, the hero will see a ship hovering
Trillium above the ground about twenty feet away from the base of the tower.
Yukon Jack N o one seems t o be piloting t h e craft and there are letters that say
Powerhouse 'C.R.I.M.E.' o n the side. The ship is a Crime Cruiser and i s being used
Vengeance series completed. b y Psi-Lancer in this job. The doors are locked through a series of
Team A employment terminated. electronic devices. Entry can only b e made by the use of force.
Pressing for further information requires an access code which is
impossible t o know or deduce b y the character. The information s t i l l The Crime Cruiser
remaining in t h e computer is stored on a disc and will b e available f o r Weight: 7000 Ibs. Speed: 700 H i t Points:
police dissection. Passengers: 1 + 4 To Disable: 35
Before the hero can reach the computer terminal, the blueprints Cargo Camcity: 3000 Ibs. To Demolish: 140

will lindsay (order #955610) 2


A skilled pilot is required t o f l y t h i s craft. The CN Tower Base 1 square = 5 feet
Ten feet away from the ship is a scorched railway car from the series
of train tracks that surround the tower. Beneath where this car used t o
stand is a large melted slab of concrete and, in the middle i s a square,
manmade hole. O n one 'wall' o f the hole is a ladder leading down. It
can be seen that the ladder has been slightly melted and that the metal
of which the ladder i s made i s s t i l l hot.

4.1 IN A C T U A L FACT
What has really happened here is a b i t of deceitfulness b y Professor
Malevolence with the intent of tricking Brimstone and Psi-Lancer.
Professor Charles Malevolent hired these t w o as a backup team in
the event that he would be unable t o organize Canadian villains t o form
the Dominion Deviants. When Malevolent was captured, Brimstone and
Psi-Lancer had orders t o free him and they acted upon these orders,
returning the Professor t o the Tower Base that same night (last night).
He then promised that the villains' pay would be deposited b y com-
puter t o the C.R.I.M.E. computers. The transaction would take only
moments t o complete. Malevolent then informed his hireling villains
that their employment was terminated.
As the two villains flew back to C.R.I.M.E. headquarters in their
Sky-Cruiser, they contacted their organization t o make sure that their
fee had been paid. It had not been. Rather irate, the two villains re-
Malevolent is quite confident that this room will never be found.
turned t o the Tower Base and invited themselves inside. Once they
However, he would n o t have been viewing the fight at the time the
had relieved the guard robots of their duty, they found the professor door t o this room would have been burst - remember, the screen
gone (via his teleportation booth). It was then that Malevolent activated
would have already have been smashed in the fight. Normally, this
the monitor screen and h e has been carrying on a rather gruff con-
door could only have been found on a successful Detect Hidden roll.
versation with Brimstone and Psi-Lancer. It is at this point that the All ceilings in the CN Tower base are ten feet high. The walls and
hero arrives. The t w o villains have their backs t o the entrance t o the floors and ceilings are of concrete ( 6 Structural Points) and the doors
room and, thus, the hero as he enters. Malevolent w i l l look a t the are o f hardwood (3 Structural Points).
entering hero and will begin t o laugh, thus warning t h e villains that
something i s afoot. Malevolent w i l l watch the fight that will break 5. THE OTTAWA BASE
out, unless the screen happens t o be broken i n the melee. As the 5.1 K E Y T O T H E O T T A W A BASE
Professor watches, he is wearing his armor and i s therefore i n his First Level
Professor Malevolence persona. B, Bathroom: These are the private bathrooms for each bedroom.
BR 1-6, Bedrooms No. 1 t o 6: Bedrooms numbered 1 t o 3 are used
4.2 K E Y TO T H E TOWER BASE b y Yukon Jack, Powerhouse, and Trillium, in that order. Each room's
B, Bathroom: Just as it says, this i s a single person bathroom of the decor i s subject t o the occupant's personal taste. Bedrooms number
common variety found in homes, hotels, etc.
4 t o 6 are spares.
CR, Computer Room: This room is packed with computers, b u t as
G, Gymnasium: In this large workout area is all sorts of equipment
the hero arrives, h e will f i n d them rather destroyed. Two Vengeance
for bodybuilding. Exact items and weights are subject t o GM dis-
Robots lay in a sparking heap (thanks t o Brimstone). The door t o this
cretion. Present here are the Dominion Deviants.
room has been ripped off i t s hinges.
L, Ladder: This ladder leads both u p and down. Going up leads
A surveillance camera that had been used t o monitor the ladder
t o a door which enters into the sewer system. Near the door is a man-
has also been smashed t o junk.
hole t o the surface (Carlton Street). Looking for the door from the
L, Ladder: This ladder leads twenty feet down from the surface.
sewer would require a Detect Hidden roll unless i t s location were al-
A t the midpoint is a destroyed surveillance camera as described as
ready known t o the searcher. Going down the ladder leads t o RCL.
for the Computer Room. Due t o i t s present condition, i t can be easily
MBR, Malevolent's Bedroom: This plush room contains a bed, a
seen and it is obvious that it had been a 'hidden camera.'
stereo, t w o leather chairs, and a lamp.
0, Office: This plush office houses a viewing screen against the
0, Office: This is Charles Malevolent's office and den. On book-
south wall. As the hero enters the room, he/she will find Brimstone
cases around the room are hundreds of books. The room contains a
and Psi-Lancer facing the screen. These t w o are arguing with Professor
desk (300 Ibs.), a lamp (20 Ibs.), and a couch (400 Ibs.). These items
Malevolence, who i s wearing his armor. The discussion seems t o b e
have Structural Points of 4, 2 and 5 respectively. The floor i s carpeted.
about money. As the Professor sees the hero enter the room he will
On the desk i s a T V monitor which shows a fuzzy picture i f turned on
begin t o snicker.
(the connecting screen was destroyed in the CN Tower base battle).
A fight will break out accordingly as the t w o villains have been
Further items include piles of paper related t o attacking the Canadian
alerted by the Professor's reaction t o the presence of the hero. If the
Government. Professor Malevolence is present. If Charles Malevolent
hero loses, the villains w i l l stomp off in anger, destroying more o f the
is in his Professor Malevolence persona, he i s wearing his armor.
base. In the future they will hope to exact vengeance upon the Profes-
TB, Teleporation Booth: This is exactly the same as the booth
sor for his scheming and, if given the chance, will t r y t o kill him.
described for the CN Tower base, except that the door t o this one is
A t some point during the fight, the viewscreen w i l l be smashed, not hidden.
ending Professor Malevolence's entertainment. Soon after, a poor soul
will be knocked through the hollow wall which hides the teleporter Second Level:
booth. This wall has 3 Structural Points. RCL, Robot Construction Lab: In this huge lab is the equipment
The room is plushly furnished with t w o leather chairs (200 Ibs. required t o create the Mark I and Vengeance Robots. Roughly ten
each) and a desk (300 Ibs.). The chair behind the desk (150 Ibs.) sits on Vengeance Robots have been constructed and five Mark I. None are
wall-to-wall carpeting. currently operational. I n the back of the room i s a trash bin with walls
Among the papers scattered on the desk can be found more of of reinforced steel (14 Structural Points).
Charles Malevolent's plans t o assassinate those candidates in t h e current Walls, ceilings and floors are made of reinforced concrete (8 Struc-
election and t o replace them by holding other government officials tural Points). Doors are o f reinforced wood construction and have
hostage. 4 Structural Points. Ceilings are fifteen feet high in the first level and
RL, Robotics Lab: It is in this lab that the professor makes any twenty feet high in the second level.
necessary repairs t o robots operating inside this base. The door has Once a fight breaks out, be it w i t h Professor Malevolence or with
not been smashed down and all appropriate repair hardware i s s t i l l the Dominion Deviants, t h e villains will be reinforced b y the other
present. party in l d 6 turns.
TB, Teleportation Booth: On the floor of this room is a large There are n o robots guarding the base as t h e professor is too over-
plastic or glass plate. On the wall is a single button, By simply pushing confident about i t s defenses.
the button, the occupant of the room is transported t o the matching Should the hero be defeated, Malevolence w i l l order that he be put
booth in the Professor's Ottawa Base (or the base can be located in in the trash bin in the Robot Construction Lab. The lid, however, will
some other city at the GM's wishes). be left accidentally unlocked (Powerhouse's doing, 'dah, oops!').

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21

1 square = 5 feet

Once the hero escapes from the trash bin, he will f i n d all the Dom- To shrink again, an equal amount of flame must be released
inion Deviants in their own bedrooms. Again, once a fight begins, t h e as t o what was absorbed. See the following table.
remaining villains in the base will join their comrade within l d 6 turns.
I n this situation, Professor Malevolence will have left the base, b u t Height Factor Weight Factor Weight Hits HTH Carry Move*
h e has a security alarm in his armor which will alert h i m of the battle 1.5-9' tall 7 1540 68 ldlO 3037 60
a t his base. A t this point, he will abort his plans as security has proven 1.5-9 tall 3.4 748 33 id8 1475 60
t o be t o o lax (he w i l l probably have also lost his supervillain group as 2-12'tall 8 1760 77 ldlO 3470 8 0
well). 3-18'tall 27 5940 260 2d8 11714 120
It should be pointed out that Fleur de Lis has not yet been recruited
into the Deviants group. Should the GM decide t o use this group again Movement i s for both inches per turn in ground movement and
i n the future, Fleur de Lis can be added t o the group. Her character for m.p.h. with flight.
description can be found in Super-crooks & Criminals (December '85 The ranges for Flame Power at the different 'ranks' are, i n order,
release date). 3 9 inches, 39 inches, 5 2 inches, and 78 inches.

6. THE CAST 4. Vulnerability: If Brimstone can be contained within an airtight


enclosure, he will burn out all the oxygen. A l l flames will then
Brimstone be lost. Dousing h i m with water has the same effect.
Name: Lucifer Infernal
Age: 35 Sex: Male Weight: 220 Ibs. Basic Hits: 5
Side: Evil Level: 5 Agility Mod.: - Strength: 1 4
Powers: Endurance: 12 Agility: 1 4
1. Flame Power: 26 inch range, l d 1 2 damage, PR = 3 per attack. Also Intel Iigence: 10 Charisma: 9
gives flight power w i t h max. speed of 4 0 m.p.h. and with a PR of Reactions f r o m Good: - Evil: -
3 t o activate and PR o f 1 per hour o f flight. H i t Modifier: 2.18 Hit Points: 11
2. Body Power: Making physical contact w i t h Brimstone causes ld8 Damage Mod.: +1 Healing Rate: 1.5 per day
points o f damage as his body excretes sulphuric acid. No power Accuracy: +1 Power: 50
requirement. Attacks as H T H with Chemical Power carrier attack Carrying Capacity: 434 Ibs. Basic HTH: l d 6
3. Size Change, Larger: Any combustible object entering Brimstone's Movement Rates: 4 0 inches groiund, 4 0 m.p.h. air
body flame will cause him t o grow larger. The steps t o t h i s Detect Hidden: 10% Detect Danger: 14%
change are equal t o the height and weight factor tables, with Inventing Points: 6 Inventing: 30%
consideration as t o what object hit him. For example, a stick
would make n o change, a desk would make 1 rank o f change, I f it was illegal, Lucifer Infernal was involved in it. Lucifer had,
while something like a tree might make a 3 rank change. through his crimes, achieved a position of vast wealth. Life was t o be
PR = 0, maximum height factor of 3. lived t o the fullest and it was, until one fateful night.

will lindsay (order #955610) 2


22

consciousness ~ 2 % Defends
. as Willpower, 10 uses per recharge.
10 attacks per recharge. If the helmet is removed, all powers are
lost.

Weight: 170 Ibs. Basic Hits: 4


Agility Modifier: - Strength: 12
Endurance: 13 Agility: 14
Intelligence: 3 6 Charisma: 22
Reactions f r o m Good: -4 Evil: +4
H i t Modifier: 4.1 Hit Points: 17
Damage Mod.: +5 Healing Rate: 1.2 per day
Accuracy: +1 Power: 75
Carrying Capacity: 257 Ibs. Basic HTH: l d 6
Movement Rate: 39 inches ground
Detect Hidden: 36% Detect Danger: 50%
Inventing Points: 7.2 Inventing: 108%

While he was asleep, a former partner w h o had been cheated b y


Infernal, got his vengeance. The house in which Lucifer Infernal slept
went u p in a ball o f flames, and so d i d Lucifer.
When Infernal awakened, things seemed hot, 'almost like . . . No,
it couldn't be, I'm s t i l l young.' Before Lucifer stood t h e master o f the
underworld, Satan himself. A strange understanding came over Lucifer
Infernal as he was told that the Devil himself had brought about his
existence. The Devil even named Lucifer and made it clear that the
creation o f Lucifer Infernal had all been a part o f Satan's plan t o create
an agent t o fight for evil upon the Earth.
No matter how hard Infernal fought, the future could n o t be
changed as it had already been preordained and Brimstone/Lucifer
was t o be a part o f it.
Since that time, Lucifer/Brimstone has fought many battles, even
though he d i d n o t really want to. Probably his most hated enemy o n
the Earth i s Sister Indigo. The feeling i s mutual.
In truth, Lucifer i s a bit o f a coward. With this in mind, he joined
C.R.I.M.E., as there i s safety in numbers.
In combat, Brimstone w i l l t r y t o burn up something big so as t o
be able t o attack his opponents in enlarged size. Of course, t o d o this, One of the many jobs undertaken b y C.R.I.M.E. was a breakin at
h e w i l l have t o be out-of-doors as this i s t h e only place he w i l l have Future Planes Ltd., a British technology company. One o f the major
room in which t o move around a t increased size. goals o f this j o b was t o steal some f o r m o f helmet which, when worn,
endowed i t s wearer w i t h incredible powers. The helmet had never been
tested. In the building, t h e villains Turbo and Blue Fist grabbed the
Psi-Lancer helmet, as well as a security guard w h o got in the way.
Identity: Paul Lawfield Arriving back a t C.R.I.M.E. headquarters, Paul Lawfied (the guard)
Side: Evil Sex: Male was forced t o put o n the helmet. The guard's mental prowess was
Age: 29 Level: 2 sufficiently amplified t o be able t o project psionic blasts. With these
Powers: powers, Lawfield fried the brains o f his captors. 'They didn't treat me
1. Heightened Charisma: +10 nice.'
2. Special Weapon: Psi-Helm: causes Heightened Intelligence (+20) and C.R.I.M.E. was able t o convince the former security guard t o join
immunity f r o m mental attacks such as illusions, psionics, mind its ranks, where millions o f dollars could be made. Paul joined and
control, telepathy, etc. It is the source o f his Precognition and t o o k the name 'Psi-Lancer.'
Psionics powers. Psi-Lancer's mind may be powerful, b u t his body isn't and Paul
3. Heightened Senses: Precognition: Device f r o m his Psi-Helm that Lawfield knows it. T o avoid being hurt, he will usually attack f r o m
adds +20% t o Detect Danger and + l o % t o Detect Hidden. behind o r f r o m some location where he cannot be seen. When knocked
4. Psionics: Psi-Blast w i t h range o f 1 6 inches, doing l d 1 2 damage, down to five h i t points o r less, Psi-Lancer w i l l give u p the fight and w i l l
attacks as Mind Control. Does damage t o t h e mind only, un- attempt t o r u n away.

will lindsay (order #955610) 2


23

T H E D O M I N I O N DEVIANTS of a nuclear warhead in the US during t h e Second World War. After


treatment for radiation sickness had been completed successfully,
Yukon Jack John Gulliver returned home t o his wife.
Identity: Jack Cole When William was born in 1955, his strange mutation came as a
Age: 36 Sex: Male sudden shock t o his parents, and t o the doctor. It was decided that
Side: Evil Level: 5 the mutation was a result of John Gulliver's exposure to radiation in
Powers: t h e nuclear testing. Being subjected t o many supposed cures still did
1. Stretching Powers: Maximum length = 8 7 inches. Maximum area is n o t reverse the mutation effects on young William.
a square 4 4 inches on a side. Maximum cubic size is 22 inches Taking their son into seclusion, William Gulliver grew up with no
in thickness. PR = 1 per use as a defense. friends and virtually no human contact beyond his parents. When his
2. Heightened Agility: +8 parents died, William Gulliver travelled north where he could avoid
3. Natural Weaponry: +1 t o hit, +2 damage. ridicule from other people i n the relatively unpopulated areas of the
country. It was here that he met Yukon Jack.
Weight: 170 Ibs. Basic Hits: 4
Agility Modifier: - Strength: 1 4 Trillium
Endurance: 15 Agility: 22 Identity: Tricia Lakowski
Intelligence: 13 Charisma: 11 Side: Evil Sex: Female
Reactions from Good: - Evil: - Age:23 Level: 4
H i t Modifier: 5.22 H i t Points: 21 Powers:
Damage Mod.: +2 Healing Rate: 1.6 per day 7 . Heightened Charisma: +18
Accuracy: +4 Power: 64 2. Heightened Intelligence: +11
Carrying Capacity: 361 Ibs. Basic HTH: l d 4 3. Psionics: Psychic Blast w i t h 1 3 inch range, PR = 5, l d 8 damage,
Movement Rates: 51 inches ground, 9 5 inches stretched attacks as Mind Control, defends as Willpower,
Detect Hidden: 10% Detect Danger: 14% 4. Weakness Detection: 1 inch range, +9 t o hit.
Inventing Points: 6.5 Inventing: 39% Vulnerability: Double damage from H T H attacks t o the face, This
results in a deep-seeded fear o f blows t o her face.
Jack Cole was a bush p i l o t in the Yukon Territories. On one job Weight: 110 Ibs. Basic Hits: 3
he was hired t o deliver workers t o an American plant based in the Agility Mod.: +2 Strength: 9
Territory. The products o f this plant were of a nature unknown t o the Endurance: 10 Agility: 17
public due t o the high security nature of the plant. When flying in, a Intelligence: 2 6 Charisma: 33
bad storm broke out and the plane was forced down b y ice forming Reactions from Good: -6 Evil: +6
on i t s wings. The plane came down just short of the landing strip, H i t Modifier: 2.4 Hit Points: 8
crashing upon a storage tank containing an experimental volatile Damage Mod.: +3 Healing Rate: .75 per day
liquid. All of the passengers were killed in the crash, but Jack survived. Accuracy: +2 Power: 53
He was taken t o t h e hospital where he was treated for his wounds. Carrying Capacity: 110 Ibs. Basic HTH: l d 3
When he reached for a glass of water, his arm amazingly stretched t o Movement Rate: 37 inches ground
reach the glass. With this stretching power, he escaped from the hos- Detect Hidden: 18% Detect Danger: 22%
ita1 with neither money nor plane. H e tried his hand at crime and found Inventing Points: 10.4 Inventing: 78%
it easy.
Not long later, he came upon William Gulliver w h o he saw as the Tricia Lakowski was a student at a Toronto university. I n an ex-
perfect muscle for an especially difficult heist he was planning. With periment she was signed up in a study of dreams t o make some extra
a b i t of convincing, Gulliver agreed the t w o could be friends and was money. It was during one of the experimental sessions that she ex-
introduced t o crime (see Powerhouse, below). perienced a terrifying nightmare. The brainwaves produced i n this
From his increasing reputation, Charles Malevolent came forward dream overloaded the sensors attached t o her head. Suddenly awakened
t o meet Cole and offered jobs t o Cole and Gulliver as members of the from her sleep in a cold sweat, Tricia found she had an incredibly
Dominion Deviants. strong headache and strange new powers.
Learning of the girl within the same university where he taught,
Powerhouse Professor Charles Malevolent taught Tricia how t o control her mental
Identity: William Gulliver abilities. I n return, she now fights beside the Professor, though she
Side: Evil Sex: Male doesn't always agree w i t h his treasonous intentions.
Age: 30 Level: 3
Powers: Professor M alevolenee
1. Size Change, Larger: Height Factor 2, Weight Factor 8. The change Identity: Professor Charles Malevolent
is permanent. Side: Evil Sex: Male
2. Invulnerability: 8 points Age: 5 6 Level: 7
3. Natural Weaponry: +2 t o hit, +4 damage Powers:
Prejudice: Gulliver is not exactly an evil person, he has just been per- 1. Heightened Intelligence: +21
verted t o this way of life by Yukon Jack. This can be determined 2. Armor Device: ADR 110, 9 9 power charges
b y the hero i f time is spent with Powerhouse. Due t o this, he i s a) Heightened Strength: +14
considered evil by law enforcement authorities, based upon his b ) Paralysis Ray: 36 inch range, PR = 7 per use
actions. c) Force Field: Screen w i t h 36 inch range
Low Self-Control: In a fight, Powerhouse has t o save vs. Intelligence d ) Power Blast: 18 inch range, l d 2 0 damage, PR = 1 per shot
on l d 2 0 so as not t o go berserk. He w i l l remain in a berserk
state i f he fails t o make this saving roll until either he or his op- Weight: 150 Ibs. Basic Hits: 3
ponent is victorious. Agility Modifier: - Strength: 10 (24)
Endurance: 11 Agility: 9
Weight: 1440 Ibs. Basic Hits: 29 IntelIigence: 45 Charisma: 17
Agility Modifier: -6 Strength: 18 Reactions from Good: -2 Evil: +2
Endurance: 1 6 Agility: 8 Hit Modifier: 2.2 (4.4) H i t Points: 7 (14)
Intelligence: 1 3 Charisma: 13 Damage Mod.: +6 Healing Rate: .75 per day
Reactions from Good: - 1 Evil: + 1 Accuracy: - Power: 75 (89)
H i t Modifier: 2.21 H i t Points: 6 5 Carrying Cap.: 158 Ibs. (1 120 Ibs.) Basic HTH: l d 4 ( l d 1 0 )
Damage Mod.: - Healing Rate: 11.6 per day Movement Rate: 30 inches ground (44 inches ground)
Accuracy: -2 Basic HTH: 2d8 Detect Hidden: 32% Detect Danger: 36%
Movement Rate: 8 4 inches ground Inventing Points: 31.5 Inventing: 135%
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 3.9 Inventing: 39% Ever since he was young, Charles Malevolent was t o o smart for his
own good. Knowing this, he considered himself superior to his peers
William Gulliver was t h e son of an ex-marine and an ordinary and retained this thought and attitude as he grew. He versed himself
housewife, His father had been a test subject involved in the testing in physics and robotics during university training, but could not remain

will lindsay (order #955610) 2


24

in this field due t o his extreme attitudes, especially w i t h employers and H i t Modifier: 2.8 H i t Points: 34
supervisors. He was then demoted from experimental positions t o a Damage Mod.: +1 Healing Rate: 3.6 in repair lab
position teaching, b u t h e did plan vengeance upon those who had so Accuracy: +1 Power: 5 3
demoted him. Now, being so intelligent, Charles Malevolent was on the Carrying Capacity: 1834 Ibs. Basic HTH: l d l O
brink o f insanity. His paranoia developed further until he devised plans Movement Rate: 41 inches ground
for revenge upon the Canadian government itself. With his robotics Detect Hidden: 10% Detect Danger: 14%
skills he created the plans for an army of robots and h e organized the Inventing Points: 0 Inventing; 0%
Dominion Deviants. Charles Malevolent also created a suit o f battle
armor in which he gains powers and assumed the alias o f Professor Vengeance Robots
Malevolence. Side: Professor Malevolence o r as programmed
Age & Sex: None Level: 4
Mark I Robots Powers:
Identity: None 1. Robotic Body: 32% Human Appearance, 10 feet tall
Side: Professor Malevolence o r as programmed Weight Modifier - 3, Heightened Strength; +lo, Self-repair equal
Sex & Age: None Level: 4 to Healing Rate.
Powers: a) Power Blast with 10 inch ranrJe, ld20 damage, PR o f 1 per shot.
1. Robotic Body: 20% Human Appearance, 6 feet tall 2. Special Weapon: Battle Axe: +1 t o hit, HTH +ld8 damage.
Weight Modifier - 4, Heightened Strength: +5, n o self-repair

Weight: 600 Ibs. Basic Hits: 12


Agility Modifier: -4 Strength: 1 7
Endurance: 12 Agility: 12
Intelligence: 12 Charisma: -
Reactions from Good: - Evil: -

will lindsay (order #955610) 2


Weight: 450 Ibs. Basic Hits: 9
Agility Modifier: -2 Strength: 25
Endurance: 15 Agility: 15
Intelligence: 15 Charisma: -
Reactions f r o m Good: - Evil: -
Hit Modifier: 6.9 H i t Points: 63
Damage Mod.: +2 Healing Rate: 3.6 per
Accuracy: +2 Power: 70
Carrying Capacity: 3854 Ibs. Basic HTH: 2d8
Movement Rate: 55 inches ground
Detect Hidden: 12% Detect Danger: 16%
Inventing Points: 0 Inventing: 0 %

Mark I Robot Vengeance Robot

I
Upon entering Malevolent's house, our hero quickly found and
1
defeated him. I n searching the university office, nothing could be made
of t h e computer information.
Larry Dorcell was made t o talk and the hero learned of the CN
Tower base where Psi-Lancer and Brimstone defeated him.
After finding t h e teleporation booth, h e was again defeated b y the
Dominion Deviants and was held in the trash bin. After escaping,
our hero managed to finish o f f the Deviants one b y one without any-
one hearing. Professor Malevolence, however, had disappeared. He will
certainly appear again in the future t o take vengeance on our hero for
foiling his carefully laid plans.
1 I

will lindsay (order #955610) 2


will lindsay (order #955610) 2

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