Hero System - Eye For An Eye
Hero System - Eye For An Eye
An Eye
by Steven S. Long
™
HERO PLUS ™
An Eye For
An Eye ™
Version 1.0
by Steven S. Long
Developed for Hero Plus™ by: Bruce Harlick
Published by:
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q AN EYE FOR AN EYE 1
AN EYE ™
FOR AN EYE
Author: Steven S. Long
Dedication: To all the people who make writing for Hero Games
such a fun and rewarding experience: in no particular order,
Bruce Harlick, George MacDonald, Steve Peterson, Ray
Greer, Greg Smith and all the other Hero authors, artists and
fanatics I've had so much fun talking with.
An Eye For An Eye™ is Hero Games’ trademark for its superhero roleplaying game using the Hero System.
Champions® and Champions, The Super Roleplaying Game ™ are Hero Games’ trademarks for its superhero roleplaying game using the Hero System.
Hero System ™ is Hero Games’ trademark for its roleplaying system. An Eye For An Eye™ Copyright © 1994 Hero Games. All rights Reserved.
Champions Copyright © 1981, 1984, 1989 Hero Games. All rights reserved. Hero System Copyright © 1984, 1984 Hero Games. All rights Reserved.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying (except Character
Sheets for personal use only), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the
Publisher: Iron Crown Enterprises, Inc., P.O. Box 1605, Charlottesville, VA 22902.
Printed in the U.S.A, First Printing 1994 Stock #: 432
Produced and Distributed by Iron Crown Enterprises, Inc., the exclusive manufacturer of Hero Games. ISBN 1-55806-204-1
2 AN EYE FOR AN EYE q
TABLE OF CONTENTS
Introduction. ................................................................... 3 CHAPTER THREE: Combat
How To Use This Book ................................................ 3
Combat Maneuvers. ..................................................... 48
Dive For Cover ........................................................... 48
CHAPTER ONE: Character Creation Options For Autofire ................................................... 50
Skills, Perks, Talents And Powers. ............................... 5 Improved Autofire ...................................................... 50
Skills ............................................................................ 5 Equipment. .................................................................... 51
Perks ............................................................................ 6 Equipment Allowance ................................................ 51
Talents ......................................................................... 7 Concealment .............................................................. 52
Powers ......................................................................... 8 Special Ammunition ................................................... 53
Power Frameworks ...................................................... 8 Buying Special Ammunition ....................................... 55
Limitations .................................................................... 8 Upgrading Firearms ................................................... 55
Disadvantages ............................................................. 8
Vehicle Combat. ........................................................... 61
Package Deals. ............................................................... 9 Vehicle Movement ..................................................... 61
Military Training Package Deals .................................. 9 Combat Driving Modifiers .......................................... 62
Law Enforcement Package Deals .............................. 12 The Random Road Generator ................................... 64
Espionage Training Package Deal — Spy ................. 16 Stunts And Maneuvers .............................................. 68
Miscellaneous Package Deals ................................... 19 Vehicular Combat ...................................................... 69
Losing Control: The Consequences
CHAPTER TWO: Of Failed Combat Driving Rolls ............................. 72
Campaign Creation & Gamemastering Sample Car Chase .................................................... 73
Types Of Street-Level Teams. ..................................... 21 Streamlining The System ........................................... 74
Conclusion ................................................................. 74
Criminal Psychology. ................................................... 24
An Overview Of Abnormal Psychology ...................... 24 CHAPTER FOUR: Sourcebook
The Neuroses And Emotional Disorders ................... 24
Personality Disorders And Social Problems .............. 26 Weapons. ...................................................................... 76
Schizophrenias And Paranoias .................................. 27 Guns And Related Weapons ..................................... 76
Disorders Not Classified Elsewhere .......................... 28 Weapons Other Than Guns ....................................... 79
Conclusion ................................................................. 28 Heavy Weapons ........................................................ 82
Advanced Forensics. ................................................... 29 Chemical And Biological Warfare. .............................. 85
Asphyxiation .............................................................. 29 Explosives And Incendiaries ...................................... 87
Blunt Trauma ............................................................. 29 Poisons ...................................................................... 90
Burns ......................................................................... 30 Equipment And Gadgets. ............................................ 94
Drowning .................................................................... 30 Computer Gadgets .................................................... 94
Electrocution .............................................................. 31 Defensive Gadgets .................................................... 94
Fingernail Scrapings .................................................. 31 Movement Gadgets: Man-Powered Vehicles ............ 96
Forensic Anthropology ............................................... 31 Reconnaissance Gadgets .......................................... 96
Sharp Trauma ............................................................ 31 Miscellaneous Gadgets ............................................. 97
Ultraviolet Vision And Forensic Science .................... 32
Superpowers And Forensic Science .......................... 32 Vehicles. ........................................................................ 98
Comic-Book Vehicles ............................................... 101
Illegal Drugs. ................................................................. 33
Amphetamines ........................................................... 33 Raven. ......................................................................... 103
Barbiturates ............................................................... 34 The History Of Raven .............................................. 104
Cocaine ...................................................................... 34 Organization And Structure Of Raven ..................... 105
Heroin ........................................................................ 37 Operations, Activities, And Tactics .......................... 108
LSD And Other Hallucinogens ................................... 39 Personnel ................................................................. 110
Marijuana And Other Cannabinoids ........................... 40 The Grand Imperator ......................................... 110
PCP (“Angel Dust”) .................................................... 41 Dominus Sextimus ............................................ 111
Designer Drugs .......................................................... 41 Dominus Secundus ........................................... 112
Drug Addiction In The Hero System .......................... 45 Spadarius .......................................................... 114
The High Epopt ................................................. 115
Raven Equipment .................................................... 117
Raven’s Enemies ..................................................... 119
The Raven ......................................................... 120
The Velvet Phantom .......................................... 123
Cagliostro .......................................................... 124
Campaigning With Raven ........................................ 124
Scenario: Silver Dollar Blackmail ............................. 125
Bibliography And Filmography. ................................ 128
q AN EYE FOR AN EYE 3
s Eh INTRODUCTION
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OBSERVATION: 3/15/93, 11:12 PM The real question, of course, is what is in this book for you
to use. Within the pages of An Eye For An Eye, you’ll find:
En route to execution of — More information on subjects covered in DC:HOV. This
Rocco “the Tower” Mezzaferra includes further discussion of forensic science and crimi-
My war to destroy crime continues. My successes in this nal psychology; more information on organized crime
war have been many, and in some places the innocent live (including new organized crime groups and Dark Cham-
safely once more. But across the city and this nation, the tide pions Universe material for previously-discussed groups);
of crime continues to rise. Seven years ago I began this and more guns, ammunition, and weapons for characters
crusade, and seven years from now I shall fight in it still, and to use.
perhaps seven years from then, or even seventy times seven
if I must find a way to do it. When the last criminal lies dead, — Information on subjects not covered in DC:HOV, including
then I shall rest, and only then. a discussion of illegal drugs and how they work and are
I do not delude myself that the war will be easy, or that sold; data on the military; and a whole section on vehicle
victory is inevitable because my cause is just. I have said it combat.
before: Justice shall wither and perish in the face of mankind’s Hopefully all Champions players will find something in An
self-centered evil unless good men act to uphold it. There are Eye For An Eye which they can use.
many good men working for this cause, each in his own
way—the enigmatic Sandman; Jack O’Lantern, with his
whimsical weapons and misplaced ideals; the heroine Dark
Angel—but there are many more evil men out there than
there are good. It is up to the good men to correct this
situation. I go now to take the next step on my long path to
the goal of Justice.
— Excerpt from the journals of the
Harbinger of Justice
Since Dark Champions: Heroes of Vengeance and the
other books in the Dark Champions line have been so well-
received, it seemed only natural to publish another book of
source material for street-level Champions characters and
campaigns. Between the material that had to be left out of
Dark Champions (referred to hereafter as “DC:HOV”), all the
new material that has been created or thought up since then,
and all of the suggestions and requests received from
Champions players everywhere, there were plenty of things
to put in this book. Hopefully you’ll enjoy it and use it as much
as you do Dark Champions!
CHAPTER ONE:
CHARACTER CREATION
This chapter will cover a few matters that were not dis- characters can take. The Package Deals are accompanied
cussed in the DC:HOV chapter on character creation. First, by descriptions of particular law enforcement agencies,
there are a few notes on genre-specific uses for Skills, Perks, military forces and intelligence agencies and also include
Talents and Disadvantages. Second, there is a section sample characters.
which describes several Package Deals that street-level
q AN EYE FOR AN EYE 5
SKILLS, PERKS,
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IMPROVED EQUIPMENT
AVAILABILITY
If the Game Master can use the following Perks if he wants
characters to pay for improved access to equipment from
their equipment allowance.
3 points: Character has access to Street Level Equipment
from his Equipment Allowance.
5 Points: Character has access to High Tech Equipment
from his Equipment Allowance.
10 Points: Character has access to Military Equipment
from his Equipment Allowance.
q AN EYE FOR AN EYE 7
SECRET PASSAGES
Some comic-book characters have access to heavily
secured areas or buildings as a result of secret entrances or
passages that they know of or built. For example, if a
character suspects that one day he may need to gain secret
access to parts of a prison, he can bribe the builder to
construct a secret passage that only the character knows
about. Perk: Secret Passage costs from 1-4 points, depend-
ing upon how useful the secret passage is likely to be.
Generally, Secret Passages are completely undetectable; if
a character is actively looking for a suspected Secret Pas-
sage, and is looking in the right area, he can have a Skill
versus Skill contest with the owner using their respective
Concealment Skills. Characters can pay more points to
make their Secret Passage less detectable (-1 to Conceal-
ment rolls per point above starting cost).
TALENTS
s Eh PACKAGE DEALS
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This section provides several Package Deals for Dark Cham- members of the same force (for example, the U.S. Army)
pions characters. Most of them are intended to reflect a character’s should all have the same basic skills and abilities, as de-
background in the military or law enforcement, since many street- scribed below. However, the military is certainly willing to let
level characters received some of their training there (for ex- its members learn as many skills as they want, so a moti-
ample, the Scarecrow [DC:HOV , pages 47-48] originally learned vated character could have picked up a wide variety of
some of his Skills while a member of the police department). So knowledge and skills while serving his “hitch.”
that characters can use these Package Deals as their “Secret Suggested Disadvantages: Psychological Limitations re-
Identities,” Disadvantages like Distinctive Features (uniforms) flecting their goals and motivations (for example, “Patriotic”);
and Psychological Limitation: Subject To Chain Of Command are Age (for older officers and NCOs); DNPCs (family and
included with the Packages; if the character has left the organi- friends); Physical Limitations or Vulnerabilities (caused by
zation, obviously these Disadvantages should not be taken. old injuries); Hunted or Watched by enemies of the United
States; Rivalry with other branches of the military.
Roleplaying Tips: Soldiers come from all walks of life —
MILITARY TRAINING play them in a way you feel is appropriate for the scenario.
PACKAGE DEALS
This selection of Package Deals is for characters whose SOLDIER
background or origin includes service in the United States
military, whether regular forces or an elite force of some sort. Skills Cost
EL LOBO NEGRO
Skills Cost
Criminology 3
Deduction 3
Lockpicking 3
Streetwise 3
Spanish (dialectical) 5
Traveler 3
AKs (11- each): South America,
Central America and the Caribbean 3
Additional Cost: 23
LAW ENFORCEMENT
PACKAGE DEALS
This selection of Package Deals is for characters with a
background in law enforcement, whether at the local, state,
or federal level.
Typical Goals and Motivations: The attitudes and goals of
law enforcement personnel can vary greatly from officer to
officer. Many are intent on doing the best job they can, while
others are corrupt and only interested in getting rich by
exploiting their position. Some are caring and compassion-
ate individuals who genuinely want to help people, but a few
are macho swaggerers who get a big kick out of wearing a
q AN EYE FOR AN EYE 13
gun and pushing people around. However, one motivation
that almost all officers tend to have in common is that they are Suggested Disadvantages: Watched by the media or the
always cautious, suspicious, “paranoid” and on the lookout Internal Affairs Department; DNPCs (such as their family);
for danger. Because their lives are always on the line, and Psychological Limitations such as “Always Cautious And
everything they do is subject to scrutiny by a hostile media Suspicious,” “Corrupt Cop,” “Protective Of Innocents,” or
and other special interests, this “circling of the wagons” “Trigger-happy;” Reputation; Age; Hunted by a criminal they
attitude is often understandable. once put in jail.
Typical Abilities: Policemen are generally fit and physically Roleplaying Tips: The nature of law enforcement work
capable individuals. Many of them have some form of martial demands that officers and agents be assertive, self-confi-
arts training (for example, Commando Training in the form of dent individuals, and this should be reflected when they are
basic self-defense techniques). They are perceptive and role-played. Most of them are also willing to tell “war stories”
have good memories, because their job requires those sorts if prompted.
of mental skills. Lastly, because they have seen so many
terrible things, many of them are very hard to impress (high
PRE).
FBI AGENT
Skills Cost
Deduction 3
Streetwise 3
Stealth 3
WF: Small Arms 2
Perk: Fringe Benefit: Federal Police Powers 3
Perk: Fringe Benefit: Concealed Weapon Permit 2
KS: Federal Criminal Law And Procedure 11- 2
One KS or Science appropriate to the special
agent’s concentration (e.g., Psychology/
Criminal Psychology for a member of the
Behavioral Sciences Unit),11- 2
PS: Federal Law Enforcement Agent 11- 2
Contact, 11- 2
Choose one of the following: 3
Acting; Bureaucratics; Combat Driving;
+1 with Pistols; Computer Programming;
Concealment; Criminology; Disguise;
Forensic Medicine; Gambling; Interrogation;
Paramedics; Shadowing; Survival; Systems
Operation; one Language (completely fluent)
Disadvantages
Package Bonus -3
Watched by the FBI, 8- -10
Total Cost: 14
CUBA RUSSIA
Cuba’s espionage agency is the DGI (Direccion Generale Even though the USSR has collapsed and become many
de Inteligencia), which is based at Camp Matanzas outside different nations, it is worth knowing something about the
of Havana. Once a close ally of the KGB, it now finds itself as USSR’s intelligence agencies, since they still wield some
one of the few remaining “true” Communist intelligence influence and power in Russia (and may in the future regain
agencies. It is especially active in Miami and around their old power). The best-known Soviet agency is the
Guantanamo Bay, the United States naval base in Cuba. In infamous KGB (Komitet Gosudarstvennoi Bezopasnosti,
addition to its general intelligence-gathering role, the DGI Committee for State Security). Besides its world-wide func-
also trains revolutionaries and guerrilla warriors in other tions as an espionage agency, the KGB is in charge of Soviet
Third World countries. internal security and acts as a feared secret police.
The KGB’s fearsome reputation has been due in part to its
FRANCE extreme caution and willingness to play for long-term goals.
France has several espionage agencies of note. The first Its operations include not only standard intelligence-gather-
is the Deuxième Bureau (“Second Bureau”) which analyzes ing and analysis, but the sponsorship of terrorism, subver-
military intelligence. Next is the Direction Générale de la sion of enemies of the Soviet state, and outright assassina-
Sécurité Extérieure (DGSE), which collects intelligence data tion of enemies (often with the help of the DS, GRU, or
and conducts counterintelligence and covert operations. It SMERSH). It employed about half a million people through-
also has some role in combating drug trafficking. Last is the out the world. Its present role in post-collapse Russia is
Direction de la Sécurité du Territoire (DST), which is respon- approximately the same as its role in the Soviet state, except
sible for counterintelligence and the internal security of that it is no longer as large or powerful as it once was.
France.
18 AN EYE FOR AN EYE q
Another important Soviet agency is the Glavnoye UNITED STATES
Razvedyvatelnoye Upravlenie (Chief Intelligence Director- The American government has several intelligence agen-
ate of the Soviet General Staff), or GRU. Agents of the GRU, cies of note. The main one is the Central Intelligence Agency
who are fierce rivals of the KGB, are considered to be (CIA), which is headquartered at Langley, Virginia. It is an
vicious, brutal men who prefer direct action over the KGB’s executive branch agency with approximately 25,000 em-
stealth and maneuvering. GRU activities include industrial ployees (of which about one-fifth to one-third are agents),
espionage and aiding guerrilla warfare in enemy countries, making it the largest intelligence agency in the world at the
but its primary focus is gathering military intelligence. present time. It is responsible for gathering all sorts of foreign
Last but not least, SMERSH, Smert Shpionen (“Death to intelligence and information and for domestic counterespio-
Spies”), is the Soviet agency in charge of assassination, nage (the latter responsibility is shared with the FBI). It has
kidnapping and similar activities. Its agents were considered four Directorates: Administration, Intelligence, Operations,
cold, cruel professionals; they used many exotic devices. In and Science and Technology. The Directorates are further
the 1980s it was merged with the KGB, becoming that divided by the geographic region they are responsible for.
agency’s Third Directorate. United States law forbids it to commit assassinations or
engage in domestic spying.
UNITED KINGDOM The DIA, Defense Intelligence Agency, is the United
The primary British intelligence agencies, MI-5 and MI-6 States’s main military intelligence agency. It has subordinate
(Military Intelligence 5 and 6; actually now officially known branches in each of the American military services, and also
DI-5 and DI-6 for “Defense Intelligence”), are well-known to assigns military attaches to American embassies.
fans of the “James Bond” movie series. MI-5, Security The National Security Agency (NSA), headquartered at
Service, is responsible for counterespionage and national Fort Meade, Maryland, is probably the United States’s most
security, and divides its duties between six branches desig- secret intelligence agency. Its primary responsibilities are to
nated A through F. MI-6, Secret Intelligence Service, is in gather and analyze electronic intelligence and communica-
charge of foreign espionage operations. It is an extremely tions, analyze intelligence data, make and break codes, and
secretive agency thought to have about 3,000 agents. These help other agencies plan missions. Its computer resources,
agencies have a long tradition of excellent service and were information network and technical capabilities are among
the models for the intelligence agencies of many other the best in the world.
nations.
FICTIONAL ESPIONAGE AGENCIES
In the world of Dark Champions, the GM need not limit
himself to real-life intelligence agencies—he is perfectly free
to make up his own. Here are two examples of fictional
espionage organizations:
CHAPTER TWO:
CAMPAIGN CREATION
AND GAMEMASTERING
This chapter contains information to assist the GM in
running his campaign. In addition to a general discussion of
group play in the street-level genre, there is extensive
information on criminal psychology, advanced forensics and
drug trafficking.
q AN EYE FOR AN EYE 21
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One difficulty that many GMs encounter when they first sit mercs take him up on his offer, investigate and finally track
down to plan a Dark Champions campaign is solving one of the kids to an abandoned factory in the next county—drug
the fundamental problems of the genre (from a roleplaying dealers have kidnapped them to use as slave labor and
perspective): street-level heroes are usually portrayed as guinea pigs in a designer drugs experiment! The mercenar-
solo heroes, but gaming is primarily a group-oriented activ- ies get in a few fights with the drug dealers, and eventually
ity. It’s often hard to get a group of vigilante PCs to work as they rescue the kids, mop up the operation and kill or capture
a team without making the game seem too much like a the traffickers. The grateful sheriff offers them the money,
standard superhero team comic book. but they turn him down, not only out of the goodness of their
However, it’s not impossible to come up with group or hearts but because they recovered enough cash from the
“team” campaigns which work properly in the street-level drug factory to cover their expenses. Plenty of similar sce-
genre, if the GM is willing to “tailor” his campaign a little. The narios can be found in television shows like The A-Team and
first thing to do is inform the players before they start to (in a less team-oriented format) The Equalizer.
design characters that all PCs are expected to work reason-
ably well in a group. Conflicting opinions, viewpoints and THE SEVEN SAMURAI SYSTEM
“working styles” are all right—in fact, from a roleplaying This group concept uses the victim to bring a group of
perspective, they’re usually preferable, provided they don’t otherwise solo characters together. As a plot device it
put too much of a strain on the game—but there shouldn’t be doesn’t work well for a continuing campaign (too many
any “Loners” in the group or any other PC types which are coincidences spoil the game, so to speak), but it’s great for
likely to completely ignore (or even harm) the “group atmo- one-shot adventures or as a way to encourage PCs to form
sphere” of the campaign. a team on their own.
The second and equally important thing for the GM to do
is figure out in advance what type of team he wants for the
campaign. The type of team the GM chooses will be a major
influence on the campaign and the way it is conducted. For
example, a Vigilante Squad is going to remain primarily in
one city, and its adventures will be more the standard
“vigilantes versus the underworld” style, but a Special Mis-
sions team is probably going to be traveling all over the world
and getting involved with espionage-oriented adventures.
Several different types of teams are described below.
TYPES OF
STREET-LEVEL TEAMS
UNDERLINGS
This sort of team is similar to the “Mysterious Patron”
discussed above, with one important difference: the patron
is an active crime fighter himself, someone who gets out in
the field and gives orders to his “men.” The archetypical
examples from literature are The Shadow and his team of
agents and Doc Savage and his men, but the concept works
very nicely in the modern day. The GM needs to decide in
advance whether the “boss” will be one of the PCs (which
means giving one player a character who is more powerful
than the other PCs) or an NPC. For this campaign type, the
latter is usually the better route to take, since it keeps things
equal between the players.
CRIMINAL
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The field of criminal psychology is concerned with the
psychological roots and causes of criminal behavior. This THE NEUROSES AND
information is used not only to try to cure criminals of their
illegal tendencies but to “profile” criminal types in an attempt EMOTIONAL DISORDERS
to help law enforcement predict their actions and catch them.
Psychological profiling has scored its most dramatic suc- As briefly described above, the neuroses involve disor-
cesses with violent offenders such as serial killers and ders of emotion and reactions to stress. Those who suffer
rapists, but it is useful with other types of criminals as well. from neuroses are often anxious, unhappy, guilt-ridden or
In order to provide a proper perspective on the subject, this even panicky, but they do not suffer from extreme personal-
chapter will discuss not only “pure” criminal psychology, but ity disorganization or distortions of reality. They are not
also the broader field of abnormal psychology (with, of especially likely to become violent. Many neuroses are mild
course, an emphasis on those aspects which are useful for enough that characters should either take only a few points
gaming purposes). The discussion of the different types of for them as Psychological Limitations, or should simply use
psychological deviancy includes Psychological Limitation them as roleplaying tools for which they receive no points.
values for many of these problems. The neuroses are divided into four subcategories: anxiety
Two aspects of the field of abnormal psychology are not disorders, somatoform and dissociative disorders, psycho-
going to be discussed in this section at all, because they are physiological disorders and affective disorders.
beyond the scope of this book and are usually unimportant
for gaming purposes. The first is different schools of psycho-
logical theory, such as Freudianism, behaviorism and hu- ANXIETY DISORDERS
manism. The second is methods of therapy and cure. Anxiety disorders are emotional disorders which involve
This section is based primarily on the organizational excessive levels of anxiety or fear. They include phobic
scheme of the Diagnostic and Statistical Manual of Mental disorders, anxiety states and post-traumatic stress disorder.
Disorders, III (DSM-III), the standard medical reference on
the subject. Further information on abnormal psychology PHOBIC DISORDER
can be found in the textbooks listed in the Bibliography. This disorder, commonly known as phobia, involves a life-
disturbing fear of some phenomenon. The fear is so strong
that it drives the sufferer to avoid the cause of it as much as
possible; in severe cases, victims may collapse or become
AN OVERVIEW OF totally incapacitated by their fear. Examples include: acro-
phobia (heights); agoraphobia (open spaces, an especially
ABNORMAL PSYCHOLOGY common phobia); astraphobia (storms, thunder, and light-
ning); claustrophobia (enclosed places); hematophobia
Briefly, abnormal psychology can be divided into three (blood); mysophobia (contamination and germs); nyctophobia
broad fields. The first is neuroses and emotional disorders. (darkness); pathophobia (disease); pyrophobia (fire); and
Neuroses are disorders of mood and emotion. They do not zoophobia (animals or a specific type of animal).
involve extreme distortions of perception or serious mental Phobias are very common as Psychological Limitations
disturbances (as do the psychoses). Examples of neuroses (for example, Bulldozer’s “Fear of Spiders” [arachnaphobia],
include phobias, anxiety states, obsessive/compulsive dis- Freon’s pyrophobia, and Sniper’s agoraphobia). The point
order, somatoform disorders (complaints of pain or other value depends on how common the feared phenomenon is
symptoms with no organic basis) and affective disorders and how strong the character’s fear reaction is; usually the
such as depression and manic-depressiveness. total will be 10 or 15 points. Higher point totals usually
The second major field is known as social and personality indicate a very common phenomenon or a severe reaction,
problems. It includes a variety of personality disorders (such and may incapacitate the character so frequently that they
as antisocial personality disorder, the cause of much crimi- are not worth taking.
nal behavior), substance abuse disorders and psychosexual
disorders. ANXIETY STATES
The last field is the schizophrenias and paranoias, often Anxiety states include panic disorder (sudden, inexpli-
referred to as psychoses. Unlike neuroses, psychoses in- cable “panic attacks,” with accompanying physical symp-
volve extreme disruptions of thought, perception, behavior toms such as labored breathing), generalized anxiety disor-
and emotion. der (“free-floating panic,” a chronic state of unfocused anxi-
ety), and obsessive-compulsive disorder. Only the last of
these is likely to be important in a Champions game.
q AN EYE FOR AN EYE 25
Obsessive-compulsive disorder is a rare psychological Psychogenic amnesia occurs when a person becomes
disorder. The sufferer experiences persistent, irrational ob- unable to recall certain information, such as who he is, who
sessions and/or compulsions which are so strong that they his friends are, where he lives, what he does for a living, and
interfere with daily life. In general, they are thought to be so forth. Basic skills (such as how to eat or how to drive) are
caused by a rigid or overactive conscience or by feeling of usually not forgotten. Amnesia often covers everything that
inadequacy and vulnerability (the obsessive/compulsive “rou- happened during a limited period of time, and occurs right
tine” shields the sufferer from these fears by making life after a particularly stressful event. However, it may include
predictable and “safe”). certain types of events over a longer period of time, or even
Obsessions are strong, recurring thoughts about some- cover the sufferer’s entire life. Usually the amnesia eventu-
thing. They generally seem irrational to the sufferer, but that ally goes away, but this may take weeks, months, or even
does not prevent them from occurring. Examples include years. As a Psychological Limitation, psychogenic amnesia
obsessive doubts or fears (“Did I lock the door? I bet I is usually worth 15-25 points, depending upon how much is
forgot”); endless, obsessive chains of thought; obsessive forgotten over how long a period of time. Sooner or later the
impulses to perform certain acts (often immoral or illegal character should buy the Limitation off, signifying that he has
acts, such as murder or vandalism); and obsessive images been “cured.”
(recurring images of a seen or imagined event, such as a car A person suffering from psychogenic fugue not only has
accident). amnesia, but he moves away from his home and job and
In real life, obsessive people do not often act on their establishes a completely new identity somewhere else.
obsessions, but this is not the case with comic-book charac- Psychogenic fugue is usually brief, but may be a long-term
ters. Some characters’ origins and activities center around problem in which the sufferer rationalizes away the “gaps” in
their obsessions. Many vigilantes, such as the Harbinger of his memory. Psychogenic fugue might make a good “origin
Justice, are obsessed with fighting crime. Some characters, story” for a Champions character: the stress of the event that
such as Black Mamba, are obsessed with destroying a gave the character his powers (and/or his desire to fight
particular person or organization. As a Psychological Limita- crime) also causes him to suffer from fugue. As the character
tion, obsessions often have high point totals (as high as 20 gradually comes to question the blank spots in his memory,
or 25 points), because they are a central element of the a mystery and a roleplaying opportunity will present itself for
character’s conception. The exact total depends on just how the GM to exploit. The character Sniper (Champions Uni-
driven a character is to perform the act(s) in question. verse, pages 117-18) has an origin something like this.
Compulsions are just that—a compelling impulse to do Multiple personality is the existence of two or more distinct
something (often an act with ritualistic qualities). The sufferer personalities in one person. Multiple personality is a frequent
usually recognizes that the act is absurd or irrational, but still subject of comics, television, and movies, where it is often
cannot prevent himself from doing it. A famous example from mislabeled “schizophrenia.” Normally each personality is
literature is Lady Macbeth’s compulsive hand-washing, different from the others (maybe radically so) and has its own
caused by her complicity in King Duncan’s murder. Other well-developed emotions and thought processes. The per-
examples include checking a door again and again to make sonalities may or may not be aware of one another (usually
sure it’s been locked, examining one’s pockets over and over if they are, the awareness is subconscious or indirect), and
for spare change, or a compulsion to repeat certain acts over may or may not like each other. The personalities are
and over again to “magically ward off danger.” generally aware of the “lost time” between their states of
In Champions terms, compulsions are usually represented awareness. The change from personality to personality may
as a roleplaying mechanic, not as a Psychological Limitation. occur abruptly, over a few minutes (which is the usual way),
For example, if a character is compelled to dust himself off or may take place subtly over weeks or months. Multiple
every five minutes, the player should get up and mimic personality is a very rare psychological problem, and may be
dusting himself off that way. Only if the compulsion seriously caused by a deep inner conflict between a person’s beliefs
interferes with a character’s lifestyle or capability to fight and desires.
crime should the character receive Disadvantage points for In Champions terms, there are two ways to handle multiple
it. personalities. First, it can be taken as a Psychological
Limitation (usually 15-20 points) if the change does not
SOMATOFORM AND substantially affect a character’s powers or game activities.
If the change is that extreme, for example where one
DISSOCIATIVE DISORDERS personality is a peace-loving, nonviolent hero and the other
Somatoform disorders are physical or health-related com- is a ruthless vigilante, a better way to handle the problem is
plaints for which no physiological cause is evident. They with a Multiform, as described in DC:HOV, page 35.
include hypochondriasis (a preoccupation with disease,
usually accompanied by many illogical and baseless health
complaints), conversion disorder (various forms of sudden
AFFECTIVE DISORDERS
paralysis, thought to be caused when the patient “converts” The last category of neuroses are the affective disorders,
anxiety and psychological problems into a physical prob- major depression and manic-depressiveness (or bipolar
lem), and somatization disorder (recurring complaints of disorder). Major depression is a deep, prolonged sadness
pain or other symptoms which have no discernible physical which usually disturbs the sufferer’s sleep, eating and activ-
basis). Somatoform disorders are not common to comic- ity patterns. It is a frequent psychological problem and is
book heroes. more common in women. Depression is rarely taken as a
Dissociative disorders, on the other hand, are sometimes Psychological Limitation for Champions characters.
seen in comics and movies. They include psychogenic
amnesia, psychogenic fugue and multiple personality.
26 AN EYE FOR AN EYE q
Manic-depressiveness is a psychological condition char- Narcissistic Personality Disorder:
acterized by alternating periods of depression and mania. An individual who has an inflated view of his own unique-
Mania usually takes one of two forms: acute (in which the ness, importance, and capacities. Narcissists tend to be
sufferer becomes bossy, violent and restless, and suffers extremely vain and exploitative. Some “master villain” types
from decreased morals, flight of ideas, possible hallucina- may suffer from this disorder, rather than from more extreme
tions and impaired judgment and insight); and delirious (in forms of schizophrenia (see below).
which the sufferer becomes confused, excited, hyperactive,
talkative, restless, disoriented, completely shameless and Paranoid Personality Disorder:
possibly violent, and may also experience vivid hallucina- An individual who is excessively suspicious, argumenta-
tions). Most sufferers have a one to ten day period of relative tive, and sensitive, and is easily offended—”paranoid” in the
normality between the “poles” of the manic-depressive cycle, lay sense of the word.
but the schedule may be shorter or irregular. As a Psycho-
Schizoid Personality Disorder:
logical Limitation, manic-depressiveness should be handled
Persons who have trouble forming social relationships,
like multiple personality, and the player should devise a
whether friendships or romances. They have few (if any
method of acting out the extremes of behavior (for example,
friends), and often seem to be stand-offish or “aloof,” without
he might tap his fingers constantly whenever his character is
compassion for other people.
in a “manic” phase, or be completely quiet when depressed).
ANTISOCIAL PERSONALITY DISORDER
In the field of criminal psychology, the most important
PERSONALITY DISORDERS personality disorder is antisocial personality disorder, more
commonly known as sociopathy or psychopathy. Sociopa-
AND SOCIAL PROBLEMS thy has been described as the “prime criminogenic person-
ality trait;” 3% of American men and 1% of American women
This is the second major category of abnormal psychol- are thought to have sociopathic personalities.
ogy, and the one with the most relevance to the subject of Sociopaths are characterized by the following traits:
criminal psychology. 1) They have an average or even above-average intelli-
gence. Furthermore, they do not usually suffer from
PERSONALITY DISORDERS delusions or similar irrational thought patterns.
Personality disorders are a group of personality traits that
are so inflexible or ingrained that they impair an individual’s
social functioning. They usually begin in adolescence and
last throughout life. In some cases, they are “less intense”
versions of other psychological problems. In Champions
terms, they should usually be taken as 5-10 point Psycho-
logical Limitations; extreme forms may be worth 15 points.
For example, some swashbuckler characters might have
histrionic personality disorder (5-10 points), and some vil-
lains are narcissistic, paranoid or schizoid (5-15 points,
depending upon severity).
Some examples of personality disorders include:
Compulsive Personality Disorder:
These people are nit-picking perfectionists, intensely con-
cerned with rules, schedules, and details. Their insistence
that everything be done their way puts a great strain on those
around them.
Dependent Personality Disorder:
Individuals who lack confidence and reliance in them-
selves, structure their lives around their relationships with
others, and expect others to make decisions for them.
Histrionic Personality Disorder:
Sufferers are extremely dramatic and emotional, and
express their feelings very easily. They frequently try to
attract attention to themselves, and are often skilled manipu-
lators who constantly demand things. They tend to bore
easily and react angrily to petty problems, and are vain and
shallow.
q AN EYE FOR AN EYE 27
2) Sociopaths exhibit a great deal of superficial charm and OTHER SOCIAL PROBLEMS
friendliness, and often use this charm to get close to their There are two other social problems, but they occur
victims and lull their suspicions. However, this outward relatively infrequently in gaming contexts. One is substance
affability masks several undesirable traits: a complete abuse disorders: addiction to drugs or alcohol, pathological
lack of deep and lasting emotion, including gratitude, gambling, and so forth. These disorders can be taken as
sympathy and compassion for others; manipulativeness; Psychological Limitations, Physical Limitations, or Depen-
untruthfulness and insincerity; and a “pathological ego- dencies (see “Drug Addiction in the HERO System, later in
centricity” and completely self-centered viewpoint which this chapter). The other is psychosexual disorders, which
prevents them from seeing themselves as others see include paraphilias (unnatural sexual attractions, including
them. transvestism, pedophilia and rape), gender identity disor-
3) Sociopaths suffer from a deficient sense of emotions and ders (such as transsexualism) and psychosexual dysfunc-
arousal. In short, they feel much less, emotionally, than tions.
normal people do. They have a “hunger” for stimuli which
often leads them to be thrill seekers, to become frustrated
or bored easily, and to do extreme things to achieve
emotional arousal (for example, to kill for pleasure). SCHIZOPHRENIAS AND
4) An important corollary of (3) is that sociopaths feel no guilt
or remorse for their deeds, nor any sense of shame. This
PARANOIAS
prevents them from having any real conception of moral
The last major grouping of abnormal psychology problems
values or ethics. Even if the do pursue what would be
is the schizophrenias and paranoias, often referred to as
considered a “responsible” goal, they do so unethically.
“psychoses.” Psychotic behavior is marked by a much more
They also feel little anxiety, and are able to act coolly and
extreme disturbance of thought and perception than neurotic
calmly in situations where others would panic (i.e., they
behavior. Psychosis is the ultimate psychological break-
have a higher than average PRE and/or EGO).
down, a complete divorce from reality.
5) Sociopaths also suffer from an inability to be conditioned
or to appreciate the long-term consequences of their
actions. They live entirely for the moment and the stimulus
SCHIZOPHRENIA: SYMPTOMS
it brings them, and are particularly prone to discount future Schizophrenia is most common from ages fifteen to 45,
events which may be bad or threatening. Thus, it is almost and is equally as common in men as in women. Symptoms
impossible to deter them from crime with the threat of may develop slowly from childhood, or may be caused by
punishment, and even if they are punished, they won’t stress later in life. Schizophrenic episodes may recur through-
learn anything from it or cease their behavior afterwards. out the sufferer’s life or be chronic.
Sociopaths reject authority and seem not to realize that Schizophrenia is characterized by several different types
rules apply to them. They also cannot take on responsibili- of symptoms. The first type is called “disorders of thought.”
ties or exercise good judgment. This may mean disorders of thought form, such as incoher-
ent speech, unconnected and nonsensical thoughts and
These traits combine to make sociopaths extremely prone statements, repetition of concepts or phrases, lack of speech
to criminal behavior. Some become actively hostile and or “blocking” (interruption of the train of thought by silence,
vicious, acting out their fantasies and impulses with sense- then an inability to remember what was said before the
less violence and depravity. Many serial killers, for example, interruption). Alternately, it may mean disorders of thought
are textbook examples of sociopathy. content, such as delusions. These delusions may be of
Experts have long speculated on the causes of sociopa- persecution; of imposed sensations, thoughts, feelings,
thy. Some causal factors may be biological, such as a emotions or acts (“Martians are sending messages to my
“malfunction” of parts of the central nervous system which brain to make me do these things, Doctor”); or of stolen
might otherwise inhibit their behavior. Others relate to family thoughts and emotions. Alternately, a normal perception
life—situations where a child suffers from emotional depriva- may take on special significance for the schizophrenic.
tion, parental rejection, or inconsistent punishment may Sometimes an elaborate delusional scheme develops, and
contribute to the development of antisocial personalities. everything the schizophrenic perceives becomes a part of it.
Sociocultural values also seem to play a part (sociopathy is Second, schizophrenics suffer from disorders of percep-
more common in lower socioeconomic groups, for example, tion and attention, which primarily means that they halluci-
and in areas where society’s values have broken down). nate. Schizophrenics’ hallucinations are normally auditory:
It is important to note that sociopaths are usually not they may “hear” their thoughts, or “voices” may speak to
legally insane. They understand what they are doing, and them or give them orders. They may also feel that they are
realize that it may have bad consequences—they just don’t unable to screen out certain perceptions.
care. They value their own actions more than they fear Third, schizophrenics may have unusual motor symp-
punishment, and in many ways might simply be described as toms, such as odd facial expressions, repetition of gestures,
“evil.” manic/hyperactive levels of activity or catatonic immobility.
Sociopathy is of course an extremely common Psycho- Fourth, schizophrenics have affective symptoms, such as
logical Limitation for Champions villains. Many villains, both emotional “flatness” (which occurs in about two-thirds of
in the Dark Champions books and in other books, are schizophrenics) or inappropriate responses (laughing at bad
sociopaths, even though they may express it in other terms news, rapid emotional shifts, and so forth).
(“Casual Killer,” “Loves To Kill,” and so forth). Antisocial In short, schizophrenics are often what is snidely referred
personality disorder is worth 20-25 points as a Disadvan- to as “raving mad.” Their disorder inhibits their social func-
tage. tioning, and they are prone to other psychological disorders.
28 AN EYE FOR AN EYE q
SCHIZOPHRENIA: TYPES recognized as superior, or their delusions are otherwise
There are four basic types of schizophrenia. The first is “thwarted,” they may take matters into their own hands and
called undifferentiated schizophrenia, meaning that it is a become violent. This form of psychosis may work better for
catchall category for schizophrenics who do not fit into one many “master villains” than true paranoid schizophrenia,
of the other three categories. since it is less disabling. It is worth 10-20 points as a
The second is disorganized (or hebephrenic) schizophre- Psychological Limitation.
nia. Sufferers are subjected to numerous poorly-organized The second form of paranoia is acute paranoid disorder,
delusions and hallucinations, experience shifts in emotion which causes the sufferer to experience a series of ever-
and have incoherent speech. Eventually, the sufferer tends changing delusions with no logical relation or pattern to one
to become reclusive and infantile. another. This disorder is usually temporary, and is worth 10-
Catatonic schizophrenia is the third type. It is character- 20 points as a Psychological Limitation.
ized by extreme motor disturbances. “Withdrawn” catatonic
schizophrenics tend to become motionless, often in odd,
rigid positions, or they may mimic others. “Excited” sufferers
tend to be manic, and may become violent. Catatonic schizo-
DISORDERS NOT
phrenia can often be effectively treated with drugs. CLASSIFIED ELSEWHERE
Lastly, and most importantly from a gaming perspective,
there is paranoid schizophrenia. This types of schizophrenia This broad DSM-III category includes two disorders which
is marked by delusions. The most prominent are delusions may be of interest to Champions players. The first is klepto-
of persecution, hence the lay use of the term “paranoid.” mania, or pathological theft behavior. The sufferer experi-
However, delusions of grandeur are also frequent: the suf- ences an irresistible desire to steal things, regardless of their
ferer may think that he is a great genius, all-powerful, a value, usefulness or the risk involved. They do not plan their
religious or media figure and/or destined to rule the world thefts or work with others to commit them. Kleptomania is
(also known as megalomania). Often a complex delusional usually worth 15-20 points as a Psychological Limitation.
framework is created, and seemingly insignificant events are The second is pyromania, an irresistible impulse to set fires
included in it (for example, when the man at the next table and a general fascination with fire. The pyromaniac simply
asks to borrow the salt, a schizophrenic might assume that enjoys seeing fires, he does not set them for gain or for
the man was actually spying on him). Paranoid schizophrenics ideological reasons. Many fire-based villains, such as Fire-
may be prone to anger or violence, and may even experience bug and Blowtorch, suffer from pyromania, which is a 15-25
hallucinations, but generally they are less withdrawn from point Psychological Limitation.
reality than other schizophrenics.
Most forms of schizophrenia are not especially useful as
Psychological Limitations for Champions characters be-
cause they are so extreme. A few completely deranged CONCLUSION
villains might be schizophrenics (a 20-25 point Psychologi-
cal Limitation). Some characters could suffer from mild In conclusion, here are two criminal psychology questions
schizophrenia in the form of delusions (such as Foxbat’s which Champions players can debate among themselves.
belief that he is actually in a comic-book world) or hallucina- First, are certain master villains actually paranoid or para-
tions which are not too handicapping (a 10-20 point Psycho- noid schizophrenics? The answer to this question may seem
logical Limitation). obvious but take a villain like Dr. Destroyer. Destroyer
The one exception to this general rule is paranoid schizo- unquestionably possesses power, resources and intelli-
phrenia, which is frequently seen in master villains and gence far in excess of most men. He is fully capable of taking
would-be world conquerors (it may be called “Megaloma- over and ruling the world (in fact, he’s come all too close too
nia,” for example). It is worth 15-25 points, depending upon many times). Given this, is it insane for him to want to rule the
how strong the feelings of superiority are. (Another possibil- world, or to try to take it over? Is he a paranoid, or is he
ity is one of the paranoias, described below). intelligently, rationally and correctly evaluating the situation?
Second, are vigilantes like the Harbinger of Justice, the
PARANOIAS Scarecrow and Sniper sociopaths? While they might be said
Paranoia is a form of psychosis marked by delusions and to exhibit some symptoms—such as the ability to kill without
an impaired contact with reality which is not severe enough remorse—they do not have many of the symptoms. For
to be true schizophrenia, but is more severe than paranoid example, they do feel guilt (at least when they make a
personality disorder. Paranoid delusions usually have a mistake, but not when they kill criminals), are extremely
“theme” of some sort, such as money, the sufferer’s job or an moralistic (at least from some perspectives), are willing to
invention supposedly created by the sufferer. Paranoids are take on responsibility (the responsibility of fighting crime),
“impervious to reason,” unwilling or unable to accept logical are capable of feeling a full range of emotions and returning
and rational explanations for their delusions. emotion, often have good judgment and can plan for the
There are two types of paranoia. In the first, confusingly future and properly judge the consequences of their actions.
called paranoia, the sufferer has delusions of persecution or Perhaps they are in a different category unique to fiction—
of grandeur, but his personality and contact with reality are ”vigilante personality disorder,” a form of “focused sociopa-
not otherwise impaired. Those suffering from delusions of thy” in which the “sufferer” feels no remorse for taking actions
grandeur may see themselves as superior or unique beings, (even extremely violent or brutal ones) against criminals or
may think they have been given a “special mission” to others who do not live up to his moral code.
perform, and so forth. If they feel that they are not being
q AN EYE FOR AN EYE 29
s Eh ADVANCED FORENSICS
Bob Live U KAN S
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This section provides more information on forensic sci- Hanging is rarely used as a form of homicide because it is
ence and criminalistics for Champions players. It is intended difficult to hang someone who is resisting. Homicidal hang-
to supplement the material in DC:HOV, pages 53-59. The ing victims usually display signs of having been beaten,
same warnings given in that section apply here as well: subdued, or drugged.
players should get the GM’s permission before reading this It is possible to hang a corpse and create the same ligature
section, in case the GM wishes to keep some facts secret for marks that would have been created if the victim were still
use in “murder mystery” scenarios and similar adventures. alive, if the hanging takes place within two hours of death.
ELECTROCUTION
Electrocution deaths are usually accidental. Humans are
most sensitive to AC current (the most common type). Thirty-
nine to 150 cycles per second is the range of greatest
lethality. Important factors include amperage (how much
electricity enters the body against the resistance of human
skin) and the voltage (electromagnetic force). Low voltage
(i.e., household current) only kills or injures if it comes into
direct contact with the body; it causes death in seconds or
tenths of a second due to ventricular fibrillation. High voltage
(such as that from high tension electric lines) can kill if it
comes within centimeters of someone because an arc of
electricity will leap from the source to the victim. It causes
almost instantaneous death by burning and cardiac and
respiratory arrest.
High voltage electricity will always cause burns, and low
voltage will cause them about half of them time. The burns
are at the point where the current enters and exits the body;
the hand is the most common entry point and the foot is a
frequent exit point. Electrical burns are distinctive from other
types of burns. High voltage may also cause massive inter-
nal damage, destroying tissue and organs.
Homicide by electrocution is rare, but does occur. The
most common method is to drop a plugged-in appliance into
someone’s bath. This does not cause burns, and if the
appliance is removed from the water, the death appears to
be natural.
s Eh ILLEGAL DRUGS
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Illegal drugs, from cocaine to heroin to laboratory-made Amphetamines have a relatively simple chemical struc-
“designer drugs,” are a frequently-encountered element in ture and can be made with fairly basic chemistry equipment.
Champions scenarios, both street-level and four-color. While In about four hours, a person with no chemistry training can
most GMs and players are aware of the general effects of turn approximately $500 worth of chemicals into a pound of
most drugs, including their destructive effect on users and on amphetamines worth $35,000 on the street. While some
society, the specifics of illegal drug creation and trafficking amphetamines (about 20%) sold on the street are stolen
are usually less well-known to them. Since these specifics from legal sources, about 80% are manufactured in illegal
can have important implications for scenarios and scenario labs (both in this country and in Mexico). Outlaw motorcycle
design, this section of An Eye For An Eye describes the gangs and the yakuza tend to control the trade in many
major illegal drugs being sold in the United States today, areas, but because the drug is so easy to make there are a
including how they are created, smuggled into the country, lot of “independent” producers as well.
and sold. HERO System effects of the drugs are listed in
parentheses where appropriate. METHAMPHETAMINE
GMs should be aware that much of the information in this Methamphetamine (“meth,” “crank,” “crystal meth” or
section about prices, availability and methods of sale is “speed”) is a refined form of amphetamine. The final product
subject to frequent change. The market price and method of is a white, crystalline powder. Methamphetamine is not
packaging of various drugs can vary incredibly from one city legally produced, it is always illegal. Again, outlaw motor-
to another and sometimes from dealer to dealer within a city. cycle gangs and the yakuza generally control the trade, with
This is a good excuse for the GM to get “creative” once in a the motorcycle gangs (such as the Hell’s Angels on the West
while if necessary for purposes of the game. Coast, and the Pagans in the East) accounting for approxi-
mately 75% of production and sales at present.
Methamphetamine is injected or smoked by the user. It
AMPHETAMINES stimulates the central nervous system, creating an intense,
immediate “rush” or “flash,” similar to an orgasm. Its effects
Amphetamines, known on the street as “speed,” “crank” or are more or less similar to those of amphetamines; extended
“uppers,” are a class of chemicals which stimulate the central use or an overdose can cause confusion, hallucinations,
nervous system, much like cocaine. They were once used in paranoid psychosis, convulsions, coma and death from
“pep pills” and appetite suppressants, but doctors today cardiac arrhythmia.
rarely prescribe them because of the potential for abuse. ICE — Ice is a crystal methamphetamine—the smokable
Amphetamines are usually sold in tablets or capsules; the “rock” form of methamphetamine. It is also called “glass” or
most popular legally-created ones are Benzedrine (“bennies”), “crystal.” It is odorless and colorless and resembles rock
Dexedrine (“dex”), Biphetamine (“whites”) and Methedrine candy or rock salt, so it is easily hidden.
(“meth”). Many users simply swallow the pills, but some Ice is extremely potent and powerful. After smoking it,
dissolve the chemical in water and inject it to cause a quicker, users remain high for eight to 24 hours (as compared with no
stronger “rush.” The price of the pills varies from city to city, more than twenty minutes for a “hit” of crack cocaine).
but a pound of illegally-created amphetamines can sell for Reports of highs lasting up to a week from a single hit have
around $35,000 on the street. also been reported. Users call getting high from smoking ice
Amphetamines have several effects upon the human “amping,” because it is an “amplified” form of the euphoric
body. They create feelings of euphoria, alertness and in- feeling that amphetamines and methamphetamines cause.
creased confidence and concentration (Âd6 PRE Aid). They Users become extremely reckless and violent; they may pick
also increase the heartbeat, rate of breathing, and blood fights, drive erratically and recklessly and possibly even kill
pressure, but decrease the appetite. Users become talk- themselves. Prolonged use causes convulsions and fatal
ative, restless and irritable. At higher doses, amphetamines lung and kidney problems in addition to hallucinations and
cause pallor, rapid or irregular heartbeat, tremors, loss of psychological damage.
coordination (Âd6 DEX Drain), collapse and ultimately death Ice first appeared in America in the state of Hawaii, but
as a result of high fever, heart failure and/or cerebral hemor- quickly spread to the mainland (especially California; in fact,
rhage. Overdoses, though rare, kill in the same fashion. some sources refer to San Diego as the “ice capital” of the
Addicted users (“speed freaks,” in street slang) often go on mainland). Ice is distributed not only by native producers, but
“runs”—3-5 day binges of massive amphetamine use which by the yakuza and by Korean gangs (who call it hirropon). It
can cause frightening hallucinations, paranoia, psychosis, sells for $700 an ounce or less “wholesale.” The most
and violent behavior. Long-term users may also suffer from common method of street sale is a “paper,” a penny-sized
memory loss, decreased concentration (Âd6 INT Drain), cellophane or plastic bag holding one hit, about a tenth of a
and permanent paranoia. gram. Each paper costs about $50.
34 AN EYE FOR AN EYE q
METHCATHINONE Seconal (secobarbitol), and Tuinal (a combination of
Another form of amphetamine which has recently ap- amobarbitol and secobarbitol). Illegal barbiturates are gen-
peared is methcathinone, known on the street as “cat.” It was erally “diverted” from legal sources.
first created in Michigan, and is similar to methamphetamine. Short-acting barbiturates have an onset time and an effect
All that is needed to make cat is a large jar, some common similar to alcohol—they produce euphoria, increased self-
chemicals that are available in hardware stores, and certain esteem and lowered inhibitions (+Âd6 PRE), and eventually
over-the-counter cold medicines. $500 worth of ingredients intoxication (Âd6 or more DEX and INT Drain). Overuse can
yields a kilogram of cakey, whitish-colored powder worth lead to coma and death from respiratory failure.
$15,000 on the street. Currently no group controls the Barbiturates are known generically in street slang as
market, but it is thought that motorcycle gangs may try to “barbs,” “downers” or “goofballs.” The most popular varieties
move in and dominate the cat trade in the near future. have their own slang names, which are based on the color of
Like other amphetamine-class drugs, cat makes the user the pill: blue devils (Amytal), red birds or red devils (Seconal),
feel restless and manic, and creates a long-lasting feeling of yellowjackets (Nembutal), rainbows or Christmas trees
euphoria that can lead to reckless and dangerous behavior. (Tuinal) and so forth.
It also causes paranoia and weight loss, and habitual users
may begin to smell like the drug (a Distinctive Feature).
COCAINE
BARBITURATES Cocaine, a central nervous system stimulant, is one of the
most widely abused drugs in America, and in fact is one of the
Barbiturates are a class of drugs which act as depres- most physically and psychologically addictive substances
sants, sedating the central nervous system into a sleep-like known to man. An estimated five to six million Americans are
state. They decrease the activity of the nerves, heart, lungs regular users (at least half of these are addicted to the drug),
and some other body functions. and more people try it every day. The cocaine trade gener-
Barbiturates were first synthesized in the mid-nineteenth ates an annual income which has been estimated at $5-12
century and used as sleeping aids. Today there are thou- billion dollars or more per year for the groups that control the
sands of different varieties, many of which are still prescribed trade, the Colombian drug cartels. Approximately three-
as “sleeping pills” and medicines. Depending on what variety quarters of this money is pure profit.
is used, the onset of the effect may take hours or may occur Cocaine is derived from the coca plant, Erythroxylon coca,
almost at once. Addicts favor the shorter-acting types, in- which grows in certain areas of South America, primarily
cluding Amytal (amobarbitol), Nembutal (pentobarbitol), Bolivia, Colombia and Peru (small amounts are grown in
q AN EYE FOR AN EYE 35
Argentina, Brazil, Ecuador and Panama). The plant itself is There are also many legitimate producers of and uses for
sturdy and can grow in a wide variety of soils and climates, those chemicals in the United States (acetone, for example,
yet in the modern day is not cultivated outside of South and is used to make paints, cosmetics, lubricants, agricultural
Central America. Peruvian and Bolivian coca leaves are the products and many legitimate drugs). For this reason, the
highest in quality; both are superior to Colombian coca. third stage of processing is increasingly being done in
America. One way or another, the final cost to the cartel to
THE CREATION OF COCAINE produce a kilogram of cocaine is roughly $3,000. Total
Cocaine begins its long journey to the streets of America annual cocaine production is estimated to be about 1,100
in the hinterlands of South America, where cocaleros (coca tons.
farmers) grow coca leaves for profit. A coca plant begins The Medellín and Cali cartels (actually coalitions of about
producing marketable leaves 18 months after it is planted, five family-based “cartels” each), which at their top tiers are
and will thereafter supply three to six harvests a year for 20- led by only about a hundred men, control an estimated 70-
40 years. It is more profitable than any other local cash crop 80% of Colombian cocaine refining and exports, and sell 60-
(its harvest is worth approximately four times that of oranges 70% of the cocaine sold in the United States (the structure
or avocados, ten times cacao and ninety-one times rice). and nature of the individual cartels is described in DC:HOV,
Coca also thrives in harsher conditions than other cash page 134). The Bolivian cocaine trade is dominated by
crops. However, it depletes the soil of valuable nutrients, approximately twelve to 25 “families,” many of whom merely
making it practically impossible for a coca farmer to switch to supply the Colombians; the Peruvian market is fragmented
another crop even if he wanted to. and is dominated by the Colombians. There have been (and
A hectare of coca plants will produce about 2,400 kilo- still are) bad feelings between the Medellín and Cali cartels,
grams of leaves, worth about $5,000-6,000 dollars to the mainly resulting from “turf wars” in New York City, but in
farmer and capable of creating a quantity of cocaine worth many cases they are now working together. Different cartel
$600,000-800,000 on the streets of America. It takes 300- family leaders are even “insuring” each other’s shipments of
500 kilograms of leaves (fewer of Bolivian or Peruvian cocaine in exchange for a percentage of the profits.
leaves, more of Colombian leaves) to make a single kilogram The cocaine industry in Colombia and other parts of South
of cocaine powder. America employs hundreds of thousands of people, who
The cocaine trafficking families pick up the leaves at the frequently “lobby” on behalf of cocaine production and against
farm. Laborers carry the leaves down hidden trails to a extradition treaties. The cartels also terrorize the Colombian
processing lab, usually in either Bolivia or Colombia. At the government, offering officials a choice of “plomo y plata”
lab, the transformation from coca leaves to cocaine powder (“lead or silver”)—a bribe to ignore the cartels, or a bullet in
is a three-step process. In the first step, the dried leaves are the brain if they try to stop cocaine production.
mixed with an alkaline solution (such as lime water, sodium
carbonate, or potassium carbonate). Then the moistened SMUGGLING AND SALE OF COCAINE
leaves must be mashed in a solution of kerosene, to precipi- The cocaine now must be transported to the United
tate out the alkaloid. This work is done by pisadores (“tram- States. The processed coke is put in plastic bags which are
plers”), who walk around in a vat of leaves, mashing them labeled by destination. The bags are stored in “stash houses,”
with their feet before the kerosene is added. This work is usually in the northern areas of Colombia, until they are flown
normally done at night, in a dance-like “celebration.” Aque- or shipped to America. Approximately 62% of the cocaine is
ous sulfuric acid is used to extract the kerosene, and is then smuggled in by air, and 38% by sea. At one time about 90%
neutralized with lime. At the end of this process, the trafficker of the cocaine entered the United States through Florida, but
has coca paste, about 40% pure cocaine. due to crackdowns in that area a lot of it is now transported
For the next two steps, the coca paste is usually trans- (at greater expense, of course) all up and down the Gulf and
ferred to more sophisticated labs nearer the cities. Most of East Coasts; some is flown to the West Coast via Mexico.
these refining laboratories (about 75% of them) are in Air smuggling is done with planes of every size, from small
Colombia (hence the Colombian cartels’ extensive control of turbo-prop planes to C-130 cargo transports; the most popular
and profit from cocaine trafficking—they control the upper include the light twin engine planes such as the Piper Aztec
end of the trafficking chain, which is the most profitable part). and Cessna 400 series, which can carry a ton of cocaine about
The coca paste is dissolved in sulfuric acid. Then potassium 1,800 miles and stay aloft for about twelve hours. The smaller
permanganate is added, and the mixture is filtered to remove planes refuel at transshipment points in the Bahamas, Central
impurities. Ammonium hydroxide is added to the filtrate, and America, Cuba, the Dominican Republic and Puerto Rico. In
the resulting precipitate forms “washed paste,” or cocaine some cases the planes are equipped with auxiliary fuel sys-
base, which is about 90-92% pure cocaine. tems, include collapsible “fuel bladders” which are easily
In the third and last stage, the washed paste is dissolved hidden or discarded after use.
with ethyl ether and/or acetone, two highly explosive chemi- The favored Caribbean air smuggling routes include the
cals. This removes the impurities in the washed paste. After Windward Passage (between Cuba and Haiti), the Yucatan
filtering, acetone (and/or ethenol) and hydrochloric acid are Channel (between Cuba and Mexico) and the Mona Pas-
added, creating cocaine hydrochloride (CHCL), a white sage (between the Dominican Republic and Puerto Rico).
crystalline powder. Cocaine powder is even purer than Once the smugglers near the States, they have two options.
washed base; the ratio of washed paste to cocaine powder First, they can land and unload on one of the various island
is about 1:1. By the time it is sold on the street, it has usually nations, and the cocaine will be taken the rest of the way by
been “cut” to 55-65% purity. Acetone and ether are con- ship or small planes. Second, they may fly all the way into
trolled by the Colombian government, thus inflating their America and unload there. When the cocaine is shipped via
price: a 55-gallon drum of ether, worth about $500-600 in the Mexico, it will usually be carried overland from the landing
United States, costs approximately $7,000 in Colombia. point in trucks and other vehicles, or by air in small planes.
36 AN EYE FOR AN EYE q
Maritime smugglers favor basically the same routes as the per kilogram, and often more. Sometimes the user can buy
air smugglers. Many varieties of ships are used, from large eighth of a gram (or an ounce) quantities known as “eight
commercial ships to small cigarette boats. Both commercial balls.” If the cocaine is sold through a drughouse, the dealer
and private vessels are used, some with specially-built may use “steerers” on the street to advertise his business
hidden compartments for smuggling. and send customers his way.
With so much money at stake, the Colombians go to great Some of the street names for cocaine are “coke,” “snow,”
expense to avoid being detected and captured. They use “blow,” “C,” “charlie,” “nose candy” and “white lady.”
sophisticated electronic devices, including state-of-the-art
radios, scramblers (which attach to a regular radio and USE AND EFFECTS OF COCAINE
scramble the signal, so that another scrambler with a match- Once the user has his cocaine, he can take it in one of
ing code is required to understand the transmission), digital three ways. The most common way is to snort it through a
encryption devices (which send a message in a code which tube, usually a rolled-up dollar bill. The snorted cocaine is
can only be deciphered by another encryptor with a matching absorbed through the mucous membranes inside the nose.
security code; the speed of transmission prevents if from Second, some users will inject the cocaine; often these
being tracked by triangulation), radio altimeters, beacon- addicts buy “speedballs,” a heroin-cocaine mixture, for this
interrogating digital radar, position trackers, long-range navi- purpose. Occasionally cocaine is smoked in combination
gational equipment and night vision goggles. with heroin, a mixture known as “tar” or “moonrock.”
Sometimes individual carriers (“mules”) are used to Cocaine is one of the most potent central nervous system
smuggle cocaine through commercial airlines. One way that stimulants known. When injected, the “high” occurs fairly
mules try to hide the cocaine is by wrapping small amounts quickly; when snorted, the high occurs after a minute or two.
of it in condoms or balloons and swallowing them. After they The high lasts only 15 minutes to an hour, so repeated doses
pass through the body, they are recovered and the cocaine are required if the user wants to stay high for extended
is unwrapped. If the balloons or condoms burst, the mule periods. The high produces euphoria; increased alertness
dies painfully of an overdose. (+1 Sight PER), heartbeat, blood pressure and respiration;
Pilots and ship captains are paid about $3,000 per kilo- insomnia; and decreased appetite. Repeated or long-term
gram to transport the cocaine to the United States, where it use can cause chronic fatigue (1-2d6 END Drain), depres-
is delivered to a wholesaler working for the cartel. Thus, the sion, irritability and anxiety, headaches, decreased sexual
total costs to the cartel at this point are about $5,000-6,000 drive, memory problems (Âd6 INT Drain), increased body
per kilogram. In some cases, the cocaine will be sold to a temperature, nasal bleeding (and eventually a total break-
non-cartel “wholesaler” for about $5,000-8,000 per kilogram, down of the wall between the nasal passages), aggression
a small profit margin for the cartel, and one which usually and violence, psychosis, hallucinations (particularly tactile
indicates a special relationship or an attempt to cement ones, such as of bugs crawling underneath one’s skin),
business relations. convulsions, seizures, and death from respiratory failure,
If the cocaine needs to be transported further once it cerebral hemorrhage and/or cardiac arrest (usually due to
reaches America, this will usually be done in cars or trucks. the rapid change in blood pressure that cocaine causes).
Dealers will often try to disguise the scent of the cocaine with The size of a dose of coke capable of killing the user varies
some strong-smelling item (such as coffee or fabric softener from day to day, not only because of the fluctuating levels of
sheets) to prevent detection by drug-sniffing dogs. Cocaine- purity in street cocaine, but simply because of the drug’s
smuggling rings will use many other “scams” to avoid detec- unusual effects on the body. A hit of cocaine that an addict
tion, such as elaborate networks of “blind” telephone num- can tolerate one day may be enough to kill him the next day
bers that are difficult for the police to trace because they are (a phenomenon known as “kindling”).
in out-of-the-way places and were installed in another person’s
name. CRACK COCAINE
Several cities in America are known as “source cities” for
An especially potent variety of cocaine that became popu-
cocaine, because most coke is sold through people in those
lar in America in the late 1980s is “crack,” also known as
cities. Miami, New York City and Los Angeles are all source
“rock,” “base,” “freebase,” “Conan,” “toke,” “crank,” “Roxanne,”
cities (as is Hudson City if the GM is using it; see Justice, Not
“baseball,” “white tornado” or “gravel.” Crack is a smokable
Law). Most of the shipping and sales preparations take place
form of crystallized cocaine; the name “crack” comes from
near the end of the month, so that the dealers will be ready
the crackling sound it makes when smoked (and/or from a
in the first part of the next month when welfare checks are
slang term from the tiny vials it is sold in).
sent out.
Crack is a form of cocaine base, the end result of the
The wholesaler will break the load of cocaine into smaller
second step in the cocaine manufacturing process. Because
bundles (from one to ten kilograms each) and sell them to a
a fourth step is needed to make it, crack is purer than street
middleman known as a distributor for about $23,000-28,000
cocaine—about 75-90% pure. Crack is easily made and is
per kilo (the exact price depends upon the area of the
produced in units called “cookies” or “pancakes.” The cookie
country, the strength of the relationship, the amount pur-
is broken up into one-tenth gram “rocks” and sold on the
chased and so forth). Most of this enormous profit is returned
street in tiny plastic vials (normally used for eyeglass or
to the cartels, but the wholesaler receives a commission.
watch parts) or small plastic bags for $5-10 dollars per rock
The distributor then “cuts” or dilutes the cocaine by about a
(sometimes more). Some dealers will even cook a user’s
fifth and sells each ounce for around $1,500 to dealers. The
powdered cocaine for him on the spot if he buys the powder
dealer cuts it again, by about a quarter, so that it is now only
from them. Crack is sold primarily by street gangs and
about 55-65% pure, and sells it on the street to users for
Jamaican posses, as described in DC:HOV, pages 134-138.
about $100 a gram (but sometimes as little as $40 per gram).
These gangs often use crackhouses and “steerers,” as
Thus, the “street price” to the consumer is about $100,000
described above.
q AN EYE FOR AN EYE 37
The user crushes the crack rock into tinier bits (“pebbles”)
and places them in a plastic pipe known as a “shooter.” If a
shooter is not available, a pipe can be improvised from a beer
can or many other objects. After the smoke is inhaled, the
“high” hits in less than ten seconds (compared with one to
two minutes for snorted cocaine), and lasts about two to 20
minutes. This intense, rapid high is followed by a similarly
rapid “crash.” Thus, crack is not only extremely cheap, but
extremely addictive (in fact, some experts believe it is
instantly addictive). Some users mix crack with PCP (see
below) before smoking; this mixture is called “Space Base,”
“bazooka” or “ghostbusters.”
The effects of using crack are like those from using
cocaine, including the tendency towards violent behavior,
but are more intense. Chronic smoking may cause hoarse-
ness and bronchitis. Death can result from convulsions,
cerebral hemorrhage and/or a heart attack.
HEROIN
Heroin (or, chemically, diacetylmorphine) is a powerful
narcotic derived from morphine, a painkilling drug which is
made from the sap of the opium poppy (Papaver somniferum).
It depresses the central nervous system and acts as a pain
reliever. It was first developed in 1898 by the Bayer Com-
pany in Germany. In its pure form, heroin is a white crystal-
line powder with a bitter taste (much of the heroin sold on the
street is not entirely pure, and may actually be colored brown
or black; this is often the case with Mexican heroin).
HEAVEN
Description and History: Heaven is a dark pink liquid which
is sometimes mistaken for SCUD (see below). In its original
form, it was created by a young chemist, Dr. Frederick
Umphries, working for Lareau Pharmaceuticals. He intended
to make a powerful anaesthetic for use by surgeons. When
he realized the potential side effects, he was going to scrap
the entire project, but the ever-watchful Madame Lareau
rescued it, claiming that she might be able to market it to
veterinarians. Instead, she developed it for street distribu-
Campaign Use: There are plenty of ways to use Crystal tion, where it now sells for about $50 per vial. Doctor
Dreams as a source of adventures for Dark Champions Umphries hasn’t realized yet that Heaven is his creation;
campaigns (besides the usual drug smuggling scenario, of Madame Lareau is keeping a close eye on him and will have
course). For example, suppose someone with latent mental Topps’s men “eliminate” him if he begins to suspect the truth.
powers began using it. His mental abilities might suddenly Effects: Heaven is a heroin analog which produces a
manifest and take on a pseudo-existence of their own. As he euphoria similar to heroin. However, “street wisdom” says
lay in his room, blissfully lost in his fantasy, the entire city that the “crash” at the end of the high (which lasts anywhere
would be subject to attack by his nightmarish visions come from three to twelve hours) is much less intense, and hence
to life. After several of these thirty-minute episodes, the PCs Heaven is “not addictive.” This is absolutely not true. Heaven
would finally realize what was going on; then they would is actually worse than heroin, because it is much more
have to track the user down and convince him to stop taking concentrated and powerful. It increases respiration, heart-
CD. Depending on how they handle the matter, he might beat and blood pressure, and has led to several deaths from
become a new hero, a new villain or simply an ordinary guy cerebral hemorrhage or cardiac arrest.
with mental powers.
Campaign Use: Sooner or later, Dr. Umphries will figure out
what has happened and threaten to go to the police. His
FIREBALL bloody, battered body will be found a few days later. The PCs
Description and History: Fireball is a tiny spherical pill, are left with the mystery of who killed Dr. Umphries and why.
usually colored bright orange (hence its name). It is sold on He is a bachelor with few outside interests and, as far as
the street in small plastic bags holding four pills (known as a anyone knows, no family.
“four on the floor”); each bag costs about $ 20. It was first
created in Mexico by unscrupulous pharmaceuticals manu-
facturers. Mexican drug dealing families (part of the Mexican
Mafia, see DC:HOV, page 133) found out about it and began
distributing it in the United States (mainly in the southwest
and Chicago). It has since spread to other regions and cities.
Effects: Fireball has been referred to as an “ultra-amphet-
44 AN EYE FOR AN EYE q
PIXIE Pixie is extremely addictive, both physically and psycho-
Description and History: The “origin” of Pixie is unknown logically. Addicts (“pixieheads”) may “sprinkle” up to three or
to all but two people—Jeantelle Lareau and her son Jean four doses a day, or before any intense activity (such as
Michael. One day while she was occupied on the phone with committing a crime). They have little self-restraint and don’t
some financial dealings, he got out of his playpen and seem to be embarrassed or intimidated by anything (+5-15
crawled into her private laboratory, where she had foolishly PRE, Only To Resist Presence Attacks Or Embarrassment).
left the door open. Before too long he managed to knock over A few of them have died because they weren’t “intimidated”
several beakers of chemicals she had been working with. by, for example, an on-coming train. Pixieheads usually
Fortunately, she rescued him before he was hurt, but she wear odd clothing (and often very little of it), and have short
then began working with the compound he had “created.” hair (or are even bald) because this makes it easier to use the
Discovering its potential, she improved it and began selling drug. They tend to congregate in groups, or “pixie-cliques,”
it to addicts on the street. because non-users are “such a drag.” Coming down off of
Pixie is marketed as a golden-yellow powder; each dose pixie can be traumatic and, for addicts, even deadly, but so
sells for about $10-15. It is usually sold in small plastic bags, far the ready availability of the drug has prevented too many
tiny plastic tubes, or, more recently, in waxed paper straws deaths.
folded shut at the ends (yes, it’s a sick sort of joke, but the Campaign Use: Refer to Black Glass, above. Also, because
streets are often a sick sort of world). pixie is cheap and initially seems “harmless,” it may achieve
Effects: Pixie is taken in an unusual fashion—it is absorbed great popularity among the drug culture before its side
through the skin. Most users rub or sprinkle the powder on effects become apparent. This may make it very hard for the
the scalp so that it will quickly enter the bloodstream and take PCs to stamp it out. If the PCs get too close to her, Madame
effect. A pixie “rush” occurs in about one to two minutes and Lareau might release the pixie formula to underground
can last up to eight hours. It causes increased alertness (+2 chemists, hiding her trail with a diversion.
PER), hyperactivity (+5-15 END), occasional hallucinations
and a lowering of inhibitions. The loss of inhibitions seems to SCREAM
have a slightly cumulative effect over time, so long-term pixie Description and History: Scream was invented by Doctor
users are likely to “try anything once” or “do anything on a Emil Krupewycsz, an underworld chemist. He combined
dare.” There are few recorded cases of pixie being used as heroin, certain cocaine derivatives and several other chemi-
a weapon—in order to escape the police, addicts have cals to create a clear liquid drug. Through contacts in street
thrown pixie in their faces, inflicting its effects on them gangs, he began to distribute it for free to all sorts of drug
involuntarily. users, even schoolchildren. After they were hooked, he
began charging high prices for every “hit.” Doctor Krupewycsz
was arrested and sent to prison in 1990, but other sources
have arisen since then.
Effects: Scream is an extremely potent narcotic which is
considered to be instantly addictive. It is injected, and
provides an almost instant high; this “rush” causes the user
to emit a sharp gasp or scream, which gives the drug its
name (because of its sickly bluish color, some users also call
it “Screaming Smurfs” or “Smurf Juice”). The high lasts about
half an hour to an hour. Overdoses, which are frequent,
virtually always result in a painful death. Because the drug is
extremely expensive ($ 100 or more per hit), Scream addicts
are often driven to commit dozens of petty crimes to pay for
their habit. Heavy users tend to become maniacal, almost
berserk, when under the influence of Scream. Some of them
go on rampages of destruction and assault; they are almost
impossible to stop because the drug keeps them from feeling
pain (50% Damage Reduction) and also seems to make
them stronger than normal (+5 STR).
Campaign Use: The PCs’ attention is best drawn to Scream
in one of two ways: either they see someone giving it away
for free (perhaps to a child); or they have to stop someone
who’s gone on a drug-induced crime spree. Then they have
to find the ultimate source of the drug and put an end to the
distribution. Because it is difficult to manufacture, Scream is
one narcotic the PCs have a real chance of totally removing
from the drug scene, if they act quickly enough.
q AN EYE FOR AN EYE 45
SCUD The strength of a character’s addiction is reflected in the
Description and History: The precise origins of SCUD are number of points he gets for the Disadvantage(s):
unknown. It is a pinkish-colored fluid usually sold in tiny glass Physical Limitation: Physical drug addiction—must have
vials for about $25 per “hit.” It first appeared on the streets the drug at least once per day or begin to take damage from
right after the Persian Gulf War (hence its name); it is also withdrawal: occurs frequently, and is:
known as “Pink Lady” or “Pink Power.” Weak addiction: slightly impairing: 10 points
Effects: SCUD is a powerful euphoria-inducing narcotic Medium addiction: greatly impairing: 15 points
which is taken by injection or swallowed. Users tend to Strong addiction: fully impairing: 20 points
become addicted within a few weeks of regular use. While Psychological Limitation: Psychological drug addiction —
the needle-using practices of SCUD addicts have helped character feels an emotional need for the drug, regardless of
spread the AIDS virus, the drug has an even worse side its physically addictive properties, and will seek the drug out,
effect: it is a mutagen. Approximately one percent of users as follows:
have a body chemistry which is affected by SCUD this way. Weak addiction: the character will do unusual things to
About half of these “SCUD mutates” die painful deaths. In a obtain the drug (such as frequenting bad parts of town
campaign which features superpowers, the other half will looking for dealers or committing petty crimes to get the
gain superpowers of some sort, but these powers are De- necessary money); the longer the period since the charac-
pendent upon their continued use of the drug. (If the cam- ter last took the drug, the more desperate he becomes:
paign is totally non-superpowered, all of the one percent will common, moderate: 10 points.
simply die when they take SCUD.) Medium addiction: like a weak addiction, but stronger:
common, strong: 15 points.
Campaign Use: As mentioned above, SCUD is a good
source of new supervillains for the campaign—and this Strong addiction: the character will do anything, even
prostitute himself or commit serious crimes, to get the
makes the drug’s harmful effects known to the players in an
drug: common, total: 20 points.
especially effective way. Suppose, for example, that in the
past several weeks groups of entirely new supervillains have Every drug has an Addiction Factor (AdF) which indicates
attacked the PCs at their headquarters or at public appear- how addictive it is. Addiction Factors range from 0-3. An AdF
ances for no apparent reason. Upon investigating, the PCs of 0 reflects a drug which is only psychologically addictive,
find out that each group was seen emerging from a van which not physically addictive. And AdF of 3 reflects a drug (such
had stopped near the scene of the attack. If they can find the as crack cocaine) which is considered to be extremely
van and trace it back to its owners, the PCs may be able to addictive. The higher the AdF, the stronger a character’s
find out who created SCUD, or at least they may stop a major addiction is likely to be.
dealer. Whenever a non-addicted character takes a potentially
addictive drug, he must make an EGO Roll to avoid addic-
tion, with a negative modifier equal to the drug’s AdF. A
successful roll means that the character does not become
DRUG ADDICTION IN THE addicted (though he may continue to take the drug voluntar-
HERO SYSTEM ily). A failed roll indicates addiction and the acquisition of new
Disadvantages, as described above. Furthermore, addiction
is harder to avoid if a character is repeatedly exposed to a
GMs and players who are interested in simulating their drug. If it has been (30-CON or EGO, whichever is lower) or
characters’ drug addiction can use the following system, fewer days since the character last took the drug, the penalty
which is based upon a drug’s Addiction Factor (AdF). to his EGO Roll to avoid addiction is doubled; if it is longer
Drug addiction may be represented in HERO System than that period the penalty stays the same.
terms in three ways: as a Dependence, as a Physical
Example: Reg is a regular kid on the street who knows
Limitation and as a Psychological Limitation. Because the
some kids in a pixie-clique. They persuade him to try
Dependence Disadvantage is designed primarily for comic-
pixie one day. Since pixie has an AdF of 3, Reg must
book-style addictions to extremely rare substances, it does
make an EGO Roll at -3 to avoid becoming addicted. His
not work well for daily addictions to relatively common
EGO Roll is 11-, so he needs an 8-. Surprisingly, he
substances such as illegal drugs. Most addictions to illegal
makes it. He enjoys the rush, but these guys seem kind
drugs would be worth 0-5 points. Therefore, the system
of scary, so he doesn’t really want to try it again.
described here relies on Physical and Psychological Limita-
Later that week, Reg has a fight with his parents and
tions. GMs are free to rework the system to use Dependence
decides to go join the gang on impulse. They give him
if they wish.
another dose of pixie. Reg’s CON and EGO are both 10.
To be “addicted” to a drug means that the addict has a
Since the time elapsed is less than (30-10) days, the
compulsive need for it. An addiction can be physical, mean-
penalty to Reg’s EGO Roll is -6 (pixie’s AdF of 3, times
ing that the addict will suffer physically (pain, illness and even
2). Note that the roll to avoid addiction increased even
death) if he does not get the drug. An addiction can also be
though he made the roll the first time. Reg fails his roll
psychological, meaning that the addict is emotionally and
(after all, he needed a 5-) and is now addicted to pixie.
psychologically dependent upon the drug and must continue
to take it for peace of mind; psychological addiction can give
rise to somatic symptoms as well. Drugs which are physically
addictive are usually psychologically addictive as well (i.e.,
the character should take both Disadvantages).
46 AN EYE FOR AN EYE q
Once a character is addicted, he must make an EGO Roll ADDICTION FACTORS
at -(AdF) every day to avoid seeking out the drug. If the roll Here are the Addiction Factors for the drugs described in
is made, the character can hold out for another day. If it is this section:
failed, he breaks down and must go out looking for a “score.”
The sorts of things he will do to find and purchase the drug Name Addiction Factor
are indicated by the strength of his addiction, as described
above. If the character has help in resisting the drug (a drug Amphetamines 1.5
treatment center, Narcotics Anonymous, a supportive family Methamphetamine 2
and so forth), the GM may decrease the penalty to the EGO
Roll. Ice 2.5
Becoming unaddicted is no easy matter. The character Methcathinone (“cat”) 2
must go (30-CON or EGO, whichever is less) days without Barbiturates 1
the drug and then make a straight EGO Roll. If the roll
succeeds, the psychological grip of the drug is broken (if the Cocaine 2.5
character fails the roll, he can start the whole process over Crack 3
again the next day). If the drug is physically addictive, the
Heroin 2.5
character will also suffer withdrawal symptoms (which for
some drugs are described earlier in this section). If neces- LSD 0
sary, he may have to make a CON Roll at -(AdF) to survive Mescaline 0
withdrawal. If the CON Roll is made, the addict suffers 3xAdF
in DC of Killing Damage; if it is failed, he takes 5xAdF in Psilocybin 0
Killing DC (the GM can also simulate some withdrawal DMT 0
effects with Drains or other Powers). This damage should be Marijuana 1
spread out over the period of time it will take the character to
shake his addiction, so the GM needs to determine in Hashish/hash oil 1.5
advance whether or not the character makes his CON Roll. PCP 0
Example: Reg finds out that his mother has become very Designer drugs:
sick and decides to quit the pixie-clique and take care of
her. He has to make an EGO Roll at -3 every day to avoid Amphetamine analogs 1.5
caving in to his craving for pixie. If he can do without it for Fentanyl/meperidine analogs 2
20 days (30-his CON or EGO of 10), he will have broken
the drug’s grip on him, but because pixie is physically Heroin analogs 2.5
addictive, he will suffer damage from withdrawal. The PCP analogs 0
GM has him make his CON Roll in advance, to determine
Fictional drugs:
how injurious withdrawal will be. Reg fails the roll, so he
will take 15 DC (5 times pixie’s AdF of 3) of Killing Black Glass 3
Damage—5d6 KA! The GM rolls 20 BODY, which equates Crystal Dreams 1.5
to 1 BODY every day of the 20-day period that Reg has
to stay off of the drug. Fireball 2.5
By some miracle, and with the help of a local drug Heaven 2.5
treatment center, Reg is managing to make his daily Pixie 3
rolls. However, he is also taking 1 BODY every day, and
after ten days he reaches 0 BODY, goes into shock, and Scream 3
starts to die as per the rules. Paramedics or other SCUD 1
medical Skills can be used to stabilize him, but this has
to be done each day. He will need constant care to get
over his pixie addiction. If he reaches day 20 and is still
alive, all he needs to do is make a straight EGO Roll, and
he will finally be free of the drug.
q AN EYE FOR AN EYE 47
CHAPTER THREE:
COMBAT
Chapter Three contains plenty of material to supplement types of ammunition, rules for upgrading firearms and exten-
the combat information found in DC:HOV, including new sive rules for vehicle combat and car chases. As always,
Combat Maneuvers, options and creative uses for the new these rules are entirely optional, and should only be used if
Autofire Skills, new rules for Equipment Allowances, new the GM approves.
48 AN EYE FOR AN EYE q
COMBAT
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SMOKE
This shell is a miniature smoke grenade.
TEAR GAS
A shotgun shell loaded with tear gas instead of shot.
CYANIDE GAS
A variant on the Tear Gas shell. Instead of tear gas, it
carries deadly cyanide gas.
NET
This shell contains a tough plastic net instead of shot or a
slug. The net is intended to harmlessly incapacitate some-
one by tying them up so that they can be subdued without
injury.
q AN EYE FOR AN EYE 55
Damage and/or STUN Multiple.
BUYING SPECIAL Some special shells trade off either penetration, damage,
or shock value for other special capabilities. These rounds
AMMUNITION can include incendiary rounds that have a chance to start
fires, low velocity rounds for silenced weapons, or even flare
The characteristics of the guns and shotguns are listed rounds that cause a flash attack.
assuming standard ammunition. These weapons can also The Advantages, Limitations and Damage Class Modifi-
fire special ammunition that modify the weapon’s armor ers have been selected to represent the rounds described
penetration, BODY damage done, STUN or shock and and to be relatively point balanced. A character building a
special effects. The characteristics of this special ammuni- gun from scratch can use the Advantages and Limitations
tion are listed in the Special Pistol & Rifle Ammunition and listed as an example of the effects of these various kinds of
Special Shotgun Ammunition tables. ammunition.
The tables on the next two pages list the name of the Example: The Black Magnum, the vigilante, wants to
ammunition, the Power Advantages and Limitations it gives build a heavy rifle that fires Armor Piercing Explosive
a weapon’s attack and the adjustment to the Damage Class ammunition, but that does more damage than any nor-
of the weapon. The Special Pistol & Rifle Ammunition table mal rifle. He builds the rifle with both the Armor Piercing
has two entries for Damage Class adjustment, one for guns and +1 STUN Modifier advantages to represent the
that normally have a standard STUN Multiplier, and one for weapon’s unique ammunition.
guns that normally have a +1 STUN Multiplier.
To use special ammunition, find the damage class of the
base damage of the weapon. See the Damage Class Table
(Hero System Rulesbook, page 158) for reference. Add the UPGRADING FIREARMS
Damage Class Adjustment to the Damage Class of the
weapon. Ignore the Advantages (like +1 STUN Multiplier) Sometimes characters who start out with ordinary weap-
and Limitations (like Reduced by Range and Reduced ons, i.e., those from the Guns & Similar Weapons chart in
Penetration) that normally effect the damage done by the DC:HOV, want to upgrade them by changing to an improved
weapon. Apply the Advantages and Limitations listed to the form of ammunition or adding a silencer or other accessory.
adjusted damage. This gives you the final capabilities of the This can be a problem in campaigns where PCs are allowed
attack. to take regular equipment for free—should the GM simply
Example: An FN-FAL normally does a 2d6+1 Killing allow them to have any sort of upgrade for free as well (which
Attack (7 DCs) with a +1 STUN Modifier. Duplex Ammu- can unbalance the campaign), should he make them pay
nition has a +2 DC adjustment and only the Reduced points for the entire weapon, or should he only make them
Penetration limitation. So, a FN-FAL firing Duplex Am- pay points for the improvement?
munition would do a 3d6 Killing Attack (9 DCs) with The solution is quite simple. For characters that have an
Reduced Penetration (but without the +1 STUN Modi- Equipment Allowance, allow them to purchase such im-
fier.) provements as sights, silencers, flash suppressors and
Using special ammunition generally puts additional stress additional rounds with their equipment allowance. If a char-
on a weapon. If the GM is using the optional Gun Malfunction acter wants a weapon that does more damage than it should
rules (Hero System Rulesbook, page 198), any gun firing normally do, he should pay the full cost with his Character
special ammunition should use the attack roll numbers in Points, not with his equipment allowance. The Equipment
parentheses to determine malfunctions. Allowance should only be used for “real world” items. For
Special ammunition is more difficult and expensive to buy characters that must pay Character Points for their equip-
then normal ammunition. This, combined with its other ment, simply have them pay the additional points.
limitations, often restricts its use to specific situations. If a The costs for adding a silencer, flash suppressor, or recoil
character knows that his opponents will be heavily armored, compensator are provided in DC:HOV, page 81. The charts
then some sort of Armor Piercing ammunition might be below provide the costs for increasing or decreasing the
useful. If a character knows that he must bring down an number of rounds of ammunition a gun carries, adding a
unarmed target in one shot, then increased damage ammu- scope or making the weapon more accurate.
nition might be the right choice. Each character must evalu- It is up to the GM whether the character has to pay his own
ate each situation to decide which kind of ammo to bring points for an upgrade or can take them out of his equipment
along. allowance (if he has one; see DC:HOV, page 100, for
Most Armor Piercing rounds concentrate their impact details). Since an upgrade is still a form of equipment,
energy over a small area in order to get through armor. allowing characters to take it out of their equipment allow-
Because they concentrate their energy, they do not transfer ances is encouraged, but GMs may wish to prevent an “arms
it efficiently to the target. Most of these rounds either trade off race” by charging PCs actual character points for them.
Damage and/or their STUN Multiple for being Armor Pierc-
ing.
Most increased damage rounds are designed to spread
their energy over a wider area in order to do more damage
and/or shock. Because they distribute their energy over a
wider area they transfer it very efficiently to the target. Most
of these rounds trade off Reduced Penetration for increased
56 AN EYE FOR AN EYE q
SPECIAL PISTOL & RIFLE AMMUNITION TABLE
Damage Class Adjustment for
Damage Modifiers (replaces all advantages and Normal STUN +1 STUN
Shell Type limitations on the damage of the guns as listed.) Multiple Multiple
Notes:
1) Normal Attack: Weapon does a Normal Attack of 1d6 per adjusted Damage Class of the weapon. For example, if
a weapon had a base damage of 2d6+1 (7 DCs) and an adjustment of -1 (to 6 DCs) it would do a 6d6 Normal
Attack.
2) Killing Attack: Weapon does a Killing Attack with a normal STUN Multiple.
3) Incendiary bullets have an increased chance to cause a fire or explosion. Check for ignition if the attack does
BODY damage and the target is wearing flammable clothing, carrying flammable/explosive objects, or the attack
penetrates a vehicle that has flammable or explosive fuel or cargo. Roll the BODY Damage done to the target or
less on 3d6 to cause a fire or explosion.
4) Caseless ammunition leaves no empty cases when fired. This is not an Advantage, just a special effect.
5) Poisoned bullets can be assumed to be coated with a 2d6 RKA poison with a Trigger (bullet attack must do
BODY, +Ê).
6) Tracer ammunition adds +2 OCV on the second and subsequent consecutive autofire shots at a specific target. If
a target is hit while the attacker is using tracer ammunition, there is a 1 in 6 chance that the round was a tracer,
which only does x BODY damage.
7) All gas shells create a cloud of gas that lasts for one Turn. The attacks can be avoided by breathing apparatus or
life support. The flashes can be avoided by sealed goggles or flash defense.
58 AN EYE FOR AN EYE q
NUMBER OF SHOTS A player can modify the number of shots by more than one
One popular modification to many weapons is to change line on the table. Add the numbers between the lines,
the number of shots the weapon carries. The number of retaining fractions as you do. Round the total number to find
shots or “basic load” of the weapon is listed in the weapons the cost change.
charts. The following system gives an accurate approxima- Example: A character wants an M1911A to carry a 50
tion of the change in the Real Cost of a weapon that carries round “drum” magazine. Find the 33-64 shot line. The
a different number of shots than listed. If a Game Master or numbers between the 7-8 shot line and the 33-64 shot
player does not wish to use this approximation, simply build line are: 2.0, 2.5, 2.5, and 2.5. The total cost of an
the modified weapon from the normal Hero System Powers M1911A with a 50 round “drum” magazine is 12 + 2.0 +
and Modifiers to find an exact Real Point cost. 2.5 + 2.5 + 2.5 = 21.5, which rounds to 21 Real Points.
To find the Real Point cost change for changing the A player can also use these tables to calculate the cost of
number of shots a weapon has, find the vertical line under the a weapon with a reduced the number of shots. Subtract the
heading that indicates the weapon’s basic load. Then, find values between the lines from the base Real Cost to find the
the vertical line under the heading that indicates the weapon’s final Real Cost.
new number of shots. Find the row across that corresponds Example: A character wants an 1911A to carry a 4 round
to the damage and stun multiple of the weapon. Note that “short” magazine. The numbers between the 7-8 shot
Shotguns have their own table. Finally find the numbers line and the 4 shot line are: 1.6 and 1.4. The total cost of
listed between the vertical lines on the table. This is the a M1911A with a 4 round “short” magazine is 12 - 1.6 - 1.4
change in the Real Point cost of the weapon to move the = 9 Real Points.
number of shots to the adjacent line. The minimum cost
change is +/-1 point. Changing the number of Charges in a gun may also affect
the guns PER Mod—guns with more Charges than normal
Example: A .45 Caliber Colt M1911A is a 1d6+1 Attack are easier to detect when hidden, whereas guns with fewer
with a 1d6 STUNx, a base load of 7 shots and a cost of Charges can be easier to hide. For every two lines to the right
12 Real Points. A character wants a Colt M1911A to carry of the base load, add 1 to the gun’s PER Mod; for every two
a 12 round “long” magazine. Find the 7-8 shot line and lines to the left of the base load, subtract 1 from the PER Mod.
the 9-12 shot line. Find the 1d6+1 row on the 1d6 STUNx The Game Master may decide that some combinations of
portion of the table. The number between the 7-8 shot weapons and shots are not reasonable. Putting a 50 round
line and the 9-12 shot line is 2.0. The total cost of an “drum” magazine on a M1911A would make it clumsy to use
M1911A with a 12 round “long” magazine is 12 + 2.0 = 14 at best. The Game Master may apply negative modifiers to
Real Points. a particular combination (decreased OCV and RMod, In-
creased STR Min) or may disallow it all together.
For Shotguns:
DC Dice Number of Shots
DC = Damage Class of the weapon in question Dice = Damage Dice of the weapon in question
60 AN EYE FOR AN EYE q
SCOPES AND SIGHTS Example: Sean decides to start a Dark Champions
All guns are assumed to come with standard iron sights campaign. He makes it one of his “house rules” that PCs
(+0 OCV, +0 Range) for free. Additional aiming devices can do not have to pay Character Points for their ordinary
easily be added; the chart below gives costs and explains the weapons—their equipment and gadgets have to be
different types of sights and scopes available. With most bought out of an equipment allowance. Craig, one of the
sights and scopes, the firer must be Braced and spend at players, decides to take a Bren Ten 10mm (1 Âd6 RKA,
least one Phase sighting in on the target. standard Stun Modifier) as his main weapon. However,
he wants to improve the ammunition and add some
attachments. He decides to upgrade to AP ammunition
GENERAL MODIFICATIONS and add a silencer, recoil compensator, and laser sight.
This category of upgrades covers general “fine-tuning” of The total cost for these upgrades is:
a gun so that it works more smoothly, is more accurate, or is 6 AP ammunition
easier to conceal. 6 Silencer (DC:HOV, page 81)
2 Recoil Compensator (DC:HOV, page 81)
GENERAL MODIFICATIONS TABLE 3 Laser Sight
17 Total
Modification Real Cost
Craig’s character must pay for these upgrades out of
+1 Fast Draw (streamlined shape, a hair 1 his equipment allowance. If Sean wanted to restrict the
trigger, or any similar modification) PCs’ ability to upgrade their guns, he could have required
Magnetic Lock (changes gun from a 1 Craig’s character to spend Character Points for these
Universal to a Personal Focus; character improvements.
must wear a magnetic ring in order to fire gun)
+1 OCV 2
+2 OCV 5
-1 PER Mod 1
-2 PER Mod, -1 OCV 2
+1 Range Mod, +1 PER Mod 1
+2 Range Mod, +2 PER Mod 2
Watertight (can be fired underwater 1
without any problems)
s Eh VEHICLE COMBAT
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This section of An Eye For An Eye presents an advanced The second important thing to remember is that the
system for car chases and ground vehicle combat, two Phases a vehicle moves on depend on the vehicle’s own
staples of many action comics and movies. This system is SPD, not that of its driver. If the vehicle’s SPD is less than that
based primarily on the movement and combat rules de- of its driver, the vehicle can only move on the Phases
scribed in the Champions Fourth Edition Rulesbook, pages dictated by its own SPD—in other words, the car just isn’t
142-144 and 192-93, but expands upon those rules to responsive enough for the driver. However, if the vehicle’s
describe car chases in a more in-depth fashion. SPD is greater than the driver’s, the driver has two choices.
Although this system can be used to run a vehicle combat One, he can drive the vehicle at his own SPD, making it
“on the fly” during a game, it is best used as a source of easier to control (i.e., it only moves when he moves). Two, if
inspiration which the GM can draw upon to plan a car chase he wishes to, the driver can drive the vehicle at its own,
in advance. Car chases are supposed to be fast-paced, higher SPD. However, this means that on the Phases in
exciting, and cinematic, and these effects are best achieved which only the vehicle can move, it cannot be steered: it can
by planning the car chase before it is actually run. If the GM only continue moving in whatever direction it was already
has to stop and roll the dice to find out “what happens next” facing, is considered to be moving at noncombat velocity
every Phase of the chase, much of the effect is lost. Instead, (i.e., at  DCV) regardless of its actual inches of movement
the GM should either plot out the car chase as much as that Phase, and cannot attack. Refer to page 192 of the
possible before the game starts, or he should use this system Champions Fourth Edition Rulesbook for an example of how
as a guide for “winging it” without too much dice-rolling. See this works.
“Streamlining the System,” below, for suggestions on run-
ning simplified car chases. ADDITIONAL NOTES ON
This system is broken down into six main sections: a
discussion of vehicle movement; general modifiers for the VEHICLE MOVEMENT
driver’s Combat Driving Roll; a Random Road Generator Drivers can Abort to decelerate or turn if they so choose.
(used to determine where vehicles can go and what they If necessary, they may also decelerate at faster than 5" per
encounter); stunts and maneuvers; and vehicular combat. If Phase. The driver must make a Combat Driving roll at -1 for
possible, the GM and players should be thoroughly familiar every 5" of deceleration added (this penalty does not apply
with these rules before running a car chase—that way, the to dropping from noncombat to combat velocities, which is a
whole episode will flow much more smoothly and quickly. quick, easy way to decrease a vehicle’s velocity without any
difficulty). If the roll is made, everything is fine; if it is failed,
the vehicle is likely to skid, flip, crash into whatever the driver
was trying to avoid, and/or be damaged. Lastly, drivers may
VEHICLE MOVEMENT try to decelerate even quicker by turning their vehicle so that
they are skidding towards whatever they are trying to avoid
For the most part, vehicles move just like characters do: hitting; the penalty for attempting this is -1 per 10" of
they have inches of movement which they can use on deceleration, but if the roll is failed the car automatically
Phases dictated by their SPD, and they can move faster looses control and does not decelerate the extra inches; it
(noncombat movement) if their driver is willing to accept the gets its base deceleration only, which may not be enough to
DCV and turning penalties involved. Vehicles accelerate at prevent a crash! Rapid deceleration can be used when
5" per hex, just like characters, and decelerate at the same Aborting to decelerate.
rate as well. However, there are two important differences to Vehicle movement cannot be Pushed; however, at the
note. GM’s option, a character might be able to squeeze a few
First, ground vehicles, unlike most characters, must use a extra inches of movement out of a vehicle for a couple of
Turn Mode to determine how often they can change their Phases if he makes a Combat Driving roll at -1 for every 2"
facing, as explained in the Champions Fourth Edition of extra movement desired.
Rulesbook, pp. 143-44. Briefly put, a vehicle can make one
turn of up to 60˚ (one hex side) away from the direction it was
originally facing every (total inches moved in Phase/5)
hexes. The first change of facing in a Phase is “free.” Thus,
a vehicle moving 20" in a Phase could make one 60˚ turn
every four hexes (20/5), if it has the room to do so, and it can
make its first facing change at any time. If a driver is willing
to risk a crash, he can try to turn more sharply than this; refer
to the “Combat Driving Modifiers” section, below, for details.
62 AN EYE FOR AN EYE q
These modifiers are cumulative, so drivers should be wary
COMBAT DRIVING of turning too sharply. Using this system, the driver cannot
decrease his Turn Mode by more than half unless he does a
MODIFIERS “bootlegger” (if subtracting one or two from the Turn Mode
would halve it, use those modifiers, not -3). If the driver has
Combat Driving is, of course, the Skill a character uses any 2-point Skill Levels with driving a particular vehicle, he
when he wants to perform a difficult driving maneuver safely. can apply them to decrease his Turn Mode as described for
There are several general modifiers which the GM should flying characters on page 143 of the Champions Fourth
apply to the Skill Roll, and these are detailed below. Other, Edition Rulesbook.
more specific modifiers, based on combat situations and When a character makes a 90˚ turn on a hex map, he will
various road hazards, will be described in later sections. usually end up driving at an odd angle to the normal hex
Generally, these penalties are all cumulative: if an injured pattern. The GM should be careful when counting hexes in
driver is attempting a sharp turn at 80 miles per hour on a such a situation—if necessary, use a ruler to make sure that
gravel road, all the separate modifiers are added together. all vehicles are moving the same amount of map space per
This should give characters plenty of incentive to buy up their game inch of movement.
Combat Driving rolls; high levels of skills are often necessary A one hex-line “drift” means that the character wants to
to keep from crashing. keep driving in the same direction but in the hex-line next to
the one he is in now—like changing lanes. In most conditions
DAMAGE TO DRIVER (even many combat situations) this is a -0 maneuver, but if
For every 2 BODY worth of injuries the driver has sus- the driver is moving to avoid an obstacle, the penalties for
tained, there is a -1 modifier to any Combat Driving rolls he that obstacle apply (see below). Drifting two or more hex-
has to make. If the driver is Stunned or Knocked out, he lines is as easy in most situations, but the GM may impose
cannot drive at all. A passenger who can reach the steering a -1 or -2 modifier in certain circumstances (such as combat).
wheel can attempt to steer the vehicle at -3 to all of his The bootlegger is a special case because it involves a
Combat Driving rolls, but cannot brake or accelerate unless complete reversal of the vehicle’s facing. This means that
he can reach the pedals. the Turn Mode must be eliminated entirely for that maneu-
ver. After a vehicle makes a bootlegger, it can use its
DAMAGE TO VEHICLE remaining inches of movement, but has to accelerate from
zero in the normal fashion, because making a bootlegger
For every 2 BODY of damage a vehicle has sustained, there
is a -1 modifier to any Combat Driving rolls the driver has to brings the vehicle to a stop. Any maneuvers made after the
make. (Note: this rule does not apply to rolls made to keep bootlegger use a normal Turn Mode.
control of a vehicle after it is Rammed or Forced; see below If a driver wants to make more than one sharp turn in a
for the specific modifiers for those situations. Of course, any Phase, the modifiers for degree of turn are cumulative
damage taken because of being Rammed or Forced will still (alternately, the GM could require two Combat Driving rolls,
affect all Combat Driving rolls made thereafter.) one per maneuver, each with its own modifier). For example,
two quick 90˚ turns impose a -2 penalty to the Combat
Driving roll (-1 for each turn). In some situations, such as
DEGREE OF TURN where the two sharp turns are separated by many interven-
As mentioned above, a driver can attempt to turn his
ing inches of movement, the GM should opt for the “two
vehicle more sharply than his current Turn Mode will safely
separate rolls” method. A cloverleaf or other section of
allow. There are many reasons why he might want to do this.
sharply curved roadway which requires a series of “turns” in
For example, there might not be room to turn the vehicle
immediate succession should be assessed a flat penalty of
normally, or the driver may want to save as many inches of
-3.
movement as possible to pursue someone.
Drivers may make a sharp turn on their initial “free” change
The penalty for making sharp turns depends upon two
of facing, but a roll is still required and the modifiers still apply.
factors—the degree of turn the driver wants to make, and
Lastly, all degree of turn and Turn Mode subtraction
how much he wants to decrease his current Turn Mode. The
modifiers are doubled for vehicles with the “Limited Maneu-
modifiers are as follows:
verability” Limitation.
Degree of Turn Modifier Example: The Harbinger is chasing Giulio “Gerry Speed”
01-60˚ (one hex side) ..................................................-0 Maddalena, a notorious member of the Mafia’s Killing
61-90˚ (up to 1 Â hex sides) ....................................... -1 Syndicate. However, the chase has attracted the atten-
91-12o˚ (up to two hex sides) ..................................... -2 tion of the police, and two squad cars are on Harbinger’s
tail. Maddalena is driving a sportscar with SPD 4 and 24"
121-180˚ (up to three hex sides, i.e., a of movement. Harbinger’s car is SPD 5 and 25" move-
complete turn-around or “bootlegger”) ................. -3 ment. He uses his superior SPD to pull up next to
One hex line “drift” ...................................................... -0 Maddalena and shoot him, causing the car to crash into
Decrease in Turn Mode Modifier a bridge abutment. To escape the cops, Harbinger
decides to risk a bootlegger. His Combat Driving roll is
-1 ................................................................................. -1 15-, and the total modifier is -7 (-3 for changing his facing
-2 ................................................................................. -2 and -4 for eliminating his Turn Mode), so he needs an 8-
 current Turn Mode ..................................................-3 to keep from crashing. He moves 2" forward (because his
“Bootlegger” (move one vehicle length ....................... -4 car is 2" long), rolls a 7, and successfully performs a
forward and reverse the vehicle’s facing, bootlegger. As the police cars screech past him, he starts
eliminating the Turn Mode for this maneuver) to accelerate in the other direction. He uses his remain-
q AN EYE FOR AN EYE 63
ing 23" of movement to go back the way he came. DRIVING BACKWARDS
Meanwhile, the cops are trying to turn around and Driving backwards is a -2 modifier.
pursue Harbinger before he gets away. Their police cars
are SPD 3, 27" movement (giving them a regular Turn MATCHING MOVEMENT
Mode of 5"). They aren’t daring enough to try bootleg- In some situations one driver may wish to match another
gers, but they do want to turn more sharply than normal. vehicle’s movement precisely, to keep it from getting away or
Officer #1 opts to subtract two from his Turn Mode and attempting any fancy maneuvers. If the pursuing driver does
make two 90˚ turns. The total modifier to Officer #1’s not attack in a particular Phase, he can do this if he makes
Combat Driving Roll is -4 (-2 for the Turn Mode subtrac- a straight Combat Driving roll. If the vehicle he is chasing
tion plus -1 for each 90˚ turn). Officer #1 has a Combat attempts any maneuvers, he must make another Combat
Driving roll of 12-, rolls a 13-, and blows it. He skids Driving roll (with the appropriate modifiers for the maneuver)
behind another bridge abutment and effectively is out of to keep up with them. In cases where the pursuer is faster or
the chase. has a higher SPD than the target vehicle, the pursuer can
Officer #2 is more careful. He decides to make two 90˚ keep from outrunning it by reducing its movement, hesitating
turns as well, but keeps his Turn Mode of 5" (which before moving, and/or skipping some of its Phases.
means he will barely miss the bridge abutments). This
gives him a penalty of -2 to his Combat Driving roll of 11- TERRAIN
. He rolls a 9, making it exactly. He has 22" of movement The surface that a vehicle is being driven on may make
left with which to pursue Harbinger. Combat Driving rolls more difficult, as follows:
Type of
Terrain Modifier Notes
Bad road -1 This refers to paved roads in especially poor condition
Offroad -1 to -3 This modifier depends upon what sort of offroad terrain is being driven upon. A dirt road,
gravel road, or flat grassy area would be -1, hilly forest trails -2 or -3, and a rocky desert
-3, or example. If the vehicle being driven is especially equipped for offroad work (such as
a four-wheel drive truck), this penalty may be reduced or eliminated.
INTERSECTION TABLE
A GM may be uncertain of exactly where a car chase is The Intersection Table on the next page is used to deter-
going to go for any one (or all) of three main reasons: he mine what types of intersections the characters come across.
hasn’t planned it out in advance; the players drive some- The GM should assign each intersecting road an appropriate
where he hadn’t expected; or the car chase goes beyond the number of lanes. Turning onto an intersecting road may
boundaries of his mapped or planned-out area. The last involve a turning penalty (see above); crossing an intersect-
reason is particularly common, since vehicle combat usually ing road may involve a Stoplight/Stop Sign modifier (see the
involves so much space that it is impossible to completely Hazards and Obstacles Table, below).
map out the necessary area(s). Therefore, the GM has two
choices: he can either make up new roads and terrain off the HAZARDS AND OBSTACLES TABLE
top of his head, or he can use the Random Road Generator
The roads and sidewalks of the city are not waiting empty
provided below to randomly determine what roads are avail-
for the characters to conduct car chases—they are full of
able for the PCs and NPCs to use.
traffic and many other obstacles and hazards for the charac-
ters to encounter and try to avoid. The chart below lists some
of the common ones; the GM should add to this list as he
sees fit. If the GM does not want simply to choose an obstacle
or hazard, he can use the chart to pick one by rolling 3d6.
q AN EYE FOR AN EYE 65
INTERSECTION TABLE
Roll Type of Intersection Notes
3 Traffic Circle -3 penalty to drive on (see “Degree of turn”)
4 Y Intersection, fork The road forks evenly. This result may also indicate a traffic island or any other
object which splits lanes of traffic.
5 Y Intersection, sharp To the right; some types of highway on- and off-ramps are Y Intersections (the
exact type depends upon what direction the driving character is approaching the
ramp from)
6 Y Intersection, sharp To the left
7 Y Intersection, wide To the right
8 Y Intersection, wide To the left
9 T Intersection, dead end The road the characters are on dead-ends into another road.
10 T Intersection To the right
11 T intersection To the left
12-17 Cross Intersection A four-way intersection where two roads cross one another; there will definitely
be a stoplight or a stop sign.
18 Unusual Intersection Whatever the GM can think up—an intersection of three or more roads, an
unusual kind of traffic island, and so forth.
Drivers have a choice when they encounter a hazard or an automatically becomes a Move Through. When a vehicular
obstacle: they can try to go around it, or they can go through Move Through is performed, the car and passengers both
it. Trying to swerve around it requires a Combat Driving roll take half or full damage, as usual for a Move Through; if the
with an appropriate modifier (modifiers are suggested in the passengers are tightly strapped into the vehicle or it has
chart). These modifiers are of course cumulative with other other anti-collision safety features, they will take only half of
modifiers (though in many cases the GM may not want to whatever damage is rolled. (Note: these rules do not apply
assess a separate penalty for degree of turn, because the to Move Throughs on vehicles and other moving targets; see
obstacle penalty effectively takes its place). (Note: in some “Vehicular Combat,” below, for rules covering such situa-
cases, such as where one vehicle is trying to Force another tions.)
off the road while avoiding a hazard at the same time, it may If more than one obstacle or hazard is encountered in a
be appropriate for the GM to assess the hazard’s modifier as particular Phase, there are two ways the GM can handle the
a penalty to the attacker’s “to hit” roll, rather than requiring a situation. Either he can add all applicable modifiers together
separate Combat Driving roll; refer to the sample car chase and have the driver make one Combat Driving roll (this is the
at the end of this section for an example of this.) preferred method); or he can have the driver make a sepa-
Some obstacles cannot be avoided, they simply have to rate roll for each obstacle, applying the corresponding modi-
be driven over or through. If the driver opts to try to crash fier to each roll.
through an obstacle, he has two choices. First, he can try to The obstacles and hazards listed on the table on t follow-
use his vehicle’s Casual Strength (half of its STR) to “push ing pages are the sort found in urban settings. Obstacles on
the obstacle aside” and continue unimpeded (i.e., with no highways or rural roads would be different, as would offroad
loss of movement or damage to the vehicle). Second, he can obstacles, sidewalk obstacles, and obstacles in plazas and
do a Move Through on the obstacle, using the vehicle’s STR buildings. If necessary, the GM can adapt the rules for Low,
and velocity to determine the damage. If the driver tries to Medium, and Large Obstacles to describe the hazards and
use his vehicle’s Casual Strength and fails, his maneuver obstacles encountered in those situations.
66 AN EYE FOR AN EYE q
HAZARDS AND OBSTACLES TABLE
Roll Hazard/Obstacle Modifier Notes
3 Elevated Structure See Notes This hazard indicates that the characters are driving underneath an
elevated structure of some sort, such as a bridge or an elevated
railway. The columns or abutments supporting the structure may be a
hazard. Depending on the columns’ location, size, and spacing, driving
through or among one movement’s worth of them should be a -1 to -5
modifier to Combat Driving. If the columns are located to the side of the
road, they are not an immediate hazard, but characters should beware
of being rammed or forced into them (see “Vehicular Combat,” below).
4 Edge None This hazard means that the characters are driving next to a steep drop,
such as a cliff side, a bridge, a steep incline, a pier, an overpass, or the
edge of a lake. There is no modifier for this per se, but the characters
need to be aware of it when they maneuver their cars (especially with
regard to ramming or forcing other vehicles over the edge).
5 Dead End,
Major Barrier See Notes Like a Dead End, Minor Barrier, except that the barrier may have as
much DEF and BODY as the GM desires. Examples include a brick
wall, a tractor-trailer truck which completely blocks an alleyway, a
police-car barricade, and similar obstacles.
6 Dead End,
Minor Barrier See Notes This obstacle indicates that the road the character is on has come to a
dead end or is completely blocked by some minor barrier, such as a
chain-link fence. This barrier should not have more than DEF 3, BODY
3. The only way a driver can avoid this obstacle is to see it in time and
take an alternate route; if such a route is available, normal turning
modifiers should be used to determine how hard it is to take. Otherwise,
the only choices are to crash through the barrier or stop before hitting it.
7 Hill None Hills do not affect the driver’s Combat Driving roll, but they may affect
velocity. Depending upon how long and steep the Hill is, it may add 0-3"
of movement to a vehicle driving down it, or subtract the same amount
from vehicles traveling up it. The tops of steep Hills can also be used as
“ramps” for Jumping (see the “Stunts” section)
8 Obstacle, Low -0 to -1 This indicates some sort of obstacle which is low enough or small
enough for the character to drive over, but big enough to be a potential
problem. Examples include a curb, a large pothole, a cinder block, an
open manhole, or a speed bump. The GM should choose an obstacle
which is appropriate for the location and situation, but whatever it is,
swerving to avoid it should not be more than a -1 penalty (in fact, it may
not require a roll at all). If a car is out of control and hits a Low Ob-
stacle, it may flip if the driver fails a control roll at -1 (see “Vehicular
Combat,” below).
9 Obstacle, Medium -2 to -3 Like a Low Obstacle, but larger and more of a problem for the driver. A
Medium Obstacle may be large enough that it cannot be driven over,
but must be avoided or crashed through. If it can be avoided, apply the
listed penalty to the driver’s Combat Driving roll. Examples of Medium
Obstacles include a fence, some large traffic islands, a parked car, or a
minor accident which blocks traffic. In cases where no other obstacle is
appropriate, the GM may substitute Traffic or Pedestrians (see below).
q AN EYE FOR AN EYE 67
10 Obstacle, Large -3 to -4 Like a Medium Obstacle, but much larger and/or tougher. Large Ob-
stacles often cannot be driven around, they can only be crashed
through. Examples include the cement barriers often erected between
opposite freeway lanes, a major accident, or a large dumpster. In cases
where no other obstacle is appropriate, the GM may substitute Traffic or
Pedestrians (see below).
11 Pedestrians -1 to -3 Pedestrians are an obstacle which may be encountered on the street
itself, the sidewalk, when driving through a building, and so forth. If the
driver wants to avoid them, the penalty to his roll depends upon the
number of pedestrians. If the GM wants to make things especially
difficult for the driver, a pedestrian or two may panic or be unable to get
out of the way quickly, requiring the driver to make a separate roll to
avoid them. Hitting a pedestrian is equivalent to doing a Move Through
on a 2 DEF, 10 BODY object, so the vehicle may be damaged.
12 Stop Light/Stop Sign -0 to -3 This hazard indicates that the driver has reached an intersection where
he would normally have to stop. (Roll the intersection at random on the
Intersection Table.) Assuming that he decides to keep going, the
Combat Driving modifier depends upon how heavy the oncoming traffic
is and/or how many cars are stopped at the intersection. If the driver
wants to merge into the traffic instead of crossing through it, the modi-
fier for doing so safely is -1
13 Traffic, Light Traffic -0 to -1 Traffic is the most common obstacle and hazard of all. How easy it is to
avoid other vehicles (both in one’s own lane and, in some cases, the
opposite lane as well!) depends upon the heaviness of the traffic. Light
Traffic indicates that there are few other cars on the road, and driving
around them is fairly easy. If the GM wants to make things particularly
difficult on the driver, two or more vehicles may block off lanes entirely
by driving next to one another (forcing the driver to go around them by
using the opposite lane, the sidewalk, the shoulder, the median, and so
forth); or, individual vehicles (especially large ones, like tractor-trailers)
may be treated as Medium or Large Obstacles to be avoided with a
separate roll.
14-15 Traffic, Medium Traffic -2 to -3 Like Light Traffic, but slightly heavier. The chances of encoun-
tering situations which require the driver to take “unusual steps” to
avoid (such as having to drive on the sidewalk or through a building)
are proportionately higher.
16 Traffic, Heavy Traffic -3 to -4 Like Medium Traffic, but heavier. Most rush-hour traffic qualifies as
Heavy Traffic.
17 Traffic, Traffic Jam None This indicates traffic which has come to a complete standstill for some
reason (gridlock, a wreck which has cut off traffic, and so forth). A driver
cannot go through a Traffic Jam (unless they he is on a motorcycle), he
can only stop, crash into it, or drive around it.
18 Roadwork -1 to -4 This indicates that the road the character is driving on is being repaired
or worked on. Roadwork is essentially a form of Obstacle, and should
be dealt with as such. For example, repaving would probably only be
like a Low Obstacle, a ditch for laying cable or sewer pipe might be a
Medium Obstacle, and a major excavation would be a Large Obstacle.
Depending upon the nature of the Roadwork, driving into it may dam-
age or stop a vehicle. Some types of Roadwork may also having the
effect of cutting off one or more lanes of traffic, increasing the danger
to drivers. If there are workmen on the job site, treat them as Pedestri-
ans and add that modifier to this one.
68 AN EYE FOR AN EYE q
Sidewalks A similar stunt is driving on one wheel on a motorcycle (a
Sample obstacles and hazards for sidewalks include: fire “wheelie”). Getting a motorcycle up on one wheel is a straight
hydrants; lampposts; mailboxes; newsracks; newsstands; -1 penalty, whether or not there is a “ramp” to use. If the
parking meters; pedestrians/bicyclists; pushcarts/kiosks; motorcyclist wants to drive up behind another vehicle and
roadwork; signs; statues; telephone poles; trash cans. use the front wheel as a battering weapon, the damage done
is determined from the vehicle’s STR (1d6 per 5 points of
Offroad STR); in some cases, bonuses for velocity may be added too.
Sample obstacles and hazards for offroad areas (such as
parks) include: boulders; creeks/streams; lakes; large furry JUMPING
animals; picnickers/athletes; rough or uneven terrain; small Jumping over obstacles (chasms, other cars, and so forth)
furry animals; trees/woods. is one of the most commonly-seen car chase stunts. In the
HERO System, how far a vehicle can jump is a function of two
OPTIONS TABLE things: the vehicle’s velocity and its Size. The formula for
This table should be used by the GM when he wants to find calculating the maximum length a vehicle can jump is:
out where the characters could drive other than on the road (Velocity in Inches/Turn/25) - KB Modifier = Inches Jumped
itself. This table is most useful when the characters are In this formula, a vehicle’s velocity is determined in inches
confronted with an obstacle or hazard that they have to drive per turn (multiply the vehicle’s movement in the current
around, but the GM can also use it to generate “scenery” phase by its SPD). To simulate its Size, its Knockback
during the chase. At the beginning of each Turn, the GM Modifier (found in the table on page 185 of the Champions
should make one or two rolls on this chart and tell the Fourth Edition Rulesbook or in this book’s Sourcebook) is
characters what optional routes they can see ahead. used. Vehicles with Superleap may add their Superleap
inches to this figure. Thus, a SPD 4 motorcycle going 33" a
OPTIONS TABLE Phase (132”/Turn) can jump 4": 13/25 is 5, and the vehicle’s
Knockback Modifier is -1. If the motorcycle had been bought
Roll Option Examples with 5" of Superleap, it could leap 9" total. (Superleap may be
3-4 Nonroad Path Bike trail; driveway; golf cart bought with the -1 Limitation, “Only Adds To Jumping.” This
path; pier; railroad; tracks means that the Superleap cannot be used independently, it
can only add to Jumping stunts.)
5-7 Offroad Area Abandoned lot; beach; campus;
This formula assumes that the Jumping vehicle has some
dirt lot; lawn; open field; park
sort of “ramp” to assist its takeoff. Any reasonably steep
8-11 Sidewalk — object which is strong enough to support the vehicle will do;
12-14 Paved Area Outdoor mall; parking lot; examples include a steep hilltop, a ramp-shaped mound of
plaza/square dirt, or a half-opened drawbridge. If the vehicle has to Jump
15-18 Indoor Area Church; mall; school; from a flat surface, the total number of inches it can Jump is
small business; store halved (if the Jump is possible at all).
Jumping does not require a Combat Driving roll, but
landing safely does. If the driver makes a Combat Driving roll
at -1 for every 5" Jumped, the vehicle and its occupants land
STUNTS AND MANEUVERS safe and unharmed. If the roll is failed, the vehicle and its
passengers will take 1d6 damage for every 5" Jumped (the
One of the most exciting things about car chases are the damage should be applied to the vehicle’s tires, suspension,
stunts that drivers get to attempt. Of course, the downside to and/or chassis; refer to the Vehicle Hit Location Chart).
this is that if the driver fails (i.e., misses his Combat Driving At the GM’s option, characters with Combat Driving may
roll), there will usually be a collision and he will be badly be able to coax a few extra inches of jumping out of their
injured. vehicles when necessary. For every two points by which a
The following are some examples of stunts and daring character makes his Combat Driving roll he may add 1" to the
maneuvers that drivers can attempt. The GM should use distance his vehicle can leap. The driver cannot do anything
these examples as guidelines when a driver wants to try a else in the Phase in which he tries to do this (he cannot
stunt not listed here. attack, make other maneuvers requiring a Combat Driving
roll, and so forth).
DRIVING ON TWO WHEELS
This stunt allows the driver to drive a vehicle with three or SLIDING UNDERNEATH BARRIERS
more wheels on just two wheels on one side of the vehicle, Motorcyclists may be able to “lay the bike down” and slide
making it possible to slip through small alleys and similar underneath some kinds of obstacles rather than swerving
obstacles. Getting the car up on two wheels requires a around them or hitting them. Naturally, a motorcyclist can
Combat Driving roll. If the driver has a small object to use as only slide underneath barriers which are raised at least ” off
a “ramp” (such as a curb), then there is a -2 penalty to the roll; of the ground (the classic example is a tractor-trailer truck).
if he has no ramp, the penalty is -4. If the vehicle is larger than In order to do this unharmed, the driver must make a Combat
a station wagon, there is an additional -1 to -4 penalty. Driving roll at -1 per every 25” inches of Turn movement. If
Thereafter, the driver has to make a normal Combat Driving the roll is made, the driver and motorcycle have slid under the
roll each Phase to keep the vehicle on two wheels. While on obstacle safely; if it is failed, the driver and cycle take 1d6
two wheels, the vehicle can only move at Ê its normal damage for every 12” of Turn movement; damage to the
movement, cannot accelerate or use noncombat movement, drive should usually be rolled as a Low Shot if Hit Locations
and is  DCV. Returning the vehicle to all of its wheels takes are being used. In any event, it will require at least one Phase
a half Phase, but no roll is required. to right the motorcycle.
q AN EYE FOR AN EYE 69
Suspension Passengers
The suspension system supports the vehicle on its axles. This result means that an attack has penetrated the
When a vehicle suffers Suspension damage, it will lose 1d6 vehicle to hit the driver or one of the passengers (determined
of Dexterity. at random; attempts to target a specific passenger are at an
Engine additional -1 or more). Normally, the vehicle itself is not
When a vehicle suffers Engine damage, it loses 1 Speed damaged. A “Passengers” roll usually means the attack
Point. If its Speed drops to zero, the vehicle stops moving. came through a window, so unless the vehicle’s windows are
When the Engine or Drive Train are hit, there may be a armored, the passenger will take full damage from the
catastrophic effect. If the roll of 3d6 is less than or equal to attack. If the vehicle is not carrying passengers or this result
the amount of BODY damage that penetrated the vehicle’s would be illogical, substitute “Equipment/Cargo” or another
Defenses, there is a catastrophic effect. The most common appropriate roll.
catastrophic effect is a fuel tank explosion. The explosion Cargo
does 3d6 of normal energy d6 within the vehicle. The vehicle This result indicates that something the vehicle is carrying
and the passengers both take the damage without benefit of has been damaged. The GM should determine at random
the vehicles Defense. This could kill all of the passengers in what exactly was damaged. If the vehicle is one whose main
the vehicle, but some of them might be able to get away by purpose is to carry cargo, the GM may want to count
Diving For Cover at the last second or because of Luck. Equipment hits as Cargo hits. Depending upon what kinds of
If the GM is merciful or the characters have Luck, the cargo the vehicle is carrying (for example, oil or dynamite)
vehicle might just catch on fire (meaning an explosion is the Game Master may roll for explosion as per an Engine or
imminent in a Segment or two) or leak fuel (resulting in loss Drive Train hit. If the vehicle is not carrying substantial
of all of the vehicle’s movement in one Turn). A Fuel Tank amounts of cargo, or this result would be illogical, substitute
should never explode immediately if a more dramatic option “Passengers” or another appropriate roll.
is available (in particular, a vehicle with a PC in it should
usually catch on fire so the PC can escape the imminent Equipment
explosion, drive the burning vehicle to a safe location, or do This result indicates an important system or piece of
something else suitably heroic). equipment has been hit. At the discretion of the Game
Master, the Equipment hit can be varied depending on the
Chassis type of vehicle. For passenger vehicles that have no major
The Chassis is the frame and body of the vehicle. When a equipment it can be an additional Passenger hit. For cargo
vehicle suffers Chassis damage, it loses 5 points of Strength. vehicles it can be an additional Cargo hit or the Kingpin that
If the vehicle’s Strength drops below what is necessary to connects a truck and trailer. For a military vehicles it can be
carry its passengers and cargo, it looses the ability to use the vehicle’s weapons. For a motorcycle and side car it could
non-combat movement. If the vehicle’s Strength drops to 0, be the side car. In a sealed vehicle it could be the life support
then it stops moving. system. The Game Master should use this hit to cause
interesting and colorful effects.
72 AN EYE FOR AN EYE q
The kingpin links the two parts of a tractor-trailer (if the Characters also have to make a DEX Roll when they are
vehicle being fired at is not a tractor-trailer, treat this result as hit, at -1 for every 2 BODY taken, or they will fall down. All
“Passengers” or “Equipment/Cargo,” as appropriate). A characters are at -2 OCV and DCV while fighting on a
typical kingpin has 4 Defense and 2 BODY; if it is destroyed, vehicle, and any Knockback may be fatal. If a character falls
the two parts of the vehicle will separate. The kingpin can off the vehicle, roll the damage as if the vehicle had per-
only be hit or targeted from the side. formed a Move By on him. Lastly, all movement on top of a
moving vehicle is halved; if a character wants to move at full
Drive Train speed, add a -1 to his DEX Rolls to keep his balance.
The Drive Train transfers the engine’s power and makes Characters may also try to leap from moving vehicle to
the vehicle move. It also includes part of the fuel system. moving vehicle as they fight. To jump safely between ve-
When the Drive Train is hit, the vehicle’s non-combat mul- hicles, a character has to roll to hit the vehicle. If he hits, he
tiple is halved. If the non-combat multiple drops below 1, the has landed safely. If he misses by 1, he has managed to
vehicle may not move. When the Drive Train is hit, there may catch onto the edge of the vehicle, and is holding on for dear
be a catastrophic effect. See the section under Engine for life. If he misses by 2 or more, he falls. The driver of the target
details. vehicle may realize what the character is trying to do and
deliberately try to maneuver out of his way by performing a
FIGHTING ON TOP OF VEHICLES “vehicular dodge” or a sharp turn, as described above; this
One unusual type of vehicle-based combat is a fight may add to the vehicle’s DCV or make the character’s leap
between two or more characters which takes place atop a fail outright.
moving vehicle. In such a situation, each character must
make a DEX Roll every Phase to keep his balance, or else
he falls. If he falls, he may make a DEX Roll to grab the edge
of the vehicle and hang on for dear life; while hanging, the
LOSING CONTROL: THE
character is at half DCV and can only perform limited types
of actions (i.e., he could not shoot at someone, but he could
CONSEQUENCES OF FAILED
try to climb back up, grab someone’s ankle and try to throw COMBAT DRIVING ROLLS
them off the vehicle and so forth). If a character wants to pull
himself back on top of the vehicle he must take a Phase and When characters fail their Combat Driving rolls, several
make a STR Roll; if the roll is failed, the character falls off the things can happen.
vehicle. The basic result of a failed Combat Driving roll is that the
vehicle skids in the appropriate direction. The length of the
skid is 1" for every point the driver missed his roll by.
Example: Dark Angel is trying to make a sharp right turn
onto a side street and misses her roll by 3. She skids 3"
to her left (she “fishtails,” as her vehicle is unable to hold
the turn and shifts to the left because of inertia).
Example: The Sandman is chasing after a van full of
terrorists in his “Sandmobile.” They are driving wildly
through Medium Traffic, and he is trying his best to follow
them closely. However, while dodging through the traffic,
he misses a Combat Driving roll by 1. Since he was
swerving to the right to get around a Hyundai Excel, he
skids 1" to his right, and may hit another car.
Skidding has several consequences. First, if the skid is a
long one (4" or more), or if it takes place on an especially
rough surface, it will act as a Âd6 KA to the vehicle’s tires.
Second, when a vehicle skids, it may lose from one-fourth
to half of its inches of movement for that Phase or the next
Phase (depending on when and how the skid occurs). This
is entirely up to the GM, who should make his decision based
not only on what would realistically happen, but what would
be most dramatic and exciting for the scenario.
Third, the vehicle may skid into something and have a
collision. If the vehicle’s skid brings it into contact with
something, a collision has occurred, the effects of which
depend upon what has been hit. If the object struck by the
vehicle is a Large or Medium Obstacle, Pedestrians, or
Traffic, the vehicle performs a Move Through on the target
and all damage is calculated as normal (see “Ramming,”
above, for details). In some cases, the collision may be more
of a Sideswipe, and should be handled as a Move By instead.
q AN EYE FOR AN EYE 73
If the object struck by the vehicle is a Low Obstacle, the modifier for degree of turn, because in this situation the
vehicle may flip and roll. The driver has to make another change in vehicle facing and position needed to swerve
Combat Driving roll using the penalties for velocity described around the roadwork is simulated by the -2 modifier for
above. If he makes it, the vehicle does not flip, but suffers the Roadwork). This gives Harbinger a roll of 10-. He rolls a 11,
usual Move Through damage for a collision. If he fails, the missing by one. The GM rules that he skids slightly to the
vehicle flips and rolls. Exactly how far it rolls and what side right, smashing against one of the buildings but missing the
of the vehicle ends up on the ground is up to the GM. pedestrians, who dive wildly for safety. The GM rules that this
Characters in a car that flips and rolls take Move Through is like a sideswipe and rolls Move By damage of 7d6
damage, which will not be reduced even if they are strapped (vehicle’s 25 STR/2 plus 25"/5), getting 25 STUN and 6
in or have other safety devices. (At the GM’s option, any BODY, not enough to damage the building or vehicle, and
particularly bad skid or failed Combat Driving roll may cause Harbinger takes no STUN because of his and the vehicle’s
a car to flip over, especially when the vehicle is a large one.) defenses. The GM rules that Harbinger makes it safely back
onto the street at the end of the Phase, but his right side
mirror has been scraped away by the impact and he has lost
6" of velocity this Phase.
SAMPLE CAR CHASE Meanwhile, the sedans have moved around the Road-
work in the left lane with no difficulty, and are now 3" ahead
Several of Giulio Maddalena’s friends hear about his of Harbinger; the motorcycles are bringing up the rear. In
untimely demise and come after the Harbinger of Justice. Phase 5, Harbinger asks the GM what is on the other side of
There are six of them, two each in two cars (souped-up the road. The GM rolls twice on the Options Table, an 11 and
sedans, DEX 15, SPD 4, 24"x4 movement, DEF 3), followed a 12, and tells Harbinger that there is a T intersection to the
by two more, each on a motorcycle (DEX 20, SPD 4, 33"x4 left (rolled at the beginning of the Turn). At the nearest corner
movement, DEF 3). They find Harbinger on a straight four- of the intersection there is a sidewalk with some telephone
lane city street (two lanes in either direction); he is in the poles, and beyond it a parking lot and a store; on the far
same car he used before (DEX 30, SPD 5, 25"x4 movement, corner there is a brick building. Harbinger decides to Force
DEF 8). Since the chase is about to begin, the GM rolls the lead sedan, Sedan #1, across the left side of the street
several times on the Events and Encounters Table to find out and into a telephone pole in front of the store. He then hopes
what lies ahead. He rolls a 6, a 13, and a 10, indicating a to continue through the parking lot and into the T Intersection
curve, two or more hazards or obstacles, and an intersec- street. He moves his first 3" of movement and rolls to hit.
tion. The GM decides that the curve in the road prevents the Because he has Combat Driving, his vehicle’s OCV is base
characters from seeing what lies ahead, so he doesn’t tell 10, -2 for the Move By, for a total of 8. The GM imposes an
them that he has rolled an 11 for the intersection (a T additional penalty of -2 on account of the Medium Traffic (i.e.,
Intersection, to the left) and that the hazards will be Medium if Harbinger hits, he will be able to Force the other car without
Traffic (GM’s choice) and an 18, Roadwork. hitting any of the oncoming vehicles). The sedan’s driver has
Harbinger is in the far right lane as the two sedans Combat Driving, so his vehicle gets its full DCV of 5, -2 for
approach him with obvious hostile intent, followed by the Size, for a total of 3, giving Harbinger a 14- to hit.
motorcycles a little farther back. Harbinger’s vehicle has the Harbinger rolls a 12, and rolls 7d6 for damage, getting 33
highest DEX, so he moves first. He drops out of noncombat STUN, 10 BODY, and 6" of Knockback! The occupants of the
velocity and moves his vehicle 25" around the curve, hoping sedan, who did not have their seatbelts on, take 30 STUN
to outrun them until he can get to a less crowded area. The and 7 BODY (before their defenses) and are Stunned, while
curve is fairly wide, so no Combat Driving roll is required to their vehicle takes 7 BODY. The driver of Sedan #1 cannot
negotiate it safely. The sedans move next (the motorcycles make Combat Driving roll (because he is Stunned), and
are hanging back, hoping the sedans will handle the rough therefore cannot avoid having his car Forced. Harbinger
work—they’re “backup”). When they finish their movement, Forces Sedan #1 across the street as traffic swerves to avoid
they too are around the curve and are only 2" behind him; the GM rules that he will have to make a Combat Driving
Harbinger. So ends Phase 12. roll to make Sedan #1 hit the telephone pole and then
All vehicles move in Phase 3. They can all see the obstacle continue his own journey safely through the parking lot into
now: in the far right lane, several workmen are using a the next street. The GM imposes penalties of -1 for the
backhoe to dig a short but deep ditch so they can repair some Forcing, -1 for the curb (a Low Obstacle), and -1 to get
sewer pipe. Since the sedans are on his tail and can ram him through the parking lot safely, so Harbinger has to roll a 12-
if he moves to the left lane, Harbinger asks the GM what there . He rolls an 11 and Sedan #1 hits the telephone pole for
is on the right. The GM turns to the Options Table and rolls Move Through damage, 13d6 (25 STR plus 24"/3) (the pole
a 9, Sidewalk. Hoping for something exciting, he tells Harbin- has DEF 5, BODY 8). The GM rolls 57 STUN, 13 BODY, so
ger that there are only about half a dozen pedestrians on the the vehicle takes 10 more BODY and is effectively de-
sidewalk, and they seem to be watching the chase. On the stroyed; the occupants take 54 STUN and 10 BODY (before
other side of the sidewalk are some small brick buildings and their defenses) and are Knocked Out and badly injured (if not
stores. Harbinger decides to take a chance and use the dead). Harbinger makes it through the parking lot and into
sidewalk. This requires a Combat Driving roll. The penalties the two-lane side street beyond without mishap.
to the roll are as follows: -2 for velocity of 125” per Turn (25"
per Phase at 5 SPD), -2 for the Roadwork, and an additional
-1 to avoid the pedestrians on the sidewalk (there is no
74 AN EYE FOR AN EYE q
In Phase 6, Sedan #2 decides that it has to catch up with roll of 12-. He rolls an 8, fails, and crashes into Harbinger’s
Harbinger, who is now many inches away and on another car. This is a 14d6 Move Through (STR 15 plus 33"/3), and
street (the motorcycles are still hanging back). It decides to the driver is not protected by his vehicle’s defenses (because
shift to noncombat movement and move 48" this Phase. The it is a motorcycle). The GM rolls 68 STUN and 15 BODY,
GM rules that because of the angle of the intersecting side enough to smash in the back of Harbinger’s car, shake him
street, it will have to make a 90˚ turn after moving a few up badly, and kill the motorcyclist, who goes flying over
inches. The driver of Sedan #2 has Combat Driving 11-, so Harbinger’s car and lands in a bloody heap in the middle of
he needs to roll 8- (-1 for the 90˚ turn, -2 for velocity of 120” the street outside the alley.
per Turn and a normal Turn Mode) to make the turn success- Cycle #2, which was several inches behind, tries some-
fully. He rolls a 13, and the GM rules that he skids 5" to his thing different. The driver sees a couple of boards leaning
right while in mid-turn. This brings him into contact with the against a pile of bricks in the alley and decides to Jump
brick building on the other side of the side street, so a Harbinger’s car. He switches to noncombat movement (66"
collision has occurred (a Move Through). The GM rolls 21d6 or 264” per Turn). This will allow him to Jump 10" (264”/25 -
(25 STR plus 48"/3), gets 81 STUN and 24 BODY, and rules Knockback Modifier of 0), more than enough to clear
that the sedan is totaled and both passengers in the car were Harbinger’s car. To land safely will require a Combat Driving
killed by the impact. Qué lÁstima. roll of -2 (-1/5" Jumped), and the GM adds another -1 to
The motorcycles make up for lost time and move 48" this simulate the traffic in the street which the driver wants to
Phase, going through the parking lot to avoid the sharp turn avoid. The driver rolls a 6 and makes it.
that eliminated Sedan #2 (the GM has them make Combat Harbinger now takes his Phase 12. Since only one oppo-
Driving rolls at -2 to do this safely, and they succeed). The nent is left, and a further car chase would be unsafe and
lead motorcycle, Cycle #1, is now 5" behind Harbinger, and impractical, he opens his car door, steps out, and shoots the
Cycle #2 is 10" behind. Because the combat has turned onto driver of Cycle #2 three times, killing him and causing his
a different road, the GM rolls again on the Events and motorcycle to tip over and crash.
Encounters Table and gets an 8 and an 11, one hazard or
obstacle and an intersection. A roll on the Intersection Table,
a 10, leads the GM to tell Harbinger that there is a long,
narrow alley to the right, a 90˚ turn. The GM decides that if STREAMLINING THE
Harbinger takes the alley, the Hazard will be a Dead End,
Minor Barrier, and if not, it will be a Pedestrian (a child playing
SYSTEM
in the street ahead).
Harbinger decides to try to lose the motorcycles and turns GMs who don’t want to worry about all of the details
into the alley on Phase 8. This requires a Combat Driving roll involved in this vehicle combat system can easily streamline
at -3 (-1 for degree of turn [with a regular Turn Mode] plus - it to make it quicker to use. The best way to do this is simply
2 for velocity of 125” per Turn), which Harbinger easily to ask the drivers what they want to do each Phase, then
makes. He gets several inches into the gloomy alley and is assess one overall Combat Driving modifier for all maneu-
confronted by a dumpster so large that it blocks off the left vers and conditions, then have the driver roll. For example,
half of the alley, meaning that he can’t drive his car through! in Phase 5 of the example given above, the GM could just
In Phase 9, the motorcycles make Half Moves, round the have imposed a -5 penalty to Harbinger’s Combat Driving roll
corner by making Combat Driving rolls at -3 (-1 for degree of to simulate everything that he wanted to do in that Phase.
turn plus -2 for velocity of 140” per Turn), and fire submachine Although this system runs more quickly and easily, the
guns at Harbinger’s vehicle. Their OCV based on DEX is 6; disadvantages to it are that it is more imprecise and forces
they must subtract -3 (-2 plus -1 for performing a maneuver the GM to make a lot of rulings which may leave players
with a -2 penalty earlier in the Phase), for a final OCV of 3. dissatisfied. For example, if Harbinger were to miss that roll,
Harbinger’s vehicle’s DCV is base 10 (because he has what does that mean? Did he fail to Force Sedan #1 across
Combat Driving), -2 for Size, for a total of 8. The motorcy- the road? hit an oncoming car along the way? miss the
clists roll a 12 and a 14, missing miserably. telephone pole? get stuck in the parking lot? Each GM
In Phase 10, Harbinger decides that his best chance is to should experiment with this system and try to reach a
take his vehicle up on two wheels and drive around the balance of playability and realism that suits himself and his
dumpster. He moves forward three inches, uses a cinder players.
block for a “ramp,” and rolls a 10 and performs the stunt
successfully. He now has only one-fourth of his remaining
movement, 5", to move in Phase 10. This is enough to get
him around the dumpster and out the other end of the alley.
CONCLUSION: SOURCES
He brings his car back down on four wheels and stops right OF INSPIRATION
at the mouth of the alley, then revs his engine to make the
motorcyclists continue the chase. The best sources of inspiration for car chases are action
In Phase 12, Harbinger hesitates. The motorcyclists come movies and television shows. Some of the best and/or most
roaring around the dumpster at 33", since they can fit through interesting that the author has seen can be found in these
the alley without any problem. Cycle #1, in the lead, sees that movies: Beverly Hills Cop, The Blues Brothers, almost any
Harbinger’s car is blocking the end of the alley, screams, and James Bond film, The Hidden, Lethal Weapon 2 and 3,
tries to brake quick enough to keep from hitting it. He needs Raiders of the Lost Ark, and Robocop.
to add 27" deceleration, which is a -5 to his Combat Driving
q AN EYE FOR AN EYE 75
CHAPTER FOUR:
SOURCEBOOK
This chapter provides information on guns, other weap-
ons, vehicles, gadgets and similar subjects. A detailed
description of the criminal organization Raven is also in-
cluded. It supplements the Sourcebook in DC:HOV.
76 AN EYE FOR AN EYE q
WEAPONS
s Eh
Bob Live U KAN S
UPERBODZOoSrk C ootsauce
YO h R
B
IF
ME rustn
um pio AID L i c k m
ER
y
Disco Su TCH ever V en ns
c KA sle gence is Ours D rool POW
uke eps ER
Mechap
ks
This section provides descriptions and HERO System CROWNSTONE ARMS DUAL GUN
statistics for more guns, artillery, missiles, knives, land This gun is essentially two guns, an assault rifle-like
mines, and other implements of destruction. weapon with a smaller, submachine gun-like weapon at-
tached. The smaller weapon is mounted to the lower left, with
counterweights on the right side to keep the weapon bal-
GUNS AND RELATED anced. When the trigger is pulled, both weapons are fired,
creating a deadly stream of “linked fire,” as the company calls
WEAPONS it. The user commonly loads each gun with a different kind of
ammunition. The second gun can only be fired if the first is,
but the first gun may be fired on its own if preferred.
REAL GUNS CrownStone Dual Gun
This section provides several new weapons to add to the 62 2d6 RKA with a +Â Advantage (character’s choice of
list in DC:HOV. The statistics and abbreviations are the ammo when weapon is purchased, +Â), Autofire (2
same; refer to DC:HOV, pages 84-94, if you have any shots, +Â), 64 Charges (+Â) (75 Active Points),
OAF (Dual Gun, -1) (37 points total) plus 1Âd6 RKA
questions.
with a +Â Advantage (character’s choice of ammo
when weapon is purchased, +Â), Autofire (2 shots,
FICTIONAL GUNS +Â), 64 Charges (+Â) (62 Active Points),
In the comics, a lot of gun-wielding characters tote around OAF (Dual Gun, -1), Linked (-Â) (25 points total)
guns that bear a slight resemblance to real-world firearms—
they are larger, more powerful and have more attachments
than existing weapons. Some of them are so high-tech that
they verge on science fiction. Dark Champions characters in
campaigns which are not closely tied to reality (i.e., which
allow minor superpowers, comic-book-tech devices and the
like) can certainly build such guns if they want to. A few
examples are given here and in the one-weapon Multipowers
section below. Players should feel free to add sights, silenc-
ers or just about any other attachment they feel like—the
bigger and more impressive-looking these guns are, the
better.
ASSAULT PISTOL
This weapon is an extremely large handgun built to fire
military-caliber ammunition (5.56mm, for example). Because
the entire strength of the hand is needed to hold it and control
it, the “trigger” guard actually protects and supports the
entire hand, and there are other bracing attachments along
the bottom of the grip which rest against the firer’s wrist.
Assault Pistol Mk. I
35 2d6+1 RKA, +1 Increased STUN (+Â), Penetrating
(+Â) (70 Active Points), OAF (Assault Pistol, -1),
16 Charges (-0)
Assault Pistol Mk II
33 2d6 RKA, Autofire (5 shots, +Â), +1 Increased STUN
(+Â), 32 Charges (+Ê) (67 Active Points),
OAF (Assault Pistol, -1)
q AN EYE FOR AN EYE 77
WEAPONS TABLE
STR PER
Name Cal OCV RMod Dam STUNx Shots Min Mod A/RCost Notes
AUTOMATIC PISTOLS
AA Arms AP9 9mm +0 +0 1d6+1 1d6-1 20 10 +2 25/12
AMT .40 .40 +1 +1 1d6+1 1d6-1 13 10 +2 25/12
Beretta Model 89 .22 +1 +1 1d6-1 1d6-1 8 10 +1 12/5
Grendel P-12 .380 +0 +0 1d6 1d6-1 11 10 +1 15/7
Grendel P-31 .22 +0 +0 1d6-1 1d6-1 30 10 +1 15/7
H&K P-11 Fle +0 +0 1d6 1d6-1 5 8 +2 15/5 1
Riot Control Pistol N/A +0 +0 See Notes 1 8 +4 See Notes 2
S&W 1076NS 10mm +1 +0 1 Âd6 1d6-1 9 10 +3 25/11
S&W Model 4006/4046 .40 +1 +0 1d6+1 1d6-1 11 10 +3 20/9
SUBMACHINE GUNS
AKR 5.56mm +0 +0 2d6 1d6-1 30 13 +5 52/26 AF5
H&K MP5K-PDW 9mm +1 +0 1d6+1 1d6-1 15 12 +4 35/17 AF5
Ilarco SR/SB 180 .22 M +1 +2 1d6 1d6-1 165 12 +6 4Â0 AF10
Jovina Delta 786 9mm +1 +0 1d6+1 1d6-1 32 12 +5 40/20 AF5, FS
XC-450 .45 +1 +1 1d6+1 1d6-1 32 12 +5 35/17 AF5
RIFLES
AIM Model PM 7.62mm +1 +2 2d6+1 1d6 10 10 +5 6Â7 FS
Arrow Gun N/A +1 +1 2d6 1d6-1 1 10 +4 30/7 3
D Max Carbine 10mm +1 +0 1 Âd6 1d6-1 30 10 +4 31/15
G3SG/1 7.62mm +1 +1 2d6+1 1d6 20 10 +5 70/35 FS
McMillan M-89 .308 +2 +2 2d6 1d6 20 13 +6 67/33 Sil
ASSAULT RIFLES
Beretta AR 70/223 5.56mm +0 +0 2d6 1d6-1 30 13 +5 60/30 AF5, FS
Colt Commando 5.56mm +1 +1 2d6 1d6-1 30 13 +6 60/30 AF5, FS
IMI Negev 5.56mm +1 +1 2d6 1d6-1 100 14 +5 75/37 AF5, FS
M62 7.62mm +1 +1 2d6+1 1d6 30 13 +6 87/43 AF5, FS
Nighthawk 9mm +1 +1 1d6+1 1d6-1 25 12 +6 35/17 AF5
SR88 5.56mm +1 +1 2d6 1d6-1 30 13 +5 60/30 AF5, FS
MACHINE GUNS
L7A2 7.62mm +1 +2 2d6+1 1d6 50 15 +6 96/48 AF10, LMG
M249 SAW 5.56mm +1 +1 2d6 1d6-1 200 14 +7 82/41 AF10, LMG
SHOTGUNS
Franchi PA3/215 12 +1 +1 2 Âd6 1d6 3 10 +3 60/18 RR/RP
Maverick Model 88 12 +1 +1 2 Âd6 1d6 6 10 +4 60/18 RR/RP
PM2 12 +0 +0 2 Âd6 1d6 6 10 +4 60/18 RR/RP
NOTES
1) The H&K P-11 is a five-shot pistol designed specifically for underwater firing. Its round is a flechette-like dart.
2) The Riot Control Pistol is actually an attachment which fits on the front of a pistol. The attachment holds various anti-riot loads,
such as plastic baton (EB, same DC as gun’s Killing Attack), dye marker, tear gas and smoke. The attachment allows the firer to
project the load by firing a blank (similar to the way some rifle grenades work). All of its attacks should have the same number of
Active Points as the gun’s Killing Attack; this gun could also be bought as a one-weapon Multipower.
3) An Arrow Gun is a rifle that uses compressed air to fire arrows.
PUNCH DAGGER/T-KNIFE
Descended from the Indian katar, this knife is held in a
closed fist, with the blade pointing out (usually between the
middle and ring fingers). This gives the blade relatively little
reach, but great armor-penetrating power, and its weight
adds to the wielder’s punch as well.
Punch Dagger/T-Knife
11 1d6 HKA (up to 2d6 with STR), Penetrating (+Â) (22
Active Points); Common Limitations plus +1d6 HA (3
Active Points); OAF (Punch Dagger), Linked
STILETTO
This long, narrow, unbladed dagger is essentially a “mili-
tary spike” designed to punch through armor and inflict deep,
deadly wounds. It is a favorite of assassins and spies. The
statistics for a regular stiletto can also be used for icepicks.
Regular Stiletto
7 Âd6 HKA (up to 1d6+1 with STR), Armor Piercing (15
Active Points), Common Limitations
Large Stiletto
10 1d6 HKA (up to 2d6 with STR), Armor Piercing (+Â)
(22 Active Points), Common Limitations
q AN EYE FOR AN EYE 81
SURVIVAL KNIFE FLARE MINE
This knife has a hollow hilt which carries a variety of small This mine is as much a warning device as it is a weapon.
items to help the user survive in the wilderness: fishing hooks When triggered, it releases a bright flash of light which not
and line, a wire saw, water purification tablets, a small only blinds the victim, but alerts his enemies that he is
compass, firestarting equipment, and so forth. nearby.
Cost Powers END Flare Mine
35 3d6 Sight Group Flash, Explosion, Trigger (pressure
7 Multipower [15 pt pool], all OAF
generated by the weight of a human, +Ê) (70 Active
1u 1d6 HKA (up to 2d6 with STR); Common Limitations
Points); IAF (Mine), No Range
1+
1u +1 to Survival Skill; OAF (Mini-Survival Kit)
1u +1 to Navigation Skill; OAF (Mini-Compass) M18A1 CLAYMORE
This American mine can be triggered manually or by hand.
It sprays “shrapnel” in the form of 700 steel balls in a sixty-
SWITCHBLADE degree arc for over 800 feet (about 125"). On battlefields
A switchblade is the standard street-fighting knife. Anyone they are usually laid in triangular patterns of six mines each.
with WF: Knives or WF: Street Weapons knows how to use
one (and its close cousin, the straight razor). The advantage M18A1 Claymore
to a switchblade is that it is easy to hide and draw and can be 57 2d6+1 RKA, Area Effect Cone (125" Cone, +2),
opened with one hand. Trigger (pressure generated by the weight of a
human, +Ê) (114 Active Points); IAF (Mine), No
Switchblade
Range
4 Âd6 HKA (up to 1d6+1 with STR) (10 Active Points),
Common Limitations
MISSILE MINE
TRENCHKNIFE This mine doesn’t explode, but instead it triggers a missile
This knife has a set of “knuckledusters” (brass knuckles) which has been hidden nearby. The missile is aimed to land
built into the hilt, making it a punching weapon as well as a where the mine was placed, in the hope that the person who
stabbing one. This is the sort of knife that the Harbinger of triggered the mine and anybody with him will be killed by the
Justice is wielding on the cover of Shadows of the City. explosion.
Shockbaton FLAMETHROWERS
16 +2d6 HA (6 Active Points); OAF (Shockbaton),Linked
to NND plus 3d6 NND (defense is insulated ED) (30 Flamethrowers are devices for projecting flame. They
Active Points); OAF (Shockbaton), No Range, 12 consist of a bulky, heavy backpack which holds the fuel
Charges plus +10 PRE (10 Active Points), OAF (either ordinary liquid fuel, thickened fuel, or various incen-
(Shockbaton), Only For Offensive Presence Attacks (- diary chemicals). Thickened fuels (such as napalm) tend to
1), 12 Charges burn the best and have the greatest range.
q AN EYE FOR AN EYE 83
In HERO System terms, flamethrowers are bought as Each shell also takes the Common Limitations “OAF” (-1),
Multipowers. Each slot is a Killing Attack. The first slot is a “Requires Bulky Launching System Or Vehicle” (-Â) and
Line Area of Effect, and the second is a Cone Area of Effect. “User Must Have WF: Artillery” (-Â) (total -2). No “Charges”
Both of these slots have the Continuous Advantage, since Limitation or Advantage is taken, since different weapon
the user can simply hold the trigger down and keep spraying systems will carry different numbers; the GM should re-
flame without making further attack rolls (unless he switches calculate the cost as necessary.
targets, in which case a new “to hit” roll is required). Both
slots also have a -Ê “Side Effect” Limitation: if the flamethrower APDS
is fired at a target which is too close (closer than 5") or is fired (ARMOR PIERCING DISCARDING SABOT)
into the wind, there is an 11- chance that fuel will splash on This shell is fired with a sabot which peels away during
the firer, inflicting 1Âd6 Killing damage. flight, leaving a small, heavy penetrating round to smash into
Some flamethrowers have a third slot, which is an Area of the target. This type of shell may only be fired by a direct-fire
Effect (Any Shape) that simulates the flamethrower’s capac- weapon so the Indirect Advantage is not taken.
ity to make “cold shots”—shots where unlit fuel is projected,
allowing it to be sprayed onto a target and soak into it before Small APDS Shell
being lit. 40 4d6 RKA, Armor Piercing x2 (+1), Common Limita-
A flamethrower has an overall number of Charges indicat- tions (-2); (120 Active Points)
ing how many seconds worth of fuel it has (this is a Limitation
Medium APDS Shell
on the base cost of the Multipower). However, the fires set by 50 5D6 RKA, Armor Piercing x2 (+1), Common Limita-
the flamethrower may continue to burn long after the user is tions (-2); (150 Active Points);
out of fuel.
Large APDS Shell
Cost Powers END 60 6D6 RKA, Armor Piercing x2 (+1), Common Limita-
57 Multipower [157 pt pool], all OAF, Bulky (-1Â); tions (-2); (180 Active Points);
10 Charges for entire Multipower [10c]
6u 3d6 RKA, Area Effect Line (18" Line), Armor BEEHIVE
Piercing, Continuous, OAF (Flamethrower, Bulky), A Beehive shell is full of thousands of flechette darts which
Side Effect (described above, -Ê) scatter when the shell impacts its target. It is an anti-
6u 3d6 RKA, Area Effect Cone (10" Cone), Armor
personnel shell, since the flechettes are not capable of
Piercing, Continuous, OAF (Flamethrower, Bulky),
Side Effect (described above, -Ê) penetrating tank armor Beehive rounds are available for
5u 3d6 RKA, Variable Area Effect (any 5"), Armor direct-fire weapons only.
Piercing, Continuous, OAF (Flamethrower, Bulky),
Extra Time (minimum of one extra Phase between Small Beehive Round
25 2d6 RKA, Armor Piercing, Explosion (loses 1 DC
soaking area with unlit fuel and lighting it, -Â)
every 3", +1), Common Limitations (-2); (75 Active
Points)
Some sample flamethrowers include: the M2A1 and M9A1-
7, American models with ten seconds’ worth of fuel; the LPO- Medium Beehive Round
50, a Soviet flamethrower with nine seconds’ worth of fuel; 27 2d6 RKA, Armor Piercing, Explosion (loses 1 DC
and the HAFLA-35L, a one-shot German flamethrower “pis- every 4", +1Ê), Common Limitations (-2); (82 Active
tol” with enough fuel to ignite an 8"x2" area. Points)
ARTILLERY CHEMICAL
This shell carries a chemical or biological warfare weapon
Artillery encompasses mortars, breech-loading field artil-
of some sort. Refer to “Chemical and Biological Warfare,”
lery (such as shells launched from tanks and howitzers), and
below, for the effects of such attacks. The larger the shell, the
similar weapons which do not contain their own propulsion
larger the area affected when it explodes.
units like missiles do (see below). Dark Champions PCs are
most likely to get their hands on this kind of weaponry while
breaking into a military base, fighting drug-dealing foreign
CONTACT
dictators, and so forth. If the campaign is limited strictly to the A shell which simply explodes upon impact with the target.
streets of the city, these weapons will probably never be Small Contact Fused Shell
seen. 35 4d6 RKA, Area Affect One Hex, Indirect (+Ê),
This section simply describes the different types of avail- Common Limitations (-2); (105 Active Points)
able shells in general terms and offers damage ranges for
small (up to 99mm), medium (100-149mm), and large Medium Contact Fused Shell
(150mm+) versions. Because most shells can be fired over 44 5d6 RKA, Area Affect One Hex, Indirect (+Ê),
hills and other obstacles, some are bought with the Advan- Common Limitations (-2); (131 Active Points)
tage “Indirect” (+Ê). Artillery shells have a range of up to 20 Large Contact Fused Shell
miles, but this depends on the firing system, so no “Increased 35 6d6 RKA, Area Affect One Hex, Indirect (+Ê),
Maximum Range” Advantage is taken for them; instead, the Common Limitations (-2); (157 Active Points)
launching vehicle should have points set aside for that.
84 AN EYE FOR AN EYE q
HE (HIGH EXPLOSIVE) Small Starshell
The standard exploding shell. 12 Change Environment 32" radius (create light), Indirect
(+Ê), Common Limitations (-2), Continuing Charges
Small HE Shell (each charge lasts for 10 minutes, -5 levels on
45 4d6 RKA, Explosion (loses 1 DC every 3", +1), Charges table); (37 Active Points)
Indirect (+Ê), Common Limitations (-2); (135 Active
Points) NUCLEAR
This shell carries a small nuclear warhead. The smallest
Small HE Shell in the American arsenal is the W48 warhead, with a 0.1
56 5d6 RKA, Explosion (loses 1 DC every 3", +1),
Indirect (+Ê), Common Limitations (-2); (169 Active
kiloton yield (equivalent to 100 tons of TNT). Even the
Points) smallest nuclear warhead has effects that go far beyond
mere game terms.
Small HE Shell
67 6d6 RKA, Explosion (loses 1 DC every 3", +1), PROXIMITY
Indirect (+Ê), Common Limitations (-2); (202 Active This shell is equipped with a radar system which allows the
Points) firer to program it to explode when it is near the target. This
increases the effectiveness of some shells, such as HE or
HEAT (HIGH EXPLOSIVE ANTI-TANK) Smoke. A HE shell equipped with a Proximity system would
An exploding shell specifically designed to pierce tank have these statistics:
armor. Upon impact, a charge in the base of the shell
detonates, liquefying the metal in front of it and forcing it Small Proximity Shell
through the target’s armor. Since HEAT shells require a 75 4d6 RKA, Explosion (loses 1 DC every 3", +1),
direct hit on their target they are only employed by direct-fire Indirect (+Ê), Penetrating x2 (+1), Trigger (when
weapons. reaches set distance from target, +Â), Common
Limitations (-2); (225 Active Points)
Small HEAT Shell
60 4d6 RKA, Armor Piercing x2 (+1), Explosion (loses 1 Medium Proximity Shell
DC every 3", +1), Common Limitations (-2); (180 94 5d6 RKA, Explosion (loses 1 DC every 3", +1),
Active Points) Indirect (+Ê), Penetrating x2 (+1), Trigger (when
reaches set distance from target, +Â), Common
Medium HEAT Shell Limitations (-2); (281 Active Points)
75 5d6 RKA, Armor Piercing x2 (+1), Explosion (loses 1
DC every 3", +1), Common Limitations (-2); (225 Small Proximity Shell
Active Points) 112 6d6 RKA, Explosion (loses 1 DC every 3", +1),
Indirect (+Ê), Penetrating x2 (+1), Trigger (when
Large HEAT Shell reaches set distance from target, +Â), Common
90 4d6 RKA, Armor Piercing x2 (+1), Explosion (loses 1 Limitations (-2); (337 Active Points)
DC every 3", +1), Common Limitations (-2); (270
Active Points) SMOKE
This shell generates a cloud of smoke which lasts for up to
HESH (HIGH EXPLOSIVE SQUASH HEAD) twenty minutes.
This is another anti-tank round. Upon impact, it flattens
(“squashes”) itself against the armor and then a charge in its Small Smoke Shell
27 Darkness to Sight Group, 6" radius, Indirect (+Ê),
base explodes, causing shock waves which are intended Common Limitations (-2), Continuing Charges lasting
literally to vibrate the target’s armor apart from the inside. In up to 20 minutes each (-5 levels on Charges chart),
HERO System terms, its effects are basically the same as Does Not Work In Winds Or Rain (-Ê); (87 Active
those of the HEAT shell (however, the GM may substitute Points)
“Penetrating” for the HEAT’s “Armor Piercing” Advantage if
he prefers). Medium Smoke Shell
35 Darkness to Sight Group, 8" radius, Indirect (+Ê),
ILLUMINATION (“STARSHELL”) Common Limitations (-2), Continuing Charges lasting
up to 20 minutes each (-5 levels on Charges chart),
This shell is a gigantic flare with a parachute attached to Does Not Work In Winds Or Rain (-Ê); (112 Active
make it fall slowly. It provides light in the target area for up to Points)
ten minutes.
Large Smoke Shell
Small Starshell 42 Darkness to Sight Group, 6" radius, Indirect (+Ê),
8 Change Environment 8" radius (create light), Indirect Common Limitations (-2), Continuing Charges lasting
(+Ê), Common Limitations (-2), Continuing Charges up to 20 minutes each (-5 levels on Charges chart),
(each charge lasts for 10 minutes, -5 levels on Does Not Work In Winds Or Rain (-Ê); (137 Active
Charges table); (25 Active Points) Points)
Small Starshell
10 Change Environment 16" radius (create light), Indirect VT (VARIABLE TIME)
(+Ê), Common Limitations (-2), Continuing Charges This shell has a timer on it and explodes only at the preset
(each charge lasts for 10 minutes, -5 levels on time the firer designates (for example, 5 seconds after being
Charges table); (31 Active Points) fired). VT shells have the same statistics as Proximity shells,
but the Trigger is “at preset time.”
q AN EYE FOR AN EYE 85
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Second only to nuclear weapons in their capacity for killing (GM’s notes: The “Gradual Effect” Limitation is explained
large numbers of people, chemical and biological weapons in the HERO Bestiary, page 13, and Fantasy Hero, page 128.
are cheap and relatively easy to make. They are increasingly It reflects the time that a biological weapon, poison, or similar
used in warfare, especially by Third World nations like Iraq attack takes to affect the victim after it gets into the body.
that are prevented from making nuclear weapons (or can’t Because an attack such as this is bought with Extra Time and
afford to do so). Because of the intrigue that surrounds them Gradual Effect to simulate the length of time it remains in an
and the vast numbers of deaths they can cause, chemical area, it is effectively a “Continuous” attack, and so the
and biological weapons are likely to be the subject of Dark “Uncontrolled” Advantage may be purchased for it without an
Champions or regular four-color Champions scenarios, so additional “Continuous” Advantage. When Persistent is
this section will briefly discuss the major types and provide added, the effect of this attack is that it lingers in the area for
HERO System statistics for some of them. as long as the GM realistically thinks it should—which, in the
case of biological infestations, radiation and similar phenom-
BIOLOGICAL WEAPONS ena, usually means years or decades.)
Immunity to biological warfare weapons may be bought for
Biological weapons come in four basic types: bacterial
2 points per category (such as fungal infections or viral
infections (causing plague, anthrax, brucellosis and typhoid
infections). Immunity to a specific weapon (such as an
fever); fungal infections (causing desert fever); rickets infec-
anthrax weapon) costs 1 point.
tions (causing typhus, purple fever and Queensland fever);
and viral infections (causing smallpox, yellow fever and
some of the deadlier kinds of flu). CHEMICAL WEAPONS
Because of space considerations, it is not possible to Chemical weapons are any sort of gas, lethal or otherwise,
provide specific examples of each type of biological weapon. that is used as a weapon (some are also used in liquid form).
Fortunately, part of the work has already been done—in the They range from simple irritating and incapacitating gases to
HERO Bestiary, by Doug Tabb, there is a discussion of gases so lethal that the merest whiff of them causes almost
animal-transmitted diseases on pages 15-18. Three of the instant unconsciousness and death. They are grouped into
disease mentioned—anthrax, brucellosis and plague—are two different categories, incapacitating and lethal, based on
frequently used as biological weapons. Anthrax in particular their effect.
is deadly, and can contaminate an area for decades, making
it totally unfit for human habitation. Anthrax acts by contact, INCAPACITATING AGENTS
inhalation or ingestion. Here is an example of an anthrax- Incapacitating agents are designed to render an enemy
causing biological weapon: soldier incapable of fighting without killing him. There are two
Bacterial Biological Weapon (Inhalable Anthrax): 4d6 kinds: physical and psychological. Physical incapacitators
RKA, NND (defense is appropriate Immunity or being in work by affecting the soldier’s health and physical ability to
a completely sealed-off environment, +2), Area of Effect fight. For example, ES gas makes people extremely nau-
(750" radius [about 1 mile], +2 Á), Increased Maximum seous and diarrhetic (a combination STR, CON and END
Range (a function of the launching system), Uncon- Drain that lasts for a day or so). Adamite, or vomiting gas, is
trolled (+Â), Persistent (+Â) (405 Active Points); OAF a retching agent which also has effects similar to some forms
Bulky (Biological Weapon Missile, -1Â), 1 Charge (-2), of tear gas. It can be bought as an Entangle or as a Mental
Requires Appropriate WF (-Â), Extra Time (1 week delay Power Based On CON.
before onset of symptoms, -4), Gradual Time (1 day, -3): CN and CS are lachrymatory gases (tear gases) that
costs 34 points; plus cause uncontrollable weeping and coughing. Their effects
1d6 CON Drain, recover 5 points per week (+1Â), are described elsewhere as Flash Attacks, but the stronger
NND (defense is appropriate Immunity or being in a tear gases used by the military may also have an NND effect
completely sealed-off environment, +2), Area of Effect as well. CS smells like apple blossoms, CN like pepper.
(750" radius [about 1 mile], +2 Á), Increased Maximum Characters should not buy Immunity to tear gas; instead,
Range (a function of the launching system), Uncon- they should buy Flash Defense and also Life Support (Self-
trolled (+Â), Persistent (+Â), Ranged (+Â) (525 Active Contained Breathing) (and maybe some Power Defense)
Points); OAF Bulky (Biological Weapon Missile, -1Â), 1 with the -1Â Limitation, “Only Protects Against Tear Gas.”
Charge (-2), Requires Appropriate WF (-Â), Extra Time Psychological incapacitators weaken the victim’s mental
(1 day delay before onset of symptoms, -3 Â), Gradual acumen and often cause hallucinations and psychotic be-
Time (1 week, -3 Â): costs 27 points. havior. LSD has been used as a psychological incapacitator;
Total cost: 61 points another type is BZ, whose effects are similar to LSD (INT
Drain, Linked with Mental Illusions Based On CON).
86 AN EYE FOR AN EYE q
The problem with these agents is that the victim’s actions are 70 2d6 DEX, CON, BODY and COM Drain, Ranged
not controllable: for example, if a soldier has access to (+Â), recover 5 points every 3 months (+2), NND
tactical nuclear weaponry, the last thing that the enemy (defense is appropriate Immunity or not letting the gas
wants to do is make him hallucinate or become psychotic. touch you, +2), Area of Effect (as above, +3), Invisible
To Sight Group (+Â), Increased Maximum Range
Therefore, use of these agents is infrequent at best. Instead (based on launching system; see “Artillery”), Limita-
of buying Immunity to psychological incapacitators, charac- tions the same as First Effect (except for No KB), plus
ters should buy Mental Defense with the -2 Limitation, “Only Extra Time (up to 5 hours before onset of symptoms,
Protects Against Psychoactive Drugs.” -3); (720 Active Points)
Total Cost: 1,694 Active Points; costs 202 points.
LETHAL AGENTS Similar to mustard gas is Lewisite, which has similar
Lethal agents come in five types: asphyxiants; blistering effects but is stronger (6d6 RKA).
agents; haemotoxins; nerve gases; and toxins. Immunity to blistering agents costs 3 points.
Asphyxiant gases kill by disrupting the body’ ability to
breath and attacking the respiratory tract. The two most Haemotoxins attack the blood and the circulatory system.
important ones are chlorine and phosgene. Phosgene, for They tend to cause instant unconsciousness, followed by
example, is a colorless gas with the odor of new-mown hay. death within seconds from respiratory failure. Cyanide acid
It causes the victim to cough, choke, and drown in his own and cyanogen gas are the two most common forms; for more
mucus and bodily fluids. information, refer to the Poisons section later on in this book.
Nerve gases are among the most feared chemical warfare
Phosgene Gas Shell agents. These colorless and odorless gases attack the
83 6d6 RKA, NND (defense is appropriate Immunity or
LS: Self-Contained Breathing, +2), Area of Effect central nervous system, disrupting nerve transmissions
(1,125" radius [about 1.3 miles], +2 Á), Invisible To throughout the body. A single drop of the liquid form or a whiff
Sight Group (+Â), Increased Maximum Range (based of the gaseous form can be fatal within five to ten minutes.
on launching system; see “Artillery”), OAF Bulky The effects of these gases are well known: the victim’s nose
(Chemical Shell, -1Â), Requires Appropriate WF (-Â), becomes runny, his vision blurs, he has difficulty breathing
1 Charge which lasts for 1 Turn and Never Recovers and he soon begins to vomit and/or defecate. Mental distur-
(-3 Ê), No KB (-Ê), Does Not Work In Winds Or Rain bances come next, followed by coma, spasms, paralysis and
(-Ê); (562 Active Points) death from respiratory failure. Atropine (a poisonous sub-
Immunity to asphyxiants costs 3 points. stance) and oxime are antidotes, but will still leave the victim
Blistering agents (also called vesicants) cause horrible incapacitated for days.
burns and blisters to any exposed skin they touch. If they Nerve gases come in two basic types: the “G” and “V”
contact the eyes, the victim will be permanently blinded. If series. The “G” series includes Tabun (GA), Sarin (GB) and
they are directly inhaled, they kill. They can also be indirectly Soman (GD). The faster-acting “V” series includes VE, VM
fatal if the sores they cause become infected or if the and VX.
suffering victim commits suicide (a not uncommon result).
Victims who survive the initial attack of a blistering agent will Nerve Gas Shell
85 8d6 RKA, NND (defense is appropriate Immunity or
take months to heal, as the ulcerating sores caused by the not letting the gas touch you, +2), Area of Effect
gas scab over, and then the scabs fall off and the sores (1,125" radius [about 1.3 miles], +2 Á), Fully Invisible
ulcerate once more. In addition to the horrible sores, a (+1), Increased Maximum Range (based on launching
surviving victim may suffer from bronchopneumonia. system; see “Artillery”), OAF Bulky (Chemical Shell,
Blistering agents may come in two forms: gas (the most -1Â), Requires Appropriate Weapons Familiarity To
common) or liquid. The best known blistering agent is Use (-Â), 1 Charge which Never Recovers (-4), Extra
mustard gas (also known as HD), including distilled mustard Time (up to ten minutes for onset of symptoms, -2),
(which is colorless and smells like garlic) and nitrogen No KB (-Ê), Does Not Work In Winds Or Rain (-Ê);
mustard (which is colorless and smells like fish or soap). (810 Active Points)
Here is an example of a shell of mustard gas: Immunity to nerve gases costs 3 points.
Toxins include phytotoxins (poisons derived from plants),
Mustard Gas Shell zootoxins (poisons derived from animals) and microbe tox-
65 5d6 RKA, NND (defense is the appropriate Immunity
or not inhaling the gas, +2), Area of Effect (1,000"
ins. Phytotoxins and zootoxins are dealt with in the Poisons
radius [1.25 miles], +3), Invisible To Sight Group section. Microbe toxins are poisons created by microscopic
(+Â), Increased Maximum Range (based on launch- organisms. They include B (an enterotoxin), and TZ (a
ing system; see “Artillery”), OAF Bulky (Chemical saxitoxin, frequently found in spoiled mollusks or shellfish;
Shell, -1Â), Requires Appropriate Weapons Familiar- .05 of a gram can kill a human being).
ity To Use (-Â), 1 Charge which Never Recovers (-4), The best-known microbe toxin is botulin, also known as X
No KB (-Ê), Does Not Work In Winds Or Rain (-Ê); or A, which causes botulism (a lethal form of food poisoning).
(487 Active Points) plus From .00007-.00015 of a gram of botulin is enough to kill,
67 5d6 Major Transform (sighted person blind person), depending upon whether it is ingested or enters the body via
NND (defense is the appropriate Immunity or not a wound or injection. About 1-2 hours after being infected
letting the gas touch your eyes, +2), other Advantages
and Limitations the same as First Effect (except for
(i.e., after eating food contaminated by the microbes), the
No KB); [469 Active Points] plus victim begins to suffer from gastrointestinal cramps, vomit-
ing, abdominal pain, dryness of the mouth and motor and
visual disturbances. Death follows from paralysis of the
respiratory system.
q AN EYE FOR AN EYE 87
Botulin Gas Shell LOW EXPLOSIVES
35 4d6 RKA, NND (defense is appropriate Immunity or Low explosives, also known as deflagrating explosives,
not letting the gas touch you, +2), Area of Effect (750" do not really explode, they actually burn very, very quickly.
radius [about 1 mile], +2 Á), Fully Invisible (+1),
Increased Maximum Range (based on launching
The effect that they produce is less one of shattering (or
system; see “Artillery”), OAF Bulky (Chemical Shell, “brisance”), and more one of “heaving.” The pressure they
-1Â), Requires Appropriate Weapons Familiarity To produce is relatively low. However, if sufficient quantities of
Use (-Â), 1 Charge which Never Recovers (-4), Extra low explosives are used, they create a detonating effect
Time (1-2 hours after eating before onset of symp- similar to high explosives (see below).
toms, -2), Gradual Effect (1 hour for full effect, The main low explosive in use today is black powder (and
-2), No KB (-Ê), Does Not Work In Winds Or Rain its modern improvement, smokeless powder). Black powder
(-Ê); (405 Active Points) is is basically insensitive to impact and friction, requiring a
Immunity to botulin costs 1 point. Immunity to other mi- flame and/or heat to initiate the explosion. When it is used in
crobe toxins or other toxins must be bought separately, at 1 bullets, an impact-sensitive explosive charge is used to
point apiece; refer to the Poisons section for details. ignite the powder. Working with black powder is so easy that
the GM should add +1 to +3 to the character’s Demolitions
NEUTRALIZING AGENTS roll in appropriate circumstances.
Neutralizing agents are very similar to incapacitating
agents, but tend to disable the victim only for short periods HIGH EXPLOSIVES
of time. Mild tear gases, sneezing or itching powders, retch- High, or detonating, explosives have such a rapid chemi-
ing agents and the like can be neutralizing agents. Refer to cal reaction when activated that they produce immense
the section on incapacitating agents, above, for general pressure and shattering force (brisance). Detonation waves
information. from high explosives often exceed 20,000 feet per second.
High explosives can be further divided into two types. The
Sneezing Powder first is primary or initiating explosives. These substances can
5 3d6 Entangle, OAF (powder, fragile, -1Ê), Entangle
With No Defense (-1Â), Range Based On STR (-Ê), be readily detonated by fire/heat, impact, or friction. Because
Does Not Work In Winds Or Rain (-Ê), 1 Charge; of this sensitivity, they are rarely used for actual demolitions,
(30 Active Points) but instead are used primarily in initiating devices (such as
Immunity to neutralizing agents costs 2 points. blasting caps) to set off safer explosives. Primary explosives
include diazodinitrophenol (DDNP), fulminate-chlorate mix-
PHYTOTOXIC AGENTS tures, lead azide, lead styphnate, mercury fulminate, silver
Phytotoxic agents are poisonous substances designed to azide, and silver fulminate.
affect not humans, but plants, thus clearing away vegetation The second type of high explosive is the secondary (or
and allowing soldiers to see the enemy. The best-known noninitiating) explosive. These are mixed together to pro-
phytotoxic agent is Agent Orange, which was used in Viet- duce the right combination of sensitivity, brisance, and
nam and has been alleged to be carcinogenic. stability for particular jobs. The most important secondary
explosives include ammonium picrate, cyclonite (RDX and
HMX), dynamite and TNT.
EQUIPMENT
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COMPUTER GADGETS 1 Operate Sensors
1 Pilot Aircraft From A To B
1 Attack And Destroy Target
MARCO 1 Send/Receive Data
MARCO (Military Action-Reconnaissance COmputer) is a 1 Search Reference Material for information on a topic
computer system designed to assist elite military units in the
performance of their duties. It is capable of, among other 0+ Disadvantages
things, piloting air vehicles, providing strategic and tactical 20 2x BODY from Electricity
analyses of combat situations, raiding enemy computers for 15 Distinctive Features (sophisticated military computer,
information, and using its sophisticated internal sensors to not concealable)
detect enemy action. It is also an excellent way for soldiers
in the field to carry data and missions specifications with Cost: 152 pts. Limitation: OAF Total Cost: 76 pts.
them.
Amazingly, MARCO is small enough for a single soldier to
carry—it folds up into a watertight briefcase-sized object. It TEMPEST EQUIPMENT
is also waterproof and bulletproof. It is locked with an infrared Computers emit ambient radio waves whenever they are
imaging fingerprint-scanner which requires that a living, on. Someone nearby with the proper equipment, known as
authorized user place his thumb against it and recite a code- TEMPEST equipment, can pick up these radio waves and
word. If the lock is opened improperly or the wrong code- find out what is on the computer’s screen (but not in its
word is given, the unit self-destructs (disarming this security memory). Reading the emissions of one computer out of
device requires a Security Systems roll at -5). many (in an office or agency, for example) requires a
Systems Operation roll at -1 for every 3 computers other than
MARCO the target computer. TEMPEST gear is about the size of a
briefcase, but a skilled Champions gadgeteer might be able
Val Char Cost to make it even smaller.
23 INT 13
20 DEX 30 TEMPEST Equipment
3 SPD 0 6 Detect Computer Radio Emissions 14-, Range, OAF
(TEMPEST Equipment, -1), Requires A Systems
Cost Powers Operation Roll (-Â), Blocked By Power Defense (-Â);
(18 Active Points)
5 Infrared Vision
10 High Range Radio Hearing
31 Radar, 360-Degrees, +4 vs. Range
15
18
Active Sonar
Armor (6 PD/ED)
DEFENSIVE GADGETS
15 Power Defense (15 points)
Skills
BODY ARMOR
Modern science is able to offer soldiers and law enforce-
3 Combat Piloting 13- ment officers high-tech body armor which is as effective as
3 Computer Programming 14- any suit of metal armor worn by the knights of old. The chart
3 Navigation 11-
3 Systems Operation 14-
on the next page provides some sample armors for charac-
3 Tactics 14- ters to use.
2 TF: All Air Vehicles The armor in this chart is bought as PD and ED Armor with
2 WF: Vehicle Weapons the following Common Limitations: OIF (Body Armor, -Â),
3 Scholar Activation Roll 14- (-Â), and Half Mass (-Â) (total -1Â).
3 Scientist Kevlar armors also include the Limitation “No Effect Against
20 Twenty Knowledge Skills or Sciences, 11- each, as Knives Or Falling Damage” (-Â). Characters who want to
appropriate for mission (may be left free for down- buy off this Limitation or make their armor IIF (so that it can
loading data) be worn undetected under clothes) are free to do so; how-
ever, armor with ceramic or metal inserts must always be
bought as an OIF. Characters may decrease the Activation
Roll to create a smaller suit of body armor (e.g., “flak jacket”).
q AN EYE FOR AN EYE 95
ARMOR CHART
Type of Armor Defense Cost Notes
SURVEILLANCE SCOPES
DRUG DETECTORS These are special fiber-optic viewing devices. One kind is
This device detects the chemical vapors given off by illegal designed to be inserted under a door, giving the user a view
drugs. It can usually “sniff out” even drugs which are hidden of who’s in the room and what they’re doing. Another kind,
inside objects, or whose smell is “masked” by other items. It the borescope, can actually be drilled through a wall or door
does not indicate which drugs are present, and must be to look beyond it (it can also be used to look inside looked
reasonably close to the drugs to detect them. briefcases and other closed objects without having to open
them). The user can make a Stealth roll to keep the people
Drug Detector under surveillance from detecting the scope’s presence.
5 Detect Illegal Drugs 13-, OAF (Drug Detector, -1); (11 Surveillance scopes can be hooked up to televisions or used
Active Points) with the naked eye.
These scopes are bought as N-Ray Vision. The “No
Range” Limitation is used to simulate the fact that the user
has to get right next to what he wants to see through to use
the scope. The “Limited Perspective” Limitation simulates
the limited range of vision offered by such scopes.
Surveillance Scopes
7 N-Ray Vision (cannot see through anything too thick
to be bored through or inserted under), OAF (Surveil-
lance Scope, -1), No Range, Limited Perspective (-
Â); (20 Active Points)
q AN EYE FOR AN EYE 97
SWAT VEST
MISCELLANEOUS This vest, similar to the Combat Vest, allows SWAT
officers (or PCs) to carry a selection of equipment useful for
GADGETS hostage rescue missions and similar operations.
SWAT Vest
MORE UTILITY BELT GADGETS Cost Powers
Here are some more gadgets for characters to carry in
their Utility Belts (see DC:HOV, page 100, for the entire Utility 40 Multipower (60 pt pool), all OIF (SWAT Vest)
Belt write-up and explanation). 3m 2d6 RKA; OAF (Handgun), 4 clips of 8 Charges each
1m +1 OCV and +2 vs. Range, OAF (Universal Firearm
Cost Power Scope)
2u 2d6 Sight Group Flash, Area Effect 3" Radius, OAF
15 Multipower [30 pt pool), all OAF (Utility Belt) (Tear Gas Grenade), 4 Charges
1u Laser Torch: 1 pip RKA, Penetrating x2 (+1), 0 END 1u Infrared Vision and +6 vs. Range for Sight Group,
(+Â); OAF (-1), No Range (-Â) (7/3) OAF (IR Binoculars), Concentrate (Â DCV)
1u Freeze Gas: 3d6 Minor Transform (normal object to 1u Radio Listen and Transmit; OAF (Walkie-Talkie)
frozen stiff object, “heal” by thawing out at normal 1u +2 to Paramedics roll; OAF (First Aid Kit)
rate); OAF (-1), 4 Charges (-1) (30/10) (Note: this
item is intended for use against the working parts of
an alarm, a bomb, and so forth, not against living POLICEMAN’S BELT
creatures) This gadget is a slight variation on the traditional “Sam
1u Boomerang: 4d6 EB, 0 END (+Â); OAF (-1) (30/15)
Browne” belt worn by police officers. Characters can design
1u Mini-bolos: 3d6 Entangle; OAF (-1), 3 Charges (-1Ê)
(30/9) their own belts with individualized selections of equipment.
1u Miniature Climbing Rig: +2 to Climbing; OAF (-1) (4/2) Policeman’s Belt
1u Fake Bomb: 1" Images to normal Sight and Hearing,
-5 to PER Rolls; OAF (-1), 1 Charge (-2), Set Effect Cost Powers
(fake bomb detonation, -1) (30/6)
1u Paint Tag Bomb: 6d6 Cosmetic Transform (normal 40 Multipower (60 pt pool), all OIF (Policeman’s Belt)
person to person painted bright red, “heal” by washing 1u 1d6+1 RKA, OAF (Handgun), 4 clips of 8 Charges
with vinegar); OAF (-1), 4 Charges (-1) (30/10) each
1u 6d6 Entangle, OAF (Handcuffs), 1 Recoverable
Charge (-1Ê), Set Effect (only ties up hands or feet,
COMBAT WEAR -1), Does Not Prevent Use Of Accessible Foci (-1)
1u +4d6 HA, 0 END (+Â), OAF (Tonfa)
1u Change Environment 1" radius (create light), 0 END,
CAMOUFLAGE CLOTHING OAF (Flashlight)
The military has camouflage uniforms for all sorts of 1u Radio Listen and Transmit, OAF (Walkie-Talkie)
environments (for example, arctic, desert, forest/jungle, 2u 2d6 Sight Group Flash, NND (defense is solid eye
mountains and urban), and Dark Champions characters can covering), OAF (Mace Sprayer), No Range, 12
certainly use this sort of clothing. Charges
Camouflage Clothing
1 +1 to Stealth, OIF (Camo Outfit, -Â), Only Works In HOLSTERS
Appropriate Settings (-1); (2 Active Points) Sometimes the way a character carries a gun can help him
when he actually has to use it. Here are three types of special
COMBAT VEST holsters that characters can buy: Fast Draw (makes it easier
This vest is intended both as a protective “flak jacket” and to draw a gun quickly); Concealment (makes it easier to hide
as a way to carry several weapons or gadgets. a gun); and Special Operations (carries extra clips and a
grenade). These holsters can only be used with handguns,
Combat Vest not with larger firearms.
Cost Power Fast Draw Holster
5 Armor (+4 PD/ED), OIF (Combat Vest), Act. 11- 1 +1 to Fast Draw roll, OIF (Fast-Draw Holster); (2
20 Multipower (30 pt pool), OIF (Combat Vest) Active Points)
1u 1Âd6 RKA, OAF (Handgun), 2 clips of 12 Charges
1u 1d6 HKA (up to 2d6 with STR), OAF (Combat Knife), Concealment Holster
Blade Limitations (-Ê) 1 +1 to Concealment roll, OIF (Concealment Holster),
1u 3" Darkness to Normal Sight, OAF (Smoke Gre- Only Works For Hiding Handguns (-1); (2 Active Pts)
nades), 4 Charges Lasting 1 Turn each (-Â)
Special Operations Holster
1u Change Environment 1" radius (create light), 0 END,
OAF (Flashlight) Cost Powers
20 Multipower (30 pt pool), all OIF (Holster)
1u 2d6 RKA; OAF (Handgun), 4 clips of 8 Charges each
1u 2d6+1 RKA, Explosion (loses 1 DC every 1"); OAF
(Fragmentation Grenade), 1 Charge
98 AN EYE FOR AN EYE q
VEHICLES
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For the Dark Champions character who needs to get to Name: Some types of vehicles (such as “Midsize,” “Subcom-
where the action is, a vehicle is usually one of the best pact,” or “Full-size”) are listed generically, because there is
choices. Here is a list of vehicles which characters can use. little difference in game terms between one brand or model
This list includes the vehicles from the list in the Champions and another. Examples of each generic type are given in the
Fourth Edition Rulesbook, page 195, for ease of reference; notes following the chart.
in some cases minor changes have been made. Of course, Size: In many cases, the Size figure provided is imprecise,
it would be almost impossible to list every vehicle available, because the Size is based as much on the vehicle’s Mass as
so players who do not see a listing for the exact vehicle they it is on its actual length and width (otherwise, you’d get
want should extrapolate the statistics for the desired vehicle incongruities such as tanks with the right length and width but
from those for similar vehicles. only a fraction of their true weight). GMs and players who
The abbreviations in the chart are the standard ones used prefer a more realistic size are encouraged to adjust the Size
in the chart in the Champions Fourth Edition Rulesbook, of the vehicle without changing the other Characteristics.
page 195. There are two additional ones. The first is “Cost,”
which provides the cost in this format: XXX/YY/ZZ, where Mass: The abbreviations “kg” and “t” stand for “kilogram”
XXX is the total cost of the vehicle (including any equipment and “ton,” respectively.
listed in the notes), YY is the cost (minus Disadvantages) DEF: The vehicle’s defense. If the defense is listed as two
divided by 5, and ZZ is the cost divided by 10. The second is numbers separate by a slash, the first number is the defense
“Notes,” which will refer to a note following the chart or will from the front, while the second number is the defense from
provide other information, e.g., average price (in dollars) of other angles (the extra defense from the front is bought with
the vehicle, vehicle’s Stall Velocity (SV), or the fact that the a -1 “Partial Coverage” Limitation). If the numbers are in
vehicle has Limited Maneuverability (LM, a -Ê Limitation). brackets, the Defense is Hardened (+Ê).
MAX: To determine a vehicle’s speed in miles per hour, use
this formula: (MAX x 300)/805.
VEHICLE TABLE
Name Size DCV Mass (KB) STR DEF BODY DEX SPD Move MAX Cost Notes
Miscellaneous Cars
Subcompact 2"x1" -2 800kg (-3) 25 3 13 15 3 22"x4 264" 75/15/7 1
Compact 2.5"x1.25" -2 1.6t (-4) 30 3 14 15 3 24"x4 288" 84/17/8 2
Midsize 2.5"x1.25" -2 1.6t (-4) 30 3 14 15 3 25"x4 300" 86/17/9 3
Full-Size 3.2"x1.6" -3 3.2t (-5) 35 3 15 10 2 36"x4 288" 93/19/9 4
Station Wagon 2.5"x1.25" -2 1.6t (-4) 30 3 14 10 2 28"x4 224" 72/14/7
Limousine 3.2"x1.6" -3 3.2t (-5) 35 3 15 10 2 34"x4 272" 89/18/9 5
Pickup Truck 2.5"x1.25 -2 1.6t (-4) 40 3 16 15 3 25"x4 300" 98/20/10
Sports Wagon/4x4 2.5"x1.25" -2 1.6t (-4) 35 4 15 15 3 23"x4 276" 96/19/9 6
Mini-Van 2.5"x1.25" -2 1.6t (-4) 30 3 14 10 2 29"x4 232" 74/15/7 7
Van 3.2"x1.6" -3 3.2t (-5) 35 3 15 10 2 30"x4 240" 81/16/8
Small Truck 4"x2" -4 6.4t (-6) 40 4 16 10 2 15"x8 240" 58/12/6 LM
Semi (w/o trailer) 5"x2.5" -4 12.5t (-7) 45 4 17 10 2 14"x8 224" 62/13/6 LM
Tractor-Trailer 8"x4" -6 50t (-9) 55 4 18 10 2 15"x8 240" 73/15/7 LM
Armored Car 4"x2" -4 6.4t (-6) 45 8 18 10 2 14"x8 224" 76/15/8 LM
Police Car 2.5"x1.25" -2 1.6t (-4) 30 3 14 15 3 27"x4 324" 101/17/9 8
Sportscars 9
Acura NSX 2"x1" -2 800kg (-3) 25 3 13 20 4 29"x4 464" 113/20/10 $68,600
Alfa Romeo Spider 2"x1" -2 800kg (-3) 25 3 13 18 4 21"x4 336" 93/16/8 $25,000
Aston Martin DB5 2"x1" -2 800kg (-3) 25 3 13 20 4 27"x4 432" 109/19/9 $45,000
BMW 325iS Coupe 2"x1" -2 800kg (-3) 25 3 13 17 4 22"x4 352" 93/16/8 $34,000
Chevrolet Camaro Z28 2"x1" -2 800kg (-3) 25 3 13 20 4 27"x4 432" 109/19/9 $20,000
Chevrolet Corvette ZR-1 2"x1" -2 800kg (-3) 25 3 13 20 4 31"x4 496" 117/20/10 $67,000
Dodge Viper RT/10 2"x1" -2 800kg (-3) 25 3 13 20 4 27"x4 432" 109/19/9 $52,000
Ferrari 512 TR 2"x1" -2 800kg (-3) 25 3 13 22 4 34"x4 544" 129/23/11 10
Ferrari Mondial 8 2"x1" -2 800kg (-3) 25 3 13 20 4 24"x4 384" 103/18/9 $40,000
Indy Car 2"x1" -2 800kg (-3) 25 2 13 25 5 40"x4 800" 152/27/14 cost varies
Jaguar XJS 2"x1" -2 800kg (-3) 25 3 13 22 4 24"x4 384" 107/18/9 $50,000
Lamborghini Countach 2"x1" -2 800kg (-3) 25 3 13 22 4 33"x4 528" 127/22/11 11
Lamborghini Diablo 2"x1" -2 800kg (-3) 25 3 13 24 4 35"x4 560" 135/24/12 11
Lotus Turbo Esprit 2"x1" -2 800kg (-3) 25 3 13 21 4 24"x4 384" 105/18/9 $30,000
Maserati Biturbo 2"x1" -2 800kg (-3) 25 3 13 20 4 27"x4 432" 109/19/9 $30,000
Mazda RX-7 R1 2"x1" -2 800kg (-3) 25 3 13 21 4 26"x4 416" 109/19/9 $33,500
Nissan 300ZX 2"x1" -2 800kg (-3) 25 3 13 20 4 22"x4 352" 99/17/8 $37,500
Pont. Firebird Trans Am 2"x1" -2 800kg (-3) 25 3 13 20 4 27"x4 432" 109/19/9 $22,000
Porsche 911 2"x1" -2 800kg (-3) 25 3 13 22 4 28"x4 448" 117/20/10 12
Porsche 928S 2"x1" -2 800kg (-3) 25 3 13 23 4 28"x4 448" 119/21/10 12
Porsche 968 Cabriolet 2"x1" -2 800kg (-3) 25 3 13 22 4 26"x4 416" 113/20/10 12
Toyota MR2 Turbo 2"x1" -2 800kg (-3) 25 3 13 20 4 25"x4 400" 105/18/9 $27,000
Motorcycles 13
BMW R1100RS Boxer 1.25"x.64" -0 200kg (-1) 15 3 11 18 4 22"x4 352" 86/17/9
Harley-Davidson 1.25"x.64" -0 200kg (-1) 15 4 13 18 4 27"x4 432" 100/20/10
Honda CBR600F2 1.25"x.64" -0 200kg (-1) 15 3 11 20 4 26"x4 416" 98/20/10
Kawasaki ZX-6 E Ninja 1.25"x.64" -0 200kg (-1) 15 3 11 20 4 26"x4 396" 98/20/10
Kawasaki ZX-11 C Ninja 1.25"x.64" -0 200kg (-1) 15 3 11 23 4 30"x4 480" 112/22/11
Suzuki GSXR600 1.25"x.64" -0 200kg (-1) 15 3 11 20 4 25"x4 400" 96/19/10
Yamaha FZR600 1.25"x.64" -0 200kg (-1) 15 3 11 20 4 24"x4 384" 94/19/9
Yamaha GTS1000 1.25"x.64" -0 200kg (-1) 15 3 11 22 4 26"x4 396" 102/20/10
Civilian Air Vehicles
Boeing 747 8"x4" -6 50t (-9) 55 3 19 15 3 50"x8 1200" 14Â8/14 SV 50"
Gen. Aviation Aircraft 2"x1" -2 800kg (-3) 25 3 13 15 3 34"x4 408" 87/17/9 14
Helicopter 2.5"x1.25" -2 1.6t (-4) 30 3 14 15 3 27"x4 324" 90/18/9 14
Learjet Century III 4"x2" -4 6.4t (-6) 40 3 16 20 4 48"x8 1536" 144/29/14 SV 40"
Ultralight 1.25"x.64" -0 200kg (-1) 15 2 11 15 3 20"x4 240" 61/12/6 SV 10"
Boats and Miscellaneous
Speedboat, small 2.5"x1.25" -2 1.6t (-4) 30 3 14 15 3 18"x2 108" 43/9/4 15
Speedboat, medium 3.2"x1.6" -3 3.2t (-5) 35 3 15 17 3 27"x2 162" 58/12/6 16
Speedboat, large 4"x2" -4 6.4t (-6) 40 3 16 20 3 16"x4 192" 65/13/6 17
Yacht, small 5"x2.5" -4 12.5t (-7) 45 3 17 13 3 20"x2 120" 55/11/5 18
Yacht, medium 6.4"x3.2" -5 25t (-8) 50 3 18 10 2 24"x2 96" 47/9/5 19
Yacht, large 8"x4" -6 50t (-9) 55 3 19 10 2 17"x2 68" 47/9/5 20
Underwater Sled 1"x.5" -0 100kg (-0) 10 3 10 12 3 5"x2 30" 10/2/1
Jet-Ski 1.25"x.64 -0 200kg (-1) 15 3 11 15 3 22"x2 132" 31/6/3
Snowmobile 1.6"x.8 -1 400kg (-2) 20 3 12 15 3 22"x2 132" 48/10/5 21
100 AN EYE FOR AN EYE q
11) Both the Lamborghini Countach and Diablo have 3 Levels with
Ground Movement (costs 6 points). The Countach costs about
$75,000 or more; the Diablo costs about $250,000.
12) The Porsche models all have 3 Levels with Ground Movement
(costs 6 points). The 911 RS America costs about $66,000, the
928S about $85,000, and the 968 Cabriolet about $55,000.
13) A Motorcycle’s DEF is bought with the Limitation, “Defense
Does Not Protect Rider” (-Â). Also, all Motorcycles have a
minimum of 3 Levels with their Ground Movement (costs 6
points) to reflect their excellent handling. Most motorcycles cost
between about $3,000 and about $10,000.
14) “Helicopter” represents all sorts of civilian helicopters, from
those used by radio stations to report on traffic and weather
conditions in the morning to fancy models used to shuttle
corporate executives around. Since helicopters have no ground
movement to speak of, the vehicle’s base 6" Ground Movement
are bought back (-12 points).
15) Small speedboats are up to 18 feet long, and can achieve
speeds of about 40 miles per hour in calm waters. Like all the
other kinds of boats listed here, they buy back their Ground
Movement (-12 points), and their Swimming is bought with the
Limitation, “Surface Movement Only” (-Â) (this Limitation does
not apply to the Underwater Sled).
16) Medium speedboats are from 19-35 feet long, and can reach
speeds of about 60 miles per hour. Examples include the Sonic
35, Wellcraft 31 Fittipaldi Scarab, and Excel 20SX I/O.
17) Large speedboats are 36 feet long or longer, and can reach
speeds of about 70 miles per hour. Examples include the
Wellcraft Scarab Thunder, the Fountain Lightning, and the
Sonic 45. Record-setting custom boats have achieved speeds
of 115-120 miles per hour.
Cost Equipment
5 High Range Radio Hearing; OIF (Radio)
10 +6 vs. Range For Sight and Hearing Groups;
IIF (Sensors)
3 Infrared Vision, IIF (IR Sensors)
3 Ultraviolet Vision, IIF (UV Sensors)
2 Ultrasonic Hearing, IIF (Sonic Sensors)
5 Eidetic Memory, IIF (Recorders), Only Sounds And
Visual Images
18 Forensics Lab: Criminology 14-, Forensic Medicine
14-
20 Computer (as Investigator’s Van in DC:HOV)
45 3d6 RKA, Autofire (5 shots), 125 Charges,
OIF (Left Side Machine Gun), Limited Arc Of Fire
(180 degrees on left side, -Ê)
10 Total of 4 Machine Guns (one on each side of VTT)
40 2Âd6 RKA, Explosion, +1 STUN Multiplier,
OIF (Rear Turret Grenade Launcher), 16 Charges
23 2d6 RKA, +Â Variable Advantage (+1Â); OIF
(Front Turret Rocket Launcher), 4 Charges, Advan-
tages Can Only Be Switched At Armory (-Ê)
42 4" radius Darkness to Sight Group, Area Effect 60"
Line, OIF (Smoke Generator), Limited Arc Of Fire
(straight back, same level, -1), 8 Charges Lasting
1 Turn each (-0)
14 6d6 RKA, IIF (Self-Destruct Charge), No Range,
1 Charge which Never Recovers (-4)
Cost: 335/67/33
q AN EYE FOR AN EYE 103
RAVEN
s Eh
Bob Live U KAN S
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Mechap
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The first screen showed scenes of the Bosnian conflict. “Yes, sire.”
The second showed a speech by the President of Mexico. “Order Dominus Quintus to strengthen his efforts to desta-
The third showed archive footage of the riots caused by the bilize the Middle East peace process—all forms of conflict,
verdict in the Rodney King trial, the fourth a deodorant divisiveness, and spite are to be encouraged.” The Israeli-
commercial, the fifth scenes of earthquake damage in PLO peace initiative must not be allowed to succeed, for if it
India…and so on through thirty video monitors, each tuned did, Raven’s operations in that strategic region would be less
to a different channel or recorder. easy to conceal. Peace in the Middle East—what a fatuous
The man in the tailored suit continued watching them for concept! There had been no peace in the region for three
a few minutes more, then waved at them imperiously with a thousand years, and if Raven had anything to say about it
remote control. They all shut off at once, plunging the room there wouldn’t be any now.
into darkness and quiet. The man swivelled around in his “Yes, sire. All shall be as you command.”
chair to face a large desk. Illuminated only by the glow of his Hearing those words, his favorites by far in all the world,
computer’s screen, he sat in the stillness and contemplated the Grand Imperator smiled. As the Praetorian left the room,
what he had just been watching. Then he began to type, he turned back to his monitors and waved them to life.
slowly, softly, making very little noise to disrupt the silence.
After a few minutes of work he pressed a button on the desk Raven (the name is not usually written in all-capitals) is an
and a holographic depiction of the globe came into being aristocratic conspiratorial organization whose purpose is
several feet above the desk. Three locations—Hong Kong, nothing less than total control of the world. The founders and
Washington, D.C., the Middle East—were highlighted in red, leaders of Raven are elitists who conspire and scheme so
giving them the appearance of wounds. that they may one day assume the mantle of world leader-
He pressed another button. A few moments later a door ship and guide the world into a new, enlightened age—for,
opened in one of the room’s walls and a man entered, after all, how could the world not become enlightened when
accompanied by a blaze of light which seemed harsh against those who truly deserve to rule do so?
the gentle twilight of the room. As the man approached the This section of An Eye For An Eye describes Raven in
desk the door slowly swung shut, gradually reducing the detail, including not only its organizational structure and
glare to a tiny beam of light and revealing the second man’s leaders but its methods, goals, and operatives. Raven pro-
dove-gray military uniform. By the time he was close to the vides the GM with a world-spanning organizational enemy
desk the door was once again completely closed. for his Dark Champions PCs, allowing him to expand the
“Grand Imperator,” the man in gray stated. scope of his adventures beyond the streets of the city and
“Praetorian, observe the globe,” said the man behind the desk. onto the international stage. The GM can use Raven to bring
“Yes, sire,” the Praetorian replied, directing his attention a more fantastical or “four-color” feel to his Dark Champions
toward it. game without having to resort to using full-blown four-color
“You will note that three locations are marked on the globe. villain organizations like VIPER, DEMON, and the like.
I have three messages for you to send, one for each location. Despite its sometimes unusual methods and cutting-edge
Order Dominus Sextimus to destroy the dissident group in technology, Raven is grounded in the real world (at least
Hunan Province which is beginning to attract substantial compared to other criminal agencies in the Champions
attention in the West. The operation is to be quick, brutal, and Universe); the best comparison to Raven in the source
cruel.” This operation will be a two-fold asset for Raven, the material would probably be James Bond’s nemesis SPEC-
Grand Imperator thought to himself. The Occidental nations TRE.
will distance themselves further from the “repressive Chi-
nese government,” making it even more isolated than it is at THE GREAT SCHISM:
present. Similarly, the Chinese people will be angered and SPLITTING RAVEN OFF FROM VIPER
withdraw what little support they still offer their government.
The history of Raven given below substantially revises the
Two blows struck against the Middle Kingdom, and in its
information that has been provided about Raven in previous
most vital spot!
Hero Games products—indeed, the nature of the organiza-
“Yes, sire,” the Praetorian replied obediently.
tion has been greatly altered, since it has been converted
“Order Dominus Primus to have his puppets in the United
from a relatively straightforward Champions villain agency to
States government place their support behind President
a somewhat more realistic Dark Champions organization.
Clinton’s health reform plan.” A foolproof stratagem—if the
This revision should not be a particularly difficult one for
reform plan worked, America would be pushed further to-
wards socialism, a state of affairs which would work towards Champions campaigns that have not made significant use of
Raven or for Dark Champions campaigns that have never
Raven’s benefit; if it failed, the disappointment the American
used VIPER or Raven.
people felt at Clinton’s failure would give Raven a tool with
which to manipulate upcoming elections.
104 AN EYE FOR AN EYE q
However, some Champions campaigns have used Raven Thus Raven gained its independence and set itself back
extensively, and some Dark Champions campaigns include on track. Its new organizational plans were quickly imple-
a street-level version of VIPER (as described in VIPER, mented and it resumed its march towards world rulership.
pages 25-26). These campaigns must justify the “schism” Even though it is the object of VIPER’s intense hatred, its
between VIPER and Raven, and therefore, the following schemes continue and, if left unchecked, its goals may soon
information is provided to “supplement” the information be reached.
about Raven found in Champions Universe, page 35.
In 1990, a highly-placed Raven leader, Illuminado Cabalo-
Cortez, discovered the true nature of the relationship between
VIPER and Raven. A couple of random pieces of information THE HISTORY OF RAVEN
about Raven’s “Master Secret Plan Fund” that came to him
through his network of contacts sparked his curiosity about Raven began in 1947 as the peace treaties concluding
what the money was really being used for. Careful probing and World War II were being signed and the Cold War was
digging over the next few months eventually revealed to him getting started. Its genesis was, on the one hand, the
that Raven had become a pawn of VIPER. increasing move toward democracy and/or colonial inde-
Cabalo-Cortez was incensed—Raven, a group founded pendence taking place in most of the world; and, on the other
and led by an aristocratic elite and intended to further their hand, the rise of Communism. Certain aristocratic souls in
aims, had become nothing more than a servant to a group of Europe were deeply disturbed by these events, which they
common criminals! By no means could this situation be interpreted as giving power to the “peasantry” instead of
allowed to continue. However, Cabalo-Cortez realized that keeping it in the hands of those men intended to rule.
there were very few options open to him. Raven was not The man most offended by the weakening of the “nobility”
capable of fighting VIPER for its independence, nor was and the rise of the “common man” was British duke, James
VIPER likely to simply let Raven go its own way in peace. The Farwell, Lord Rutherford. Lord Rutherford looked around
only way to completely free Raven from the coils of VIPER him and saw what he could only describe as “a society being
would be to prevent them from being able to locate Raven destroyed by the demands of an aggressive mob and weak
and bring it back into the VIPER fold. If VIPER was continu- class of rulers; an ochlocratic catastrophe which will destroy
ally trying to track down Raven and attack it, Raven could our civilization if it is not stopped.” Being a man of action, Lord
accomplish nothing. Rutherford decided to do something about it himself. After
Cabalo-Cortez called a top-secret meeting of the “inner careful consideration, he contacted a dozen like-minded
council” of Raven—minus, of course, the Supreme Raven, friends and arranged a meeting with them at his villa in
who was in fact the Supreme Serpent of VIPER. At that Switzerland. Among the attendees at this meeting were
meeting he revealed to them not only what he had learned, Narciso Cabalo-Ordonez, a wealthy Spanish noble; Giscard
but his plans for creating Raven anew, outside of the shadow Auguste Duplessis, said to be descended from the Bourbon
of VIPER. After considerable discussion and bickering over kings of France; Alessandro Savarese, an Italian aristocrat;
details, the leaders of Raven agreed to Cabalo-Cortez’s Klaus von Dürren, a Prussian nobleman who had served in
plan, for domination by VIPER chafed at their elitist souls as Hitler’s SS but had escaped the Allied armies; and Sir
much as it did at his. Even more grudgingly, they agreed to Thomas Caine, a British industrialist.
make Cabalo-Cortez the commander of the new Raven. Over the course of a month, the founding fathers of Raven
After the meeting ended they began work on their project, discussed the disintegration of society and how they could
which they nicknamed “Operation: Great Schism.” In early correct it—by taking control of the world themselves, and
1994, over two and a half years later, they struck: Cabalo- placing the destiny of mankind in the hands of those most fit
Cortez inserted his carefully-crafted Schism Virus into VIPER’s to rule! Since their group of supporters would be small, they
Serpentine computer network. The virus’s primary purpose felt it best to work towards this goal from behind the scenes,
was simply to erase all references to or information about in a conspiratorial fashion reminiscent of Adam Weishaupt’s
Raven, its resources, its agents, and its bases. This part of the “Bavarian Illuminati” of years gone past. They decided to call
plan worked exactly as intended. The Schism Virus’s second- their group RAVEN because of the ominousness and sym-
ary purpose was to temporarily throw VIPER into disarray by bolism associated with that bird. Lord Rutherford was unani-
playing havoc with its recordkeeping and communications mously chosen as Supreme Raven, overall leader of the
systems, and in this it was partly successful. VIPER’s opera- organization, and the other eleven were assigned various
tions were disrupted for just under a day as the Supreme functions and spheres of power based on their areas of
Serpent struggled to contain the virus and the franchised expertise and influence.
Nests flailed about in disarray because they were not receiv- RAVEN’s goals were simple: promote world instability
ing consistent information from headquarters. with an eye toward taking over the world in piecemeal
Meanwhile, having received the signal from Cabalo-Cortez fashion, one lonely nation or people at a time. This would be
that the virus was in place, his fellow leaders of Raven were done by subtle behind-the-scenes manipulation of key indi-
conducting an all-out withdrawal from every known Raven viduals and elaborate psychological schemes. The Cold
base and facility, destroying them, and moving into new, top- War was the perfect environment for such a conspiratorial
secret bases whose construction had been carefully con- group to function, and so RAVEN thrived, playing one
cealed from VIPER and the world. To help cover their tracks, superpower off against another. Naturally, money was a key
they made pre-planned releases of information about VIPER ingredient in its schemes, so it also manipulated world
to superheroes and law enforcement agencies all over the financial markets to increase its own wealth.
world. VIPER was so busy dealing with this threat it has had
no time to spare to try to track down and recapture Raven—
as Raven intended.
q AN EYE FOR AN EYE 105
RAVEN scored many early triumphs. To promote the Cold The turning point for RAVEN came in 1976, when the
War it nudged many East European nations towards Com- Supreme Raven, Lord Rutherford (the son of the Lord
munism, and hence towards Russia; it also played a part in Rutherford who founded RAVEN), was killed in a polo
the division of Berlin. To give Russia an ally it aided Mao accident. This sudden “decapitation” left RAVEN in disarray.
Zhedong’s forces in the Chinese civil war which culminated Soon, though, one man stepped forward and seized the
in a Communist triumph in 1949. It prompted North Korean reins of power: Illuminado Cabalo-Cortez, the son of Narciso
forces to invade South Korea, and later made sure that China Cabalo-Ordonez. He had long been concerned about the
would intervene on the side of the North Koreans, to test the decline of RAVEN and decided that some changes were
willingness of the superpowers to fight one another on the needed. He reorganized Raven (which he now referred to
field of battle. without the capitalization) into its present form, with an
At the end of the Korean War in 1953, RAVEN recognized emphasis on secrecy and aristocracy that could be used to
that the interests of the United States and the Communist attract new members, something Raven desperately needed.
powers not only would predominate over those of Europe in The RAVEN Council was abolished and a new system of
the coming decades, but that Southeast Asia would remain leadership was established. He expanded its emphasis to
a crucible of conflict in which to test both camps. RAVEN’s include not only political but economic and military power,
response was twofold. First, it increased its efforts to estab- reasoning that he who possessed one without the others
lish bases of operation in the United States, the Soviet Union, was not a true leader at all. Among other things, he helped
and China. In America its new members were from the found a small army that Raven could use as a “tool” when its
wealthy elite, since the United States had no noble class, and conspiratorial machinations did not work.
this brought a strong pro-wealth, anti-Communism influence Cabalo-Cortez’s changes revitalized Raven, renewed its
to bear on RAVEN’s schemes. In the Soviet Union it was able sense of purpose, and put it back on track. It once again
to recruit former aristocrats whose families had been de- began to play a powerful role directing the destiny of the
based or slain by the Communist government. However, world from behind the scenes. This has led to one of its
RAVEN had relatively little success in mainland China; the greatest triumphs to date, the end of the Cold War and the
most it could do there was gain the allegiance of several increasing Balkanization of the world. Raven recognized by
prosperous financiers in Hong Kong. the late Seventies that Communism was a moribund political
RAVEN’s second response was to help arrange for Viet- philosophy, and that Raven stood to gain more by eliminat-
namese Communists to oust the French from Vietnam, thereby ing it and then helping dozens of new countries spring up in
establishing Vietnam as the next area of superpower conflict. its wake. They directed their actions accordingly by working
At the same time it fanned the fires of anti-Communism in the to elect Ronald Reagan to the United States Presidency in
United States by having contacts in the Senate support Sen. 1980, putting a hardliner in place to bring pressure to bear on
Joseph McCarthy’s “witch-hunt” for Communists. When fer- the Soviet Union. Within a decade their efforts were re-
vor for McCarthy’s hearings died down, RAVEN turned to warded, and today they have many new countries to manipu-
another front: the nascent civil rights movement, which it late and, they hope, to take over entirely before the year
realized would create significant unrest in the States for 2000. With world-wide influence, an army of highly-trained,
decades to come, thus further destabilizing America. high-tech soldiers, and billions of dollars in its “war chest,”
Throughout the rest of the Fifties and the early Sixties, Raven is a great threat to world peace and stability—and an
RAVEN continued in this same fashion, working in the shad- excellent foe for Dark Champions characters to face.
ows to create conflict and chaos. Its agents often posed as
those of the United States or the Soviet Union, causing
confusion in the espionage community and heightening Cold
War tensions. It helped distribute nuclear weapon technology ORGANIZATION AND
to several nations, to increase the chance of a limited nuclear
war from which it could only profit (its own secret bases were
STRUCTURE OF RAVEN
thoroughly radiation-proof). It was involved to one extent or
Raven’s structure today is very different from what it was
another in Nasser’s seizure of the Suez Canal (1956); Castro’s
when it was founded. Originally it had one leader, the
successful revolution in Cuba (1958-59); Nixon’s defeat in the
Supreme Raven, who exercised loose control over nearly a
1960 presidential election; the failure of the Bay of Pigs
dozen “sub-leaders” who worked in their own particular
invasion (1961); the Cuban Missile Crisis (1962); the Chris-
areas of expertise. One might try to influence various military
tine Keeler scandal in the British government (1963); the
organizations, one was an expert on African affairs, one an
assassination of President Kennedy and the subsequent
insider in the American political scene, and so forth. This
“elimination” of its pawn, Lee Harvey Oswald, by another
form of organization quickly proved to be relatively ineffec-
pawn, Jack Ruby (1963); and, perhaps most importantly,
tive, but the entrenched power of the subleaders made it
United States involvement in the Vietnam War (1964).
virtually impossible to change.
However, by the early to mid-Seventies, RAVEN had
Illuminado Cabalo-Cortez had a chance to change this,
become somewhat decadent and ineffectual. Despite its
and he did. He instituted a parallel system of command by
immense network of contacts and agents, it seemed to have
establishing seven subleaders (whom he called “Domini,” or
lost its sense of purpose —its leaders still spoke of their goal
“lords”), one for each of seven geographical areas. Each
of aristocratic rule, but worked harder at accumulating wealth
leader was in total control of all operations within that area,
than at gaining actual power. The leaders seemed less and
so that there was no overlapping “jurisdiction,” though of
less like a governing council and more like a group of
course each leader could consult his own underlings or
squabbling children. Naturally, this began to diminish
experts for advice on a particular subject.
RAVEN’s effectiveness, and it seemed unable to exploit the
opportunities that came its way.
106 AN EYE FOR AN EYE q
Furthermore, in order to increase morale, Cabalo-Cortez unite all men in a common brotherhood of peace,” or some-
replaced the sterile titles used by the old RAVEN with titles thing similar. Only the most devoted recruits will be told that
of his own devising based on Roman and medieval titles. the purpose has to do with establishing a world government.
These unique titles enhanced the feelings of elitism held by Adherents of the Fourth Mystery are usually taught a
the membership and made it easy to establish recruiting series of passwords and “secret symbols” which they can
organizations similar to the Freemasons and other suppos- use to identify and communicate with each other. Some cells
edly conspiratorial groups. may have different passwords than others, but all passwords
Raven is currently organized into five levels, referred to as are known to the organization’s higher-ups and can be used
“mysteries” in the fashion of old religious cults. As a member to manipulate the Seigniors as required.
ascends in the ranks he is admitted to new mysteries and
hence learns more of Raven’s true purpose. Of course, only The Darke Brotherhood
recruits who are deemed suitable for these revelations are One “branch” of the Fourth Mystery deserves special
allowed to advance; others are kept ignorant or are shuffled mention. Raven quickly became aware that some people
off to various positions where they will be of help to Raven. would join fraternal-type organizations in search of the
“mystic knowledge” which they thought would be known to
such a group. These “mystics” are usually enticed into
THE FIVE LEVELS OF RAVEN joining a group that Raven calls the Darke Brotherhood.
Raven does not deny the powerful hold that the occult has on
ADHERENTS OF THE FIFTH MYSTERY certain people, nor does it deny that some mystic phenom-
The lowest-level members of Raven are referred to as ena may actually exist. The Brotherhood was established to
Adherents of the Fifth Mystery—a title they are not even exploit these superstitious tendencies and to investigate
aware of! They are recruited through a series of fraternal supernatural subjects. Raven’s theory is that if such things
organizations, business clubs, sports clubs, and the like. (As as telepathy, curses, and the undead exist, they would be
the previous sentence implies, the membership of Raven is useful tools in its campaign of conquest, so they are worth
primarily male; about 75% of Raven’s agents are men, and looking into.
women often fill what might be referred to as “traditional” The leader of the Darke Brotherhood, a man known simply
roles—secretaries to powerful men, seductresses trained at as the High Epopt, is thought to be a fallen bishop of the
compromising Raven’s enemies, and so forth.) After they are Roman Catholic Church. He is described in more detail
“recruited” (i.e., join a particular front organization) they are below. The typical Darke Brother is a 50-point Competent
subtly tested by higher-level Raven agents to determine Normal with most of the extra points going towards magical
which of them share Raven’s aristocratic views and a willing- skills and spells.
ness to participate in Raven’s activities. Persons deemed
GM’s Note: The Darke Brotherhood has been estab-
valuable but unsuitable for membership will be investigated lished so that GMs who wish to introduce mystic ele-
for the purpose of gathering compromising information to ments into their Dark Champions campaigns can use this
blackmail them with. In some cases, Raven will “manufac- group as an enemy of the PCs. If the GM prefers not to
ture” the evidence needed (for example, by sending a female have low-powered wizards in his campaign he can
agent to seduce a powerful businessman, then threatening simply regard the Darke Brotherhood as Raven’s way of
to reveal the affair to the man’s wife if he does not comply with weeding out crackpots.
Raven’s wishes).
In America, Raven has two principal recruiting organiza-
tions. One is a fraternal organization known as the Supreme ADHERENTS OF THE THIRD MYSTERY
Order of the Eagle (SOE). It purports to be a patriotic and This is the highest level which most members of Raven ever
charitable brotherhood of men who hold weekly meetings in reach, and only the most devoted members even get this far.
“Aeries,” as their clubs are called. The second organization Adherents of the Third Mystery, usually referred to as Balcanifer
is a businessmen’s club called The Silver Dollar Club, which (“standard-bearer”), are told that they work for Raven and what
attracts all sorts of businesspeople under the guise of Raven’s true purpose is. Those so inclined may go on to
providing business contacts and advice. In truth, both orga- become part of Raven’s corps of soldiers, the Legion, or its
nizations are used to seek out persons who are sympathetic scientific branch, the Raven Scientific Council (“risk”), but
to Raven’s philosophies and goals, who are eventually most of them simply work towards Raven’s goals in whatever
recruited into the next level of Raven. way they are best suited. Balcanifers often command groups
of Seigniors and use them in their various schemes. In addition
ADHERENTS OF THE FOURTH MYSTERY to knowing some or all of the passwords and symbols taught
At this level it is first revealed to members that they are part to Seigniors, Balcanifers have their own set of secret words;
of an organization which has goals beyond those they were they are also taught Latin. All Balcanifers are extremely
originally told about. Members are referred to as Seignior, devoted to Raven’s goals and work tirelessly to bring about its
and the leader of any particular cell is referred to as Grand plans for global domination; most of them believe that the
Seignior. While the exact nature of Raven’s existence is not world will be a much better place when it is run by those who
revealed to the Seigniors, they are made aware that their are “supposed to be in charge.”
organization has a broader purpose than whatever they While some Balcanifers receive advanced espionage train-
were originally told that it was. Different purposes may be ing and go out “into the field” as undercover agents acting on
revealed to different cells, depending upon their motivations Raven’s behalf, most of them are simply ordinary men with
and psychology. For example, they might be told that their firm convictions about Raven’s purpose. They work for it by
goal is “to put America back on the path to greatness,” “to pulling strings, making contacts, performing research, and
send all the niggers back to Africa where they belong,” “to doing impromptu spying when the opportunity arises. They
q AN EYE FOR AN EYE 107
look completely normal—many of them have families that are Dominus Quartus
unaware of their allegiance to Raven, for example—and Dominus Quartus is in charge of Africa. He is an English-
except for their unusual political beliefs, they pretty much are man, Sir Tristan Edwards, who speaks a dozen languages
completely normal. If and when the PCs become aware of fluently and is a skilled orator. Formerly he was a highly-
Raven’s existence and nature, they may begin to wonder if placed official in the British government; in addition to his
anyone close to them is associated with the organization. agents throughout Africa he maintains contact with many
Encourage their paranoia… friends in Parliament.
Dominus Quartus’s main base of operations is in Nairobi,
ADHERENTS OF THE SECOND MYSTERY Kenya.
There are only seven members of this level of Raven—the
seven Domini (“lords”) who act as a “ruling council” under the Dominus Quintus
command of the Grand Imperator. Brief descriptions of each Dominus Quintus, Virgil Masters, is half-British, half-Ameri-
of them follow; several of them are described more exten- can. He controls Near Asia: everything from India westward
sively below. to the Mediterranean. His responsibilities include monitoring
(and manipulating) the Middle Eastern arms market, keep-
Dominus Primus ing Islamic fundamentalism at as high a pitch as possible,
Dominus Primus is in charge of all of North America, and encouraging ethnic unrest, and ensuring that Golden Cres-
is more or less the Grand Imperator’s second-in-command. cent heroin continues to be exported to the United States and
When he was reorganizing Raven, Illuminado Cabalo-Cortez Europe. In fact, his contacts with heroin smugglers have
recognized that America had become so important on the involved him in the schemes of the Master of Crime in the
world stage that Raven needed an especially strong pres- past, and the Master is considering making Dominus Quintus
ence there. Unfortunately for him, the man he recruited to fill an offer to join the Inner Circle of the Midnight Syndicate so
this position is a viper in Raven’s midst. He is Arthur Hobbes, that he (the Master) can keep a closer eye on him.
the Master of Crime, a conspirator so skilled and devious that Dominus Quintus’s main base of operations is in Beirut,
he has been able to infiltrate Raven, itself a group of Lebanon.
experienced schemers, without their discovering his true
background and goals. Hobbes discovered Raven through Dominus Sextimus
some of his criminal contacts and realized that it posed a Dominus Sextimus, an immensely wealthy Hong Kong
significant obstacle to his own goal of establishing a world- financier named Li Fat, is in charge of Far Asia: everything
wide empire of crime—if it ruled the world, it would be much west of India. His activities at this point mainly involve China
harder to keep his own activities secret. Accordingly, he and Japan. Among other things, he is trying to create such
infiltrated the organization himself and used his skills and resentment on the part of the Chinese against their govern-
contacts to work his way into its higher ranks. He is content ment that a bloody revolution will result; Raven hopes that in
to go along with Raven’s schemes for now, for its desire to the aftermath of such a revolution China would splinter into
destabilize the world serves his true aims well, to some several smaller ethnic states, much in the same way the
extent; but if Raven ever become a true hazard to him he will Soviet Union did.
betray it without a second thought (and without its ever Dominus Sextimus’s main base of operations is in Hong
knowing who double-crossed it). Kong; before the Communist takeover in 1997 it will probably
Dominus Primus’s main base of operations is located in be moved to Tokyo.
Washington, D.C. Dominus Septimus
Dominus Secundus Dominus Septimus, an Australian named Nigel Williams
Dominus Secundus is in charge of South and Central who claims to be descended from British royalty, is in charge
America. Raven has always been extremely active in this of Raven’s operations in Australia and Oceania. He is easily
region, since its seemingly inherent instability provides ex- the least powerful of the Domini, since relatively little of
cellent cover for Raven’s bases and operations. Thus, Domi- importance goes on within his sphere of influence. However,
nus Secundus, Artur Baltasar Morencelos, is a man with a lot that may change if Japan continues to become more promi-
of responsibility in the organization. The Grand Imperator nent in world affairs, a trend Raven is supporting because it
usually considers South America one of Raven’s first targets weakens the United States.
for actual conquest, so he relies on Dominus Secundus to
provide him the most accurate, up-to-date information pos- THE ADHERENT OF THE FIRST MYSTERY
sible about the continent. At this level, the highest in Raven, there is only one person:
Dominus Secundus’s primary base of operations is in Rio the Grand Imperator himself, Illuminado Cabalo-Cortez. He
de Janeiro, Brazil. is the current driving force behind Raven, and even though
several of the Domini would like to take his place, none of
Dominus Tertius them are really qualified to do so—without him the organiza-
Dominus Tertius, Nicodemo Maciarello, oversees Raven’s tion likely would degenerate back into the petty bickering that
European schemes. Since Raven’s roots lie primarily in characterized it in the early 1970s. The Grand Imperator is
Europe, he has one of the most extensive networks of described in further detail below. His primary bases of
contacts and agents of any of the Domini. In addition to his operation are in New York City and Istanbul, Turkey.
main base of operations in Zurich, Switzerland, Maciarello
also owns a villa on the Italian coast, a luxurious apartment
in Rome, and a house on the French Riviera.
108 AN EYE FOR AN EYE q
The Grand Imperator is served by a special squad of Raven uses more tools in its subtle campaign of conquest
bodyguards known as Praetorians. They are the best, most than just the obvious ones listed above. Some others it
highly trained members of the Legion (see below), and they makes use of include: forgery (an excellent way to destabi-
are sworn to serve the Grand Imperator to the utmost—even lize a country’s currency and throw an entire nation into a
if it means sacrificing their own lives. The Grand Imperator panic); controlled terrorism (which heightens peoples’ sense
has convinced the Domini that the Praetorians are their that the world is descending into anarchy and serves as a
bodyguards as well, and so has assigned a small group of way to eliminate certain enemies without creating suspi-
them to each one. In fact they still serve only the Grand cion); establishing political parties (which gives Raven a
Imperator—by acting as spies for him. “legitimate” toehold in a country’s political process and
provides it a way to make certain messages public); com-
puter “hacking;” and under-the-table funding of groups it
finds useful or manipulable.
OPERATIONS, ACTIVITIES, Here is a summary of Raven’s current long-range plans,
AND TACTICS by continent:
NORTH AMERICA
Obviously, Raven recognizes the importance of every-
GOALS AND PHILOSOPHY thing that goes on in America—American politics, culture,
Raven’s goal is relatively simple: world rulership. The and mores influence every other country in the world, and
ideology by which it justifies its actions is somewhat more hence it is vital to Raven that it be involved in as many
complex, however. The leaders of Raven, now as in the past, American decisionmaking processes as possible. Under the
are elitists who see themselves as the only men truly fit to leadership of Dominus Primus, it is expanding its operations
rule. They are disgusted by the what they see as the in the United States as fast as it safely can; it is particularly
increasingly “plebeian” character of the world’s govern- interested in gaining power in the computer, health care,
ments and wish to wipe them off the face of the Earth. This legal, and communications/media industries. At least one
arrogant and aristocratic attitude generally results from their major national news service is firmly under Raven’s con-
heritage (several of the Domini are the descendants of trol—though of course its employees and the public have no
nobility [or claim to be]) or native talents and accomplish- idea that this is so.
ments (all of the Domini, and many of the organization’s However, the United States is far too orderly and tranquil
lesser members, are extremely intelligent and clever indi- a place for Raven’s tastes. Raven would prefer to keep
viduals who are used to getting what they want, no matter America distracted with its own internal problems so that it
what they have to do to get it). They feel that people should will not be able to interfere in Raven’s plans elsewhere. Thus,
be divided into the rulers (themselves) and the ruled (every- Raven does everything it can to encourage all sorts of
body else), and that most of the problems in the world today divisiveness in American society—racial, ethnic, sexual,
(hunger, war, overpopulation, and so forth) are the result of political, and religious conflicts are all exacerbated as much
the fact that most nations are led by men who are not as possible.
qualified, either by training or by intellect, to lead. Raven regards Canada similarly. Among other activities,
A second but almost equally important motivation is profit. it is trying to assist the separatistes of Quebec in their attempt
Many members of Raven are quite rich and are extremely to secede from the rest of the nation, and those of the
concerned with ensuring that (1) they stay that way, and (2) western regions who desire to split Canada in two. Mexico,
they get even richer. Thus, they tend to oppose anything on the other hand, is already well-suited for Raven’s activi-
which would inhibit free trade and use their skills and ties, given the level of corruption that still exists in its basically
contacts to profit from all sorts of black market ventures, such one-party government.
as illegal arms trading and drug dealing. Naturally, they do
not think of themselves as “common criminals;” in their eyes SOUTH AND CENTRAL AMERICA
their criminal activities are intended to further their extremely South and Central America have always been strongholds
noble goal of helping humanity by taking control of it. for Raven. Their politics are marked by corruption and
revolution, two conditions that Raven can make good use of,
ACTIVITIES AND and much of the continent is wild, providing Raven plenty of
LONG-RANGE PLANS places to build secret bases and training camps. Raven’s
activities here include preventing any more stability than it
For the most part, Raven’s operations do not involve brute finds useful and priming the various nations for takeover—as
force. Instead, its actions are those of the classic conspira- mentioned above, South and Central America will probably
tor: blackmail, theft of secrets and technology, bribery, be the first area in which Raven actually takes total control of
behind-the-scenes manipulation, corruption, and espionage. countries (other nations won’t know that Raven is in control
However, Raven’s conspiratorial activities take place on a until it is too late for them to escape a similar fate, of course).
grand scale—instead of trying to take over a corporation, a
political party, or even a nation, Raven aims to conquer the
entire world. Thus, it doesn’t just try to alter the fortunes of,
for example, a particular company or industry, it manipulates
currencies and regional economies.
q AN EYE FOR AN EYE 109
EUROPE AUSTRALIA AND OCEANIA
Europe has been the scene of Raven’s greatest triumph Raven regards this area as relatively unimportant, though
since its reorganization—the breakup of the Soviet Union it does have a few relatively important bases and supply
and the attendant creation of many small, weak, mostly depots stashed away on obscure islands (including one or
ethnic-based nations which will be ripe for the plucking when two atolls which are not on most charts). Its activities in this
the time comes. Raven would like to see even more minori- region are usually aimed at supporting its policies in Near
ties “secede” and start their own nations, so a lot of its agents and Far Asia.
are at work stirring up ethnic unrest from behind the scenes.
Raven has helped aggravate racial tensions in Germany and THE LEGION
the Balkans with this in mind. Unlike his predecessors, Illuminado Cabalo-Cortez real-
Raven is bitterly opposed to the concept of the “European ized that despite Raven’s inclination to operate as covertly
Community” which has received so much attention of late— as possible, on occasion its ends could only be accom-
it would rather not have another United States to deal with. plished through violence. With this in mind, he created a
Over the course of the last five years it has subverted many small army which Raven could use as shock troops, terror-
of the politicians close to the unification process, and it is now ists, and guards. In keeping with the general motif he
ordering them to slow down or stop the process as much as developed for the new Raven, he christened this army “the
they can. If necessary, Raven will resort to terrorism or Legion.”
similar drastic measures to prevent the EC from becoming a The Legion is “outside” of the normal Raven command
reality. structure; its leaders have relatively little input into Raven’s
decisionmaking process, and it is regarded primarily as a
AFRICA tool of the Domini and the Grand Imperator. It is relatively
Africa is nearly as perfect for Raven as South America is— small, so its organizational structure is not particularly com-
it is Balkanized, corrupt and full of ethnic turmoil. Raven does plex. Each individual soldier, or Spadarius (“sword-bearer”),
not even have to work very hard to keep it that way. At this belongs to a group of ten soldiers known as a Cohort. A
point Raven primarily uses Africa as a place to locate bases Cohort is normally assigned to a particular duty (guarding a
(including one of its powerful satellite taps [see below]) and base, infiltrating the mercenary underworld, acting as a
as a source of raw materials. roving “hit squad,” and so forth). Each Cohort has a leader
known as an Armiger. Ten Cohorts are commanded by a
NEAR ASIA Centurion. It has never been necessary for Raven to gather
Raven’s current priority in this area is to derail the Middle more than ten Cohorts for a single mission, so there is no real
East peace process. Conflict of any kind is what Raven command structure beyond that (each Domini controls the
wants in this region of the world, and Raven means to have Legion members on his continent and all of them are ulti-
it even if it has to commit terrorist acts itself and blame them mately loyal to the Grand Imperator). Presumably, if it were
on the Palestinians. Raven funds extremists on both sides of necessary to appoint a “field marshall” a title such as “High
this struggle and tries to inspire them to fight for their views. Centurion” would be chosen for him.
Outside of the Middle East proper Raven is working to Some members of the Legion receive specialized training
heighten religious and racial strife. Muslims of different as assassins, snipers, ninja-like spies, and the like. These
sects, Hindus and Muslims, and Hindus and Sikhs are all agents are normally given a very different set of equipment
maneuvered into fighting with one another so that they will from that carried by the standard Spadarius (see below);
eventually be too weak to resist Raven. refer to the “Raven Equipment” section, below, for some
examples. Sometimes certain devices (for example, radios)
FAR ASIA are actually implanted in their bodies or they are “enhanced”
Raven’s activities in Far Asia are nearly as extensive as through special surgery and drug treatments.
those in America or Europe. Raven recognizes the increasing An important thing to remember about the Legion is that
importance of the Pacific Rim in world affairs and is attempting even though it is small, it is so well-equipped and well-trained
to increase its presence there accordingly. Its goals include: that it is capable of effectively fighting foes who seem much
— toppling the current Chinese regime and replacing it with more powerful than itself. As the character sheet for the
a group of smaller states divided primarily along ethnic typical Spadarius (see below) shows, each Spadarius wears
lines; a sophisticated computer system which keeps him in con-
— supporting right-wing sentiments and militarism among stant contact with his fellow soldiers, allowing for an ex-
the Japanese; and tremely high level of battlefield coordination. The Legion’s
weapons and armor are similarly advanced.
— encouraging North Korea’s plans to become a nuclear The Legion’s battle tactics are based around their commu-
power. nications system. Their computer and radio links allow
Raven’s “ideal” scenario would be that a splintered China instantaneous transmission of orders and give the individual
would be too good a target for the Japanese to pass up, soldier a comprehensive view of the battlefield. Each Cohort
thereby prompting Japan to re-arm itself and once again try has its own favorite tactics and maneuvers, and so long as
to establish a “Greater East Asian Co-Prosperity Sphere” they stick to the general battleplan and follow any direct
(read: empire). Japan’s belligerence would eventually lead orders they are usually given permission to fight as they
to a regional war which would escalate to a limited nuclear choose. This “uncontrolled” approach to warfare is relatively
exchange that would leave all combatants weakened and uncharacteristic of Raven, but it is so unpredictable that it
ready for Raven to take over. confuses the enemy greatly and is often a key factor in
Raven’s military victories.
110 AN EYE FOR AN EYE q
100+ Disadvantages
PERSONNEL 25 Psychological Limitation: Obsessed With Conquering
The World
15 Psychological Limitation: Arrogant Aristocrat; Must Be
The Leader
THE GRAND IMPERATOR 20 Normal Characteristic Maxima
5 Age: 40+
Val Char Cost Combat Stats 15 Secret Identity: Illuminado Cabalo-Cortez, billionaire
playboy
10 STR 0 OCV: 5 72 Villain Bonus
14 DEX 12 DCV: 5
13 CON 6 ECV: 7
10 BODY 0 Phases: 4, 8, 12 Background/History: Illuminado Cabalo-Cortez was prac-
20 INT 10 tically born into Raven. His father, Narciso Cabalo-Ordonez,
20 EGO 20 Costs was one of the original founding members of RAVEN, and
20 PRE 10
20 COM 5 Char: 77 Base: 100
Illuminado was bombarded with RAVEN’s aristocratic phi-
3 PD 1 + + losophy from the moment he was old enough to understand
3 ED 0 Powers: 177 Disad: 154 it. He was taught to believe that he was a superior man, a
3 SPD 6 = = leader among leaders, one destined to rule. Instead of
6 REC 2 Costs: 254 254 spending his time playing with the “common” children of the
30 END 2 merely wealthy families who lived near him, he studied world
25 STUN 3 history and politics, hoping to one day join his father’s
organization. Perhaps it was not the ideal childhood, but
Cost Skills and Perks END
Illuminado enjoyed it nonetheless.
17 Martial Arts: Fencing As he grew older, Illuminado’s understanding and appre-
Maneuver OCV DCV Notes ciation of RAVEN’s aims deepened. Although he found time
Defensive Strike+1 +3 Weapon damage to pose as an idle playboy—playing polo in England, racing
Martial Block +2 +2 Block, Abort cars, learning the rudiments of fencing—in truth he was
Martial Disarm -1 +1 Disarm, +10 STR anything but idle. Everywhere he went he was studying
Martial Strike +0 +2 +2 DC Strike those around him, analyzing their usefulness to RAVEN, and
3 Well-Connected treating them in accordance with his estimations. His eyes
50 50 Contacts (11- each), various political figures and ears were always open, gathering tidbits of information
around the world to feed into RAVEN’s enormous database.
1 Fringe Benefit: Passport After Cabalo-Cortez finished university he was formally
1 Fringe Benefit: International Driver’s License inducted into RAVEN—it was the proudest day of his life. He
15 Wealth quickly began his rise into RAVEN’s ranks of power. How-
3, 3 Bribery 13-; Bureaucratics 13- ever, as the years passed and he learned more about
3 Combat Driving 12- RAVEN, he saw that it had become moribund and stagnant.
9 Computer Programming 16- Its once fierce ambition had degenerated into little more than
3, 3 Conversation 13-; Deduction 13-
pure greed covered with a veneer of monarchic rhetoric. He
3 Gambling 11-
3 High Society 13- resolved to do something about this sorry state of affairs as
3 Oratory 13- soon as possible.
3 Persuasion 13- His opportunity arose a few years later, in 1976, when he
3, 3 Riding 12-; Seduction 13- found out that he would be attending a polo match in England
3 Weapon Familiarity: Small Arms, Swords in which the Supreme Raven, Lord Rutherford, would be
3 Scholar playing. Cabalo-Cortez arranged for an underling skilled in
2 KS: World Politics And Politicians 13- the use of the blowgun to hide in the crowd and prick Lord
2 KS: Conspiracy Theory 13- Rutherford’s horse’s leg at an opportune moment. The horse
2 KS: World History 13- reared up and then collapsed, trapping Lord Rutherford
2 KS: World Religions 13-
under its weight and crushing him. As Cabalo-Cortez in-
2 KS: The Military/Mercenary/Terrorist World 13-
2 KS: The Espionage World 13- tended, Lord Rutherford died from his injuries and RAVEN
3 Science: Psychology 13- was thrown into a state of disarray. Cabalo-Cortez quietly
3 Science: Sociology 13- murdered his hired killer a few weeks later.
3 Science: Anthropology 13- Cabalo-Cortez was quick to seize the reins of power when
3 Linguist (Spanish is native) the leaders of RAVEN met in a hidden villa in the Swiss Alps
2 English (completely fluent) to choose a new Supreme Raven. He presented his plan of
2 French (completely fluent) reorganization to the assembled leadership and they, ex-
2 German (completely fluent) tremely impressed, could not help but acquiesce to his
2 Dutch (completely fluent) desire to lead the organization as its Grand Imperator. Like
2 Russian (completely fluent)
an altogether different bird, the phoenix, RAVEN was re-
2 Turkish (completely fluent)
2 Arabic (completely fluent) born—as Raven, an organization dedicated anew to the
2 Latin (completely fluent) cause of world rulership by the elite.
2 Raven Symbols And Codes (completely fluent)
q AN EYE FOR AN EYE 111
Now as then, Cabalo-Cortez is firmly in control of Raven
and is providing able leadership as its Grand Imperator. DOMINUS SEXTIMUS
Working from a position of secrecy, he manipulates the
leaders of the world like a puppeteer controls his puppets—
Val Char Cost Combat Stats
and one day soon, he will reach forth his hand and brush the
puppets aside, leaving only himself to occupy the stage. 20 STR 10 OCV: 7
20 DEX 20 DCV: 7
Personality/Motivation: Illuminado Cabalo-Cortez is the 18 CON 16 ECV: 5
very personification of monarchic arrogance and elitism. His 15 BODY 10 Phases: 3, 6, 9, 12
aristocratic mind can barely conceive of the thought that he 15 INT 5
is not destined to rule the world. To him, all other men are 15 EGO 10 Costs
“lessers” and “inferiors,” subjects over whom he will one day 18 PRE 8
exercise a benevolent but firm rulership. He must be the one 14 COM 2 Char: 105 Base: 100
in control of any enterprise he is involved with; those who 8 PD 4 + +
challenge his God-given right to be the leader are certain to 6 ED 2 Powers: 179 Disad: 184
attract his wrath. 4 SPD 10 = =
8 REC 0 Costs: 284 284
Quote: “Of course, you think you can defeat me—thus you 40 END 2
reveal the limitations of your bourgeois mind.” 40 STUN 6
Powers/Tactics: Tactics? Don’t be absurd. The Grand Cost Skills, Talents, and Perks END
Imperator is no combatant and is fully aware of this. His
strength lies in secrecy and covert maneuvering, and he will 35 Martial Arts: Kung Fu
flee any possibility of violence. He has no compunctions Maneuver OCV DCV Notes
whatsoever against ordering his underlings to maim, kill, and Killing Strike -2 +0 1D6+1 HKA
destroy, but he has no desire to soil his own hands with such Legsweep +2 -1 5d6, Target Falls
plebeian work. Martial Block +2 +2 Block, Abort
Appearance: The Grand Imperator is a tall, handsome man Martial Disarm -1 +1 Disarm, 30 STR
with a dark Latin complexion and a thin moustache. He Martial Dodge +0 +5 Dodge, Abort
wears the finest, most expensive hand-tailored clothing Martial Strike +0 +2 6d6 Strike
available in the world, favoring suits in grey and black and Martial Throw +0 +1 4d6 + vel/5, Target Falls
patterned ties with colors such as red, silver, teal, and gold. Nerve Strike -1 +1 2d6 NND (1)
Offensive Strike-2 +1 8d6 Strike
Record: Illuminado Cabalo-Cortez has no criminal record. 3, 5 Combat Sense 12-; Defense Maneuver
10 Find Weakness 11- with Killing Strike
3 Resistance (3 points)
3 Simulate Death
3 Well-Connected
30 30 Contacts (11- each) in various political and
financial positions throughout the Far East
1 Fringe Benefit: Passport
1 Fringe Benefit: International Driver’s License
15, 3 Wealth; Acrobatics 13-
3, 3 Breakfall 13-; Bribery 13-
3, 3 Bureaucratics 13-; Deduction 13-
3, 3 High Society 13-; Interrogation 13-
10 Languages: Mandarin Chinese, English, Japanese,
Latin, Raven Symbols And Codes (all fluent conversa-
tion; Cantonese Chinese is native)
3, 3 Shadowing 11-; Stealth 13-
3, 3 Streetwise 13-; Tracking 13-
8 WF: Common Melee Weapons, Common Missile
Weapons, Common Martial Arts Weap., Small Arms
3 Scholar
2 KS: High Finance 12-
2 KS: World Politics And Politicians 12-
2 KS: The Martial World 12-
2 KS: Kung Fu 12-
2 KS: Japanese Culture And Society 12-
6 +2 Levels with Kung Fu
100+ Disadvantages
20 Psychological Limitation: Ruthless Manipulator
20 Psychological Limitation: Casual Killer
20 Normal Characteristic Maxima
10 Distinctive Features: Style Disadvantage
10 Reputation: cutthroat financier, 8-
15, 9 Secret Identity; Villain Bonus
112 AN EYE FOR AN EYE q
Fat was given the position of Dominus Sextimus. He has kept
that position to this day, for even though he is getting old, he’s
not slowing down—and he certainly hasn’t become any less
ruthless over time.
Personality/Motivations: Li Fat possesses a combination
of ruthlessness and charm which make him the ideal capital-
ist. In his youth he preferred to exercise his vicious tenden-
cies in physical ways, but as he has aged he has abandoned
such crude practices for the elegance of hostile takeovers,
greenmail, and corporate intrigue. His mercilessness ex-
tends even to murder and other crimes; he has no compunc-
tions against ordering a Spadarii to eliminate someone who
threatens his power or his wealth.
Quote: “What, did you think you stood a chance against me?
So sorry to have deceived you.”
Power/Tactics: Li Fat is the heart and soul of Oriental
subtlety and inscrutability. His favorite tactic is a cat-and-
mouse game where he allows his opponent to think that he
has the upper hand, when in reality Li Fat has been control-
ling him almost from the beginning. However, when circum-
stances or whim dictate he is still fully capable of defending
himself in hand-to-hand combat. When he knows he is going
into dangerous situations he will carry a Glock 20 semiauto-
matic pistol to augment his kung fu skills.
Appearance: Li Fat is a Chinese gentleman in his early
fifties. He is about 5’6" tall with pale yellow skin and a thin
moustache trimmed in the Chinese style. He wears expen-
sive men’s suits in public and elegant Chinese robes in
private.
Record: Li Fat has no criminal record.
Skills
3 Choose one: Combat Driving, Combat Piloting,
Computer Programming, Demolitions, Interrogation,
Paramedic, Survival, additional Weap. Familiarities
2 Language: Legion Military Codes (fluent convers.)
3, 3 Stealth 12-; Systems Operation 12-
3, 3 Tactics 12-; WF: Small Arms, Knives
3 KS: The Military/Mercenary/Terrorist World 12-
75+ Disadvantages
20 Psychological Limitation: Loyal To Raven
20 Normal Characteristic Maxima
5 Distinctive Features: Legion Uniform (easily concealed)
15 Hunted: Raven, 14- (Mo Pow, NCI, Watching)
49 Villain Bonus
Cost: 136/27/14
q AN EYE FOR AN EYE 119
CHARIOT VAN
Although this van looks like a large delivery vehicle, it is RAVEN’S ENEMIES
actually a heavily armored troop transport used by the
Legion. The Chariot is not commonly used, since Raven Although Raven remains completely unknown to the world
rarely gets in a situation where it has to use large numbers at large, a few people and organizations are at least aware
of troops (i.e., more than six), but it’s available if it’s needed. of its existence. The most important of these enemies are
The model described here is the “Basic” model; some described below.
advanced versions have sophisticated “autopilot” driving
computers so that the driver can fight. Raven is also working
on installing concealable vehicle-mounted weaponry in the
CONVENTIONAL ESPIONAGE AND
Chariot. LAW ENFORCEMENT AGENCIES
Many of the larger intelligence and law enforcement
Val Char Cost Notes organizations in the world—for example, the FBI, the CIA,
Interpol, MI-5, and the BND—are dimly aware of Raven’s
4"x2" Size 30
existence. Most of them have a relatively small file detailing
-4 DCV 0
6.4 ton (-6) Mass (KB) 0 reports from an occasional Raven defector about the orga-
40 STR 0 nization or a memorandum speculating about some unusual
9 DEF 21 “coincidences” and the possibility that they are the result of
15 BODY 5 a conspiracy of some sort, but that’s about it. None of these
14 DEX 12 organizations has extensive or concrete information on
3 SPD 6 Raven, nor have they conducted any in-depth investigation
17"x4 Move 27 of the reports—which is due in part to Raven’s influence in
272" MAX 0 these groups. Raven’s contacts in these agencies manage
to sidetrack investigations and have reports of Raven’s
Cost Equipment
activities dismissed as the ravings of madmen and crack-
10 High Range Radio Hearing pots. It would take a truly dedicated and tenacious officer
60 BELLUS Unit: The van is equipped with a vehicle- (such as a PC, perhaps?) to work hard enough and dig deep
mounted equivalent of the BELLUS computers carried enough to uncover solid facts about Raven.
by the soldiers of the Legion; refer to the Spadarius
write-up, above, for a complete description of this
device.
3 Reinforced Tires (5 DEF, 5 BODY)
0 Gunports: there are two gunports in the left, right,
and rear sides of the van, so that passengers can fire
their guns at pursuers or drive-by targets.
Cost: 174/35/17
120 AN EYE FOR AN EYE q
THE RAVEN Skills, Perks and Talents
Ironically, the main enemy of Raven, a world-spanning
34 Danger Sense 13-, out of combat,
conspiracy involving thousands of people, is a single man any attack, citywide
with the same name as his enemy. James Dubois, known to 15 3d6 Luck
the world as the Raven, was the very first “costumed 10 Wealth: Well Off
crimefighter” ever to appear in Hudson City. As described 5 Follower: Cagliostro (“pet” raven; 25 point base)
briefly in Justice Not Law, the Raven began waging a war on 3 Acting 14-
the underworld in 1926. He also took a strong interest in 3 Contortionist 12-
incidents involving mystic or occult phenomena. Although he 3 Conversation 14-
was a determined foe of crime throughout the ’20s, ’30s, and 3 Criminology 14-
’40s, thereafter he more or less dropped out of sight. Al- 3 Deduction 14-
3 Electronics 11-
though many people assumed he was dead or had retired,
3 Gambling 11-
in truth he had simply found a new foe to fight. 3 High Society 14-
3 Lockpicking 12-
1 Mechanics 8-
THE RAVEN 3
3
Mimicry 11-
Riding 12-
3 Security Systems 14-
Val Char Cost Combat Stats 3 Sleight Of Hand 12-
3 Stealth 14-
10 STR 0 OCV: 5
3 Streetwise 14-
16 DEX 18 DCV: 5
4 TF: All Ground Vehicles, All Air Vehicles
12 CON 8 ECV: 8
4 WF: Small Arms, Common Melee Weapons
10 BODY 0 Phases: 3, 6, 9, 12
2 CK: Hudson City 11-
23 INT 13
3 Scholar
23 EGO 26 Costs
2 KS: The Hudson City (Criminal) Underworld 14-
25 PRE 15
2 KS: Arcane & Occult Knowledge 14-
12 COM 1 Char: 110 Base: 100
2 KS: Spiritualism/The Spirit World 14-
4 PD 2 + +
2 KS: Occult Monsters 14-
6 ED 6 Powers: 282 Disad: 292
2 KS: Nazis and Nazism 14-
4 SPD 14 = =
1 KS: Astrology 11-
6 REC 4 Costs: 392 392
1 KS: Lost Civilizations 11-
24 END 0
1 KS: Alchemy 11-
24 STUN 3
1 KS: Celtic/Druidic Civilization and Magic 11-
Cost Powers END 1 KS: Rune Magic and Norse Civilization 11-
1 KS: Chinese Civilization and Magic 11-
18 Colt M1911A .45 with Improved Glaser Ammunition: 1 KS: Raven 11-
1d6+1 RKA, +2 STUN Modifier, OAF, No KB, 2 clips 3 Linguist (English is native)
of 7 Charges each (-Ê) plus +1 OCV; OAF [2x7c] 1 Ravenspeak (completely fluent)
8 High-Resolution Laser Scope: +2 OCV, 2 German (completely fluent)
+2 vs. Range with any firearm, OAF 2 Latin (completely fluent)
18 Another Colt .45 [2x7c] 2 Hebrew (completely fluent)
8 Another High-Resolution Laser Sight 1 Mandarin Chinese (fluent conversation)
7 Mists of Morpheus: 3d6 NND (defense is Life 1 Sanskrit (fluent conversation)
Support: Need Not Breathe), OAF fragile (-1 Ê), 1 Irish (fluent conversation)
No Range, 4 Charges lasting 2 Phases each (-Á), Will 20 +2 Overall Levels
Not Work In High Winds Or Underwater (-Â) 3 +1 Level with Fisticuffs
7 Vapors of Vulcan: 2d6 RKA, Limitations as 4 +2 OCV with Colt .45
Mists of Morpheus except that the Charges
only last 1 Phase each 100+ Disadvantages
8 Fog of Phobos: 3d6 Presence Drain, Limitations as
20 Psychological Limitation: Must Promote Justice
Mists of Morpheus except for “No Range.”
15 Psychological Limitation: Must Defeat Raven And Bring
6 The Raven’s Tarot: Precognitive Clairvoyance;
It To The World’s Attention
OAF, Precognition Only (-Â), Extra Time
20 Normal Characteristic Maxima
(5 minutes), Act 11- (and answers often “fuzzy”
10 Age: 60+
anyway)(-1 Â), Concentrate (0 DCV),
5 Distinctive Feature: eerie voice (easily concealed)
Gestures (laying out cards, -Ê) 4
15 Reputation: 1930’s crimefighter/adventurer 14-
5 Spirit Sense: Detect Spirits/The Supernatural,
25 Hunted: Raven, 11- (Mo Pow, NCI, Kill)
Discriminatory, 14-; Concentrate (0 DCV, -Â)
15 Secret Identity (James Dubois, aged wealthy dilettante)
17 Martial Arts—Fisticuffs
167 Experience
Maneuver OCV DCV Notes
Block +2 +2 Block, Abort
Punch +0 +2 5d6
Roundhouse -2 +1 7d6
+1 DC (already added in)
q AN EYE FOR AN EYE 121
Background/History: James Dubois, like many idealistic created his own set of tarot cards, which he felt more
young American men in the early 20th Century, felt com- comfortable with than the regular tarot deck. He chose as his
pelled to volunteer for military service when the U.S. decided nom de guerre the Raven, from the bird that seemed to be
to enter the Great War. In basic training he proved to be accompanying him on his path of destiny.
strong, fast, smart, and a quick thinker. By the time his unit The Raven’s first appearance on the streets of Hudson
got to Europe, commanders could already see that Dubois City was January 12, 1926. His raven (which he had named
was just the sort of person they needed not for the front lines, Cagliostro) accompanied him, perched on his shoulder. He
but for sensitive espionage and sabotage operations. soon earned the enmity of the Mafia with his daring attacks
Dubois was retrained for espionage missions, given a on their outposts and operations. Using his Raven’s Tarot,
squad of men to lead, and sent into the field. Despite their he was often able to gain a glimpse into what the Mafia would
skills, he and his men had spent less than a year spying on be planning and react accordingly.
and ambushing enemy units when the Germans tracked Shortly after he began his crimefighting career, Dubois
them down and surrounded them. A grenade exploded near met a pretty young lady named Irene Smallwood at a party.
Dubois, and he collapsed, on the verge of death. The world The two of them began to see one another frequently—at
took on a hazy, unreal quality, as he lay in the netherworld least, as frequently as the Raven’s activities would allow. By
between the realms of life and death. Suddenly, through the September 1926, the problem of hiding his dual identity from
mist he saw the grim figure of Death walking towards him, Irene had reached the point where Dubois, although he
with its scythe in hand and a raven on its shoulder. As he got loved her, felt that he had to stop seeing her. But before he
up to join the Reaper, the robed figure spoke to him. “Stop,” could tell her, she suddenly revealed that she knew that he
it said in a sepulchral voice. “I have not come for you, but to was the Raven! Being an intelligent and quick-witted woman,
you. There is much more left for you to do in the world, and she had figured out months ago that the Raven only ap-
the powers that be have forbidden me to take you. They have peared on the nights when the two of them didn’t have a date.
instead bid me come here to tell you this. Awake to the living A little detective work was all she needed to confirm her
world now, and lead the life that destiny has decreed for you.” guess. Impressed, he asked her both to marry him and to
With that, Death faded away into the fog. become his partner in crimefighting. Naturally, she said yes
Dubois suddenly awoke in a small wooded copse. His men to both proposals, and Dubois and his Chinese manservant,
had grabbed him and managed to escaped the Germans for Li Sung Po, immediately began teaching her how to fight and
a little while, but would soon be found and forced to fight to investigate crime. She decided to call herself “the Velvet
the last man. Looking up and to the east, Dubois saw in the Phantom” after a line from a favorite poem. Their first
branches of a nearby tree a raven which looked suspiciously appearance as a crimefighting duo was on March 15, 1927,
like the one that had accompanied Death in his “dream.” He when they smashed a liquor-smuggling ring.
told his men to prepare for an attack from the east. Sure
enough, the Germans came from that direction; Dubois,
despite the pain of his wounds, was able to fight with his men.
With his help, the unit was able to drive off the Germans long
enough to make a permanent escape.
During the rest of the war, Dubois earned a reputation as a
man whose incredible “hunches” often proved true. Dubois
had no idea why he had these “hunches,” but assumed that
they had something to do with the “destiny” that Death had told
him about. He earned high honors during the war, and returned
to civilian life after it ended. Dubois’s “instincts” helped him
there, too, allowing him to amass an incredible fortune on the
Hudson City Stock Exchange. He soon became a part of the
Hudson City social scene, but throughout all of his deals and
parties and daily business, he continued to search for a clue as
to what his “destiny” was to be. He developed an interest in the
occult, particularly fortune-telling, and studied it intensely. He
was especially drawn to the tarot cards, which he used to assist
him in developing his “premonitions.” No one suspected that
the seemingly carefree businessman was secretly a troubled
expert on the occult, searching for the true path. And every-
where he went, the raven Death had “given” him would be
somewhere nearby.
The rise of the Mafia as a result of Prohibition finally
provided the answer Dubois was looking for. The first time he
read about gangster activities in the paper, he knew instantly
that his destiny was to oppose evil men such as this—to
thwart them at every turn, to make society safe from their
nefarious schemes! He immediately began training himself
to take on the underworld —both kinds of underworld, for he
had felt unusual mystic presences at work in the city. He
invented several chemical weapons for use in situations
where a gun would not be the appropriate response. He also
122 AN EYE FOR AN EYE q
The Velvet Phantom was not the only one assisting the The Grand Imperator was even more angered than his
Raven in his war on crime. During his crusade against crime predecessors were by the activities of the Raven and his
he recruited a group of loyal followers which he called the effect on and knowledge of the organization Raven. Even the
Midnight Brigade. There were two levels to the Brigade—the Raven’s name infuriated him; that name belonged to his
Inner Circle, whose members knew that they worked for the organization alone! He resolved to have James Dubois
Raven and wore a distinctive signet ring to indicate their eliminated once and for all. (Raven had long known the
allegiance to him; and the Outer Circle, whose members did Raven’s secret identity, though it had not helped them stop
not realize that the Raven gathered information from them him—he was so clever and precognitive that he avoided all
(usually in his Secret Identity). Members of the Outer Circle of Raven’s murderous schemes.) The Grand Imperator
included Arthur Vandenbrook, Commissioner of the Hudson made several attempts on Dubois’ life in the early 1980s, but
City Police Department; Gerald O’Connelly, Mayor of Hudson all of them failed. Finally, though, the Grand Imperator
City; and Artie, the shoeshine boy at the Plaza Hotel. In appeared to succeed—in 1987 three street thugs were
addition to the Midnight Brigade, the Raven and the Velvet manipulated into robbing a small grocery store while James
Phantom also worked with a group of crimefighters who and Irene were shopping there. Naturally, Dubois tried to
called themselves the Champions of Justice. stop the robbery, and in the process suffered a heart attack
This state of affairs continued until the beginning of World and died.
War II. After the war began the other members of the Or so the press reported. In truth, Dubois was very much
Champions of Justice and most of the members of the alive, though hurt. He realized that Raven was behind the
Midnight Brigade became involved in the war effort. The “robbery attempt” and that the time had come to change his
Raven and the Velvet Phantom continued to fight crime, tactics. Therefore, he faked his own death (with the help of
including the efforts of Nazi spies and various mystic threats Irene and his grandson Franklin) and went underground. He
connected to the war. When the war ended, the Midnight continues to combat Raven’s schemes, though his methods
Brigade did not re-form (one member wrote a book about his are different, and hopes to recruit a new Midnight Brigade to
activities on the Raven’s behalf many years later, which help him and Franklin. Irene plays the part of the grieving
provided the inspiration for the Master of Crime’s Midnight widow while acting as the Raven’s eyes and ears to the
Syndicate, with its own Inner and Outer Circles). The Velvet outside world.
Phantom temporarily retired to have and raise the couple’s (Notes:
son, Arthur. The Raven continued to fight crime as always. GMs who prefer not to have mystic/occult elements in their
The Raven’s first encounter with RAVEN occurred in the Dark Champions campaign can ignore those references in
late 1940s when the organization first began infiltrating the the Raven’s character sheet and history and simply make
United States. The Raven became aware of an occult him a straightforward “two-fisted crimefighter” type of char-
organization that was engaging in certain criminal activities acter.
(an early version of the group that Illuminado Cabalo-Cortez The Raven’s son, Arthur, was never particularly interest in
would reorganize into the Darke Brotherhood). In putting a his parents’ “hobby.” He is a businessman in new York; if the
stop to these crimes, he discovered that there was more to GM would like to add an element of tragic drama to a
this cult than met the eye. Further investigation uncovered campaign involving the Raven, Arthur Dubois may even be
the group’s ties to Europe and the extent of its operations a member or pawn of the organization Raven! However,
there. At this point he realized that he was dealing with an Arthur’s son Franklin has always been close to his grandfa-
organization that could be an even greater threat to the world ther and is helping him with his war against Raven. Franklin
than Nazi Germany had been, if it were allowed to grow Dubois is a genius at electronics and computer science who
unchecked. He resolved not to let that happen. is helping the Raven wage war against Raven on the
Although he continued to fight “everyday” crime, some- technological front.)
times with the assistance of the Velvet Phantom, most of his Personality/Motivation: In the 1930s, the Raven and the
efforts from the early 1950s onward were devoted solely to Velvet Phantom were pretty much your typical pulp
battling the ironically-named RAVEN, not only in the United crimefighters—a man and a woman with rock-solid convic-
States but in other parts of the world as well. He could never tions about right and wrong and “the American way” who had
get the authorities to act on the information he gave them the boldness and skill to stop criminals, spies, and evil men.
about RAVEN, in part because of RAVEN’s own corruption As he has gotten older, the Raven has maintained these
of those organizations, so he was forced to fight the battle by beliefs (as has the Velvet Phantom), though his singleminded
himself. He and RAVEN became the most bitter of enemies, devotion to thwarting Raven makes him seem like a cur-
each determined to destroy the other. mudgeonly fanatic at times. To this day, he often affects an
The Raven was one of the factors which caused the air of “mysterious superiority,” especially when dealing with
decline of RAVEN in the early 1970s; thanks to him, many of mystic threats (“There are many things that ordinary men are
its most efficient leaders were killed or disappeared, and the not meant to know. In time, perhaps, I will explain to you the
rest were more concerned with profit than power. However, forces at work here.”). The Phantom, a lady from a different
despite the fact that the presence of Cagliostro and the era than our own, most often plays the role of his “dutiful
Raven’s own mystic disciplines had acted to retard his aging assistant” and loving wife.
process greatly, he was getting older and slowing down, and
was not able to prevent the rise to power of the Grand
Imperator and the resurrection of RAVEN as Raven. He went
on fighting the conspirators of Raven, wondering who would
take up the sword against them when he no longer could.
q AN EYE FOR AN EYE 123
Quote: The Raven: “More evil things than you stalk these
nighttime streets, Scarlotti, but fortunately I am prepared to THE VELVET PHANTOM
deal with them all.”
The Velvet Phantom: “You wouldn’t hit a lady, would you?
Val Char Cost Combat Stats
Oh, you would? Well, this lady hits back!”
Cagliostro: “Beware.” 10 STR 0 OCV: 4
11 DEX 3 DCV: 4
Powers/Tactics: The Raven of the 1930s was a fairly 10 CON 0 ECV: 4
stereotypical “mysterious pulp crimefighter.” However, in 10 BODY 0 Phases: 4, 8, 12
addition to his investigative skills, he also had an extensive 18 INT 8
knowledge of mysticism and occult threats, and he still has 12 EGO 4 Costs
that knowledge today, of course. He can sense the activity of 18 PRE 8
spirits and magical things, can “feel” danger approaching, 14 COM 2 Char: 42 Base: 100
and through the use of his Raven’s Tarot (see below) is 4 PD 2 + +
granted limited glimpses into the future. Today he is rather 4 ED 2 Powers: 98 Disad: 40
old and weak, and prefers not to get involved in fights if 3 SPD 9 = =
5 REC 2 Costs: 140 140
possible. He fights his battles in a sneakier, more deceptive
24 END 2
way, adopting some of the methods of his chosen foe. 20 STUN 0
Still, the Raven is quite capable of fighting if need be. His
punches aren’t as powerful as they once were, but he can still Cost Powers END
lay a normal thug out cold with one punch if he gets lucky. His
7 Walther PPK-S: 1d6 RKA, OAF, No KB,
Colt .45 semiautomatics have been specially machined to 8 Charges plus +1 OCV, OAF
make them extremely accurate, and the Raven adds a laser 34 Martial Arts—Shao-Lin Snake Kung Fu
sight to them to improve his aim even further. He also uses Maneuver OCV DCV Notes
three powder-based weapons he developed in the 1930s:
Martial Block +2 +2 Block, Abort
the Mists of Morpheus (a sedative powder which is so
Martial Disarm -1 +1 30 STR Disarm
effective that it inspired a similar weapon used by the
Martial Dodge +0 +5 Dodge, Abort
Headless Hangman); the Vapors of Vulcan (an incendiary
Martial Strike +0 +2 6d6
powder); and the Fog of Phobos (a fear-inducing powder).
Nerve Strike -1 +1 3d6 NND (1)
The Velvet Phantom acted as the Raven’s assistant and
Offensive Strike-2 +1 8d6
“sidekick,” and often took advantage of the fact that her
+2 DC (added in)
opponents thought that she was “just a woman.” She usually
Use Art with Staff
hung back as “reinforcements” or a lookout, allowing the
Raven and his allies to take the primary role in combat;
Skills and Talents
today, she almost never fights, though she still practices the
kung fu Li Sung Po taught her. 15 3d6 Luck
The Raven can talk to the Phantom and Cagliostro (and to 3 Acting 12-
the Inner Circle of the Midnight Brigade, when it existed) in 3 Conversation 12-
3 Deduction 12-
a secret language called Ravenspeak, which he invented.
3 High Society 12-
Appearance: The Raven wears a black formal men’s suit 2 Language: Ravenspeak (fluent)
with a black fedora, domino mask, and cape. His “pet” raven, 3 Paramedics 12-
Cagliostro, usually sits on his left shoulder or left arm. The 3 Persuasion 12-
Velvet Phantom used to wear a beautiful navy blue evening 3 Seduction 12-
dress and heels with a small domino mask; today, she wears 3 Stealth 12-
3 Streetwise 12-
tasteful and expensive women’s clothes appropriate to some-
2 KS: Kung Fu 11-
one of her age and social standing. Despite her advanced 4 TF: All Ground Vehicles, All Air Vehicles
years she is still quite pretty. 5 WF: Small Arms, Common Melee Weapons, Staff
2 CK: Hudson City 11-
100+ Disadvantages
20 Psychological Limitation: In Love With Husband
15 Psychological Limitation: Must Promote Justice
10 Reputation: The Raven’s “companion,” 11-
25 Hunted: Raven, 11- (Mo Pow, NCI, Kill)
15 Secret Identity: Irene Smallwood Dubois
CONCLUSION
An unsatisfying and frustrating ending? Perhaps—but one
which showcases the nature of Raven perfectly, even though
the PCs might not know that yet. They are left with no real
leads to pursue and, more than likely, a body or two. By the
end of the adventure they know that they are dealing with a
devious and widespread organization, a real threat of some
sort—but as yet they are ignorant of its true nature and scope
and can only react to it. The GM should go on to provide
further clues about Raven in future scenarios, such as ones
which involve more investigation into the nature of the Silver
Dollar Club.
128 AN EYE FOR AN EYE q
BIBLIOGRAPHY AND
b L i v
FILMOGRAPHY e s Eh D ork C U KAN S
UPERBOZOS ootsauce
B o hum YO
RAI
B
IF
u ME r stn
pio DERi c k m L
y
i o D sc Sue V H ver ns D
sle engence
C
is O urs POW
c T
KA rool
uk e eps ER
Mechap
ks Mawser, Stonehand. The Big Little Book of How to Blow Things Up.
BIBLIOGRAPHY O’Brian, Robert, et al. The Encyclopedia of Drug Abuse.
Office of Technical Assessment, United States Congress. The
In addition to all of the books listed in the Bibliography of Effects of Nuclear War.
DC:HOV, which were useful in researching this book as well, the O’Neill, Richard, ed. An Illustrated Guide to the Modern U.S. Army .
following books were used in creating An Eye For An Eye. Opposing Viewpoints Series. Opposing Viewpoints Sources:
American Psychiatric Association. Treatment of Psychiatric Disor- Nuclear Arms, vol. 1.
ders. Paradis, Adrian. Opportunities in Military Careers.
Arco Publishing, Inc. The Strategy of Combat. President’s Commission on Organized Crime. America’s Habit:
Bailey, William, ed. The Encyclopedia of Police Science. Drug Abuse, Drug Trafficking, and Organized Crime.
Bonds, Ray, ed. The Modern U.S. War Machine. Quarrie, Bruce. Special Forces.
Coleman, James C., and James Butcher and Robert Carson. Rose, Greg. GURPS Special Ops.
Abnormal Psychology and Modern Life, 6th ed. Seger, Karl. The Anti-Terrorism Handbook.
Combs, Roger. Holsters and Other Gun Leather. Smyth, Frank. Cause of Death.
Considine, Douglas, ed. Chemical and Process Technology Ency- Spitz, Werner, M.D., and Russell Fisher, M.D., eds. Medico-Legal
clopedia. Investigation of Death.
Davison, Gerald, and John Neale. Abnormal Psychology. Stevens, Serita Deborah, and Anne Klarner. Deadly Doses: A
Dennis, Jack, ed. The Nuclear Almanac. Writer’s Guide to Poisons.
Department of the Army. Unconventional Warfare Devices and Stockholm International Peace Research Institute. Incendiary
Techniques: Incendiaries. Weapons.
The Diagram Group. Weapons: An International Encyclopedia Ubelaker, Douglas, and Henry Scammell. Bones: A Forensic
from 5000 B.C. to 2000 A.D. Detective’s Casebook.
Drug Enforcement Administration. Crack Cocaine: Overview 1989. Walmer, Max. An Illustrated Guide to Weapons of the Special
——- Drugs of Abuse. Forces.
Dymock, Eric. Classic Sports Cars. Warner, Roger. Invisible Hand: The Marijuana Business.
The Encyclopedia Britannica Macropedia. Wilson, James Q., and Richard Herrnstein. Crime and Human
Nature.
Ferguson, Tom. Modern Law Enforcement Weapons and Tactics,
2d ed. Wingate, Anne. Scene of the Crime: A Writer’s Guide to Crime-
Scene Investigations.
Fodor’s Central America and the Caribbean 1993.
Miscellaneous magazine and newspaper articles.
Fodor’s South America 1993.
Hearing Before the Committee on Governmental Affairs of the
United States Senate. “Crack” Cocaine.
Henderson, Donald Neville III. Supercriminal Psychology and FILMOGRAPHY
Hostage-Terrorist Negotiations.
Jane’s Infantry Weapons. Here are a few more movies and television shows that might
Kane, Thomas. GURPS Espionage. provide you with inspiration or ideas for your Dark Champions
campaigns or characters.
Kerr, Douglas, M.D. Forensic Medicine, 6th ed.
American Justice, Arts & Entertainment.
The Kirk-Othmer Concise Encyclopedia of Chemical Technology.
Dark Justice, CBS.
Kurian, George. The World Encyclopedia of Police Forces and
Penal Systems. The Hidden, starring Kyle MacLachlan.
Lambie, Jack. Ultralight Airmanship. La Femme Nikita, starring Anne Perillaud.
Landau, Elaine. Chemical and Biological Warfare. New Jack City, starring Wesley Snipes, Judd Nelson, and Ice-T.
Lee, Rensselaer III. The White Labyrinth: Cocaine and Political Patriot Games, starring Harrison Ford.
Power. The Punisher, starring Dolph Lundgren and Lou Gossett, Jr.
Loftin, Lawrence, Jr. Quest for Performance: The Evolution of Sneakers, starring Robert Redford, Sidney Poitier, et al.
Modern Aircraft. Spies, Arts & Entertainment.
MacDonald, Robert. Exploring Careers in the Military Services. The Star Chamber, starring Michael Douglas.
Marriner, Brian. On Death’s Bloody Trail. Under Seige, starring Steven Seagal.