Champions Alien Enemies
Champions Alien Enemies
Champions Alien Enemies
CREDITS
Author/Designer: Scott Heine
Editor/Developer: Rob Bell
Cover Illustration: Adam Hughes
Interior Illustration: Scott Heine DEDICATION
Layouts: Scott Heine. Jennifer Kleine, Kevin Williams
Project Specific Contributions: Series Editor: Rob Bell; My appreciation goes out to Aaron ('the Great and
Page Design: Jennifer Kleine; Layout: B.T. Thompson; Powerful'J Allston for the use of METE, Rob ("The
Cover Graphics: Jennifer Kleine; Editorial Contributions: Butcher") Bell for The Champ, and Steven ("Can I
Chad Brinkley, George MacDonald; Proofreading: David martial throw the 50-mile wide alien?") Holmes for
Mercier.
The Masq, The Puppeteers, and The T'Yak-E'Crotian
ICE MANAGEMENT - Art Director/Production Manager: Terry K. War. Thanks also to Margo ("You want me to read
Amthor; Sales Manager: Deane Begiebing; Editing & Develop-
ment Manager: Coleman Charlton; President: Peter Fenlon;
through another one?!'J Heine, the dedicated inmates
CEO: Bruce Neidlinger; Controller: Kurt Rasmussen. of the Rogues' Gallery and the enthusiastic callers of
ICE STAFF - Marketing Consultant: John Morgan; Print Buyer: Bill the Red October BBS for their feedback.
Downs; Production Sup81Visor: Jennifer Kleine; Editing & Develop-
ment Staff: Kevin Barrett, Rob Bell, Monte Cook, Pete Fenlon,
Jessica Ney, John Ruemmler, Terry Amthor; Graphics & Production
Staff: Eric Bruns, Andrew Christensen, Edward Dinwiddie, William
Hyde, B.T. Thompson, Jonathan Hart Eddy; Sales & Customer
Service Staff: John Brunkhart, Jo Lori Drake; Finance Staff: Chad
McCully; Shipping Staff: John Breckenridge, Kurt Fischer, David
Johnson, David Mercier.
Alien Enemies™ Is Hero Games' trademark for its superhero roleplaying game using the Hero system.
Champions® and Champions, The Super Roleplaying Game™ are Hero Games trademarks for its superhero roleplaying game using the Hero System.
Hero System1"' is Hero Games' trademark for its roleplaying system. Alien Enemies™ Copyright© 1990 Hero Games. All rights reserved. Champions
Copyright© 1981, 1984, 1989 by Hero Games. All rights reserved. Hero System Copyright © 1984, 1989 by Hero Games. All rights reserved.
No part of this book may be reproduced or transmitted in any form OI' by any means, electronic or mechanical, including photocopying (except Character
Sheets for personal use only), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the
Publisher: Iron Crown Enterprises, Inc.• P.O. Box 1605, Charlottesville, VA 22902.
Printed in U.S.A., First Printing 1990 STOCK#: 413
Produced & DistribU1ed by Iron Crown Enterprises, Inc., the exclusive manufacturer of Hero Games. ISBN 1-55806-112-6
TABLE OF CONTENTS
( USING THIS BOOK ) dark tower. How about some exotic opponents for the crew of the
Starship Callisto in your science fiction campaign? Try pitting them
against a pirate ship full of Galactic Marauders. With a little
creativity, most of these extraterrestrials can be adapted and used
ALIENS IN CHAMPIONS in dozens of other genres.
Simply put, aliens make terrific villains for superheroes to fig ht.
There are countless reasons why aliens would threaten Earth: to
strip its resources. to enslave its people, to set up an intergalactic CREATING ALIEN ENEMIES
station, or the classic reason - to conquer. Since the invading In designing alien threats for your players, several factors should
forces are often all from the same race. lhe GM need gnly design be considered. First, the GM should consider the environment the
one set of characteristics to represent every alien in the.adventure. aliens are coming from. What is their homeworld like? Are they from
Furthermore, the GM doesn't need to come up with clever origins an aggressive. warlike society. always Involved in conflict with other
to explain why the ahens have their powers; he just says that planets? Then !he aliens will be ferocious invaders. used to
everyone on their homeworld has these powers. violence and battle. Or perhaps they are a cunning, politically
However, the GM should be careful not to introduce too many devious race, pitting their enemies against each other and then
aliens to his campaign. The fewer taking control when the defenses
alien races he creates, the more are down. Then again, the aliens
detailed and interesting each will may be peaceful. nomadic crea-
be. A few well-developed alien tures who are easily frightened
invaders are much more interest- into defensive combat by the un-
ing than streams of nameless known. Determin ing the
beasties-of-the-week. In a homeworld environment of the
Champions campaign, the GM aliens will help the GM roleplay
should consider using aliens to the threat with much more char-
provide a unique change of pace acter and detail.
from the standard villain-bashing. The GM shou ld also think
Perhaps the world will come un- about the technological back-
der the threat of an all-out alien ground of the aliens. Most aliens
invasion. with every superhero in a Champions campaign will
(and possibly many supervillains have developed means of space
as well) scrambling together to travel and may be toting sophis·
fig ht off the alien threat. Or per- ticated energy weapons, force
haps the aliens will be introduced field generators, communica-
subtly. with the heroes being tors, etc. Others may travel by
shocked to discoverthattheir sec- magical means, or even with
retary is actually a shapeshifted their own physical powers. If the
assassin. In any case, adventures aliens have advanced technol-
involving aliens should be given a ogy, the GM should consider the
unique, bizarre atmosphere; the effect of introducing this technol-
players should know they are up ogy to Earth. Will the aliens keep
against something out of the ordi- their powers and equipment hid-
nary. This volume provides a lot of den? Will the government try to
aliens to choose from, and the GM suppress knowledge of the
should setectthose which will add aliens' presence while studying
the most variety to his campaign. leftover wreckage?
Next, the GM must decide on
the aliens' physical make up.
ALIENS IN What do they look like? What
OTHER GENRES abilities do they have? If the
You may notice that many of aliens are from a planet with a
the aliens found in this book range greater gravitational pull than
Earth, then they may be super-
in power level from the merely
talented and annoying to the cos- strong on our planet, able to lift
mically potent and dangerous. Many of these characters will work great weights, leap tremendous
well in other genres besides Champions with just a little modifica- distances, and withstand most physical damage. Perhaps the
tion. Looking for a new monster to ravage the nearby village in your aliens are insectoid, with multi-faceted eyes that provide 360°
Fantasy Hero setting? Consider dropping in the Spores from vision, large, veined wings and poisonous stingers. It is possible
that the aliens are humanoid in appearance, differing only in their
Space, making them the malevolent creation of that wizard in the
unique abilities. Some aliens may actually be weaker than humans,
relying on otherworldly technology for success.
Alien Enemies 5
Finally, the GM should consider the go§llS and motivations of the
AQUARIAN SEA BEASTS
aliens. Why are they coming to Earth? Was it an accident, or are
they intentionally coming to get something from our planet or Val Char Cost 100+ Disadvantages
conquer our people? Why will the heroes come in conflict with the
aliens, and what are the possible results? From these questions, 25 STR 15 10 2x BODY from fire
the GM will be able to construct an adventure using his villainous 23 DEX 39 20 Obeys Aquarian master (total)
alien creations, explaining who the aliens are, what they've come 25 CON 30 15 No tine manipulation with limbs
for, and what the heroes need to do about it. 18 BOD 16 25 Susceptible: 3d6/phase
Indeed, being alien can explain just about any set of powers and 6 INT -4 out of water
abilities. And it's possible that the alien's intentions are so foreign 10 EGO 0 25 Distinctive Features
that the heroes may never know what's really going on. However, 15 PRE 5 (alien body), not concealable,
with a little creative thought, the GM can invent alien threats which 4 COM -3 major reaction
are just odd enough that they terrify the world and challenge the 25 PD 20
heroes, without making them so strange that the players will feel left 20 ED 15
out of the adventure. So bring on the aliens, and give your players 5 SPD 17
a challenge they'll never forget! 10 REC 0
50 END 0
44 STUN 0
THE AQUARIANS
Cost Powers END
Val Char Cost 100+ Disadvantages
23 +40 STR, only with Grab(-%) +4
35 STR 25 5 1 Y:!x BODY from tire 54 3d6 RKA, +1 to STUN multiple, no range,
20 DEX 30 12 Enraged when another no effect if victim has proper Immunity or
25 CON 30 Aquarian is hurt 14-, 11- Life Support(-%) 4
12 BOD 4 25 Wants revenge (total) 15 Damage Resistance (15PD/15ED)
10 INT 0 20 Stubborn (strong) 5 Mental Defense (12 points total)
10 EGO 0 5 Dependence: 3d6/hour out of 35 +35" Swimming (37" total)
10 COM 0 water 1O Tracking "Scent"
15 PRE 5 20 Distinctive Features (actually follows movement through water)
23 PD 16 (alien body), not concealable, 15 Active Sonar
20 ED 15 major reaction 5 6 Extra Limbs
5 SPD 20 20 Hunted by U.S. Navy, 14- 11 Life Support: May breathe underwater,
12 REC 0 127 Villain Bonus Immune to Intense Cold and Pressure
50 END 0
43 STUN 0 OCV: 8; DCV: 8; ECV: 3; Phases: 3,5,8,10,12
THE CEREBRAEUM
The summer sun gleams off the strange blue and red craft as Plasma Generators: The Exterminators' Plasma Generators are
the two farmers scratch their heads in disbelief. "I dunno Jed rifle-like weapons connected to a small power mechanism hooked
it just swooped outta the sky and skidded across my soybeans'. ?n the back of their belts. The "."eapons are essentially miniatur-
Must be from Mars or somethin'." ized, gas-discharged tubes which generate plasma and force it
"Well, what/a ya gonna do, Jonathan?" through a narrow orifice by the combined action of magnetohydro-
·1 already had Martha call the authorities. They said they'd dynam1c and t.hermal forces. The result is a brilliantly luminous jet
send someone right out. • of extremely high temperature and energy. This beam effect, unlike
Suddenly, the peaceful August afternoon is shattered by the most Energy Blasts. cannot be spread or bounced, and must
~creaming sounds of a siren and the green and gold flashing of
always be used at full power.
lights. A large van labeled "The Exterminators" puffs up and a Be~use of the miniaturization process involved, the weapons
team of men and women with heavy jumpsuits and humming are highly unstable. On an 11- roll. the weapon will not activate at
backpacksjump out. Stand aside, men. We 'II take care ofthis."
0 all, making merely a sputtering and humming sound. And even
Glowing streams ofplasma spray across the craft, melting it into when the weapon does activate properly, there is a slight chance
a smoking heap of slag. that it will burnout with an explosive backfire. (Reporters have
"Gee. Jonathan, I wonder if'n they should've found out what learned to keep their distance when covering the Exterminators'
was in it first... " activities.)
The Exterminators are a band of anti-alien agents formed by Dr. Plasma Generators
Maxwell "Specs" Sanders In response to the increasing accounts 18d6 Energy Blast, -3 OCV, Activate 11-, Burnout 14·, Side
of contact with beings from beyond Earth. By superheroic stan- Effect: 4d6 Explosion when Burnout rolled, 16 charges,
dards they are slow and most are lousy shots. However, they are OAF, Beam Attack (·Y•)
armed to the teeth with ridiculously powerful and unstable weap- 2d6 Flash attack vs all sight, linked to Energx Blast, Burnout
onry, making them dangerous to have around. 14-, Beam Attack, OAF
Each of the Exterminators has been assigned particular equip-
ment to carry along on missions. and this is reflected in their Total Cost: 35 points
statistics. However, the GM should remember that all of these foci
are universal - they can be employed by other individuals in a Campaign Use: The Exterminators are narrow-minded, consider-
scenario. Thus, on rare occasions, equipment may be tossed back ing all ali~ns to be a threat~ which must be dealt with severely. To
and to:th among the Exterminators as their weapons begin to fail. them, ahens have less rights than common animals. and the
And pity the poor hero who comes across an evil alien who has elimination of "little space invaders" is an amoral task. The Exter-
taken one of their plasma generators and is figuring out how it minators are stubborn in their cause, ;1nd they operate with all the
works... logic a~d finesse of a bunch of drunk hunters. Alternatively, the
E~ulpment/Tactics: Dr.Sa.n de.rsspends most of his time lobbying
Extern:iinators can be a source of comic relief in a campaign,
bumbling their way after U.F.O. sightings and leaving a trail of
w1.th congressmen and calling in old favors In hopes oJ stripping
ahen beings of any legal rights. However. when the Exterminators plasma-melted wreckage in their wakes. They may Interfere with
suit up, their tactics are not so subtle. They are best known for the_ heroes' efforts to legitimately deal with alien threats, endan-
gering not only nearby Innocents but the heroes as well with their
ch~rglng into battle, plasma generators blazing. The instability of
their weaponry and their poor marksmanship skills tend to cause a misfiring plasma generators. However. if one of the heroes is an
alien, the Exterminators may pose a more serious threat. In addition
lot of structural damage whenever they engage in combat.
In addition to their dangerous weapons, tM Exterminators carry to their armored jumpsuits, the team's plasma generators can
cause serious injury on those rare occasions when they hit their
several other pieces of equipment which aid them in their work.
These include a scanning device able to locate and identify alien targets.
beings in a nearby radius, a pistol which fires small bolos to ~r .. sander~ has. recently invested .a great deal of energy into
swmging public opmton toward his side. He has hired a public
entangle their opponents, and radio communicators to link the team
relations firm to promote the Exterminators as "real heroes -
~ogethe.r. Ad~itionally, the Exterminators wear heavy, protective
making the world safe for mankind." Though some special interest
1umpsu1ts which keep them safe from alien bacteria and guard them
groups (i.e. , METE) have opposed the Exterminators' efforts, large
against incoming attacks. However, the more damage done to the
segments of the public are being convinced that the Exterminators
suits, the less protection they offer.
are their only hope against galactic tyranny. Whenever the Exter-
~nlfor~s: The Ex!erminators' ~niforms consist of heavy, white minators go into action, large crowds begin to gather, chanting,
1umpsu1ts topped with clear, plastic bubbles over their heads. Their "Zap the Space Invaders! Zap the Space Invaders!" Of course.
nicknames are stitched on the front of the uniforms in gold. these crowds have no idea of the danger they are placing them-
Equipment belts and plasma generator packs are strapped over the selves in by being in such close proximity with the Exterminators'
protective suits. unstable weapons, and heroes may find themselves spending
more time breaking up the gathered mob and getting people to
safety than stopping the Exterminators themselves.
10 Alien Enemies
SPECS Skllls
3 Bureaucratics 11 -
Val Char Cost 100+ Disadvantages 3 Deduction 15-
10 0 15 Paranoid about alien contact 3 Scientist
13
I STA
DEX 9 with Earth (total} 2 SC: Biology 15·
10 Claustrophobia (strong) 2 SC: Chemistry 15-
11 CON 2
10 BOD 0 5 Nearsighted 5 SC; Disease Analysis 18-
1 KS: alien encounters 8-
28 INT 21 20 Normal Characteristic Maxima
1 Latin, basic
18 EGO 16 5 Age:40+
11 PRE 1 5 Reputation, 8- 2 German, fluent
10 COM 0 20 Hunted by METE, 14-,'mild Perks
PD 0 interference 3 Favors: U.S. Government
2+
ED 15 Hunted by VIPER, 8- 10 Wealthy
2+ 0
3 SPD 7 OCV: 4; DCV: 4; ECV: 6; Phases: 4,8,12
8 REC 8
22 END 0 Costs: Char. Power Total Dlsadv. Base
21 STUN 0 64 + 131 = 195 = 95 + 100
Cost Powers END
35 1 Plasma Generator
36 Armor (+30PDl+30ED), ablative, OIF: protective
jumpsuit
11 Life Support: self-contained breathing, immune to
dis1:tase & radiation; OIF: protective jumpsuit
2 Radio Listen/Transmit. OAF: radio
12 Detect alien life forms, discriminatory, 360°, range,
OAF: scanner
\((
...(<"
5
Alien Enemies 11
Background: Dr. Maxwell Sanders worked hard to become the Motivation/Personality: Maxwell, as founder of the Extermina·
famous biologist that he is. When his mother nearly died of an tors, sincerely believes that he is doing what is best for the Earth.
undiagnosed illness, Maxwell decided to dedicate his life to un· For him, the task of eliminating alien contact is serious business.
derstanding diseases and developing cu res for the "incurable.· All Since the Iowa incident, Maxwell hasn't slept well; he saw all those
of his hard work has paid off, and Maxwell is credited with insightful people die and fears that It might happen again. His position is well
advances toward preventing and curing several varieties of cancer, thought out and intelligently arguable - a fact which he has
as well as significant contributions to the fight against AIDS. demonstrated on several television talk shows. Maxwell is CQld,
Two years ago, Maxwell was called In as a consultant tor a serious, and brilliant, and wilt often speak using long, technical
widespread plague that was developing in a farming community in terms that only other scientists could hope to understand.
Iowa. Maxwell had never seen a disease like this before. The Appearance: Maxwell is 4 7 years old, has thinning salt and pepper
victims were rapidly aging and deteriorating. Clearly some sort of hair and dark brown eyes, which seem absolutely enormous
disease was involved; it was being passed on through close contact through his "Coke-bottle" glasses.
to people in the region. However. no apparent cause could be Quote: "Get out of the way I These alien monsters will be the death
determined. of us all (if these guns don't kill us first)!"
Then a team of researchers. wearing heavy, protective suits,
discovered the wreckage of a small spaceship buried deep in a
cornfield within the quarantined region. The pilot of the craft, a short, GIZMO
pale green Individual with a disproportionately large head, was
badly injured but still alive. It didn't take long for Maxwell to Val Char Cost 100+ Disadvantages
determine that the alien was the carrier of the deadly disease, and 10 STA 0 5 Enraged when experiments tail
Maxwell argued that the alien should be locked away or destroyed 11 DEX 3 8-, 11-
before the illness spread further. 14 CON 8 15 Compulsive urge to tinker with
However, various social action groups set their lawyers to the 10 BOD 0 technology (strong)
task of protecting the in lured alien. After all, it was a sentient being 15 INT 5 15 Fear of pain (moderate)
- it would be inhumane to simply destroy it. The media exploited 12 EGO 4 5 Farsighted
the controversy, and soon the entire nation was buzzing with 14 PRE 4 20 Normal Characteristic Maxima
arguments about what should be done. Maxwell was astonished 10 COM 0 10 DNPC: sister, normal, 8-
that people would even debate the issue. From his perspective. the 2+ PD 0 10 Hunted by Starguard Interna-
alien was carrying an unknown virus !hat couldn't be treated 3+ ED 0 tional, 14-, questioning and
through conventional means. The only clear choice was to get rid 3 SPD 9 debriefing
of the creature. 5 REC 0 20 Hunted by METE, 14-, mild
And so, while examining the alien in hopes of developing a cure. 28 END 0 interference
Maxwell injected a massive dose of a sedative that quickly sent the 24 STUN 2 5 Hunted by VIPER, 8-
alien into a coma. At least the alien would be locked away in 15 3d6 Unluck
intensive care until something could be done about the problem.
However, Maxwell couldn't let the world know what he had done lest Cost Powers END
he become the focus of a major controversy. Additionally, he teared 36 Gadget Pool, 30 points, always OAF,
becoming irlvolved ln a legal case that would set precedence only changed in a lab (-Y2)
regarding alien rights. 35 Plasma Generator
During the following months, Maxwell used tissue samples from 36 Armor (+30PD/+30ED), ablative, OIF: protective
the alien to develop a cure for the mysterious disease. Maxwell had
jumpsuit
come close to losing most of that Iowan town to the alien virus, and
11 Life Support: self-contained breathing, immune to
he swore something like that would never happen again. Maxwell disease & radiation; OIF: protective jumpsuit
soon began to explore other cases involving alien contact with the
2 Radio Listenffransmit, OAft.": radio
Earth. He was appalled at the t11ought of so many U.F.O. sightings Skills
and so many potential plagues from alien viruses while no agency 3 Computer Programming 12-
was doing anything to prevent the inevitable. In fact, many groups 9 Gadgeteering 15-
wished to protect aliens and even offer some citizenship. Maxwell 11 Electronics 15-
arrived at a different conclusion, one he would describe as "the only 15 Inventor 18·
scientific. objective alternative: He saw aliens as a tower species 9 Mechanics 14-
- certainly not something to be equated to humanity. Even
3 Security Systems 12·
animals. which were natives of earth, should take priority. And so 12 Weaponsmith: slugthrowers, heavy weapons, and
Maxwell secretly began to form an organization that would seek out energy weapons; 14-
and get rid of all alien life that came into contact with the Earth. Talents
He invested his fortune into the proiect, sought out others who 3 Lightning Calculator
would share his concerns (or at least contribute toward his goats),
and the Exterminators were born. Maxwell assumed leadership of OCV: 4; OCV: 4; ECV: 6; Phases: 4,8,12
the group and began to be called "Specs" by his teammates - a
reference to his incredibly t11ick glasses. Costs: Char. Power Total Dlsadv. Base
Since their beginnings, the Exterminators have been the subject 35 + 185 == 220 = 120 + 100
of controversy. Many agree with their efforts to wipe out ''little green
men from other planets who will only bring harm to our world."
Others simply label them as racist vigilantes who should be thrown
into prison and locked away for good.
12 Alien Enemies
Background: Dwight Brinkley has loved to tinker with mechanical
SLICK
things for as long as he can remember. It seemed only natural that
he would pursue degrees in mechanical engineering and physics. Val Char Cost 100+ Disadv antages
And when Starguard International offered him a position in their
weapons design department, Dwight jumped at the opportunity. 15 I STR 5 20 Obnoxious (total)
The workshop and freedom which Starguard provided him was 13 DEX 9 15 Dishonest (strong)
more than he could have dreamed of, and Dwight was happy just 19 CON 18 20 Normal Characteristic Maxima
tinkering away day and night. 12 BOD 4 20 DNPC: girlfriend of the week,
When Dwight d iscovered a means of generating iMtense plasma 11 INT 1 normal, 14-
energy and building it into a portable weapon, he was ecstatic. 11 EGO 2 20 Hunted by METE, 14-, mild
However, Starguard leaders recognized Dwighrs concept as un- 15 PRE 5 interference
stable and dangerous, both to clients and agents. Dwight was 16 COM 3 5 Hunted by local loan shark, 8-
assigned to other projects that took him away from his plasma 3+ PD 0
generators, and D't'ight became childishly angry. After all, this 4+ ED 0
could be the technological break1t'lrough that would set Starguard 3 SPD 7
apart from competitive agencies such as Protectors Inc.. VIPER, 7 REC 0
and Raven. 46 END 4
Dr. Maxwell Sanders learned of Dwight's plasma generator as 30 STUN 0
well as his frustration with Starguard. and contacted him to discuss Cost Powers END
his plan to form an anti-alien organization. Sanders and Dwight
convinced each other of their goals; Dwight agreed that the alien 35 Plasma Generator
threat would best be dean with by direct force and Sanders believed 13 3d6 Entangle. takes no damage, OAF: bolo gun,
that Dwight kne'<I what he was doing in producing his portable 6 charges. activation 12-
plasma generators. And so Dwight joined the Exterminators as their 36 Armor (+30P0/+30ED), ablative, OIF: protective
resident inventor and weaponsmith, Gizmo. jumpsuit
Motivation/Personality: Dwight is a somewhat timid individual, 11 Life Support: self-contained breathing, immune to
preferring nol to speak to people he does not already know. He is disease & radiation; OIF: protective jumpsuit
very aware of his lack of athletic abilities (something which his 2 Radio Listen/Transmit. OAF: radio
classmates drew to his attention constantly while growing up), and Skills
avoids taking many physical risks. 3,3 Bribery 12-; Bugging 11-
However, when Involved with his area of expertise. Dwi.ght 3,3 Combat Driving 12-; Concealment 11-
simply cannot be stopped. He loves to explain to the unwary, 3,3 Forgery 11-; Gambling 11-
Inquisitive Individual exactly how his inventions work in the most 3,3 Persuasion 12-; Conversation 12-
technologically incomprehensible terms. Likewise, he is thrilled 3,3 Seduction 12-; Stealth 12-
when the Exterminators encounter something to use his equipment 3 Lockpicking 12-
on. Dwight has become convinced that the alien threat which Earth OCV: 5; DCV: 5; ECV: 3; Phases: 4,8, 12
is dealing with is something best dealt with by using more powerful
weaponry, and delights in fiddl ing with and enhancing his designs Costs : Char. Power Total Dlsadv. Base
for the team. 58 =
+ 142 200 100 + 100
Appearance: Dwight is 35 years old and has mousy brewn hair and
a thin moustache. He wears round. wire-framed glasses, and Background: Stan Sneiderwind cheated and bribed his way
speaks in a squeaky, excit~ voice. through high school, college, and graduate school. It wasn't a lack
Quote: "Hmm. Considering the relative size of the beast In com- of intelligence that made him cheat; he simply didn't want to apply
parison with the per-square-inch output from the generator's himself. He would rather spend his time chasing sorority girls lhan
nozzle. not to mention the crucial factor of gravitational resistance, studying,and so Stan regularly broke into school offices to steal test
I would say that our chance for success is less than satisfactory." answers, paid teachers under the table to give him good grades,
tricked other students into writing his papers, etc. The strategy
worked well enough to earn Stan a PhD in sociology and land him
a job as fraternity/sorority coordinator for a local university.
During Stan's school years, he shared a dorm room with Maxwell
Sanders. It was an unusual combination - Maxwell was the
epitome of dedication and organization while Stan was partying in
the background. Howe'fer, the two became friends and remained
in contact with one another over the years.
When Stan found out that Dr. Sanders was forming the Exter-
minators, he decided to convince his old roommate that the team
needed his "expertise." Though Stan could contribute nothing to the
organization in terms of scholastic accomplishment, Maxwell saw
the usefulness of Stan's many years of sneaking around in the dark,
breaking into offices, manipulating people into doing things for him,
etc. Stan convinced Maxwell to ljtt him join the Exterminators,
secretly hoping that it would be a fun adventure and a great place
"to meet babes."
Needless to say, Stan signed up immediately. He has been given
the nickname "Slick," and adds a light-hearted, irresponsible-yet-
dedicated mood to the team.
Alien Enemies 13
Motivation/Personality: Stan is... well, a jerk. He treats women
like mere objects to be conquered, has no concept of personal Background: Jud Hogan was one of the few veterans from the
responsibility, and is an absolute slob. Nevertheless, Stan is a Vietnam war who was glad he went. For some reason, Jud had a
lovable jerk in a peculiar, "happy-go-lucky" way. He has a great tremendous amount of violent hostility within him that found its
sense of humor and can add levity to the gravest situations. He release in stalking the dark jungles and blowing soldiers away. The
enjoys pulling practical jokes on enemies of the Exterminators, Marines had trained him well, and Jud was disappointed to be
which has endeared him to the rest of the team. shipped back home to the States.
Stan has never really thought through why he is hunting down When he arrived back in his hometown in western Kansas, Jud
alien menaces. Maxwell's logical arguments make sense to him, took a job driving a truck for a big moving company. The work was
and he has never bothered to hear any other side of the story. simple, and Jud got along well with the other truckers on the road.
Besides, being a member of the Exterminators has made him a Within a few months, Jud had met and fell in love with a perky young
celebrity and introduced him to all sorts of beautiful women who are waitress at a truck stop on his route. The twe began dating
in need of his protection. When not actively involved in a case, Stan whenever Jud could get away from his job, and they had a great
can be found either reading girlie magazines and sipping time with each other. The waitress saw Jud as a cute little boy in a
margaritas or hunting down sorority women. man's body-someone to have fun with whenever he was in town.
Appearance: Stan sees himself as suave and handsome, and is Jud, however, thought this was true love and intended to marry the
happy to prove it to any woman who seems interested. He has girl.
straight, black t;iair, tan skin, an(! green eyes. When not in uniform, One fateful evening, Jud drove into the truck stop with an
Stan is almost always wearing mirrored sunglasses. even indoors. engagement ring in his pocket and the first tie he had ever worn
Quote: "Yo, babe, watch me toast the martian!" around his neck. But when he got inside, he found out that the
waitress had left her job the week before. As it turns out. she had
run away to Vegas to marry another trucker, though no one dared
BRUISER to tell Jud. Instead. they said that she just disappeared. Jud was
Val Char Cost 100+ Disadvantages crushed and wanted an explanation for why his girl WQIJld leave him
so suddenly.
19 STA 9 15 Enraged at the sight of aliens He found his answer when he glanced at a grocery store tabloid
20 DEX 30 8· , 8· on the counter. The headline read, 'Woman Seduced by Alien
17 CON 14 15 Hatred of all aliens (total) Invader. " And Jud, not being too bright, was convinced that if it could
13 BOD 6 20 Normal Characteristic Maxima happen to the girl in the paper, it must have happened to his own
8 INT -2 5 Distinctive Features (chews beloved. Jud contacted the police and pleaded with them to join his
8 EGO -4 tobacco), easily concealable search for his girlfriend. He checked with every local newspaper for
15 PRE 5 20 Hunted by METE, 14·, mild any recent accounts of U.F.O. sightings in the area. He even called
10 COM 0 interference up his old Marine commander to ask the military to become
4+ PD 0 5 Rivalry with all brawny men to involved. But no one believed his story.
4+ ED 0 prove "manliness" Jud eventually sold the engagement ring and used the money to
4 SPD 10 1O 2d6 Unluck purchase classified ads in papers around the country asking if
8 REC 0 33 Experience spent anyone had seen the flying saucer which kidnapped his girlfriend.
34 END 0 The ads caught the attention of Dr. Maxwell Sanders, who was then
32 STUN 0 putting together the Exterminators. And when Dr. Sanders met Jud
Cost Powers END in person. he knew he had his newest member: "Bruiser" (a
nickname given to Jud during his tour of duty with the Marines).
35 Plasma Generator Sure. Jud wasn't much on brains, but he had a passionate hatred
24 Martial Arts (Commando Training) 4 for aliens and some incredible combat skills and experience.
Maneuver OCV DCV Damage Jud agreed to join the Exterminators as their combat expert and
Boxing Cross 0 +2 6d6 has become the only member of the team that can fire their plasma
Aikido Throw +O +1 4d6 + v/5 generators with any accuracy.
Karate Chop -2 0 1 Y.2d6 KA Motivation/Personality: Jud is convinced beyond reason that
Choke -2 0 2d6 NND "them dang spacemen" stole his girlfriend. He's not aciually sure
Judo Disarm -1 + 1 Disarm,+ 10 STA which alien race is responsible, so he's decided to help wipe them
Kung Fu Block +2 +2 Block all out. Jud has something of a one-track mind. coupled with an
36 Armor (+30PD/+30ED), ablative, incredible stubbornness. He is also fond of violent answers to
OIF: protective jumpsuit almost any problem.
6 +3" Running (9" total) Appearance: Jud stands 6'4" high and packs 260 pounds of pure
11 Life Support: self-contained breathing, immune to muscle. He has curly blonde hair, blue eyes, and a neck almost as
disease & radiation; OIF: protective jumpsuit thick as his waist.
2 Radio Listen/Transmit, OAF: radio Quote: "Ya Green-skinned space-freak! Think you can just come
Skills here and take our women? Take this!"
3,3 Breakfall 13-; Climbing 13·
3,3 Demolitions 11 -; Stealth 13·
3, 3,3 Streetwise 12-; Survival 11· , Tracking 13· -
6, 6 +2 Levels w/ rifles, +3 Levels w/ Plasma
Generators
Talents
5 Defensive Maneuver
3 Fast Draw
OCV: 7+; DCV: 7; ECV: 3; Phases: 3,6,9, 12
Warp Engine
Engineering
Secret Cargo Hold
p
Transport Tube
LEVEL THREE
Medical
Weapons Room
Lab
~o
Mast
Bridge
CD
~
Transport Tube
3
Power Defense (10 points)
Skills
Computer Programming 11-
13
20
l STA
DEX
3
30
15
20
Greedy (strong)
Overconfident (strong)
3 Deduction 11 - 18 CON 16 20 Normal Characteristic Maxima
3 Forgery 11- 10 BOD 0 25 Susceptible: 2d6/segment from
3 Systems Operation 11- 13 INT 3 radiation
13 EGO 3 15 Distinctive Features, conceal-
OCV: 8; DCV: 8; ECV: 3; Phases: 3,5,8,10,12 13 PRE 3 able, major reaction
16 COM 3 25 Hunted by the Imperial Navy, 14-
Costs: Char. Power Total Disadv. Base 3+ PD 0 10 Hunted by the Emperor's Secret
138 + 117 = 255 = 155 + 100 4+ ED 0 Police, 8-
4 SPD 10
Background: Phinress is a native lntessian. His race has pro- 7 REC 0
duced some of the finest, most logical, scientific people in all 50 END 7
creation. Unfortunately, though, the lntessians keep to themselves. 30 STUN 4
When called upon to solve some wGrld problem or design some Cost Powers END
useful device, the lntessians politely refuse. noting that too much
interaction with other races can corrupt their own culture. 60 Multipower
Phinress, however, was bored following the·simple rituals and 6u 12d6 Healing Aid (as per optional rule: dice total
routines of daily lnte ssian existence and plotted a way to escape his aids STUN, each BODY rolled aids BODY) 6
planet. One day. when a trade ship came to buy lntessian wine (the 3u 4d6 Energy Blast, AVLD: Power Defense,
planet's only export), Phinress decided to stow away in one of the no range 6
cargo holds. Phinress didn't know that the ship he had chosen was 30 Armor (20PD/20ED), activation 14-, OIF:
a pirate vessel from Thalok Prime. He also didn't realize that his protective suit
hold contained a dangerous jirototype fission weapon which was 22 +11" Running ( 17" total) 3
slowly leaking and fill ing the chamber with radiation. His genetic Skills
structure reacted violently to the radioactive particles, sending 3 Forensic Medicine 11-
Phinress into fre nzied convulsions. Crew members heard his 3 Paramedic 12-
screaming, found him in the cargo hold, and quickly brought him to 3 PS: Doctor 12-
their physician. Phinress' condition was stabilized, and they soon 15 +3 Levels with hand-to-hand combat
learned that the radiation had mutated Phinress, giving him remark- OCV: 7 ; DCV: 7; ECV: 4; Phases: 3,6,9,12
able bio-energy abilities.
Phinress was delighted . He had only expected to leave the Costs: Char. Power Total Dlsadv. Base
boredom of his homeworld, not gain new powers. The pirate crew
was delighted also. Not only had they managed to steal three times
85 + 145 = 230 = 130 + 100
as much lntessian wine as they were buying, but they had gained
a new crew member as well. Phinress continued under the direction
of Captain Richaal, using his bio-energy powers effectively.
24 Alien Enemies
Background: Zeinert spent many long years studying medicine in
TARCHOSS
the universities of Thalok. As a child, Zeinert demonstrated the rare
power to heal the wounds and illnesses of others around him, and Val Char Cost 100+ Disadvantages
the government chose him to become a physician. As a govern·
ment physician, though, Zeinert never stood a chance of gaining 60· r STA 15 10 2x STUN from fire/heat
any personal wealth. And Zeinert wanted badly to become rich. 22 DEX 36 15 Enraged when crew members
On the day of his graduation, Zeinert took a leave of absence 24 CON 28 are hurt 14·, 8·
from which he would never return. He stole a governmenl sltutlle 13 BOD 6 20 Childish (total)
pod, a variety of medicines and equipment, and set off for one of 10 INT 0 20 Loyal to Richaal (total)
Thalok's moons in search of a healthy, capitalistic environment. 10 EGO 0 20 Distinctive Features, not
However, his journey was intercepted by the Star Galleon. a ship 16 PRE 6 concealable, major reaction
filled with pirates who wanted his medical supplies. Zeinert showed 10 COM 0 25 Hunted by the Imperial Navy, 14-
no fear as they brought him aboard. and this gained the favorable 12+· PD 0 15 Hunted by the Exterminators, 11 ·
attention of the Galleon's captain, Aichaal. Aichaal summoned 12+' ED 0 15 3d6 Unluck
Zeinert to his quarters and questioned him as to where the Thalokite 6 SPD 28 62 Villain Bonus
government pod containing government supplies was going. 10 REC 0
Zeinert told Richaal about his greedy desires, and Richaal offered 48 END 0
him a position with the crew. After all, Richaal argued. Zeinert was 40 STUN 0
sure to make more money with the Galleon than he would on one • Additions for Density Increase already figured in
of Thalok's moons. Zeinert agreed, and has been a faithful member
of the Galleon's crew ever since. Cost Power s END
Motivation/Personality: Zeinert is a gutsy, greedy individual. He 54 Armor (18PD/18ED)
hopes to serve with the Galleon just long enough to collect a small 10 Flash Defense {10 points)
fortune for himself and then retire in luxury. Zeinert could care less 10 Power Defense (10 points)
Jww many µi:Jople are injured or killed in his quest for riches. He is 5 Lack of Weakness (-15 to roll)
a quiet individual, always looking out for himself first, and never 26 +13" Running (19" total)
intimidated by any other individual. He has kept a level head in the 5 Discriminatory Smell
worst of situations. and Aichaal has come to depend upon him as 10 Tracking Scent
a source of stability in the crew. 52 Density Increase (7 levels), O END,
Powers/Tactics: Once every several generations, a Thalokite is persistent, always on 0
born with an abil~to serve as a living catalyst in the natural healing Talents
process of others. Zeinert, born with such a gift. is able to touch 11 I Combat Sense (smell), 15-
another's wounds and heal them almost instantly. Tnis ability has
OCV: 7; DCV: 7; ECV : 3; Phases : 2.4,6,8,10,12
saved the lives of several of the Marauders.
Zeinert has also 180rned to reverse the process of healing in Costs: Char . Power Total Disadv. Base
individuals. causing wounds to open up and become infected as
119 + 183 = 302 = 202 + 100
quickly as he can heat them. He must touch his target tor the
wounding to occur, and has learned several techniques for closing
in during hand-to-hand combat and striking with his wounding Background: Tarchoss was born on the high-gravity world of
touch. Only Power Defense offers resistanee against Zeinert. Ssynstra just three years before it was destroyed in the Great War.
Just before the battle began, Tarchoss' parents hicl him on a
Appearance: Zeinerl's skin is a rich yellow color and his eyes are
freighter lhal was travelling from Ssynstra to Bandoq II. On its
a deep blue-green . His white hair is cut short, and he prefers to wear
journey. the fre ighter was captured by Captain Richaa! and his
white jumpsuits.
pirate crew. Upon discovering the Ssynstran child. Richaal decided
Quote: "Just thinl<, I could be enjoying a comfortable retirement on to keep and raise the boy as his own.
Trillium 7 right now. But no, Aichaal couldn't be satisfied with just Little did Richaal realize that Ssynstrans not only mature quickly.
a few billion c;redits worth of contraband and a beautiful princess. but their own density gives them tremendous strength. Additionally,
He has to get us mixed up wilh these idiots from Earth!" Tarchoss was a hyperactive child. always looking to run off energy
by playing with the crew around the ship. It was all Richaal could do
to keep Tarchoss entertained so he wouldn't aecidentally break
something (or someone) important.
In time, Tarchoss grew old enough to begin training as a part of
the crew. Though he is stfll col'ltinuously restless, Tarchoss has
gained control of his hyperactivity and is serving Aichaal loyally.
Motivation/Personality: Tarchoss is little more than a big child
with too much power for his own good. Taking after his father,
Tarchoss is quite a bully. Tarchoss is also one of a handful of
survivors from the Ssynssran disaster, making him a unique indi·
vidual in the galaxy. The only parents he remembers are the crew
of the Star <?¥illeon, and he loves Aichaal dearly.
Powers/Tactics: TarchQss' increased density gives him incredible
strength and resiliency against damage. In combat, his strength
makes him a fearsome opponent, but he has had to learn to be
delicate with things around the ship lest he crush them with his
power. Richaal has made something of a game of crushing skulls
for the hyperactive youth, and Tarchoss' favorite activity is
sneaking up on an opponent and squashing the victim's head.
Appearance: Tarchoss is an enormous reptilian with jade green
scales covering his hairless body. His eyes are small and pink.
Tarchoss only wears a leathery loincloth and harness.
Alien Enemies 25
Quote: "But Richaal, I want my own human to play with. Everyone
else gets to beat up a human; can'.t I smush one, too?"
THE MASO
Val Char Cost 100+ Disadvantages
50 STA 40 40 2x STUN and BODY from
20 DEX 30 electrical attacks
20 CON 20 15 Accidental Change to natural
10 BOD O form when contacting electricity,
10 INT 0 14-
11 EGO 2 15 Contempt for humans
19 PRE 9 (strong)
6 COM -2 15 Power hungry (strong)
20 PD 1O 1O Reputation: always operate in
15 ED 11 groups of two, 11-
5 SPD 20 15 Hunted by Secret Service, 11-
13 REC 0 20 Hunted by the Exterminators 11 -
40 END 0
45 STUN 0
Cost Powers END
15 Damage Resistance (15PD/15ED)
6 +3" Running (9" total) 2
5 Discriminatory Smell
20 Shapeshift - limited group: humanoids, 0 ENO,
persistent, 1 Phase extra time, 0 DCV
concentration during change 0
Skills
9,9 Acting 16-, Mimicry 16-
3,7 Oratory 13-, Disguise 13-
3 Linguist
3 1 human language (as appropriate)
3 KS: 1 Earth culture (as appropriate) 11 -
7 PS: 1 profession (as appropriate) 13- the Masq leader, "we'll simply have to make the best of it and take
control of this planet. Who knows, perhaps these silly humanoids
OCV: 7; DCV: 7; ECV: 4; Phases: 3,5,8,1 0,12 will develop their own means of space travel and allow us to
continue our mission of conquest in the galaxy."
Costs: Char. Power Total Dlsadv. Base Motivation/Personality: From birth to death, the Masq want
140 + 90 = 230 130 + 100 control of all they encounter. The Masq have learned that while
brute strength is sometimes required, it is hardly as effective as the
Background: Captain Brelden couldn't help but congratulate him- power granted by a large company or government. Therefore, it is
self. He had discovered a world inhabited by a peaceful. friendly the control of these organizations that the Masq crave. And with
humanoid race, known as the Masq. They seemed interested in their ability to mimic anyone they encounter, they have little
trade and cultural exchanges with the Empire. As his ship lifted off difficulty in achieving their goal.
the pleasant world, he dreamed of the awards he would receive for Powersrractlcs: The Masq will first get into an innocuous position
this discovery. He did not realize, however, that the Masq were where they can observe and learn their victims' personalities. Then
shapeshifters, or that over hall his crew lay dead on the planet they will ambush and slay the victims. taking their places. Preferred
below. Many of his men had been replaced by shapeshifted aliens, victims are high government officials, captains of industry, and
and Brelden was carrying them out into the stars to wreak havoc. military leaders. Note that a Masq can identify another Masq
From this humble start, the Masq infiltrated .dozens of worlds. through smell, and this is how they avoid attacking each other.
Though technologically inferior to most races, their uncanny mim- If fo rced into combat, Masq use brute force to pulverize oppo-
icking abilities allowed them to utilize the tools and starships of the nents. They will always try to strike by surprise and then flee,
races they encountered. For tactical as well as biological reasons, changing appearance to avoid capture.
Masq operatives operated in pairs, usually working their way Appearance: In their natural form, Masq appear as humanoids
through an organization's ranks until they occupied two positions of with three fingers and opposable thumbs. Their skin is translucent
power. From there it was always easy to bring in more. and thick, with strange mottled organs beneath the surface.
During the height of their success. the Masq took control of many Quote: "Hello Defender, so glad you could make it. Why don't we
local governments and dozens of Imperial Starships. While on a step into my office.. ."
routine mission to apprehend a group of pirates know as the Campaign Use: The Masq are deceptive, shapeshifted conquer-
Galactic Marauders, an Imperial ship filled with shapeshifted Masq ors. They can be introduced into almost any area of the campaign.
followed the Marauders' Star Galleon into orbit around the planet For example, a new hero with great strength may ask to join the
Earth. The captain of the pirate ship quickly evaded them, but the team. Is it really MegaMan, or a diabolical alien duplicate? And why
Masq were no longer interested. Loading shuttle pods with Masq is the new division head of Primus acting so strangely? Perhaps the
operatives, over fifty of the aliens were sent down to the blue-green
Masq will replace one of the heroes' DNPCs!
world. Yet before their pod could land, the Marauders swung 'round Adventures involving the Masq should be mysterious and slowly
and attacked the mother ship by surprise. With deactivated shields,
introduced. The GM should let the heroes know that something is
the Imperial starship vanisl1ed in a ball of white fire leaving the wrong, but keep the exact nature of the problem a secret, drawing
remaining Masq trapped on the remote planet. "Ah. well," thought
out the suspense toward an exciting, revealing climax.
26 Alien Enemies
The air hung heavy with sulfurous smoke as twelve black The Members of the Midnight Society: Each member of the
Midnight Society has been chosen by the Orb because of his
candles sputtered with eerie, evil light. Shadows danced on the
natural aptitude for magic as well as his somewhat eccentric
walls in time with the Midnight Society's chants. In the center
position in society. Should one of the members be captured or
of the circle, a pulsing white Orb hummed and sparked with
killed, the Orb will choose a suitable replacement. The roll call of the
ancient power.
Midnight Society currently includes individuals from atl walks of life:
For months, the Orb had carefully gathered its minions from
a student, a musician, an athlete, a vagrant, a store owner, a model,
the unsuspecting people of this planet, training them for the
events of this dark night. As the clock chimed twelve, the portal etc. The GM should be c reative in putting this group together, and
should consider using one of the hero's ONPCs as a member; this
was prepared. Deep within its misty window, a black, tentacled
would provide a natural way to draw the heroes into the evil goals
creature flashed its yellow teeth in a wicked grin. Soon the
of the Society.
Arcane would come. and the power of this little sphere called
In addition to appropriate Skills assigned by the GM, each
Earth would be theirs...
member of the Midnight Society has these Powers and Disad-
vantages:
Background: Far across the galaxy, in a dim corner of space, a
malign race of alien sorcerers have been plotting to exploit the Cost Power
unsuspecting Earth. The race, known as "the Arcane," spent
thousands of years learning to manipulate the magical forces of 16 Summon one Arcane, Leatherwing, and Gremlin,
their world. Centuries have passed by, each ruled by different, only when all the Midnight Society is present (-2).
warring Wizard Lords. The entire populace learned to draw forth only during a full moon (-2), only at midnight (-2),
mystic energy to perform all of their tasks, preferring magic to Activation 11 - {-1), Gestures (- 1-4). Incantation (-V.)
manual labor. However. as time passed, the mystical forces be- 15 12d6 Energy Blast, Each member may only use 2d6
came depleted, and the Arcane grew weaker. Faced with the which may be combined with other members of the
possibility of losing their powers and returning to a life of hard work Midnight Society when they are in physical contact
and no magic, the Arcane dedicated their efforts to locating a new {-3)
source of sorcerous energy. 29 10PD/10ED Force Wall, reduced size to 5" {-Y..),
It wasn't long before the Arcane discovered Earth. The planet Activate 14- (-Y2)
resounded with hidden enchantments. Furthermore, only a handful Skills
of the planet's inhabitants had learned to manipulate the magical 3 KS: Arcane Magic 12-
forces, and they would be easily dealt with. However, the Arcane's
own power had grown far too dim to transport them across the
O+ Disadvantages
galaxy to Earth. They needed a focus, here on Earth, to draw them 13 Monitored by the Orb, 14-
across the stars. It was decided that the Arcane would invest the 20 Hunted by the Circle, 11-
last of their homeworld'smysticalpowers to send an enchanted Orb 20 Loyal to the Arcane (total)
across space which would form a focus to summon the Arcane 9 Villain Bonus
later.
The Orb, a shimmering silver globe of crackling magic power, Each member of the Midnight Society is capable of releasing a
settled in a large city and began to work its power. It located twelve small blast of magical energy. However, when several of the
suitable humans. mesmerized them, and began teaching them the members combine their attacks by linking hands, the energy blast
art of summoning the Arcane, twelve at a time. The group became becomes much more damaging. Additionally, each member is
known as the Midnight Society. passing themselves off as a very capable of setting up a wall of magicalforce. though the size of this
exclusive social club that gathered periodically to discuss magic. In wall is reduced because of the Society's inexperience. Their real
reality, the Midnight Society, directed by the Orb. have begun power, however, comes one night each month. During a full moon.
preparations for the charms which will draw the Arcane to this world. precisely at the stroke of midnight. the Society can perform the ritual
Each month, when the moon is full, the Midnight Society gathers which creates a gateway between the world of the Arcane and the
around the Orb, joins hands. and begins to work the spell which may Earth. All twelve members must participate, and the spell still has
draw forth the Arcane. In order for the magic to work. all twelve only a limited chance of success. To this day. the Society has been
members must be present. concentrating their energies together unable to fully open the gate (though they're getting better with each
on a single spell. So far, their efforts have been unsuccessful. But month's practice... ).
the Orb has convinced them that soon they shall behold their true
masters: the Arcane.
Alien Enemies 27
ORB : AUTOMATON SHELLL ORB: Al "COMPUTER" BRAIN
Val Char Cost 150+ Disadvantages Cost Powers END
1 STA -9 20 Loyal to the Arcane (total) 55 7d6 Mind Scan, +10 to roll, 0 ENO,O DCV
10 DEX 0 20 Single task: open trans-world concentrate 0
10 CON 0 gateway (total) 58 7d6 Telepathy, 0 ENO, invisible to all senses,
40 BOD 60 20 Distinctive Features, not 0 DCV concentrate 0
10+ INT 0 concealable, major reaction 58 7d6 Mind Control, 0 END, invisible to all senses,
10+ EGO 0 25 Hunted by the Circle, 14· O DCV concentrate 0
20 PRE 10 20 Hunted by METE, 14- 30 Mind Link with Arcane High Council (12 minds),
2 COM -4 15 Hunted by the Exterminators, any distance
15 PD 15 11 - 20 +20 INT
15 ED 13 152 Villain Bonus 40 +20 EGO
2+ SPD 0 27 +4 SPD, usable with Mental Powers only (-Y2)
2 REC 0 Talents
2 END 0 20 Universal Translator
46 STUN 0
OCV: 3; DCV: 3; ECV: 10; Phases: 2, 12(2,4,6,8,10, 12)
Cost Powers END
Costs: Char. Power Total Disadv. Base
13 5" Flight, O END persistent, always on 0 85 337 422 272
30 + = "' + 150
Life Support, total
-12 -6" Running
-2 -2" Swimming The Orb itself is designed as an automaton housing a mystical
"computer." As such, it cannot be stunned or knocked out. The
intelligence within the Orb is self-motivating. capable of making
The Orb: The Orb is a silvery sphere, approximately live feet in independent decisions and taking actions for self-preservation.
diameter, which continually hovers at eye level. It occasionally
sparks and crackles with mystic energy. The Orb was designed by
the Arcane as an instrument for training twelve humans in the art of THE ARCANE
opening a gateway between the worlds. Th us, it is capable of Val Char Cost 100+ Disadvantages
locating human minds, probing them for magical aptitude, and
manipulating them into the service of the Arcane. Th e Orb's powers
are completely invisible and inaudible.
15
18 I
STA
DEX
I 5
24
15 2x STUN. 1 Y2x BODY from cold
attacks
21 CON 22 20 Fear of manual labor (total)
12 BOD 4 15 Overconfident (moderate)
11 INT 1 25 Susceptible: 2d6/Segment from
23 EGO 26 extreme cold
15 PRE 5 25 Distinctive Features, not con-
8 COM -1 cealable, extreme reaction
23 PD 20 15 Hunted by METE, 14-
20 ED 16 15 Hunted by the Exterminators, 11-
5
8
SPD
REC
I 22
16
15
10
Hunted by the Circle, 11-
2d6 Uhluck
42
31
I END
STUN
0
0
115 Villain Bonus
1~
5
I Clairvoyance. only at Gremlin's location (-1)
UV Vision
180° Vision
7 Detect sources of magic 13-, sense, range
5 Life Support: doesn't eat or sleep
Skills & Perks
3 KS: Magic 13-
4~ 1
Familiarity with Earth culture
Followers: 1 Gremlin, 1 Leatherwing, and 6 Under-
I lings
OCV: 6; DCV: 6; ECV: 8; Phases: 3,5,8, 10, 12
a-40 40 STA Telekinesis (spectral hand), Gestures, The Arcane : The Arcane are a mysterious race of sorcerous aliens
Incantation 6 who selfishly seek to milk Earth of all its magical potential. When the
Arcana's power grew dim, they sent the enchanted Orb across
b-27 Darkness vs. normal sight, 4" radius (fog), space to manipulate one dozen humans into serving as a focus for
no range (-Y2) 4 opening a gateway from their world. They care little for human lives,
b-10 Images. affects normal sight and sound except when they serve the Arcanes' own purposes.
{haunting shadows). Y2 DCV Concentrate 1 The Arcane are masters in the mystic arts. They have learned to
b-17 Flash Defense ( 1O points), linked to Darkness, tap into the natural magical energy w hich flows throughout a world
usable by others in a ff' radius 0 and manipulate that mana for their own purposes. This is reflected
in their magical Power Pool, which can simulate almost any
c-40 8d6 Energy Blast (wind), Explosion (+Y2), conceivable effect, though they generally prefer powers linked to
Gestures, Incantation 6 the natural elements or a planet (i.e. fire, water, earth . and air).
c-12 6" Flight (wind riding) 1 The Arcane stand between 5 and 6 feet tall and have brownish-
GREMLINS
Val Char Cost 25+ Disadvantages
10 STA 0 25 Loyal to Arcane (total)
13 DEX 9 10 Vicious and aggressive
13 CON 6 (moderate)
10 BOD 0 40 Dependence: 3d6/ Segment
6 INT -4 w hen more than one mile from
10 EGO 0 Arcane master
13 PRE 3 25 Distinctive Features, not
8 COM -1 concealable, extreme reaction
10 PD 8
10 ED 7
3 SPD 7
5 REC 0
26 END I 0
27 STUN 0
Cost Powers END
The pale moon danced 'round the little blue globe as it had done
each month for thousands of years. Its light glimmered In the cold
of space, attracting the attention of the alien, drawing it closer and
filling it with an eagerness it had not experienced In a hundred
lifetimes. The alien glided through the silent vacuum, recalling the
joys and passions it had once experienced on that humble blue
sphere so very long ago. It remembered the simplicity of the people
who lived by the great sea and the way they worshipped it while It
resided in one of their own bodies. Soon It would embrace another
unsuspecting life, using a fleshy body to fulfill its own desires.
Elsewhere in the galaxy, another mighty alien grew bored with Its
lnsectoid host. It had not found an entertaining world in centuries,
and chose to throw its host off a cliff and end their symbiotic
relationship. If only there was a people who could delight It and bring
It such pleasure as those humans on that llttle, wet planet did so
long ago. But of course! Why not simply return to that world and take
on a new host, as It did so many years ago?
Throughout space, similar events were occurring as simple
beings of pure energy chose to return to Earth and take up
residence within human hosts once again. And as that planet spun
'round in the shadow of Its moon, the earthlings never suspected
how their lives would be forever changed ...
Background: Around 100 8.C., six alien entities sped across
space, destined for Earth. They were beings of pure energy,
travelling together through the stars on a curious whim. Their
survival depended upon symbiotic relationships with beings of
matter, and they found such hosts among the people of the Rome.
In exchange for using the physical bodies of their victims, the
energy beings provided their hosts with incredible powers. One
gained the powers of the sun itself, another learned the secrets of
lunar energy, another controlled the weather, etc. Each symbiotic
relationship which was established introduced new super-human
powers to Roman society.
In addition to providing their hosts with new abilities, the energy Each of these symbiotic beings possesses the ability to recog-
beings twisted the personalities of their human hosts. A peac~ful nize another of their kind whenever they are In close proximity. This
sailor became an angry, fire-wielding menace. An aggressive power of recognition will allow the various members to draw
soldier developed a bottomless hatred and a thirst for violence. A together as "The Pantheon" in their exploitation of Earth.
young. virtuous maiden became a fount of lust and unquenchable Campaign Use: The members of the Pantheon all have distinct
• passion. And though the hosts struggled for control of thetr per- motivations and personalities. Each member Is struggling with the
sonalities, the energy beings' influence caused them to become conflicting desires within, and II is likely that the alien presence In
unstable, childish, and chaotic. possession will eventually win out.
To make their transition easier, the alien entities patterned The members of the Pantheon may be Introduced individually
themselves after some of the existing myths and legends of the day. into a campaign. Perhaps Mercury will hire several villains and form
The most powerful called himself Jupiter, who was considered the his own team for thievery. Neptune may attempt to destroy ships
greatest of the gods. Another called himself Neptune, and took to which come too near his lighthouse home. Mars may attempt to
the waves. It is possible that some of the legends of the time are a start World War Ill. The members of the Pantheon should even-
result of the alien's activities. tually encounter one another, recognizing their kindred alien ori-
The time came when the energy beings grew bored with hu- gins, and band together in an unstable allegiance. Though they
manity and they allowed their human hosts to die. Now, three may quarrel among themselves, they will be loyal In defending one
thousand years later, the six beings have returned to Earth. They another in whatever projects they decide upon.
have chosen new hosts and endowed them with their remarkable The GM may also wish to use the Pantheon as guides in building
powers. In choosing their human hosts, the energy beings looked more characters from Roman legends. Saturn, Venus, Pluto, etc.,
for Individuals who were lonely, hurting, or angry. They preferred to could all make interesting NPCs In a Champions campaign.
reside in emotional, tragic people who would use their new powers Finally, if he is using the actual Greek gods in his campaign (as
to change the world. presented in The Olympians), then the GM should decide how the
two groups Interact. It is entirely possible that Zeus and his brethren
will be angered by the alien mimics. Perhaps the PCs will have to
avert a divine war!
32 Alien Enemies
Motivation/Personality: John has fully embraced the powers and
JUPITER personality of Jupiter, and prefers remaining in his Jupiter identity
Val Char Cost 100+ Disadvantages rather than his natural form. He is driven primarily by his lust for
power and dominance over other people. For too many years he
60* STR 40 10 Accidental Change to Jupiter played servant to bullies around him; now it's his turn to manipulate
23• DEX 31 identity when angry, 11 · others. The alien residing in John plays upon this bitterness, driving
2r CON 27 8 Enraged when insulted 8-, 8- John to use his powers for conquest and domination. As Jupiter,
15* BOD 8 20 Wlll not strike a woman (total) John finds his powers invigorating and takes great pleasure in
12·
10
I INT
EGO
2
0
15
10
Easily seduced (strong)
Distinctive Features (blue energy
summoning the fierce elements to do his bidding. Should the
Pantheon assemble, Jupiter would become the natural leader.
20· ! PRE 8 eyes as Jupiter), easily Jupiter's main weakness is his uncontrollable interest in women.
14* COM 2 concealable. major reaction He is easily manipulated by beauty and will never stril(e a woman,
30* PD 13 10 Reputation: mobster, 11 · even if his life depends on it.
30* ED 19 20 Hunted by the Champions, 11 · Power s/Tactics: In addition to his incredible strength, Jupiter is
6* SPD 22 20 Hunted by the F.B.1., 14· able to call upon the power or the storm. Even on a sunny day,
20* REC 5 10 2d6 Unluck Jupiter can summon raging winds to carry him In the air: he can also
80* END 10 15 Secret ID call forth concussive blasts of thunder, and hurl deadly lightning
69 I STUN 10 89 Villain Bonus with Incredible accuracy. In combat, Jupiter is aggressive and
•Only in Villain ID (-Y..), already figured in overconfident. He knows that he cannot be harmed by most normal
weaponry and laughs at gunfire. Thus. he tends to charge straight
Cost Powers END in. using his most powerful attacks and mocking his opponents'
43·
4u
I 50Multipower, activation 14-
STR Telekinesis (wind) I 7
·'inferiority."
Appearance: John Condos is a thin, pale man in his late thirties
4u 1Od6 Energy Blast, explosion (wind) 7 with w iry black hair and a short beard. As Jupiter, he is bulging with
4u 4d6 RKA, !-7 END (lightning) 3 powerful muscles. His curly, jet black hair and beard are long and
4u 13" Flight, usable at range by 8 others thick, and his skin is a beautiful bronze. Jupiter's eyes crackle with
(Jupiter cannot use this power while others blue energy and a feeling of s tatic electricity surrounds him .
are using it)( -~ 1 %) 4 Quote: «Cretin! You battle not against a mare mortal. I am a god!
21 * Damage Resistance (26 PD/26 ED) I How dare you oppose me!"
34• 21 " Flight I 4
5 Instant Change I
Skills
3 Gambling 11-
I
3
2
Shadowing 11-
Stealth (not in Villain ID, -Y2) 11-
~···'~\\/t.,,.,,I(
3 Streetwise 13-
"
.~
t: .....i:;~-\.·-
~
OCV: 8; DCV: 8; ECV: 3; Phases: 2,4,6,8,10,1 2 ~
Background: John Condos spent many years as the lackey for the
New York crime boss. Maxwell Di bone. Each day he risked his life
running errands, avoiding the police, and roughing up "insurance"
customers; meanwhile Dibona received all the glory. John Condos
grew to resent his employer, but was terrified of standing up to him
or breaking free from the organization.
Then, one rainy day as John was making arrangements for a
shipment of weapons, he was struck by a flash of blue light that
plummeted lrom space. John's muscles swelled and his beard
grew long and curly. He felt a tingle of power course through his
body and found himself rising into the sky, Instinctively, John could
control the thunder and lightning ot the coming storm. He directed
the winds to carry him across the city to the home ot Dibone and
summoned lighlning to destroy his Jormer employer.
With Dibona gone, John, who now called himself "Jupiter," used
his power to take control ofDibone's organization. At last he had the
power he always craved. and John was determined to make the
most of the situation. Today, Jupiter and his mob are quickly
becoming one of the most feared underworld organizations on the
Eastern seaboard.
Alien Enemies 33
NEPTUNE
Val Char Cost 100+ Disadvantages
13* STA 2 20 2x STUN from heat attacks
21 • DEX 26 1O Accidental Change to Neptune
18* CON 13 identity when hurt, 11-
1O BOD O 10 Enraged when ocean is abused
10 INT 0 14-, 11-
1O EGO O 20 Bitter against everyone (total)
15• PRE 4 15 Protective of oceans (total)
1O COM O 1O Crippled in secret ID
3+ PD O 20 Hunted by the Champions, 11-
4+ ED o 15 Hunted by the Coast Guard, 14-
5 SPD 15 15 Secret ID
7 REC o 56 Villain Bonus
50* END 11
35• STUN 7
•Only in Villain ID (-Y•), already figured in
Cost Powers END
59* 55 STA Telekinesis (fluid hand), Yi END,
must have water present to animate (-Yi) 4
60* 35 STA Telekinesis (earthquake), on selective
area effect 640" radius, Yi END, only against
targets in contact with the ground (-1 ), only to
shake (no grab/squeeze, -1) 9
70* 8" Force Wall (17PD/17ED)(wall of water),
O END, must have water present to animate (-Y2) 0
15* + 19" Swimming (21" total) 4
4• Life Support: may breathe underwater
5 Instant Change
OCV: 7; DCV: 7; ECV: 3; Phases: 3,5,8,10,12
Costs: Char. Power Total Dlsadv. Base Since that day, Welles has learned that he not only controls the
78 + 213 "' 291 = 191 + 100 power of the sea, but can manipulate any source of water he is near.
He has also learned that he can summon great earthquakes.
Welles has dedicated himself to protecting his oceans from all who
Background: Clyde Welles was a WWII hero who was hit by a Nazi would bring violence to them. He has taken on the guise of
bullet while boarding a captured German vessel. The bullet grazed "Neptune" (a name which came to Welles in a dream), and has been
his upper spine, causing minor brain damage and paralysis from a terror to military vessels around the world.
the waist down. Welles returned to the United States and took Motivation/Personality: Welles is driven by bitterness. He is
residence in an abandoned light house owned by his parents. For angry at the world tor the loss of his legs and the lonely years i:e
a while, friends and neighbors would visit him, trying to cheer him spent in his wheelchair. As Neptune, he is angry that the world rs
up and make him comfortable. But in time, the visits stopped. And trying to take away the one thing he truly loves by disrupting the
when Welles' parents died, he was all alone. harmony of the ocean with war and pollution. He is a stubborn
Welles spent most of his time on the porch overlooking the individual and will not "waste time" listening to arguments.
ocean. He felt trapped in his wheelchair and angry about his The alien within Welles has always had a fondness for the quiet,
accident. He blamed himself for risking his own life, and became murky depths of the ocean. Like Welles, the alien is infuriated with
bitter against the young seaman he had saved. Whenever a ship the pollution of the oceans. Tilus, the alien is tanning the flames of
passed near his lighthouse, Welles cursed it and all who travel on Welles' anger and hurt, pushing him to use his powers to make the
the sea. oceans the clean, tranquil place they once were.
On one occasion, as Welles watched from his front porch, a Powers/Tactics: As Neptune, Welles has gained mastery over the
pulsing green light shined on him from the evening sky. Welles was
forces of land and sea. He can make water come alive and do his
terrified. but soon experienced feeling in his legs. Afraid yet excited, bidding. Welles rarely ventures forth on land anymore, preferring
Welles stood from his wheelchair. Unaccustomed to walking, he the cool, quiet depths. When he encounters a war vessel, Welles
tripped forward. tumbling over the railing and plunging into the s~a will attack viciously, capsizing the boat and drawing its crew to the
below. To Welles' surprise, he could breathe underwater. In fact, in ocean floor. He sees all intrusions of violence, including large-scale
a strange way, Welles felt truly at home there beneath the foamy
fishing operations and oil-polluting drilling, as crimes deserving of
waves of the sea. capital punishment.
Welles set out to explore the ocean depths near his lighthouse
home. He was enchanted by the pulsing beauty of the tides and the Appearance: Welles was a frail man with wrinkled tan skin and
frenzied schools of fish that swarmed around him. Yet, when he thinning blonde hair. As Neptune, Welles is finally strong and
came upon a Coast Guard vessel patrolling the shore, Welles' healthy. Solt white hair flows over his shoulders and down his chest,
bitterness swelled inside him. lnstinctually, Welles caused the sea and his sea-green eyes gleam with excitement. His skin is now a
to capsize the boat. He held it in the watery depths until every sailor rich, gold color, and he prefers to dress in turquoise and pearl. He
had drowned. In a strange, twisted way, Welles was deeply carries a long trident for show.
satisfied, believing that he had defended his ocean. Quote: "You've destroyed the land and polluted the sea; you've
brought violence to the tranquil oceans... you all deserve to die!"
34 Alien Enemies
MARS In the months that have passed, MacMillan has become accus-
tomed to his abilities, and the alien presence within him has begun
Val Char Cost 100+ Disadvantages to take control of his mind . He now calls himself "Mars," and he
takes great pleasure in seeking out violence. Mars has taken a
60* STA 40 20 I 2x BODY from magical attacks particular interest in the gang wars of Los Angeles, and hopes to set
24* DEX 34 10 Accidental Change to Mars himself up as a kingpin, using his powers to fuel the killing.
23* CON 21 identity when seeing combat, 11-
15* BOD Motivation/ Personalit y : MacMillan was a tough, militant indi-
8 15 Enraged when annoyed 14-, 8-
vidual; now he is a raging, furious individual, seeking hatred and
10 INT 0 20 Hateful and violent (strong)
destruction in everyone he encounters. As Mars, he will lose his
12 EGO 4 15 Distinctive Features (crimson
20· temper at the slightest annoyance, usually killing whoever brought
PRE 8 skin and fiery eyes as Mars),
him the bad news. The alien within him is a creature of hatred and
10 COM 0 easily concealable, extr~me
23* PD reaction impatience, and it is driving MacMillan to create an environment of
9
23* tension and anger.
ED 14 20 Hunted by the Champions, 11-
SPD 21 Hunted by U.S. military, 14- Though MacMiiian enjoys the emotional release, he Is becoming
6 15
17 frightened as he loses control to the alien. MacMillan has carefully
REC 0 5 Rivalry with alien persona
guarded his thoughts about the U.S. military capabilities from the
46 END 0 15 Secret ID
alien, directing his fury against teenage street gangs. However,
57 I STUN 0 96 Villain Bonus
MacMillan fears the day when the alien learns of the destructive
•Only in Villain ID (·Y.), already figured in power of atomic weapons and seeks to initiate World War Ill.
Cost Powers Powersrractlcs: In addition to his incredible strength, Mars can
END
cause unquenchable hatred in those around him. Everywhere he
40* 1Od6 Energy Blast (searing vision) 5 goes. violence follows. He takes great delight in bloodshed, and will
67* 9d6 Mind Control, area effect 4" radius, O END do almost anything to start a fight.
persistent, telepathic command, only to make In personal combat. Mars is a brilliant tactician, keeping himself
angry, always on 0 well covered while hitting opponents from behind with his deadly
12* Damage Resistance (15PD/15ED) eye blasts. His favorite maneuver. though, is to grab an opponent
4* Flash Defense (5 points) and hurl him at yet another enemy with his incredible strength.
4• Power Defense (5 points) A ppearance: General MacMillan is a tough man in his late forties
4* Lack of Weakness (·5 to roll) with a square jaw, short grey hair, and a long scar across his neck
18* + 11 " Running (17" total) from a wound in the Korean War. As Mars, his skin becomes a deep
5 Instant Change crimson, his body swells with poweriul muscles, and his eyes
Sk ills become a fiery yellow.
3 Breakfall 14· Quote: "Death and destruction! I hunger for annihilation!"
9 Tactics 14·
6 +2 Levels with punch, kick, and energy blast
OCV: 8+; DCV: 8; ECV: 3; Phases: 2,4,6,8,10,12
BACCHUS
Val Char Cost 100+ Disadvantages
18* STR 6 10 Accidental Change to Bacchus
18* DEX 19 identity when drunk, 11 - (~ 0
18· CON 13 15 Obsessed with celebrating p
10 BOD 0 (strong)
10 INT 0 20 Alcoholic
20· EGO 16 15 Distinctive Features
15· PRE 4 (always draws a crowd), easily
10 COM 0 concealable
15· PD 9 10 Hunted by police tor disturbing
15• ED 9 the peace, 11-
4 SPD 10
9 REC 2
50· END 10
30 STUN 1
•only in Villain ID (-Y.), already figured in
Cost Powers END
40• 40 STA Telekinesis (animate plants), must be
in the presence of plant life (-Y.) 6
11 Martial Arts, only with Telekinesis (-Y2)
Maneuver OCV DCV Damage
Vine Lash O +2 1Od6
Vine Strangle +5 2d6 NND
Vine Disarm -1 +1 50 STA
Vine Grab 0 0 50 STA
8• 1O" Swinging (using spun vines)
5 Instant Change
Skills Harry continues to enjoy his romps as Bacchus, and is building
3 Streetwise 12- a reputation tor himself among the party crowds of New York and
2 KS: Wines 11- New Jersey. However, every morning when the alcohol wears off,
2 PS: Partying 11- Harry returns to his former self and resumes his lonely life of
OCV: 6; DCV: 6; ECV: 7; Phases: 3,6,9, 12 wandering the streets in search of a ·handout.
Motivation/Personality: The Bacchus persona which inhabits
Costs: Char. Power Total Dlsadv. Base Harry is quite mad. It thrives on the excitement of celebration, and
99 + 71 = 170 = 70 + 100 it will prompt Harry to do anything to make people laugh. It is also
extremely jealous, and will turn its pranks against anyone who
doesn't seem friendly to Harry. So far, no one has offended Harry
Background: Harry Tremaine was a New Jersey drunk tor enough tor the persona to become violent. However, if someone
fifteen years. One night, as Harry combed through a dumpster in interrupts Harry's fun or tries to arrest him for his boisterous
search of food and liquor, he was bathed in a violet light. Harry felt behavior, the alien is capable of using vines to strangle the offender.
an unusual sensation in his stomach and a tingling in his fingers. Both the alien and Harry love strong drink, and can usually be found
Thinking that he was going through another hallucination, Harry with a bottle in one hand. Harry is unaware of the alien's use of his
ignored the feeling. However, the next time Harry got drunk, his body; he can no longer distinguish reality from a drunken fantasy.
body began to change. No longer was he the thin panhandler Powers/Tactics: Bacchus is capable of controlling nature around
everyone had known. Now Harry was a well-rounded, jolly man with him with a simple thought. He can animate any plant life within sight,
a deep laugh and an unquenchable thirst tor wine. When another and will usually do so for entertainment purposes. Harry is a
drunk asked who Harry was supposed to be, Harry blurted out harmless individual who merely wants to have fun and be drunk.
"Bacchus," though he has no idea where the name came from. However, as Bacchus, he abandons all common sense and may
Over the past several months, Harry has learned that whenever even attempt something dangerous. His antics tend to draw a
he becomes drunk, he changes into the fat, elfin god. Whenever the crowd, make a lot of noise, and anger the local police.
drunken stupor wears off, he returns to his tired, old body. As
Appearance: Harry is thin and dirty, with wisps of greying brown
Bacchus, Harry enjoys lively music, wine, laughter, wine, women,
hair and blue eyes. He often mutters to himself. As Bacchus, he has
and wine. He instinctively seeks out parties and crowded bars.
a large belly, a bright smile, and a keen sense of humor. He will
It was at one such party where Harry discovered a side effect of
always weave a wreath of vines to wear around his head and will
the Bacchus persona. As the Roman god, he has a limited control
often do the same tor others around him.
over nature and plants. At first, this manifested itself as a sudden
outburst of ivy growth that surrounded him when he tripped and fell Quote: "Don't be so upset. We're only having a good time!"
against a planter. Since then, Harry has learned that he can make Note: Should Bacchus encounter any of the other members of the
plants grow and move. He has never used this ability to hurt Pantheon, his happy outlook on life will change. Rather than simply
anyone, preferring merely to entertain his friends with dancing enjoying amusements with other mortals, he will begin to demand
vines and swaying trees their worship. Those who do not abandon all responsibilities and
celebrate with him will be injured or killed by creeping vines, falling
trees, etc. When drunk, Bacchus can also be manipulated by
Jupiter into almost any task, as long as he is rewarded with good
wine and an occasional beautiful woman.
38 Alien Enemies
Th 'sook bit his lip and held his breath as he crouched low in
the bushes. He knew wandering in this area of the woods was
a mistake. Now he 'd been seen by one of those revolting little
T'Yak. and if he wasn't careful, he'd soon be dead.
SI<y'akki was just as terrified as the horrid E'Crotian fie 'djust
encountered. Now his red-skinned enemy had eluded him in
the woods. The E'Crotian could be anywhere! ff he wasn't
careful, Sky'akki would soon be dead.
Meanwhile, a group of human campers made their way
rhrough the brush roward f/1e top of the hi((. T/1ey had been
enjoying a weekend away from the hustle of urban fife. and had
no idea that they were walking into .:J crossfire. One of the
campers stepped on a twig. Snap! Bolh the E'Crotian and the
T'Yak jumped in fear. tightening their trigger fingers in reflex
and cutting across the campers · path with ribbons of deadly
energy. The campers didn ·r know to be careful. And now tl1ey'd
never return from their weekend retreat...
Cost Equipment Background: 480 solar years ago, the T'yaks were a simple,
peaceful people. Although technologically undeveloped, they ~ad
29 L aser Rifle: 2d6 energy AKA, Autofire, No Range a rich culture of art and music. The highest honor in T'yak society
Penalties, +1 OCV, OAF, no knockback (·Y4) was to be an artist, and the gifted T'yaks were expected to do
20 Capture-Field Guns: 3d6 Entangle, linked with 3d6 nothing else. The T'yaks used simple tools, needing little else to
NNO (defense is being insulated against electricity), 4 survive on their beautiful forested world. Being vegetarians, the
Charges, OAF, Activate 15-, Side Effect: 3d6 STUN T'yaks were just beginning to develop simple agr!culture when a
Drain when failing to activate strange light appeared in the sky. As the strange obiect grew larger.
24 Blaster Cannon: 12d6 Energy Blast, 8 Charges, OAF T'yak musicians wrote songs postulating its origin. And when the
5 Communicator: High Range Radio, OAF sleek 100-meter vessel finally set down in the middle of a field, the
3 Flash Shield: 5 points Flash Defense, OIF T'yak' celebrated. Many had postulated that there was a higher
8 Medical Kit: 6d6 Aid to BODY. not above starting reason they had been created, and that the visiting ship would
value (-Y2), OAF, 10 Charges reveal the T'yaks' destiny.
5 T'yak Space Suit: Life Support vs. vacuum and high Three days after landing on the planet, a portal opened in the side
pressure, self-contained breathing, OIF, 1 five-hour of the space craft. When the humanoid E'Crotians first stepped
charge (-Y4) from their ships, the T'yaks thought that they were gods.
The E'Crotians thought that the T'yaks were delicious.
Using their advanced weaponry, it did not take long for the
THE T'VAKS E'Crotians to overwhelm and subjugate the T'yaks. The E'Crotians
also discovered something else as they conquered the T'yaks, that
Val Ch ar Cost 100+ Disad vantag es
these hideous creatures could understand and perform rudimen-
35* 15 30 2x STUN, 1 Y2x BODY from heat tary tasks. It is a tribute to E'Crotian arrogance that they never
STA '
17 DEX 21 attacks figured out just how in elligent these fuzzy, bear-like creatures
18 CON 16 15 Fear of humanoids (strong) were.
16* BOD 8 15 Cannot speak human languages
10 INT 0 (frequently, greatly impairing)
8 EGO -4 25 Distinctive Features, not
20 PRE 10 concealable, extreme reaction
2 COM -4 15 Hunted by the E'Crotians, 11-
2+ PO -5
4+ ED 0
4 SPO 13
11 REC 0
34 ENO -1
46* STUN 10
• Additions for Growth already figured in
Cost Powers END
1~ 1
12
1d6 HKA (2d6 with STA; bite)
Armor (+5POl+3EO; tough hide)
1(3)
TVRIXX WARRIOR
Val Char Cost 100+ Disadvantages
15 STA 5 30 1 ~x STUN, 2x BODY from heat
10+ DEX 0 attacks
18 CON 16 20 Berserk when Queen is harmed
13 BOD 6 11-, 8-
10 INT 0 15 Loyal to Swarm (total)
10 EGO O 20 Will not give up (total)
15 PRE 5 25 No manipulatory limbs (all the
4 COM -3 time, full impairing)
10+ PD 7 5 No sense of smell (infrequently,
10+ ED 6 slightly impairing)
2+ SPD O 1O Susceptible: 1d6/turn from
7 REC 0 alcohol
54 END 9 25 Distinctive Features, not
31 STUN 1 concealable, extreme reaction
13 Monitored by the Tyrixx Queen,
14-
85 Villain Bonus
Cost Powers END
30 2d6 Character Points of BODY Drain
("digestive tendrils"), recover 5 points/5 minutes 3
30 4d6 Telepathy, 0 END 0
31 14 STA Telekinesis, 0 END O
31 + 15" Running (21 " total)
30 Clinging (75 STA total)
30 2d6 HKA (4d6 with STA, "stinger") 3(6)
25 Armor (+1 5PD/+15ED), ablative
20 Total Life Support, linked to Armor
3 Power Defense (5 points), linked to Armor
5 Mental Defense (8 points total)
1O 360° Vision
12 +7 DEX (17 total), not in bright light (-3/4)
17 +3 SPD (5 total), not in bright light (-3/4)
5 3 Extra Limbs (total: six legs & tail)
Skills
3 Tactics 12-
OCV: 3(6); DCV: 3(6); ECV: 3; Phases: 6,12 (3,5,8,10,12}
ORRAD
Val Char Cost 100+ Disadvantages
20+ STR I 10 10 1 1 Y2x STUN & BODY from
20
23
DEX
CON
I 30
26
electrical attacks
15 Berserk when overwhelmed in
20 BOD 20 combat 11-, 11-
20 INT 10 15 Compulsively disciplined (strong)
20 EGO I 20 20 Code against killing (total)
20 PRE 10 15 Distinctive Features: conceal-
20 COM 5 able, causes prejudice
15+ PD 11 10 Reputation as METE's primary
15+ ED 10 hero, 11-
5 SPD 20 15 DNPC: Marie Dumont, 14-
11 REC 4 25 Hunted by the Exterminators, 14-
50 END 2 10 Public ID
44 STUN 2 171 Experience
Cost Powers END
33 10d6 Energy Blast, OIF: battlesuit, draws from
END Reserve
1O Martial Arts (Commando Training)
Maneuver OCV DCV Damage
Boxing Cross 0 +2 6d6
Aikido Throw +O +1 4d6 + v/5
Karate Chop -2 O 1 Y2d6 KA
Choke -2 0 2d6 NND
Judo Disarm -1 + 1 Disarm, + 10 STR
Kung Fu Block +2 +2 Block
27 +40 STR, OIF: battlesuit, Y2 END, draws from
END Reserve [2]
34 Armor(+ 17PD/+ 17ED), OIF: battlesuit
3 Flash Defense (5 points), OIF: battlesuit
13 + 17" Running (23" total), OIF: battlesuit, draw
from END Reserve [5] Orrad eventually helped to free an alien visitor from bureaucratic
20 1O" Flight, OIF: boot rockets, 8 charges lasting investigation, and the two began patrolling the capitol as a team.
5 minutes each 0 When his alien friend committed suicide that fateful afternoon,
3 UV Vision, OIF: helmet Orrad joined with Marie Dumont in forming METE. Since then,
6 END Reserve: 50 END, 5 REC; OIF: batteries, Orrad has served as the initial contact for visiting aliens.
only for battlesuit (-Y4) Motivation/Personality: Orrad is a powerful, highly disciplined
20 Total Life Support, OIF: battlesuit individual. He always keeps his body and equipment in top shape,
Skills and follows a strict schedule. His disciplined nature is also mani-
3,3 Deduction 13-, Stealth 13- fested in his personality. He is formal yet polite, thinks deductively,
3,3 Survival 13-, Tactics 13- and rarely demonstrates a sense of humor.
3 Fluent English with accent Orrad is deeply concerned with the way Earth is treating its early
15 +3 Levels with ranged combat alien contacts. Orrad knows that if Earth does not extend some
Talents degree of hospitality to friendly aliens, then the planet will be passed
20 Find Weakness with Energy Blast. 13- up by intergalactic trading alliances and diplomatic efforts. Worse
still, if Earthlings continue to persecute all the aliens which visit the
OCV: 7+; DCV: 7; ECV: 3; Phases: 3,5,8,10, 12 planet, they are sure to make enemies wi111 several powerful, star-
travelling worlds who could easily out Earlh's populations for its
Costs: Char. Power Total Disadv. Base disrespect toward alien ambassadors.
180 + 226 = 406 = 306 + 100
Powers/Tactics: Orrad wears a powerful military battlesuit from
his homeworld. In addition to servo-motors which enhance Orrad's
Background: This humanoid alien was a distinguished member of strength and speed, the suit is equipped with a pulse blaster, flight
an ellte warrior caste in a race which dominates several stellar rockets. life support, and enhanced sensors. Orrad's training has
systems. Orrad was notable for being representative of the "perfect also equipped him for effective hand-to-hand combat both in and
warrior," adhering best to the ideal capabilities set by his military out of the battlesuit.
trainers. (This is reflected in the extraordinary similarity of his In combat, Orrad prefers to size up his opponents and determine
characteristics.) their weaknesses. When he enters battle, Orrad retains at least
After serving his requisite military time in the most dangerous partial cover behind corners or obstacles and uses his blaster
branch of his world's army, Orrad had the option of retiring at a against his enemies' weaknesses. If hand-to-hand combat be-
comfortable pension or keeping his military equipment and seeking comes necessary, Orrad will use his armor's tremendous strength
his fortune elsewhere. He chose the latter course, gravitating to grab an opponent and throw him as far as possible so that ranged
eventually to Earth, the planet of improbabilities he'd heard so combat might be resumed. Since Orrad is loathe to kill in battle, he
much about. Because of his heroic inclinations, organizational will never use his weaponry at full strength until he has determined
nature, and adaptability, he became established as a capable, the defensive abilities of his opponent.
albeit unpublicized, superhero in Washington, D.C.
Alien Enemies 51
Appearance: Orrad is a tail, muscular alien with pale blue skin, Marie served on the force for eighteen years, earning her
silver hair, and bright green eyes. His battlesuit is shiny gold with detective's badge and several commendations for her work and
silver trim. His blaster is attached to t he top of his wrist, for easy fire, dedication to the force. One dark afternoon, Marie got a call about
and his indigo faceplate slides down to cover his face during battle. a team of terrorists taking hostages at the Smithsonian Institute.
Marie rushed to the scene to see what she could do, and discovered
Quote: "Stand back! Let me try and communicate with the alien!
that a pair of alien superheroes were already battling the terrorists.
You're only frighten ing him!"
One of the aliens was unaware of how his incredible strength would
effect humans, and was accidentally responsible for killing six of the
MARIE DUMONT terrorists. The alien plunged into confusion and despair as police
10 STR 18 DEX 18 CON 10 BOD 201NT
officers and secret service men shouted at him, calling him a killer
15 EGO 10 PRE 18 COM 10 PD 10ED
and a monster. Marie tried to calm the alien down, but despite her
4 SPD 7 REC 36 END 24 STUN efforts, the alien committed suicide.
Skills: Police Training (Martial Strike, Martial Throw, Choke Marie was furious, charging her fellow officers with botching up
Hold, Martial Disarm, Martial Block); Bureaucratics 11-; Combat the contact with an extraterrestrial. She eventually left the force and
Driving 13-; Criminology 13-; Paramedic 13-; Persuasion 11-; joined w ith Orrad to establish METE. Today Marie is using many of
Streetwise 11 ·; Fluent Spanish; KS: Boston 11-; KS: Washing· the principles she learned in her political science classes as the
ton D.C. 13-; KS: METE 16-; +1 Level with all guns. coordinator of the fledgling organization.
75+ Disadvantages: Protective of innocents (strong); Normal Marie is an active, intelligent, and appealing woman in her early
Characteristic Maxima; Reputation 11-; DNPC: Diana Ingraham 40s. Personally, she is characterized by strong friendships, biting
11 -; Monitored by F.B.I. 11-; Experience. sarcasm, a certain tendency toward short-temperedness, and
extraordinary organizational abilities.
Marie's father, a police officer in Boston, was killed in a gunfight Though most of Marie's job is done from behind a desk, she will
with a gang of drug runners when Marie was only seven years old. occasionally join Orrad in initiating contact with a new alien visitor.
She grew very close to her mother, a secretary in the Governor's Marie is still in excellent physical condition, and she carries a
office, following the tragedy. Marie eventually grew up and went licensed .357 Smith & Wesson revolver in her purse for protection.
away to Georgetown University to study political science. However, She has short, black hair, blue eyes, and usually dresses in skirts
upon graduation, Marie was frustrated with the political scene of and business coats.
Washington, D.C. and decided to begin training as a police officer.
AVAfLABLE.:
DBSt[)tAN
lJRRR[)
QUfiSRR
PIN[HUS-
52 Alien Enemies
DIANA INGRAHAM Howard is a tall, thin man with light brown hair and blue eyes. He
10 STR 14 DEX 13 CON 10 BOD 11 INT prefers wearing sportscoats and slacks, and will always have his
11 EGO 13 PRE 14 COM 5 PD 5 ED briefcase, cellular phone, and tape recorder close at hand.
4 SPD 5 REC 26 END 22 STUN
LYLE HARRISON
Equipment: TaserGun (5d6 NND, 1 recoverable charge, OAF); Skills: Bureaucratics 14-; Conversation 13-; High Society 13-;
Kevlar Suil (Armor: +5PD/+5ED, activate 14-, OIF) ; Radio KS: Politics 12-; KS: METE 13-
(Radio Listen/Transmit, OAF).
Skills: Police Training (Martial Strike, Martial Throw, Choke METE's chief lobbyist in Washington and his four assistants
Hold, Martial Disarm, Martial Block); Combat Driving 13-; Crimi- operate out of offices near the Capitol Building. They are respon-
nology 13-; Deduction 13-; Paramedic 13-; Streetwise 11 -; KS: sible for applying leverage and working miracles among the leg-
Washington D.C. 13-; KS: METE 13-; +1 Level with all guns. islators in hopes of creating a more hospitable environment for
75+ Disadvantages: Protective of METE (strong); Argumenta- METE and Earth's peaceful visitors. Though the Enclave now has
tive (moderate) ; Normal Characteristic Maxima; Monitored by a few supporters in the Senate and House, Harrison's job is
F.B.1. 11-; Experience. extremely difficult.
Harrison is an energetic, charismatic man in his late 30s. He has
Diana went to the police academy in Washington where she met black hair and dark eyes, and always dresses in three-piece suits.
and became good friends with Marie Dumont. However, upon
graduation, Diana decided there was more money to be made in DR. ELLEN ROBINSON
private industry security than on the force, and so she resigned, Skills: Computer Programming 17-; Electronics 13-; KS:
taking up a position in security with a large aerospace development METE 12-
firm. Years later, when her old friend Marie Dumont contacted her
about the METE project, Diana agreed to come aboard as the head Dr. Robinson is the computer sciences chief for METE, in c;harge
of security. of the extensive data processing duties of the Enclave. Robinson
Diana is in charge of eighteen assistants (use the "competent also coordinates a small team of part-time engineers who are
normal" statistics from Champions and arm them with radios, Taser responsible for maintaining and upgrading the organization's
Guns and Kevlar suits from the "Weapons and Armor" section of the analytical equipment.
rules). Six are on duty at the Enclave at any given time. Ellen is a pleasant woman in her early 40s, with curly, auburn hair
Diana is a spunky woman with a dry wit and an aggressive and deep green eyes. She prefers wearing long lab coats that help
manner. She has blonde hair and green eyes, and usually wears a to veil her slightly heavy frame.
forest green jumpsuit with the METE logo stitched on the front
pocket over her Kevlar. OTTO WYNDHAM
Skills: Bribery 11-; Bureaucratics 11-; Criminology 12-; Interro-
DR. BILL ELAM gation 13-,; Oratory 13-; PS: Law 13-; KS: Washington D.C.;
Skills: Computer Programming 13-; Forensic Medicine 15-; Manhattan, Boston, & Chicago all 11-.
Paramedic 15-; SC: Biology 14·; SC: Anatomy 13-; KS: Alien
physiology 11-; PS: Doctor 12-; SC: Biochemistry 16-; Mr. Wyndham, METE's attorney, works from a plush office in
nearby Arlington, Virginia. He and his associates also maintain
Dr. Elam is the research analysis head. Together with computer offices in Manhattan, Boston, and Chicago. Most of his time is
specialist Dr. Robinson, Elam coordinates and files all of METE's currently spent defending METE against various legal actions.
data. Elam also publishes METE's documentation for the American Wyndham is a shrewd lawyer and has been very successful both
Medical Association and various government organizations and in and out of the courtroom. He has slick, black hair, blue eyes, and
special interest groups. He works with a staff of two assistants and a thick moustache. He has a sardonic sense of humor and a smile
can be found in his lab all hours of the night. like a used-car salesman. Wyndham usually wears expensive suits
Elam is a middle-aged gentleman who is obsessed with his work. and gold-nugget jewelry.
Though he has spent years studying biochemistry, he is still easily
frustrated when a solution eludes him. Elam has a reputation
around METE as a grumpy genius. He is thin, balding, and
generally wears a stained lab coat over polyester slacks, dress
shirt, and a conservative tie.
( THE FACILITIES )
The METE complex should be located in a suburban area
HOWARD ESTERHAUS outside the campaign city. It is a simple, two-story building of
Skills: Bureaucratics 11-; Conversation 14-; Interrogation 12-; concrete and steel. A guardhouse, manned by two of Diana
Persuasion 12-; Security Systems 11-; Stealth 11-; KS: METE lngraham's security officers at all times, checks in visitors with the
16- security office of the main building. A short driveway through the
carefully manicured landscaping leads to the small parking lot and
Howard was hired by the U.S. Government to operate as the
main entrance. Signs clearly mark the emergency medical en-
official liaison between METE and his employers. As such, Howard
trance and the main reception areas. An emergency exit opens
is in an uncomfortable position. Essentially, he is the "spy" in METE,
from the inside on the back of the building. Television cameras
circumventing the thinly-veiled hostility of the staff while trying to
equipped with infrared sensors surround the complex and send
make sure that the politically-impractical scientists don't jeopardize
pictures to a series of monitors in the security office.
national security or unleash something deadly on the world.
The METE facility has no windows other than the glass doors at
Howard has immediate communication available with several
the main entrance. The exterior walls are all 8 DEF, 5 BODY. The
contacts at the Pentagon, and has learned to coax the METE staff
interior walls are 4 DEF, 3 BODY.
into revealing all sorts of important secrets. This subtle interroga-
tion tactic has often angered Marie, and Howard's presence at
METE, while irrevocable, is tolerated with clenched teeth.
Alien Enemies 53
54 --------------======= AlienEnemies
AlienEnemies - - - - - - - - - - - - - - - - - - - - - 55
' I
&::!1:!(
----- \._ \..---
56 Alien Enemies
LEVEL ONE 8. Research Facility: This large room is equipped with two re-
Level one of the METE facility is set up much like a small medical search stations and several monitoring devices. It is used primarily
clinic. Most of the interior is in white and grey with light blue accents. by Or. Elam and his staff for non-emergency research into cellular
The walls are noticeably bare of accessories, and quiet music is and anatomical data. This room also houses METE's highly experi-
usually played over the complex's sound system. mental Translator Device. The device can be represented by the
Universal Translator talent, bought through a bulky O IF (-1), and
1. Reception: A security officer sits behind a large desk in the
activating on an 11 · (-1 ). Cost: 7 points.
corner of the room, welcoming and screening visitors. A gray
industrial carpet covers the floor, and pale blue office furniture, 9. Restroom: Visitors may notice some fai rly peculiar attachments
including several waiting-room chairs, make for a pleasant but in here (GMs should use their imagination). The graffiti is even more
formal environment. peculiar.
2. Security Office: Several monitors rotate images from the vari - 10. Elevator: A simple lift between the two levels.
ous infrared cameras outside the building. At least one security 11. Examination Room: This is a basic examination area for non-
officer will be in this room at all times. Two additional security critical cases; normal medical functions such as blood tests, biopic
officers will be on random patrols throughout the buildings and analyses, routine examinations, etc., are conducted here. This
around the grounds. These officers can relieve those at the guard- area can also serve as an operating room if necessary.
house, reception office, or security office if the need arises. 11 a. A man-driven robotic forklift is kept here for those heavy
3. Marie Dumont's Office: Various files demanding attention are patients. The unit operates on treads (3" movement), utilizing waldo
stacked high on the desk, along with dozens of recent phone attachments, and is capable of carrying three tons (35 STA). It is a
messages. A pale blue bulletin board along one wall has news- bulky OIF (-1 ). Cost: 20 points.
paper clippings and editorials relating to events involving METE. 12. Ward: Here patients are kept who are ill or still in need of
4. Orrad's Office: Orrad's office is the picture of organization. monitoring. The ward can host additional life support chambers (cf.
Everything has its place; there are no loose papers or office 7a) as needed.
supplies. 13. Lounge: Unlike the rest of the first level, this room is warm and
5. Howard Esterhaus' Office: The desk drawers in this room are friendly. The walls are covered with a cheery floral print wallpaper,
all locked, and contain dozens of miniature cassettes of conver- and the furniture is all soft pink. A small kitchenette and refrigerator
sations and conferences held in the METE facility. Various corre- are along one wall, and two large tables for dining are in the center
spondence with government organizations are filed away neatly in of the room. A couch and two recliners are near the entrance, and
desk trays, and a bright red phone with a direct line to the Pentagon have become favorites for METE staff wishing to unwind.
sits alongside the standard communication panel. 14. Computer Science: This room serves as both an office and a
6. Dr. Bill Elam's Office: Dr. Elam rarely uses this office, as is workroom for Or. Ellen Robinson. A sophisticated computer system
evidenced by the lack of papers, files, etc. Several medical degrees is stored here containing all of the collected data from METE's
and licenses adorn the walls. research. The system can be tied into other networks via modem,
7. Emergency Room: This room can be entered directly through but this connection is usually left disabled.
twin sets of swinging doors from the parking lot or through a side 15. Storage: Medical and office supplies are housed neatly on
door from the reception room. It is painted bright white, has clean shelves along the walls of this room, and a large refrigerated unit
tile on the floor, and smells of antiseptic. Critical cases rushed to near the rear holds specialized medicines and other cold storage.
METE are brought first to this area. The room contains various
emergency treatment equipment and diagnostic tools. LEVEL TWO
7a. An X-Ray scanner with microscopic capabilities. Treat as N- Level two is· reserved for METE personnel and patients, and is
Ray vision (not through lead), with x100 magnification, bulky OIF never opened to the public.
(·1). Cost: 13 points. 9 & 10. See the descriptions for Level One.
7b. An advanced spectroscope, used for extreme magnification 16. Orrad's Quarters: The space warrior's apartment here at
and cellular analysis. The device has x10,000 microscopic vision, METE is rather spartan. Decorated in light grey with black lacquer
as well as ultraviolet and infrared lenses; bulky OIF (-1 ). Cost: 1O furniture, the apartment has a cold, formal feel. A sturdy desk and
points. bed lie opposite the bathroom and walk-in closet, and a large-
7c. An ultrasound scanner, defined as N-Ray limited to organic and screen television stands against the far wall.
organic-like materials. The device is also capable of analyzing 17. Armory: Adjacentto Orrad's quarters is a small armory used for
internal systems (skeletal, nervous, muscular, and cardiovascular), maintaining his powerful battlesuit.
and plotting out a rough diagram of the patient's functions. Treat this 18. Guest Quarters: These modular rooms can be adapted for a
analysis capability as a Discriminatory Detect Sense on biological number of alien species with little effort. The furnishings have been
systems with +5 to the Perception roll. Again, it is a bulky OIF (-1). kept deliberately simple, providing a bed, nightstands, table and
Cost: 19 points. chair, chest, large closet, and washroom (with hook-ups for more
7d. This is a large atmospheric pressure tank which acts as 25 unusual fixtures). Recovering patients not in need of immediate
points of Life Support (vs. all but eat/sleep) for anyone within, but medical supervision are often housed here temporarily.
only if METE is aware of the proper atmosphere and pressure to 19. Recreation Room: Though this room is seldom used at the
duplicate. Give the scientists an 8- roll to duplicate the proper facility, it contains comfortable couches, a table and chairs, writing
environment if they have gained a little knowledge of the patient's desks, a stereo system, and even a billiards table. A storage closet
biochemistry. This roll can be increased to 11 ·or 14- as they gather along one wall has shelves with a variety of fictional books, games,
more data. This acts as a total -3/4 Limitation on the Life Support. puzzles, and other entertainments.
The chamber is a bulky OIF (-1 ). Cost: 9 points.
Alien Enemies 57
20. Conference Room: This room is dominated by a large, gray The heroes will also have to deal with an interesting question: Do
table and several pale blue office chairs used for METE staff they kill the creature, or simply attempt to capture it? More blood·
meetings. A counter with refreshments is on one wall, and a large thirsty heroes will just ignore the question. If characters don't bring
screen is 'set up on the opposite side of the room. The closet in the this up, one of the staff at METE definitely would. And if the heroes
corner houses an overhead projector on a earl, as well as a slide continue to try and slaughter the alien beast. Orrad will likely
projector and a television/VCR player which can be used for intervene and try and stop them. All this could lead to some fighting
presentations. Diana Ingraham has discovered that this room is a between heroes. as some attempt to klll the "rampaging monster"
prime target for bugging equipment. while other, more compassionate heroes try to stop them. Mean-
while. the creature will continue obeying its instincts for food.
Several months after the creature hatches, its parents may arrive
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HERD System 1
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The HERO System is the original universal role playing system, and has been extensively revised
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Ninja HERO™ $17.00
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