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HeroSystem AdventurersClub 26

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100% found this document useful (2 votes)
325 views66 pages

HeroSystem AdventurersClub 26

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Douglas Mears
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We take content rights seriously. If you suspect this is your content, claim it here.
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Py ee O™ ASSUE #: ‘The Paladinhhod of St. Kir An order of p THE HERO GAMES QUARTERLY DVENTGRERS A Ser $5.00 IN THIS ISSUE EDITORAN-CHIEF W.D. Robinson ASSISTANT EDITOR, Bruce Hatick EDITORIAL CONTRIBUTIONS Departments ‘Nuff Said /W.D. Robinson ‘Superhypel / HERO Staff. prone Con GM's Discretion /Steve Perri 62 eeu Stove looks at Area Effet, HA, and Armor Porcing Bran Curey Neovo poets Features Naug Penns Enter The Scarlet Queen / Chris Avellone 6 Now Sills, Powers, & Character for Dark Champions” cover arr “ait Stom Cook ‘A.Matter of Heart /Amy Crittenden. 19 Catrzaton Hero Age Color ‘an Adventure for Champions InTenIon an The First Adventurers Club Index / Geoff Berman. 23 ‘Gis Avelione, Stor Cook, ‘A guide to issues 1 to 25 Abert Daschesna, Ban Edlund Mon Fare Ped Gena Sat Hee, CHAMPIONS Minus, Too! / Steve Barr... 36 tance Yura, Soave Hos pov ata toupeyned noi We Goss tie cer ome Sara Ara The Ultimate Base / Steve Peterson. . a Wout take fom Eraniee assem ‘SPECIFIC CONTRIBUTIONS An ou take Som Enemies Ament! ‘sven Ea re Vr Assembly Required / Jim Cracker sn Sieg copie Carnac ai a Mero Tear Eas nn PRT Putin the Watch." /Jon Burson ood? ive Sack no Wiehe see stare Hudson City Times /Avellone, Carmien, & Long. 48 arcane Nove am We wats of Dart Chemons Ses ore oe Pt tne Ce rcs The Poleginhond of St. Kinin / Steven 8. Long 4 {An order of paladins for Fantasy Hero” campaigi Is a Secret / Spike Y. Jones a) ‘Secret Identities in Super Hero RPG's “ln Curia, Nee Morais ike Royals, ice Hari desea Ney Gram, Don Osnns Wendy Fraze Sales. Custom’ Soro & Operation Sa oso Kussseh, Osa Plane, Ona Jonson MoncaWison ‘Shipping Stat Dave Mom, Darl Wians, "i Ow, Issue #26, Spring 1995, ISSN 0896-8764 ‘Adventurers Cub [a publahed quareny by lon Crown Enlerpiees, Ine, 806 East High ST, Chavlatesile, VA, 22902, All Her-eated rmateral is copynght 1986 by Horo Games. All Righs Reserved. Preted in USA "AC Suomaclons ander correspondance shoud be addressed AC Suomeslon, PO Box 1608, Charlatesil, VA, 22902 Svberipion ques should be sressd on Crown Ener, AC Subecpions, PO Box 1605, Charts, VA, 22502 0” cl (60) 235-9978 ‘Moot ome names, and come book character names and ane Iangaves ar waderaks of the compariee pushing ther The Hero Sem, Champions, Danger international, Expose, Fantasy Her and Juste Ine, a3 supplemental es pensinng thereto ae wacermarks ct Her This is THE magazine for HERO gamers! We've filled it with great articles and columns dedicated to expand- ing and improving the already fine line for HERO Games. Full of tips, insights and advice—this is a must-have for all HERO GMs and gamers, Subscriptions and renewals for the AC are $16.00 (U.S.) for four issues to the U.S. or Canada, $24.00 (U.S.) overseas. To find out when your subscription expires, just check the two digit number above and to the right of your name. That's the last issue of your subscription. Can't wait to renew your subscription? Looking for old issues of the €€ or that special HERO product? Questions? Comments? Gripes? Then call us at 1(800)325-0479 between 9a.m. and 6p.m, EST and our courteous and friendly customer service staff will be happy to assist you! Or eMail us at [email protected]. With a VISA, Master Card, or Discover, we can even take your @€ subscription over the telephone! Payment USS. and Canadian customers can pay by checks drawn on USS. banks, money orders, VISA, Master Card, or Dis- cover. Do not send cash! Overseas customers can pay with International Money Orders, VISA, Master Card, or Discover. All payments must be in U.S. dollars. Do not send cash! Yes, would like to subscribe to the Adventurer’s Club. Please begin my subscription with: Issue # I want to renew my subscription USS. or Canadian subscription ($16 U.S.) Overseas subscriptions ($24 U.S.) | Please rush me an ICE/HERO catalog Please check the appropriate box: Q Check* OQ Money Order* Q visA O) Master Card Q Discover Card No, Issuing Bank Expiration Date. Address (for Credit Card Billing): Cardholder Name Address: State/Zip: Mail to: HERO Games c/o ICE P.O. Box 1605 Charlottesville, VA 22902 USA. Citys StatelZip: Phone #: (required for credit eard orders) *Please make checks and M.O.s payable to ICE, Inc. AC ext 5/95 BUFF Sam A Butterfly’s Wing ‘Small changes in the way things happen or the way things work can have tremendous effects. A seemingly insignificant occurrence can cause a major alteration in the normal course of events. More so, a significant alteration of historical foundations is likely to cause a fundamental shift in why things work the way we think they should. Consider the possibility of the existence of magic. Magic is perhaps the single most important element of fantasy stories and role-playing. Often times, fantasy role-playing campaigns will beset ina technological period near-equiva- lentto Lith century Wester Europe. A common concept in fantasy role-playing is of acountry ruled by amonarch who, basa magician of some sort as an advisor. Itisthe existence of this magician that makes the story more enciting—magic is an unknown quantity, a power limited only by a role- player's imagination. The GM assigns fundamental limits to the power of magic in his game. He assigns the soc users, the magnitude of their power base, the popularity of the study of magics, and the frequency of occurrence of magic and its effects. In a more restrictive campaign, the GM will also structure the effects of magic, usually into philosophical groupings that have merit and reason in the context of the campaign world. Rarely, however, does a GM examine the full effects of ‘magicinthe societies of hiscampaign world. Rarely does he consider how magic would have shaped civilization, com- merce, political power —and the art of war. Building on the earlier concept of a feudal monarchy advised by a magician, one should consider the power of said magician. Is he the archetypal singular wise man whose power is based on knowledge gained over an untypical long life and backed up with rare displays of enormous power? Or is he the mast politically astute of a small cadre of magically powerful people? Or is he an animal driven by ambition, but counted as one of hundreds ‘of magicians who can wield a variety of powersas easily as, breathing? Consider the first example. That magician is likely the power behind the throne. The country would likely exist because of and by the sufferance of the magician-advisor Likely, the country in which he lives has been largely shaped by his influence. (A useful historical reference would be the history of France between 1625 and 1642 in reference tothe power wielded by Jean-Armand du Plessis, Cardinal Duc d’Richelieu,) In the arena of warfare, that magician would likely take the field of battle only in desperate situations. His powers could only be faced by his counter- part from another country. I the opposition was without ‘magical talent, the side with the magician’s help would ‘undoubtedly win, assuming themundane forces werenear- evenly matched. The magician would likely be a figure of legend; a boogey-man figure that every subject would learn to fear with every bedtime story Consider the second example. That magician and his brethren would have considerably more influence on the daily lives of the subjects of the kingdom. Pethaps they are all specialists, and very focused on the types of magic they each practice. What isthe effect of the magician who knows the art of war and has specialized spells to defeat or disrupt thenormal flow of combat? Whatis the effect of his particu- lar skill and power ensemble? He may not be the only one to have it, Wars would not be fought the same as those in 14th century Western Europe. Likely, the magicians and their opposite number would command resources to expe- dite their plansand guard their lives. Remember that there are few magic-users, and most have considerable power. Both sides would mount efforts to do away with either side’s magical talent, Offensively, the magicians might have large-area attack spells which would obviate close ‘order battle maneuvers. Defensively, the magicians would likely augment the structures which housed them, making, the artof the siegeall the more difficult. Perhaps some of the cadre would be dedicated to countering the magics oftheir counterparts in the opposition, In all considerations, the mundane forces would likely be secondary maneuver units, 4o the powers wielded by the magicians, Consider the third example. Consider also that the com- ‘mon magician has not too much power, but can accasion- ally focus his power into something catastrophic. How would these fare on the battlefield? Armies would likely be dispersed—skirmishers and_ guerrilla units. Magicians ‘would use their powersoffensively, defensively, incounter- strike modes and in counter-counter strike modes, Unlike the second example, which had little use for mundane warfare, except as an exercise in population reduction, the world in which magic is common as dirt has need for the “normal” soldier. In this campaign setting, a magician is, justanother soldier. There might even be unitsof magicians with their own command structure. Historically, individuals possessed of the relatively mun- dane powers of leadership and charisma have permanently altered the landscape of society. The two men history recorelas Jesus of Nazareth and Mohammed had enormous influence in the course of history. Politically speaking, these two men are responsible for the face of Europe, Africa, the Middle East, and both North and South America, as wells ‘Australia and 2 good deal of southern Asia Ignoring the controversial religious aspects of the exist- ence of either man, imagine the impact anyone with their leadership and charisma would have if he were also tal- ented in magic. It is a small change, but one that could, change the face of a fantasy role-playing campaign. Con- sider the possibilities. Bea Hera! W.D. Robinson sue Twenty-six, Spring 1995 The Ultimate Mentalist 168 Iron Crown Enterprises PO. Box 1605, Charlottesville, VA 22902 1(800)325-0479 Heroes Online ‘The best way to make contact with other Hero fans is, through electronic communications — it’s not called the information superhighway fornothing! Here's where to find Heroes with your computer and a modem: America Online Thisis the main Hero hangout these days, with thehighest message rate in the gaming industry! (Well, OK, Wizards of the Coast doesn’t count, since they have their own whole area. Sheesh.) Type Keyword: GCS, then open the Game ‘Company Support Messaging area, then look for the Hero Games folder in there. Also, check out the Adventurers Club folder in the Publications area. You'll find many of the Hero authors present, and even official Heroes (like the editors here) will post there. In the file library you'll find some interesting rule variants. GEnie Go to Scorpia’s Round Table on page 805 to find the Hero Games/Hero Software category. Typem805,1 atany prompt, then type set 35 to get to the Hero hangout. There are plenty of topics about various Hero products and genres, s0 don’t hesitate to jump right in! CompuServe Sue Grau is our official Hero representative on CompuServe; you can reach her by sending e-mail to 71043,2125. To find the Hero stulf, type GO RPGAMES. where there isa message board divided into 17 sections. Sue frequents the forum several times a day and hosts a confer- fence once every few months. Posting any message to Sue with her ID number will reach her, and she regularly picks up the messages from mostof thesections. Postingin Heroes, or RPG Industry will definitely come to her attention. Sue regularly posts announcements of new products and infor- mation in the RPG Industry Section. ‘There are two library files, Submit.hro (the submissions policy) and Info.hro (a product listing), available for down- Toading. Games.lstisa listofall the gamescurrently running, on the forum and includes the title, GMs name and ID and gamesystem being used. Sched.con is the monthly schedule of conferences, Internet The Hero System mailing lst can be joined by sending the e-mail message subscribe to: [email protected] Messages can be sent to the list by sending them to: champ-IGomg.org. ‘There are many discussions of Hero products and rulesin the newsgroup rec.frp.games.misc. ‘You can reach the mailing list and the newsgroup using ‘America Online's Internet gateway. Red October Red October is the semi- official Hero System BBS, with active message areas on a variety of Hero and other roleplaying topics, campaign chroniclesand playtest mant- scripts fordownload, and a“Gamers Wanted” area. Many of your favorite Hero authors can be found online here! Red October was originally based in Austin, Texas, and thatnode (now called Red October Brave) remains in opera- tion at (612) 834-2548, at speeds up to 14.4K. The sysop, Bob ‘Quinlan, isnow operating Red October Alphain Sunnyvale, California, at (408) 735-0481 at speeds up to 28.8K. Red October on either node runs 24 hours daily and is free. The two systems mirror each other's messages twice a day, so if, you keep up on one, you keep up on bath, Checkered Demon This RPG and fantasy BBS (sysop: John Taber) offers a lot of Hero discussions and files, as well as roleplaying, comics and games discussions. 24 hour accessat up to 14.4K, free of charge. Dial 408-264-9018. Submissions Online Send AC submission proposals to WillemDR@aoLcom; send product submission proposals to [email protected]. More Electronic Info, Please! Send information about other BBSs with Hero material, ftp sites for Hero-related files, Hero-based MUDs or other cybergoodies to [email protected], and we'll include it in this regular feature! Issue Twenty-six, Spring 1995, Dark Ofampiens: Enter the Introduction GMs wishing to spice up their Dark Champions™ games with a little “Dark Champions: The Animated Series” genre role-playing may find the new abilities and disadvantages below helpful. While by no means a complete guide to the “Animated” world of Dark Champions, these optional rules and powers can add a few colorful elements to the GM's heroes and villains. New Skills Weapon Familiarity: Homemade Weapons ‘This 2-point Weapon Familiarity was first introduced in Dark Champions, p.83. “Homemade weapons” are common, everyday substances that can be turned into weapons if necessary. Characters with this Familiarity could brew na- palm with what they find under the kitchen sink, can turn aerosol cans into miniature flame-throwers, manufacture crude homemade silencers and “zip guns,” and know what common foods and spices can be tured into poisons. They can also use some household objects (such as screwdrivers) as HKAs with no penalty. Generally, homemade weapons will not do more than //D6 Killing, but this depends on the circumstances, the available materials, the character's skill and the goodwill of the GM. Homemade Weaponsisconsid- ered a two point Uncommon Melee Weapons category. Complimentary skills include Weaponsmith (Homemade Weapons), KS: Homemade Weapons, PS: Home Economics, and SC: Chemistry. Weapon Familiarity: Novelty Items This odd 2-point Weapon Familiarity is common to a number of cinematic villains. Itisa mixture of knowing how to use such items as bowling pins, yo-yos, slingshots, fire- brands, lassos, hoops, rings, scarves, stilt poles and any circus related gear as weapons. As this Weapon Familiarity spans Common and Uncommon Melee Weapons in Chiampi- ons™, itis included as a separate weapon familiarity group foreconomy. Itessentially combines Common Melee Weap- cons: Club and Common and Uncommon Missile Weapons: Knives (throwing daggers) and Slings (Slingshots), but the tightness of the Familiarity (primarily children’s toys or circus equipment to the exclusion of more “conventional” ‘weapons such as tonfas, actual slings and so on) gives it its low cost -carleft O ueen “by Chris Avellone New Powers Presence Defense This power is designed to represent a character who is “unfazeable”; the character's nervous system may have been ruined by drug use or toxins (such as Poker Face from Dark Champions, or Contagion from Justice, Not Law), the character has seen the face of evil and anything else is old hat, or the character is a crazed war veteran who's had flashbacks that would leave some fool ina cape peeing in his pants. Every point of Presence Defense equals two points of Defense against Presence Attacks. When the target with Presence Defense is hit with a Presence Attack, he subtracts two points from the Presence Attack for every point of Presence Defense he possesses. The remaining points in the PRE attack are applied normally to the character. IftheGMisrunninga Horror Hero campaign, there are two important rules for using Presence Defense with Shock and Stress rules: 1. Presence Defense is added to a character's Psychological Resistance (EGO or PRE, whicheverishigher).GMsusing, the Shock and Stress rules in a Horror Hero campaign, should consider renaming Presence Defense “Psycho- logical Resistance.” 2. Presence Defense does not aid a character's Psychological Recovery. Presence Defense is basically a shortened form of the following power: the Characteristic PRE, purchased with only works against PRE attacks (1). +Presence Defense Cost: 2 points of Presence Defense for 1 character point, minimum cost is 5 points. New Power Frameworks Mastermind Power Pools ‘A Mastermind Power Poo! is a cinematic power poo! that allows villains access to a number of resources when they embark upon their schemes. Almost every cinematic villain has a Power Pool that can be used for vehicles, followers and bases appropriate for their dark designs (and usually have their behavior tag or ego signature on everything churned out by the Power Pool). Most of the time these items can be just given to villains as part of the adventure, but if the PCs are sticklers for rules, GMs may want to play it safe with a Mastermind Power Pool. Tssue Twenty-six, Spring 1995 ‘A Mastermind Power Pool has the following limitations: Only change between adventures (-H), Restricted Powers cw) ‘The "Restricted Powers” Limitation is designed to repre- sent the following disadvantage; the villain cannot give themselves biological superpowers (ie, they cannot mutate themselves into monsters, change their physiology so that they could fire energy beams... if they can, they should take theCosmic Power Pool instead), although they can purchase almost any other power including Perks (Contacts, Favors, Money, Vehicles and Bases), or any Skill, Talent or Power with the Focus Limitation, Some players may complain about Perks being part of a Mastermind Power Pool. It does make a certain amount of sense, however. For example, the Idiot King may have tipped over a bank just before the adventure starts and suddenly have the Wealth Perk. He may also be blackmail- ing several members of the Hudson City government, mak- ing them his Followers, forcing them to act as Contacts, or give him Favors. Vehiclesand Bases, asany vigilante knows, canbe there today and gone tomorrow, making them prime candidates for a Power Pool. Characters with the Mastermind Power Pool can take the “Requires a Characteristic Roll (usually INT, although PRE would make sense, too) or “Requires a Skill Roll” limitation for their Power Pool. Appropriate Skills include Criminol- ogy (to plan the perfect crime, -¥4), KS: Campaign City Underworld (limitationis reduced because it isa cheap skill, -¥4),PS:Criminal Mastermind (limitation is reduced because itisa cheap skill, -4), Inventor (-14), Mechanics (for Vehicles and gadgets, -14), Persuasion (for Followers: “Come on, guys. Once more for old time's sake?” -14), or Contacts (for getting Bases or Followers, -%). A Mastermind Power Pool may be Linked to Wealth as well if the character doesn’t have the funds to finance the crime, then they can’t use their Power Pool Disadvantages Psychological Limitation: Signature “This disadvantage was first introduced in Cyber Hero, p35. Characters with this Psychological Limitation have a signature they leave at the site of all their escapades. This is a disadvantage for characters who routinely break the law (vigilante or villain) or who have a habit of angering impor- tant and powerful people; it is a common limitation in Dark Champions where high EGOs and low sanity run hand in hand. issue Tw iysix, Spring 1995 ‘A character's signature may bea trivial item (a blue moon card, a black rose, the “finger,” spray painted slogan), or something that requires elaborate preparation (shaving all the hair from the bodies of their victims, or skinning them and leaving the bodies like slabs of meat for the police to find). A signature ensures that foes and victims know who committed the crime, and a well-advertised signature may attract the attention of a “copy-cat” character who will use the signature to commit crimes the character will be blamed for. Many “Animated Series” villains have this disadvantage, asdomany serial killers. A serial killer with the Casual Killer or Sociopathic Psychological Limitation does not necessar- ily have a signature, ‘Signature is a Common Psychological Limitation, of any intensity. Ifthe character mus! leave a signature under any circum- stances, even when in danger of being killed or captured, it isa Total Commitment. The signature may even be a com- pulsive behavior pattern; in which case, nof leaving.a signa- ture may shatter the character's psyche for many adventure tocome, Ifthe character needs to escape a crime scene quickly (.e., the police are busting down the door) and can avoid leaving a signature by making an EGO roll, then it is a Strong Limitation. If the character has no real compulsion with leaving a signature, but prefers to do so when possible, then it is a Moderate Limitation, Reputation ‘Acharacter’s reputation canbeconfined toa Limited Area (acity), that reduces the cost by 5 points. Thisiis different in that everyone in the Limited Area (whether the city or the neighborhood) knows who this person is, from the lowest criminals to the most prominent city businessman. The character's rep transcends cultural and social boundaries, but not geographical ones. This limitation is intended for local vigilantesand crime-fighters, whomay be bignamesin theirhome town, but no one outside of the city has any idea who they are ‘The new Reputation chart reads as follows: Points Recognized “10 Limited Geographical Area (City Block, the focal Neighborhood, Thieves Quarter, ‘the Hood’) -5 Limited Geographical Area (City) °5 Limited Group (Criminals, Businessmen, Cops; DC:HOV, p.42) © Split Reputation (OC:HOV, p.42) Sample Character ‘A ggreat deal of adventures can be done by contrasting the cinematic aspects of Dark Champions with the harsh reality, ascharacters suchas the Scarlet Queenare intended toshow. ‘The Scarlet Queen is an example of a “realistic” Dark Cham pions campaign colliding with the four color world. AGENT COURTNEY BERNHARDT Phases: 3, 6,9, 12 Costs Char: 85 Base: 75 Powers: 115 Disad: 125 Totals: 200 200 24 | Martial Aris: FBI Training (Commando Training) | Maneuver OCV DCV Damage Boxing Cross (Martial Stke) 0 42 708 Aikido Throw (Mania! Throw) 0 +1 Judo Disarm (Manial Disarm)-1 41 Choke (Choke Hold) -2 0 Karate Chop (Killing Stike) -2 0 Kung Fu Block (Manial Bock) +2 +2 Block, Abort Use Billy ClubyTonfa with Martial Arts +2 Damage Classes with Martial Arts (Added In) 106+1 AKA, 2 Clips of 6 Charges (-14), OAF (38 Reevoiver, -1) [20/9] (ex6e) 4308 HA, No KB (-¥), OAF (Club, -1) 1+ Radio Listen and Transmit, OIF (radio Headset, -:3) FBI Skills Package ‘Acting (Drama in College), 11 Contact: Former Instructor at Quantico, VA, 11 Deduction, 12- KS: Card Shark, 12+ KS: Federal Criminal Law and Procedure, 11 Perk: Concealed Weapon Permit Perk: Fringe Benefit, Federal Police Powers PS: Federal Law Enforcement Agent, 11~ Stealth, 13+ Streetwise, 11- WF: Small Arms STRHIS, Target Falls 35 STR Disarm Grab, 906 NND 206+1 HKA. Tssue Twenty-six, Spring 1995 Other Skills Bugging, 12- Bureaucracy, 8- ‘Combat Driving, 13- Computer Programming, 12- Criminology, 12+ Cryptography, 8. Deep Cover: The Scarlet Queen (The Scarlet Rouge) Disguise, 11- Forgery, 8 Gambling, 8- KS: Four Color Ego Signature Villain, 11- KS: Jazz, 11- Language: French (Fluent), Card Shark Tactical Codes (Oid and Obsolete) LLockpicking, 13- Paramedic, 8 Riding (Horses), 13- Security Systems, 12- Sleight of Hand, 13- +2 Combat Levels with All Combat +22 Ranged Skill Levels to Offset Range Penalties with} Pistols only 100+ Disadvantages 15] Accidental Change (Psychosomatic) to Scarlet Queen Personality, when Courtney squeezes into the Scarlet Queen costume, 11- 15] Psychological Limitation: Devoted to Justice (Cara Shark; Common, Strong) 18] Peychological Limitation: Hatred of Criminals (Common, Strong) 10} Psychological Limitation Defensive (Common, Moderate) 20| Normal Characteristic Maximum 40] Distinctive Features: Style Disadvantage 10 Reputation: “Anal Retentive Agent Bernhardt,” iW 10] Monitored by the FBI (Mo Pow, NCI), 8 15] Secret ID: Special Agent Courtney Ells 8) FBI Package Bonus (See An Eye For An Eye, Bp. 14-16, als includes "Monored” above) xperience al Background: “You have to be kidding,” Courtney didn’t bother masking her derision. There was no way she was going to wear it. “It” was hanging on the wall in all its shining red leather glory. The stiletto-heeled hip boots with its cross laces looked eager to strangle any pair of legs that dared squirm into them. Complimenting the boots was a red leather top with ts sleeves lopped off, leaving the shoulder blades bare; if that weren’t enough, an embarrassing (and customary, Courtney thought, ruefully) section of the wearer’scleavage would be on display, due to the large heart-shaped section thathad been cut from the chest. Almost as an afterthought, the tip of the heart dipped down to the wearer's navel. Courtney realized she was crossing her arms over her chest, and disengaged them as casually as she could man- age Beneath the red sash that was more gauze than a piece of apparel, the costume came to an abrupt halt at a red leather mini-skirt. The skirt, once on the body, seemed designed to show as much of the wearer's thighs as possible, as well as being tight enough to prevent its wearer from having regu- lar bowel movements. Courtney crossed her legs and glanced at the top of the costume, almost afraid to look ‘The red wig and face mask were a crowning achievement to the otherwise dismal array of excessively, revealing accessories...the wig looked like someone had taken ahand- ful of red tinsel, combed it, and tried to tum it into a headpiece. Flanking the costume were a pair of elbow- length red gloves and an arsenal of weapons, waiting si- Jently in an array of straps, sheaths and holsters. Among the weapons were a bright red assault pistol, a gleaming red short sword with a heart in the pommel, and a gaudy red scepter. Other, unidentifiable gadgets stretched out along a shelf, and Courtney tore her eyes away. “No,” she found herself saying, almost before she could stop herself. She exhaled sharply, then found the words tumbling out again. “What was the codename for this piece of work?! The ‘Red Whore’?! My God, look at it!” She made a dismissive gesture at the costume, while turning her body in the chair so that she was facing away from it. Its very presence bothered her. The man didn’t answer, kept staring intently at the cos- tume. Courtney frowned. “Harold?” she said, sharply. Harold’seyes flickered toher, thenhisshoulders gaveahall- twitch, what might have been a shrug, and he resumed his study of the costume. “Doesn't leave much to the imagination, does it?” Harold remarked. He seemed to be imagining quite a lot Issue Twenty-six Spring 1995 “Who would wear smething like that?!” she said, exas- perated, suddenly more angry than before. Asif in answer, Harold, still staring at the costume, fumbled for a file on his desk and handed it to her, almost ofthandedly. “She would,” he said, nodding sideways atthe file. “Jean LeRou, the Scarlet Rouge.” “The Scarlet Rouge,” Courtney pursed her lips, “How very clever. Did she think of it herself?” Harold ignored her. “We captured her in Fell’s Point last week, managed a quiet arrest, and got her talking, The local cops want to slap her in the pen, but we worked out a deal. Some psychiatric help atthe local institution, the Asylum, a little nfo on the Fell’s Point underground, a potential way to get in good with the Card Sharks, and a Witness Relocation Program, The whole package.” Harold nodded at the suit. “Plus that package.” Harold absently scratched his neck around the collar. “All we have to dois providea substitute body, and wa-la!” Harold flourished dramatically. “Instant criminal, with enough of a rep and history that maybe, just maybe, will perk the interest of some Card Shark recruiter.” Courtney snorted. She had a pretty good idea of what Harold thought would ‘perk’ their interest. “So. It’s not a joke.” She flipped through the file. “What the story on her?” "She was a cosmetologist, believe it or not,” Harold said, raising an eyebrow. "Doing the criminal thing for attention Psychologists suggested some kind of costume behavior disorder. Somatoform, whatever. Her parents passed away a year ago, left her a tidy sum for inheritance, and she purchased her little arsenal from a supplier in Hudson City.” “Toymaker?” Courtney asked, suddenly interested. Harold shrugged. “One of those nuts,” he said. “You know how it i.” Putting on the suit was like giving birth. As Courtney struggled into the torso, she quickly discov- ered the costume acted like a dinner platter, hoisting her breasts up and out for all to see. The heart shaped section that had been cut from the torso refused to align correctly until she had pulled and tugged the miniskirt over her butt, and even then, noticeable bulges and the signs of her slack- ening aerobic workouts were painfully evident. The sash helped somewhat, but once the weapons were attached to the sash, it hung down just enough so that her stomach bulged She wanted to die. ‘After hammering her feet into the boots, she fought with the gloves, until she had forced herself on the costume. The wig, slightly skewed, had tobe adjusted several times before it looked right. Irritated, Courtney checked herself in the mirror, then looked back at the picture of LeRou. Somehow the costume looked much better on LeRou. Courtney was guessing that Jean must weigh eighty pounds tofit into this travesty. Plus, she had to have bigger boobs. ‘She blew a strand of red tinsel out of her face. Inthe picture, LeRou was also smiling. Courtney studied her face fora moment, then turned to the mirror and tried to ‘crack a smile, but it didn’t look right. She shrugged, and teached for her scepter and pointed it at the mirror. Taking a deep breath, and with the most threatening tone she could muster, she announced, “Beware the Scarlet Rouge!” Suddenly, after the silence had settled, being a criminal felt very, very stupid. Courtney didn’t know why she was doing it. But she had to talk to Jean. Ever since she had put on the costume, she had been wondering what would drive someone to wear it. Before, she could have cared less. Now ...now was different. Getting in to see Jean was not difficult. Courtney had shook her head when Harold had asked to accompany her. This was something she wanted to do by herself. She had made the drive to Fell’s Point in a little under threehours.Ithad been raining, and the road seemed toblur into a brackish line as she drove, the red taillights passing her in the rain. When she had arrived at the Fell’s Point penitentiary, she had identified herself, and waited breath- less as the guard had glared at her under his heavy brows, then nodded at her fo go in. Escorted to a white-tiled conference room, she was met by another guard, and was seated at the conference table. The table itself was about twelve feet long and four feet wide, with straight, uncom- fortable-looking black chairs arranged around its edge like silent jury. Courtney kept her eyes on the steel door at the far end of the conference room. ‘A few minutes later, it ground open, and she had come out. Jean was much smaller than Courtney had thought; the picture had made her seem bigger somehow. Maybe it had been the heels. And she didn’t look like a model. She Jooked...small. Very small. Courtney found her tension ‘evaporating as Jean, in her white prison uniform, was led into the room, glancing furtively at Courtney. As the guard guided her to her seat, Courtney noticed Jean’s arms were shackled “Miss LeRou,” Courtney said, looking at Jean, but not making eye contact, “I'm Agent Bernhardt from the FBL I'm hear to ask you...” Courtney shifted, still unsure what she ‘was going to say. “...1'dlike you toanswera few questions,” she amended. “Can you do that for me?” The woman did not move. Courtney was not sure Jean had heard her. “Miss LeRow?” ‘The hunched figurenodded, turning her eyes to Courtney. Jean's eyes were black pools. Courtney drew her question ‘sheet from her briefcase. Fifteen minutes later, Courtney had learned nothing. ‘The question and answer session seemed to skirt the edges of what Courtney really wanted to ask. For her part, Jean contributed only monosyllabic replies, or simple head movements. Courtney found her frustration mounting, an- ary at herself for not being able to evoke more from Jean. Fifteen minutes into the conference, she suddenly slammed the briefcase on the table, and Jean jumped. “Miss LeRou,” Courtney said, with some venom. “T'm afraid Irequirea bitmore from you than ayes oranooranod orashake of the head. If you still want what the Bureau has offered as part of the deal, you need to fulfil your part..." Courtney watched Jeancringe inher chair, becomingsmaller, and Courtney stopped herself. “Let's start again.” Courtney sighed. She wanted to leave. This had been a stupid idea. One of many that she had had. Why did she bother? She ‘wasn’t a people person, she never Was... It was Courtney’s turn to jump when Jean spoke, sud- denly. 0 Tasue Twenty-six, Spring 1995 “Do you know how hard its...” Jean shifted in the hard chair, seeming to have difficulty finding her words. “Not to be noticed?” Courtney surprised, could only nod. Jean continued. Her voice was not loud, but it was the way she spoke. Like she was speaking from a deep well, or a hole. It seemed as if every word was traveling across a great distance “No oneeven looked at me. Thad worked there, um, at the departmentstore, at foralmostthree years, and...” itseemed very difficult for her to go on. “There's this guy there. And, kind of knew him, and he seemed nice. We'd talk, but...” Jean shifted again. “He didn’t even look at me, it was like I didn’t even exist. And, um.” She bit her lip. “...'m nat stupid. And I'm not ugly, but... wanted him to notice me, andhedidn’t..andoneday, itgottome... maybel could just dress up, um, sexy, and Ijust, uh, madean outfit, and...” She chewed on her lower lip. “He didn’t notice me, I guess...” Courtney found herself studying Jean, mesmerized. As the woman continued, Courtney suddenly found herself thinking about Harold. ‘And the expression on his face when he was studying the Scarlet Rouge costume in the office. Then, almost immedi- ately afterwards, Harold’sslight, imperceptible shrug when hhe realized she had been watching him undressing the costume...his shrug, that had stabbed her, like he hadn't ‘even remembered she was in the room. That single, stupid gesture had eaten at her for the entire week, anditstill ate at her, the feeling that there must be something wrong with her, that a red leather costume commanded more attention than she did. It was just an object. What was wrong with her, that a busty costume without a wearer should get more attention, than her, as a human being? Would it have even mattered who was in it? And what did that say about ler, Courtney? Was she really that hideous that—? Jean was still talking. 1 .50.u.just got carried away. [couldn't stand it. The only way Icould get him to notice me was to be somebody else, someone with a bigger chest, who was thinner than T ‘was, with a cuter...butt, Someone who was more colorful than me. I don’t even remember planning it, it just kind of.. happened. I was just so confused and frustrated and mad.” Jean took a deep breath. “I...[ hated me...and I still hate me.” She ran one hand through her limp hair. “If [just ‘worked out more like those models in Metropolitan, kept to a diet, dressed better, I could be a much better person...or even be someone else. So I thought of the Scarlet Rouge...Rouge, like, um, red. Kind of a pur.” She looked ashamed and glanced at Courtney, making briefeyecontact. “Not very clever, I know,” Jean added, apologetically. Courtney felt very awkward. “It’s not a bad name,” she said, but her voice sounded empty. Courtney stood in the FBI Central Services Conference Room, standing primarily because she had quickly discov- ered she was physically unable to sit down in the costume. She was facing two men seated across the table from her, Harold, and Harold’s boss, Ethan Crowder, both of whom had a stack of notes in front of them. Harold had been ‘watching her out of the comer of his eye, trying to take her inwithout looking too obvious. She gave himasharp glance every time she catight him sneaking a look, and he flushed. Prick, she thought It took them a few minutes to get to business. It started with Harold. Always Harold “We suspect that one of the operatives, perhaps Card Shark himself, is...” Harold coughed. “Gifted.” Courtney could have kicked herself. She should have seen itcoming, “What the hellare you talking about?” Courtney's ‘eyes narrowed to lines. Crowder was more to the point. “Harold here believes that the Shark himself may be a telepath, or that one of his crew is. He could certainly afford to hire one, with all the wetboys the CIA let gothis past year.” Crowder frowned. “Tt wouldn't have to be a powerful one, just one who knew when someone was lying, atthe least.” Crowder rubbed his chin and sighed. “We've lost some good people, with what we had thought were full-proof covers. We've ruled out leaks. We've ruled out agent incompetence. We're left with littleelse to work with. Fither the agents weren't playing the part orthey didn’tbelieve they were the partenough tostay alive. And...” Crowder nodded at Harold. “Harold may have something here. A psionic could make all the differ- ence, So...we think t’snot enough,” Crowder said, nodding at her costume. “The dress-up, the play-acting,” Courtney had a sinking feeling when Harold opened his mouth again. “Youhave toask yourself, Courtney,” Harold said, touch- ing the tips of his fingers together like an elementary school teacher. “How bad do you want to bring down the Shark?” Courtney stared at him, somehow knowing what he was going tosay. “If you wantto get him, youhave tobecome the Scarlet Queen.” He coughed again “We've taken the liberty of inviting an agent here from Behavioral Sciences...” ‘A hypnotist Courtney’smind wasscreaming warnings, butsheshoved them in the back of her mind. “A hypnotist.” She said, slowly, accusingly, her eyes ‘cutting a swath across the conference table. “So neither of youtthink Ican do it on my own. Thanks for the confidence.” She made to leave. “Forget it. Find someone else, guys.” Harold looked alarmed, and he half-rose out of his seat, talking to her retreating back. “Our only other option is Lindsey,” hesaid quickly, tuming whatCourtney suspected was a rehearsed speech into a fumbling plea. But even as a plea, the suggestion had its desired effect, ashe watched her fur around angrily. "Sorry, Courtney, but she’s the only ‘other one who has the frame and...” “Lindsey couldn‘tcatch c cold!” Courtney knew they had planned itthis way, thisemotional blackmail, butshecouldn’t help it. Lindsey, for the love of—! What were they think- ing?! Courtney steeled herself. Don’t overreact, she repri- manded herself. “You know that’s impossible,” Courtney found herself saying. “If you refuse, no,” Harold replied. “Not impossible at all.” He took a deep breath. “Courtney, we're asking a lot, and we won't forget this. Your record won't forget this. The Director won't forget this—" “All right!” Courtney threw up her hands, stopping him. “All right! Do what you have to do.” ‘And suddenly the hypnotist was there. Issue Twenty-six, Spring 1955 i Courtney had difficulty registering his features. Hestepped from the comer of the room, and his movements were dangerous in their methodical tread, as if he could go anywhere, given time. He sat down next toher, and she found herself unable to see his features, unable to note anything, remarkable about him at all. As the hypnotist spoke softly, gently to her, Courtney blinked, Then darkness. Personality: Courtney hales criminals. She has had friends and loved ones victimized by crime, and the “glamorous,” four color violence that characterizes some organizations, especially Card Shark, isalmost more than she can bear. She has long held the belief that four color criminals make a criminal career attractive to the young, leading them into a life of crime for the sake of excitement and attention. She refuses to watch movies such as The Godfather, Good Fellas, Silence of the Lams and many villain-inspired flicks, feeling that they betray the law and decency by glorifying the Mafia, serial killers and supervillains. Ifa character brings up the subject with her, they may be surprised by her vehemer Courtney’s current personality after the FBI hypnosis is detailed in The Scarlet Queen. Personality, Courtney: Courtney isnot terribly comfortable around others, but she spends so much time being on edge it has never really occurred to her how tense other people make her. The best way to describe Courtney is “defensive”; asmuchas she says she doesn tcare what others think about her, the opinions of others (whetheritis theiractual opinions or what Courtney interprets as their opinions) matter very much to her. The slightest hint she's fat, lazy or not very bright (none of which are true) will have her scheduling an extra hour to her aerobics classes, putting in overtime at ‘work, or increasing her reading list fo an extra book or two aweck to improve herself. A player character may make a series of innocuous comments around Courtney, only to have her suddenly explocte in retaliation for the “accusa- tions” she read into the comments. For example, “You don't look fat,” canbeinterpretedas” You're fat, youjustdon’tlook fat.” Or “Thanks for returning my pencil, Courtney” can be interpreted as “About time you returned it, Courtney,” and soon. The GM should make Courtney's defensiveness (al- most a mild paranoia) a prominent behavior tag whenever the characters speak to her. This mild paranoia has fueled her ambition tobe the best ateverything, but hasalsocaused her to view others, especially other women, critically, and is always quick to accuse others of indiscretions to take the heat off herself Her peers consider Courtney an archetypal tight ass. She never jokes around (she is afraid she will be seen as “flip- pant”), never takes vacations (she is afraid she will be seen snot pullingher own weight” and takes things the wrong way when people be kind toher (she isafraid she will beseen as "being coddled”), Afterhermany years in the Bureau, she has become very tightly wound. Barely comfortable with being herself, she has not had a serious relationship (oreven casually dated) for many years Courtney is really an all right person. She is well-read, smart (both intellectually and common sense-wise) and has more than a passing interest in jazz, and characters who make a persistent effort to get to know her will be pleasantly surprised. She just needs to relax a little is al No one is more aware of this than the Scarlet Queen. Quote, Courtney: [Courtney, despite Hero requests, hasnot yet chosen an identifying quote. When asked for one, she gives an exasperated sigh and gesticulates wildly, shooing theintervieweraway. Thefollowingisoneofherresponses | “Vm supposed to choose an ‘identifying quote’ that reveals something about my quote-unquote ‘powers,’ aid threatens someone with them in the same sentence? Why, how ima native! No, of course I don’t have one! How stupid do you think lam?” Powers/Tactics: Courtney is a skilled martial artist and marksman. Her proficiency in hand tohand combat and her accuracy with firearms often comes up in many convers2- tions around Quantico. For more information on her tactics, see The Scarlet Queen. Four Color: Courtney should be used as is; she is in- tended as the real-world contrastto the more flamboyant, four color Scarlet Queen persona, and GMs should play up the contrast whenever possible. GMs intending to increase Courtney's statistics are encouraged to do it solely to the Scarlet Queen personality; itis the persona characters are more likely to be confronting in the course of their adventures. Dark Champions, Paranormal: Itmaybe that Courtney created the Scarlet Queen personality herself, and the hypnosis has nothing to do with it. See the Scarlet Queert for more information. Dark Champions, Realistic: Courtney should be kept as is, although GMS may want to remove some of her maneuvers and some of her skills until her Total Cost is, 150 Points @ Tesue Twenty-six, Spring 1995 Appearance: Courtney stands about 5'3”, with a stern face close-cropped curly brown hair, and a body of strictly aver. age proportions...with neither a projecting bust nor an especially curvaceous body. She prefers to wear dress pants, and a jacket, with her pistol stored in an underarm holster beneath her jacket. Courtney’s apparel is always carefully washed, ironed and neat; she never rolls up her sleeves, undoes the top button on her shirt, or does anything that could be remotely be at odds with her strict, prim and conservative apparel. Insome ways, Courtney dresses more like a businesswoman than a federal agent Courtney has freckles and small moles that decorate her back, which are visible when she wears the Scarlet Queen costume. She alsohas a tendency todraw onearm actossher chest when talking to others. She will be defensive if some- one points this out to her. Ruéceis 9s THE SCARLET QUEEN Combat Stats ocV:7 Dev: 7 ECv:3 Phases: 3, 6,9, 12 Costs Char; 89 Base: Powers: 318 Dis: Totals: 407 407 “See Physical Limitations, below. ‘Mulilorm (Psychosomatic) to Gouriney (200 Point Form), No Conscious Control (The Scarlet Queen ‘can change back to Courtney only it her costume is peeled off and she makes her Accidental Change Rolt the specificity ofthe “Change” circumstances Feduces this "No Conscious Control Limitation to a “1 penalty) Martial Ans: Classic Comic Book Plus* Maneuver OCV DCV Note Punch (Maral Ske) 042 708 Throw (Maral Throw) 0 +4 Disarm (Maral Disarm) -1 Choke (Choke Hola) 20 Chop (Kiting Strike) 20 Block (Warial lock) +2 +2 Block, Abort Use “Scarlet Scepter" and Short Sword with Martial Ans +2 Damage Classes with Martial Arts (Added in) Mastermind Power Poo! (60 Active Points) 2D6 RKA, +1 Increased STUN Multiplier (+4), Autofio (5 Shots, +4), 32 Charges (+14), OAF (Assault Pistol, Mark Two, Standard Issue: see An Eye For An Eye, .76,-1) (67/33, plus +1 OCV, +1 Ranged Skil Level, Laser Sight Limitations (See An Eye For An Eye, .60, 1), Linked (4), OAF (Laser Sight, -1) (72) (32c] 1D6 HKA (206 HKA wiSTR), Blade Limitations (-), OAF (Scarlet Shon Sword, -i) t% 406 Electrical Energy Blast, NND (+1, insulated rED protects), No Knockback (14), No Range (1s), 8 Electrical Charges (1), OAF (Scarlet Scepter, modified Shock Baton, -1) (84 4308 HTH Damago, No Knookback (-14), OAF (Scarlet Scepter, 1) 1 SROISED Armor OF (Scart Quon Costume Mental Defense (5 Points), nat vs. Hypnotism Lie Support Sel: Contained, AF (Mok Fil, -») Infrared Vision, IAF (Infrared Lenses in mask, 4) Radio Listen and Transmit, JAF (Headset in face mask and wig, 4) “15 PRE, oniy or making PRE attacks (1), OIF (Scarlet Queen Costume, -14) STR4Ws, Target Falls 935 STR Disarm Grab, 306 NND 2D6+1 HKA. issue Twenty-six, Spring 1995 ‘Skills ‘3D6 Luck, not in situations involving her love interest ro) ‘Acting, 12- Bureaucracy, 8- ‘Combat Driving, 13- Computer Programming, 12- Criminology, 12- Deduction, 12- Forgery. 11- Gambling, 11- Inventor, 12- (Complimentary Skil is Criminology, to plan the “perfect crime") KS: Card Shark, 12+ KS: Hudson City Underworld, 12- Lockpicking, 13+ PS: Card Shark Mercenary, 11- Resistance (Surprising amount of willpower trom ‘someone who looks so shallow; itis actually part of her hypnotic conaitioning, 5 Points) Security Systems, 12+ Seduction, 12- Sleight of Hand, 13 Stealth, 13 Streetwise, 11- Tactics, 12- WF: Knives, Small Arms (or Off-Hand for scepter and ‘sword fighting) Languages: French (Fluent with Accent, usually only {or pretentious dialogue and one liners...ie., "C'est Ja vie, Sandman'” or "Now, my dear Dark Angel, for the coup de grdcel"), Card Shark Tactical Codes (Old ‘and Obsolete) +2 Combat Levels with All Combat +42 Ranged Skill Levels to Otset Range Penalties with] Pistols only Disadvantages Vulnerability: x2 Effect from Hypnotism (Hypnotism is sufficiently rare to make it worth x! the normal cost for Mind Control Vulnerability) Accidental Change (Psychosomatic) to Courtney when she péels off the Scarlet Queen costume, 11- Enraged if her plans are thwarted (Common), 11-, 11- Psychological Limitation: Criminal Mentality (Com- ‘mon, Strong) Psychological Limitation: Hatred of Law Enforcement Officials (Common, Strong) Psychological Limitation: Unrequited Love for One- Eyed Jack (Common, Strong) Psychological Limitation: Signature (Common, Strong) Physical Limitation: Penalties to any Dodging ‘Acrobatics and DEX-based maneuvers, Maximum Speed in Costume is 5” (see Power Note #2 in Powers and Tactics), OAF (Scarlet Queen Costume, “1) Normal Characteristic Maximum Distinctive Features: Costume (Easily Concealable, Major Reaction) Distinctive Features: Style Disadvantage Reputation: “Jack's Hench Wench’ or “That Slinky Red Leather Broad,” 11- Watchod by Card Shark Organization (Mo Pow, NCD, Walched by the FBI (Mo Pow, NCI), 8- Hunted by Enemies of Card Shark (As Pow), 11- 2D6 Unluck, only in situations involving her love interest (-1) Mystery ID: FBI Agent Courtney Bernhardt” Villain Bonus Background: Herarrival caused a greatstir. hehad planned it that way. “After all, lam the Scarlet Queen,” she said. The phrase ‘was repeated many times as the weeks wore on. The Scarlet Queen made her way to Hudson City with the assuredness of a predator. She was fortunate in that in her assumed identity as the “Scarlet Rouge,” she had been offered a position in the Card Shark Hearts Suit a few months before. While she may have been able to play it safe and arrange a meeting with Card Shark operatives, she decided to make her presence felt in Hudson City, stretch her toes a little and taste of what the wild life had to offer. Slowly bit by bit, the meager reputation that had been built with the Scarlet Rouge grew, and it was not long before the mysterious red-strapped woman with the tinsel red hair claimed that such a name as the “Scarlet Rouge” was too small for her tastes and simply would not “suit” her if she ‘was to aspire to greater things such as, oh, say,a position in Card Shark. As she caressed the alleys and back streets of Hudson City with her crimes, she spoke gentle words toher victims who pulsed beneath her touch, whispering her aspirations softly in their ears lke pillow talkas she cracked es, divested jewelry stores of their valuables, and gave the Hudson City police department a gentle nip on the neck as she deleted three months of records from their criminal database, forcing the department to reenter the information by hand. Her daring crimes, her love offerings to Card Shark, culminated in a kidnapping, as the Scarlet Queen’s finger nails encircled the member of one of Card Shark’s most hated organizations, that of Paul Frey, the Card Shark ren- egade who had christened himself “Dagger.” Trapping one ofhis lieutenants, she divorced her affair with Hudson City by offering the thug as part of her petition to her new lover, Card Shark. Delivering her request to join Card Shark on a perfumed playing card with the index finger of her hostage and his fingerprints smeared on the card, Card Shark re- cruiters, after some debate, agreed to meet with her in ‘exchange for the man she had taken. They met at the House of Cards, the Scarlet Queen, her prize, and the Card Shark operatives of the casino nightclub. ‘The Deck Agent in charge took the Queen to be a prostitute at first, and after it was settled that she had no weapons on her (asearch aided by the sheemness of her costume), she was taken before One-Eyed Jack to discuss terms. ‘There, the Scarlet Queen made her first mistake. Her desire to be taken by the Card Shark organization fell from, her thoughts, onto Jack. His conservative dress, reserve, and quiet confidence that hinted at a powerful ego, seemed to echo something within her. Entranced by his voice and his calm assurance, she found it difficult to muster replies to his questions. He made her feel. ..notherself, somehow. It wasasifhestripped away the costume, saw her for who she really was, and she felt terribly, suddenly naked. She had gone through the meet- ing, afraidher feelings wereevident toeveryonein the room. He, for the most part, couldn’t sense anything but her most heartfelt desire to join Card Shark. ‘The transaction was completed, the trade made, with the henchman dragged to a private domicile near the Stewart River where he would be politely questioned and then disposed of. Jack agreed to speak to Card Shark about her petition tojoin Card Shark but promised nothing. She was to wait until he contacted her. Issue Twenty-six, Spring 1995 “"She could be useful,” he remarked to Card Shark. “She's bright. And capable.” Card Shark had asked him if she was lying about wanting to join the organization. It was a standard question Jack was supposed to ask during preliminary interviews. “She's sincere,” Jack said. “don't trust her,” he added. ‘The Scarlet Queen was put on probation. She gave new meaning to the term. She welcomed the challenging assignments, scoffed at routineand blazed new trails in theft and “settling accounts.” Her colorful and skillful interpretations and successes earned her envy and admiration. It seemed that her and crime were joined some- how, asif in wedlock, two devious lovers that knew exactly what the other desired and gave freely of it. Her brazenness angered Jack Crime, it was too much of a game, a flirtation, to this strange woman. He suspected a mental imbalance, perhaps obsession; and when his sixth sense touched her, he felt nothing except her heartfelt desire to help Card Shark, always with the same “feel” about it, like a large mental billboard. I felt false to him somehow. And Jack trusted his instincts, ‘The more assignments she was given, among them the dirtiest, she seemed to revel in it. When she wasn’t specifi- cally requesting assignments from him, she was trying to impress him...and not the organization, She was danger- Once he had asked her what she expected to gain, and she had just smiled, “Iwant toknow everything,” she said. “Everything about Card Shark.” ‘And his instincts flickered again, tugging at him. Yet her face, her thought was sincere. They would talk, the one-eyed manand theScarlet Queen, both of them to find out bits of information about the other, sparring with each other over, more formal, dinner conver- sation. They discussed Card Shark. The Scarlet Queen learned Jack had served every Card Shark, al of them, had remained in the game as each one of them had been returned to the deck. The thought surprised her somewhat, the idea of five Card Sharks...or more. And the Queen discovered something else. That what she saw echoed in Jack...in many ways, her desire to know every- thing about Card Shark could be realized in him. The Card Shark organization, thesmooth functioning, the small things that fell into place to make bigger things, were all Jack’s doing. He more than complimented the ambition of Card Shark...in many ways, he was the Card Shark organization As she drew the thoughts, one after the other, dealing them fromher unconscious, she found she desired him more than ever. Jack returned to his home one night to find he had a visitor. When Jack opened the door, he knew she wasin the room. ‘The figure that lay draped on the bed wasa glistening red in the faint light from the hall. “Fiow did you get in here?” His voice was level. Jack did not let go of his cane, his finger lightly brushing its pommel. She stretched, as languidly as she could manage, the leather of hercostume giving aslow creakasits wrinkles smoothed, like a cat awakening from the nap. She let her arms trail down to the bedspread, then stood up and faced him. “Would you like to play with me, Jack?” She took a step closer tohim. Jack held his ground. As the silence deepened around them, her hands glided out with catlikesmoothness, trailing up along his shoulders, to his mask, and hooked her fingers gently beneath the edge. She was about to pull it up, when his hands locked on her wrists, forcing them down- wards, back to her sides. “What's wrong?” she asked. "Get out,” he said, slowly, as if fighting for control. She Was too close, too close tooclose, and Jack kepthis hand half up, to ward off her from coming any closer. She could sense his tension, it was like a wall between them. “Get out,” he ‘managed again. “Do you really want me to leave?” she asked, with an urgency that left Jack suddenly suspicious. And with an ‘opening. A potential vulnerability in her red leather armor. Later on, Jack wondered if it had been an excuse he had made. Jack could not sleep. ‘They lay together. Two pair thebed sheetstangled around them, Jack nestled against her, and her arms enfolding him, When he had seen her, divested of the wig, he was struck about how much smaller she was without the costume. Her skin was pale, with minor rashes and abrasions from the cosmetic face paint, and lines crossed her face from where the mask bit tightly into it. AsJackstucied her, he felt his pulse quickened. There was something attractive about her. She murmured in her sleep, and when her eyes cracked ‘open, to meet the gaze of his one eye that saw more than any human eye could, she seemed suddenly out of place. And Jack, knew, with the certainty of a professional, that this woman lying with him was lying to him. This woman had nothing in common with the Queen, Somethinghad changed, He reached out, testing for lies. “What do you want,” he said, softly, in her ear. Her eyebrows drew together uncertainly. ‘There wasno mental billboard, only shifting truths. Shift- ing les. “Card Shark,” she murmured, sleepily. But there was a different feel this time “Would you do anything for Card Shark?” he asked, softly, but with pressure. “Do you love Card Shark?” She shifted in his arms, a momentary pause “Yes,” she said. And Jack caught it, held it, held her tiny, precious lie, his ‘mind burning with its confirmation of his suspicions. This was the Scarlet Queen. And she wasnot loyal to Card Shark. "Do you love me?” he said, as a cover for his silent exultation. A segue only. His power told him the truth of her answer. Itmade no difference Issue Twenty-six, Spring 1995 8 Four Color: Give the Scarlet Queen a 5SPD (or what- _In short, while making a strong first impression, the ever is comparable for a “fast” character in the GM’s costume design limits her performance;itprevents her from campaign, without being too fast) and a 23 DEX. Her moving at her full movement rate (The Scarlet Queen can Physical Limitations with regards to her costume should only run at 5” Maximum in costume, and even when she is beignored ordownplayed...themostembarrassingthing moving this fast it is likely something on the costume will that would happen toherina four colorcampaign would tearorrip,itissotight.3” isthe most comfortable movement be a run in her stocking, rate she can manage in costume) or performing acrobatic Dark Champions, Paranormal: Courtney may have maneuvers or dodging without unpleasant penalties (any- unconsciously generated the “Scarlet Queen” personal- where from -1 to -3, GM Discretion), ity herself. Every cold and hardened thought Courmey _ Courtney’sheels and ankles are chafed and blistered, and has about criminals and lowlifes in general has melted she is causing her toes severe damage by forcing them into into the glamourand flash of the Scarlet Queen personal- the near needle-like tips of the hip boots. When stripped of ity. The Scarlet Queen, terribly bored and angry with her costume, PCs should be surprised at Courtney’s hag- being repressed in sucha manner, took over the reins so gard figure, much smallerand nondescript than they would she could express herself Rave thought, with ugly purple bruises and raw blisters Dark Champions, Realistic: The Queen’s Mastermind _ where her body rubs against the costume. Power Pool should be cut from her character sheet, anc her Assault Pistol changed to an Uzi or a Automatic Pistol. In addition, her difficulties in playing four color “dress-up” in a dark, shadowy underworld environment should be emphasized, with the Queen’s costume not lending itself to escapes or to attacks; one problem should occur with the cos- tumeduring each combat, whetherbreaking ahee}, havingher skirt ride to far up her legs, or the breast cupsof her costumesuddenly flapping downwards can all lead to embarrassing time delays as the Queen is forced to take a time out to fix the problem. Unless the GM isrunning asilly campaign, only the impracticality of the Scarlet Queen costume should be emphasized, reinforcing the PC's perceptions that she is somehow out of place on the dark city streets. Appearance: The Scarlet Queen looks likeshe stepped right out of a space opera...not fully grasping the behavior tag of the organization she has joined, she is a little flashier and “four-color” than most agents consider appropriate. It takes Courtney at leasta half- hour to get fully and properly in costume, and only when it is properly put on should GMs check for Accidental Change....simply throwing on the wig and grabbing the Scarlet Scepter is not enough to induce Courtney's Accidental Change; it has to be the full half-hourritual. Once Courtney fightsher way into the Scarlet Queen costume, her appearance changes, be- coming more noticeable and erotic; the costume’s design pushes (forces) her breasts upward, and the extreme tightness of the skirt of the costume accentu- ates her hips just as any skin-tight piece of clothing tends to do when forced onto the body To further emphasize her red costume, the Scarlet Queen (ina departure from the Scarlet Rouge’s modus operandi liberally appliesa whitecosmeticbase toher face, arms and legs, so her features stand out sharply against her shimmering tinsel hair and red leather glory. Inaddition, she wears burning red contacts with ‘white pupils that double as infrared lenses, and her sharp fingernails are painted bright red as well, although these will not be noticed unless her gloves are pulled off Despite the fact that the stiletto heels of her boots are too long, and too narrow to walk in comfortably, and she has broke them many times while running from pursuers, shehas kept them part of the costume, purely for effect Issue Twenty-six, Spring 1995 7 Enter the world of paranormal pit-fighting using the new Instant Hero™ System! An Adventure for CHAMPIONS by Any Crittenden Introduction ‘A Matter of Heart is a superheroic Champions adventure designed for 4-6 characters with 250-300 points, 50 active point attacks, and 18-25 DEF. It is a change from the usual “track down the criminals” types of adventures. The PCs’ goal in this adventure isto rescue an organ transplant team from the site of their plane crash, and deliver the organ (a heart) to the campaign city hospital for transplantation into an 15 year old boy with Marfan’s Syndrome (a congenital heart disorder). ‘The PCs are not unopposed. The plane wreck was an act of sabotage. A bomb was planted on the plane by agents of Genocide—a powerful anti-mutant terrorist organization. ‘The heart once belonged toa known mutant with undefined powers who died ina mysterious car accident. Genocide fears the mutant heart may give the recipient mutant powers. ‘Theheart transplantspecialistsarenotconcerned with the possibility of a mutant heart giving its recipient mutant powers, They have conducted extensivetestsonthe organto determine its suitability. All their tests indicate a good chance of succeeding, Though the donor was a known ‘mutant, she had no powersanyone knew of. Her parentsare also mutants, but not particularly powerful ones. They are grief stricken over the loss of their daughter and want her to live on in the recipient. The boy, lan O'Heame, and his parents are aware of the heart's genetic background, but have accepted the risks as more promising than trying to wait for another heart to become available. The Setting ‘The adventure begins with news of the plane crash. The impending transplantation has been big news, with Genocide's opposition well known. The plane mysterious! disappeared on approach to the campaign city, and search efforts are being hampered by changes in the weather. A severe storm is approaching, and all flights have been grounded. Authorities believe the plane to have crashed in a remote area, and that there are survivors in need of help— they received a broken distress call to that effect. Doctors on the transplant team are worried as the heartcan only survive fora short period of time: four and a half hours is the longest time a heart has survived to be successfully transplanted, ‘Theheartisin aspecially built icechest, immersed inasaline solution at four degrees Celsius. After several hours, cellsin the organ begin to experience ischemia, or oxygen depriva- tion, Each hour means the loss of several million cells, the loss of those cells reduces the patient's chances of survival. ‘The PCs will be asked to help in the rescue effort either by the hospital orby local authorities (especially if sanctioned) Orthecharactersmay simply hear ofthe crash and Genocide's involvement, and decide to get involved on their own. The Scenario The setting for the crash site is the GM’s preference. It should be isolated and hard to get to. Depending on the locale, and time of year, theapproaching storm can be either a blizzard, a “north-Easter,” a hurricane, or a sandstorm. Each type of storm will have its own inherent problems and dangers. In addition, the PCs are going to have to dodge the forces of Genocide. The bomb planted on the plane was supposed to destroy it completely. Genocide worries that a rescue of the heart may now be possible. They will send out teams to find the plane, destroy the organ, and kill any witnesses. Time Keeping Keep in mind that time is critical in this adventure. The GM should keep careful track of game time, and drop hints fon how much game time is passing. The sense of time fleeting by should heighten the sense of urgency to this mission and add to the suspense for the players. This also means distance and movement must also be carefully ac- counted for. Decisions on where to place the crash site, and hhow the PCs can access the site shouild be made in advance Ifthe PCs spend a lat of time arguing and fooling around, let the time pass. If the heart dies before they get to it, then this may be a valuable lesson in teamwork, On the other hand, ifthey do well but just can’t get the heart back to the hospital in time, the GM may elect to allow the heart’s natural Regeneration keep the organ alive for transplantation, Weather Conditions and Rules Blizzard Obviously, a winter storm raises the risk of hypothermia and freezing to death. Have the PCs make outa list of what they plan to take with them. PCs protected from thecold will suffer a 1d6 END Drain, NND (Defense is protection from the cold) per hour. END will not return until the PC reaches a covered environment, and will return ata rate of 5 active points per hour in an unheated place, and 5 APs per 5 minutes in a heated place (of course building a fire might not be that easy)! Unprotected PCs will suffer a 246 END, NND Drain from the cold, which returns at the same rate if they can get appropriate clothing, or double the rate if not Issue Twenty-six, Spring 199% rT Because of the intensity of the snow storm, visibility will be limited to a 2 hex radius around each player character (yes, it’s possible for the PCs to lose sight of one another)! PCs whodonotprotect their eyes willalsobesubject tosnow blindness. After one hour, they will suffer a 6d6 Flash effect. Recovering from the Flash cannot begin until the PC is, removed from the storm, when he can recover at 5 minutes per BODY of Flash. Movement, due to the wind, ice, and snow, will behalved. All DEX-based skill rolls must be taken at a -3 penalty for weather conditions. “North-Easter”, Hurricane, or Other Related Rainstorm Visibility will be at 3 hexes for each character. Movement is halved, all DEX-based skills taken at -2 due to the ferocity of the storm. In cases of Hurricanes, gale force winds, thunderstorms, and the like there is a tisk of lightning strikes among the party. Each hour the PCs spend in the storm make three rolls to see if lightning strikes the party. There is a base 11- to hit per roll, the GM should apply modifiers +/- 1-3 if the party takes steps to protect themselves, or if actions they take would increase the risk of a’ strike hitting them. All lightning strikes should be treated as a 15d6 Stun Only if the PC is insulated; 1046 Normal if poorly grounded; 4d6 Killing if well grounded. See p. S-44 in Champions: the Role Playing Game for further infor- mation on electrical damage. There is also a 5% chance per hour of tomadoes or water spouts crossing the PCs’ path. These will plow through the party, causing a 20d6 EB (wind), Area Effect 10 hexes. Sandstorms ‘Storms in desert territory function much like blizzards in terms of effect. There is a 2 hex limit to visibility. Wind Damage will cause a 246 Drain, NND (defense is shelter from the wind) to END per hour, recover Active Points per 5 Minutes once out of the storm. Wind Damage Movement will also be halved due to the drifting sand, Unprotected ‘eyes will suffera6d6 flash, recover 1 BODY of Flash per hour after the PC is removed from the storm Finding the Plane While the PCs are dodging the weather, they will also have tododge theagentsof Genocide. The plane has crashed upona high mountain (or plateau). The characters will have to cross some difficult terrain to get to it. Because of the weather, even PCs with Flight and Enhanced senses are not going to be able to get to the plane simply by popping Into the air. The plane will have to be found on the ground, Once found, a character might be able to get out Of the weather with Flight, but getting back to the hospital is going to present some other challenges (more on that later), The plane has crashed in a small valley between the arms ofa high ridge near the campaign city (Or a plateau if in the desert). Unfortunately, there are no easy accesses to the valley, and because of the weather conditions, and the rough terrain, the party must go in on foot. This may present problems for the PCs later on, if they have to evacuate ‘wounded survivors of the wreck, as well as the heart for transplant. GM's note: No elevations have been marked on the map provided. This is intentional, to allow the GM to personalize the ridge to his own tastes. If the GM wishes to create his own maps, he should feel free to do so. ‘The plane will be hidden in the valley, and covered with debris from the ridge, storm, and plant life, giving a4 PER roll to normal sight and UV sight. Because of the inclement weather, there is no fire. However, characters with IR sight may perceive the heat emanating from the plane normally. ‘The PCs will have to traverse very rough terrain toget atthe plane. Because of the storm, and because they must break their trail, the PCs must make a DEX roll each turn at -3: failure means a fall. The plane is covered with broken trees and other debris which must be removed. There are four survivors ofthe crash: the co-pilot (skilled normal), who has sustained life threatening wounds, is at 0 BODY. If he is not treated in 10 turns, he will die. There are two nurses who have received minor wounds ( are at eight and six BODY respectively), and adoctor, whohasa three body wound. All areconscious, and able to tell the party what happened. The heart isin its container, and is intact. Genocide isnotabout tosimply let the party waltzoff with the heart. As soon as they realized their plans to destroy the plane had failed, they sent a crack team of agents in search of the plane. Fortunately, because of the severe weather they did not send any of their dreaded Minuteman Robots. What they did send may be worse for the party, however. A group of specially trained, crack assault troops will converge on the party as it attempts to extricate the survivors from the wreck. They are aware the party beat them to the plane, and are determined to destroy them as well as the heart and the other survivors of the crash. ‘The agents have taken the high ground on either Side of the crash site, and will attempt to ambush the party from surprise. Ifthe party has not set a lookout, it is most likely they will succeed. With the poor visibility of the weather, add an additional -2 to PER rolls for surprise. The Genocide agents are playing for keeps, and will hit the party hard, hoping to destroy them in asingle blow. They will remain in the cover of the rocks, giving them a +3 DCV bonus from PCs at the crash site. If the PCs attempt to charge up the ridge at the agents, their movement:rate will be halved (in addition to the weather penalties!), and must make a DEX roll each phase to keep their feet. Genocide has split into two smaller teams. On each “arm” of the ridge where the plane has crashed are six Pawns: two Strongman, one Brain-Drain, one Flyer, one Beamer, and ‘ane Wildcat. Each unit iscommanded by a Knight. Also with the Genocide agents are two Rooks. Two additional Rooks wait ontop of the ridge in reserve to deal flying PCs who get away from the ambush. If there is more than one character with Flight, then there will be one additional Rook per PC with Flight For GMs who are not using the Genocide Agents in The Mutant File by Sean P. Fannon, see the end of thisadventure for sample agents. “The Genocide agents will ight intelligently, and will not surrender. They may retreat, butonly to regroup and renew the attack. They will do everything in their power to prevent the PCs from rescuing the heart 20 Tesue Twenty-six, Spring 1995

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