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{Mutants & Masterminds} United Heroes Limited Series

Insight

Adventurer
Editorial Stuff (One of Three)

Here is the first installment of the new character designs. They are very similar to the old stats, but like I said earlier, I am going from a 3:1 to 2:1 Skills:pP ratio, and I am also conforming to the new errata from Green Ronin. I have also changed the stat blocks to include the ranks in each skill.

Part One of Three: United Heroes -- Current
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Electrostatic
Jeremy Rhodes
155 PP

PL 10; Init +15; Defense 29; Spd 40 Run; BAB +6; ATK +6 Melee (+0S Dam, Punch), +12 Ranged (+10S Dam, Energy Blast); SV Dam +4, Fort +4, Ref +15, Will +1; STR 10, DEX 20, CON 18, INT 10, WIS 12, CHA 10; Hero Points 5.

Skills: Acrobatics (6) +15, Computers (6) +6, Disable Device (3) +3, Drive (3) +12, Language (English and German), Profession – Repairman (3) +4, Repair (6) +6, and Sense Motive (2) +3.

Feats: Attack Focus – Ranged, Dodge, Evasion, Immunity – Energy (Electricity), Improved Initiative, Lightning Reflexes, Point Blank Shot, and Precise Shot.

Powers: Amazing Save – Reflex +2 [Source: Mutation (Quickness); Cost: 2 PP], Energy Control - Electricity +8 [Extras: Energy Blast (Electrical) +8 and Energy Field (Electrical) +8; Power Stunt: Drain Energy (Electrical); Source: Mutation (Electrical Control); Cost: 34 PP], Protection +8 [Source: Mutation (Negative Energy Field); Cost: 16 PP], Super-Dexterity +4 [Source: Mutation (Quickness); Cost: 16 PP], and Super-Speed +2 [Source: Mutation (Quickness); Cost: 12 PP].

Equipment: None.

Weakness: Susceptible (Immersion in Water).

Physical Description: In his hero guise, Electrostatic wears a blue, skin-tight bodysuit with yellow lightning bolts on the chest, emanating from the center, and going out to the arms and legs. The same pattern appears on the back of the costume. The mask covers the eyes and top of the head, revealing only the nose, mouth, and chin. The edges of the mask are jagged, going along with the lightning bolt motif. Electrostatic’s costume features white gloves and boots, and the edges of these are also jagged. Electrostatic is Caucasian, and 17 years old. He stands 5’9” and weighs 160 lbs. When unmasked, his medium-length blond hair and blue eyes are revealed.
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Harpy
Tabitha Harper
155 PP

PL 10; Init +3; Defense 18; Spd 30 Run; BAB +4; ATK +4 Melee (+0S Dam, Punch), +9 Ranged (+6S Dam (Will), Mental Blast); SV Dam +1, Fort +1, Ref +5, Will +12; STR 10, DEX 16, CON 12, INT 10, WIS 18, CHA 20; Hero Points 6.

Skills: Bluff (7) +14, Concentration (2) +7, Diplomacy (7) +14, Gather Information (3) +8, Intimidate (2) +9, Perform (2) +7, and Sense Motive (7) +13.

Feats: Attack Focus – Mental, Attractive, Dodge, Evasion, Fame, Hero’s Luck, Indomitable Will, Inspire, Iron Will, Leadership, Lightning Reflexes, Power Immunity, Psychic Awareness, Talented (Bluff & Diplomacy), and Talented (Intimidate & Sense Motive).

Powers: Amazing Save – Will +6 [Source: Psionics; Cost: 6 PP], Mental Blast +6 [Source: Psionics; Cost: 18 PP], Mental Protection +4 [Source: Psionics; Cost: 8 PP], Mind Control +10 [Extra: Mind Blank; Flaws: Only Male Humans and Limited – Pheromones; Source: Psionics; Cost: 10 PP], Super-Charisma +2 [Flaw: Only Works on Male Humans; Source: Psionics; Cost: 2 PP], and Telepathy +8 [Source: Psionics; Cost: 16 PP].

Equipment: None.

Physical Description: In her hero guise, Harpy wears a very skimpy costume, consisting of a red and white bra-top, a lacy chemise covering on the torso, red and white bikini shorts, oversized thigh-high red and white boots, and red and white gloves that go to the wrist. Since Harpy does not maintain a secret identity, she does not wear a mask (she doesn’t want to conceal her beauty). Harpy is Caucasian and 20 years old. She has shoulder-length jet-black hair and steely blue eyes. She is 5’11” and weighs 130 lbs.
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Iron Dragon
An Leung Lee
155 PP

PL 10; Init +8; Defense 20; Spd 30 Run; BAB +9; ATK +14 Melee (+14S Dam, Punch or Kick), +13 Ranged (+0S Dam, None); SV Dam +6, Fort +6, Ref +9, Will +4; STR 18, DEX 18, CON 18, INT 12, WIS 14, CHA 10; Hero Points 5.

Skills: Acrobatics (3) +7, Balance (3) +7, Concentration (8) +13, Hide (3) +7, Jump (2) +6, Listen (3) +5, Move Silently (3) +7, Sense Motive (2) +4, and Spot (3) +5.

Feats: Attack Focus – Unarmed, Dodge, Evasion, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Rapid Healing, Rapid Takedown, Skill Focus – Concentration, Takedown Attack, Toughness, and Trance.

Powers: Amazing Save – Reflex +3 [Source: Training; Cost: 3 PP], Corrosion +10 [Source: Mutation; Cost: 10 PP], Mental Protection +4 [Source: Training; Cost: 8 PP], Protection +6 [Source: Mutation; Cost: 12 PP], and Strike (Melee – Kinetic) +10 [Flaw: Requires Concentration Check (DC 20); Source: Training; Cost: 10 PP].

Equipment: None.

Physical Description: In his hero guise, Iron Dragon wears a dark grey bodysuit, with a white headband, no gloves, and no shoes, with a white sash. His mask covers the entire head. On the mask’s forehead, there is a Chinese character, meaning “Strength”. Iron Dragon is of Asian origin, and is 27 years old. He stands 6’1”, weighs 225 lbs., has a shaven head, and brown eyes.
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MorningStar
Sarah Wenders
156 PP

PL 10; Init +6; Defense 20; Spd 30 Run, 40 Fly; BAB +4; ATK +5 Melee (+6L Dam, Fiery Touch), +6 Ranged (+8L Dam, Energy Blast); SV Dam +1, Fort +1, Ref +2, Will +1; STR 12, DEX 15, CON 12, INT 10, WIS 13, CHA 16; Hero Points 5.

Skills: Craft -- Visual Arts (3) +3, Drive (2) +4, Hide (2) +4, Knowledge -- Art History (2) +3, Move Silently (2) +4, Profession – Artist (2) +3, and Spot (2) +3.

Feats: Aerial Combat, Far Shot, Immunity – Energy (Fire), Improved Initiative, Move-By Attack, Point Blank Shot, Power Immunity, and Precise Shot.

Powers: Energy Control – Fire +8 [Extras: Energy Blast (Extras: Area and Selective) and Energy Field; Power Stunt: Drain Energy; Source: Psionics (Pyrokinesis); Cost: 50 PP], Flight +8 [Source: Psionics (Telekinesis); Cost: 16 PP], Force Field +10 [Source: Psionics (Telekinesis); Cost: 10 PP], Incorporeal +5 [Cold Attacks Affect MorningStar Normally; Source: Psionics; Cost: 10 PP], and Strike (Melee – Fire) +5L [Source: Psionics (Pyrokinesis); Cost: 10 PP].

Equipment: None.

Weakness: Vulnerable to Cold Attacks.

Physical Description: In her hero guise, MorningStar wears a white form fitting bodysuit, with red and yellow flames on the neckline, gloves, and boots, and a mask that covers most of her face, revealing only her nose and mouth, and the top of the head. She often emits harmless flames that make the costume look more intimidating. MorningStar’s costume has small cutouts in several strategic locations. She is of Caucasian origin, and is 17 years old. She stands 5’6”, weighs 115 lbs., has fire engine red hair, and green eyes.
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Pathfinder
Johnny Whitecrow
136 PP

PL 8; Init +2; Defense 18; Spd 30 Run; BAB +3; ATK +3 Melee (+6L Dam, Coyote Knife), +5 Ranged (+6L Dam, SuperX Crossbow); SV Dam +2, Fort +2, Ref +2, Will +5; STR 10, DEX 14, CON 14, INT 13, WIS 16, CHA 10; Hero Points 4.

Skills: Climb (2) +2, Concentration (3) +6, Hide (2) +4, Jump (2) +2, Listen (6) +19, Move Silently (2) +4, Search (6) +15, Spot (6) +19, Survival (6) +9(17), and Swim (2) +2.

Feats: Expertise, Improved Disarm, Iron Will, Point Blank Shot, Precise Shot, Quick Draw, Scent, Skill Focus (Survival), Talented (Listen and Spot), and Track.

Powers: Mental Protection +5 [Source: Psionics; Cost: 10 PP], Microscopic Vision +2 [Source: Mutation (Enhanced Senses); Cost: 2 PP], Postcognition +6 [Source: Psionics; Cost: 18 PP], Super-Senses +8 [Source: Mutation (Enhanced Senses); Cost: 16 PP], and Telescopic Sense (Vision) +5 [Source: Mutation (Enhanced Senses); Cost: 5 PP].

Equipment: Coyote Knife [Strike (Melee) +6; Source: Mystical; Cost: 6 PP], Magical Breastplate [Protection +6; Source: Mystical; Cost: 6 PP], and SuperX Crossbow [Strike (Ranged) +6; Source: Super-Science; Cost: 6 PP].

Weakness: Quirk (Afraid to Fly).

Physical Description: In his hero guise, Pathfinder wears a traditional Navajo feathered headdress, leather pants, and a magical breastplate composed of eagle bones and feathers. He carries a large magical knife on his hip, as well as a crossbow and quiver of bolts on his back. Pathfinder does not wear a mask, gloves, or boots. He is of Native American origin, and is 31 years old. He stands 5’9”, weighs 170 lbs., has long black hair, and brown eyes.
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The Scoundrel
True Identity Unknown
150 PP

PL 10; Init +14; Defense 28; Spd 45 Run; BAB +7; ATK +9 Melee (+2S Dam, Punch), +12 Ranged (+7L Dam, Hellfire Pistols); SV Dam +1, Fort +4, Ref +15, Will +1; STR 14, DEX 20, CON 12, INT 12, WIS 12, CHA 14; Hero Points 5.

Skills: Acrobatics (3) +10, Balance (1) +8, Climb (1) +3, Drive (2) +9, Escape Artist (3) +10, Hide (5) +12, Jump (2) +4, Language (English, German, and Tibetan), Listen (1) +2, Medicine (2) +3, Move Silently (5) +12, Open Lock (3) +10, Pilot (3) +10, Search (2) +3, Sense Motive (2) +3, Sleight of Hand (2) +9, Spot (1) +2, and Survival (2) +3.

Feats: Ambidexterity, Attack Focus (Ranged), Dodge, Evasion, Immunity – Aging, Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, and Two-Weapon Fighting.

Powers: Amazing Save – Fortitude +3 [Source: Mystical; Cost: 3 PP], Amazing Save – Reflex +3 [Source: Mystical; Cost: 3 PP], Combat Sense +10 [Source: Mystical; Cost: 10 PP], Super-Dexterity +2 [Source: Mystical; Cost: 8 PP], and Super-Speed +3 [Source: Mystical; Cost: 18 PP].

Equipment: Hellfire Pistols (2) [Strike (Ranged – Energy/Fire) +7; Source: Mystical; Cost: 14 PP] and Jade Mask [Blind-Fight and Blind-Sight; Source: Mystical; Cost: 2 PP].

Weakness: Amnesia (Cannot Remember Origin of Powers or Recent Events).

Physical Description: In his hero guise, the Scoundrel appears in a leather trench coat, wearing an Asian-style green facemask, and brandishing two steaming revolvers. Beneath the trench coat, the Scoundrel wears a three-piece suit and a tie. He is of Caucasian origin, and looks to be between 28 and 32 years old. He stands 6’1” and weighs 205 lbs., and has short blond hair and brown eyes.
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Seraphim
No Pseudonym
189 PP

PL 12; Init +2; Defense 21; Spd 30 Run, 60 Fly; BAB +6; ATK +11 Melee (+14S Dam, Sword of Truth), +8 Ranged (+0S Dam, None); SV Dam +6, Fort +6, Ref +2, Will +4; STR 18, DEX 14, CON 18, INT 10, WIS 14, CHA 20; Hero Points 7.

Skills: Acrobatics (5) +7, Balance (5) +7, Diplomacy (7) +20, Intimidate (2) +15, Knowledge – Religion (15) +15, Listen (5) +7, Sense Motive (6) +8, and Spot (5) +7.

Feats: Aerial Combat, Attack Focus (Armed), Attractive, Detect (Evil), Great Fortitude, Hero’s Luck, Immunities (Aging, Disease, and Poison), Inspire, Iron Will, Leadership, Move-By Attack, Toughness, and True Sight.

Powers: Comprehend +5 [Flaw: Speech Only; Source: Divine; Cost: 5 PP], Flight +12 [Flaw: Requires Wings; Source: Divine; Cost: 12 PP], Force Field +10 [Source: Divine; Cost: 10 PP], and Healing +8 [Source: Divine; Cost: 24 PP].

Equipment: Crown of Glory +8 [Mental Protection and Super-Charisma; Source: Divine; Cost: 8 PP] and Sword of Truth +10 [Strike and Paralysis (Extra: Triggered – When Seraphim Strikes a Liar or Deceiver; Flaw: Touch Range); Source: Divine; Cost: 20 PP].

Weaknesses: Quirk (Utmost Morals, Cannot Lie, Cheat, Steal, or Murder) and Naïve.

Physical Description: Seraphim looks like a typical angel from the Christian faith, as depicted in various artistic works, such as those found in catholic churches or illuminated manuscripts from the Middle Ages. He wears a flowing white robe, has an ornate golden crown on his head, and carries a longsword that glows with the light of day. Seraphim does not wear a mask or make any attempt to conceal his nature. He stands 6’6” tall and weighs 250 lbs., and he has flowing blond hair and light blue eyes. His skin is very pale.
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Torpedo
Markandorim
156 PP

PL 10; Init +3; Defense 21; Spd 30 Run, 70 Swim; BAB +5; ATK +9 Melee (+9S/L Dam, Punch), +8 Ranged (+3 Fort, Suffocate); SV Dam +12, Fort +12, Ref +3, Will +0; STR 16, DEX 16, CON 20, INT 10, WIS 10, CHA 12; Hero Points 5.

Skills: Acrobatics (3) +6, Hide (3) +6, Jump (6) +9, Language (Atlantean and English), Listen (2) +5, Move Silently (3) +6, Sense Motive (4) +4, and Spot (2) +5.

Feats: Amphibious, Attack Focus (Unarmed), Endurance, Great Fortitude, Immunity – Aging, Move-By Attack, Rapid Healing, Toughness, Ultra-Hearing, and Underwater Combat.

Powers: Strike (Melee) +6 [Power Stunt: Stun or Lethal Damage; Source: Mystical; Cost: 14 PP], Suffocate +3 [Source: Mystical; Cost: 9 PP], Super-Constitution +5 [Source: Mystical; Cost: 20 PP], Super-Senses +3 [Source: Mutation; Cost: 6 PP], and Swimming +8 [Power Stunts: Dolphin Leap and Super-Swimming; Source: Mutation (Enhanced Swimming Abilities); Cost: 20 PP].

Equipment: None.

Physical Description: In his hero guise, Torpedo wears a sea-green form-fitting bodysuit, with blue fin-like ridges along the arms, legs, and back of the costume. The entire outfit is decorated with blue and white waves, running vertically up and down the costume. Torpedo does not wear a mask. He is of Atlantean origin, and appears to be around 30 years of age (human equivalent). He stands 6’3”, weighs 250 lbs., has short, white hair, and black eyes.
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Insight

Adventurer
Editorial Stuff (Two of Three)

Here are the old school United Heroes, who have been trapped in Pandemonium since approximately 1989. Some of these you have seen, and some of them you won't see in this story... but maybe later.

Part Two of Three: United Heroes -- Original Crew
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Acrobat Ace
Darren Mathers
193 PP

PL 12; Init +17; Defense 30; Spd 50 Run; BAB +6; ATK +11 Melee (+0S Dam, Punch), +12 Ranged (+9S/L Dam, Razor-Rings); SV Dam +2, Fort +2, Ref +15, Will +3; STR 10, DEX 20, CON 15, INT 13, WIS 12, CHA 16; Hero Points 7.

Skills: Acrobatics (8) +17, Balance (5) +14, Bluff (5) +8, Escape Artist (4) +13, Jump (6) +6, Perform (5) +8, and Taunt (5) +8.

Feats: All-Out Attack, Attack Finesse, Attack Focus – Ranged, Dodge, Evasion, Expertise, Hero’s Luck, Improved Disarm, Improved Initiative, Improved Trip, Instant Stand, Iron Will, Leadership, Lightning Reflexes, Move-By Attack, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Throwing Mastery, and Whirlwind Attack.

Powers: Mental Protection +4 [Source: Training; Cost: 8 PP], Super-Dexterity +4 [Source: Mutation; Cost: 16 PP], and Super-Speed +4 [Extra: Spinning (Extra: Blade Storm (Extra: Selective)); Source: Mutation; Cost: 40 PP].

Equipment: Razor-Rings [Strike – Ranged (Kinetic) +9; Power Stunt: Stun or Lethal; Source: Super-Science; Cost: 10 PP].

Weakness: None.

Physical Appearance: Acrobat Ace wears a yellow bodysuit with white stripes running vertically across the costume. There is an ‘A’ insignia inside a white circle in the center of his chest. He wears pairs of white gloves and boots. On his belt are dozens of tiny metal rings approximately 4” in diameter. On his head, he wears a helmet that covers all but his mouth and chin. Acrobat Ace is of Caucasian descent, about 25 years old, stands 6’0”, and weighs 180 lbs. He has green eyes and blond hair.
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Epsilon
No Pseudonym
253 PP

PL 16; Init +1; Defense 18; Spd 30 Run, 40 Tunnel; BAB +10; ATK +15 Melee (+13S Dam, Staff), +11 Ranged (+0S Dam, None); SV Dam +9, Fort +7, Ref +1, Will +8; STR 20, DEX 12, CON 20, INT 13, WIS 15, CHA 13; Hero Points 8.

Skills: Climb (6) +11, Craft - Stone (10) +11, Diplomacy (8) +9, Intimidate (3) +8, Jump (6) +11, Knowledge - Greek Myth (15) +16, and Sense Motive (6) +8.

Feats: Attractive, Endurance, Great Fortitude, Immunity - Aging, Immunity - Disease, Immunity - Exhaustion, Immunity - Poison, Immunity - Pressure, Immunity - Starvation, Immunity - Suffocation, Indomitable Will, Inspire, Iron Will, Leadership, Power Attack, Power Immunity, Rapid Strike, Rapid Takedown, Takedown Attack, and Toughness.

Powers: Amazing Save - Damage +2 [Source: Divine; Cost: 2 PP], Amazing Save - Will +4 [Source: Divine; Cost: 4 PP], Element Control - Earth +12 [Extras: Create Elemental +8, Tunneling +8, and Shape Element +8; Power Stunts: Create Element, Elemental Blast, and Elemental Snare; Source: Divine; Cost: 54 PP], Force Field +10 [Source: Divine; Cost: 10 PP], Mental Defense +8 [Source: Divine; Cost: 16 PP], and Regeneration +5 [Source: Divine; Cost: 10 PP].

Equipment: Staff [Strike - Melee (Kinetic) +8 and Deflection +5; Source: Divine; Cost: 13 PP].

Weakness: None.

Physical Appearance: Epsilon wears a grey and black bodysuit, with an ‘E’ insignia on the left chest. He carries a staff that appears to be made of a heavy stone, such as granite. Epsilon does not wear any gloves, but has a pair of black knee-high boots. A grey cape completes the ensemble. Epsilon is 6’6” and weighs 235 lbs, has black curly hair and brown eyes.
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Prodigy
James Crowder
131 PP

PL 8; Init +0; Defense 15; Spd 30 Run, 15 Fly; BAB +3; ATK +2 Melee (-1S Dam, Punch), +8 Ranged (+8S Dam (Will), Mental Blast); SV Dam -1, Fort -1, Ref +0, Will +7; STR 8, DEX 10, CON 8, INT 18, WIS 20, CHA 10; Hero Points 4.

Skills: Concentration (5) +10, Knowledge – Pop Culture (3) +7, Languages (Chinese, English, French, Japanese, Korean, Thai, and Vietnamese), Listen (5) +10, Sense Motive (6) +11, and Spot (5) +10.

Feats: Indomitable Will, Iron Will, Psychic Awareness, and Trance.

Powers: Mental Blast +8 [Extra: Mental Assault; Source: Psionics; Cost: 32 PP], Mental Protection +8 [Source: Psionics; Cost: 16 PP], Telekinesis +3 [Extras: Energy Blast, Flight, and Force Field; Flaw: Concentration Required; Source: Psionics; Cost: 12 PP], and Telepathy +3 [Extras:Group Link, Illusion, Memory Alteration, and Mind Control; Flaw: Concentration Required; Source: Psionics; Cost: 15 PP].

Equipment: None.

Weakness: None.

Physical Appearance: Prodigy, a kid only 15 years old, appears to be way out of his element in a superhero costume. He is lanky and shallow-chested, barely filling out his costume, which is a blue and white striped bodysuit, complete with a mask covering the top of the head and eyes. A white swirl design symbol is seen on the forehead. He wears a pair of blue gloves and boots. Prodigy is of Asian origin, stands 5’6”, weighs 135 lbs., has black hair, and blue eyes.
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Puncture Proof
Luther McAllister
187 PP

PL 12; Init +1; Defense 14; Spd 30 Run, 50 Fly; BAB +7; ATK +13 Melee (+9S Dam, Punch), +8 Ranged (+0S Dam, None); SV Dam +11, Fort +16, Ref +6, Will +4; STR 20, DEX 13, CON 20, INT 13, WIS 12, CHA 15; Hero Points 6.

Skills: Diplomacy (6) +8, Intimidate (6) +11, Knowledge – Business (7) +8, Listen (4) +5, Profession – CEO (8) +9, Sense Motive (5) +6, and Spot (4) +5.

Feats: Aerial Combat, Attack Focus – Unarmed, Detect Magic, Durability, Great Fortitude, Immunity – Critical Hits, Leadership, Move-By Attack, Power Attack, Rapid Healing, Takedown Attack, and Toughness.

Powers: Amazing Save – Fortitude +5 [Source: Mystical; Cost: 5 PP], Amazing Save – Reflex +5 [Source: Mystical, Cost: 5 PP], Amazing Save – Will +3 [Source: Training; Cost: 3 PP], Flight +10 [Source: Mystical; Cost: 20 PP], Protection +8 [Flaw: Only against Kinetic attacks; Source: Mystical; Cost: 8 PP], Regeneration +5 [Source: Mystical; Cost: 10 PP], Super-Constitution +4 [Source: Mystical; Cost:16 PP], and Super-Strength +4 [Source: Mystical; Cost: 16 PP].

Equipment: None.

Weakness: None.

Physical Appearance: Puncture Proof, in his hero guise, wears what doesn’t appear to be a normal superhero outfit. It consists of a camouflaged tank-top, a pair of blue jeans, and a pair of cowboy boots. He has a bald head, and doesn’t wear any gloves. He is of African-American origin, stands 6’3”, weighs 220 lbs., and has brown eyes.
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Sam Wylde
No Pseudonym
159 PP

PL 10; Init +10; Defense 18; Spd 40 Run; BAB +8; ATK +12 Melee (+0S Dam, Punch or Transfer), +12 Ranged (+0S Dam, None); SV Dam +5, Fort +5, Ref +8, Will +2; STR 10, DEX 18, CON 17, INT 12, WIS 14, CHA 15; Hero Points 5.

Skills: Acrobatics (6) +10, Bluff (2) +4, Disable Device (3) +4, Escape Artist (6) +10, Hide (4) +8, Intimidate (3) +5, Jump (6) +6, Listen (3) +11, Move Silently (4) +8, Open Locks (6) +10, Sleight of Hand (2) +6, Spot (3) +11, and Survival (6) +8 (14 for Tracking).

Feats: Attack Finesse, Great Fortitude, Improved Init, Lightning Reflexes, Toughness, and Track.

Powers: Force Field +5 [Source: Mutation; Cost: 5 PP], Super-Senses +6 [Source: Mutation; Cost: 12 PP], Super-Speed +2 [Source: Mutation; Cost: 12 PP], and Transfer +8 [Ability Scores & Powers; Extras: Additional Attribute, All Attributes of Category, Up to 4 PP/Level in Cost; Flaw: Transfer Weakness; Source: Mutation; Cost: 48 PP].

Equipment: None.

Weakness: Berserker.

Physical Appearance: Sam Wylde’s appearance certainly lives up to her name. She has crazy purple hair that doesn’t appear to have seen a comb in a long time, along with intense dark blue eyes and a very pale complexion. She wears a leather jacket over a black and white bodysuit, with no gloves, but a pair of ankle-high boots. She is of Caucasian origin, stands 5’8”, and weighs 130 lbs.
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Wind Rider
Aaron Wilson
159 PP

PL 10; Init +3; Defense 19; Spd 30 Run, 40 Fly; BAB +5; ATK +5 Melee (+0S Dam, Punch), +8 Ranged (+9S Dam, Energy Blast); SV Dam +1, Fort +1, Ref +3, Will +3; STR 10, DEX 16, CON 13, INT 12, WIS 12, CHA 13; Hero Points 5.

Skills: Acrobatics (4) +7, Balance (4) +7, Hide (4) +7, Jump (5) +5, Listen (3) +9, Move Silently (4) +7, Perform (1) +2, Spot (3) +9, and Taunt (4) +5.

Feats: Aerial Combat, Dodge, Evasion, Instant Stand, Iron Will, Immunity - Suffocation, and Power Immunity.

Powers: Element Control - Air +9 [Extras: Flight +8 (Extra: Passengers) and Slow +8 (Extra: Area); Power Stunts: Create Air, Elemental Blast, and Suffocate; Source: Mutation; Cost: 60 PP] and Luck +2 [Source: Mutation; Cost: 10 PP].

Equipment: Armor [Protection +6, Sensory Protection +5, and Super-Senses +5; Source: Super-Science; Cost: 16 PP].

Weakness: None.

Physical Appearance: Wind Rider’s costume looks a lot like that worn by Acrobat Ace. Though of different colors, the bodysuit and the helmet look nearly identical in design. Wind Rider’s colors are mainly sky blue and white, with the blue color dominating the costume. The main difference between the two costumes is that Wind Rider’s costume, an earlier design, includes integral body armor, while Acrobat Ace opted for a little more mobility, eschewing the armor. Wind Rider is 19 years old, is of Caucasian origin, stands 5’10”, weighs 165 lbs., has light brown hair, and blue eyes.
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Insight

Adventurer
Editorial Stuff (Three of Three)

Here is the final installment of the new character designs. These are the villains, and some of them have undergone a few changes since last you saw them. Nothing earthshattering, mind you, but I bent them into the 2:1 skill system and into line with the errata. Enjoy!

Part Three of Three: Villains
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Barracuda
150 PP

PL 10; Init +1; Defense 15; Spd 30 Run, 80 Swim, 30 Glide; BAB +7; ATK +12 Melee (+11L Dam, Natural Weapon), +8 Ranged (+0S Dam, None); SV Dam +5, Fort +5, Ref +1, Will +1; STR 18, DEX 13, CON 16, INT 8, WIS 13, CHA 10.

Skills: Concentration (3) +4, Intimidate (3) +7, Jump (4) +8, Language (Atlantean and English), and Survival (3) +4.

Feats: Amphibious, Attack Focus – Natural Weapon, Endurance, Great Fortitude, Immunity – Aging, Improved Grapple, Improved Pin, Move-By Attack, Power Attack, Takedown Attack, Toughness, and Underwater Combat.

Powers: Flight +6 [Flaw: Limited – Gliding; Source: Super-Science (Cybernetic Glider Wings); Cost: 6 PP], Mind Control +8 [Power Stunt: Mental Link; Flaw: Limited – Sea Creatures Only; Source: Psionics; Cost: 10 PP], Natural Weapon (Bite) +7 [Source: Mutation; Cost: 14 PP], Plant Control +5 [Extra: Plant Sense; Flaw: Limited – Sea Plants Only; Source: Psionics; Cost: 10 PP], and Swimming +10 [Power Stunts: Dolphin Leap and Super-Swimming; Source: Mutation (Enhanced Swimming Ability); Cost: 24 PP].

Equipment: Atlantean Battle Armor [Protection +6; Power Stunts: Radio Broadcast and Radio Hearing; Source: Device; Cost: 8 PP].

Weakness: None.

Physical Description: In his supervillain guise, Barracuda wears a suit of traditional Atlantean battle armor, without the usual helmet (his head is too big). The armor is sea green, which contrasts with his bluish skin. He has a huge jaw, and his mouth is filled with jagged teeth. He has red pupils, and almost always a grimace on his face. Barracuda stands 6’8” and weighs 275 lbs.
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Bombardier
157 PP

PL 10; Init +4; Defense 18; Spd 30 Run; BAB +5; ATK +5 Melee (+0S Dam, Punch), +9 Ranged (+8S Dam, Nega-Bomb); SV Dam +2, Fort +2, Ref +4, Will +8; STR 10, DEX 18, CON 15, INT 20, WIS 15, CHA 10.

Skills: Computers (4) +9, Craft – Electronics (6) +14, Disable Device (6) +13, Listen (5) +12, Open Lock (4) +8, Repair (6) +13, Search (5) +15, Sense Motive (3) +5, Sleight of Hand (4) +8, and Spot (5) +12.

Feats: Far Shot, Iron Will, Point Blank Shot, Skill Focus – Craft (Electronics), Talented (Listen & Spot), Talented (Disable Device & Repair), and Throwing Mastery.

Powers: Amazing Save – Willpower +4 [Source: Psionics; Cost: 4 PP], Gadgets +10 [Reflects his Vast Array of Grenade Types on Hand; Extra: All Have Area; Flaw: All are Thrown Weapons (Subject to Thrown Weapon Range Increments); Source: Super-Science; Cost: 10 PP], Mental Protection +6 [Source: Psionics; Cost: 12 PP], and Super-Intelligence +5 [Source: Psionics; Cost: 10 PP].

Equipment: Bombardier Armor [Protection +8 and Super-Senses +5; Power Stunts: Darkvision, Immunity – Energy (Cold, Fire, and Sonic), and Immunity – Suffocation; Source: Super-Science; Cost: 16 PP], Nega-Bomb [Strike – Ranged (Energy – Radiation) +8; Extra: Area; Flaw: Thrown Range Inc.; Source: Super-Science; Cost: 9 PP], Neural Bomb [Paralysis +6; Extra: Area; Flaw: Thrown Range Inc.; Source: Super-Science; Cost: 6 PP], and Smoke Bomb [Obscure – Sight +10; Extra: Double Normal Area; Power Stunt: Add Scent; Flaw: Thrown Range Inc.; Source: Super-Science; Cost: 11 PP].

Weaknesses: Quirk (Refuses to Respect Those Less Powerful than Himself).

Physical Description: In his villain guise, Bombardier wears a suit of protective armor that he designed himself. The dark grey armor is constructed of hard plastic plates, and is form-fitting. Across the chest, Bombardier wears a harness that holds the many grenades that he carries and uses in battle. The armor’s helmet covers his entire head, with only a red visor to reveal the eyes. Bombardier is 6’0”, weighs 180 lbs. (220 lbs. in the armor), has short brown hair, and brown eyes. He is of Caucasian descent, and is 42 years old.
***************************************

Cyber-Knight
184 PP

PL 12; Init +1; Defense 16; Spd 30 Run, 50 Ride; BAB +8; ATK +14 Melee (+17S Dam, Vibrosword), +9 Ranged (+0S Dam, None); SV Dam +11, Fort +11, Ref +1, Will +1; STR 20, DEX 13, CON 20, INT 10, WIS 12, CHA 17.

Skills: Climb (2) +11, Handle Animal (2) +5, Intimidate (4) +13, Jump (2) +11, Ride (6) +7, and Taunt (8) +11.

Feats: Attack Focus – Armed, Great Fortitude, Improved Critical – Vibrosword, Move-By Attack, Power Attack, Quick Draw, and Toughness.

Powers: Datalink +5 [Source: Super-Science; Cost: 10 PP], Mental Protection +4 [Source: Training; Cost: 8 PP], Regeneration +5 [Source: Super-Science; Cost: 10 PP], Super-Constitution +4 [Source: Super-Science; Cost: 16 PP], and Super-Strength +4 [Source: Super-Science; Cost: 16 PP].

Equipment: Cyber-Steed [Vehicle; Type: Ground; Size: Large; Movement: 10 (50); Hardness: 12; Armor: 0; Source: Super-Science; Cost: 12 PP], Fusion Meta-Armor [Protection +7 and Sensory Protection +5; Source: Super-Science; Cost: 12 PP], and Vibrosword [Strike (Melee) +8; Source: Super-Science; Cost: 8 PP].

Weakness: None.

Physical Description: Cyber-Knight always appears in a very shiny suit of metal armor. This armor is nearly Medieval in style, although it certainly has very obviously modern elements, and is not constructed of normal metal alloys. The armor includes a large helmet, which serves to make the villain even more imposing. He carries the Vibrosword, which, when activated, makes an audible buzzing sound. Cyber-Knight rides a mechanical horse into combat, and he either fights on horseback or sometimes dismounts if the situation calls for it.
***************************************

The Duchess
191 PP

PL 12; Init +1; Defense 18; Spd 30 Run, 25 Fly (Animal Form Only); BAB +7; ATK +12 Melee (+10L Dam, Bite), +8 Ranged (+0S Dam, None); SV Dam +0, Fort N/A, Ref +1, Will +9; STR 20, DEX 13, CON N/A, INT 18, WIS 20, CHA 20.

Skills: Bluff (2) +10, Diplomacy (2) +10, Hide (5) +6, Intimidate (4) +12, Knowledge – Occult (3) +7, Listen (5) +10, Move Silently (5) +6, Sense Motive (7) +12, Spot (5) +10, and Taunt (2) +10.

Feats: Attractive, Improved Grapple, Indomitable Will, Infamy, Iron Will, Leadership, Power Immunity, Psychic Awareness, Startle, and Undead Immunities (Aging, Disease, Exhaustion, Poison, Starvation, and Suffocation).

Powers: Drain CON +5 [Resisted by FORT, not WILL; Extras: Natural Weapon (Bite) and Slow Recovery – 1 PP/Minute; Flaw: Limited – CON Only; Source: Mystical (Vampire Powers); Cost: 15 PP], Incorporeal +3 [Affected by Fire/Heat Attacks; Source: Mystical (Vampire Powers); Cost: 6 PP], Mental Protection +6 [Source: Psionics; Cost: 12 PP], Mind Control +8 [Extra: Mind Blank; Flaw: Restricted – Gaze Attack; Source: Psionics; Cost: 16 PP], Protection +7 [Source: Mystical (Vampire Powers); Cost: 14 PP], Shapeshift +5 [Extra: Movement; Flaw: Limited – Animals; Source: Mystical (Vampire Powers); Cost: 10 PP], Super-Charisma +3 [Source: Mystical (Vampire Powers); Cost: 6 PP], and Super-Wisdom +2 [Source: Psionics; Cost: 6 PP].

Equipment: None.

Weaknesses: Susceptible to Sunlight and Vulnerable to Fire/Heat Attacks.

Note: The Duchess is an Undead type, which, like Constructs, gives certain benefits and drawbacks to the character. She does not have a CON score, and cannot be affected by powers or effects that are based on Fort saves. But because she doesn’t have a CON score, she can’t raise it to help her Dam save, and is also affected by powers or effects that specifically target Undead. She is also required to spend 12 PP on the ‘Undead Immunities’ listed above.

Physical Description: The Duchess is a vampire, and this is obvious to just about anyone that sees her. She has very pale skin, though ravishingly good-looking, and displays fangs when she chooses to do so. The Duchess wears a very revealing form-fitting costume consisting of a v-necked black top with red stripes, black culottes, and black slippers. She wears wrist-length black gloves as well, and occasionally a dark blue cape to complete the ensemble. The Duchess is of Caucasian origin, and looks to be in her early thirties. She stands 6’0”, weighs 135 lbs., has very long white hair, and light blue eyes.
***************************************

Fang
127 PP

PL 8; Init +5; Defense 20; Spd 30 Run, 40 Leap; BAB +7; ATK +11 Melee (+11L Dam, Natural Weapons), +11 Ranged (+0S Dam, None); SV Dam +3, Fort +9, Ref +9, Will +2; STR 16, DEX 18, CON 16, INT 8, WIS 14, CHA 8.

Skills: Climb (5) +8, Intimidate (3) +11, Listen (3) +10, Search (3) +7, Sense Motive (4) +6, Spot (3) +10, Survival (4) +6 (+11 for Track), and Taunt (7) +8.

Feats: All-Out Attack, Attack Focus – Natural Weapons, Dodge, Evasion, Great Fortitude, Move-By Attack, Psychic Awareness, Scent, Skill Focus – Intimidate, Talented (Intimidate & Taunt), and Track.

Powers: Amazing Save – Fortitude +4 [Source: Mutation; Cost: 4 PP], Amazing Save – Reflex +4 [Source: Training; Cost: 4 PP], Leaping +8 [Source: Mutation; Cost: 8 PP], Natural Weapon (Fangs & Claws) +8 [Source: Mutation; Cost: 16 PP], Regeneration +5 [Source: Mutation; Cost: 10 PP], Super-Dexterity +1 [Source: Mutation; Cost: 4 PP], and Super-Senses +5 [Source: Mutation; Cost: 10 PP].

Equipment: None.

Weaknesses: Berserker and Disturbing Appearance.

Physical Description: Fang is big and brutish in appearance, something he can no longer disguise. He stands 6’8” and weighs 320 lbs. He is covered in many places with a think, grey fur, and his heavily muscled arms end in gnarled hands tipped with vicious claws. Fang stoops a bit due to his bestial posture. His head looks slightly canine, and his toothy grin often displays his mighty fangs.
***************************************

Lodestone
157 PP

PL 10; Init +2; Defense 16; Spd 30 Run; BAB +6; ATK +11 Melee (+5S Dam, Punch), +8 Ranged (+10S Dam, Energy Blast); SV Dam +17, Fort +17, Ref +2, Will +8; STR 20, DEX 14, CON 20, INT 12, WIS 14, CHA 10.

Skills: Computers (2) +4, Concentration (3) +5, Disable Device (2) +4, Drive (3) +5, Open Lock (3) +5, and Repair (3) +4.

Feats: Detect (Ferrous Metals), Endurance, Great Fortitude, Immunity (Energy – Magnetism), Power Immunity, and Toughness.

Powers: Amazing Save - Damage +6 [Source: Rocky Hide (Mutation); Cost: 6 PP], Amazing Save – Fortitude +6 [Source: Rocky Hide (Mutation); Cost: 6 PP], Amazing Save – Willpower +6 [Source: Training; Cost: 6 PP], Energy Control – Magnetism +10 [Includes Telekinesis (Flaw: Only Ferrous Metals); Extra: Flight; Power Stunt: Energy Blast; Source: Mutation; Cost: 32 PP], Invisibility +5 [Flaw: Limited – Machines Only; Source: Mutation; Cost: 5 PP], Neutralize +10 [Extra: Nullification; Flaw: Limited – Subject Must be Composed of or Possess Substantial Amount of Ferrous Metals; Source: Mutation; Cost: 20 PP], Slow +10 [Flaw: Limited – Subject Must be Composed of or Possess Substantial Amount of Ferrous Metals; Source: Mutation; Cost: 10 PP], and Super-Constitution +4 [Source: Mutation; Cost: 16 PP].

Equipment: None.

Weaknesses: Disturbing Appearance (Black, Rocky Skin) and Quirk (Cannot Attack the Innocent – Children, Elderly, Handicapped, etc.).

Physical Description: Lodestone’s skin appears to be composed of a grainy, black, rocky substance. He has no hair, and his eyes glow red. Lodestone wears a costume as well. This is white, with black streaks running through it. The costume does not cover his face, forearms, or legs below the knee. He does not wear any gloves or boots, and he does not have a cape. Lodestone is approximately 30 years old, 6’2”, and 180 lbs.
***************************************

Mana
160 PP

PL 10; Init +2; Defense 19; Spd 30 Run, 40 Fly, 40 Teleport; BAB +4; ATK +4 Melee (+0S Dam, Punch), +7 Ranged (+8S Dam, Energy Blast); SV Dam +1, Fort +1, Ref +2, Will +7; STR 10, DEX 14, CON 12, INT 15, WIS 20, CHA 15.

Skills: Bluff (3) +5, Concentration (5) +10, Knowledge – Occult (6) +8, Listen (3) +8, Perform (4) +6, Search (3) +5, Sense Motive (3) +8, and Spot (3) +8.

Feats: Aerial Combat, Attack Focus – Sorcery, Attractive, Detect Mystical Power Sources, Dodge, Iron Will, Point Blank Shot, Power Immunity, and True Sight.

Powers: Sorcery +8 [Known Spells – Control: Element Control (Fire) and Telekinesis, Defensive: Force Field, Divination: ESP and Telepathy, Illusion: Invisibility, Offensive: Energy Blast and Paralysis, Transformation: Incorporeal and Shapeshift, Transportation: Extended Teleport, Flight, and Teleport; Flaw: Concentration Required; Source: Mystical; Cost: 60 PP].

Equipment: Amulet of Protection [Luck +2, Mental Protection +5, Protection +2; Source: Mystical; Cost: 15 PP].

Weakness: None.

Physical Description: In her villain guise, Mana wears a form-fitting silver bodysuit with a stylized ‘M’ on the left chest, and a mystic circle on the forehead. The mask does not cover the nose or mouth, and a blonde ponytail pokes out of the back of the mask. Mana also wears white gloves and boots. Mana is Caucasian, and 25 years old. She stands 5’8”, weighs 120 lbs., has shoulder-length blonde hair, and blue eyes.
***************************************

Surge
158 PP

PL 10; Init +11; Defense 22; Spd 65 Run; BAB +6; ATK +9 Melee (+9L Dam, Supercharged Punch), +10 Ranged (+8L Dam, Multi-Lightning); SV Dam +3, Fort +3, Ref +7, Will –1; STR 16, DEX 18, CON 16, INT 16, WIS 8, CHA 12.

Skills: Computers (7) +12, Craft – Electronics (4) +7, Demolitions (4) +7, Disable Device (4) +7, Forgery (3) +6, Hide (4) +10, Move Silently (4) +10, and Open Lock (6) +12.

Feats: Dodge, Immunity – Energy (Electricity), Improved Initiative, Move-By Attack, Power Immunity, Talented (Computers & Open Lock), and Talented (Hide & Move Silently).

Powers: Energy Control – Electricity +8 [Extras: Energy Blast (Extras: Area and Selective; Flaws: Range – Touch and Slow – Full-Round Action), Energy Field +5, Spinning +4 (Power Stunts: All-Around Sight and Whirlwind Attack), and Supercharged Punch (Strike (Melee) +6L); Source: Mutation (Electrical Control); Cost: 42 PP], Force Field +4 [Source: Mutation (Electrical Control); Cost: 4 PP], Running +4 [Source: Mutation (Speed); Cost: 8 PP], and Super-Speed +3 [Source: Mutation (Speed); Cost: 18 PP].

Equipment: None.

Weakness: None.

Physical Description: In his villain guise, Surge wears a light blue bodysuit with white and black streaks across the costume, along with a metallic helmet that covers the top half of Surge’s head. The costume includes black gloves and boots. Surge is of Latino origin, and is 17 years old. He stands 5’7”, weighs 145 lbs., has short black hair, and brown eyes.
***************************************

Trickster
239 PP

PL 15; Init +1; Defense 18; Spd 30 Run; BAB +4; ATK +4 Melee (+0S Dam, Punch), +5 Ranged (+0S Dam, None); SV Dam +0, Fort +0, Ref +3, Will +17; STR 10, DEX 13, CON 10, INT 18, WIS 20, CHA 20.

Skills: Bluff (8) +13, Craft – Writing (2) +6, Diplomacy (8) +13, Disguise (10) +18, Drive (2) +3, Gather Information (8) +13, Hide (7) +10, Intimidate (5) +10, Knowledge -- Classical Music (7) +11, Language (Atlantean, English, French, Italian, Japanese, Russian, and Spanish), Listen (5) +12, Move Silently (7) +10, Open Lock (4) +5, Perform (5) +10, Pilot (4) +5, Profession – Musician (4) +9, Profession – Writer (4) +9, Search (4) +8, Sense Motive (5) +10, Sleight of Hand (5) +6, Spot (5) +12, and Taunt (5) +10.

Feats: Connected, Dodge, Evasion, Expertise, Improved Disarm, Headquarters, Inspire, Iron Will, Leadership, Lightning Reflexes, Psychic Awareness, Power Immunity, See Invisibility, Skill Focus – Disguise, Talented (Listen & Spot), and True Sight.

Powers: Amazing Save – Willpower +10 [Source: Psionics; Cost: 10 PP], ESP +4 [Source: Psionics; Cost: 8 PP], Illusion +15 [Extras: Area and Damaging; Flaw: Limited – Only Creatures; Source: Psionics; Cost: 45 PP], Invisibility +10 [Flaw: Limited – Only Creatures; Source: Psionics; Cost: 10 PP], Mental Protection +8 [Source: Psionics; Cost: 16 PP], Mind Control +5 [Extra: Mind Blank; Source: Psionics; Cost: 15 PP], and Telepathy +6 [Flaw: Limited – Communication Only; Source: Psionics; Cost: 6 PP].

Equipment: None.

Weaknesses: Quirk (Trusts Underlings too Much) and Quirk (Overconfident).

Physical Description: Though he often uses disguises, Trickster is most often seen wearing a pin-striped trench coat and a well-worn fedora, along with white gloves and spats. Underneath the trench coat, he is dressed in a suit and tie (always green). Trickster is of Caucasian origin, and is approximately 35 years old. He has green eyes, black hair, stands 6’1”, and weighs 170 lbs.
***************************************
 

Insight

Adventurer
Issue #9 - "Inferno" (Continued)

Scene 2: "Final Piece to the Puzzle"

Harpy, Iron Dragon, and Pathfinder stood on the deck of the team hydrofoil, also known as the Harper.

Harpy was suprised to see MorningStar emerge from the galley wearing a bikini. "Um," she said. "Aren't you a little... under-dressed for this mission?"

MorningStar, who was quite pleased with the attention given her, smiled. "Harpy, we could be out here all day," she replied. "Torp could be checking out that island until nightfall as far as I know. Why not catch some rays while we're out here?"

"It was wise to send the Atlantean ahead to scout," Iron Dragon said. "He can move around undetected, or certainly, more easily than can the rest of us."

MorningStar sat down on a towel, put on her sunglasses, and laid down. "Let me know if anything happens."

"Can you see anything over there?" Harpy asked Pathfinder, whose gaze was focused on the island.

"Yes," the Native American hero replied. "As you know, I can see quite far. It's a clear day, and thus my vision is unimpeded. I can see the beachfront, the castle, a mountain, and the entire northern half of the island. Granted, some details are beyond my vision..."

"Well, with your eyes on the island, as well as Torpedo there checking it out, we should be fine," Harpy replied. "I only hope Trickster can't complete the Chaos Engine before we can get our allies back from wherever they went."

"And if he does?" Iron Dragon asked. "What would you have us do then?"

{Harpy attempts to Sense Motive on Iron Dragon. The DC is 15 since he's not really hiding his feelings, and Harpy takes 10 to get 23 -- success.}

Harpy sensed that Iron Dragon had misgivings about this mission. "I don't know," she answered sarcastically. "What do you think we should do?"

"I am not the leader," Iron Dragon said emphatically.

"But you don't think I'm handling this right," Harpy countered.

"To be truthful," Iron Dragon replied. "Yes, but that will bear itself out. I wish we had a stronger tactical leader, especially for this mission. You are a fine diplomat, and a good 'face' for the team, PR-wise. My concern is only for your inexperience as a tactician."

This did not please Harpy, but Iron Dragon was right. Before she responded, Harpy wanted to 'poll' MorningStar and Pathfinder to see if they felt the same. She closed her eyes and concentrated on the thoughts of her allies.

{Harpy is trying to read MorningStar's and Pathfinder's subconscious minds, a Telepathy check with a base DC of 15. The DC to read MorningStar's subconscious is 16, and Harpy gets a total of 18 -- success. The DC to read Pathfinder's subconscious is 25, and Harpy gets only 20 -- failure.}

Harpy realized that MorningStar believes in her, but couldn't get a read on Pathfinder.

The tracker turned to Harpy with a stern look. "My mind is my own private place, Harpy," he said. With that, he turned back toward the island and re-focused his concentration there.

"Hmm," Harpy replied, demured. "Well, I don't know what you all expect from me. I was voted the leader, and even if you really wanted Seraphim to lead us, he's not here right now, is he?"

Silence and small talk dominated the next few hours, until just before sundown.

"Harpy," Pathfinder announced. "Someone has appeared on the island, on a grassy bluff near some cliffs."

The heroes gathered, MorningStar now in a robe, as she had been in middle of changing back to her costume.

"Who is it?" Harpy asked.

"The villains: Lodestone, Mana, the Duchess, and Fang," Pathfinder replied. "It looks like one of them is carrying a large object."

Iron Dragon soured. "That must be the Paradigm Flux Generator," he said.

"Time is closing on us," Pathfinder said. "We must act now."

"I agree," Harpy replied. "Let's make for the island. I only hope Torpedo finds that Chaos Engine somewhere. Maybe we can still destroy it before Trickster is able to fully assemble everything."

MorningStar took to the helm, and fired up the engines. Within moments, the Harper was speeding toward the island.

***********************************

Sixty Atlantean soldiers stood watch, weapons at their shoulders, as Trickster, in disguise as the Atlantean general Klimordial, looked them over. What fools, he thought. So easily manipulated. Simple minds most often are.

Cyber-Knight entered the courtyard where the soldiers were assembled, and took a double-take when he saw the Atlantean general standing there. "Ho, intruder," Cyber-Knight yelled as he drew his weapon. "Move no further, lest thou tastest my blade!"

In Atlantean, Klimordial/Trickster told the soldiers that he would need to depart for a moment. He then spoke to Cyber-Knight in English. "How about we speak in that armory chamber?"

"Fair enough," Cyber-Knight answered. "But trickery shall not be allowed."

They walked together into the chamber, where Trickster's illusion faded. "You must learn to be more trusting, Cyber-Knight," Trickster said.

"Ah, thine ploy is most wise," Cyber-Knight replied. "An illusion to fool the Atlanteans."

"Yes," Trickster responded. "It is important that they believe they're being led by this Atlantean general named Klimordial. I will need to maintain this disguise for the time being. It won't be long, though..."

Just then, Surge screamed through the courtyard, paying little attention to the sixty soldiers standing in formation. He was seeking only his leader. On his third pass, Surge spotted Trickster and Cyber-Knight conversing in the armory.

"Trickster," Surge said excitedly. "I believe the moment of truth is at hand."

"An ugly word, truth," Trickster replied. "You refer to the arrival of our allies, I assume?"

"Yes," Surge answered. "They just got here, and they have the Paradigm Flux Generator."

"Excellent," Trickster said. "Assemble everyone in the audience chamber."

Most of the villains assembled in the large audience chamber. The Duchess, Cyber-Knight, Fang, and Surge stood on one side of the massive throne, while Bombardier and Mana stood on the other.

Trickster and Lodestone arrived on a hover platform, and stepped off when it landed.

"Good to see you all together again," Trickster said as he made his way to the throne and sat down with a flourish. "Almost everyone, that is. Where is Barracuda?"

The villains looked at one another. "All right," Trickster said. "It's obvious that he's not coming for whatever reason."

"Let's get on with this," the Duchess asserted. "You and Lodestone made the final adjustments?"

"Not quite," Trickster replied. "In fact, Lodestone, why don't you head back with the tools and finish everything?"

"Your wish is my command," Lodestone said and took flight out of the room.

"How much longer?" the Duchess asked.

"Oh, not much longer," Trickster replied. "Lodestone has everything under control."

"Mayhap Bombardier shouldst leave lest he foil our plans," Cyber-Knight suggested.

"I have had about enough of your accusations, Knight!" Bombardier announced, producing a Nega-Bomb from his pouch.

"Likewise, fool," Cyber-Knight replied, drawing his Vibrosword. "I will brook thy indignations no longer!"

Trickster stood. "No more bickering, you two. I command you to stop fighting this instant!"

{Trickster is attempting to use Mind Control on Cyber-Knight first, and then on Bombardier. The base Mind Control DC is 10, since they aren't really opposed to 'doing nothing', but the DC is modified for Will Save bonuses and Mental Protection. The final DC to control Cyber-Knight is 15, while the DC to control Bombardier is 24. Trickster gets a Mind Control check of 16 on Cyber-Knight, which succeeds, but only 18 on Bombardier, not nearly enough to penetrate Bombardier's mental defenses.}

Cyber-Knight froze in his tracks and stared at Trickster. "Whatever thou sayest," he said.

"I am not your puppet, Trickster," Bombardier replied, and fingered his Nega-Bomb.

"Surely you realize the futility of continuing this," Trickster pointed out. "Cyber-Knight is behaving himself. Perhaps you should do the same. In fact, I insist!"

{Trickster now tries to Intimidate Bombardier. The DC is 24, and Trickster gets a total of 26 on the check. The Intimidate check works to calm things down.}

Bombardier realized that most of the villains in the room would support Trickster, and that he would likely not survive any reprisal. "I am no traitor," Bombardier stated as he put the Nega-Bomb back into his pouch. "I want that known right now. I have no idea where Cyber-Knight got that impression."

Mana stepped forward. "I understand where you're coming from, Bombardier," Mana said. "We have all had misgivings about this enterprise. This is quite earth-shaking, pardon the pun."

"I appreciate your candor, Mana," Trickster replied, though suspicious of Mana's motives for stating her feelings in that way. Why did she admit that now? Is she planning to turn against me? he wondered.

"Perhaps we should check on Lodestone," Mana suggested.

"What for?" Fang asked. "He's a big boy."

"Do you sense something?" Trickster asked of Mana.

"I... I just have a funny feeling our United Hero friends might come calling."

"It would be just like them, wouldn't it?" Trickster asked.

"We ran into some of them in Pandemonium," the Duchess said. "They will find a way back, perhaps before we can complete the Chaos Engine."

"But they didn't come back through your portal, right?" Trickster asked.

"No," Mana replied. "We made sure this time. But still, there are other ways."

"It don't matter," Fang said, baring his claws. "I got a score to settle. Let me at 'em!"

"Once the final piece to the puzzle is in place," Trickster replied, "I have no doubt you'll have a chance for blood, Fang. We all will."

***********************************

Lodestone made the final adjustments to the Chaos Engine, fitting the Paradigm Flux Generator into place. When it was finally installed, the great machine hummed for a moment, as if coming alive.

"OK, big guy," he said to the mechanical marvel, "I'll be back a little later to check on you."

The magnetic villain took flight, his body enveloped in electromagnetic energy, and flew straight out of the cave temporarily housing the Chaos Engine.

Torpedo saw Lodestone fly out of the cave, and, after ducking down to avoid detection, entered the cave to see what was hidden there.

To his astonishment, there stood the Chaos Engine, a massive construct some four stories tall, buzzing with energy and emanating waves of chaotic energy.

The Chaos Engine, he realized. It is a work of art, but something not meant for this world. These villains have no idea what they've got themselves into. I fear the whole world may suffer for their arrogance. The forces that the Chaos Engine manipulates are beyond the comprehension of Trickster and his minions. I just hope we're not too late.

But Torpedo was not alone in the cave. A hulking figure stood in the shadows, watching and waiting.

Torpedo, once he realized the magnitude of the situation, produced his radio. "Harpy," he said.

A voice on the other side of the radio conversation replied, "Harpy here, Torpedo. What's up?"

"I have found the Chaos Engine," the Atlantean hero replied. "It's in a cave on the island."

"Well, we're on our way to the island," Harpy said. "We should be there soon."

"I'll meet you at the beach," Torpedo said. "Torpedo out."

He put the radio back in his costume and turned to run out of the cave. As he did, he saw a familiar figure standing in his way.

"You're not going anywhere," Barracuda said defiantly. "We're gonna finish this -- right now."


***********************************

Watch for Scene 3, Coming Soon!
 

Insight

Adventurer
Issue #9 - "Inferno" (Continued)

Scene 3: "Ghosts of the Past"

******************************
"How long have you guys been here in Pandemonium, then?" the Scoundrel asked of his new friends.

"Hmm," Acrobat Ace replied. "Hard to say. Time is... mutable in Pandemonium."

"Maybe 10 years, I'd say," Puncture Proof added. "But heck, I have no idea."

Sam Wylde remained silent, as she had throughout the period following the confrontation with the false villains.

"So what have you been doing all this time?" Electrostatic asked.

"Interestingly," Puncture Proof replied, "Pandemonium is home to a number of humanoid races, and they have of late been embroiled in a civil war."

"We've been helping to try to stop it," Acrobat Ace added. "Epsilon and Wind Rider are back in Circular City right now."

"Who are they?" Seraphim asked. "More of your allies?"

"Yeah," Acrobat Ace replied. "They came with us from Earth. Epsilon and W.R. are also UHers -- like you guys, I guess." He laughed.

"Oh yeah," Electrostatic recalled. "About that --"

"Hey, keep the name," Puncture Proof interjected. "In fact, maybe if we ever get back to Earth, we can all work together. It's been a long time since any of us did any real crime-fighting."

"We would value any insight or experience you would bring to the team," Seraphim replied. "I am not the team leader, however, so I cannot make any assurances, but I believe that you would be quite welcomed."

The Scoundrel was keeping an eye on the silent Sam Wylde, who was slowly edging away from the conversation.

"Got somewhere to go, lady?" he asked.

"Listen," Sam Wylde replied. "We've got to get back and help the rest of the crew."

"Another five minutes isn't going to kill anyone," Acrobat Ace responded. "One thing I want to know is how you three got to Pandemonium. In fact, you guys mentioned Trickster before. Is he the reason why you're here?"

"Why don't you head back to the Citadel, Sam?" Puncture Proof suggested. "We'll be there shortly."

"Don't have to ask me twice," Sam Wylde answered and fled the platform and her companions.

"OK, so what are you doing here?" Acrobat Ace asked.

Seraphim, Electrostatic, and the Scoundrel went on to explain about Trickster and his plans concerning the Chaos Engine.

"Incredible," Puncture Proof said after a short pause.

"Yeah," Acrobat Ace added. "That sounds like a powerful weapon."

"That too," Puncture Proof replied. "But also the fact that we might have the opportunity to stick to Trickster for keeping us prisoner in here all these years."

"I would agree," the Scoundrel said, "I only wonder how we might get out of here."

"If I might suggest," Seraphim said. "That glowing sphere up there seems to have some kind of significance."

The heroes craned their necks to take a look at the yellow sphere.

"What is that?" Acrobat Ace asked.

"I am unsure," Seraphim replied. "However, when I touched it, I felt almost as if being drawn somewhere. I suppose it could transport us to Earth."

"No harm in trying, I guess," Acrobat Ace replied.

******************************
"Mana is wise to be concerned," the Duchess said quietly to Trickster. The two villains were in private conference in a small room adjoining the castle armory.

"I know," Trickster replied. "She has been acting a little strangely since her return from Pandemonium, don't you think?"

"Nevertheless," the Duchess said. "I am convinced that somehow those foolish heroes that followed us to Pandemonium will be back. Perhaps sooner than we would like."

"I see," Trickster replied. "I am keen to check on them, actually, now that you mention that particular problem. We'd be much better off if they didn't come back until after we've activated the Chaos Engine. Then, it won't matter."

"They also have friends," the Duchess added. "They could also appear and try to foil our plans."

"Let's see..." Trickster said. "There were three in Pandemonium, right? That leaves... five somewhere else, probably gathered at their base in San Francisco."

"The likelihood is that they will learn what we are up to," the Duchess pointed out. "They will return to the island in short order, perhaps in an attempt to rescue their allies."

"Quite a monkey wrench," Trickster replied. "We have overwhelming odds in our favor, though, so I'm not too worried."

"Especially if the fools stuck in Pandemonium are unable to join their friends," the Duchess added. "I wonder if it's not to our advantage to have them come here..."

"What are you saying?" Trickster demanded.

"We can destroy them and activate the Chaos Engine, all in one fell swoop," the Duchess replied.

Trickster smiled and tipped his fedora. "You are correct, madame," he said. "And I will take quite a delight in their destruction!"

******************************
Puncture Proof and Seraphim hovered near the yellow glowing sphere, each carrying a load of heroes. Puncture Proof carried his old friend Acrobat Ace, while Seraphim had Electrostatic and the Scoundrel in tow.

"It's too bad some of us are... uh, ground-bound," Electrostatic pointed out.

"Believe it or not," Puncture Proof said, "I can probably carry everyone if need be."

"Worry not for me, friends," Seraphim added.

"Let's just get this over with," the Scoundrel pleaded.

Seraphim flew toward the glowing sphere. Fighting back any fear of the unknown, he reached out a hand to touch the sphere. Just as he touched it, Seraphim felt energy coursing through his body. His companions Electrostatic and the Scoundrel felt the same. After what seemed like an eternity, but which was only a brief second, Seraphim, Electrostatic, and the Scoundrel were gone from Pandemonium and appeared on a grassy hill on the island from where they came in the first place. Soon thereafter, Acrobat Ace and Puncture Proof were there to join him.

******************************
Trickster opened his eyes. With a stern look, he left his small meditation chamber and, after descending the stairs, arrived in the castle audience chamber.

The Duchess, Cyber-Knight, Surge, Mana, Fang, and Bombardier were there, awaiting their leader. Lodestone stood right next to the throne.

"I have news," Trickster announced gravely. "We have an invasion on our hands. There are heroes on the water, and heroes on the hill." He laughed. "Sounds like a song, doesn't it?"

"Any ideas?" Surge asked.

"Of course," Trickster replied. "Don't I always?"

"Which of those 'heroes' are here?" Fang asked. "I've got some scores to settle."

"All of them," Trickster answered. "In fact, it appears as though some old friends have decided to pay me a visit. Unfortunately, I won't be home!"

"I asume they're not together?" the Duchess asked.

"No," Trickster replied. "Barracuda, ever the resourceful one, has already located one of them. Torpedo, the Atlantean, almost crept in under our radar, so to speak. I'm sure he will have no trouble dealing with his old foe. On their way to the island via hydrofoil are Harpy, Pathfinder, MorningStar, and the insufferable Iron Dragon. Back from their trip to Pandemonium are Seraphim, Electrostatic, the Scoundrel, and my old pals Acrobat Ace and Puncture Proof."

"So now what?" Bombardier asked.

"Duchess," Trickster said. "You are in charge for now. Lodestone and I are going to make the final preparations to activate the Chaos Engine. I will instruct the Atlantean soldiers to follow your instructions."

Trickster and Lodestone stepped onto their hover platform. "Next stop: OBLIVION!" Trickster said as they flew away.

The assembled villains looked to the Duchess. "I suggest we split up," she said. "We will give these fools one last chance for glory, and then destroy them utterly!"
******************************

Watch for Scene 4, Coming Soon!
 
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Insight

Adventurer
Issue #9 - "Inferno" (Continued)

Scene 4: "Prelude to Armageddon"

******************************
Fang stood by an open window, sniffing at the breeze. "They're coming," he announced. "I can smell 'em on the wind. Mmm mmm good."

"Trickster's gone," Mana said. "Along with Lodestone. What should we do?"

"A good number of those heroes are out there," Surge pointed out.

"There are two groups of them," the Duchess replied. "One arriving on the beach momentarily: Harpy, MorningStar, Iron Dragon, and Pathfinder. One that has already arrived on the hills near the Chaos Engine -- although I doubt they know it. They are Seraphim, Electrostatic, the Scoundrel, and the two new foes we know nothing about: Acrobat Ace and Puncture Proof."

But that wasn't entirely true. Cyber-Knight knows them all too well. He kept his mouth shut, but he certainly remembered. Cyber-Knight was once teammates with the United Heroes, before Trickster convinced him to switch sides. He hasn't ever been entirely sure about that decision, but Cyber-Knight, being a man of honor, refused to go back on his decision.

"I'd like another shot at that smug Iron Dragon," Bombardier said.

"I shall not work alongside Bombardier, m'lady," Cyber-Knight said. "Tis most unwise to put thy faith in such a miscreant."

"Look," Bombardier shot back. "What do you have against me anyway, metal-brains?"

"Thou art a coward, and a craven fool at that," Cyber-Knight replied. "I hath no desire to be mired in a losing propostion with thee at mine side."

"I can handle these fools by myself if I have to," Bombardier retorted. "You just watch!"

Splitting our forces to face those fools may be unwise, the Duchess considered. But I have no desire to see MorningStar again. Her fire powers are the bane of my existence. Decisions, decisions...

"I'm not sure we should stick together," Mana said. "It looks like these two are going to be at odds no matter what we do."

"Very well," she said. "We split our remaining forces. Bombardier, take Mana, Surge, and 40 of those soldiers with you to the beachfront to meet the hydrofoil. Cyber-Knight and Fang, you come with me. We'll take the other 20 soldiers and take care of the situation to the west. With any luck we'll have this wrapped up by the time Trickster activates the Chaos Engine!"

******************************
"Well, here we are," Acrobat Ace said. "Home sweet home."

"Hmm," Puncture Proof replied, staring at the sea. "An island?"

"Yes," Seraphim answered. "This is where Trickster and his minions have been hiding, constructing the Chaos Engine. We have yet to locate it, however."

"I don't like this," the Scoundrel said. "I wish... maybe we should try to contact the others."

"Yeah," Electrostatic added. "I'm not sure about taking on these guys with just the five of us. Plus, it's almost dark."

"Oh ye of little faith," Acrobat Ace replied. "How bad could it be? P.P. and I know all about Trickster and his games."

"Darren," Puncture Proof said. "I've told you I don't know how many times not to call me P.P."

"Anyway, what's he got, a few dozen gun-toting clowns or something?" Acrobat Ace asked.

"Not quite," the Scoundrel replied. "Eight super-powered villains that we know of, perhaps more that we haven't seen."

"Anyone we might know?" Acrobat Ace inquired.

"Barracuda, the Duchess, Mana, Surge, Fang, and Bombardier," Electrostatic said, rattling off the names he could remember.

"Don't forget Lodestone," the Scoundrel added. "And Cyber-Knight."

"Cyber-Knight?" Puncture Proof demanded. "I... That surprises me."

"Wow," Acrobat Ace said. "He's still hanging around Trickster? Who would have thought that?"

"That's not all," Seraphim said. "Our Atlantean friend Torpedo has told us that Trickster may have been masquerading as an Atlantean in order to gain the support of some soldiers from Atlantis."

"Yeah, you mentioned that," Acrobat Ace replied.

Seraphim spotted the team hydrofoil riding a crest of waves just a quarter-mile off shore. "No need to call them, Scoundrel," he said. "It looks like our friends are coming to us."

"Good, reinforcements," Electrostatic said. "The more, the merrier."

"Hey, wings," Acrobat Ace said. "Since you know your way around this island a bit, why don't you take a look around? Maybe you can find this Chaos Engine from the air."

"An excellent idea, Acrobat Ace," Seraphim replied, and took to the air. "I shall return soon. Perhaps the rest of you can meet our allies on the beach when they arrive." With that, the winged hero was gone.

"That's not a bad idea," the Scoundrel said. "Let's go."

But they were stopped in their tracks. Twenty Atlantean soldiers stood in their path, rocket rifles at the ready. Behind them were Cyber-Knight (mounted on his Cyber-Steed, of course), Fang, and the Duchess.

"I'd advise you to stay right here," the Duchess said. "And maybe we'll let you live."

******************************
The hydrofoil known as the Harper was nearing the beach. Harpy stood on the bow, along with MorningStar.

"Why don't you fly out there and see what you can find?" Harpy asked of her ally.

"Sure," MorningStar replied. "Why not?" She enveloped herself in flames and flew off the bow, streaking toward the island.

Scouting ahead like that might be dangerous, Harpy realized, We have to know what might be going on there, however. I hate going in without any clue as to what the bad guys are doing.

Iron Dragon joined Harpy. "I assume you've sent MorningStar off to scout?" he asked.

"I know Pathfinder can see everything from here," Harpy replied. "But only from this vantage point. There's an advantage in looking at things from above."

"I agree," Iron Dragon said. "I wanted to speak with you before we landed. I want to apologize for my attitude toward you in front of the others."

Harpy did not turn to face him. "In front of the others? You mean it's OK for you to undermine my authority, as long as it's not in front of anyone?"

"Hold on there," Iron Dragon replied. "That's not what I meant."

{Harpy uses her Telepathy on Iron Dragon to try to get a read on him. It's DC 10 since she's trying to read his surface thoughts. Iron Dragon's Mental Protection lowers her Telepathy bonus to +4, and he has a Will Save bonus of +4, making the total DC 14. Harpy gets a 16 total, good enough to read his surface thoughts.}

Harpy could tell by his surface thoughts that Iron Dragon was indecisive about whether she would be reliable to lead the others in combat. "I understand," she said. "You don't think I can effectively lead the rest of you."

"Well, it's not that so much," Iron Dragon replied.

{Harpy is now going to attempt Diplomacy on Iron Dragon to get him to follow her. The Diplomacy DC to turn Iron Dragon from Indifferent (his current state) to Helpful (where she wants him to be) is 30. Adding her Attractive feat, as well as her Super-Charisma, she has a total bonus of +19, and rolls 13, for a total of 32.}

"Why don't you just trust me?" she asked. She used her best schoolgirl charm on Iron Dragon, and he just melted.

"Very well," he replied, laughing. "What harm can it do?"

Pathfinder joined them on the deck. "We are almost there. I put the controls on auto-pilot."

The three heroes felt the vehicle slow down as it approached the beach, and they leapt off the bow when close enough. Their costumes were soaked with sea-spray, but that was of little consequence now.

"Where is MorningStar?" Harpy asked.

Pathfinder looked around, but caught no glimpse of her. "I can't see here anywhere."

"She'll be back," Iron Dragon said reassuringly.

The Native American hero's senses buzzed with noise. "Someone's coming," he announced.

It wasn't just someone, but lots of someones. Forty Atlantean soldiers crested a sand dune, rocket rifles pointed in a very unfortunate direction.

"Looks like we've been found," Iron Dragon pointed out.

"We can take these guys," Harpy replied.

"Yes," Pathfinder said. "But what about them?"

Harpy and Iron Dragon looked in the direction Pathfinder was pointing, and saw Mana, Surge, and Bombardier.

"Wonderful to see you again, heroes!" Bombardier announced. "We've got quite the door prize for you!"

******************************
Seraphim, riding on thermals, was able to get a good look at the island. The castle was impressive from the air, as were the island's foliage and its terrain.

I wonder where the villains are hiding? In the castle, perhaps... He flew toward the castle to get a better look. Since Seraphim didn't see anyone manning the towers, nor any gun or weapon emplacements anywhere, he figured it was safe to fly around the castle. The villains will know we're here soon enough, he considered.

As he dove in a little closer to the castle, Seraphim spotted a small circular platform hovering along the spine of a hill toward a mountain covered in foliage. Getting a little closer, Seraphim spotted Trickster and Lodestone riding on the vehicle. He decided to watch them, to see where they were headed.

On the platform, Trickster and Lodestone discussed their final plans.

"You realize of course that they will betray us," Trickster said to his ally. "I trust you, and maybe a few of the others, but once the Chaos Engine is activated and we have achieved our goal, they will turn on us."

Lodestone said nothing, concentrating on powering the hover platform with his magnetic powers.

Triclster produced a small remote control from his suit. "Are we ready to raise the Chaos Engine?"

"Yes."

"Very well," Trickster replied, and watched as they got closer to the mountain. "Of course, those foolish heroes will probably assault the castle, assuming that the Chaos Engine is there. Heroes are like that, my friend."

Lodestone remained silent. The hover platform neared the top of the mountain.

Seraphim got closer, certain that Trickster and Lodestone were up to something. He didn't want to give them a chance to go through with their plans, so he flew in and announced himself.

"Stop right there," he commanded.

Trickster and Lodestone turned, surprised. "What the --" Lodestone replied, as he momentarily lost his concentration and the craft lurched to the left before he was able to regain control.

Seraphim drew his Sword of Truth. "If you surrender now, I can assure your safety."

Trickster cackled in response to this offer. "Surely you jest," he replied. "The advantage is ours." He pointed to the top of the mountain, where forty Atlantean soldier stood at the ready, their rifles pointed at Seraphim.

{Trickster creates an Illusion of the forty Atlantean soldiers. The Illusion covers an area of 75' radius, enough to create the forty soldiers. Lodestone sees them, and must make a Will save (DC 25) to realize they're not really there, but fails with 16. Seraphim, Trickster's real target, automatically sees through them due to his True Sight feat.}

"Where did they come from?" Lodestone asked, surprised to see the 'soldiers'.

"Nowhere, villain," Seraphim replied. "Save from your leader's twisted mind."

Trickster said nothing, but was shocked that his illusion failed to fool the winged hero.

"Now I repeat, submit to justice now, and you will be spared."

"Never," Trickster retorted. "You won't be able to stop us! Put this thing down, Lodestone, and take care of this fool!"

The platform dove toward the mountain as Lodestone took flight to battle Searphim. Trickster grimaced as the platform crashed into the top of the mountain, but he was none the worse for wear.

I'm going to have to teach him how to land, Trickster realized.

******************************

This Ends Issue #9, "Inferno"!
Watch for Issue #10, the Final Chapter, "Chaos", Coming Soon!
 
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Insight

Adventurer
Hero & Villain Points

Since the climactic battle is coming up, I thought I'd go back and check to see how many Hero and Villain Points have been used so far -- I really haven't been keeping track...

Anyway, here are the Hero Points left for each character:

Acrobat Ace: 7
Electrostatic: 0 (He's actually spent too many)
Harpy: 3
Iron Dragon: 2
MorningStar: 5
Pathfinder: 3
Puncture Proof: 5
The Scoundrel: 5
Seraphim: 5
Torpedo: 4

There are a total of 29 Villain Points available (whew!), and only 2 have been used so far, so 27 remain. I don't think I'll get around to actually using all of those!

... Now, back to the story...
 

Insight

Adventurer
Editorial Note (Yes, another one!)

I thought about how best to present Issue #10. It's basically going to be one huge fight (well, four of them, actually!), and there are various ways I could do it.

One option I considered was how I did the fight at the mansion, where there were two different locations going on at the same time. I thought that doing two different fights that way was fine, but I think four at once, one-round each per post, would be too confusing.

Another option I considered was doing an entire single fight as one long post, except for the very end (you'll see why :D ). This would work, but I also think there are problems with it. The main problem is that for the combats with a lot of participants, the posts would be really, really long.

The compromise I came up with is to present three rounds of combat for Fight A, then three rounds of combat for Fight B, etc., until the very last few rounds. Again, you'll see the reasons why later...

Loyal readers, if you think this won't work for some reason, please post something. I am trying to make this as readable as possible, so your suggestions would be helpful. My aim is to post the beginning of the combats within the next few days.

Editor
 
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