[Let's Read] Freedom City: Every Edition!


I never even knew Claim the Sky existed. Now I'm curious. Anti-Earth and the Tyranny Syndicate are one of my favorite things about Freedom City, but I always felt like they converted the Crime Syndicate of America over from DC a little too faithfully. There should be more of a difference between a world where the nigh-omnipotent Justice League is evil and a world where the slightly-more-powerful-than-starting-PCs Freedom League is evil.

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Villains of Freedom City, Part 3

Here we are, the final stretch of the final chapter in the book!


Megalodon the Man-Shark (2e/3e) is Dr. Connor Kirkstrom, a marine biologist Dr. Connor. After losing limbs to a shark attack he became obsessed with the animals, eventually becoming a foremost authority on them. Much like Goanna, Kirkstrom started researching shark DNA for medical purposes, but once again lack of funding forced him to experiment on himself. His trials were a success, not only regenerating the missing limbs he lost during the shark attack, but turning the rest of his body and mind to become more sharklike! But this is a curse, for he loses control when experiencing anger, and when Megalodon takes control the monster will do anything to prevent itself from changing back into such a meek and weak form. Like Goanna he is an animal-themed close-combat supervillain, coming in at PL 12.

The Meta-Grue (2e/3e) is Darr’Kan, a Grue metamorph who was part of an experimentation upon the kidnapped Atom Family. By feeding off of their psychic energies, the Grue Unity hoped to create the perfect soldier to invade Earth by copying the powers of other heroes. But as a side-effect, Darr’Kan gained independence from the group-mind and sought to take over the Unity for himself. Much like Argo the Meta-Grue has every superpower of the psychic members of the Atom Family, although he’s a tough PL 13/16 (2e/3e respectively) rather than Argo’s 19/20. Although very powerful, the Meta-Grue isn’t one for tactics or subtlety, and over relies on brute force to get things done.

Mister Infamy is our first PL X plot device character. He is very much the Faustian Bargain, giving business cards with phone numbers in all 6s to those he knows will be susceptible to his offers. But he doesn’t ask for people’s souls; Mr. Infamy finds the idea cliche and dodges questions as to any demonic influence to his background. Instead, the only thing he asks for is “the privilege of being able to help.” However, the wishes Mr. Infamy grants are without exception the kind that appeal to the worst sides of people, and he is responsible for empowering a number of supervillains. Although the entity appears to have no limits to his powers and capabilities in reshaping reality, he follows a self-imposed limitation where he only changes things as part of a deal made by the bargainer’s free will in entering into the agreement. Mr. Infamy either lacks the ability or willingness to alter, read, or control the thoughts of others without their consent.

Mr. Mist (2e) is Brad Raymond, a research scientist for ASTRO Labs who experienced a workplace accident when androids for the Foundry broke into his residence of work. Forced into a permanent gas-like state, the inability to live a normal life quickly wore down his mental health to the point that he eventually trashed ASTRO Labs in searching for a cure. Over time Brad learned how to focus his powers and increase them, and this often takes the form of absconding with money and technology to either make himself more powerful or cure him (he’s still undecided which fate is preferable). He is PL 10 with gas-like abilities and resistances common to an insubstantial form.

Nacht-Krieger (2e) is a Nazi soldier who served Wilheim Kantor during World War II. Empowered by shadow magic, he was a notorious assassin, forced to go into hiding after the fall of Berlin. He sought to kill the Light-bearers, one of the superheroes he fought during the Golden Age, only to become trapped due to a cave-in and his mind was absorbed into the Schattenwelt, or shadow world. When Kantor founded SHADOW, he was able to summon Nacht-Krieger’s soul as an immaterial shadowy figure. He was eventually imprisoned by Scarab beneath Pyramid Plaza, only to escape again with Overshadow’s help.

Nacht-Krieger is a powerful PL 14 villain whose Shadow Form has a wide array of immunities with some nasty shadow-claws, although his defenses are very weak for his PL.


Omega was a scientist by the name of Phoros the Bright. His people were the Phos, whose every action gave form to beautiful worlds, but found to their sorrow that entropy brought an end to all things. Unus, Phoros’ teacher, built the Doom-Coil as a means of checking the power of entropy. Out of curiosity and against his warnings, Phoros looked upon what powered the device and witnessed the End of All Things.

This knowledge corrupted him; Phoros became obsessed with entropy, worshiping it and encouraging others to do the same. When Unus moved against him, Phoros killed him as they both fell into the Doom-Coil. Emerging as the only survivor, he adopted the name Omega, the End, his body reduced to an eternally-burning skeleton as a permanent scar of entropy’s touch. Now the universe of the Phos became the Terminus, the Doom-Coil powered by the immolation of conquered world after conquered world.

Omega’s greatest defeat came at the hands of the heroes of Earth-Prime. Although he was able to slay his greatest foe, the Centurion, he had to retreat. And during the Time of Crisis adventure his designs were foiled again, but if anything that has only increased his passion to destroy the only world in the omniverse that has bested him. He is straightforward in his goals and desires: a single-minded obsession with bringing about the end of existence itself.

In terms of stats he is an amazingly powerful PL 19 being, with a Cosmic Power array of extremely damaging attacks as well as universal transmutation. His Exo-Armor provides him with flight, a universal translator, and an amazing Toughness save, but has a weakness where if his armor is breached he suffers a major penalty to those saves.

Quirk is our second PL X plot device character and is heavily inspired by Mister Mxyzptlk. Quirk looks and acts like an immature preteen boy who claims to come from a higher realm of existence. His major motivation is finding ways to alleviate boredom, which he often does by reshaping reality. Quick wanted to help fight crime with the Freedom League, but his methods were too drastic and led to his departure on less than good terms, making him return to Earth-Prime repeatedly like a child eager to torment those he doesn’t like.

Like Mr. Infamy, Quirk has self-imposed limitations. His actions are focused through the context of some kind of game or competition, which must have means of winning for the non-omnipotent parties which are the key to getting Quirk to set things back to normal. He also isn’t omniscient, not being more intelligent than the average human adult despite claims to the contrary, and this combined with his lack of maturity can be exploited by heroes seeking to gain an advantage.

Rant & Rave (2e) are a brother-sister team of supervillains who came from a neglectful household and soon fell into druggie culture. They gained superpowers from some new experimental drugs during a rave, and from them on decided that they wouldn’t let anyone push them around anymore while taking what they want. Their crimes are small-scale and petty, mostly consisting of theft and assault, although their powers can result in a lot of damage.

Rant & Rave are both PL 10. Rant can create and manipulate sound waves, while Rave can create sensory perceptions that can make others nauseated and hallucinate. When in physical contact with each other they can generate disintegrating beams which they use to make getaways.


Sandstone (3e) is Alexandra Flint, a woman who escaped from an abusive household by joining the military as soon as she turned 18. While touring in the Middle East she ended up in a temple during a deadly sandstorm, where she found a jewel that permanently transformed her. Now one with the arid land, Alexandra was a mass of sand that could reshape into a stony humanoid form or disperse into a cloud-like mass of sand particles. Presumed to be KIA, she came back to the States as hired muscle for various criminal groups, but not before taking revenge upon her father.

Sandstone is a PL 12 character who can shift between two forms: her Stone Form makes her a super-strong close combatant, while her Sand Form makes her insubstantial and gives several sand-based area of effect attacks. While her primary motivation is profit, Alex does have a line she won’t cross: harming children, and in fact will go out of her way to keep them out of harm’s way.


The Silencer is our Punisher equivalent. Thomas Oliverti was born into a mafia family, and his primary desire to become a musician was something his father wouldn’t accept. He grew to resent this, along with feeling anger at seeing the people hurt by their illegal enterprises. So in secret Thomas worked on designs based off of the Maestro’s handiwork. Outfitting himself with sonic weapons and a costume, he named himself the Silencer!

Although he primarily goes after the Freedom City Mob and other supervillains, the Silencer’s willingness to murder prevented him from being seen as a superhero by the public. As of 3e the mystic Lady Tarot enacted a spell over him, turning him into a slave subject to her orders and leaving him literally trapped inside his own brain, viewing the world on auto-pilot and slowly going insane from serving the people he sought to destroy. Big Al Dirogano used the Silencer for his own purposes as a thug and hit man, with his knowledge of Thomas’ identity as a back-up plan in case he ever breaks free.

The Silencer is a PL 11 character who follows the “non-powered” format closely. His defensive trade-offs favor dodging attacks vs outright resisting them, and he is heavy in the use of skills and advantages. His powers are exclusively various sonic-based gadgets, such as the ability to nullify sound in an area, a debuffing attack that induces vertigo in a target, and of course the “loud damaging sonic blast” attack.

Silver Scream was Lauren Hammond in life, a Hollywood actress who landed several roles in various horror films. But attempts at moving beyond this genre ended in box office busts, and other actors found her difficult to work with.

Content Warning

Feeling that her life had nowhere to go but down, she overdosed on medications to end her own life.

But Hammond’s soul lived on in Earth-Prime, unable to peacefully move on to the afterlife. She channeled these feelings into taking revenge on companies and figures she blamed for her fall from fame, and when a series of hauntings began the newspapers dubbed her the Silver Scream. The superhero Johnny Rocket managed to put her soul to rest by staging a film festival honoring her work, although she later came back to the world when a film critic wrote a scrutinous expose on her life. Now critics and companies are fearful of showing any work she’s been in, and her fanbase is largely on the Internet where the Silver Scream has attempted to “help out” her greatest fans in unproductive, destructive ways.

The Silver Scream is a PL 10 character who can create illusions, has a perception-ranged attack, and is invisible and insubstantial like a ghost. However her non-Will defenses are extremely low, so any abilities that can overcome her ghostly nature have a great chance of one-shotting her.

Star-Khan (2e) is our “evil alien overlord” villain, ruler of a vast intergalactic empire. He has warred against the democratic Lor Republic and the Grue Unity, and his attention eventually turned to Earth after encountering Daedalus when that hero was touring the cosmos. The Freedom League member, with the aid of the Star Knights, halted Star-Khan’s invasion which in turn inspired many rebellion movements to spring up among his subjugated worlds.

As of 3e his entry was moved to the Cosmic Handbook, with the major development being that he annexed the Lor Republic as a result of Collapsar’s devastation. When it comes to stats he is a PL 15 character whose superpowers arise from a Battlesuit and Power Staff allotted with the typical power armor abilities: life support, long-range communication, super-strength and protection, etc.


Superior, formerly known as der Übermensch in Nazi Germany and Kal-Zed among the Ultimen, is a relatively young member of his race. Rejecting his people’s insistence on isolation and non-interference, he was more interested during the times when they walked as gods among humans. When Nazi explorers stumbled upon the hidden city of Ultima Thule, Kal-Zed learned of their ideology and their tales of the Aryan race before the Ultimen erased their memories and sent them away.

Kal-Zed traveled to Nazi Germany, presenting himself before Adolf Hitler as one of the Aryan supermen the fascists spoke of. Although the Ultiman had ulterior plans to seize control of the Third Reich himself once they dominated the world, such plans were put on hold when the Allies defeated the Axis. Forced into hiding and no longer welcome in Ultima Thule, Kal-Zed renamed himself Superior and became a recurring villain of the Centurion before being exiled to the Zero Zone.

As of 3e Superior managed to escape, and was disappointed to find that someone else had done the Centurion in. He tried to court Centuria as a queen to rule the world together, but was rejected violently. But his plot to dominate the world still remains, and while he doesn’t consider himself a Nazi his own ideology and actions aren’t that far off. Superior has used his infamous status to manipulate Neo-Nazi groups into serving as minions, and he has sometimes allied with Overshadow. Although the relationship with the latter is arm’s length, for both are aware that the ruler’s throne is only seated for one.

Superior is a PL 15 character and built like an evil Superman. In addition to flight and super-strength, he possesses the abilities of the Ultimen race and his cosmic powers take the form of a ranged damaging blast. Such a power is still unrefined given his relative age, but can conceivably allow him to pull off “space magic” abilities when the GM requires.

Syzygy is an alien warrior who was raised as a gladiator-slave on some far-off world. This brutal time turned him into a cruel figure lacking empathy, although he tired of being under the thumb of another and enacted a slave revolt where he was the only survivor. Traveling through many dimensions in search of a new home, Syzygy settled upon the universe of Earth-Prime and was enamored of the resident superheroes. Although respectful of their prowess, his background inevitably put him in a culture clash when he saw trial by combat as a worthy end in and of itself. Syzygy was puzzled at the insistence of preventing civilian casualties, so he used this last part to his advantage, putting innocent lives in danger as a pretext to draw the attention of superheroes and test their mettle.

Syzygy is a PL 14 villain who can shift into one of six dimensional forms (third dimension is default mode), each granting him a set of enhanced abilities, immunities, and/or attacks. He also has a Variable power pool that can take the form of alien technology.


Talona is a winged woman, a member of the Avian people and resident of the Aerie high up in the Arctic Circle. The emission of greenhouse gasses soon brought sickness to the Avians, and when Talona discovered that a “groundling clan” known as Grant Conglomerates was responsible she told them to stop. They refused, so she turned to violence by attacking their Freedom City offices, and they captured her in the resulting battle. But Talona escaped into the city, briefly fighting Lady Liberty before that superhero learned of her background and promised to look into the corporation’s misgivings while helping her return home.

Talona returned, only to find the Aerie depopulated. Believing her people to be all dead, she declared war on humanity before discovering that the Freedom League helped them escape while negotiating pollution controls near the Aerie and providing them with medical treatment. As of 3e she learned about another Avian tribe near Emerald City. Although disgusted at their rumored penchant for cannibalism (this is true), Talona hopes that such words are lies by groundlings given that she seeks to unite the two civilizations to ensure the survival of the Avians.

Talona is a PL 12 character who can summon birds as either minions or a ranged attack, can fly, and enter into an Atavistic Rage that enhances her Strength and Fortitude and Will defenses at the cost of lower Dodge and Parry defenses.

Terra-King is a human by the name of Jerris Trent who was left orphaned and blinded by an earthquake. Much like Megalodon and Goanna this trauma motivated him to study the sciences of that which harmed him, seismography in this case. Over time his studies led him to discover a global network of caverns beneath Earth’s surface, and while on an expedition to Kaiju Island he discovered Serpent People and Preserver technology buried within this network. He also made contact with the Sub-Terrans, one of the underground races, who were more than eager to help his scientific project. Sadly Jerris misused this trust and authority, quickly rising to political power and declaring himself Terra-King, Ruler of the Underworld! Making use of pre-human technology, loyal Sub-Terrans, and that technology’s control over Kaiju, he has waged war upon the surface world as well as rival underground kingdoms such as the tribes of Serpent People and Morlocks. Some of his targets have been more justified than brute conquests, such as corporations and governments that brought harm to his people via fracking, nuclear tests, and dumping hazardous materials below ground.

Not much has changed in terms of metaplot in regards to 3e, with Terra-King being moved over to the Atlas of Earth-Prime. More details on his followers have been provided, such as the Kaiju known as Mollech who acts as a living excavator, as well as stats for the various subterranean races. In game stat terms he is a PL 10 character, possessing a Command Scepter that can summon kaiju, create electrical attacks, and he has enhanced auditory and tactile senses.


Toy Boy is Desmond Lettam, former heir to the Fun-Time Toys company and born with a medical condition where his body stopped physically developing after eight years old. This has caused him to be the subject of bullying by his peers, his parents continually moving him from school to school. To cope with this Desmond built his own personal fantasy world, and when his parents died in a plane crash he was the sole heir to their company. He did little to attend to Fun-Time Toys, being a recluse while the Board of Directors attended to the day-to-day operations.

Using the funds he received, Desmond built various advanced weapons and robots disguised as toys which he used to kill off the people who bullied him in his childhood, while also selling the more promising pieces to whoever could meet his price. When the Raven put a stop to his plans, Desmond lost his business and wealth yet maintained the contacts he’s made among the criminal underworld.

As of 3e Desmond discovered that his medical condition would cause him an early death, making him desperate to look into ways to extend his life. He found a solution when Quirk temporarily granted him his wish to “become a real toy,” and when he was inevitably restored to human form he turned towards magic when conventional science failed to transfer his mind into an artificial body. Now he has the form of a bodiless wraith, which he can use to possess toys.

In terms of game stats the 1e/2e Toy Boy is a PL 6 character whose combat capabilities are more in line with a non-powered, non-combat trained regular human. But he has an amazing Intelligence score along with 20 ranks each in Minions and Sidekicks that take the form of toy-themed robots (which the GM has to stat up themselves). His 3e stats are very different: not only is he PL 9, he has ghost-like invisibility, insubstantiality, and is capable of possessing swarms of toys as a summon-based power that can create up to a whopping 64 minions. And there are guidelines for the various toys Toy Boy can possess and create, making use of existing archetypes and minions from other Mutants & Masterminds books.

Una, Queen of the Netherworld (2e) was the concubine and slave of a mighty wizard-king. She secretly learned the powers of magic by sneaking into his library, which she used to kill him and take over his realm, eventually becoming the world’s Master Mage and eventually Dark Lord. Una’s ambitions didn’t stop here, and when she learned of other dimensions she expanded her holdings by allying with and warring against other Dark Lords until she ruled over a vast interdimensional empire known as the Netherworld. Una’s two greatest defeats were when her domain made contact with the Battle-Brutes, constructs single-mindedly focused on destruction who now war upon each other after destroying everything else in their dimension; and Adrian Eldrich of Earth-Prime who forced her into an oath to never directly attack Earth’s dimension after beating her in a magical duel.

As of 3e Una was destroyed by Seven, although she makes a comeback during the Nether War series of adventures which I have yet to read. Her 2e stats are a PL 15 mage with a vast array of powers, specializing in various kinds of control-based powers (air, darkness, earth, weather, etc).

Warden is John Warden, a scientist and jailer who specialized in security maintenance for prisons such as Blackstone that needed new ways to contain superpowered inmates. He had contempt for “bleeding hearts” that cared more for human rights and regulations, feeling that the system should instead focus entirely on punishment. He was fired after even the prison-industrial complex found him too ruthless, and he decided that the bureaucrats and superheroes were in the wrong for not going far enough. John made his debut as the supervillain Warden, imprisoning and capturing Freedom City’s mayor, district attorney, and various judges before the Raven freed them all and put Warden behind bars for a change. It wasn’t difficult for him to escape, as he knew all the features of prisons, and when he broke free he worked for the Foundry to sell various traps and schematics. He even worked for SHADOW in a plot to imprison the entire Freedom League.

As of 3e Warden developed an interest in the occult, building a magical key that can grant him access to the Dimension of Doors that lay between realities. Finding a maze of locked rooms after much research, he named this section the “Dungeon Dimension” which he uses as a headquarters beyond time and space as well as a prison for all of his foes.

Warden’s 2e stats are PL 11 and non-powered, focused heavily on skills and feats with specialties in using Inventor to build all sorts of devices and traps. He’s much the same in 3e save except now he has a Dooy Key which allows him to speak and understand all languages, move between dimensions and cause others to be transported against their will as an attack, and the ability to teleport up to 4,000 miles.

Power Level Compilation: Although it’s become standard format in most Mutants & Masterminds books, Freedom City curiously lacks an index organizing characters by Power Level. So I made my own for 3rd Edition, which I’m posting here:


PL 4: Brotherhood of the Yellow Sign (Civilized & Savage Serpent Person)
PL 5: SHADOW (Shadow Agent)
PL 6: Annihilists (Omegadrones), Toon Gang
PL 7: Foundry (Charibdrone & Myrmidon MK I), Saturnalia Roman
PL 8: Labyrinth (Access), Lucius Cabot, Tarot
PL 9: Annihilists (Nightmare Nurses), Conundrum, Toy Boy
PL 10: Crime League (Medea, Tom Cypress, Wildcard), Doc Holiday, Labyrinth (Sidetrack, Tamper, Targette), Silver Scream
PL 11: Captain Kraken, Conqueror Worm, Crime League (Freebooter, Orion the Hunter), Foundry (Keres, Echidna), Goanna, Hellqueen, Jack-a-Knives, Knightfire, Labyrinth (Ms. Scarlet, Dr. Peter Hanks, Dr. Victor Reeds, Dybbuk, Payback), Magpie, the Silencer, Warden
PL 12: Annihilist (Physician Friendly), Cosmic Mind, Crime League (Devil Ray, Dr. Stratos), Downtime, Fear-Master, Foundry (Scylla), Gamma the Atom-Smasher, Green Man, Lady Lunar, Madame Zero, Megalodon the Man-Shark, Sandstone, Talona, Tyranny Syndicate (Madame Sin)
PL 13: Annihilist (Madrigal Martinet), Annihilist (Mandragora), Crime League (Dr. Simian), SHADOW (Crimson Mask)
PL 14: Annihilist (Shadivan Steelgrave), the Collective, Syzygy, Talos, Taurus
PL 15: Curator, Hades, Lady Seven, Overshadow, SHADOW (Ragnarok), Superior
PL 16: Meta-Grue
PL 19: Argo, Omega
PL X: Mister Infamy, Quirk


PL 5: AEGIS Field Agent, Atom Family (Cosmo the Moon Monkey), Blackguard
PL 6: Atom Family (ALEX)
PL 7: Director Powers, Stewart “Rock-Star” Bonham
PL 8: Warden Joshua Drummer
PL 9: Atom Family (Jack Wolf), Dr. Tomorrow, Foreshadow
PL 10: Freedom League (Bowman, Lady Liberty), Patriot
PL 11: Atom Family (Maximus, Tesla, Victoria), Freedom League (Johnny Rocket, Siren, Star Knight)
PL 12: Atom Family (Chase), Freedom League (Daedalus, Dr. Metropolis, Thunderbolt), Lantern Jack
PL 13: Freedom League (Centuria)
PL 15: Atom Family (Dr. Atom)
PL 16: Centurion

As you can see, there’s a lot more villains than heroes as is to be expected. And among the villains, the bulk of them are within the guidelines for the standard PL 10 campaign, with individuals growing rarer at PL 13 and above. If the rogues gallery has any weak points, there’s a lack of lower-PL villains for lower-level games. PL 8 may be more manageable depending on the opposition, but 6 parties will have an incredibly difficult time against most of the villains here.

Thoughts So Far: Although it’s been a bit of a recurring theme in previous posts, the final stretch of villains here really brings out the magic-themed ones in full force, with 3rd Edition leaning into this even more strongly. This is due to the vanishing of Earth’s current Master Mage in the metaplot, who acted as a stopgap against proliferation of dangerous magic. It’s really a subjective taste, although the magic-fied versions of prior villains in my opinion have changed for the better. For instance, Toy Boy felt a bit too similar to Doc Otaku, but now he has a creepier and unique theme.

In terms of my favorites for this section, I like Syzygy in that he’s easy enough to drop into most plots while also having enough tricks up his sleeve to avoid becoming too repetitive. I also like the concept of Warden, although his dimensional attacks have the potential to take a character “out of commission,” so like many save-or-suck abilities it has to be used with care.

Silver Scream and Toy Boy are a bit similar in both being ghosts, and depending on the powers of your PCs can either be a good challenge if their forms cannot be directly dealt with/found out or a cakewalk when one hero with mystical super-senses manages to pinpoint and directly attack them. I do like Omega; like Argo he’s completely overpowered even by superhero standards given that few campaigns will match his PL, much less come within 4 points of it. Still, his status as being the entropic destroyer of universes makes me more accepting of this.

For my least-favorite ones, Megalodon feels a bit too much like Goanna despite being made first; they could work as a themed team-up, but otherwise it’s hard to see what using one in an adventure can do that the other cannot besides an aquatic environment. I was a bit let down by Superior: his position in the lore as Nazi Germany’s most fearsome supervillain feels wasted when he’s basically just a big beefy puncher. His cosmic power could at least have had some more effects beyond just ranged blasts, and Overshadow in comparison feels better-developed and more of a threat to the world. Finally the Meta-Grue feels too much like Argo save for being the counter to the Atom Family.

Final Thoughts: A lot of this may be due to nostalgia given it was my first superhero tabletop RPG, but I really like Freedom City. Like many instances regarding age and experience I feel that I can look back on it with a more critical eye while still being appreciative. The world borrows heavily from comic books, particularly Marvel & DC, but there’s enough changes in the homages and inspirations to make it feel like truly its own world rather than a straight rip-off. While the 3rd Edition update is appreciated, the changes to the metaplot leave me with mixed feelings in terms of some things being updated and not others, making the world feel unnaturally stagnant and haphazard.

Still, I feel that Freedom City overall is a useful and entertaining book series. The details on the city itself, along with its many famed figures on both sides of the good-evil spectrum, have plenty of material for enterprising GMs to mine for ideas. Additionally, I do appreciate how virtually every villain has a backstory; while this is standard for comic books as a genre, in terms of RPGs such characters rarely get that level of detail. And given the genre expectations of permanent death being rare, it helps prevent adversaries from feeling too artificial and wooden.

Voting: As I had to manually tally due to Straw Poll not working, I compiled scores by posts across the five websites in which I posted this review. Strike Force hands down is getting the most consistent interest, with Aberrant 2nd Edition a close second. As it’s been technically five days since I posted the options, I’m doing to go with Aaron Allston’s Strike Force! See you all in the next Let’s Read!

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