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Page 1: FCBD Super-Special 2014 (MnM3e)

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SPECIAL

rden Taylor (order #5977851)

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Rule Info Player Info

Adventure Written by D.T. ButchinoCharacters Written by: Joe Bardales, D.T. Butchino, C.D.

Ens-Butchino, Andrew Lorenz, Charlie McElvy, Dale Rob-

bins, and Walt Robillard

Art by: Darren Calvert, D.T. Butchino, John Gibbons, Sean

Izaakse, and Dale Robbins,

Editing: C.D. Ens-Butchino

Graphic Design & Layout: D.T. Butchino

Publisher: Charlie McElvy of Xion Studios

Dale Robbins would like to dedicate this to Jennifer, Ga-

briel, Zechariah, and Nathaniel.

 Andrew would like to thank Cassandra (my wonderful lady

and partner in all things), Shannon (my editor and personalbutt-kicker) and Christine Steendam (an excellent author

who contributed to Firey’s story- as you’ll be seeing in

New Guard #2).

DT would like to dedicate his work to his wife and editor,

C.D., his daughters, Ana & Talya, his parents, and his Aunt

Renee.

 All characters and their associated images, descriptions,backgrounds, and related information are declared Product

Identity.

FCBD Super-Special and all characters within are © D.T.

Butchino unless otherwise noted below and used with

permission from their respected copyright owner. All rights

reserved. References to other copyrighted material in no

way constitute a challenge to the respective copyright hold-

ers of that material.

Firey is © September17 Productions.

Frogger is © Fainting Goat Games.

Jupiter is © Xion Studio.

Quick Burn is © Hazard Studios.

Vixen is © DWR Game Studios.Super-Powered by M&M and its associated logo are

Trademarks of Green Ronin Publishing and are used under

the provisions of the Super-Powered by M&M Trademark

License (see www.mutantsandmasterminds.com/licensing

for details).

Free Comic Book Day Super-Special 2014

Volume 1 published May 2014.

This was all Charlie McElvy’s fault. No really, it is. Last year

we e-published the free zero issue of Acts of Heroism for

FCBD. While talking about things with Charlie a little while

afterwards, the two of us started talking about a crossover

between my Tribute Universe and his WatchGuard Uni-

verse. I’ve had the opportunity to write adventures for his

world and the idea sounded like fun. So I kept this in the

back of my mind while moving forward with the AoVs for

the rest of the year.

 As C.D. and I were talking about our schedule for 2014

at our Tribute Universe Summit (otherwise known as over

dinner a few months ago), we started talking about FCBD

2014. The idea of the crossover once again hit the tableand I started thinking about what we could do. By then,

however, I’d had a chance to work with Walt Robillard, and

my friend, Dale Robbins, had started talking about publish-

ing his own work. That’s when the hamster in my brain

went crazy and I started formulating a big cosmic adven-

ture that involved several worlds, much in the vein of DC’s

and Marvel’s cosmic events. So, again, I spoke with Char -

lie about the idea. He liked it and offered some feedback.

That’s when I started talking to other friends in the industry

and asked Mike Lafferty and Andrew Lorenz to join in. Over

Sketchpad Studio

E--Mail: [email protected] us on Facebook

http://sketchpadstudio.blogspot.com/

the following weeks, we’ve been

working on what you’re now read-

ing. For me, this was an amaz-

ing project. Working with all the

creative minds that helped make

this book possible was a great

time. I really want to thank Andrew, Charlie, Dale, Mike and

Walt for helping out and letting me use their characters in

this book. I’d also like to thank C.D. for her work editing the

book and offering an opinion when I needed one. Also, I’d

like to thank Steve Kenson, who granted us a license for

Icons and for a few of the games themselves.

Thanks for downloading a copy of the book. I hope yound it as enjoyable as it’s been putting it together and that

you’ve enjoyed Free Comic Book Day!

rden Taylor (order #5977851)

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elcome to the Multiverse, an ever chang-

ing myriad of worlds that are only one

pane of reality away from one another. While

many exist oblivious to their neighboring uni-

verse, some have seen beyond the pane and

either work to understand its meaning, or fool-

ishly attempt to dominate the vastness beyond.

Such is the case of Abbolysh, an extra-dimen-

sional warlord that sees the Multiverse as his

rightful kingdom and the people within them as

his servants. Though this is true on some of the

worlds, the great warlord has run into opposi-

tion before, causing him to uncover weaker

worlds ripe for the culling. As such, he’s cre-

ated a great tournament that determines who

wins and whose universe will fall to his hand.

Now, on the eve of the fourth tournament, anew band of heroes have been hand-picked to

come forth and battle for their universes, and I

have been summoned to participate as a wit-

ness to these cosmic events. The heroes of the

Multiverse must be ready to stand up for their

worlds. How will these heroes be different from

others? Will they fall or will they ght? Others

may have those answers, but I do not, for I am

 just a bystander in these events that have been

set in motion.

While late on patrol, Firey catches a glimpse

of a raging re that’s engulfed an apartment

building. Please read the following to Firey’s

player:

Taking some downtime to patrol Legacy,

you soar through the night sky like a

glowing beacon of heroism. However, just

as you’re about to call it a night, you see

billows of smoke rising into the starry night.

Looking closer, you see the eerie glow of

a re coming from the street level. In the

distance, you hear the sirens of re trucks,

but they may not reach the building in time.

What do you do?

Tending to the re herself might become a bit

overwhelming, but, by using her keen senses,

she might be able to nd some of the people

that are trapped within.

Perception check (DC 15)

If successful, Firey will discover two children

still trapped near the top of the building. Please

read the following to Firey’s player:

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The most obvious way that she can try to save

the kids is to y through the window, grab

them, and y out. However, the ames are

spreading quickly and may block her way out.

Roll a die. On an odd result, the re overcomesthe exit and another route must be discovered.

Other possibilities could include using her laser

to create a hole in the side of the building or

roof, or attempting to stunt her powers in an

effort to extinguish the ames by blasting some

of the surroundings. Once she’s able to rescue

the kids, Firey will notice the reghters ar -

riving on the scene right before she vanishes.

Move to the next hero in the adventure or, if

she was the last one, move on to Act Two.

he could provide her with some climbing gearif that would be easier. If she climbs up the

mountain, she’s looking at a moderately difcult

climb, as the rock face is fairly smooth and

has only a few outcroppings before the area of

the incident. However, if successful (or if she

 just gets airlifted), Jupiter will reach the area

and may start digging for the missing climber.

The dig will take ten minutes, with each extra

success cutting the time down by 2 minutes.

Once through, Jupiter will uncover the criticallywounded, but still alive, hiker and may alert the

medical teams to step in to provide him aid.

However, once she secures the area, she’ll dis-

appear from sight in the blink of an eye. Move

on to any other heroes or, if she was the last

one, move to Act Two.

While the scenario is written with the in-

cluded heroes in mind, it shouldn’t be hard

to use your own heroes instead. If all of your

heroes come from the same world, maybe

they’ve been chosen for the heroics they’ve

performed? Or might perform? Another

possibility is to use this adventure to spring-

board a new team to ght against cosmic

threats like Abbolysh. The idea behind the

adventure is to have fun, so please feel free

to modify the story to maximize the enjoy-

ment for you and your group.

Looking through the ames, you see two

children, a boy around seven years old

and a girl around ve clutching a slightly

singed doll, trapped in a closed off room.

From your vantage point, you see that theames in the next room haven’t reached

the window yet, though you’ll have to act

fast if you want to use it to gain entry into

the building.

Called in to help state troopers nd a miss-

ing hiker, Jupiter of Teen Force 5 nds herself

digging through the aftermath of an avalanche

as she assists in the search. Please read the

following to Jupiter’s player:

 Arriving on the scene, Ofcer Andy Phil-

lips approaches you and says, “I’m gladyou could make it! Seems that we have a

missing hiker named Donny Nash buried

somewhere up here when the avalanche

hit. His friends barely escaped themselves

and believe he’s up around the 120 foot

marker where there was an outcropping.

Do you think we can get you to dig through

some of the rubble to nd him for us?”

If there are any questions about getting up to

the site, Phillips will explain that he could havea helicopter airlift Jupiter up to the point, or

Climbing: Athletics check (DC 20)

Digging: Athletics check (DC 20)

 A radical group has decided to plant bombs

around the local hospital. Luckily, Quick Burn

was in the area, but now she must race against

seconds to nd and disarm the bombs before

the hospital goes up in ames. Please read the

following to Quick Burn’s player:

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Having less than 15 minutes to nd 8 bombs,

Quick Burn will have to live up to her name to

nd the destructive devices. Running through

the hospital, she’ll have to make a check to

nd each of the bombs, which are hidden in

areas where they could do the most dam-age. Each bomb is a complex timer attached

to homemade plastic explosives, which has

been adhered to a wall or shelf. Disarming the

bombs won’t be an easy feat, especially since

they look like something that was made by

amateurs. Fortunately, there isn’t a pressure

device attached to them, meaning that they

could easily be moved if need be. Depending

on the time at hand, Quick Burn may be able

to remove the bombs to a remote location or

could attempt to disarm them. If she fails, thebombs explode, leading to a daring escape

through the building. However, if she succeeds,

she’ll be the hero of the day, having saved the

hospital and everyone within. In either case,

moments afterward, she vanishes and moves

on to Act Two.

Responding to a 211 call at a local bank, Vixen

arrives right as the assailants are making theirgetaway in a souped-up sports car. Please

read the following to Vixen’s player:

Finding the Bombs: Perception check

(DC 20)Disarming the Bombs: Technology check

(DC 20)

Defending Against Bullets: Dodge check

(DC 20)

Having stopped by to visit the pediatric

wing in costume, your time with the kids

is cut short as a security guard pulls you

aside to talk to you. “Sorry for interrupting

your visit, ma’am,” the guard says, obvi-ously a bit nervous. “We just got a bomb

threat through our customer service line

and the caller claims that they’ve hid-

den eight bombs throughout the building.

Normally we’d just evacuate the building,

but they said that there are only fteen

minutes before the bombs go off. There’s

no way that we can clear the people out in

time and, even if we were able to, the sup-

plies in the building would lead to massivedamage. Some of us have seen what you

can do on television and were wondering if

you’d help us?”

 After hearing about a robbery in progress

through the police band, you quickly make

your way to the bank. Unfortunately, upon

your arrival, you nd several of the police

ofcers down and the few who are not

tending to their allies are ring shots at a

eeing sports car. One of the ofcers looks

at you and yells, “Go! Get those crooks!”

Running after the car shouldn’t be an issue for

Vixen; however, stopping it while dodging a

urry of bullets might prove to be a bit tough.

 As she gains momentum on the car, two of the

crooks in the back seat begin ring automatic

ries in her general direction, knocking out

the back window with the shower of bullets.

Because they’re spraying wildly, Vixen receivesa bonus to her defenses (which are detailed

below), but has to gure out how to disarm the

crooks without being hit. Remember to award

Vixen’s player for creativity with their ac-

tions, but it shouldn’t be an easy feat. Several

obstacles could be entered into the equation,

such as pedestrians when the crooks hit the

sidewalk to avoid trafc, or maybe a motorcy-

clist that gets too close. Once the encounter is

nished, Vixen vanishes to Act Two.

While taking a leisurely ight around his na-

tion’s capital, American Eagle comes across a

host of missiles rocketing across the sky and

heading towards several national monuments.

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Please read the following to American Eagle’s

player:

Both of the crooks on the back of the truck are

using the high-tech weapons, while two others

(the driver and the guy in the passenger seat)

aren’t packing any weapons. However, as soon

as their buddies in the back start ring, they

realize something’s up and began to speed

up in hopes of losing their tail. While the Leap

Buggy should be able to out-maneuver the

truck, Frogger will have to use every trick in the

book to pass the large truck. Once ahead of it,however, he can re his Goop Gun and blind

the driver, allowing Frogger to go hand-to-hand

with the other goons. Once he makes quick

work of them, he vanishes into Act Two, leaving

the Leap Buggy behind.

 As you soar around the skies above your

nation’s capital, you notice objects rocket-ing toward the city. Looking a bit closer,

they appear to be military grade missiles on

a collision course with the city! At the speed

that they’re approaching, you only have a

few minutes before they impact. What do

you do?

The easiest thing to do would be to destroy

them while they’re still in the air and clustered.

However, that said, he’ll only have one shotto do this before they get too close to the city.

 After that, the only chance the city might have

is to either reroute the missiles or to disarm

them. However, even after disarming them, the

missiles may still do some harm due to impact.

It should be noted that time is of the essence

in this scenario. American Eagle only has ve

rounds to stop the missiles before they impact

and cause massive amounts of damage to ve

different monuments within the city. In the end,

whether he saves them or not, he vanishes likethe others into Act Two.

Shooting Down the Missiles:

Ranged Attack (DC 25)Rerouting the Missiles: Strength check

(DC 25)

Disarming the Missiles: 

Technology check (DC 20)Crooks Guns: Ranged Damage 8

(+6 to hit)

Matching Speeds: Vehicle check (DC 20)

Out looking for trouble, Frogger may have

bit off more than he can chew when he runs

across a gang armed with mysterious, high-

tech weapons. Please read the following to

Frogger’s player:

Out for a leisurely drive in the Leap Buggy,

you’re almost sideswiped by a cargo truck

that comes ying out of an alleyway. As it

levels out, you see a few guys in leather

 jackets holding on to the slightly openeddoor in the back who look at you with some

surprise. “Crud! It’s that Frog-Guy!” yells

one of the men while the other ducks over

the crates that can be half seen. “He’s

gainin’! Grab me somthin’ quick!” Popping

his head back over the crate, the other

crook hands his buddy a large, high-tech

looking gun, who looks at you with a grin.

“Okay, Frog-Guy! Looks like frog’s legs are

on the menu!”

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Please read the following to the players:

 Abbolysh has several of the mechanical

soldiers on hand to quell any upstart heroes

from causing problems. As he nishes his

speech, three soldiers for each hero rise from

the oor and move to escort them out. Stats

are provided below in case anyone attempts to

escape. If they resist, more soldiers will appearfrom the oor and walls of the arena, each with

The world that you know quickly fades and

is replaced by a large, high-tech arena

lled with the screams and yells of an alienaudience that sits within its seating. Looking

around, you notice that the sand-like oor

is slate-gray in color, while the walls are a

red-brown metal that holds little sheen. The

sky above you is unlike any you may have

seen, as a multitude of color sprays across

a black tapestry, creating odd patterns and

dots that splatter along the murky backdrop.

“HEROES!” booms a deep, almost gravelly

voice from the speakers all around the large

room. “You have been brought to this arenato ght for your world! I, Lord Abbolysh, will

claim the losers’ worlds as my own, while

the winner will stay as my personal cham-

pion, knowing that their world will be safe.”

With that said, a cage rises from the arena’s

oor with a bestial humanoid trapped

within. “Like all of your kind, a lesson must

be taught about disobeying the rules. I will

not tolerate rebels in my midst, nor will I

accept stubbornness.” As he says this, twothin, mechanical beings also rise from the

oor, each with a metal staff that sparks

with blue energy at the tip. Marching to the

cage, the man-beast cowers in fear from

the two of them as Abbolysh continues.

“The law is my word and no one else’s.To break that law is to offend me, and to

offend me is death!” Before you can react,

the two mechanical men jab their staves

into the cage, making contact with the

prisoner. As he howls in pain, the sound

quickly fades to what sounds like elec-

tronic feedback as his body is broken down

into static before your eyes. “Remember

this, Heroes. Your time to ght will come,

and ght you will. For to refuse imperils

your world and those you love. Take them

away!”

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the same look and staff. While the staves could

prove deadly, the heroes were brought forth as

sport and will be treated with non-lethal dam-

age unless they get truly out of hand.

Once the heroes are subdued and brought to

their holding cells, they’ll nd they’re not alone.

Two other heroes are also in cells, both of

whom look as though they’ve been there for

quite some time. Please read the following to

the players:

Scout isn’t exactly personable, but he doesn’t

seem to mind talking to the heroes. If asked

questions, he’ll answer the questions to the

best of his ability. Some possibilities are:

• What’s up with the sword? “This is my fam-

ily’s blade of honor. It was destroyed during the

ght I was in, but helped me win. All that’s left

is what you see.”

• Have you ever tried to break out? “Yeah. For

the rst three years, I tried to escape at least

once a week. But there are just too many ‘bots

for one man to beat. After a while, I guess I just

got complacent and gave up.”

• What do you know about this place? “The

holding pen might as well be living accommo-

dations for those of us who win. I get to see the

outside when I’m needed and then I’m dumped

back in here right afterward. Sure, they feed

me regularly and treat my medical needs, but Imight as well be a pet to them.”

Seagull’s not really cooperative in the least.

However, if pressed, she might answer a ques-

tion or two.

 As you are separated into a personal cell,

complete with a metal bench that looks like

it’s part of the oor and an energy barrier

that glows around you, you’ll notice that

there are screens that show the arena andsix mechanical guards that stand a stoic

vigil. The only light within the holding area

is provided by the screens and cells, giving

it a shadowy, dungeon-like feel. In one of

the cells nearest to you is an athletic man

dressed in smoke-gray, slightly billowy

pants with a white stripe down the right

side, matching the tattered headband that

holds back his shaggy, brown hair. He

cradles a broken katana in his hands ashe sits, cross-legged, on the oor in deep

meditation. In another cell across from him

is a woman with short, blonde hair wear-

ing the remains of a bird-themed mask,

a blue and white t-shirt with a seagull on

her chest, a pair of battle-worn pants, and

boots. She seems to be working on some

kind of wing harness made up of thin,

metallic feathers and a piecemeal tether

that’s made up of different colored scraps

of clothing.

The heroes may talk to one another, but es-

cape from here will prove nigh-impossible, as

the elds seem to be impervious to anything

they do. That said, they may also talk to the

other heroes that preceded their arrival. If they

attempt to speak to the guards, they’ll get no

response, no matter what they may say.

 As you speak to the hero closest to you, he

slowly opens his eyes and looks over each

of you. “The name’s Scout. I guess you

could call me the rst of Abbolysh’s ‘winners’

in his tournament of worlds.” Motioning to

the woman across from him, he continues.

“That’s Seagull. She’s from another world

as well. We’re what you might call ‘trophy

ghters’ for what happens when you win.

Far as I know, Abbolysh keeps his word and

leaves your world alone. Every so often, I

get to see mine to make sure of it, but it’s

been over a decade since I’ve been there.

I’m sure my friends and family all think I’mdead by now.”

Talking to Seagull: Persuasion (DC 20)

• What do you know about this place? “It’s a

dungeon where me and Karate Lad over therehave spent far too much time in.”

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In either case, once there appears to be a vic-

tor, read the following to the players:

throughout the structure. Finding the room,

they may decide to shut it down or destroy it

before nding one of the exits in that room.

Once shut down, there are only a few squads

of soldiers left (roughly about 2 for every hero).

The heroes should roll initiative and prepare

themselves for battle against the creature that

abducted them all. Combat should be run as

normal, with Abbolysh’s stats appearing at the

end of this book. During the battle, his tactics

are fairly simple: attack the strongest members

and attempt to take them out, while summoningany remaining guards to help confuse the com-

 As one of you falls, again Abbolysh’s voice

booms through the room, this time tocongratulate the winner. “Well done, Hero!

You’ve earned your place in the next wave

of combat. Rest up and be ready, as we

prepare for the next ght. Guards, take

them both back to the cells, while we post

the winnings.” With that said, the mechani-

cal soldiers step toward you while the

ground under you begins to glow.

Depending on their plan, the heroes may at-tempt to make a move now, or they could wait

to make it once back in the holding area. If

they choose to attack while still above ground,

they’ll have the problem of facing off against a

multitude of guards. However, if they wait until

they’re down below and if they gured out how

to turn off the doors, they might stand a chance

at escaping. Alternatively, the players may

think of a plan that’s not covered here at all.

If this is the case, remember to be as exible

as possible and that, if they are working as ateam, they should be able to overcome the op-

position. It should also be noted that Scout and

Seagull will help the heroes once they appear

to be winning. Feel free to use them to help the

PCs with ideas or possibly in how to use some

of their surroundings. Remember, though, that

they shouldn’t be used to save the heroes, but

rather the other way around.

Wandering around the underbelly of the Arena,

the heroes should encounter a horde of the

robots. Roll a die every round they’re not in

combat. On an odd result, the heroes are faced

with another wave of the mechanical soldiers

(4 for every hero) while they search through

the structure. Have the players make routine

checks to discover the exit into the Arena. Dur-

ing this sweep, if they roll high on their checks,

they may uncover the Replicator, a machinethat creates the soldiers that Abbolysh uses

Finding the Exit: Perception (DC 15)Finding the Replicator: Perception

(DC 20)Shutting Down the Replicator: 

Technology (DC 20)Destroying the Replicator: Toughness 13

 As the heroes head into the Arena, the alarm

klaxons around the structure immediately go

off, especially if they managed to shut down

the Replicator. Unfortunately, there is no place

to hide once they’re on the main level, bringing

them full circle. Please read the following to the

players:

Finding your way to the Arena level, you

hear a klaxon of alarms blare aroundthe structure, alerting everyone of your

escape. Again you hear Abbolysh’s voice

boom through the area. “FOOLS! I offered

you a chance to save one of your worlds

and this is how you repay me? I WILL

BURN ALL OF YOUR WORLDS AND

MAKE YOU WATCH!” With that said, the

air near you shimmers with a green hue

as a large, monstrous creature appears

before you. With a large polearm-likeweapon in hand, he narrows his eyes and

prepares to attack.

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 As Abbolysh falls before the heroes, read the

following to the players:

Should the heroes lose the battle, read the

following to the players:

 As the last of you falls before the dimen-sional conqueror, Abbolysh lets out a deep

bellow as he looks down upon the heroes

that litter the Arena. “Pitiful. I picked each

of you because I believed you’d give some

good sport, but I was wrong. You’re nothing

but weak insects that deserve to be mashed

under my heel. Restart the Replicator and

nd the others! We’ll make them all regret

their choices, especially Scout and Seagull!”

 As the soldiers march back into the Arena,

one tosses a wounded Scout to the groundin front of the dimensional conqueror’s feet.

“I promised that I would spare your world,

Scout, but you had to be stupid and rebel

with the others. Yours will be the rst world

to burn. Prepare to invade and destroy!”

Gathering the rest of you up, the soldiers

escort you all back to your cells as Abbolysh

shimmers and returns to his command

room.

With this done, the heroes nd themselvespermanent xtures in Abbolysh’s games,

occasionally brought out to ght against one

another as he sees t. For industrious game

masters that would like to continue this

game further, perhaps a full scale rebellion

happens when the dimensional conqueror

attempts to overthrow one of the heroes’

worlds, or maybe the heroes escape again

only to end up on a worlds-spanning journey

to save the whole Multiverse from Abbolysh,

starting with Scout’s world.

 As Abbolysh falls before your feet, he lets

out a weak “H-How did this happen?” be-

fore slipping into unconsciousness. Panic

erupts through the audience as somerealize they’ll nally feel freedom for the

rst time, while others cower in hopes of

hiding from the crimes they’ve committed.

Seagull runs out into the Arena oor with

a smile on her face and says, “You did it!

With Abbolysh defeated, his allies will at-

tempt to ee while the others will help tear

the place apart and make sure no one else

can use it for evil. Scout found the trans-

portation device that was used to abduct

us all, along with the dimensional navigator

that located our worlds. We can send you

all back whenever you’re ready, but I think

Scout and I are going to hang around for a

bit, to help restore order and maybe let the

other worlds know what happened to their

heroes. Thank you, all of you, for remind-

ing me what a hero is supposed to do.”

The heroes have a few moments to say their

goodbyes before being transported home with

an incredible story to tell. They’ve managed to

survive the Arena, win against the dimensional

conqueror known as Abbolysh, and were able

to remind two lost champions what it means to

be a hero.

 As the adventure comes to a close, remember

to reward each hero for their accomplishments

during the game. Please use the following as

a guideline for the award given, but feel free to

modify it as needed.If you’re using the Optional Hero Improvement

rules, award each player 1 Determination for

participation and completing the adventure.

batants. There is nothing in the arena to help

either side, other than the mechanical soldiers.

While the heroes are ghting the warlord, both

Seagull and Scout have disappeared from the

scene as they use the distraction to search for

 Abbolysh’s control room.

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Real Name: AbbolyshOccupation: Dimensional Conqueror 

Identity: Unknown

Legal Status: Unknown

Former Aliases: None

Place of Birth: Unknown

Marital Status: Single

Known Relatives: None

Group Afliations: None

Base of Operations: Midrealm Arena

First Appearance: FCBD Super-Special 2014

History: Born on a primitive world where only the strongest

survived, Abbolysh had taken his role as a warlord long be-

fore a meteor fell from the stars and crashed down upon it,causing irreparable damage in the process. Surviving the

meteor’s devastation, he found his way to the crash site

and found a strange weapon that called to him. He chose

to seize it for himself, but as his hands made contact with

the foreign metal, knowledge of the Multiverse ooded into

his mind and transformed him into a cosmically powered

monster that lusted for power. No longer the primitive war-

monger that he once was, he looked down on his people

and, in a move that he considered merciful, obliterated

everyone on the planet. Amassing whatever resources he

could use, he built a ship by using his newfound knowledge

and began his push across the Multiverse in order to feed

his hunger for power. At rst, his conquests were simple. He dominated those

that would obey him and crushed those that wouldn’t.

He took every resource he could and stored them all in a

pocket dimension that was unlike anything he’d ever seen.

There, he began working on a kingdom that would suit his

needs and, as more and more worlds fell, he soon had

a workforce that could construct whatever structure he

desired. But then, the heroes came. After subjugating yet

another world, Abbolysh grew overcondent and began

transferring its resources to his growing kingdom after as-

suming the world had no protectors. As the portal opened

to his pocket dimension and a squad of his enforcers

came out, a group of costumed heroes native to the newlyinvaded world arrived to take it back from him. Their valiant

efforts caused his forces to ee back through the doorway.

Enraged, the dimensional conqueror attacked the heroes

on his own, which led to a battle that nearly destroyed his

newest conquest. He left the world in utter shambles and

its heroes broken as he returned, battered and wounded,

to his kingdom to recuperate. During this time, with the

help of some of his subjects, he devised a way to create an

unlimited source of mechanical minions that could serve as

his invasion force and as kingdom guards.

Pondering the faults of his latest battle, Abbolysh decided

that he’d need to test the heroes of various worlds to de-

termine which bred the strongest opposition. Restructuring

his kingdom into a massive arena, he lled the seats with

those who followed him and pulled his rst wave of abduct-

ees from a handful of nearby worlds. One after another,

the heroes fell as they battled one another to determine

the fate of their respective worlds and for the amusement

of the dimensional conqueror. Finally, when the last hero,

Scout, remained standing, Abbolysh swore that world off

limits and set off to claim the others as his prize. However,

rather than return the victorious hero to his world, Scoutwas put into the dungeon to serve as a trophy for all to

gaze upon.

 After spending years gathering his spoils, a new tourna-

ment was arranged, again with heroes stolen from several

different worlds. Like the others, they found themselves

pitted against one another in a battle to save their worlds.

However, unlike before, when the ghting left only two

heroes in the arena, the stronger of the two attempted

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Cosmic Leap: Leaping 10 (Leap 1 mile at 250 miles/

hour in 12 seconds) • 10 points

Cosmic Polyglot: Comprehend 4 (Languages - Read

 All, Languages - Speak All, Languages - Understand

 All, Languages - You’re Understood) • 8 points

Cosmic Regeneration: Immortality 1 (Return after 2

weeks), Regeneration 5 (Every 2 rounds; Persistent)

• 12 points

Cosmic Senses: Senses 15 (Acute: Hearing, Acute:

Sight, Awareness: Cosmic, Darkvision, Extended:

Hearing 3: x1k, Extended: Sight 3: x1k, Microscopic

Vision 3: molecule-size, Ultra-hearing) • 15 points

Cosmic Toughness: Impervious Toughness 8 • 8

 points

Cosmic Polearm: Removable -8 • 34 points

  • Cosmic Power: Array (41 points)

  • Cosmic Blast: Damage 12 (DC 27; Increased

Range: ranged) • 1 point 

  • Cosmic Construct: Create 12 (Volume: 4000cft., DC 22; Impervious, Tether) • 37 points

  • Cosmic Gate: Movement 3 (Dimensional 3: any

dimension, 50 lbs.; Portal) • 1 point 

  • Cosmic Grip: Move Object 12 (100 tons) •

1 point 

  • Cosmic Swipe: Strength-based Damage 4 (DC

30, Advantages: Improved Critical 2; Penetrating

15) • 1 point 

  • Personal: Feature 1 • 1 point 

Cosmic Blast: Damage 12, +11

(DC 27)

Cosmic Grip: Move Object 12,

+11 (DC 22)

Cosmic Swipe: Strength-based

Damage 4, +11 (DC 30)

Grab, +7 (DC Spec 21)

Throw, +2 (DC 26)

Unarmed, +10 (DC 26)

Dodge 5

Parry 7

Fortitude 11

Toughness 11

Will 4

 Abilities 88

Powers 87

 Advantages 23

Skills 20 (39 ranks)

Defenses 4

 Athletics 2 (+13), Close Combat: Cosmic Swipe 4

(+11), Close Combat: Unarmed 3 (+10), Deception

2 (+6), Expertise: Multiverse 7 (+9), Intimidation 5

(+9), Perception 5 (+9), Persuasion 2 (+6), Ranged

Combat: Cosmic Polearm 9 (+11)

 All-out Attack, Benet 5: Cosmic Overlord of the

 Arena, Benet, Wealth 5 (billionare), Chokehold, Fast

Grab, Favored Environment: Cosmic Arena, Fear-

less, Great Endurance, Improved Critical 2: Cosmic

Swipe, Improved Critical: Unarmed, Improved Grab,

Improved Hold, Improved Initiative, Power Attack,

Startle, Takedown; Languages: Abbolyn

Motivation - Power: Abbolysh wants power over the

multiverse.

Arrogance: Abbolysh is arrogant and often aunts his

power just because he can. Because of this, he often

lets his guard down as he doesn’t believe that anyonecould defeat him.

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to rebel against Abbolysh, leading to a rather gruesome

battle that left the hero broken and, Seagull, the more

passive one, the victor. Like the tournament’s previous

“winner”, Seagull’s world was declared safe and she lived

the life of a trophy when not trapped within a cell to rot

away. Since then, the dimensional conqueror has taken

the years needed to assimilate and destroy any vestige ofwhat the losing worlds might have been, leaving only the

husk of each world behind. The time for a new tournament

is creeping up and Abbolysh is setting his sights on new

worlds and new triumphs.

Height: 7’8” Weight: 635 lbs.

Eyes: Green Hair: None

Strength Level: Lord Abbolysh has superhuman strength

and can lift (press) 25 tons.

Powers: Abbolysh is a being of cosmic power that’s been

transformed beyond the meager primitive he once was.

Stronger, smarter, and more durable than before, he still

retains the war-hardened skills he learned in his youth,but now combines them with the vast knowledge of the

Multiverse he’s been granted. He can shrug off most

conventional damage and can walk out of earth-shaking

bursts with only minor bruising. Because of his incredible

strength, he can make amazing bounds that allow him to

cross vast distances and he can toss large items as though

they were a child’s toy. Even his senses have been altered,

as he can see and hear things that are so minuscule that

few pick them up. He can also gain an innate impression

as to what worlds may ght or fall against his might. How-

ever, his most impressive ability is to regenerate from even

the tiniest of speck of his remains within only a few weeks.

Paraphernalia: The polearm-like weapon that Abbolysh

currently uses is actually the weapon that fell from the

sky many years ago and transformed him. Through it, he

can channel devastating blasts of cosmic energy, cleave

through some of the strongest materials in the Multiverse,

open rifts between dimensions, move massive objects with

a mere gesture, and create constructs from nothing. The

weapon is now attuned only to Abbolysh and, while it can

be taken away, it will always nd its way back to its master

to help him in his conquests. While others have tried to

destroy it in the past, it seems to be indestructible, having

withstood any harm that it has encountered unscathed.

STR 5, STA -, AGL 2, DEX 2, FGT 6, INT -,

AWE 1, PRE -

Powers: Armor Plating 6 (+6 Toughness), Im-

munity to Fortitude Effects, Stun Staff 8 (Easily

Removable, 1st degree: Dazed, 2nd degree:

Stunned, 3rd degree: Incapacitated, Resisted

by: Fortitude, DC 18; Alternate Resistance:

Parry, Feature: Personal). Offense: Init +2,

Grab +6 (DC Spec 15), Stun Staff: Afiction 8

+6 (DC Dog 18), Throw +2 (DC 20), Unarmed

+6 (DC 20). Defense: Dodge 2, Parry 6, Fort

Immune, Tou 6, Will Immune. Totals: Abilities

2 + Powers 47 + Advantages 0 + Skills 0 (0

ranks) + Defenses 0 = 49

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Real Name: Trent ReeceOccupation: Adventurer, soldier 

Identity: Known to the authorities

Legal Status: Citizen of the United States of America with

no criminal record

Former Aliases: None

Place of Birth: New Amsterdam, NY

Marital Status: Single

Known Relatives: Theodore (father)

Group Afliations: Homeguard Reserves, A.C.T.I.O.N.,

former member of the W.A.R.D. Peacekeepers

Base of Operations: Washington, D.C.

First Appearance: FCBD Super-Special 2014

History: From an early age, Trent Reece knew he wantedto serve his country. An honor roll student, he spent much

of his free time volunteering around his community in

an effort to make the area safer for those who lived in

it. However, there were those that didn’t share his pride

and, on more than one occasion, the teen found himself

in conict with gangs and criminals that were looking for

their next score. Although the police knew what Trent was

trying to do, more often than not they would have to break

up the ghts and bring all parties down to the station to get

statements. Luckily for Trent, his father, Theodore, was an

ofcer at the local precinct, so the most he ever got was

a slap on his wrist and a lecture from his dad. Unfortu-

nately, that didn’t absolve him of the enemies he’d made,particularly with the leader of the Sewer Rats gang, Frankie

Raymond. He didn’t like what the teen brought to his terri-

tory and made it his mission to stomp on the optimism that

Trent brought to his community. All that did was motivate

Trent even more to help those that Frankie hoped to lever-

age, forcing the gang leader to take extreme measures.

 After he graduated high school, Trent immediately signed

up for the W.A.R.D. Peacekeepers (see W.A.R.D.) and

tested high enough to be placed in their aviation program.

Heading off to boot camp for the next six months, he left

the community he cared about under the watchful eye

of his proud father and the men that served with him.

However, after only two months, he was called back homeafter his father got caught in the crossre between two

gangs. Trent knew in his gut that Raymond had arranged

for this to happen, so he took a week’s leave to check on

his father. Returning home to nd his father alive, though

bound to a wheelchair for the rest of his days, the soldier-

in-training took to the streets in hopes of nding his rival so

they could settle their old debt once and for all. After put-

ting word out on the street that he was home, it didn’t take

long for Raymond to crawl out of whatever hole he lived in

to confront Trent with a small squad of his men. The gang

leader also wanted to put an end to things and delivered an

ultimatum to the Peacekeeper. If he could best Raymond

in a no holds bar death match, the Sewer Rats would leave

New Amsterdam. Trent agreed to his terms and proceeded

to beat the gang leader to within an inch of his life. Though

barely able to string a sentence together,

Raymond attempted to welch on the deal,

but after seeing how quickly he’d been

dispatched, his credibility within his gang

was lost forever. Tossing their wounded

leader at their feet, Trent informed Raymond’s men that

they could either quit being Sewer Rats or else leave town.Most of them quit, right then and there.

Returning to his training, Trent soon found himself behind

the yolk of a ghter jet and battling forces from S.I.N. (see

S.I.N.), H.A.D.E.S. (see H.A.D.E.S.), and any other two-bit

terrorist that could muster troops. But he didn’t always

spend time in the air, especially after he trained in air-to-

ground tactics which certied him in variety of landing and

drop techniques, as well as a host of small arms and melee

weapons. His missions were always pretty clear: protect

the innocents, bring in the bad guys, and restore peace.

These were parameters that he’d spent most of his life

living by anyhow and by continuing to uphold them, he was

eventually initiated into the Sky Tiger Squad, a special-ized group of soldiers that took on extremely dangerous

missions to ensure world peace. It was here that he met

and befriended Paul Belaire, a fellow soldier who hailed

from Canada and specialized in high-tech weaponry. The

two worked well together and covered each other’s backs

through every mission, no matter where they were. How-

ever, the United States had other plans for Trent and, after

serving with W.A.R.D. for six years, he was recruited into

 A.C.T.I.O.N. (see A.C.T.I.O.N.) as part of their Guardian

Program. While he missed doing eld work, he felt he was

still serving his country as he worked as a bodyguard for

VIPs and government ofcials that might be targeted by

terrorists on home soil.During one such mission, he met Simone Belaire, sister

to his friend Paul and secretly the heroine Ladyhawke

(see Ladyhawke), who he was assigned to protect while

she was in town for a conference. Knowing Trent from

her brother’s correspondence, she was regaled with tales

from his past, particularly ones centered on his and her

brother’s off-duty escapades. As the day of the conference

came, they found themselves under attack by a S.I.N. hit

squad attempting to kill Belaire and steal the research

she was bringing to the meeting. Simone was unable to

change into her costumed persona without sacricing her

secret identity, but was astonished when Trent fell back on

his training and managed to safeguard her arrival againstmultiple assailants. After getting her safely inside, he then

turned back towards the terrorists and joined forces with

the guard detail to fend them off until an A.C.T.I.O.N. as-

sault team could arrive. Unknown to Trent, Simone was

delivering research for a prototype device like the one

she used as part of a Canadian-U.S. technology trade.

Meeting with members of Herald Labs (see Herald Labs)

and A.C.T.I.O.N., she praised her bodyguard’s work and

informed them that if anyone were to wear what she’d

designed, it should be him.

Months later, as work on the prototype was coming to

a close, Trent was ordered to meet with Major Charles

McElvy, one of A.C.T.I.O.N.’s board members and headof the organization’s technology branch. He informed the

bodyguard that the agency had a new role for him and

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revealed the original American Eagle costume and harness

to the soldier. McElvy went on to explain how the harness

worked and what it would mean for the country, and his

career, if Trent would consent to wear it. Agreeing to test

the armor, the soldier was amazed at what it could do.

Soaring around the test eld in Virginia, he discovered that

it allowed him to y at amazing speeds, yet still be incred-ibly maneuverable and agile enough to dodge incoming

attacks. Switching to offense, he found a small arsenal of

hard-light and beam-based weapons at his disposal that al-

lowed him to defeat the test drone and a small compliment

of targets on the ground. He couldn’t imagine turning down

such an offer and immediately signed up upon landing.

McElvy returned to the boardroom with the information

and presented the new hero to his colleagues, now calling

Trent “American Eagle”. Impressed, the board members

wanted him to be seen as one of the U.S.’s greatest heroes

and pushed his application through the red tape to audition

for The Homeguard (see Homeguard ). Feeling condent

that he would be an asset to the team, American Eaglemanaged to beat every trial and impressed the audience

with his wit and skill. Elected in the same wave as Hunts-

man (see Huntsman), he served with the team throughout

the last term and into the present one. However, while

visiting his father in New Amsterdam shortly after the new

roster was announced, he heard rumors that the leftover

Sewer Rats resurfaced, only this time with some real

power behind them. With regret weighing heavily upon him,

Trent felt duty-bound to resign from active service, drop-

ping down to reserve status in order to focus on ferreting

out the gang’s new leadership.

Since then, Trent has acted as a hero for both New Am-

sterdam and Washington, D.C., splitting his time betweenthe cities while battling any threats that may pop up. Using

the popularity that he’s gained from being a member of The

Homeguard, he spends some of his downtime working with

kids or making appearances to raise money for chari-

table organizations. Trent still maintains his status within

 A.C.T.I.O.N. as a special agent, often being called upon

to don his American Eagle armor to defend the country

he loves so much, either alongside his teammates in The

Homeguard, or as a solo agent.

Height: 5’10” Weight: 183 lbs.

Eyes: Gray Hair: Black

Strength Level: American Eagle possesses the normalhuman strength of a man of his age, height, and build who

engages in intensive, regular exercise.

Powers: None. American Eagle is a trained soldier and

pilot, and has knowledge of advanced mechanics.

Paraphernalia: American Eagle wears a ight harness that

allows him to y at incredible speeds, clocking in around

16,000 MPH (Mach 21), and retain his maneuverability

and agility by using solid-energy wings. In addition to ight,

the harness also gives him a small arsenal of attacks that

include a blinding ash, solid-energy projectiles, an energy

blast, and a wing swipe that can slice open solid steel.

 Along with these weapons, it also projects a force eld that

protects the wearer from most standard damage (ballistics,knives, etc.) and from the dangers of moving at break-neck

speeds. As an extension to the harness, American Eagle

wears a pair of gauntlets and greaves to help with his aim

and ight. He also wears a helmet that grants him a full

sensor suite, on-board communications link, and protection

from some sensory attacks. Lastly, built to cover the har-

ness is a mechanical bird called R.O.C. (Robotic Observa-

tion Companion) that he can use to remotely size up anarea or as a communications

up-link. While it has some of-

fensive capabilities, R.O.C. is

more for reconnaissance than

anything else.

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Helmet: (Removable -3) • 14 points

  • Insulated: Immunity 5 (Sensory Afiction Effects)

• 5 points

  • Sensor Link: Remote Sensing 1 (Affects: 2

Types, inc. Visual - Audio & Visual, Range: 60

feet; Simultaneous; Medium: R.O.C.) • 3 points

  • Sensor Suite: Senses 9 (Communication Link:

Radio, Darkvision, Direction Sense, Distance

Sense, Infravision, Radio, Time Sense,

Ultravision) • 9 points

Wing Harness: (Removable -17) • 69 points  • Freedom Field: Immunity 1 (G-Force; Sustained),

Protection 8 (+8 Toughness; Impervious, Subtle:

subtle, Sustained) • 18 points

  • Hard Light Wings: Flight 10 (Speed: 2000 miles/

hour, 4 miles/round) • 20 points

  • R.O.C.: Enhanced Trait 5 (Advantages: Sidekick

5) • 5 points

  • Weapon Systems: Array (43 points)

  • Feather Fling: Damage 10 (DC 25; Increased

Range: ranged, Multiattack) • 1 point 

  • Rocket’s Red Glare: Cumulative Afiction 10

(1st degree: Dazed, Dazed, 2nd

degree: Disabled, Disabled, 3rd degree:Unaware, Unaware, Resisted by: Fortitude, DC

20; Cumulative, Extra Condition, Increased

Range: ranged) • 40 points

  • Talon Blast: Damage 10 (DC 25; Increased

Range: ranged) • 1 point 

  • Wing Swipe: Strength-based Damage 5 (DC

24; Penetrating 8) • 1 point 

Feather Fling: Damage 10, +10

(DC 25)

Grab, +5 (DC Spec 14)

Rocket’s Red Glare: Cumulative

 Afiction 10, +10 (DC Fort 20)

Talon Blast: Damage 10, +10

(DC 25)

Throw, +3 (DC 19)Unarmed, +9 (DC 19)

Wing Swipe: Strength-based

Damage 5, +10 (DC 24)

Dodge 7

Parry 7

Fortitude 6

Toughness 12

Will 6

 Abilities 54

Powers 83

 Advantages 9

Skills 22 (43 ranks)

Defenses 10

 Acrobatics 3 (+7), Athletics 3 (+7), Close Combat:

Unarmed 4 (+9), Close Combat: Wing Swipe 5 (+10),

Expertise: Soldier 5 (+7), Intimidation 2 (+4), Percep-

tion 2 (+5), Persuasion 3 (+5), Ranged Combat:

Weapon Systems 7 (+10), Stealth 2 (+6), Treatment 2

(+4), Vehicles 5 (+8)

 Agile Feint, Benet: Membership (A.C.T.I.O.N.), Ben-

et: Membership (Homeguard Reserves), Connected,

Favored Environment: Aerial, Improved Initiative, Set-

up 2, Sidekick 5 , Teamwork; Languages: English

Motivation - Patriot: American Eagle is a patriot and

strives to be a national icon.

Enemy (H.A.D.E.S.): American Eagle has made an

enemy of terrorists in general, but particularly with therogue science group known as H.A.D.E.S.

STR –2, STA 0, AGL 3, DEX 0, FGT 3, INT –4, AWE

2, PRE 0

Powers: Flight 4 (30 MPH; Wings), Senses 2

(Extended Vision, Low-light Vision), Shrinking 8

(Permanent, Innate). Skills: Close Combat: Unarmed

4 (+7), Perception 8 (+10). Offense: Init +3, Unarmed

+7 (Close, Damage 2). Defenses: Dodge 7, Parry 7,

Fortitude 2, Toughness 0, Will 2. Totals: Abilities 8 +

Powers 23 + Advantages 0 + Skills 6 + Defenses 2 =

Total 38 points.

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Real Name: Sara JeffriesOccupation: Student, vigilante

Identity: Secret

Legal Status: Citizen of the United States

Former Aliases: None known

Place of Birth: Haven

Marital Status: Single

Known Relatives: Michelle (mother), Aaron (father), Kate

(sister)

Group Afliations: New Guard

Base of Operations: Legacy

First Appearance: New Guard #1

History: Sara Jeffries lived a fairly normal suburban

existence until her powers suddenly manifested in her rstyear of university. Until then while she had always been

athletically gifted, she showed no sign of superhuman

ability. Convinced to use her newly discovered powers as

a costumed crime-ghter, she began practicing, quickly

becoming extremely procient thanks to her focus and

dedication.

When tragedy struck, she began to question whether she

should continue on with her training but a sign came to her

encouraging her to be the hero that the world desperately

needed.

 After a few months of solo work, her actions drew the

attention of the man known as Cross, who

recruited her to join a team of youngsuperhumans that he was putting together.

In a world that no longer believed in or

trusted superheroes, they would still ght

the good ght and protect the people of

Earth, no matter the cost.

Sara was originally hesitant to join a

team of strangers but she surprised her-

self in how well she has managed to work

with them, quickly taking to group tactics

and forming a good partnership with fellow New

Guard member, Vanguard. The two have become friends

though Firey has still yet to reveal her identity to anyone

on the team or even her family as she is still trying to cometo terms with the tragedy she faced early on in her heroing

career.

Height: 5’5” Weight: 135 lbs

Eyes: Blue Hair: Brown

Strength Level: Firey possesses enhanced superhuman

strength that allows her to lift (press) approximately 7 tons.

Without her powers Firey has the normal strength of a

woman who engages in intensive regular exercise.

Powers: Firey is physically enhanced; reexes, strength

and durability are all low-level superhuman. She is capable

of ight reaching speeds in excess of 100mph.

Firey’s offensive powers revolve around her light genera-tion abilities that can be used for blinding bursts or even

devastating laser blasts.

Recently she found that she is able to heal the wounds of

others with a healing light but it takes great concentration

and effort on her part. Her powers are still evolving as she

practices with them and there may be more abilities that

she has yet to discover.

Paraphernalia: Firey’s costume is mainly decorative,the wings serving no real function, though the goggles do

provide glare protection from any reections as a result of

her power usage.

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Aura Reading: Senses 2 (Detect: Aura/Sight 2:

ranged) • 2 points

Durable: Immunity 1 (Poison; Limited - Half Effect),

Impervious Toughness 8 • 9 points

Instant Change: Feature 1 • 1 point 

Light Control: Array (31 points)

  • Laser Blast: Damage 11 (DC 26, Advantages:

Improved Critical; Increased Range: ranged) •

1 point 

  • Rejuvenating Light: Healing 9 (Energizing,

Persistent, Restorative, Stabilize; Distracting,

Noticeable: Glowing Light) • 28 points

  • Strobe Burst: Burst Area Afiction 11 (1st degree:Dazed, 2nd degree: Disabled, 3rd degree:

Unaware, Resisted by: Fortitude, DC 21; Burst

 Area: 30 feet radius sphere) • 1 point 

  • Strobe: Afiction 11 (1st degree: Dazed, 2nd

degree: Disabled, 3rd degree: Unaware, Resisted

by: Fortitude, DC 21; Increased Range: ranged) •

1 point 

Light Riding: Flight 7 (Speed: 250 miles/hour, 0.5

miles/round) • 14 points

Polarized: Immunity 10 (Light Effects) • 10 points

Ultra-Sight: Senses 1 (Ultravision) • 1 point 

Grab, +6 (DC Spec 18)

Laser Blast: Damage 11, +11

(DC 26)

Strobe Burst: Burst Area

 Afiction 11 (DC Fort 21)

Strobe: Afiction 11, +11

(DC Fort 21)

Throw, +4 (DC 23)Unarmed, +8 (DC 23)

Dodge 8

Parry 8

Fortitude 8

Toughness 10*/8

Will 8

*with Defensive Roll 

 Abilities 74

Powers 68

 Advantages 11

Skills 17 (33 ranks)

Defenses 10

 Acrobatics 3 (+9), Athletics 1 (+9), Close Combat:

Unarmed 2 (+8), Expertise: Tactics 3 (+4), Insight 4

(+6), Perception 5 (+7), Persuasion 4 (+6), Ranged

Combat: Light Control 7 (+11), Treatment 4 (+5)

 Attractive, Defensive Roll 2, Evasion 2, Favored

Environment: Aerial Combat, Improved Critical: Laser

Blast, Inspire, Move-by Action, Redirect, Teamwork,

Uncanny Dodge; Languages: English

Motivation - Responsibility of Power: Firey uses her

powers to help the weak and battle evil.

Enemy (Master Dark): Firey has been known to

battle the villain Master Dark, who is obsessed with theheroine.

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Real Name: Liam LoscannOccupation: Warehouse staff for Maniacal Inc.

Identity: Secret

Legal Status: Juvenile Delinquent turned Vigilante

Former Aliases: NA

Place of Birth: Stark City

Marital Status: Single

Known Relatives: Father and Mother (deceased), Aunt

Harriet Loscann

Group Afliations: None

Base of Operations: Stark City

First Appearance: Stark City By Night #1

History: Liam Loscann was a good kid from Stark City who

got mixed up with a bad crowd. His mother died when hewas very young leaving his father Rory, an auto mechanic

and mixed martial arts enthusiast, to raise him alone. Liam

idolized his father and spent hours at his side in the auto

shop and at the dojo. He learned his way around an auto

engine and studied the martial art forms of shooto (mixed

martial arts) and bojustu (prociency with the bo stick). Liv-

ing in Geartown, they were both very happy even though

they didn’t have a lot of money. Then one fateful night

everything changed.

For several months, Liam’s father was being pressured by

the Maa to start paying them “protection” fees on his auto

repair shop lest his business suffer some unfortunate “ac-

cident”. Rory Loscann was a very proud man and certainlynot one to shy away from a ght. His steadfast refusal to

pay “one bloody dime” to the mob was beginning to inspire

other neighboring businesses to stand up to them as well.

Maa boss James DeSouza decided this would not do and

decided it was time to make an “example” out of Rory. It

was young Liam who found his father’s body in the auto

shop crushed beneath a car that somehow managed to slip

from the auto lift.

 After the funeral, Liam was sent to live with his father’s

elderly Aunt Harriet, a strict and grim woman and his only

living relative. Emotionally distraught, he began to act out,

defying his aunt at every turn and eventually falling in with

a street gang of Geartown hooligans and hoodlums. Hedropped out of school and spent his days vandalizing pub-

lic property, street ghting, and eventually stealing cars.

It was only a matter of time until Liam found himself

handcuffed in the back seat of a Stark City Police

squad car.

Standing before a judge and facing a

lengthy detention at Juvenile Hall, no

one was more surprised than Liam

when wealthy industrialist and entre-

preneur Reginald Coakley offered to

take custody of the defendant

and provide him with an intern-

ship at his company, Mania-

cal, Inc. Coakley, a reformed

supervillain formerly known as

Mr. Mayhem who did his time and turned his life around,

saw something of himself in the boy and wanted to offer

him an opportunity to avoid making the same mistakes he

had made at the same age. If Liam would promise to return

to school, he would give him a paying job in the warehouse

after class. Liam enthusiastically accepted, grateful for the

chance to get his life back on track.Liam stayed true to his word like his father had taught him,

returning to school while working for Reginald Coakley and

taking care of his

elderly Aunt Harriet.

He even began

studying the martial

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arts he so loved again, becoming more agile and acrobatic

through discipline and dedication. Looking at the world

through clear eyes, he began to see how the crime and

corruption that had stolen his father from him was choking

Geartown in its grip. He knew he had to do something

about it.

While working at the Maniacal R&D warehouse, Liamfound an old prototype of high tech goggles that enhanced

and extended vision. He was amused by their resemblance

to a frog’s eyes so he slipped them into his pocket and took

them home. That night, he decided to nally do something

about the crime in his neighborhood. He donned the frog

goggles he earlier “borrowed” along with a green hand-

kerchief to disguise his face, picked up his bo stick and

headed out his bedroom window. Calling himself Frogger,

every night the young gangster turned urban vigilante

would patrol Geartown, ghting crime and defending the

helpless.

One night while on patrol in a blind alley off a dead end

street, Frogger discovered an abandoned and boarded upbuilding on a run down lot that had once been home to his

father’s business, Loscann’s Auto and Body Shop. Sneak-

ing inside, he found much of his father’s tools and equip-

ment along with an old dune buggy Rory Loscann had

always intended to one day x up. Feeling a connection to

the dune buggy, Frogger decided to repair the vehicle for

himself and returned to the abandoned auto shop every

night to work on it. He began to “borrow” more and more

tech from the warehouse where he worked to incorporate

into the buggy, careful to hide his unauthorized “requisi-

tions”. He even managed to get all the 55-gallon drums of

a failed (because it was too “gloopy”) super-adhesive glue

product shipped to the auto shop under the guise of wasteremoval for use in a converted water cannon mounted on

the roof of the buggy.

 After three months of hard work, the Leap Buggy was -

nally ready for its nocturnal debut. Armed with hydraulic su-

perlifts and air bounce bags for leaping, a sealed-vacuum

traction system for wall climbing, high-tech optical systems

to see in the dark and through obstacles, powerful ood

lamps, and the roof-mounted, bi-directional Frog Cannon

(or “Gloop Gun” as it affectionately known) capable of ring

a sticky glob of glue in front of or behind the vehicle with

the ip of a switch, the Leap Buggy now conveys Frogger

on his nightly patrols of Geartown.

In the guise of Frogger, Liam has learned that the StarkCity Maa was responsible for the death of his father, and

he is dedicated to one day bringing those responsible to

 justice. He has adopted his father’s abandoned auto shop

as his secret headquarters and keeps the Leap Buggy hid-

den there during the day. Despite his life as a crime ghter,

Liam still manages to have all the experiences and anxiet-

ies of an average teenage boy. He has been particularly

unlucky at love, unable to get the girl both in and out of

costume unlike in the comic books, which frustrates him to

no end. Still, he perseveres on, knowing that somewhere

his father is watching over him with pride.

Height: 6’ 1” Weight: 180 lbs

Eyes: Brown Hair: Brown

Strength Level: normal human

Powers: None

Paraphernalia: Bo Stick, Frog Goggles, Leap Buggy

STR 4, Def  10, Tou 8, Size MediumPowers: Gloop Gun: Afiction 10 (1st degree:

Hindered, Vulnerable, 2nd degree: Immobile,

Defenseless, DC 20; Alternate Resistance (Dodge),

Burst Area: 30 feet radius sphere, Extra Condition,

Increased Range: ranged; Limited Degree), High-

tech Optical Systems: Enhanced Trait 2 (Traits:

Perception +4 (+4)), Senses 7 (Extended: Choose

Sense 2: x100, Infravision, Penetrates Concealment:

Sight), Hydrolic Lifts: Leaping 1 (Leap 15 feet at 4

miles/hour), Propulsion System: Speed 4 (Speed:

30 miles/hour, 500 feet/round), Sealed-Vacuum

Traction System: Movement 2 (Wall-crawling 2: full

speed). Features: Navigation System 2. Offense: Gloop Gun: Burst Area Afiction 10 (DC Dog/Fort/

Will 20). Totals: Abilities 4 + Powers 48 + Advantages

0 + Features 2 + Skills 0 (0 ranks) + Defenses 13 +

Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 67

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Frog Goggles: (Removable -1) • 3 points

  • Enhanced Vision: Enhanced Trait 2 (Traits:

Perception +4 (+10)) • 2 points

  • Extended Vision: Senses 2 (Extended: Choose

Sense 2: x100) • 2 points

Bo Staff: Strength-based Damage 2 (DC 21; Custom:

Double, Reach (melee): 5 ft.), Leap Buggy

Grab, +10 (DC Spec 14)

Bo Staff: Strength-based

Damage 2, +10 (DC 21)

Throw, +5 (DC 19)

Unarmed, +10 (DC 19)

Dodge 8

Parry 8

Fortitude 5

Toughness 9*/4

Will 5

*with Defensive Roll 

 Abilities 64

Powers 3

 Advantages 44

Skills 30 (59 ranks)Defenses 9

 Acrobatics 6 (+11), Athletics 3 (+7), Close Combat:

Bojutsu 5 (+10), Close Combat: Shooto Mixed Martial

 Arts 5 (+10), Deception 5 (+8), Expertise: Criminal

5 (+8), Expertise: Streetwise 6 (+9), Perception 3

(+10/+6), Persuasion 2 (+5), Sleight of Hand 3 (+8),

Stealth 3 (+8), Technology 7 (+10), Vehicles 6 (+11)

 Accurate Attack, Agile Feint, Connected, Defensive

 Attack, Defensive Roll 5, Equipment 15, Improved

Critical 2: Bo Staff, Improved Disarm, Improved Initia-

tive, Improvised Weapon 3, Instant Up, Luck 3, Power Attack, Redirect, Second Chance: Vehicle Checks

with Leap Buggy, Skill Mastery: Technology, Skill Mas-

tery: Vehicles, Takedown 2, Ultimate Effort: Vehicle

Checks with Leap Buggy, Uncanny Dodge

Motivation - Seeking Justice: Frogger is searching for

his father’s killer.

Enemy (Stark City Maa): Frogger has had his fair

share of entanglements with the Stark City Maa.Kleptomaniac: Frogger has been known to slip the oc-

casional item into his pocket without knowing,

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Real Name: Jessica Flores-DixonOccupation: Model, former Adventurer 

Identity: Public (formerly Secret)

Legal Status: Citizen of the United States with no criminal

record

Former Aliases: None known

Place of Birth: Moscow, Idaho

Marital Status: Married

Known Relatives: Timothy Dixon (husband, Bluechip),

Rolando (father), Elsie (mother)

Group Afliations: Teen Force 5

Base of Operations: Summit City

First Appearance: WatchGuard Sourcebook

History: Jessica Flores grew up loving sports, enjoyingher dance classes, and spending her down time reading

-- there wasn’t a whole lot more to do in Moscow, Idaho,

but she made the most of it. Cute, funny, kind, and outgo-

ing, Jessica had always been well-liked, and her company

much enjoyed, so when the accident occurred most every-

one in town was praying and pulling for her recovery…

The night of her eighth grade “graduation” dance, when

the upper-class middle school kids move up to high school,

Jessica and a group of her friends were run off the road

and crashed into a deep drainage ditch by an asleep-at-

the-wheel truck driver. Because she wasn’t wearing a seat

belt, Jessica was thrown from the car breaking her spine in

several places. She was rushed to Gritman Medical Cen-ter, where they stabilized her and attempted to realign as

much of her busted back as possible. Several days later,

she awoke from her mild coma to realize she was now

paralyzed from the neck down. The local community was

stunned, and rallied around this young girl by holding a vigil

outside of the hospital, as well as having organized prayer

rallies in the faintest hope that she would recover. The

doctor’s prognosis wasn’t as reassuring as was the faith of

the community: Jessica would never be able to walk again,

barring a miracle. So, they all prayed for one.

Several weeks go by with Jessica keeping her usual

cheery, sweet disposition in spite of her condition, and she

was eventually released into the home care of her parentswho would be assisted by a small rotation of volunteer

nurses as the family’s insurance did not cover home

nursing care. She had already been removed from the

ventilator, and it was the hopes of the doctors that being in

a comfortable, loving environment would aid in Jessica’s

emotional, mental, and spiritual healing. Despite the deep

faith of this northwestern community, no one could’ve

expected what would happen in the coming weeks.

While lying in her bed, chatting with her father, a bright light

shone in her window. Jessica asked her father if that was

the Northern Star, but he explained that the bright object

was in fact the planet Jupiter -- the largest celestial body in

our solar system apart from our sun, and the fourth bright-

est object in most night skies. He pulled out his telescope

so that she could get a better glimpse of this heavenly

object. While she gazed on her father told her that Jupiter

reminds him of her because she’s the biggest part of their

lives, and certainly one of the brightest, in fact she was the

brightest, but also because of the symbol of strength that

both she and Jupiter were.

The next morning Jessica noticed that she had a degree of

feeling in her toes again. And in her ngers. She made aneffort to move them and found that she was not only feeling

again, but she could stand, walk, an jump again. Her

parents raced up to her room, fearing that

she somehow had fallen out of bed and

they stood astonished at the tall, strong

teenage girl that now stood before them.

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Jessica appeared to be fully healed. They took her to the

doctors who were just as confused and amazed. They ran

tests, including x-rays, and there was no sign of any dam-

age to her spine at all. They had no choice but to declare

this a “miracle from God”, and the whole city reveled in this

child’s amazing, miraculous recovery.

 After the media sensation wore off, life in Moscow wentback to normal for everyone except Jessica. She continued

to go to school, and participate in some sports, and she

even continued to grow -- eventually outpacing some of 

the boys in high school with her height. Soon she would

discover that her recovery had less to do with the miracu-

lous, and more to do with her emergent MHx-trait chro-

mosomes -- a fact all too evident during a hiking incident

later that year. When her father moved the family out to

Summit City, because of a reassignment at work, they

decided to visit Summit National Park to go hiking near

their new home. Jessica went off on her own for a bit while

her parents prepared an afternoon meal. A loose boulder

came rolling down the side of the mountain at her, whoreacted by putting her hands up quickly not knowing what

else to do. The boulder shattered on impact, and Jessica

was barely moved.

Surprised at what she had done, Jessica told her parents

who then witnessed their daughter dig into solid rock with

her bare hands. The three agreed that this was a tremen-

dous blessing and that Jessica should use her powers to

help others in need. Together they cobbled up an heroic

costume design and Jessica opted to call herself “Jupiter”,

recalling the conversation she and her father had that

night, seemingly so long ago.

On her very rst attempt at heroics, Jupiter came across

another new, young hero calling himself Soundwave andwho seemed more interested in hitting on her than ventur-

ing out to stop the bad guys. By happenstance, the well-

known teen hero Bluechip was involved in a chase not far

from where these two were, and so they joined the chase.

 After stopping the huge metahuman thug Bulldog, the

three became a media darling with one reporter dubbing

the trio, “Teen Force”. They would eventually be joined by

Sonja Blackwood and Tempest, changing the group name

to “Teen Force 5” -- which would remain active for years to

come, even beyond their teen years. With Bluechip con-

stantly testing the team members limits, he discovered that

Jupiter’s primary weakness is neutron radiation -- relatively

uncommon, naturally, but a by-product of the MeridianEnterprises “Safe” Reactors that were being deployed to

government run operations.

Eventually, Jessica married Timothy “Bluechip” Dixon and

they went into semi-retirement in their mid-thirties to focus

on preparing for family building; Timothy began teaching

and Jessica took a job as a model for the Summit

City fashion magazine, “Pique”. Later, while in the process

of adopting a little girl, Jessica would die because of a par-

ticular explosion. At the orphanage they had been visiting,

the Meridian “Safe” Reactor exploded and took out part of

the building’s support structure. Jessica held up the build-

ing as well as she could while Timothy raced to save the

children. Because the reactor was leaking neutron radia-tion, obstructive to her powers, Jessica was unable to save

herself when her strength gave way. The building collapsed

and Jessica was crushed underneath. Nearly all of Summit

City seemed to be in attendance to this hero’s funeral.

Timothy established the Jupiter Foundation, a non-prot

organization designed to help Summit City’s orphanages

and to promote adoption awareness.

Height: 6’ 3” Weight: 438 lbsEyes: Blue Hair: Brown

Strength Level: Jupiter possesses metahuman strength

enabling her to lift/press 100 tons.

Powers: In addition to her metahuman strength, Jupiter

possesses a high degree of resistance to injury, illness,

disease, and other forms of conventional harm. The limits

of her enhanced durability are unknown, but she has been

observed sustaining only minor bruising when attacked by

a tank cannon hurtling a 155mm shell directly at her.

Jupiter’s ability to feel sensation and to effectively utilize

her sense of touch do not appear to be obfuscated by her

enhanced durability. It is unclear whether this is an innate,

subconscious ability or if she must make a conscious effortto feel these sensations naturally. Apparently, however this

operates it grants her not only a high degree of immunity to

harm, but a high degree of immunity to pain as well.

 All of Jupiter’s enhanced metahuman abilities can be re-

duced, and eventually negated, by volumes of neutron ra-

diation such as output from the Meridian Enterprises “Safe”

Reactors that operate many of Summit City’s government

facilities. After exposure to such a form of radiation she

requires a period of time congruent with the volume of

exposure to recover her strength and durability.

Paraphernalia: None.

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Density: Enhanced Strength 10; Protection 10, Im-

pervious • 40 points

Groundstrike: Alternate Effect of Strength Damage;

Burst Area Afiction 10 (Resisted by Dodge; Hindered

and Vulnerable, Prone and Defenseless), Limited

to Two Degrees, Limited to targets touching same sur-

face as Jupiter • 1 point 

Immovable: Damage 10, Reaction (when hit by close

attack), Limited: damage equal to rank of attack • 30

 points

Groundstrike: Burst Area, Close,

 Afiction 10 (Dodge DC 20)

Immovable: Close (DC 25)

Throw +6 (DC 17)

Unarmed +8 (DC 27)

Dodge 6

Parry 6

Fortitude 10

Toughness 14*/4

Will 6

*with Density 

 Abilities 44

Powers 71

 Advantages 8

Skills 13 (26 ranks)Defenses 14

 Athletics 4 (+16), Expertise: Popular Culture 4 (+5),

Insight 4 (+6), Perception 4 (+6), Persuasion 6 (+9),

Ranged Combat: Throwing 4 (+6)

 Accurate Attack, Attractive, Close Attack 2, Fast Grab,

Interpose, Power Attack; Languages: English, Span-

ish

Relationships: Jupiter is married to Bluechip.

Power Loss: Exposure to neutron radiation causes

Jupiter to gradually lose her powers, leaving them

impaired, disabled, then debilitated over a matter ofminutes.

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Real Name: Anya KitsonOccupation: Reporter / Blogger 

Identity: Secret

Legal Status: US Citizen

Former Aliases: NA

Place of Birth: Ocean City Maryland

Marital Status: Single

Known Relatives: Mother, Father, Brother 

Group Afliations: None

Base of Operations: Raleigh, North Carolina

First Appearance: SUPERS! The RPG

History: While on assignment for the Tech Website, “M-

Power,” Anya was doing a story on a super collider being

built in North Carolina. The machine was being fundedby the Conroy Coalition, an industrial group that had an

unseemly amount of industrial accidents that had been

kept from the public. While covering the story, the site was

taken over by extremists looking for attention for safe tech-

nology handling. The situation escalated when the Conroy

Coalition sent in private military contractors to secure the

site. The shootout between Tech-4, the police, and the

contractors ruptured a control tower and trapped Anya on

the wrong side of the shielding. As technicians struggled

to free her, the collider misred, causing the control eld to

engage and react with chemicals released. Anya blacked

out.

Waking in rural Nevada, she managed to make herway back to North Carolina to the mystied members of

M-Power. As the weeks went on she began to exhibit

movement powers that when pushed, could cause her to

run at top speeds, igniting a plasma eld around her and

setting things on re. She decided to use her science

contacts to construct a suit which would allow her to run at

top speed and not burn through her clothing. Taking on the

name of Quick Burn, she uses her speed powers to battle

members of the Conroy Coalition and work toward a world

where technology is handled safely.

Height:5’9” Weight: 145 Lbs

Eyes: Blue Hair: Blonde

Strength Level: Athletic

Powers: Superhuman speed generated by a hyper-veloci-

ty plasma eld

Paraphernalia: State of the art Cell Phone and the groovi-

est running shoes.

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Instant Change: Feature 1 • 1 point 

Super-Speed: Enhanced Trait 28 (Traits: Dodge

+5 (+13), Parry +5 (+13), Advantages: Agile Feint,

Defensive Roll 5, Evasion 2, Improved Initiative 5,

Instant Up, Interpose, Move-by Action, Takedown

2), Quickness 10 (Perform routine tasks in -10 time

ranks), Speed 10 (Speed: 2000 miles/hour, 4 miles/

round) • 48 points

Super-Speed Tricks: Array (34 points)

  • Air Cannon: Line Area Move Object 10 (25 tons;Line Area: 5 feet wide by 30 feet long) • 30 points

  • Mach 5 Punch: Strength-based Damage 7 (DC

25, Advantages: Improved Critical 3) • 1 point 

  • Out of Sync: Insubstantial 4 (Incorporeal) •

1 point 

  • Thousand Handed Slap: Strength-based

Damage 7 (DC 25; Multiattack) • 1 point 

  • Top Spin: Afiction 10 (1st degree: Dazed,

Fatigued, 2nd degree: Stunned, Exhausted, 3rd

degree: Incapacitated, Incapacitated, Resisted

by: Fortitude, DC 20; Extra Condition) • 1 point 

Wall Run: Movement 2 (Wall-crawling 2: full speed;

Limited: Only While Moving) • 2 points  • AE: Water Run: Movement 2 (Water Walking 2;

Limited: Only While Moving) • 1 point 

 Air Cannon: Line Area Move

Object 10 (DC 20)

Grab, +5 (DC Spec 13)

Mach 5 Punch: Strength-based

Damage 7, +11 (DC 25)

Thousand Handed Slap:

Strength-based Damage 7, +11

(DC 25)Throw, +3 (DC 18)

Top Spin: Afiction 10, +11

(DC Fort 20)

Unarmed, +8 (DC 18)

Dodge 13*/8

Parry 13*/8

Fortitude 8

Toughness 9**/4

Will 3

*with Super-Speed **with Defensive Roll 

 Abilities 56

Powers 86

 Advantages 9

Skills 19 (37\ ranks)

Defenses 10

 Acrobatics 2 (+7), Athletics 4 (+7), Close Combat:

Super-Speed Tricks 6 (+11), Close Combat: Unarmed

3 (+8), Expertise: Reporter 5 (+8), Insight 3 (+6),

Investigation 5 (+8), Perception 3 (+6), Persuasion 4

(+6), Stealth 2 (+7)

 Agile Feint, All-out Attack, Benet: Press Pass, Con-

nected, Contacts, Defensive Attack, Defensive Roll 5,

Evasion 2, Fascinate (Expertise), Improved Critical 3:

Mach 5 Punch, Improved Initiative 5, Instant Up, Inter -

pose, Move-by Action, Set-up, Takedown 2, Uncanny

Dodge, Well-informed; Languages: English

Motivation - Responsibility of Power: Quick Burn uses

her powers to help against the tide of villainy.

Enemy - Conroy Coalition: On multiple occasions,

Quick Burn has found herself up against the Conroy

Coalition.

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Real Name: Trina SullivanOccupation: Adventurer 

Identity: Public

Legal Status: Citizen of the United States with no criminal

record (special)

Former Aliases: None

Place of Birth: Meriquai Falls

Marital Status: Single

Known Relatives: Jackson Sullivan (father, Ven-

geance); Lyssa Kellerman-Sullivan (mother,

 Amethyst)

Group Afliations: The Omega Legion

Base of Operations: Meriquai Falls

First Appearance: Meriquai Falls: Vixen

History: Trina Sullivan is not from the here-

and-now. In fact, she won’t be born for another

ve years.

Trina was born in 2020 to Jackson Sullivan

(Vengeance) and Lyssa Kellerman-Sullivan

(Amethyst). Both parents were very

active members and leaders of the

extended Omega Legion franchise,

so Trina grew up knowing that

her parents were heroes of the

rst degree. When she hit eight

years old and her latent powers

manifested, she even joined theOmega Legion as something of a

 junior member.

In 2032, disaster struck. Galvakar had

found the Heart of the Grandmother Spi-

der and had begun a ritual to siphon her

essence into himself and his minions.

Crimson-Hawk had attempted to stop

the ritual, but had died as a sacrice

for the ritual instead. So Vengeance,

who was eld commander of the

team at the time, knew the team had

to strike quickly to end the threat

for good.Sadly, the Omega Legion

struck too late. The Grand-

mother Spider’s essence had al-

ready been channeled into Galvakar and the

rest of the Imperions. Not only had the vil-

lains become quite powerful, like unto gods,

but that power had also made them quite

insane. The slaughter that ensued deed all

humane description. It was all Trina could

do to ee for her life in abject terror as the

others suffered horrifying deaths.

Just as the power-maddened Cougar

was about to catch up to Trina andslaughter her, something happened.

Time itself seemed to warp around Trina. Trina got dizzy

and fell to her knees. When she regained her senses, there

was no Cougar, no Imperions, not even any Omega Le-

gion. She was alone in the caves below the Meriquai Falls

themselves.

Grandmother Spider

spoke to Trina at thatpoint, telling her that it

was now the year

2000 and she was to

escort Darren Dav-

enport to the Heart of

the Grandmother Spider

to accept his role as the

Champion of the Red

Hawk. A few short days later, Count Dredmaus’

attack on the R.E.V.E.R.B. demonstration threw

Darren over the Falls and right into Trina’s

proverbial lap. Trina helped Darren to the Heart,

where he accepted the powers and responsibili-ties of the Champion of the Red Hawk. Then the

two of them tracked down and found the rest of

the heroes who would eventually become the

Omega Legion.

Trina served faithfully with the team until

the Fall From Grace. Even then, Trina held

onto hope that the team would reform

soon and things would return to the way

they were. But they didn’t. For years,

Vixen protected the city as a solo

hero, even though she had effectively

formed an ad hoc team with Back-

draft, Gracelynn Willow, Nastarius,Thunderbird, and Cricket.

 After the Battle Against the Myste,

power within Impulses Unlimited passed on to

former CFO Katherine King, who authorized a

revitalized Omega Legion team headquartered in

Legion Plaza. Trina was attered and apprehen-

sive all at once when the rest of the group unani-

mously nominated her as the new team leader.

Those were Crimson-Hawk’s shoes and Trina

wasn’t certain she was ready to ll them. But she

was going to do her best.

Height: 5’8” Weight: 132 lbs.

Eyes: Green Hair: Red with Platinum Highlights

Strength Level: Trina possesses strength typical of a

normal human female who engages in regular, intensive

gymnastic exercise.

Powers: Heightened dexterity and reexes, heightened

hand-eye coordination, heightened run speed and leaping

distance, gymnastic martial arts

Paraphernalia: None

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Agile Defenses: Enhanced Trait 10 (Traits: Dodge

+5 (+13), Parry +5 (+13); Check Required: DC 11 -

 Acrobatics) • 9 points

Agile Movement: Speed 6 (Speed: 120 miles/hour,

1800 feet/round) • 6 points

  • AE: Agile Leaping: Leaping 6 (Leap 500 feet at

120 miles/hour) • 1 point 

Freerunning: Movement 5 (Environmental Adapta-

tion: Urban, Safe Fall, Sure-footed 2, Wall-crawling

1: -1 speed rank; Limited: Urban Environments) • 5

 points

Reversal: Afiction 10 (1st degree: Hindered, 2nd de-

gree: Immobile, 3rd degree: Incapacitated, Resisted

by: Fortitude, DC 20; Alternate Resistance: Parry,

Reaction 3: reaction; Check Required: DC 11 - Grab

Check, Distracting) • 39 points

  • AE: Backip Kick: Strength-based Damage 8

(DC 25) • 1 point 

  • AE: Rebound Kick: Strength-based Damage 8

(DC 25; Ricochet: 1 bounce) • 1 point 

Backip Kick: Strength-based

Damage 8, +8 (DC 25)

Grab, +8 (DC Spec 14)

Rebound Kick: Strength-based

Damage 8, +8 (DC 25)

Reversal: Afiction 10, +8

(DC Dog 20)

Throw, +4 (DC 17)Unarmed, +8 (DC 17)

Dodge 13*/8

Parry 13*/8

Fortitude 5

Toughness 9**/4

Will 5

*with Agile Defense **with Defensive Roll 

 Abilities 68

Powers 62

 Advantages 23

Skills 18 (36 ranks)

Defenses 4

 Acrobatics 4 (+11), Athletics 9 (+11), Expertise:

Dancer 9 (+11), Expertise: Tactics 4 (+6), Perception

3 (+6), Persuasion 3 (+7), Stealth 4 (+11)

 Agile Feint, Attractive, Benet: Membership (Omega

Legion), Defensive Attack, Defensive Roll 5, Evasion

2, Fascinate (Expertise), Fast Grab, Grabbing Fi-

nesse, Improved Grab, Improved Initiative, Instant Up,

Leadership, Power Attack, Prone Fighting, Takedown

2, Uncanny Dodge; Languages: English

Motivation - Responsibility of Power: Vixen uses her

powers to help battle evil.

Enemy - Flipside: Vixen has made an enemy of the

villain Flipside.

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 Years Playing RPGs:  Playing? More like MONTHS

in TOTAL than years. Buying RPG source books and

reading them? 15ish. I think. Wait, my math was off.

25. Yikes. I’m old.

Favorite RPG: Toss-up between M&M 2e (still

haven’t grasped all of 3e) and DC Heroes - a nice

simple system to play/understand but that still gives

you a bit of room for details. Also I greatly enjoy

the story aspects/ideas behind a lot of White Wolf

Games (especially Aberrant/Trinity).

Favorite RPG Character:  Divis Mal from WhiteWolf’s Aberrant game.

 Years Reading Comics:  30.

Favorite Comic Book:  New Warriors. Hands-down

volume 1 by Fabian Nicieza is my favorite book. Dig-

gin’ the new one by Christopher Yost and Marcus To

too. I highly suggest you check it out. Runner-up is

Geoff Johns’ run on Green Lantern.

Favorite Comic Book Issue:  Whoof. Don’t ask

anything TOO hard, eh? How do you single it down

to a solitary book? Ok I’m going to go with Legion of

Super-Heroes #38 Vol.4, entitled “Requiem”. Writtenby Mary Bierbaum, Tom Bierbaum, Keith Giffen, and

Jason Pearson.

Favorite Comic Book Character : Who can pick

 just one? No seriously why are you making me

choose? Ugh. Ok if I have to pick one… I can’t. I

CAN limit it to one from DC and one from Marvel,

how’s that?

From DC, it’s easily Hal Jordan aka Green Lantern.

I love all the Lanterns (Kyle is my #2 GL) but Hal

is my guy (GL-related pun there) because of his

refusal to give in to fear. I can relate to his overlystubborn attitude at times - and his refusal to give up

and walk away even when he should.

Marvel’s pick is Justice from New Warriors. A guy

who just tries to do the right thing and live up to

his ideals and, though he suffers a lot of set-backs

along the way, he keeps going. I like that he holds

himself to a standard and tries to help even when

it costs him. Plus telekinesis is an awesome power

and he’s friends with The Thing.

1. Please take a moment to tell the readers who

you are and what your company produces.

I write and publish comic books through my compa-

ny September17 Productions, recently we released

our 4th book since July of 2013 and we have an-

other two on the way (July/Aug. and Oct./Nov). The

rst two titles to debut from S17 are LEGACY and

New Guard.

LEGACY is a story of a once great city that has

fallen on hard times - crimes rates have soared and

hope has been lost; a city in need of a savior of both

its streets and its soul. One may have nally arrived

in the form of a masked vigilante who sports thesymbol of the city on his chest. If he can survive long

enough.

New Guard features a group of young superhumans

who seek to protect a world that no longer trusts its

heroes in the wake of a global incident. Despite the

public's misgivings, their help is going to be needed

more than ever as dark forces are gathering and evil

unlike anything before is close to being unleashed.

S17 features artists from all over the world and an

expanding array of titles with a new book being

added every year that will delve into the different

aspects of the S17verse.

2. How did you get into gaming? Into comics?

 A friend of mine introduced me to TSR’s Marvel book

and I thought it was really cool. After that I became

addicted to buying pretty much every superhero

RPG book (and a few others) that I came across.

Comics I got into through the old Spider-Man car-

toon and then Web of Spider-Man #4 was the rst

comic book I ever bought. Hooked from the start.

3. What prompted you to go into creating your

comic/gaming world?

I’ve always had ideas - though I’m sure any comicfan has - but what really made me decide to do it

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were a couple of extremely supportive co-workers

and the work of two people; A.P Fuchs and Charlie

McElvy. In those two I saw, in action, that if you have

an idea that you believe in and a story that you really

want to tell, you’ll nd a way, even if it means going

at it on your own.4. If you could pick three creators from comics

or games that inspire you, who would they be?

Other than the two guys I mentioned in the previous

answer, I’d have to list Geoff Johns (Green Lantern,

Superman, JSA), Fabian Nicieza (New Warriors,

Thunderbolts, Red Robin) and Ron Marz (Green

Lantern, Silver Surfer, Witchblade). All great story-

tellers.

5. Would you say that games and/or comics

helped guide you in life?

Without a doubt. Superman, Spider-Man, Batman,all of them had an impact on me growing up. I have

a Green Lantern tattoo on my right hand middle

nger - and it’s not there just because it looks cool.

The ideals behind a lot of these characters - of doing

the right thing, of standing up for people when you

have the power to do so - all of it comes from com-

ics. On my Facebook prole under religion it reads:

Comic Books.

6. DC or Marvel? Classic or Current?

Both. I love the high concept stuff that DC has

always had and the character and humor of Marvel.

I’m having trouble staying in to a lot of stuff that bothcompanies are doing for a variety of reasons - bring-

ing things more in line with their cinematic stories/

characterizations, killing off of characters to only

bring them back a few months later, the standard fan

boy complaints these days.

7. You picked Legion of Superheroes # 38 as

your favorite comic issue. Why?

It’s a really good story that has a ton of great

character moments and despite there not being any

punches thrown or larger than life superhero battles,

it still manages to entertain and evoke emotion. It’s astory that shows no matter how powerful the heroes

are sometimes even they can’t save the day. Or in

this case the Earth. The Legion has turned back

countless invasions and attacks but at the end of

the day it’s the harm that people have caused to the

environment that really brings about the planet’s de-

struction. Though it is a sad story, hope and heroism

do shine through, and to me, that’s what the Legion,

and superheroes in general are all about, providing

that glimpse of hope in the darkest of times.

8. You picked Divis Mal as your favorite RPG

character. Why?

I like that from a power standpoint Mal is so much

above any of the player characters and he’s got

the whole Magneto-esque motivation of protectinghis “people” and if you pick up the prelude book

 Adventure! you get to see his whole backstory and

see that he’s a pretty interesting character. Not

to mention one of his abilities is to shut down the

powers of nearly any other Nova (their name for

superhuman) which just makes him very unique as a

villain. He’s so powerful that if he’s encountered the

heroes HAVE to nd a way OTHER than violence to

stop him.

9. Digital comics and gaming books have

become more popular in recent years. Wheredo you see the trend going? Do you think that

they’ll eventually overcome print?

It’s not going away and a lot of art these days looks

 AMAZING on a screen but despite the changeover

to digital, I think that the gaming and comic com-

munity is one of the diehard need to have it in print

sort of people that you’ll nd. Even if it’s just to have

another pretty book on the shelf.

10. Being a gamer in some form or another, how

many dice do you own? Do you have a favorite

that you use?

I have a bunch of D10 dice kicking around from thelittle I played DC Heroes.

11. We all are working on various superhero

projects. Why superheroes?

BECAUSE THEY ARE AWESOME. #science Seri-

ously, I’ll leave all the deep stuff for Grant Morrison

and Warren Ellis but the long and short of it is super-

heroes are awesome. Cool outts and powers, what

else could you ask for?

12. Anything that you’d like to say in closing?

Support indie/small press/self-publishers! Every-

one I’ve gotten to know so far has not only beenextremely talented but an incredibly nice person as

well. They have great products and you have no

idea the amount of hours of hard work they put into

them. Throw’m a couple of your hard earned dollars-

they’ll appreciate them much more than some ac-

countant in a suit working for some giant company.

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 Years Playing RPGs: 30 years

Favorite RPG: HERO System (Champions, Fantasy

Hero, et al.)

Favorite RPG Character: Seeker (from 4th Edition

Champions)

 Years Reading Comics: 35 years (give or take)

Favorite Comic Book: Excalibur (Classic)

Favorite Comic Book Issues: The original Power

Pack miniseries (issues #1-#4)

Favorite Comic Book Character: Kitty Pryde (aka

Shadowcat)1. Please take a moment to tell the readers who

you are and what your company produces.

I am a fantasy, science ction, and superheroic

author and game designer from southern Missouri.

I found my love of writing during my Junior year

of high school and I haven't looked back since. I

founded DWR Game Studio in order to self-publish

my stories and games, including the upcoming Meri-

quai Falls: Primer To The City Of Spirits superheroic

setting for Champions and the 6th Edition HERO

System ruleset. Other settings and stories areplanned, as well.

2. How did you get into gaming? Into comics?

I got into gaming because I suffer from ADHD and

an anxiety disorder. As a child, my mind would often

retreat into its own little fantasy world where I didn’t

have to interact with anybody and thereby get hurt.

My parents wrestled with various solutions until a

family friend, Brenda Elliot, offered to introduce me

to Dungeons & Dragons. This was a major turning

point in my life, as roleplaying games gave me a

creative outlet for my imagination and encouraged

me to become more open and social. I got into com-ics much earlier than that. My mother worked for a

bookstore/coffee shop at the time. After school, My

brother and I would spend hours in the storage vault

of the bookstore, staying out of the way and reading

all of the comic books that hadn’t yet been cleared

for the shelf.

3. What prompted you to go into creating your

comic/gaming world?

My imagination prompted me into it. Well, that and

necessity. I’ve always wanted to make my mark

on the creative world. Originally, Meriquai Fallswas supposed to be a new city for the Champions

Universe setting. But Hero Games’ Line Editor,

Steve Long, asked me to make Meriquai Falls its

own setting for the Hero Plus game line. That did

not change even after the entire Hero Plus line was

canceled and rights to Meriquai Falls eventually

reverted back to me.

4. If you could pick three creators from comics

or games that inspire you, who would they be?

I would have to say Chris Claremont, for the im-

mense impact he has had on the comic book indus-

try, Steve Long, for the professionalism and dedica-

tion he’s shown to not only the HERO System but

also to the roleplaying industry in general, and Keith

Baker, for not being afraid of rejection and coming

out on top when the competition was beyond erce.

5. Would you say that games and/or comics

helped guide you in life?

They have. They have both given me an outlet

through which to express my creativity. They have

inspired me to write my own material. Creating that

material is something I have really grown to love.

6. DC or Marvel? Classic or Current?Believe it or not, I have no preference. Every comic

book company brings something different to the ta-

ble. That’s the beauty of the industry. DC is all about

larger-than-life heroes and the larger-than-life chal-

lenges they have to face. Marvel is all about heroes

more like you and me and the everyday challenges

they have to face and rise above in order to become

true heroes. There are strengths and weaknesses

to both types of stories. That being said, I do have a

special fondness for when the stories are cleaned up

and reimagined for television. I fell in love with these

cartoon series: Wolverine and the X-Men, Avengers:

Earth’s Mightiest Heroes, and Young Justice.

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7. You picked the original Power Pack miniseries

as your favorite comic issues. Why?

I was about Mass Master’s age when I read those

issues. There was something magical about children

my age suddenly having the freedom, the power,

and the responsibility to save their parents and thewhole world both in one adventure. Plus I kinda had

a crush on Lightspeed.

8. You picked Seeker as your favorite RPG char-

acter. Why?

He encompassed everything that was the late 80s in

comics. A good-looking bloke with no superpowers,

sculpted from a tragic childhood, who grew up to not

only be a hero’s hero but to also do so with a wry

sense of humor and a love for what he does. And

he’s Australian.

9. Digital comics and gaming books havebecome more popular in recent years. Where

do you see the trend going? Do you think that

they’ll eventually overcome print?

I believe in many ways they already have over-

taken print. Nothing will ever replace the visceral

feel of having a good gaming book in one’s hands.

However, until the economy improves signicantly,

digital publication will be the way to go, especially

for independent publishers working within a niche

market like comics and gaming. Print-On-Demand

makes digital publishing even more viable, as those

who wish to have that visceral feel of a physical

book may choose to have it.

10. Being a gamer in some form or another, how

many dice do you own? Do you have a favorite

that you use?

In the constant relocating I have done in the last de-cade, I have lost more dice than you will ever own.

I do still have a cube of six-sided dice (36 total) that

are red with white pips. I hope I never lose those.

11. We all are working on various superhero

projects. Why superheroes?

Until recently, superheroic gaming was a rather

untapped market. Aside from various licenses of the

DC and Marvel properties, there have been very

few roleplaying games featuring superheroes…

fewer still have featured original, cohesive, creator-

owned material. Those that have existed have beenof very high quality and very memorable, though,

espousing everything that makes tabletop gaming

so great. I wanted to make my mark, however small,

on that genre. I have ideas and they demand to be

expressed.

12. Anything that you’d like to say in closing?

Do not ever stop dreaming or stop imagining. The

moment we let go of our imaginations is the moment

we let go of ourselves. Do not be afraid to express

yourself.

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 Years Playing RPGs: 28

Favorite RPG: SUPERS! The Comic Book RPG

Favorite RPG Character: Spider Fridge from

Fainting Goat Games

 Years Reading Comics: 33

Favorite Comic Book: I like them all

Favorite Comic Book Issue: Can you pick just

one?

Favorite Comic Book Character: Depends on my

Mood

1. Please take a moment to tell the readers whoyou are and what your company produces.

I am a former soldier and current kung fu homeboy.

Using skills in art, writing and digital media produc-

tion, we produce games and supplements for role

playing games.

2. How did you get into gaming?

 A friend was reading a DnD book in my Jr High

home room and I asked what he was doing.

Into comics?

My grandfather gave me a HUGE book with all of

the origin stories of the DC heroes in it.3. What prompted you to go into creating your

comic/gaming world?

I wanted to tell my own stories. And then I found it

more rewarding to give people the tools to tell their

stories.

4. If you could pick three creators from comics

or games that inspire you, who would they be?

WOW! Just three… Jim Valentino, Todd MacFar -

land, and Mark Sylvestri.

5. How did you start gaming?

Weekly DnD game with friends.Reading comics?

Grandpa’s DC Book.

6. DC or Marvel?

Marvel. DC comics weird me out, except for Bat-

man

Classic or Current?

 A bit of both.

7. You picked Spider Fridge as your favorite RPG

character. Why?

Cause it’s a refrigerator with SPIDER POWERS!

C’mon!

8. Digital comics and gaming books have be-

come more popular in recent years. Where do

you see the trend going?

I think that digital initiatives in comics and games

will continue to grow and take advantage of tech.

Marvel is already doing this with the Altered Reality

apps and integrated soundtracks.

Do you think that they’ll eventually overcome

print?

Dead tree will continue to be popular until it be-

comes too expensive.

9. Being a gamer in some form or another, howmany dice do you own? Do you have a favorite

that you use?

I own 7 sets of dice. I did own an eighth but I gave

that one to a friend.

10. We all are working on various superhero

projects. Why superheroes?

Superheroes are America’s mythology. It is also a

medium where you can tackle the issues of the day

by punching it in the face. We are in a very danger-

ous time in America. Our federal government is

reaching dangerous levels of power over a populace

that is sedate, drunk and falling asleep on too much

media. Wars are bursting on every front. If ever

there was a time where we needed heroes, it’s now.

11. Anything that you’d like to say in closing?

I think that Free Comic Book Day is a great way

to introduce this media to new fans. Comics are a

fantastic way to escape into colored pages of epic

adventure. After you read your comics, put them

down and take a cue from the heroes we all love

and cherish. Go out and make your own adventure.

Kick a ball, climb an obstacle, conquer a fear, and

above all else, try and leave our Earth a better placethan we found it.

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 Years Playing RPGs: 5 (-ish)

Favorite RPG: Mutants & Masterminds

Favorite RPG Character: Bluechip!

 Years Reading Comics: 30+

Favorite Comic Book: Yeesh… there’ re too many

to name. I guess my “current” favorite is Guardians

of the Galaxy

Favorite Comic Book Issue: Crap. I dunno. It’d be

easy to just say “Giant-Size X-Men #1”, or some-

thing, but I think it’s probably one of the Wolfman/

Peréz New Teen Titans issues. Which one, I cannot

say for certain.Favorite Comic Book Character: Nightwing

1. Please take a moment to tell the readers who

you are and what your company produces.

I’m Charlie McElvy, creator of the entire Watch-

Guard Universe, which includes Les Supérieurs,

Teen Force 5, and the Rise of Regent products. I’m

also called “daddy” by seven of the most amazing

kids ever, and “hubby” to a smokin’ hot wife. I’ve

been dabbling with the creation of comics for as

long as I can remember, and nally started working

on one in 1998 with artist Andy Smith, until he washired by a new kid on the block called CrossGen

Comics. The book went on hiatus, but I never did.

In fact, I released my rst-ever gaming product for

MnM1e shortly thereafter using Asa, the book’s lead

character.

 After that failed launch, I kept working on stuff until,

eventually, I began the creation of the WGU, start-

ing with Sentinel. I folded in some of my previous

characters (including Asa, who received a costume

upgrade and updated history), and launched the

WatchGuard Sourcebook to critical acclaim and a

solid fan-following. That led to my launching a Kick-starter for the WatchGuard and Teen Force 5 comic

books, a project still underway (and, thankfully, get-

ting closer to completion).

On my weekends, I run in OCRs (obstacle course

races), and travel the country competing in as many

as I can afford to do so. If you’re interested in what

those are, exactly, check out Spartan Race, Bushido

Challenge, Savage Race, or others on Google (no,

Tough Mudder does not count – it’s non-competitive,

except for the World’s Toughest Mudder). I live a

superhero life.

2. How did you get into gaming? Into comics?

Heh, I think I just answered that.

3. What prompted you to go into creating your

comic/gaming world?

Oh, accidentally answered that one, too!

4. If you could pick three creators from comics

or games that inspire you, who would they be?

1-Wolfman/Peréz (that counts as one)

2-Chris Claremont

3-Geoff Johns

5. How did you start gaming? Reading comics?

Gaming came about because I just stumbled intoa local gaming shop that sold comics. Wandering

around I saw the MnM1e handbook, bought it cuz it

looked cool, and picked up some HeroClix. I actually

created custom HeroClix maps for a while (anyone

remember ClixMaps?), but then canned that in favor

of producing more MnM projects. Comics started

with DC Comic’s Who’s Who at the local 7-11, then

New Teen Titans, and the rest is history.

6. DC or Marvel? Classic or Current?

Yeesh. I’m historically a “DC guy”, but I’ve always

read both. Lately, DC has crushed me and I’m

actually buying a lot more Marvel books today. Of

those, my regulars, and favorites, include: All-new

X-Men, Guardians of the Galaxy, Nova, New War-

riors, Superior Spider-man, All-new X-Factor, and

Thunderbolts. I pick up the odd book here & there

that interests me. I also grab Bloodshot from Valiant,

and every Valiant hardcover that is released from

the new lineup. I can’t wait for the release of Rai!!

Finally, I’m buying everything from the Gold Key/Dy-

namite relaunch and really enjoying them!

7. You picked New Teen Titans as your favorite

comic issue. Why?I wasn’t specic, but the Wolfman/Peréz issues of

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NTT were so pivotal for me, personally and other-

wise. My family life as a kid was disheveled at best,

and being a kid of divorced parents kinda does that

(a point to which many of you can probably attest),

so they were a critical escape for me. If I had to

narrow it down to a series or particular issue, it’d bethe Judas Contract event, just because that was “the

height” of the NTT stories to which all books aspire.

8. You picked Bluechip as your favorite RPG

character. Why?

He’s mine! And, in some ways, he’s me! I don’t

mean that in a narcissistic way at all, but there’s a

denite connection with this character, and he’s got

a lot of me poured into him, plus some things that I

wish I had/could have.

9. Digital comics and gaming books have

become more popular in recent years. Wheredo you see the trend going? Do you think that

they’ll eventually overcome print?

I’m not sure. I download plenty of stuff from ComiX-

ology, but I prefer to buy the print books. I know

a lot of folks are the same way. If anything, I think

the two will coexist as long as the nancial support

it – I think print comics has grown in publication size

since the advent of digital. Same with traditional

books. We’ll see. For now, I’m a hybrid reader who

leans more heavily toward physical/print.

10. Being a gamer in some form or another, how

many dice do you own? Do you have a favorite

that you use?I have a few pairs of d6, and one favorite d20. I’ve

owned that d20 since my rst-ever MnM adventure,

and it has a history now. He’s an old friend.

11. We all are working on various superhero

projects. Why superheroes?

Why not?? These are the modern-day myths! These

are the moral aspirations of many of us! These are

the physical characteristics many of us want (I hope

to have really big, gravity-defying boobs one day,

y’know…LOL)! These are the things we can pour

ourselves into for escape, freedom, adventure, andghting for some higher purpose than ourselves,

without risking our own lives! Or, something like that.

I guess I just love superheroes. Nuff Said.

12. Anything that you’d like to say in closing?

I didn’t say enough already...?

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The following text is the property of Wizards of the Coast, Inc. and

is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All RightsReserved.

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“You” or “Your” means the licensee in terms of this agreement.

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15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast,

Inc.

System Reference Document, Copyright 2000, Wizards of the

Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams,

based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document, Copyright 2002-2004,

Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,

Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,

Christopher Perkins, Rodney Thompson, and JD Wiker, based on

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Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,

and JD Wiker.

Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.

 Advanced Player’s Manual, Copyright 2005, Green Ronin Publish-

ing: Author Skip Williams.

Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.;

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Mutants & Masterminds, Second Edition, Copyright 2005, Green

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Free Comic Book Day Super-Special 2014, Copyright 2014; D.T.

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