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THE ISLAND OF Dr DESTROYER

Writing and Design Copyright Notification


Christopher R. Taylor HERO System™® is DOJ, Inc.’s trademark for its roleplaying
system.
Original Island of Dr Destroyer creators: HERO System Copyright © 1984, 1989, 2002, 2009, 2012 by
George MacDonald and Steve Peterson DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions, Dark Champions, and all associated characters ©
Layout and Graphic Design 1981-2009 by Cryptic Studios, Inc. All rights reserved.
Christopher R. Taylor “Champions” and “Dark Champions” are trademarks of Cryptic
Studios, Inc. “Champions” and “Dark Champions” are used
Cover Layout and Design under license from Cryptic Studios, Inc.
Christopher R Taylor as an homage to the incredible cover of
Fantastic Four #249 by John Byrne This book is copyright © 2020 by Kestrel Arts and Christopher
R Taylor.
Interior Art No part of this book may be reproduced or transmitted in any
Christopher R Taylor, Patrick Zircher, and Storn Cook form or by any means, electronic or mechanical, including
photocopying, recording, or computerization, or by any in-
Fonts formation storage and retrieval system, without permission
The text body was set in 10 pt Calibri and headers are set in 30 in writing from the Publisher.
pt Adventure with subheds in 11 pt and 14 pt ACME Secret Kestrel Arts may be reached at Kestrelarts@gmail.com or at
Agent. www.kestrelarts.com

Indispensable Contributions No agents were harmed in the writing of this book


Champions Complete: Derek Hiemforth
Champions 6th Edition: Aaron Allston and Steven S. Long
HERO System 6th Edition: Steven S. Long
HERO System 5th Edition: MacDonald, Steve Peterson, and TABLE OF CONTENTS
Steven S. Long
HERO System 4th Edition: George MacDonald, Steve Peterson, Introduction 1
and Rob Bell What’s New? 1
Champions 1st, 2nd, and 3rd edition: George MacDonald and The Stats 2
Steve Peterson Getting the PCs Involved 2
Just a Moment… 2
Special Thanks Part One 3
My continuing gaming group for forty years: Anthony, Chris The Chase Scene 3
Goodwin, Chris Young, Dave, David, Dean, Erin, Grant, Joel, The Investigation 5
Ken, Kent, Lance, Neil, Nick, Pam, Paul, Rich, and also thanks Following the Trail 6
to all the folks at the old Game Alliance of Salem. Part Two 6
Thanks to Rob Bell for giving me a shot at writing for Hero way Suggestions 6
back in 4th edition. Part Three 7
Also thanks to the makers of Hero games, and all its various UNTIL Engages 7
writers, the folks at the Unofficial and Official Hero Forums, Dr Destroyer 7
the old Red October BBS and in particular Jason Walters for The Island of Dr Destroyer 8
his help and the Hall of Champions Project. Dr Destroyer’s Villa 12
Particular thanks to George MacDonald and Steve Peterson The Underground Complex 14
for creating Champions! The Final Scene 19
And especially thanks to God for the talent and opportunity to Dr Destroyer’s Soliloquy 20
work on this project. How To Stop The Launch 21
The Secrets of Dr Destroyer 21
Soli Deo Gloria Even More Complicated 22
Hacking the AI 23
Troubleshooting 23
NPCs 24
Vehicles 32
Maps 34
ORIGINAL COVER ART

WHAT’S NEW?
The original adventure was quite short and to the point: a
location and a mission. A small island with a base on it, and
the defenses and layout. It was up to the heroes to get in,
find the device to disable it, and deal with the defenses they
encountered.
In this update, I’ve tried to come up with a bit more of an
adventure while keeping the basic concept and spirit of the
original. Obviously in the intervening years, the game system
and world has changed, and technology has advanced signifi-
cantly, so some aspects have been updated as well. The goal
for this version is to create an adventure that captured the fun
and feel of this original module for a new generation while still
having surprises and excitement for those who have played it
before or heard of the module.

This adventure was originally released in 1981, not long


after Champions first burst on the gaming scene. Written by
the original Champions creators Steve Peterson and George
MacDonald, and illustrated by classic Champions artist Mark
Williams, it was designed to be a simple, straight forward epic
assault on a supervillain base to stop their world-conquering
scheme!
This was also the first appearance (in print) of Dr Destroyer
as well as a villain team introducing of Armadillo, Hideous,
Lazer, Panda, Raccoon, Sledge, Vibron, Wyvern, and of course
Dr Destroyer’s villainous agents that serve him on the island.
Overall the island fortress had a very “James Bond” feel to
it, with the mission to go in, find, and destroy the evil device
before it is launched; complete with SAM missile batteries,
and overall base design matching that theme.
With the release of this, the first superhero adventure mod-
ule ever produced for a role playing game, Champions showed
it was here to stay and would be fully supported by the new
company.

Like that original adventure, this is dedicated to Steve Peter-


son and George MacDonald without whom there would be no
Champions and all the thousands of hours of enjoyment that
has filled so much of our lives. A tip of the OIF armored super
helmet to both.

1
 An influencer is getting their photo taken at the university
THE STATS when the thieves escape in their armored vehicle
The Island of Doctor Destroyer is designed for beginning  A hacker/tech character notices a huge surge of social
characters, for 4-6 characters of up to 2400 points, combined. media and emergency services activity regarding a theft
This means 6, 400 point characters or some combination of at the university and a chase through town. Security cam-
various point values with fewer characters adding up to 2400 eras show the chase ripping right toward the hacker’s
points. base!
If you have more than 6 players, it is recommended that you
 A doctor/paramedic/fire fighter type just had their emer-
consider adding more supervillains to the roster in order to
gency response vehicle crashed into and pushed off the
give the PCs more of a challenge. If you have fewer than 4,
side of the road by some huge armored vehicle chased by
you should consider removing one or two of the supervillains
a bunch of police cars.
and maybe dial back the number of agents as well.
 The characters are part of an established team which the
This adventure should usually take 2-3 sessions to complete.
government contacts, needing them to deal with the
threat of Dr Destroyer (see part 3 directly if you choose)
GETTING THE PCs INVOLVED
However you decide to involve the PCs, you want several
How you get a team of Champions characters into an adven-
things to happen, however you have to manage two things:
ture can be a challenge. Some teams are ready for action,
1. Everyone gets involved in enough time to take place.
with a network of contacts (or even agents!) on the ground, a
2. Everyone who wants to can catch up to and be a part of
sophisticated array of sensors, and someone on “monitor du-
the chase.
ty” to check the news, internet, and input from authorities
Note, however, that not every hero will want to be part of
such as governments and law enforcement — even other su-
the action. Some will head to the scene of the theft to investi-
perhero teams.
gate what was taken and by whom, that being more their spe-
Other teams are made up of loners who happen to gather
cialty. Some will prefer to head out and protect bystanders,
for special occasions to deal with problems. Some are new
other drivers, rescue cops that have their cruiser overturned,
and have no contacts or even a base, beyond a warehouse or
and so on.
an apartment they all meet at.
So as a GM the best bet is to work with what they want to
Individual characters vary widely as well. Some are reluc-
do, and let them enjoy their character playing the role that
tant heroes, others patrol the streets. Some have no control
they choose. What someone can discover in this manner and
over when their powers activate or when they become a hero.
what the GM can do to spice things up will be laid out later.
Others are world-renowned and busy globally (or even galacti-
cally!)
You as the GM know what’s best to get your PCs involved JUST A MOMENT...
based on your style and the players you have, in addition to But wait, there’s more!
the campaign and each character. But here are a few sugges- As a GM you may want to skip the introductory and investi-
tions that can be helpful to come up with ideas. gation section of this adventure entirely. Maybe you just want
to start with a bang, jumping straight into the Island assault as
 A character “gargoyling” over the city (sitting on a tall the original adventure was set up. That means jumping direct-
building looking and listening for trouble) spots a police ly to part 3, and ignoring the first two parts.
chase, with multiple cars and an armored vehicle crashing Maybe even the PCs are part of an experiment on the Island
through impediments and over other cars. by Dr Destroyer’s lab techs and their shared origin is all wak-
 A character with a police scanner (or who is in the police ing up with powers on the island just as UNTIL makes its as-
force) hears about the chase and heads to the scene. sault.
 A character who has a shop or works in the city watches There are many possibilities, and as a GM you should em-
as the chase roars past, sirens blaring and strange energy brace whatever sounds the most fun and the players will en-
beams being exchanged with police gunfire. joy the best, and particularly what fits into your game or ongo-
 An internet video star is filming their reaction to a new ing campaign. Champions is incredibly flexible and open to a
restaurant when a huge armored truck crashes through huge array of possibilities and this adventure is set up to allow
all the outdoor tables, barely missing the PC. At least six almost anything.
cop cars follow.
 A character who is a detective or investigator hears news
of a theft of special isotopes from a university, arriving
just as the thieves roar off in their special vehicle, a cop
giving chase.
 A student or professor at the university witnesses the
same above event tearing off campus at high speed.
 A reporter is in the news chopper covering a music event
on the waterfront spots the chase and the copter heads

2
PART ONE THE CHASE BEGINS
The MAV rolls out at top speed of 25m per phase at speed 3
and immediately has two police cruisers chasing it, having just
THE CHASE SCENE arrived at the university in response to a call about an armed
robbery taking place.
Destroyer’s agents are in the Mauler Armored Vehicle
Its headed to the docks which are 5 turns away at full speed,
(detailed at the end of this adventure with the other charac-
at which point it crashes off the side and into the water,
ters, abbreviated MAV or “Mauler”) with the isotopes they
where it becomes a submarine that swims away to Dr De-
stole from the University, and are headed out of the Universi-
stroyer’s island at 20m per phase at speed 3, Invisible to So-
ty grounds. Which university? Well that’s up to you: is it a
nar. After one turn at combat speed to get out of the harbor
real one or one you made up? Its in the town you set your
safely, it kicks into non combat speed (40m per phase).
adventure, and called whatever you wish. The MAV has a Hol-
The Holographic device will only function for one turn of
ographic Disguise (Images vs sight, -4 PER) of being a huge
chase, at which point the thing burns out and the MAV’s real
dump truck initially and that is how it made it to the University
shape is revealed. On phase 3 of each turn after the first, an-
without being noticed.
other d3 police cars join the chase, until six total are involved.
Once six are involved, then each time a police car is disabled
THE RUNNERS (hitting something or being shot by the MAV turrets) then
There are a number of agents equal to double the PCs who another will join in the chase on phase 3 of the next turn.
join the chase (so if 4 PCs are after the Mauler, there are 8 The police try usual tactics such as tire rippers (no effect on
agents in it). The agents are all wearing distinctive, recogniza- the MAV’s flatless tires) and nudging the Mauler with their
ble armor which is associated with Dr Destroyer (if the PCs are cars (its too heavy and the engine too powerful to have any
all new, then maybe one makes an INT roll or KS: Superhero effect), and blocking the road (it drives over them).
world roll, anything related to that idea, at +2 to recognize
them. HOW TO RUN THE CHASE
One agent is operating the vehicle, one agent is guarding
You don’t need a precise, complicated map and city layout
the Kirbyum isotope and handling navigation etc, and the rest
to run this chase. Its pretty irrelevant where the chase goes,
are operating its various defenses and riding inside.
its just a matter of x time period to reach y location or be
One agent is up in turrets at the top of the MAV, firing at
stopped before then. If you want to have specific spots that
the police. Two are operating guns that poke out the sides If
the players will recognize and enjoy, that can be fun, but its
there are any more, they are either armored and armed up
not important to the scene.
waiting to exit the vehicle on need to provide cover or delay
Simulating city streets is simple: there are three lanes going
pursuit.
either direction on the roads follows (6 total lanes). The roads
The police cruisers are standard cop cars with two police
are not clogged with traffic, allowing the police, MAV, and any
officers in each armed with automatic pistols and a shotgun.
player character vehicles to move swiftly (although weave
None of these weapons can harm the MAV and will do mini-
through the sparse traffic dramatically if desired).
mal damage to the agents in their body armor.
These are the basics: the MAV will move as fast as it can,
and due to its size and design can crush over the tops of most
vehicles like a tank and keep moving with only a slight reduc-
tion in velocity (using its “Crush” power which takes a half
phase).
The police will follow the vehicle, using radios and, if availa-
ble, the helicopter to coordinate attempts to block the Mauler
ahead of its path. If fired upon, the police officer not driving
will fire out of their side window at the MAV for the first two
turns, then realize its doing no good and stop trying that.

SETTINGS
If you as the GM want to, you can keep it pretty straight
forward; the heroes try to stop the MAV, the MAV tries to get
to the docks, the cops chase and try to stop it.
However, there are some things you can add in, to make it
more interesting. Some possibilities are:
THE TUNNEL. This tends to limit or eliminate flying devices,
and ground vehicles. The ceiling of the tunnel is 5m and its
50m long, and has three outlets, which makes hanging out at
the exit less effective. The MAV heads to the left, toward the
docks. Obviously inside the tunnel, no new vehicles can join in
from side roads.
3
CLOVERLEAF with multiple roads intertwining in offramps, THE HELICOPTER: A police or press helicopter is flying over-
bridges, and so on. The MAV heads up one, crashes through head, coordinating action or getting footage for the local news
the side to hop to another offramp, and heads off down the station. The copter might get too low or just be too tempting
road that goes beneath the bridge. This will stop most pursuit a target for the agents in the MAV (especially if one of the
from ground vehicles, forcing them to turn around and head heroes is known for a protective of lives complication) and it
back which delays them a full turn. At least one cop car will gets shot. The copter spirals out of control and will crash after
try to follow and not make the jump, possibly requiring rescue 12 segments, killing everyone inside.
from a PC. DNPCs: always fun for the GM, put a DNPC in the traffic,
VIADUCT with two long sections of road built one over the stuck at a light ahead. They can even call our hero on the
top of another. Like a tunnel, this sort of causeway limits fli- smart phone to tell them about some crazy police thing going
ers, especially if there are buildings close to the roads limiting on behind them while they are in a traffic jam….
movement to the side. It has the same basic limitations of the GYRO JIM: Intrepid independent net reporter Gyro Jim is
tunnel above (5m height) but runs for 150m and is open to the out flying around in his gyrocopter device reporting the news
sides. However, there’s nothing allowing more vehicles to join as it happens for his live streaming site. He’s an annoying per-
into the chase from the side (no onramps) so police cars and sonality who refuses to stay out of trouble but not a bad guy
PC ground vehicles like a motorcycle cannot join in until the and can easily become a hostage or target of the gunners.
chase exits this area. As a GM you might allow someone to JACKNIFE: An oil tanker truck is jackknifed in the road, di-
drive onto a building and use combat driving roll to jump to rectly in the path of the MAV. Why was he in the middle of
the road. town? Because comic book logic and drama! Naturally if the
What won’t work is the old “bridge raising to allow a ship to Mauler crashes through this thing it will instantly explode for a
go under” bit because the MAV would just leap into the water 6d6 energy explosion killing attack of 30m, losing 1d6 per 5m
at that point and convert to swim mode to get away. distant from the center.
AGENT ATTACK: The MAV has a rear hatch that is its prima-
Complicating MATTERS ry access point, and if there are enough agents, they might
Now, chasing a huge armed neo-tank through a city with open the thing out and exit the car on grav belts to attack su-
cop cars and vehicles in the way is exciting, but a GM can pers or anyone causing problems. Two will stay at the turrets,
make things even more interesting by mixing in a few of these two will stay as driver and navigator, and the rest can come
possible events and complications to the chase. out to attack. While not very tough or able to deal with a
ROADBLOCK: The Police try to set up a roadblock involving hero solo they can be enough of a distraction to let the MAV
several patrol cars parked at angles facing the road. The road- get further and delay some actions like moving a bulldozer
block is successfully set up two full moves by the Mauler down into the street.
the road. Policemen with rifles are set up at the roadblock to
help damage the MAV (again, they cannot penetrate its ar- WHAT CAN STOP THIS THING?
mor). If nothing additional is added by the PCs, the Mauler So the chase is on, and you have fun things to throw at the
simply crashes over the top of the cars and heads on down the party while they are after the MAV. So what can bring it to a
road, barely slowing down (again using a Crush maneuver). halt?
INNOCENTS ARRIVE: Multiple school busses filled with ele- Well doing enough damage to stop it will work, although
mentary school children who went to a downtown museum that will be tough since the PD and ED armor is so high. The
pull into the road ahead of the chase. They are in the direct wheels are made of solid super-nylon and just as tough as the
path of the MAV which shows no signs of slowing down. The rest of the car (and will not go flat).
PCs have 3 phases to get the busses out of the way or the kids If someone is strong enough or can get the leverage to tip it
to safety before the MAV moves up to them and uses its over, then MAV cannot move.
Street Sweeper attack to blast the busses out of the way. If someone puts something in front of and around the MAV
TRAFFIC JAM: The roads were open but cops trying to divert that it cannot crush or push aside (such as several bulldozers
traffic out of the chase have caused confusion and panic and and other heavy machinery), it will stop as well.
now a whole block’s worth of cars is stopped and tangled up. If someone manages to get inside and incapacitate the
This is an area 120m in length, with the intersection complete- agents, then it will stop as well.
ly snared up with trucks and cars turning into each other and At this point, all the conscious agents will exit and try to give
being blocked in. MAV can drive over the top of and shove cover to the one with the Kirbyum who attempts to fly away
aside these vehicles, but it slows the thing down considerably. at noncombat speed with a 15m speed jet pack.
Obviously anything this beast rolls over will be smashed down,
including passengers. WHAT IF ITS NOT STOPPED?
CONSTRUCTION SITE: This isn’t on the road, but is to the Well that may make the heroes feel bad, but they will have
side, where lots of heavy machinery such as bulldozers, saved a lot of lives and prevented a lot of property damage, so
cranes, heavy dump trucks, and such are set up and in use. that’s good. And like most of these sort of plots, whether Dr
Player Characters might take advantage of this by setting up a Destroyer gets this particular Kirbyum or not, he’ll still be able
roadblock that the Mauler cannot get through (and will try to to build his device so it doesn’t matter if the MAV gets away.
go around).

4
THE INVESTIGATION BACK AT THE UNIVERSITY
Any captured agents have been very carefully treated with Eventually one
chemicals and mental conditioning to the point that they are character at least
nearly impossible to crack. Even telepathy is of very limited may think of going
use, since they have +10 mental defense and +10 resistance back to investigate
(which would apply to presence attacks attempting to terrify the university, and
them into answering). With enough time, they can be broken indeed one may
because the conditioning fades at 1 MD and 1 resistance per 5 have stayed back
hours, but of course by then the plot will have come off and to investigate the
its too late to learn anything. theft? Well they
However, there are some things that can be learned. With have to deal with
a successful Electronics or Computer Programming roll, a PC both campus secu-
can pull this from the MAV’s central processor: rity and the police,
Roll equal to skill: The MAV was going to go aquatic to a who have the sce-
distant location ne cordoned off
Roll by 2: the distant location is an island in the ocean and are asking
Roll by 4: the island is off the east coast in the same hemi- questions of the
sphere. The name Dr Zerstoien comes up several times people already. So
Roll by 5 or better: the island is at specific coordinates listed it will take some
in memory. Role Playing, may-
be a conversation
With an Interrogation or Conversation roll, the following roll or presence
information can be gleaned from the agents (Telepathy can attack, perhaps a
reveal the same thing, levels required noted). Remember to persuasion roll.
modify the roll by their Resistance and Mental Defense: Any positive repu-
Roll equal to skill/Equal to EGO: This is only one of several tation and/or Strik-
robberies ing Appearance
Roll by 1/Ego by +10: The robberies all center around tech- will help with this
nology and chemicals attempt.
Roll by 3/EGO by +20: The stolen materials are needed with- Interviewing the students and faculty will take a couple of
in 3 days. hours but will reveal a few things about the robbery. It was
Roll by 5/EGO by +30: The Kirbyum will be used to make a very targeted: the thieves knew exactly what they were going
powerful weapon in a rocket. for. It was very fast, in and out for one thing only. It was car-
ried out by the agents in full uniform, with no attempt to dis-
Analyzing the Kirbyum with appropriate Science Skills re- guise themselves or blend in. At least one person will point
veals the following (this information can also be gotten out of out that the truck looked like a dump truck the whole time
the University with a Conversation Roll at +1): even if it didn’t quite seem right, somehow.
Roll equal to skill: It is a special compound of various rare
earth minerals Investigating with a skill roll (Deduction, PS: Detective,
Roll by 2: it produces a particular wavelength of both sound whatever you as GM deem appropriate) on campus can find
and radiation that can be traced in close range this out:
Roll by 4: It is not harmful, but has unique psychoreactive Roll equal to skill: The stolen Kirbyum is a special compound
properties. of various rare earth minerals
Roll by 5: Some research suggests it can affect the minds of Roll by 1: it produces a particular wavelength of both sound
people exposed to it if properly amplified and assisted and radiation that can be traced in close range
with other technologies Roll By 3: the professor being interviewed refers to the
“dump truck” as a tank with guns… because they are the
Studying and taking apart the MAV reveals a few things as insider who told Destroyer about the Kirbyum and where
well with an Engineering or Mechanics skill roll: it may be found. This prof knows where the lighthouse is.
Roll equal to skill: This was built in a private shop Roll by 5: Some research suggests that the Kirbyum’s prop-
Roll by 1: Many of the technologies and devices are similar erties can affect the minds of people exposed to it if
to those used in building rockets and missiles properly amplified and assisted with other technologies
Roll by 3: The metals used to build this are very particular
and rare, and can be traced
Roll by 5 or more: The drive uses a very particular energy
source which has a signature which can be tracked over
long distances.

5
PART TWO
Also any individual analysis of any traces of the Kirbyum still
in the lab will give the same results as the science skill rolls,
above.
This section of the adventure is completely optional and is
FOLLOWING THE TRAIL her only to suggest how to fit this adventure into a larger cam-
paign.
What the party does with all this information, or if they get
After Chapter One there are a few days which the players
any of it, is obviously up to the individual skills of the charac-
can spend doing other things. This is a place to run a short
ters and what the players try in the game. As the GM you
adventure, or handle role playing situations such as non-
should encourage clever investigation, questioning, and role
superhero life (dating Detective Navarro?). Any ongoing ad-
playing with success and praise: the cops are impressed, the
ventures from the campaign as it progresses can fit into this,
reporters think that character is incredibly clever, and the
such as individual character stories, and so on. And, of course,
team gets something useful out of their efforts.
there can be followup from the chase, such as going to help
repair things, checking on people who were harmed and pos-
PLAY IT OUT sibly hospitalized, etc.
If possible you should roleplay as much of the investigation Basically it’s a break in the action for the GM to fit in other
as you have time and player interest to attempt. Don’t just elements of their game or storylines. If you don’t have any-
have them make a roll, have them tell you what they are try- thing of the sort to fit in, then its directly on to Chapter Three!
ing to do, with whom and what, then use the roll to show
what game effect that has. Don’t forget to give bonuses for
smart role playing and good questions asked, plus any lab or SUGGESTIONS
equipment bonuses. This adventure was a lot of action and city investigation, so
And remember, the skills that are being used are by the maybe the next one should be a comedy, or something sci fi,
character, not the player. If a player is terrible at asking ques- or maybe an adventure set in a rural setting (maybe some
tions and can’t figure out what to do next, you can give them monster hunt in the mountains). Its useful as a GM to mix up
suggestions and always give their PC the benefit of the doubt. adventures, to give a sense of variety to players. And it also
Just because the player doesn’t know what to ask does not helps highlight the incredible flexibility of the Superhero genre
mean the character is unaware. That woman playing the fly- in which literally any kind of story can be told.
ing character can’t personally fly, either, but her character If you have another printed adventure you can mix in chap-
can! ters of that module with this one. Having multiple storylines
going on at the same time weaving in and out is a classic com-
THE RINGER ic book motif as well.
Some players just don’t care about investigation, or their
character don’t have any applicable skills. In that case, you
can allow them to make an INT roll to discover clues from the
available materials, or if not them, then a handy NPC such as a
police detective.
Should the players need someone like this around, then you
can introduce Detective Sargent Kuri Navarro, a half-Spanish,
half-Japanese beauty who is incredible with investigation skills
and has plenty of contacts to dig into areas she’s not able to
(forensic scientists, university professors, etc). Detective Na-
varro can be a regular help in the campaign for this sort of
thing, until at least one PC has the skills to handle it them-
selves.
She can give them the basics (treat all her rolls as being
made by 1) for what is going on and why, then she can after a
few days call one of them — perhaps she’s become romanti-
cally involved with a PC? — and tells them that one of the
profs at the college cracked and told them about a location at
a lighthouse. It seems that it was used as a base by Destroy-
er’s Agents, and one of them accidentally left a smart phone
behind that can be cracked to get the exact location of Dr De-
stroyer’s island base.
In this case, investigating the lighthouse absolutely should
have some enemies there trying to recover or destroy the lost
smartphone. And of course, Detective Navarro knows just the
person to crack that phone and get the useful information!

6
PART THREE THE FREEBIES
Player characters can get any of the following gear from
UNTIL to use on this mission:
UNTIL ENGAGES
However the party finds out about the island, and whatever  Hypersonic transportation to within 50km of the Island
their plans, they are contacted by UNTIL before they head out  Disposable, biodegradable raft with silent chemical en-
to deal with the island first. UNTIL wants to coordinate the gine to reach the shore
effort and give the attempt international legal validity. If they  Earbug communicators (IIF radio two way between all PCs
aren’t an official or easily-contacted team, then the most pub- anywhere on the island)
licly visible and reputable hero is personally approached and  Parachute for each character (OIF Gliding 5m to slow fall
The UN contact offers the heroes support, transportation, at ½ DCV)
some supplies, and legal cover for an assault on an island in  Climbing gear (OIF granting +3 to Climbing skill rolls)
international waters, should the campaign be the kind that  Medkit for each character (OAF 6 uses of +4 to Paramed-
cares about that sort of thing. ics rolls and antidotes to all animal venoms)
If the PCs refuse and go off on their own, then UNTIL will be  Flashlight for each character (OAF 2 hour fuel charge
miffed but will still cover for the heroes, because of what they lights in adjustable cone or radius 10m area)
are trying to do, as long as they don’t cause too much trouble  Overhead Satellite maps of the island
or fail. If you don’t use UNTIL, then feel free to substitute  A Tactical Vest (OIF 6 PD, 4 ED resistant Protection 12- (or
whatever local or international organization is the equivalent hit locations 9-13) coverage)
quasi-law enforcement/Super Agency.  Six Stun Grenades (OIF 1 charge each of 8d6 stun-only
If the PCs work with UNTIL, then they get this briefing: blast vs PD in 5m radius)

All right cut the horsecrap, and listen up. My name is If a character specifically asks, they can be issued a standard
Major Matubo. I only have time to go over this once. We UNTIL U-JM “Jimmy” Blaster SMG (OAF 7d6 blast vs ED with 2
need to get you to the Island as soon as possible and I have clips of 32 charges each, Autofire 5).
to prep you on what to expect.
For those who don’t know, this Dr Zerstoien is none oth-
er than the Nazi war criminal and scientific genius Doctor DR DESTROYER
Destroyer. He was a danger to the world for more than The players may have recognized who Dr Zerstoien is from
half a century now, but has been out of sight for years. previous games and knowledge of the Champions Universe, as
Now he has some new plot in action and what we know of the premier villain of the setting. Others may be unaware of
him and the plot means it must be stopped. him and need some information. Here’s the basic information
Here’s what we know for sure: Destroyer has an island that they are given in a briefing:
base which is designed around a rocket launch. There are
dozens of agents as well as at least three supervillains, and Zerstoien was part of Hitler’s scientific team that were
presumably, Doctor Destroyer himself. We know that the working on an atomic bomb, as well as the creation of several
rocket is nuclear powered, and highly unstable. We know new Ubermenschen. But he saw that Germany was going to
that the base has extensive defenses against aerial attack. lose the war and he left the Nazis to join the resistance in
Here’s what we have guessed from what you and the France and ended up working in the west during the Cold War
intelligence and law enforcement agencies of the world building nuclear weapons.
have learned: The rocket contains a satellite which is de- However, as soon as he’d learned all he needed to from the
signed to affect human minds. We believe that the con- Americans he disappeared and went underground in his drive
trols to the rocket are at the base. for world domination. Creating a criminal network funded by
Because of the nuclear nature of the rocket, the defens- selling weapons and new technology, Destroyer became in-
es, and its 100 mile proximity with other inhabited islands, credibly wealthy and over the next few decades tried to take
we cannot use a military strike. Even if the fallout and over the world several times.
devastation does not reach them, a tsunami would eventu- Despite his advanced age, Zerstoien has managed to stay fit
ally hit the coasts with unknown force. The presence of and vital, probably using secret advanced science and tech he
supervillains, not to mention Dr Destroyer himself, rules shares with no one. Dr Destroyer wears a powerful suit of
out a typical military infiltration. We need you. advanced armor that makes him more than a match for any
Your objective, then, is to penetrate into the launch com- superhero. He has an army of “agents” which are equipped
plex, destroy the satellite, and end Destroyer’s ability to with top end weaponry and armor beyond any of that a nor-
recreate it at least for the time being. mal military or law enforcement agency in the world can field.
We can provide you with transportation and some Zerstoien is considered one of if not the most brilliant scien-
equipment to help you get to and move through the island, tist in the world in almost every discipline, including nuclear
but we’re going to have to rely on your abilities and wit. science, computers, robotics, rocketry, physics, and chemistry.
God help us all.

7
IN THE CHAMPIONS UNIVERSE FOREST: All areas covered with tree symbols are forest, cov-
Its up to you as the GM as to when you place this adventure ered with 8-12m tall trees and 1-meter-high brush. There is
or if you use the Champions Universe timeline at all. Dr De- quite a bit of cover, but all ranged attacks are at an additional
stroyer faked his own death by destroying Detroit entirely, -2 range modifier, and characters are reduced by 2m ground
then later encountered an extradimensional version of himself movement. Any vehicle larger than a motorcycle must stick to
who in a catastrophic battle barely defeated him and has him roads (if any) or be able to pass through trees (5 PD, 4 ED, 8
imprisoned now in a magical cell. BODY) by either crashing them down or some manner of slip-
In fact, it doesn’t actually matter what happened to Dr De- ping through them.
stroyer or what point it is in his career for the purposes of this Flying through the trees halves noncombat movement ve-
adventure, because — spoiler alert — this Dr Destroyer is an locity. Swinging and teleportation are unaffected, although
android much weaker than the real one, and not him at all. the GM may require a perception roll to spot a place to tele-
What is actually going on and why this robot is carrying out port to through the brush and canopy.
this plot will be revealed later. OCEAN: The cliffs drop straight down into the sea, plunging
to hundreds of meters deep. The Atlantic Ocean is fairly calm
most of the year in this area, and is warm enough to be com-
THE ISLAND OF DR DESTROYER fortable swimming. Although there are said to be sharks in
This island is presumed to be somewhere in the eastern this area, only have them be a problem if you feel the game
Atlantic Ocean for the purposes of this module, but the exact needs some tension or excitement at this point in the session.
location is up to you as a GM (you’ll just have to adjust some ROAD: A paved road leads from the docks to a section that
of the clues on previous pages). doubles as a runway leading to the Villa. The road is 10 meter
The island its self is 750m north-south and 1300 meters east wide asphalt surface with 10m on either side cleared to dirt,
-west. It is almost entirely edged with cliffs that range from 8- providing no cover whatsoever. The Road is raised a few cm
18 meters in height, with further cliffs and one rocky ridge above the surrounding dirt area and slopes to either side to
above them. There is only one clear beach to make an easy drain rainfall. In the day, there is an 11– chance of some truck
landing on the eastern edge, with a dock. Much of the island or agent vehicle driving along the road patrolling or moving
is grassy open land with shrubs and boulders, but some of it is gear and personnel from point to point. At night there are no
forested (the types of trees will be determined by where you vehicles but the Agents regularly patrol this area with two
put the island in the world). mounted squads of 5 agents each on Hoversleds, moving from
the villa to the end of the runway, then down to the beach
PHYSICAL DETAILS and back, while the other patrol goes the opposite direction.
BEACHES: Shaded areas on the map indicate beaches. Most This gives a fair clear area around the villa of 144 seconds (12
of the island has no beach, with only a few scattered sections. turns) before any given patrol starts heading back to the
Most of the beach area is at the dock, and all are cleared, house from the crossroads.
loose sand without any grasses or brush. Ground movement ROCK RIDGE: This peak is too small to be a mountain, but
through this area is -3m velocity unless a character has Envi- rises 32m above the surrounding landscape. It provides a re-
ronmental Movement to ignore sand penalties. markable view, but has no real cover as it is rough rock with
CLEAR: Clear areas on the map are grassy, open regions few small plants and no boulders. Anyone can climb the
with little cover. They cause no reduction in ground move- mountain at half ground movement speed.
ment, but the grassy areas are too short for an ordinary per-
son to hide in, and there are too few rocks and shrubs to pro- DEFENSES OF THE ISLAND
vide easy movement without being spotted. In addition to Dr Destroyer himself, there are up to eight
CLIFFS: The tallest, lower cliffs around the rim of the island Supervillains working as mercenaries for the doctor, and 270
are very steep and smooth, requiring a Climbing roll to ascend Agents, most of whom are trained as a military force and
(or clinging) their d6+9m height. Climbing these cliffs is at a equipped with high end special military gear. In addition the
rate of 1m per phase. The higher cliffs are less sheer and island has several layers of defensive equipment designed by
smooth, and are only 6-10m in height. Characters with cling- Dr Destroyer himself.
ing can run right up them, but climbing is at a +3 to the roll The bulk of the Island’s defenses are the Destroyer Agents
and movement is 2m per phase. and the Supervillains. However, there are some automated
DOCKS: These are 12m wide, and of very sturdy construc- machines and manned guns that are used to protect the island
tion. They are built with cranes to lift cargo off of boats, and as well.
can hold a fully laden hovercraft at rest. At any given daytime All of the Island’s defensive weapons are run by the Artificial
period, there will be d6+3 agents present, plus the possibility Intelligence within Dr Destroyer’s lair, which is detailed at the
of a boat here on an 8- chance with 3d6 agents present guard- end of this adventure. This AI must make a perception roll to
ing and overseeing the boat. At night, the guard is 2d6+3, recognize a target using the Island’s IR and Radar recognition
spread along the beach and on the dock, patrolling. Standard systems which can perceive up to 10 miles offshore. Once it
policy is to shoot absolutely anyone or anything seen that is does, it fires a given weapon at the target once per phase.
not immediately recognized or has given the proper signal
(three short and two long flashes when approaching).

8
However, once the AI begins firing at a target, any agents Characters may attempt to destroy the controls and com-
nearby a weapon emplacement have a perception roll to spot puter “brain” of the launcher by taking a -4 OCV penalty.
the target and recognize it is firing at a legitimate threat. If However, the controls are not visible from above, and are
they do so, they can access the weapon and begin firing it at protected by the 8 rPD, rED body of the launcher. From the
their DEX, SPD, and OCV, using the AI’s radar and IR to target. ground, the controls are easily seen and targeted from the
Thus, it will find, identify, and target an enemy, and the weap- back of the launcher. They have 2 BODY. Destroying this cuts
on system has the island’s Range Modifier penalties, not the off the AI’s communication with the SAM and ruins manual
individual agent. However, they still target using their OCV. control of the emplacement, shutting it down.
SENSOR ARRAYS: Around the island are a ring of sensory
arrays, covered by radio and Infrared (IR) transparent domes RED ALERT
and camouflage netting. The netting requires a –1 Perception The AI runs most of the defenses, and coordinates the pa-
Roll to spot as anything different than the surrounding territo- trols of various agents moving around the island, as well as
ry (plus range modifiers). the supervillains.
Each array covers an radius of 50m with IR detection and In addition to the patrols, there are sensors around the is-
RADAR, overlapping areas to give the edge of the island com- land giving continuous input to the AI of anything that moves
plete overlapping coverage. However, this coverage each also or acts around the island.
extends out 10 miles into the ocean, from a height of 15m off SENSORS: The main sensors are ringed around the Island as
the ocean surface to 3 miles above the island. described in Sensor Arrays, above. Every weapon installation
The RADAR picks up solid objects that aren’t invisible to also has a Sensor Array attached to it.
radio waves, and the IR picks up heat signatures. Both are If these sensors are damaged or blinded in some way, then
best at discovering larger objects, and are used as the “eyes” the AI will view that as a malfunction and treat that as a Secu-
for the defensive emplacements to target threats. rity Event.
ARBALEST ANTI AIRCRAFT WEAPONS: Each of these em- In addition, the AI has hacked into various GPS satellites and
placements is a Surface to Air Missile (SAM) designed to keeps track of all movement and activity on the island using
bracket a flying target with multiple bursts of electricity. Each that as well. All Destroyer Agents have a GPS locator as part
does a 3d6 27m radius killing attack PD explosion (loses 1 of their uniform, which tells the AI where they are and if they
Damage Class of killing every 3m). Each launcher has a total of are mobile or stationary.
16 missiles in its underground magazine. If any guard is too far away from their designated patrol or
Each launcher may fire only once every other of the AI’s post for longer than a minute, the AI will consider that a Secu-
phases, reloading between phases. However, if a Destroyer rity Event and try to contact that guard through their radio
Agent is manning the SAM, it can fire each one of their phas- link in the helmet. If the guard does not give a response or
es. The launchers have 8 rPD, 10 rED, 10 BODY, and a DCV of - replies with the wrong response code (PCs might hear that if
1 (thus, they give everyone +1 OCV to hit the large, immobile they are patient and wait around a patrol long enough, they
object). However, a SAM can be targeted in the launcher check in regularly), then the AI treats that as two Security
before firing (at DCV 4 because only a small part is showing) at Events.
6 PD, 6 ED, and 3 BODY. If destroyed, it will detonate, doing The AI is very fast and smart, but it is not omniscient. It has
the damage directly to the launcher, at half its rPD because it a high perception roll (14-) but is not always paying attention
is inside the armored casing. to everything at the same time. Thus, any given time a char-
acter might be spotted by the AI (entering the sensor radius,
moving by a camera, etc), it has a 13- Perception Roll. This is
reduced to 12- if the character is on the rock ridge, and 11- if
the character is in the forest.
The maximum range that the Security Array on the edge of
the island can read is shown on the map with a shadowed
area.

9
SECURITY EVENTS Note that interior defenses such as Laser Cages and Auto-
Each time the AI detects something wrong or different than cannons are not activated without a Red Alert. However, the
normal, and cannot identify that as something usual on the AI can peek into a room using its cameras and activate any in
island (a bird flying by, a rock tumbled down a cliff, etc), then that given room.
it treats this as a Security Event. Security Officer in the Missile Launch Site can examine the
Security Events are added together to determine how the AI AI’s sensor inputs at any time and override its decision. Dr
responds and what threat level it determines it is dealing with. Destroyer also has full control of the computer and auto de-
fenses from the console at the Launch Site.
SITUATION # OF EVENTS
Sighting of 1 person 1 WHERE IS EVERYONE?
Dr Destroyer himself will be in the launch control, day and
Sighting of 2-5 persons 2
night. Destroyer is working with the final preparations of the
Sighting of 6 or more persons 3 satellite, the complex math to launch properly, and the ma-
chinery of the rocket its self. The doctor also is protective of
Sighting of 1 vehicle* 2
the entire array and does not trust anyone else to guard it.
Sighting of 2 or more vehicles* 4 The Supervillains have the island to themselves, but tend to
be patrolling with Destroyer Agents. Any given patrol has a 8-
Each Sensor Malfunction 1
chance of also including 1-3 Supervillains as well. Subtract
Each Sensor Destruction 2 one maximum supervillain for each 2 characters under 6 that
the team is made up of (so if there are 3 superhero PCs, then
Patrol that does not report in on time 1
subtract 2 from the maximum number of villains in the team:
Weapon point that does not respond to call 1 only 1 can be encountered). Otherwise, they typically are in
Unknown person spotted within the base 4 the Main Corridor level of the Underground Complex.
The GM should keep track; each villain defeated outside is
*Flying characters count as vehicles out of the fight and will not show up again unless you decide
the PCs need the challenge or they somehow managed to get
Based on the number of Security Events that are deter- away, or were otherwise poorly dealt with by the PCs (such as
mined, the AI will respond in this manner: he falls off a cliff and they forget him).
Ideally, Supervillains who appear piecemeal should show up
EVENT in this order, reserving the final ones for later in the adventure
REACTION
LEVEL and the final fight:
1. Sledge
1 Alerts next foot patrol to check out event 2. Wyvern
3. Lazer
Sends foot patrol to immediately investigate
2 4. Vibron
events 5. Panda and Raccoon (always together)
6. Armadillo
Alerts complex to possible intruders, sends hov- 7. Hideous
3-4 ersled with a fresh patrol to location as well as This leaves the most tactically powerful and stable members
immediately sending nearest foot patrol. for later in a more climactic fight, and uses the more military
or unstable ones up front for individual assaults and battles.
Sounds intruder alert, sends supervillains to inves- Destroyer Agents make up the bulk of the population on
5-6 tigate event (number equal to half PCs total) along the island.
Some are simply support personnel, doing maintenance,
with hoversled of patrol
cooking, yardwork, medical care, sensor duties, etc. These
Sounds Red Alert, seals all underground bulkhead dress in the standard Destroyer Agent uniform, but it is un-
doors, positions guards at all entry areas and key armored and has none of the usual benefits such as a radio
7+ locations in base, positions supervillains at launch and flash defense. This cloth uniform will fit over the top of
most body armor and other costumes (with a disguise roll, fit
site and hangar, and activates automatic interior
well enough to not be spotted casually at a distance of 5m or
defenses. more), and on a biped of 4 feet to 7 feet in height, male or
female.
If the AI has sent more than 2 squads to a given outside area The rest wear full armor when on duty, in three shifts of 9
(say the docks or the Rock Ridge), then it will scramble the hours each through the day, overlapping slightly to make sure
Dragonfly ATH to fly over and look at the area as well as the turnover is smooth and gives full protection. Off-duty agents
patrols. The ATH will have its full complement of 4 agents sometimes work in non-combat roles such as chef, but usually
inside: one pilot, one at the weapons control, and two inside it are sleeping or just hanging out in the underground base bar-
can drop off or open the doors and fire out the sides. racks and entertainment area.

10
On-Duty Agents wear full armor and have a full compliment If the team takes casualties, they will try to call for backup
of weaponry. They man the defenses, patrol the island, guard immediately. If half the team is down, they begin a firing re-
areas, and drive vehicles for various duties (such as cargo un- treat while calling for backup. If the team is down to one
loading and loading, etc). member, they surrender and hope they are not beaten to
Patrols of 5 Destroyer Agents move around the Island con- death by the superheroes.
stantly day and night, mostly on foot, but some riding Hov-
ersleds. As noted above, each patrol has a chance of also be- CALLING FOR BACKUP
ing accompanied by one or more Supervillains. Any time an agent calls for backup, another squad is sent
There are three ways that a PC may encounter a patrol and will arrive in d3+3 turns. If this means they show up after
1) The GM decides this is time for an encounter the first squad is defeated, then it takes an additional d6
2) The PCs approach an area protected by a patrol (such as a minutes before they arrive (they are using cinematic, not logi-
Radar Emplacement or the Docks) cal time). If the GM desires or it will be entertaining, instead a
3) The PCs get unlucky. This can either be an Unluck roll of 1 Supervillain will arrive by their own power, either riding a de-
level (2 adds the villain element, 3 is more than 1 patrol vice or using their special movement powers.
plus villains each), or simply a given die roll such as an 11–
chance.
CAPTURED AGENTS
An encounter with a patrol does not mean that the Player
Captured agents will talk with any successful Charm, Con-
Characters have been spotted. Patrols will be encountered at
versation, Interrogation, or Persuasion roll by 1 or better, or
a distance. Roll 3d6 to determine how many dice are then
PRE attack (by PRE+10 or better). These agents are not partic-
rolled to resolve the distance in meters the patrol first is
ularly loyal or conditioned, and are confident the Superheroes
“encountered”).
will be captured and beaten anyway. The agents know only
When a patrol is encountered, the GM should give the PCs
that the Doctor has a villa at the end of a runway, that there’s
the first roll to spot them, modified by their distance and the
a rocket base they live in that is accessed through the villa,
terrain. Patrols make no effort to be unnoticed or sneak up on
and that there are eight total supervillains on the island.
anyone. If they spot the patrol, they can take whatever action
They aren’t aware of anything more than that. None of
they wish.
them know where Dr Destroyer is (the only agents that know
Then the patrol should get a shot at spotting the PCs, who
this are the ones guarding and working in the rocket room).
are probably not being quite as conspicuous. If they spot the
PCs, they move in to deal with the problem, but will not nec-
essarily radio in. These are bored and well-trained mercenar- CAPTURED SUPERVILLAINS
ies in special armor with special high tech weapons, and don’t How each reacts depends a lot on their personality and who
really believe they need backup. they are. Each has their own perspective. Sledge can be
If the PCs don’t look like superheroes, they will just roll up sweet talked into telling what he knows by a charming female,
and try to take them into custody for interrogation. Should for example. Wyvern cannot be broken or reasoned with.
the PCs fight back, well then the agents attack without mercy. Others can be intimidated or bought off, some cannot will not
Roll a d6 on the table below (or just decide as a GM) for talk. Most have some form of resistance, mental defense, or
how the patrol reacts when they spot superheroes or realize psychological complications that make it difficult to force
that the PCs are in fact super powered beings: them to talk.
See the individual Supervillain character sheets for details
AGENT REACTION TABLE on their personalities and reactions to events. Some might
even be possible to flip to good guys eventually, if handled
ROLL REACTION carefully.
0- Flee scattering and hope they aren’t followed None of them know any security codes, what the Doctor is
actually doing, or any secrets that the agents are unaware of
1 Run away to find more agents except for the fact that Dr Destroyer is in the launch rocket
2 Retreat while firing, calling in backup room and busy.
None of the Supervillains or Agents are aware that Dr De-
3 Get into a defensive position, calling backup stroyer is an android. If they find out, they are dismayed be-
cause they thought they were working with the real, awesome
4 Stop and call for backup
Destroyer.
5 Advance cautiously None of the agents or supervillains know exactly what Dr
Destroyer is up to, but they are aware that he has a rocket
6 Advance to capture while attacking
which he wants to launch a satellite with, that will somehow
7+ Advance to capture without attacking control people’s minds. What he wants to do with that and
how it works, they have no clue.
Each supervillain with the team adds +1 to this roll The agents also know who and how many supervillains are
Each agent less than double the number of heroes subtracts on the island, but fear them and don’t want to make them
1 from this roll angry so will not volunteer any info about the villains.

11
DR DESTROYER’S VILLA BLASTER TURRET: This is a simple 8d6 Blast (ED vs fire) with
5 shot Autofire that uses the AI’s OCV of 6 to target anyone
From the outside, the Villa looks like a Spanish-styled manor that they are able to shoot at and spot. If the camera (s) for
with white stucco walls and red tile roof. It has a huge garage an area are disabled, the weapons are blind and will not fire.
attached as big as the entire manor and is twice as tall. The LASER CAGES: These traps are set at several points inside
runway leads directly to the garage, and the wall of the garage the complex that the AI controls. They are a series of overlap-
facing the runway has one very large gate 4m high across it. ping high-powered lasers which create a box shape around
An advanced attack helicopter of some unique design called the target in a 3m cubic area. The bottom area is harmless
the Dragonfly ATH sits atop the flat roof of the garage. unless the character attempts to break through the lasers in
All of the walls, ceilings, and floors are reinforced to 8 rPD, some way.
10 rED, and 5 BODY per 2m area. Windows have 5 rPD, 5 rED, Attempting to pass through the constantly moving laser grid
and 2 BODY per 2m area. A patrol of ten agents moves applies a 1d6 Armor Piercing energy Killing Attack 1d6 times
around the exterior so that there is never a time when any per segment. A character with shrinking can slip through the
agent does not have another in sight. Two additional agents openings by taking 1 fewer hit of the d6 per level of shrinking,
are posted at the main entrance and one at each of the two as can someone with stretching and a DEX roll at –1 per hit
rear entrances. the laser would affect the character. Thus the GM rolls when
All of these agents are trained to shoot anyone they do not the character tries to escape, dealing 1d6 hits to the victim. If
know or have not been previously alerted to their presence. they roll their DEX Roll by more than the number of hits, they
They will behave as described in their character sheet in the suffer no damage and escape. If they roll under, they take the
back of this adventure. difference in hits, and do not escape that phase.
A night, lights are on the exterior illuminating the entire Desolidification and teleportation escape the trap easily.
area around the house at all times at night clearly to a dis- The generator for the cage (and cage its self) weighs 150kg
tance of 20m. and is buried underground 1m with effectively an entangle of
Observation of the house over a period of hours reveals that 4 PD 4 ED, and 3 BODY. To rip it free of the ground and hit it,
there is a lot more vehicle traffic and far, far more people this entangle must be dealt with or tunneled through.
moving through, out of, and into the home than its exterior Any attack on the entangle its self has a form of “backlash”
could possibly contain. This is because Dr Destroyer’s Villa sits from the laser field burning the person hitting it, which causes
atop a multi-leveled underground complex which the agents the 1d6 energy KA Armor Piercing d6 hits each attempt to
and supervillains live and work within. break free.
Inside the Villa, whatever the weather, it is a comfortable Once exposed, the device need only take 4 BODY through its
temperature and well-lit. Automatic lights turn on when peo- 6 PD and ED to be disabled enough to shut off the laser.
ple are inside a room and off when they leave unless com-
manded to stay on.

ENCOUNTERS IN THE VILLA


Unless stated specifically in an area, there will be no super-
villain encounters in the Villa (or if the GM specifically wants
them to happen). However, a lot of agents pass through, and
any time a PC enters a hallway there is an 10– chance of en-
countering d6 Destroyer Agents. This chance increases to 12–
in the Garage area.
Also there are agents in specific areas within the Villa, as
noted in the text.

INTERNAL SECURITY
CAMERAS: The AI has cameras in every room and one in
each hallway, and watches them all (give it an 11- perception
roll to notice someone enter a room, its fast but not so fast it
instantly sees everything all the time). There are no patrols of
agents within the Villa, although there are guards at a few
points and patrols outside. Since there are agents in the un-
derground area, it is a short d3 turns before squads of 5 each
can start showing up in the Villa from below if the AI calls for
any.
However, because the AI is hooked into EVERY security in-
stallation, camera, and weapon, a clever hacker can access it
at any of these points and use them to get into security.

12
AREAS WITHIN THE VILLA 7. The Master Bedroom: a beautiful gothic room with a huge
1. Kitchen: A modern facility mostly made of stainless steel canopied bed dominating a room for an early 20th century
and white tile. It has the usual amenities, including a huge gentleman of great wealth. There is no lighting in this room,
stove along one wall. This stove actually conceals a hidden the lone exception to the entire base. The bed looks as if it
elevator to the lower levels of the complex by swinging up- has never been slept in (because it has not). There are no
ward. This leads to one of Dr Destroyer’s secret access are- mirrors in this room.
as. There will be 1-2 non-combatant agents in this room at 8. Guest Bedroom: Contains two beds and lavish furnishings
any time between 6AM and 11 PM. for guests. If a DNPC is here, this is where they are kept
2. Pantry: foods are stored here for later preparation. when not eating or being used for their expertise. A De-
3. Living Room: A comfortable carpeted old-school room with stroyer Agent will be on guard by the door if it is occupied.
exotic animal heads mounted on the walls, sofas, over- 9. Bathroom suite: a toilet and supplies are in the smaller
stuffed chairs, a fireplace, and so on. On an 8– chance, one room, a bath, sink, and bathing supplies are in the larger
of the Supervillains will be relaxing in here watching the room. This is a common room used for the whole floor. For
huge flat screen TV or playing a video game on it. This will humor, a Supervillain might be in here, using the facilities
usually be Panda, Raccoon, or Armadillo. If one is present, when it is discovered.
then d6 agents will be there as well. 10. Study: this richly decorated gothic room has dark wooden
However, you may decide that an appropriate DNPC paneling, lush carpeting, a huge desk, and bookshelves lin-
might be here (one with special knowledge of rocketry or ing the walls. This room is always unoccupied, although
technology, for example, kidnapped early in the adventure, robot Dr Destroyer would spend hours in here, since it
see “Complications” later in this adventure. would be the real Doctor Destroyer’s favorite room in the
4. Dining Room: a huge table with 12 chairs around it domi- house. Autoblasters are concealed in the corners of the
nates this room, the head of the table featuring a throne- room (all four) and will pop out to destroy anyone on De-
like main chair. A large chandelier hangs over the table. stroyer’s or the AI’s command. They are all aimed so that
Note the Laser Trap. Destroyer, his guests, and supervillains they cannot hit the bookshelves; this makes for an area by
meet here to dine. Destroyer does not eat, of course, and the shelves which is safe from all fire.
has not been present for several days. During dinner, d6 This entire Study is an elevator which will lower to a simi-
supervillains will be present (not Vibron or Hideous) but the lar space the floor beneath, with a command to the AI by
Villa has no other guests at present unless you put one here someone it is not hostile to. Without extensive demolition
such as the Doctor’s Mistress (see Complications). of the walls or some sort of special sense, there’s no way of
5. Computer Room: this room is set up with several extremely knowing that the entire room is an elevator. Nobody in the
high-end computers, including a mainframe connected to base except Destroyer is aware of this function.
the island AI, and multiple video gaming setups. This room The study also has a treasure in it: Michelangelo's Mask of
is typically empty, as the Supervillains tend to be busy or a Faun, a hideous marble carving of a face hanging on the
have other interests (or use the Living Room system). wall above and behind the desk. This was another treasure
Agents are denied access to the room. As a result it’s a the Nazis stole and was thought lost. See area 6 above for
place that a hacker might be able to sneak into the systems. details on lost treasures.
This mainframe is where Dr Destroyer has tens of thousands
of pirated movies, television shows etc stored, along with
his extensive collection of opera and other classical music.
6. Entry Hall: This is a lavish wood-paneled old-school entry
room in gothic style with sculptures, paintings, and other art
as well as beautiful chandeliers and coat closets. At any
time there are two Destroyer Agents present who are very
well trained. They will immediately radio for backup if they
see anything unfamiliar, and are extremely skeptical of any
stories of deliveries or a new arrival.
Sharp-eyed and knowledgeable (successful KS history, art,
etc roll) PCs will spot two paintings which the Nazis stole
during their occupation of various nations in WW2 hanging
on the walls: treasures thought long-lost that museums and
nations of origin would delight in receiving. One is Raphael’s
“Portrait of a Young Man” and the other the Van Eyck mas-
terpiece “The Just Judges.” Raphael’s painting is easy to roll
up and transport but the Van Eyck is part of a large wooden
screen and is awkward to carry around. UNTIL would take
these into custody and handle the legal and other battles to
return them where they belong, but make sure the PCs get
the credit for their recovery. Michelangelo's Mask of a Faun

13
11. Garage: this huge area functions as a sort of hangar for Each area is 3m in height uniformly in all rooms and corri-
vehicles as well as maintenance and repair for them. A dors unless otherwise noted.
huge elevator platform fits smoothly into the floor so that
only close examination (deliberately looking with a -1 sight THE HANGAR
Perception roll or special senses) can spot it. This is used to This area is directly under the Doctor’s Villa on the surface.
move vehicles from storage below to the garage for use on However, it is 20m beneath the surface. This area is dedicated
the island. to work and the vehicles of the Island.
There will be two hovercraft and two hoversleds in the Any new area entered, unless specified otherwise in that
garage at any given time. There also will be d6+3 Agents area, there is a 11- chance of encountering 1d6 Destroyer
present at any time either loading on to or off of the hov- Agents, although up to half of them are non combatants like
ersleds, unloading cargo, standing around talking, etc. Also lab techs, maintenance crew, and so on.
here are d3+3 noncombatant mechanic agents working on Any vehicles not in use or stored above are down in this
the hoversleds, washing vehicles, changing out power packs, area either being worked on or just in mothballs until needed.
etc. At least 2 of the 6-man carts used to move around the base
A rack of power packs which run the vehicles on the is- more rapidly are in here being repaired as well.
land of Dr Destroyer’s design is along the north wall. They
are slightly radioactive (and glow in UV) but are harmless 1. Corridor: This is the beginning of the corridor which runs
unless damaged by a stray shot or deliberate attack. If 2 half a kilometer to the Launch Control Complex. The Corri-
body is dealt to one, it will explode, doing 1d6 KA in a 5m dor is 10m tall and well-lit with regularly-spaced LED
radius, and likely setting off the other 4d6 packs in the stor- lighting.
age, causing a chain explosion and damaging the villa. Each turn there is an 8- chance of a Hovercar running
The outside western hallway has a flat hexagonal floor down to here from the living quarters further down the cor-
panel marked with a symbol like the map shows which low- ridor to the Northwest from here. It will have d6+1 Destroy-
ers down into the ground to the first Underground Level at a er Agents on board headed to the Hangar area to move to
corresponding location. This one is the primary one that the surface for patrols. During inclement weather, there
agents use to move from their base to the surface, although may be d3 agents out of their armor and without a weapon
larger numbers will use the vehicle elevator. jogging along this corridor as a track, by GM discretion.
An elevator and stairs inside the Garage lead up to the There is also an 8- chance each turn of a cart with d3
roof where the Dragonfly helicopter is kept. A 1m fence agents in it driving down the corridor as well, but these will
rings the rooftop, and there is a blaster turret on each cor- not be combatants.
ner of the room as well as one Destroyer Agent each guard- 2. Secret Access: This corridor runs from the secret access at
ing the entries. the kitchen and runs to the main corridor. The bulkhead is
easily opened and viewed from the inside, but is difficult to
THE UNDERGROUND COMPLEX spot (-2 sight PER if looking for it) and requires a keypad set
Using mechanical and robotic devices, Dr Destroyer dug out in the hallway to open (code 5150; the Agents do not know
a massive underground complex to secretly house his opera- it but the supervillains and AI do). If the AI has been
tions. The walls are solid granite (5 PD, 10 ED, 13 BODY per hacked, it will open the door as well. The lock is -3 for elec-
2m area) as are the floors and ceiling, but they are covered tronics to “pick”.
with substances such as a rubberized tile walking surface on 3. Laboratories: These rooms are Dr. Destroyer’s personal la-
the floor and a hanging tiled ceiling with lights and fire retard- boratories. They contain racks of equipment, tables, lockers
ant units. with samples of substances and chemicals, scanners, a small
These units will blanket a 5m radius (or hallway length) with MRI machine, a Scanning Electron Microscope, a Mass Spec-
Dispel Fire 9d6 for a minute if any significant flame is detect- trometer, and similar types of devices. Each functions as a
ed. This will not go off if a character is on fire as part of their lab for physics, chemistry, engineering, and biology com-
build, but it will if someone sets off something like a fireball bined, so any skill done here gains a +2 to the skill roll.
spell or lights someone else on fire. The fire retardant units There is a curious cube-like device in the northern room
have 12 1-minute shared charges before they run out of a about the size of a basketball. This is a Construction Matrix,
central reservoir for the entire level. an invention of Dr Destroyer that he uses to build lairs.
The floor gives a +1 to stealth rolls because it so quiet to With raw materials, it can construct any inputted base using
move on. standard 3d printing coding. It takes a day to produce a
All of the walls, floor, and ceiling of the complex have been structure of 100 square feet, building the entire thing from
imbued with a special radioactive material which renders any raw materials. The Matrix has 2d6 charges of a day
them impossible to use Desolidification to get through. This each.
same coating also stops the use of clairvoyance and teleporta- The door to this room is locked, with a keypad on it like
tion through their surfaces. the one that leads to area 2 above (and the same code).
Small dog-sized maintenance robots zip around the area on Destroyer Agents are forbidden from entering the room
little hover units, paying the PCs no attention whatsoever. except under direct orders.
R: A small washroom and toilet

14
4. Lower Study: this is where the Villa study lowers to when its During inclement weather, there may be d3 agents out of
elevator is activated. their armor and without a weapon jogging long this corridor
5. Computer Laboratory: This lab is where Dr Destroyer does as a track, by GM discretion.
repairs, upgrades, and maintenance on himself. He also Note the location of two Autoblasters and three Laser
uses this room along with some other techs (who are not Cages in the corridor of this area. Also, there are huge bulk-
present when he works on himself) to maintain, upgrade, head doors which close if a Red Alert has been called by the
and repair the various computers and AI interfaces set in AI or the launch is about to happen. These bulkheads are
devices around the Island. the same toughness and construction as the walls, including
In this lab is a very crude and early version of the base AI the properties of blocking desolidification, teleportation,
called Jeremiah which Dr Destroyer replaced and set aside. and so on. They can be opened with a keypad on either side
It is in the form of a liquid cooled suitcase in a locked safe (- of each bulkhead with the code 3988 which only the Offic-
5 to pick the lock, the safe is 10 PD, 15 ED, 4 BODY). It can ers, Dr Destroyer, the AI, and the supervillains know.
be carried out by hand, although it weighs 75kg, and studied 2. Storage: These rooms have a 6m interior height and are
or even used to create a new AI. GMs may wish to use it as filled with crates, boxes, barrels, and so on. They are filled
some kind of back door or later adventure when Dr Destroy- with rocket components, food, video games, repair supplies,
er takes control of it. extra furniture and all the other things necessary to run a
6. Bio Laboratory: The door here is sealed shut with a keypad large complex. Automated robotic forklifts are parked in-
(code 9675) lock both in the room and outside by the door side near the doors, and the lights in these rooms are usual-
that locks automatically when anyone goes in or out. The ly turned off. The AI has no camera in these rooms.
keypads must be used to get in or out. A forcefield across 3. Rec Room: This room is 4m high inside, well lit, and has a
the door destroys any biological material smaller than a wide variety of entertainments for agents and supervillains
micron on the outside of anything that moves through it. when off duty. There are gaming consoles, pool tables, dart
This is where Destroyer and his lab techs test biological boards, ping pong, couches, a huge wall TV tied into the AI’s
materials, work on virii and biological weapons, examine video library, books, and so on. At any given time day or
specimens collected around the world, and so on. Any very night there will be 3d6 agents in this room. On an 8– there
unusual captured superhero that is alien or of extremely will be one of the Supervillains (usually Panda or Raccoon)
strange physiology (like a shapeshifting amoeba) will be put in here as well.
into a 2m x 1m tube with 8 PD, 8 ED, 2 BODY walls, for later 4. Agent Ready Room: This is where all agents who are on du-
study. ty but not actively patrolling stay 12 per room. They primar-
7. Storage: This is the main storage for the labs, with replace- ily await an alert to scramble out and deal with security is-
ment parts for various devices, test tubes, rubber hoses, sues. The rooms are furnished with very basic military-style
clamps, rubber gloves, masks, biohazard suits, and every- bunk beds, steel tube chairs, and desks. A small restroom is
thing else that a lab might need to keep functioning. attached to each side.
8. Hangar: This area is where the various vehicles not in use or 5. Detention Center: This long hallway has the equipment to
readiness for use are stored. A large elevator in the south- run twelve 2m cubic force field cells the northwest side of
west corner raises and lowers vehicles to the garage, above. the hallway. Each cell is an isolated field, a Barrier of 15 PD,
At any given time there are ten Hoversleds and one hover- 15 ED, and 1 BODY defense. The Barrier blocks both tele-
craft stored here. Also stored here are racks of parts for the portation and desolidification, with only the ceiling and floor
vehicles, including panels for repairs to the exteriors. uncovered by the field. When not in use, the fields are not
There will be d6 non combatant techs and mechanics pre- active, but the square areas on the floor that they enclose
sent in the Hangar area at any given time. are clearly visible.
9: Cart Storage. The small electric powered 6-man carts used A drain on the floor lets out liquids, and an air vent in the
to move around in the complex are stored and recharged ceiling lets in air. Each vent has a thick metal screen the
here. At any given time there will be d3+3 carts in various same durability as the walls with gaps 5mm across, and it
degrees of charge. Each weighs 700kg, has 8 BOD, 5 PD, and leads into the main corridor as part of a ventilation system
7 ED. used throughout the entire base. A tiny enough character
could in theory use this to move to anywhere in the under-
READY COMPLEX ground area, or into the sewer system.
1. The Corridor: The huge corridor continues to here, through Any captured PCs or formerly captured people that the
this section, and on to Launch Control from the Hangar, still PCs are looking for (DNPCs, Kitesurfer dude from the intro,
10m tall and 12m wide. Gyro Jim on a story, previous UNTIL Agents who tried to
Each turn there is an 8- chance to encounter a Hovercar infiltrate, etc) will be held in this area. Food is served to
here on its way up to pick up agents, or loading them on to them from the Cafeteria twice per day by deactivating a
carry them down to the Hangar. When on its way back, small section near the floor which a tray is slid through.
there will just be 1 Destroyer Agent in full armor driving the
vehicle, but if loading up, there will be 4d6+1 Destroyer
Agents on board or waiting to climb on.

15
THE MAIN CORRIDOR D: Panda and Raccoon’s Room. The only room with a queen
Halfway between the Villa and the launch point under the -size bed. The room is very homey with books, a tiny
rock outcropping is this occupied area around the main corri- kitchen set up in a corner, stuffed chairs, etc.
dor. It is 237m from this section to either section: The Hangar E: Sledge’s Room. Looks like a high school athlete’s room
and Launch Control. with posters of sports stars on the wall, big screen TV on
This section is similarly 20m underground and has the same and tuned to ESPN, sports memorabilia, trophies, etc on
physical properties and construction as the Hangar, above. shelves, and generally messy.
The main difference is that on either end of the main central F: Vibron’s Room. Very oddly decorated in alien style, with
corridor (1 below) there is a bulkhead that seals the area. a bed and a chair that does not look remotely comforta-
1. Agent Dormitories: These rooms house Dr Destroyer’s 200 ble to human physiology and books in a language no one
mercenaries. The rooms are furnished with very basic mili- reads.
tary-style bunk beds, steel tube chairs, and desks. A com- G: Wyvern’s Room. Almost empty, with a perch rather than
munal shower and lavatory is connected to each dorm area. a bed, and no interior doors. There are multiple scratches
1a. Showers and Restrooms: this area is where communal deep into the stone on the walls.
coed showers and toilet areas are housed. If the Gm wants, H: Empty, unused suite. Locked with a keypad using the
2d6 agents will be in the shower area at any given time. same code for each: 9999.
2. Officer Quarters: Each of these rooms houses three officers, 7. Fabrication Areas: These rooms are dominated by large 3d
and has storage for their equipment, desks, and a small rec printers and worktables for building anything the base
room and kitchen. might need. There are lathes, drills, shapers, a couple of
3. Worker Dormitories: Each of these rooms houses fifteen industrial CNC metal fabrication units, and tools all along
worker non-combat agents. The rooms have bunks, desks, the walls in racks and on pegboards.
and a small dinette and attached shower/restroom. The fabrication rooms are usually quiet, although the GM
4. Cafeteria and Kitchen: These rooms are filled with circular may decide that they needed to make a few things and this
tables, steel chairs, vending machines microwave ovens, means that d6 lab techs (non combatant agents) are in the
and a section in the back with robotic chefs cooking ade- room working on something while 2 Destroyer Agents are
quate, nutritious, if bland food. Working with the chefs will outside keeping intruders away and guarding equipment.
be 3 non combat agents and in the cafeteria there will be 8. Assembly Area: These rooms contain large tables, hoists,
from 5d6 agents eating at any given time, depending on the and welding rigs for assembling the missile, as well as pretty
time of day, and GM whim. This place is never empty, at all much anything else the base might need. The bulk of the
times someone will come in for some food. room is made up of the assembly and the rest has racks and
The Supervillains eat here as well, and the GM can put a tables for storage. This room is lit but unoccupied and
few in here if they aren’t busy elsewhere, but only if they closed, without anything in progress.
want another combat encounter with supervillains. Even 9. Electronic Testing: These rooms contain scopes, digital test-
the agents might not have their armor and gear on, and if so ers, and various other equipment for checking and repairing
should be treated as non-combatants. electrical equipment, including weapons, hoversled engines,
5. Weapon Lockers: These rooms have all the weapons for and the various devices around the island.
agents that are not in use. There are more than enough of There are two communication pads (essentially dedicated
all weapons for replacing every Agent’s arsenal several smartphones) in this room for repair. These are the radio
times. Only officers and Dr. Destroyer have the code for this units the agents use to communicate, but they also have
room (5143). maps of the island (and base) and act as a smartphone, alt-
6. Supervillain quarters: Each of these suites is built to house hough there is no coverage for normal phone use on the
each of the supervillains on the island. There are ten total, island.
but only up to 8 will be in use and potentially fewer, based With an electronics roll by 2 and 10 minutes, a character
on the number of PCs involved. Each is structurally identical can repair each of these and use them, since they have no
with a bed/study room, bath/shower, and storage room. security on them yet, and more importantly they aren’t
Each villain has their own specific room decoration and inte- tagged for GPS following by the AI yet either. This will allow
rior. A key card and code (different for each room) will open them to listen in on conversations and use them for infor-
the locked hall door. Each door has the name of the villain. mation on the island (treat it as a KS Island of Dr Destroyer
A: Armadillo’s Room. This area is very plain and utilitarian, 11- for any questions, but it does not contain any infor-
with a special rack to hold the armor and a workbench for mation that you as the GM do not wish them to know).
working on it, as well as racks for spare grenades (empty). 10. Computer Testing: these rooms contain terminals for the
B: Hideous’ Room. Dark and spare, with little in it but some AI, testing equipment and tools and racks of spare parts for
ragged clothing and a very large heavily reinforced bed. checking the computer components and terminals around
C: Lazer’s Room. This looks like an army barracks, very the Island. There will be 1d6 non-combat techs in this room
spare, clean, well organized, and very green. The only during the day, but at night it is closed and the lights are off.
thing out of place is a table with tools, parts, and scrib-
bled notes mostly about the jerks who designed his weap-
on that makes it so hard to work on.

16
There are notes here on a thumb drive which contain the- However, it also has a side effect that causes a ½d6 drain
oretical ideas and schematics for an upgraded neural inter- to END every 6 segments, 5 times. This drained END recov-
face. Any character with a suit of power armor or other ers once per minute.
similar tech that is controlled mentally can use this to help The stimulant must be used on skin or through cloth, it
spend xps to make something better on their character. will not work through any material with any resistant de-
Characters can use this room to contact the AI by making fenses
a Computer Programming roll at -3 due to security and re- 14. Tool Lockers: Spare tools and machinery are stored here
mote access. This can then be used to hack the AI as de- for use, including backups for most tools in the various labs
tailed on page 23. and workshops.
The doors to the Fabrication Rooms are usually locked, 15: Physical Plant: This area has an incinerator, docking for the
with a key card entry system the AI can override. Workers various maintenance droids that keep the place clean and
have key cards on them that let them into these rooms. neat, and sanitation supplies. Also here is a well that leads
11. Nuclear Engine Testing: This room contains engine stands, to an underground cave which eventually heads out to sea
fuel tanks, radiation suits, radiation isolated areas with wal- from a spring, all in caves underground. The distance is 2.5
does for manipulating objects within, and radiation indica- km, and there is no air whatsoever. The exit cave is obscure
tor badges. It will be empty as well. and 1300m deep in the ocean which is at a very unpleasant
If the GM desires there is an isotope in a shielded box pressure level (130 atmospheres).
here which can be used for a radiation accident at some It is not impossible that some aquatic PC will try to find an
future point or just a +2 to research and study into radiation entrance into the Island using underwater caves, and alt-
and nuclear devices in a lab. hough the odds of happening upon it are very slim, the GM
12. Biolab: This has not seen much use, as biology is not an might allow them to find this security breach/back door into
area of particular interest to Dr Destroyer (although he has the base.
a doctorate in it). The room has basic biology equipment,
some bio storage units, an MRI machine, a CAT scanner, LAUNCH CONTROL
several stations for experimenting in a sealed environment, This is the brains of the Island of Dr Destroyer, with controls
etc. for the AI, the rocket launch rom, and the missile its self. The
Included in the supplies is a vial of mutagen with notes in main area of interest for the adventure! This is where Dr De-
a closed and sealed case. Dr Destroyer developed it as a stroyer is preparing to launch his mighty weapon and execute
potential device to create or modify mutants but aban- his scheme! This is where all is revealed! Exclamation Point!
doned the concept years ago. It can be used to either cause
a radiation accident or help a PC spend experience points in 1. Missile Silo: The rocket, with its hypnoray satellite at the
the same manner as the Computer Testing Lab notes, in top, is set up in this silo. The silo is heavily reinforced and
area 7. sealed, but sections of transparent aluminum pattern are on
Also here is a one-shot Stimulant Pen which can be used the control side of the silo so Dr Destroyer can see inside.
to inject a character. This stimulant is in a box with some On either side of the silo, halfway up its 60m height, are
documentation (it also has a QR Code on the box that can vents which lead to the outside. These vents will only open
be used for the info). When used, the Stimulant heals all from the inside and are so indistinguishable from the rocky
STUN and END on the character to full and wakes them up ridge the are built into that only someone who looks specifi-
from any level of unconsciousness. cally for them in the right areas, and makes a sight percep-
13. Hypnoray Satellite Testing: This room contains lab animals tion roll by -3 will spot them. Obviously, any special sense
and electronic equipment as well as some very strange look- such as “Detect manmade work” or some kind of penetra-
ing devices which are the hypnoray simulators. A character tive vision can spot the vent channels. When the rocket
with electronics or cybernetics skill roll by 3 can figure out launches, these 1m square vents open 6 segments before
what these things do and even use them on the animals to the engines fire.
do simple things (only what a rat or snake could do), but the Anyone caught in the vents, directly before them, or in-
devices are immobile and non functional if moved. They side the silo when the launch happens, are subjected to
also will not function on a higher mind such as a human. 15d6 energy (radiation) damage per segment for up to 12
The techs were using this room to check and perfect Dr straight segments of effect (or as long as they stand in the
Destroyer’s Hypnoray designs and also use it to repair and blast) and are also irradiated to an incredible degree by the
adjust cybernetic links in the Destroyer Agent suits that let nuclear engine of the rocket. This will tend to incinerate
them activate things in their uniform such as the shielding any character but the GM may have pity and just treat it as
that protects the Communication Pad on their arm when a “radiation accident” type power origin.
not in use. There are no notes or useful information in this The rocket has two sections, a thinner atop a fatter one.
room. Because of the cybernetic work, this room might Each section is 8 PD, 10 ED, and 8 BODY separately. The fat
contain d6 non combat Agents in the daytime, working on a lower section is the engines, which have enough launch
suit or a device. power to blast the rocket out of the atmosphere and into
high orbit.

17
If this section is destroyed, the nuclear engine will deto- From this console, Dr
nate, dealing a 10d6 killing attack with a 10km explosion Destroyer may person-
radius (losing 1d6 KA per 1km distant from the center). This ally fire any of the
will annihilate the island and all living on it, and likely any weapons on the island
superheroes caught in the blast. Radiation will scatter wind- (at his DEX and Speed)
ward for hundreds of kilometers. Surviving heroes will be in and issue orders to any
deep trouble from UNTIL and the media for nuking the of the agents or super-
ocean. villains on the island.
The upper section contains the hypnoray satellite, as well The console is 12 PD,
as a more conventional engine for maneuvering it into 15 ED, and requires 15
place. It can be destroyed safely. BODY to destroy.
If the rocket is launched, it will be stationary 1 segment, Dr Destroyer will be
filling the silo with radioactive fire, then move upward at at this console when
20m per segment until it reaches high atmosphere, then the PCs arrive, prep-
slow to lose momentum and stop at high orbit with maneu- ping for the launch.
vering rockets. The rocket has no handles or areas to grab 7. Nuclear Reactor: the
hold of while flying through the air, and pushes with 40 STR power core for the
of wind pressure and vibration to dislodge anyone clinging entire base, as well as
to the side. While in flight, the rocket has 8 DCV. a charge for the rocket.
Inside the silo before launching are several crawler robots This powers everything
doing basic maintenance, checking connections and such, on the island except
which are noncombatant, the size of small dogs, and ignore robots, all personal
the PCs. battery-powered items
The Silo seal at the top is just as hard to find as the vents, and vehicles. It recharges all the batteries and vehicles on
and is held shut with 30 STR from the outside. If this hatch the island.
is jammed shut, the rocket will automatically abort launch. A special breeder reactor of Destroyer’s own design, it
2. Silo Access: this vault-like door is 2m across and screwed can be shut down in a turn with internal controls but that
into the side of the silo with multiple magnetic and physical exposes the character to massive radiation (see radiation in
seals to prevent it opening under any circumstances. Champions Complete). Once shut down, everything on the
3. Launch Control: This bank of controls is a series of screens, base goes to 1-hour limited battery power, all sensors and
monitors, radios, and other basic equipment for the use of weapons shut down, all recharging stations stop charging,
various techs who work at it to facilitate the launch. There all non-portable entertainment devices shut off, and lights
will be 4 non combatant agents here working the launch are dimmed to half power. This is treated as a 7 level Secu-
and coordinating with the AI and outdoor to make sure the rity Event by the AI, who now is on 1-hour battery power as
area is clear. Dr Destroyer doesn’t care, but his techs do. well.
The console has 7 PD, 10 ED, and 10 BODY to destroy For the rocket to launch, it must be fed power for 24 sec-
enough that they cannot launch the rocket. However, at six onds by the nuclear reactor. If that is interrupted, the rock-
segments before the launch, the rocket goes on automatic et bleeds energy and must be recharged the full amount,
and the console is unnecessary. And, of course, Dr Destroy- until it is fully charged, it cannot launch.
er’s Master Console can still launch the rocket. The reactor will not “melt down” nor does it require ex-
4. Reactor Control Console: The main operations control for tensive time to start up again, its basically on a switch. The
the nuclear reactor. The console has 7 PD, 10 ED, and 10 entry area is a sealed lock, the interior doors will not open
BODY to destroy like the launch control one at 2. 1 non unless destroyed or the exterior doors are closed. Radiation
combatant agent is operating this console, as he only needs suits are in the entry area which take a minute to don
to monitor the status of the reactor and confirm its properly properly, gaining Life Support vs radiation. Anything in the
fueling the rocket. reactor core suffers 1d6 KA NND (life support vs radiation)
5. Missile Fueling Console: This console controls the fueling damage every 6 segments while exposed. It takes a phase
the reactor from the monatomic hydrogen tank (x). There to find the controls and a phase to manipulate them to shut
are two non combatant agents working this console, just down the reactor (open a cover and pull the lever).
monitoring pressure and flow. 8. Security Console: this is where two Destroyer Agents work,
6. Dr Destroyer’s Console: This console can monitor the entire viewing the cameras the AI is monitoring, coordinating
Island, showing all images from the entire security system. agent actions, and checking weapon and camera status.
It also duplicates all functions of the fueling and launch con- The AI takes care of almost all of these operations, but ironi-
trol consoles 3, 4, and 5. This is also the physical location of cally, Dr Destroyer does not trust it and wants human back-
the base AI. up. Mostly they do monitor duty, and chat with the agents
over the com system.

18
9. Monatomic Hydrogen Tank: This is filled with hydrogen in a
supercooled state. Like the nuclear reactor, this must fuel
THE FINAL SCENE
the Rocket before it can take off. For the rocket to launch, it Ideally, the final, climactic scene of this adventure takes
must be fed power for 24 seconds by the fuel tank, but un- place in the launch room with Dr Destroyer facing down the
like the reactor, this is incremental, so if shut off, it only hero team. There will be little in the way of agent support by
needs to finish the remaining time of fueling unless some- this point if the PCs have done their job properly or been even
how breeched. halfway intelligent. A really capable team will have turned the
If the tank is destroyed (8 PD, 8 ED, 4 BODY) it will ex- AI against the agents and shut the bulkheads down to stop
plode dealing 4d6 killing energy fire damage to everything in interference.
the launch center not sealed off (such as the reactor or rock- However, as any GM knows, you can never tell how players
et). If the supercooling is shut off or damaged, it will case are going to do things. They might try to find the missile silo
fueling and be unable to fuel the rocket until repaired. and block it off, forcing Destroyer to deal with that. They
10. Bulkhead: This door is like the ones in the Hallway earlier, might hack into the computer and have it shut off the launch
which shuts when a Red Alert is sounded, or when the or sabotage it. They might decide this is a fine time to vaca-
launch is within a minute. Two Destroyer Agents stand tion in Aruba. You can never tell what players are going to
guard at the door on the outside at all times. take it into their minds to do, all you can do is plan for what is
When the bulkhead closes, it takes 3 segments to com- most likely to happen.
pletely shut. The bulkhead is the same toughness and con- In most cases, the PCs will follow the “dungeon” trail to the
struction as the walls, including the properties of blocking final “boss room” and fight Destroyer there, because that’s
desolidification, teleportation, and so on. It can be opened what most players have been trained to do by video games.
with a keypad on either side of each bulkhead with the code The design of this module presumes it.
1939 which only the Officers, Dr Destroyer, the AI, and the At some point in the adventure it is likely that the AI has
supervillains know. Two laser Cages are set up inside the sent at least one small sub-group of supervillains to face the
room as indicated. There are no other security devices or PCs. However, unless those villains were incapacitated for the
weapons in the launch room its self. Dr Destroyer needs no long term, captured, convinced to at least stop helping De-
other defensive gadgets. stroyer or (hopefully not) killed, then they can show up again
later.
Some PCs might even use the prison section to store villains
in, if they have control of or can manipulate the AI.

IDEALLY
If things go according to design, the end fight looks like this:
Destroyer is found at his console, facing the PCs (or if dramati-
cally possible, with his back to them, but begins to monologue
them while they approach as if he’s always been completely
aware of what they are doing and where they are). The few
armed agents attack and are easily dealt with, while Destroyer
talks to the PCs. See The Monologue, below.
As he finishes monologueing, any hench villains who are still
active and around arrive because he’s used his mind link to
the AI to tell them to come to the launch control room. De-
stroyer goes back to work as the PCs fight the supervillains
around the room. As much as possible, Destroyer should ig-
nore the PCs, because he’s that arrogant, and powerful. If
anyone interferes with him, have him use a powerful attack on
them, or slap them aside with his immense strength, then go
on working behind his Force Wall.
The PCs will, probably, try to pile on him and ignore the su-
pervillains because he’s the biggest threat and if he goes
down the supervillains don’t have a boss any more. But as
much as possible, use the supervillains to focus on the PCs and
antagonize/trouble them so much they cannot be ignored.
They have orders to keep people from bothering Destroyer
and all fear him, so they will do their best to keep the PCs
away.
Once the last villains are going down or are out, Destroyer
will turn on the PCs and cut loose with his considerable pow-
er.

19
REALITY No, what your simple intellect cannot know until
It probably won’t work out like that, but as much as possible enlightened is that I simply desire to control what
try to make it a classic final confrontation scene, because the areas the satellite covers, as it rotates around the
scenario needs several things to happen. globe. It will pass only over the northern hemisphere,
First, it needs Destroyer to explain what the heck he is do- impacting a band of approximately 10 degrees north
ing, although a hacker could get it out of the AI or they could to 60 degrees north, with a width equivalent to the
learn from notes on the Master Console after the fight. Plus breadth of North America.
the Players are probably curious and this is such a typical bit As the satellite passes over, it will command all
they are likely to hold off to find out. within it to obey and submit to my will, to worship
Second, Destroyer needs to seem frighteningly powerful and praise me, and to spend their every hour in obei-
and live up to his reputation, at least at some level. sance using all of their skills to glorify the name of
Third, most of this chapter will have been sneaking, fact Destroyer in such capacity as their wretched ability
finding, small skirmishes with agents, and exploring. A big permits. Songs, sculptures, paintings, graffiti, poems,
fight will be satisfying to everyone and reward the build up. social media posts, whatever they are capable of.
Fourth, Destroyer needs to monologue and fill in all the You are capable of.
blanks, to explain just how evil and awful the plan is, which Further, any perceived slights, or slackening of wor-
then makes the actions of the PCs that much more heroic! ship, any insufficient efforts as perceived individually
Fifth, it feels more like a comic book, and that’s what we’re shall be punishable by death. A wife thinks that a
trying to simulate here! husband’s poem is too weak or insincere. Death. A
So wherever the confrontation happens, it should as much father thinks his daughter’s painting is too amateur-
as possible follow the above sequence and basic structure. ish. Death.
Any work to undo this, stop the satellite, protect
anyone from the effects or otherwise interfere with
DR DESTROYER’S SOLILOQUY this period will be met with destruction and death.
As much as possible, Destroyer should have a powerful, An attempt to build a rocket when not controlled will
impressive voice and a slight German accent. He shouldn’t be met with destruction and the deaths of the build-
sound like he barely speaks English, the robot was built by ers later.
Zerstoien, who speaks dozens of languages and lived in North Then, when the satellite passes on, the realization
America for decades. But he should sound like he came from of all that the subjugated lesser peoples of the world
Germany originally and is proud of it. If you can use some have done and experienced will sink into their psyche.
kind of electronic modulation to make your voice deeper and They will see the blood on their hands. They will real-
slightly mechanical, that would be a bonus. ize the chaos and lack of productivity. They will feel
Otherwise, he is absolutely certain of what he doing, with- remorse and regret.
out the slightest shred of doubt or concern, he is completely All of the earth’s northern hemisphere will experi-
confident and arrogant; Destroyer is not able to even start to ence periods of madness and realization, of absolute
doubt or question himself. subjugation and then the cold, harsh reality of their
The PCs will probably interrupt, mock, or try to distract De- weakness and foul deeds.
stroyer. He’s having none of that. To him these are less than The regularity of these times will vary. The satel-
gnats, they don’t even rise to the level of annoyance. Their lite’s nuclear power pack allows it to increase or de-
mockery is like a worm mocking the sun: beneath contempt. crease its speed, at random. No one will know when
to prepare or when the time will come. Perhaps
“I see you have chosen the path of misery, as so
hiding in sufficient depth or under certain substanc-
many have before you. So be it. None of you are
es might protect from the satellite. But for how long
intellectually capable of comprehending my full plan,
must one stay, how many can gather in these areas?
so let me put it in terms that even someone of your
And the ones affected will seek out and destroy
mean capacity is able to grasp.
those who try to cower from my might.
No doubt you believe you know what I am accom-
Then, when the madness seems it will destroy the
plishing here. Allow me to enlighten you. This device
minds and souls of the world, when the blood of
does, in fact, manipulate mental processes so that
family, friends, and neighbors has soaked to their
they become weakened and easily suggestible, but
elbows, I shall reach out to them to make it all stop,
only to me. How this is accomplished is so far be-
to return to normal, to end the madness and give
yond your meager abilities as to be tedious to ex-
them their lives back.
plain.
All they will need to do is kneel. And, of course,
You perhaps believe I plan on using this satellite to
should not enough kneel or too much resistance
enslave the planet to my will. Someone of your lim-
arise, the satellite can turn back on. All will submit,
ited cerebral capacity would believe this as possible
and those who choose not to will be ruined, shamed,
or even desirable with a single satellite. I have nei-
or slain by those who do. After all, what is freedom
ther the desire or the equipment to carry out such a
compared to safety, comfort, and stability?
scheme.
20
Whether the hypnoray can do what Destroyer claims or not, 6. Convince Destroyer Not To Launch. This is probably the
clearly it is something the heroes will want to stop. most difficult because Destroyer is vastly arrogant, absolutely
certain, and incredibly powerful. It would take a truly
HOW TO STOP THE LAUNCH astounding argument, trickery of the most sublime imaginable
kind, or some device the GM does not expect to pull this off.
Ultimately the goal of the PCs is not to fight Dr Destroyer,
But it is theoretically possible, at least in some remote sense.
but to stop the rocket from launching. Whatever it is, its bad
7. Beat everyone up. This is the most likely device used by
for Destroyer to get into the air. There are a few ways to get
the PCs. If everyone is dead, unconscious, or in custody, they
this done.
cannot launch anything. The bonus is that it doesn’t require
1. Destroy the controls. Without any ability to control the
any careful planning or skill.
rocket, then it cannot be launched. Even for a mind like De-
And, of course, there’s always the possibility that the PCs
stroyer, putting a satellite into orbit is very complicated and
will come up with something entirely different. If so, then you
difficult. The controls for the rocket are all in the Launch Cen-
as the GM need to find a reasonable, genre-appropriate way
ter, of course, which is heavily guarded and the deepest point
to handle it that leads to entertainment for all involved.
of the complex. To make matters worse, the controls are dou-
ble redundancy, so both sets must be disabled, so this is a
challenge. THE SECRETS OF DR DESTROYER
GMs should note here that the controls for the rocket are Now, experienced Champions players and those who know
not connected to the AI; it can assist with the math and infor- the Champions universe will sense something isn’t quite right
mation from sensors, but it cannot control or stop the launch with the bad Doctor. For one thing he’s not as powerful as he
directly no matter how well hacked. Destroying the consoles should be — he’s really powerful, but not ridiculously so like in
delays launch for a day, assuming anyone is on the island to the 6th edition write up.
make repairs and Destroyer is still around to direct it. Second, he looks different, like an older suit of armor. It’s
2. Destroy the Rocket. This is less than ideal, since it might the kind of armor he wore in the 80s, not the modern, more
cause the rocket to explode nuking the island and probably sleek and regal looking suit.
killing all the PCs, plus causing a tidal wave and radiation And finally, he’s using older tech and his agents are not as
cloud. However, if only the top of the rocket is destroyed or tricked out as the more modern ones. They are even wearing
damaged beyond immediate repair, the launch is stopped. old Destroyer livery. Its like a step back in time.
This can be done in the air as its launched, but will be difficult And that is because as mentioned earlier, Destroyer is a
with how rapidly the rocket moves. robot, he is not the real Dr Destroyer. He is one of an un-
3. Stop the Fueling. Easier than previous steps, all it re- known number of robot versions Destroyer built decades ago
quires is blockage in the fueling lines, shutting down the reac- to take over and carry out his schemes if he was incapacitated
tor, destroying the fuel supplies, or destroying the fueling con- or unable to act for a period of time. And so, this one is run-
sole. Again, this can be repaired in a day, but it does prevent ning an old scheme. It might even be a scheme that Dr De-
launch temporarily. stroyer already ran in the 1980s in your campaign, a repeat!
4. Seal the Silo. This is challenging, since the silo is very well If this Destroyer is defeated, under the armor is not an older
disguised (see area 1 in Launch Control), but can be done with German gentleman with scientifically advanced vigor and
anything that defeats the 30 STR hydraulics on the silo cover. strength, but just more technology, a very sophisticated an-
An entangle, a collapse of the rocks into the silo, something droid. If this is destroyed, it won’t come back. Of course
very big and heavy dumped on top of it (several of the vehi- some PCs might want to take it home and experiment with or
cles, for instance), or anything of that nature can stop the silo study the chassis...
from opening, and entirely halt the launch until it can be
cleared. Unless someone actively prevents clearage, it should BUT WHAT IF
be taken care of in d6 hours. Alternately, here’s another approach: its Mechanon, with a
5. Sabotage Launch Control. There are a few ways to do slightly weaker, earlier chassis in the form of Dr Destroyer.
this. Someone could hack or order the AI to report high winds Why? Well, perhaps he wants to discredit Destroyer and
or excessive precipitation, which would stop the launch weaken the remnants of his organization. Perhaps he’s just
(everyone inside Launch control is so deep and isolated, they trying to collect data on the superhero team and this was a
just assume the AI tells the truth about weather — except way of getting it, and maybe even succeeding by taking over
Destroyer, who can see all the sensors and will be able to tell the world. Perhaps it’s just been damaged and is running an
if its actually hailing softball sized ice or not). Someone could old program based on archives—it really thinks it is Dr De-
dress as a Destroyer tech and mess with the settings on launch stroyer!
control, messing up the fuel mix, or reporting a flaw that isn’t What if Mechanon thought it could take over Destroyer’s
real, or even ordering the silo door to stay closed. place in the world by posing as him, attracting the money,
GMs should allow for player creativity here, there are a lot power, servants, and gain his secrets by getting access to are-
of clever ways to mess with the launch. If they seem remotely as it doesn't know about yet? Its up to you, as the GM
plausible, or at least entertaining enough, they should be al-
lowed.

21
EVEN MORE COMPLICATED There are a lot of ways the PCs can handle this but the NPC
villains offer no help or suggestions whatsoever. They will not
In addition to possibilities noted in the writeup above, such help out with ideas. They don’t like superheroes. They just
as DNPCs being present, here are a few variants that you can want to leave. However, they can help with their knowledge
consider adding into the scenario. of passcodes, their ability to move around on the island inde-
pendently and not concern the AI, and their ability to com-
THE SPY mand Destroyer Agents.
UNTIL managed to get a man to infiltrate the base, and he If the PCs need proof of the hypnoray, it may be found in
got pretty far until he was caught. Now he’s in area 15 of the the computers in the Doctor’s study in Villa with a Computer
Main Corridor section, in a detention cell. His name is Jason Programming roll by 2 and two minutes of work (its also in the
Chang, originally from Manchuria and he’s in fine health, just AI, but that’s harder to break). This would be a good time for
stripped down to his skivvies and without any equipment. something suspenseful, like the door opening behind them
Jason knows a lot. He knows what Dr Destroyer is trying to but its just a cleaning robot, or an agent comes in with a bag
do, having gotten an earlier monologue (but make sure he of Cheetos to play a game and has to be suppressed. It can be
never gets the chance to quite tell it — he starts to tell them found in the labs, where the Hypnoray was tested.
about they hyporay which will mind control the world, but And, of course, Destroyer spills the beans in the end battle.
then agents attack or something interrupts and he never gets If you combine two variants, Destroyer’s mistress can help
to finish). He knows pass codes to all the areas. He knows convince them as well.
which supervillains are on the island and what abilities they If convinced well and treated fairly, Panda can be convinced
have. He can fly a helicopter, even the weird gyro coper in to even attack Destroyer, even in the middle of a fight against
this scenario. the PCs: she’s that angry and disturbed by the mind control
thing because of her background.
THE DOCTOR’S MISTRESS
The Doctor has a world-class stunning bae from Russia THE TECHNICIAN
named Natasha Alexandrovna. She is 24 years old with green If the PCs are having particular difficulty figuring out what is
eyes, strawberry blonde hair, 2 levels of Striking Appearance, going on or what to do next, or need a specialist’s assistance,
and she’s bored. She thought the Doctor had returned to get then this could be a useful approach.
her from her dull life she had to return to once he disap- One of the lab techs has figured out what Destroyer is do-
peared, but he’s different somehow and seems to mostly ig- ing, and wants to stop it. However, he’s just a guy with a high
nore her. He hasn’t touched her since she was rejoined to her degree of skill and training in a particular area (nuclear phys-
Zerstoien. ics) and is no tough guy able to craw through McClane Ducts
She’s not keen on his plan to control the world and wishes and take on the bad guys.
they could just retire to a nice island somewhere. So she will So he manages to contact the PCs, perhaps at first with a
help them destroy the hypnoray. However, she will not help computer message, maybe a note left somewhere. Then ten-
them harm the doctor in any way, and will turn traitor against tatively in person, somewhere safe or at least away from the
them should they plan on it or try it. Natasha doesn’t have sight of the other agents and the supervillains. Perhaps he’ll
any skill with weapons (other than her sizzling body) but she be waiting in one of the closed labs, or in a side area.
does have limited AI access, and can order it to ignore the PCs He has any basic information the PCs need — and nothing
on its security sensors, knows the bulkhead passcodes, and more. For example, he knows the pass codes to get into the
can be found in area 7 (Master Bedroom) of the Villa. labs. He knows the codes to open the Bulkheads. He knows
where the rocket is, and where the launch opening is in the
THE TURNCOAT Rock Ridge.
The PCs might be able to convince at least one of the villains He won’t know the whole plot, only that the hypnoray will
that they don’t really want to be subject to Destroyer’s hyp- overwhelm human will power when under its influence and he
noray. Some are utterly impossible to reach this way: Hide- does not want that to happen to him or his family.
ous, Vibron, and Wyvern. Some will be very difficult to reach, The lab tech goes on to explain how he only took the job
because they are ready for tricks, psyops, and generally being because of money problems with the mob (he embezzled
lied to by prisoners and opponents, so it would take a Persua- money from the lab he worked at then took a money from a
sion roll by 3, a +10 Presence Roll, or otherwise good skill rolls, loanshark to pay it back, but will only reveal that if he has to).
plus a very good argument to flip Armadillo and Lazer. He’s hoping for some kind of legal protection and help from
However, Panda, Raccoon, and Sledge have no particularly the PCs if they manage to beat Destroyer.
discipline or loyalty to an employer. In particular Panda finds
the idea of being mind controlled into a puppet extremely
distasteful and she’s the easiest to convince. If a PC can flip
Panda, then Raccoon will also go along.

22
HACKING THE AI Hench Villains won’t leave the island, assemble somewhere,
or shelter in place. But they can be sent on wild goose chases,
The Artificial Intelligence used in this scenario is not Dr De- for example. Just use GM discretion: would you follow this
stroyer’s infamous Senacherib AI. It is an earlier iteration order?
called Jeremiah that Zerstoien built in the 1980s.
Further, its not that hard to hack, relatively speaking. Aside
from any supernatural or superpowered ways to control the TROUBLESHOOTING
AI like some kind of technological psychic powers, the way to A lot of things can go wrong or in an odd direction, and its
hack this thing is to get access to it. Since the AI is tied into up to you as the GM to figure out what to do on the fly. The
and runs almost everything on the island, it is uniquely vulner- keys are to remain consistent (what worked last time will this
able. Usually Destroyer has several layers of AI around time), not show favoritism, and focus on what is entertaining,
Senacherib, who can easily regain control of any that have enjoyable, and consistent with the genre. This is a comic book
been compromised, but this isn’t the real doctor and he’s run- simulation, so it should follow comic book logic and rules.
ning on a lesser scheme. If someone is shot down and unconscious over the water,
It takes time and skill to beat the AI. The AI will, unless some they aren’t eaten by sharks or swept off to deep blue ocean
extraordinary measures are taken (like some sort of invisibility leagues away on the current. They wash up on one of the
power to hide it) be aware of the hacking attempt the instant little beaches and wake up. Maybe Agents show up to take
it is tried and where it is being tried. It will immediately treat them into custody, but probably not more than they can easily
this as a level 5 Security Event. It cannot shut off individual handle even in a weakened state.
terminals or areas independently, it would have to shut off all Characters who are captured are stripped of all obvious foci,
power to an entire section (such as the entire Villa or entire restrained with 5 rPD, 3 rED, 1 BODY zipties behind their back
Launch Control, for example). (or knocked out and carried that way), and plunked into a
So it fights back using any security devices in the area as holding cell in the detention hallway. Nobody even interro-
well as patrols and supervillains. The AI is touchy, it will send gates them, they don’t even care what the hero knows. De-
everything at the hacker to save its self. But “everything” stroyer will deal with them.
maybe quite a ways away, and that is up to the GM to decide. However, the GM should give the PC a chance to Charm or
The PC should get at least a turn of free access before ene- otherwise turn a likely Agent (make sure a mix of different
mies start to arrive. It will not tell Destroyer, however, for sorts of agents is with them to give a chance). And there
fear he will consider it weak and require replacement. should be at least a shot at getting someone like Sledge to set
The Hacking: Each phase the PC can attempt to pit their them free with persuasion or conversation. Panda in particu-
Computer Programming roll against the AI’s Intelligence roll. If lar will be very sympathetic to female heroes who are cap-
the AI loses, then it loses a number of EGO equal to the differ- tured. She hates the male ones and will mock their helpless-
ence of the roll. If the rolls are equal, then nothing takes ness if given a chance; she’s completely committed to Rac-
place except time passing. If the AI wins the roll, it regains coon and cannot be Charmed away from him.
EGO equal to the difference in the rolls. Once the AI’s EGO If by miserable circumstances, the entire team is captured,
total reaches zero, it has been defeated and it is offline for a they are paraded to the Launch Room with all of their foci laid
turn. Then it comes back up with full EGO again, and the PC out on a table for Dr Destroyer to monologue to and show off
must spend a minute gaining control of the AI and convincing his triumph. There, the PCs should have a chance to bust free
it who it should listen to and obey (no roll required, just time). and deal with the doctor, even if it means the supervillains
None of this will interfere with the launch or alert anyone must be all off having a party at the Villa and not around to
such as Dr Destroyer or agents working on terminals. At most fight… or some join the PCs because they are not pleased with
there is a slight flicker and some lag as the AI reboots, but his schemes.
most of its processing is independent of the intelligence por-
tion and keeps going on as normal whether the AI is working
or not. As noted above, the AI does not control the launch.
Once the PCs have control of the AI, they can then use it to
do any of the usual things the AI does, such as open and close
bulkheads, activate and target weapons, run alarms, open and
close security cells, even change security codes and shut down
the robotic maintenance devices.
However, it cannot stop the launch, it cannot stop the fuel-
ing, it cannot attack Destroyer (there are no weapons around
to do it with), and it cannot control any Agents or Superheroes
beyond basic orders that are consistent with the base opera-
tions. For example, it cannot make the agents all commit sui-
cide or leave the island, but it can make them shelter in place
or assemble somewhere distant. The Supervillains are even
more independent; they can be given orders by the Doctor,

23
Dr DESTROYER Master Villain Cost Skills and Talents
8 Speed Reading (x1,000)
Val Char Cost Roll Notes
20 Universal Translator 16-
50 STR Lift 25.6 tons: 10d6
30 Combat Skill Levels: +3 with all attacks
24 DEX OCV: 6 DCV: 6
9 Penalty Skill Levels: +3 to offset range modifiers
25 CON
3 Bureaucatics 17-
35 INT PER Roll: 16-
3 Combat Piloting 14-
24 EGO OMCV: 8 DMCV: 8
5 Cramming
40 PRE PRE Attack: 8d6 MD: 35 h, r, i
3 Deduction 16-
30 PD Total: 30 (30 rPD) 25%
3 Demolitions 16-
30 ED Total: 30 (30 rED) 25%
3 Electronics 16-
6 SPD Phases: 2, 4, 6, 8, 10, 12
3 High Society 17-
20 REC
3 Interrogation 17-
60 END
3 Inventor 16-
20 BOD
3 Mechanics 16-
58 STN Total Characteristics Cost: 386
19 Linguist; German (native), Arabic, English, French, Japanese,
Korean, Mandarin, Persian, Russian (completely fluent)
Movement: Running: 24m/48m
3 Navigation 16-
Leaping: 20m/40m
3 Oratory 17-
Flying: 15m/60m
3 Paramedics 16-
Swimming: 10m/20m
2 PS: Dollmaking 11-
5 PS: Tyrant 16-
Cost Powers END
3 Security Systems 16-
38 Android: Life Support (all, Longevity 800 years) —
36 Skill Levels: Overall Levels +3
70 Android Brain: Mental Defense 35; Hardened, Resistant, —
3 Systems Operations 16-
Impenetrable
3 Tactics 16-
10 Anti-Glare Sensors: Flash Defense 10 vs sight —
3 Weaponsmith 16-
44 Destreum Armor: Resistant on PD and ED —
32 Various Sciences at 16- (nuclear physics, chemistry, genetics,
15 Destreum Armor: Damage Reduction 25% resistant PD —
biology, electronics, engineering, robotics, etc)
15 Destreum Armor: Damage Reduction 25% resistant ED —
30 Jets: Flight 15m
Total Powers & Skills Cost: 854
20 AI Link: Mind Link, One Mind (Base AI), NO LOS needed —
Total Cost: 1240
Unlimited Range in this dimension
12 Sensors: High Range Radio Perception —
PTS Complications
5 Sensors: Infrared Vision —
25 Hunted: UNTIL Very Frequently (As Pow; NCI; Harshly Punish)
5 Sensors: Ultraviolet Vision —
20 Hunted: PRIMUS Frequently (As Pow; NCI; Harshly Punish)
25 Sensors: Active Sonar; Discriminatory, 360 degrees —
30 Hunted: Heroes and law enforcement of the world Very
17 Force Wall: Barrier 10 PD, 10 ED, 10 Body, 15m long, 3m 0
Frequently (Mo Pow; NCI; Harshly Punish)
Tall, 1/2m Thick; 1 charge, Charge lasts a turn
20 Negative Reputation: Powerful and dangerous supervillain,
Very Frequently (Extreme)
75 Arsenal: Multipower, 75 point reserve
25 Psychological Complication: Megalomaniac, destined to rule
7f Destroyer Blast: Blast 15d6 vs ED (heat) 7
the world (Very Common; Total)
7f Destroyer Beam: Blast 10d6 vs ED (heat); Armor Piercing 7
15 Psychological Complication: Casual killer (Common; Strong)
x2
5 Vulnerability: 1 ½ x Effect EMP attacks (Uncommon)
7f Destroyer Burst: Blast 12d6 vs ED (heat); Area Effect 7
Radius 12m Explosion (lose 1d6/m)
Total Complication Points: 140
7f DR-x5 Rockets: RKA 1½d6 vs ED (heat); Area Effect —
Radius 4m; Autofire 5 shot, Restrainable, 15 charges
Background: Zerstoien’s background is in the adventure text, and can
be found in much greater detail in Champions Villains Volume 1.
5f Destroyer Pulse: Blast 5d6 vs PD (kinetic); Area Effect 7
3m, Personal Immunity, Double Knockback, No Range
Personality/Motivation: The android version of Dr Destroyer has
exactly the same kind of personality as the real one. In essence he
Cost Skills and Talents
has had his brain and personality imprinted on the AI that runs this
30 Base
android. Destroyer is arrogance and imperial ambition personified.
29 Hoversleds (vehicles 12x45 points)
He knows, from years of experience, that he is intellectually and
25 Hovercraft (vehicles 4x77 points)
physically superior to all other human beings (and, for that matter,
84 Destroyer Agents (followers 200x220 points)
other sentients), and that as such it is his right to rule the planet
12 Positive Reputation: world renown most powerful and
Earth. All mankind must bow to him, and acknowledge him its un-
Dangerous supervillain 14-, +4/+4d6
questioned master, before he will be satisfied.
3 Absolute Range Sense
Destroyer has no self-doubt or hesitation only absolute confidence
3 Absolute Time Sense
and total arrogance. He is so confident that he reveals his entire
3 Ambidexterity
plans to everyone because they can’t stop him anyway. If he is
3 Bump Of Direction
stopped, then that was all part of the plan, somehow. He is unshaka-
4 Eidetic Memory
ble and unquestioning in his certainty that he is right and deserves
3 Lightning Calculator
absolute power.

24
Quote: “One must expect to feel a few thunderbolts when one chal- Appearance: Android Destroyer looks like an older suit from the past
lenges the gods.” that Zerstoien used to wear. His latest armor is much more sleek and
noble looking, with this older one showing a ruined version of his
Powers/Tactics: Dr Destroyer in this scenario isn’t as terrifyingly aged face. Of course in this version of Destroyer, the face is latex and
powerful as the real one. Its an early model of the android, a project the suit is actually the robot’s body. He is in dark red, gold, and black,
Destroyer eventually abandoned, so its not as powerful as the doc- with skulls and a long flowing cape in black and purple.
tor’s armor eventually became. The only distinctive thing about this version of Dr Destroyer is that
Its still very powerful, however. His blasts are incredibly devas- his costume is a darker, more somber version of his 1980s power
tating, his armor is very difficult to crack, and he is incredibly strong, armor.
fast, and durable. And, as an android, it is immune to most human Normally, out of his armor Dr Destroyer is a very fit and muscular
weaknesses in a way even Zerstoien is not. but aged man in his 90s. He is very surprisingly fit and capable de-
Destroyer can blast in various ways, including deadly missile pods spite his advanced age, but the ravages of time, the chemical treat-
that can pop up from his shoulders (and be targeted or ripped off ments he’s used to stay fit and alive, and combat have all taken their
separately from his body). The Destroyer android also can fly and toll on his once regal appearance.
travel through water at a very high rate of speed, has incredible sen- The mask this version of Dr Destroyer wears reflects this wear on
sors, and because of its AI mind is incredibly difficult to use mental Destroyer’s face.
powers on. And of course, even android Destroyer has not just a
dread reputation, but is personally very intimidating. Naturally, the
android has the base and all its agents as followers, plus the vehicles.
It also has a huge array of skills.
In combat, Destroyer prefers to keep his distance, using blasters to
knock targets around, or his strength to hurl them away. The De-
stroyer Pulse is particularly designed to keep people back from his
imperial person. As much as possible, he wants lackeys to handle
annoyances such as superheroes. If they cannot, he’ll
have to teach these gnats a lesson; permanently if
necessary.
The Force Wall power is there only to give the GM
room to get the solioquy out and give a comic book
moment where the heroes square off with the villain
and talk a while. PCs are rarely so cooperative and
love to get in a cheap shot or surprise attack when
the villain is talking, so the Force Wall will at least
slow this down. It has only 1 charge and should be
used in that sense in the game, rather than a defen-
sive panic ability which would show weakness in the
Destroyer android.
As much as Possible, Destroyer should never be
easily moved or tricked. He will be ready for any
scheme or sneak attack players try, or at least seem
to be. GMs should remember this is the premier vil-
lain in the Champions Universe, and should always be
awesome and extremely challenging to battle even in
robot duplicate form.

Campaign Use: Doctor Destroyer is the single most


powerful supervillain in the Champions Universe,
the one villain any superteam, no matter how pow-
erful, should regard as an extreme danger to the
safety and security of the world. Even if the GM
reduces Destroyer’s power to make it possible for
the PCs to defeat him, triumphing over him and
stopping his schemes should never be easy.
Android Dr Destroyer is less powerful than the
real version, and thus gives a challenge without
being too absurdly impossible to defeat, while
providing later possible adventures for even a cam-
paign where the real Destroyer is considered dead
or captured. There are these androids that keep
popping up and carrying out his schemes...

25
DESTROYER AGENTS Agent PTS Complications
Val Char Cost Roll Notes 5 Distinctive Features: Destroyer Agent (Easily Concealed,
15 STR 5 12- Lift 400kg: 3d6 Noticable and Recognized, Detectable by Common Senses)
14 DEX 8 12- OCV: 5 (+1) DCV: 5 20 Hunted: UNTIL, Frequently (More Powerful, Non Combat
13 CON 3 12- Influence, Jail)
10 INT 0 11- PER Roll: 11- 15 Psychological Complication: Loyal to Dr Destroyer (Common,
10 EGO 0 11- OMCV: 3 DMCV: 3 Strong)
10 PRE 0 11- PRE Attack: 2d6 MD: 0 (10) 20 Social Complication: Subject to Orders (Very Frequently,
5 PD 3 Total: 13 (8 rPD) Major Consequences)
5 ED 3 Total: 10 (5 rED; +5) 10 Watched: Dr Destroyer (More Powerful Non Combat
3 SPD 10 Phases: 4, 8, 12 Influence, Watching Only)
6 REC 2
25 END 1 Total Complication Points: 70
10 BOD 0
25 STN 3 Total Characteristics Cost: 59 Background: Destroyer Agents come from all walks of life, but most
are mercenaries, former military and law enforcement, and criminal
Movement: Running: 14m/28m backgrounds. Each joined Dr Destroyer’s ranks for their own reasons,
Leaping: 6m/12m usually after working for others an extended time period and earning
a reputation as being reliable and professional. Now that they work
Cost Powers END for Destroyer, they have reached the pinnacle of their profession.
3 Athletic: Running +2m, Leaping +2m 1
14 Destreum Fiber Armor: Resistant Protection (8 PD, -- Personality/Motivation: These are elite agents, not hapless idiots or
5 ED) OIF incompetents. Each has their own personality and motivation but all
7 Field Generator: Resistant Protection 5 ED, 5 Flash -- share some characteristics. They are all very loyal to Dr Destroyer
Defense; 2 Continuing Charges lasting 1 minute each, who pays them well and gives them great benefits. They all are capa-
OIF ble, skilled, and dedicated to their work.
7 Helmet Comlink: Radio Perception/Transmission --
OIF Powers/Tactics: In combat, the Destroyer Agent is trained to work as
3 Optics: Penalty Levels +2 to offset Range Modifiers with -- a team and has considerable combat experience in a wide variety of
Destroyer Weapons situations.
5 Combat Knife: HKA d6-1 (2d6-1 w/STR) vs PD; OAF 1 The Destreum weave armor that the agents wear gives great pro-
3 Power Knux: HTA 2d6 vs PD; OAF, 6 Charges, HTA 1 tection, and this can be enhanced with a Field Generator that for a
(10 Mental Defense as an Aid on agents in 1st scenario) minute grants greatly increased energy defense and some flash de-
fense. Agents have two charges each, and will use them when en-
14 DX5 Grenade: Blast 8d6 vs ED (fire); AE 9m Radius [4] gaging superheroes without worrying about using up charges.
Explosion (-1d6/m) OAF, 4 Charges, No Range Each Agent is armed with a D-9 Blaster Rifle which has single shot
12 DX5 Grenade: Flash 8d6 vs sight; AE 9m Radius [4] or burst fire capability. They carry 4 magazines for this rifle and are
Explosion (-1d6/m) OAF, 4 Charges, No Range, Linked not sparing with the firepower. Also on every agent is a combat
to DX5 blast knife, slip-on Power Knux for a potent hit (up to 7d6 with martial
arts), and four DX5 Grenades which burst in a brilliant explosion of
37 D-9 Blaster Rifle: Multipower, 50 point reserve, all heat which can blind targets in a large area as well as harm.
Slots 4 clips of 30 charges each, OAF
2f Single Shot: Blast 10d6 vs ED (heat) [16] Campaign Use: These agents should be
2f Burst Fire: Blast 8d6 vs ED (heat); Autofire 3 shot [16] run intelligently; they will use covering
fire, call for backup, and be aware of
Cost Skills and Talents tricks and stunts the PCs might use (if
3 Combat Skill Levels: +1 with Destroyer Weapons in doubt, check their Superhero
1 Knowledge Skill: Superheroes and Superhero actions 8- knowledge skill; they might have seen
3 Paramedics 11- a video of some maneuver the PCs try).
2 Professional Skill: Destroyer Agent and mercenary 11- They will not accidentally shoot or
3 Streetwise 11- stupidly get their friends in a grenade
3 Tactics 11- blast. They are all in constant commu-
(10 Resistance from an Aid on 1st scenario Agents) nication unless the radios are some-
how blocked by a PC, and will use that
2 Weapon Element: use Martial Arts with blades, open hand, intelligently.
and Power Knux
3 Aikido Throw (½ phase, +1 DCV; 3d6 +v/10, target falls) Officers are simply Destroyer Agents
4 Block (½ phase, +2 OCV, +2 DCV; Block, Abort) with more rank and +1 Tactics skill (2
4 Boxing Cross (½ phase, +2 DCV; 5d6 strike) more CP cost).
4 Dodge (+5 DCV; Dodge, affects all attacks, Abort)
Appearance: All Destroyer Agents
Total Powers & Skills Cost: 141 wear stylized uniforms while in com-
Total Cost: 200 bat, and unarmored black uniforms
when doing non-combat duty.

26
HIDEOUS Hench Villain The Chemical company that used the warehouse was storing illegal
chemicals before burying them near a low-rent housing project. A
Val Char Cost Roll Notes
conscientious supervillain named Lady Blue invaded the warehouse
60 STR 50 21- Lift 100 tons: 12d6
in order to expose the business and its secrets. The Chemical compa-
23 DEX 26 14- OCV: 5 DCV: 5
ny gave a nearby superhero group an anonymous tip that Lady Blue
28 CON 18 15-
was breaking and entering, but failed to warn anyone working in the
6 INT -4 10- PER Roll: 10-
plant.
8 EGO -2 11- OMCV: 3 DMCV: 2
Suddenly Ron found himself in the middle of a superhero fight.
20 PRE 10 13- PRE Attack: 4d6 MD: 0
Lady Blue tried to flee with a barrel of the banned chemical as proof,
20 PD 18 Total: 35 (15 rPD)
only to have a hero’s blast blow the barrel apart. It gushed all over
15 ED 13 Total: 25 (10 rED)
Ron, who was hiding below.
3 SPD 10 Phases: 4, 8, 12
Ron screamed in agony and confusion as his body rippled with a
18 REC 14
genetic reaction to the chemicals. Lady Blue descended to see if he
55 END 8
needed help, when Ron lashed out with sudden superhuman power.
13 BOD 3
His fist knocked her unconscious through a wall.
56 STN 18 Total Characteristics Cost: 222
Then he saw the superheroes turn away in disgust and horror.
Stepping outside to pick up the fallen Lady Blue, the crowd that was
Movement: Running: 18m/36m
gathering reacted. “Mommy!” a little girl screamed. “He’s hideous!
Leaping: 24m/48m
Make him go away!”
Leaping away, Ron found a store window and stared at his reflec-
Cost Powers END
tion. She was right! He was hideous! But how can you heal that?
15 Tireless: Reduced END ½ on STR 3
Ron’s mind snapped. He fled society completely, hiding in lonely
3 Tireless: Reduced END ½ on Leaping 1
places. Driven from hiding by discovery, he wanders from town to
4 Tireless: Reduced END ½ on Running 1
town, wearing a silver mask to hide his face, taking occasional jobs to
39 Tough: Resistant Protection 15 PD, 10 ED --
survive, or to have a chance at destroying beautiful things, things
10 Tough: Power Defense 10 --
that mock his Hideous appearance.
50 Brick Tricks: Multipower 50 point reserve
1f Smash: HKA 1d6 (4d6 w/STR); Area Effect Radius 1m; 2
Quote: “I want to be left alone!”
Extra Time Full Phase, Gestures both hands
3f Tremor: Blast 4½d6 vs PD; Area Effect Radius 10m, 5
Personality/Motivation: Hideous feels very sorry for himself and
Explosion, Personal Immunity, Double Knockback, No
turns that into hate for the world. Once vain and fixated on his mas-
Range
culine beauty, he now feels that society hates him and fate has been
1f Root: +25 STR (85 total); Only to resist knockback or 2
excessively cruel.
Shove
It is not impossible that through great effort, compassion, and
kindness, Ron could be turned away from his path and end his crimi-
Cost Skills and Talents
nal actions. But just looking at his horrendous, ruined features with-
3 Stealth 14-
out flinching and reacting strongly requires an EGO roll at -3 (plus-1
24 Combat Skill Levels: +3 with Melee combat
per level of unluck he gets).
Total Powers & Skills Cost: 153
Powers/Tactics: Hideous is a pretty standard brick. He’s very strong,
Total Cost: 375
he’s tough, and that’s about it. He can use his vast strength for some
interesting moves, such as rooting himself so he’s very difficult to
PTS Complications
move, slam the grown to knock things flying, and rip things to pieces.
20 Berserk: Taunted about his ugly looks or by someone who is
beautiful (uncommon), Go berserk 8-, recover 11-
Campaign Use: Hideous is a
15 Distinctive Features: Hideous (Concealable, Always Noticed
good monster scenario villain, a
and causes major reaction, detectable by common senses
terrible brute threatening an
10 Hunted: Lady Blue, Infrequently (As Powerful, Harshly Punish)
area (particularly a beautiful
15 Hunted: UNTIL, Frequently (As Powerful, Non Combat
woman or price less objects of
Influence, Imprison)
art). He can also be an object of
10 Psychological Complication: loner (Common, Moderate)
pity and a project for a do-
15 Psychological Complication: Hates beautiful people and things
gooder to turn away from his
(Common, Strong)
crimes.
10 Social Complication: ugly enormous man, Frequently, Minor
10 Unluck 2d6
Appearance: Two meters tall
and 118kg, Hideous is very big,
Total Complication Points: 105
but not supernaturally gigantic.
He has black hair and horren-
Background: Ron Jacobs used to be beautify. He had the right
dous skin and facial features
clothes, perfect teeth, model-caliber looks, and a terrific, toned phy-
where he took the brunt of the
sique. Though he only had a job on the afternoon/early shift, every-
chemicals. He wears a silver
one at the warehouse said he should get into acting, get a screen
mask over his face whenever
test, that he was a natural.
possible, and typically wears just
Then the accident occurred.
ordinary clothing, usually in
black, without shoes or gloves.

27
PANDA Super Villain Background: Ginger Hobart was born a poor Manchester girl, reject-
ed for her fuzzy ears and odd coloration. Left at an orphanage, she
Val Char Cost Roll Notes
was mercilessly taunted and even beaten for her looks. Finally one
15 STR 5 12- Lift 200kg: 3d6
day she lashed out with her mental powers and fled in terror.
24 DEX 28 14- OCV: 7 DCV: 7
But the Parapsychological Studies Institute (PSI) had become
19 CON 9 14-
aware of her unusual appearance and became especially interested
10 INT 0 11- PER Roll: 11-
in her psychic power. Tracking her down, the evil organization
21 EGO 11 13- OMCV: 7 DMCV: 7
caught Ginger and trained her as well as controlled her mentally,
20 PRE 10 13- PRE Attack: 4d6 MD: 20
taking away her free will. For a time, she was an effective agent for
10 PD Total: 10 (0 rPD)
PSI, and was happier with her life.
10 ED Total: 10 (0 rED)
Sent to America to eliminate the mutant Raccoon, who was help-
6 SPD Phases: 2, 4, 6, 8, 10, 12
ing VIPER destroy PSI’s Midwest operations. But when they met, the
10 REC
two fell instantly and overwhelmingly in love. Now they work to-
40 END
gether and dodge both PSI and VIPER, and the British super agent
10 BOD
group STOP as well.
32 STN Total Characteristics Cost: 210
Powers/Tactics: “Aw, what’s the matter little man, won’t come out
Movement: Running: 32m/64m
and play? Aw, you’re no fun.”
Leaping: 6m/12m
Personality/Motivation: Panda constantly teases and taunts her
Cost Powers END
opponents, trying to make them nervous before she strikes. Ginger
60 Psychic Crush: Mental Blast 6d6 6
is a supervillain because it’s a release: she has been confined and
20 Mental Barrier: Mental Defense 20 --
abused her whole life, and now that she’s finally free to give unto
others has been done unto her.
Cost Skills and Talents
However, Panda has a soft spot; she very much loves Raccoon, but
3 Acrobatics 14-
she has discovered through this that not everyone is cruel and awful
3 Breakfall 14-
and if approached properly might be reached to stop being a villain
3 Contortionist 14-
at least for a time.
2 Professional Skill: Mercenary 11-
3 Shadowing 11-
Powers/Tactics: Panda is a mutant. Her mutation has made her vul-
3 Stealth 14-
nerable to power drains but given her several significant, seemingly
3 Streetwise 13-
unrelated powers and her unusual appearance. She has powerful
30 Combat Skill Levels: +3 with all attacks
mental blasts, can sense threats to her, run at incredible speed, and
32 Panda Sense: Danger Sense (self only, any danger, as a sense)
has immense agility.
In battle, Panda likes to dance acrobatically between cover, using her
Martial Arts
Mental Attacks as she taunts opponents. She sometimes will feign
4 Block: ½ Phase, +2 OCV, +2 DCV, Block, Abort
being helpless and weak physically, only to viciously attack with mar-
4 Dodge: ½ Phase, +5 DCV, Dodge, Abort, All attacks
tial arts when an opponent draws near. Panda is very, very fast and
5 Kick: ½ Phase, -2 OCV, +1 DCV, 9d6 Strike
agile, and her mental senses warn her of danger even when she can-
4 Punch: ½ Phase, +2 DCV, 7d6 Strike
not see it.
3 Throw: ½ Phase, +1 DCV, 5d6 +v/10 Strike, Target Falls
Panda is a mutant, and unfortunately
8 +2 HTH Damage Classes
her mutation has left her vulnerable to
adjustment attacks.
Total Powers & Skills Cost: 290
Total Cost: 400
Campaign Use: Panda is always paired
with Raccoon; they are practically in-
PTS Complications
separable, although she finds him
5 Distinctive Features: Panda Markings, Ears (Concealable,
clingy at times. The pair are deeply in
Noticed and Recognizable, Detectable by Common Senses,
love and can be a Bonnie & Clyde or
Not distinctive in some cultures)
more romantic theme in your game.
5 Hunted: STOP, Infrequently (As Powerful, Non Combat
They ted to do minor crimes and avoid
25 Hunted: PSI, Frequently (More Powerful, Non Combat
major complicated things but will do
Influence, Harshly Punish)
mercenary supers work if they are low
20 Influence, Limited Geographical Area (UK), Imprison)
on funds or need to avoid authorities.
Hunted: VIPER, Infrequently (More Powerful Non Combat
Influence, Harshly Punish)
Appearance: Ginger is a young woman
10 Psychological Complication: Fear of Guns (Common,
in her early 20s. She has white hair and
Moderate)
very pale, nearly white skin with ice
10 Psychological Complication: Likes to taunt, mock, and
blue eyes. She also has black furry
humiliate (Common, Moderate)
Panda ears high on the sides of her
10 Susceptibility: Adjustment Attacks (2d6 damage, instant,
head. At 172 cm and 59 kg, she’s a
Uncommon
fairly average, curvy woman.
Total Complication Points: 85

28
RACCOON Super Villain PTS Complications
5 Distinctive Features: Tail, Dark around eyes (Concealable,
Val Char Cost Roll Notes
Noticed and Recognizable, Detectable by common senses,
30 STR 20 15- Lift 1600kg: 6d6
Not distinctive in some cultures
21 DEX 22 13- OCV: 7 DCV: 7
20 Enraged: Panda Threatened or harmed, Uncommon, Go
30 CON 20 15-
Enraged 14-, Recover 11-
12 INT 2 11- PER Roll: 14-
25 Hunted: VIPER, Frequently (More Powerful, Non Combat
11 EGO 1 11- OMCV: 4 DMCV: 6
Influence, Harshly Punish)
30 PRE 20 15- PRE Attack: 6d6 MD: 5
20 Hunted: PSI, Infrequently, (More Powerful, Non Combat
10 PD 8 Total: 20 (10 rPD)
Influence, Harshly Punish)
10 ED 8 Total: 20 (10 rED)
5 Hunted: PRIMUS, Infrequently, (As Powerful, Non Combat
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
Influence, Imprison, Limited Geographic Area)
15 REC 11
15 Psychological Complication: Protective of Panda (Common,
60 END 8
Strong)
15 BOD 5
15 Psychological Complication: Overconfident (Common,
45 STN 13 Total Characteristics Cost: 236
Strong)
30 Vulnerability: x2 Stun from Fire Attacks
Movement: Running: 14m/28m
20 Vulnerability: x2 Stun from Electrical Attacks
Leaping: 12m/24m
Total Complication Points: 155
Cost Powers END
30 Tough: Resistant Protection 10 PD, 10 ED --
Background: Robin Hobart was born to a wealthy family, and they
8 Night Field: Darkness to Sight, 3m radius; Only vs 1
gave their unusual son as much love and affection as they could, but
normal and IR Vision
hid him from the world. Eventually, the prospect of lifetime confine-
5 Night Sight: Ultraviolet Vision --
ment and the shame of his family became too much for Robin, and
6 Parkour: Flight 14m; Requires an Acrobatics Roll each 1
he fled from home. Truth be told, his family didn’t look too hard for
Phase, Only in regular Contact with a Surface
him.
4 Grip: Clinging, Normal STR; Requires a STR Roll each 0
VIPER found him living on the streets with his newly emerging
Phase, Only on reasonable surfaces
powers, and trained him to the full capabilities of his mutant body.
9 Keen Senses: Enhanced Perception +3 with all senses --
He became one of their best, more loyal operatives called Raccoon.
5 Mental Training: Mental Defense 5 --
But when he encountered Panda on an op against PSI, he fell in-
stantly in love and went berserk, wiping out his VIPER support team
Cost Skills and Talents
when they tried to shoot her. Now they run together as a loving pair
7 Acrobatics 15-
in crime, fleeing VIPER, PSI, and their nation’s super agents.
3 Breakfall 13-
6 Combat Skill Levels +3 with Martial Arts
Quote: “You’re just jealous of my handsome tail, not to mention my
3 Concealment 11-
superior looks, ability grace, talents, brains… humility...”
3 Lockpicking 13-
2 Professional Skill: Mercenary 11-
Personality/Motivation: Raccoon has never been bothered by his
3 Security Systems 11-
unusual appearance. He finds it attractive and interesting. In fact he
3 Shadowing 11-
is a natural show-off and incredibly cocky, believing himself nearly
3 Stealth 13-
impossible to defeat in combat. Overprotected as a child, he finds it
3 Streetwise 15-
impossible to not be overprotective in love, sometimes making Pan-
3 Ambidexterity (no off-hand penalty)
da feel a bit smothered.
3 Bump of Direction
Powers/Tactics: Raccoon likes
Martial Arts
to stalk his targets using
4 Block: ½ Phase, +2 OCV, +2 DCV, Block, Abort
stealth and unusual attack
4 Chop: ½ Phase, +2 OCV, +2 DCV, 2d6 HKA
angles, hitting when they
4 Dodge: ½ Phase, +5 DCV, Dodge, Abort, All attacks
least expect it. He’s able to
5 Kick: ½ Phase, -2 OCV, +1 DCV, 9d6 Strike
generate a darkness field he
4 Punch: ½ Phase, +2 DCV, 7d6 Strike
can see through, is very swift
3 Throw: ½ Phase, +1 DCV, 5d6 +v/10 Strike, Target Falls
and mobile, and can even
16 +4 HTH Damage Classes
cling to objects by grasping
with his powerful hands.
Total Powers & Skills Cost: 149
Total Cost: 385
Appearance: At 198 cm and
99 kg, Raccoon is tall and fit.
Campaign Use: Raccoon is always with Panda, a permanent team.
He wears a brown and gray
They are a low-end small crime team up that sometimes does merce-
costume with dark green trim,
nary work, but never in a cruel or lethal way. While Panda might be
gloves, and boots. The dark
turned away from crime, Raccoon enjoys it too much and presumes
around his eyes is enhanced
that all good things should come to him without having to do the
by a dark Raccoon-style mask,
hard work of earning it. But if Panda went on the straight and nar-
and of course he has the fluffy
row, he’d do crime on the sly.
tail of a Raccoon.

29
SLEDGE Super Villain 5 Rivalry: Professional and Romantic (any sports-related PC), As
powerful, seek to outdo or humiliate rival, rival unaware
Val Char Cost Roll Notes
5 Unluck 1d6
40 STR 30 17- Lift 6400kg: 8d6
10 Vulnerability: x2 STUN from Sonics and Vibration attacks
19 DEX 18 13- OCV: 7 DCV: 5
28 CON 18 15-
Total Complication Points: 100
10 INT 0 11- PER Roll: 11-
10 EGO 0 11- OMCV: 3 DMCV: 3
Background: Tom Jerome was a second-string linebacker in the NFL
15 PRE 5 12- PRE Attack: 3d6 MD:
who bounced from team to team. Finally cut from his last team,
15 PD 13 Total: 30 (15 rPD)
hooked on cocaine, and broke, Tom was desperate. Desperate
10 ED 8 Total: 20 (10 rED)
enough to volunteer for an experiment with some shady scientists.
4 SPD 20 Phases: 3, 6, 9, 12
Unfortunately for Tom, these scientists worked for VIPER.
16 REC 12
When Tom woke he was stronger, faster, and tougher than ever...
60 END 8
but his right hand had been replaced with a questionite hammer-
15 BOD 5
head. Early in the experimentation process, the hammer was simply
50 STN 15 Total Characteristics Cost: 198
a placeholder for a heavier cybernetic weapon, but Tom went ber-
serk, furious at what he considered incompetence by the scientist,
Movement: Running: 22m/44m
and broke out destroying everything in his path.
Leaping: 16m/32m
Quote: "I'm gonna pound you into soup"
Cost Powers END
17 Tireless: Reduced Endurance ½ on Strength, Leaping, var
Personality/Motivation: Greed and revenge drives Tom, and he is
and Running
very touchy about his hammer hand. Tom wants fame, success, and
10 Planted: Knockback Resistance 10m --
riches, and while he's wiling to work hard to get it, he's also not ham-
38 Tough: Resistant Protection 15 PD, 10 ED --
pered by any sense of morality or justice.
10 Tough: Power Defense 10 --
8 Tough: Life Support Extended Breathing (1 END/5min) --
Powers/Tactics: Sledge is not very clever or tactically sound. He
Safe in High Pressure, Safe in Intense Cold and Heat
heads in running and uses move through attacks on his enemies,
7 Chain Hammer: Stretching 10m; lockout on Multipower 1
preferring to get in and mix it up directly. Against targets that fly he
16 Hammer: HTA 4d6 (12d6 w/STR), Hand-to-Hand Attack 2
tries to get out of their line of sight or throw things at them, but he'll
26 Block: Damage Negation 7DC PD, 5DC ED; Gestures full 3
tend to leave them to any allies he happens to have to work with.
Time, Concentrate ½DCV, Costs ½ END, Must see attacks
He is skilled with his hammer and can use it in unexpected and
unusual ways. The hammer is attached to a length of questionite
61 Sledge Fu: Multipower 61 point reserve
chain, which he can deploy to hit things at a fair distance. He can
3f Sweep: Blast 8d6; Area Effect Radius 2m, ½ END, No 2
also spin this at a short length to block or diminish many attacks.
Range, Hand-to-Hand Attack
Sledge can use the hammerhead to demolish nearly anything, but it
3f Sledge Fist: HTA +4d6 (8d6 w/STR) vs PD; ½ END, Affects 4
takes a great deal of focus and some time to do such a devastating
Desolidified, Hand-to-Hand Attack plus Affects Desolid
attack, and it is nearly useless on living, mobile targets.
On STR, linked to HTA.
The Questionite Alloy used for Sledge's hammer fist has strange
3f Crush: HKA 2d6 (4d6 w/STR); Armor Piercing, Extra Time 8
properties, it can be used to affect even desolidified targets which
Full Phase, x2 END Cost, Concentration ½DCV
can be a brutal surprise for heroes who rely on that for defense.
Already ambidextrous, Sledge isn't as hampered by having only
Cost Skills and Talents
one usable hand as one would expect.
9 Combat Skill Level +3 with Move Through and Move By
2 Knowledge Skill: Sports Trivia 11-
Campaign Use: Typically Sledge is
2 Professional Skill: Football 11-
used as a blunt instrument, thrown
1 Paramedics 8-
at enemies to slow them down and
3 Streetwise 12-
disrupt plans or grouping. He's rela-
3 Teamwork 13-
tively cheap as a mercenary, and
3 Ambidexterity (no off-hand penalty)
gets a lot of work as a result.
Sledge’s powers make him ideal
Total Powers & Skills Cost: 226
for a lot of industrial work, and he
Total Cost: 424
might get work doing that for villains
as well.
PTS Complications
15 Distinctive Features: Hammer for one hand, gray skin
Appearance: Tom is entirely hairless
(Concealable, Always Noticed and Major reaction, normal
and gray as concrete. His right hand
senses)
seems to have been grafted directly
15 Hunted: UNTIL, Frequently, (As Powerful, Non Combat
to a sledge hammer's head, although
Influence, Imprison)
its made of a biorganic questionite
20 Hunted: VIPER, Infrequently (More Powerful, Non Combat
alloy that is living and heals if dam-
Influence, Harshly Punish)
aged. He tends to wear simple
15 Psychological Complication: Hates being insulted about his
rough outfits like canvas coveralls or
hammer hand (Common, Strong)
leather motorcycle suits rather than
15 Psychological Complication: Rash, Hasty (Common, Strong)
any kind of typical costume.

30
WYVERN Super Villain Fleeing blindly in the maze of UNTIL buildings, he ran into an un-
Val Char Cost Roll Notes locked laboratory. Hiding in some equipment and storage bins, he
40 STR 30 Lift 6400kg: 8d6 was spotted by an agent who threw a grenade into the area to sub-
18 DEX 16 OCV: 5 DCV: 6 due him. The grenade and the energies in the equipment exploded,
30 CON 20 showering strange chemicals all over John. Seized, experimental,
6 INT -4 PER Roll: 10- genetic alteration chemicals.
10 EGO 0 OMCV: 2 DMCV: 3 When John awoke, he wasn't John any more. He was a winged
25 PRE 17 PRE Attack: 5d6 MD: 0 monster. He broke free of the detention cell that UNTIL had put him
10 PD 8 Total: 20 (10 rPD) into, ripped through the guards, and fled. Paul Bressler had made his
8 ED 6 Total: 18 (10 rED) own discovery, and soon was infamous as the villain Ankylosaur, and
5 SPD 30 Phases: 3, 5, 8, 10, 12 the pair worked together. At times, they work with Neutron as one
14 REC 10 of the Conquerors, and at times he works alone when he's sick of
60 END 8 how he's treated by the team.
14 BOD 4
50 STN 15 Total Characteristics Cost: 196 Personality/Motivation: The chemicals that transformed MacDougal
into Wyvern also destroyed much of his brain, including the part that
Movement: Running: 12m/24m governs morality and social behavior. Wyvern is a vicious monster
Leaping: 16m/32m that loves to kill and i without mercy. Once unleashed, it will no stop
until its prey is defeated, or dead.
Cost Powers END Wyvern is extremely loyal to Ankylosaur, and will back down if told
19 Claws: HKA 1d6 (3½d6 w/STR) vs PD, Half END Cost 1 to by Paul, but is otherwise a vicious beast who cannot be reasoned
48 Venom Blast: Blast 6d6; NND (force field or no nervous 6 with, communicated with, or bargained with.
System, 14- roll
17 Wings: Flight 20m; Half END Cost, Restrainable 1 Quote: Nrrgghhh!! (Wyvern can talk but rarely does, and even then
5 Tail: Extra Limb -- in single syllables)
37 Tough: resistant Protection 10 PD, 10 ED, hardened --
5 Heat Sight: Infrared Vision -- Powers/Tactics: Wyvern has great strength, durability, and the ability
10 Tireless: Half END Cost STR 2 to fly on his bat wings. He can fire a blast of neural disruption
2 Lack of Weakness: Hardened on PD -- "venom" energy from his tail, and is able to see in the dark.
2 Lack of Weakness: Hardened on ED -- Wyvern's tactics are very simple: choose a target, attack it until it is
out of combat or dead, the move on to the next. With a successful
Cost Skills and Talents Ego roll, he can change targets to a more tactically valuable one, or
10 Combat Skill Levels: +5 with Venom Blast Ankylosaur can order him to change.
9 Concealment 13- When not in an active fight, Wyvern can be extremely quiet, clev-
10 Rapid Attack er, and stalk prey very effectively.
9 Shadowing 13-
9 Stealth 13- Campaign Use: Wyvern is a senseless killer and monster. It can serve
9 Tracking 13- as a brutal subordinate to a more powerful villain, as a member of
the Conquerors, as a dual team with Ankylosaur, or even as a mon-
Total Powers & Skills Cost: 195 ster hunting scenario or a slasher/horror session. He is not possible
Total Cost: 391 to save or turn to the good.

PTS Complications Appearance: Wyvern is a 191cm, 140kg monster. He is covered with


20 Distinctive Features: Monster (not Concealable, Always growths of long black hair, two rows of sharp fangs, glowing red eyes,
Noticed and major reaction, common senses) animal claws, and tan skin. HIs tail and wings are leathery brown in
10 Enraged: Confronted with fire 8- go, 14- recover color.
20 Hunted: Law Enforcement, very frequently (As Powerful, Non-
Combat influence, imprison)
20 Negative Reputation: monstrous killer, very frequently,
Extreme
15 Psychological Complication: Single Minded, concentrates on
one thing at a time; Very Common, Moderate
15 Psychological Complication: ruthless killer; Common, Strong
15 Social Complication: Terrifying Monster; frequently, major

Total Complication Points: 115

Background: John MacDougal was a small time crook hired to break


into an UNTIL base, with his friend Paul Bressler. A coward and fol-
lower, John never knew that he was serving as a distraction for VI-
PER's assault on the base. He only knew that when UNTIL turned on
him, it was time to run.

31
DRAGONFLY ATH Vehicle HOVERCRAFT (DVH-4) Vehicle
Val Char Cost Roll Notes Val Char Cost Roll Notes
9 SIZE 45 Length: 16m; Height: 8m; Width 8m 6 SIZE 30 Length: 8m; Height: 4m; Width 4m
40 STR -15 17- Lift kg: d6 50 STR 10 19- Lift kg: d6
18 DEX 16 13- OCV: 8 DCV: 3 10 DEX 0 11- OCV: 0 DCV: (+3 to be hit)
20 BOD 1 20 BOD 4
4 SPD 20 Phases: 3, 6, 9, 12 3 SPD 10 Phases: 4, 8, 12
10 PD 12 Total: 10 (10 rPD) 10 PD 2 Total: 10 (14 rPD)
15 ED 20 Total: 15 (15 rED) 14 ED 2 Total: 14 (14 rED)
Volume: 1024m³; Mass: 51.2 tons; KB: -9 Volume: 128m³; Mass: 6.4 tons; KB: -6m

Total Characteristics Cost: 140 Total Characteristics Cost: 45

Movement: Ground: 0m/0m Movement: Ground: 0m/0m


Swimming: 0m/0m Swimming: 0m/0m
Leaping: 0m/0m Leaping: 0m/0m
Hover: 15m/60m
Cost Powers END
30 Rotors: Flight 25m, x4 Noncombat, Sideways maneuver (1) Cost Powers END
Half velocity, no turn mode, combat acel/decel, 1 fuel 28 Hover: Flight 15m; x4 noncombat; full reverse, sideways 0
Charge continuing 3 hours, Side Effect; rotors 2d6 PD KA maneuverability full velocity, Only within 1m of surface
6m Radius disc Or liquid
21 Millimeter Wave Radar: Radar (radio group) +2 PER,
Discriminatory, 360° perception, Telescopic +10, OIF Total Powers Cost: 28
5 FLIR: Infrared Perception (sight group) Total Cost: 73
7 Radar Warning: Detect (detection by radar) 16-, OIF
10 Com Unit: Radio Perception/Transmission PTS Complications
18 Sealed Cabin: Life Support vs high radiation, intense cold, 5 Distinctive Features: Dr Destroyer Livery (Easily Concealed,
Intense heat, low pressure ,vacuum, self-contained breath Noticed, common senses
12 Targeting Systems: +4 to offset range mods all attacks 10 Distinctive Features: Hovercraft (Not Concealable, Noticed,
82 D-240 Autoblaster: RKA 3d6 vs ED (heat); Autofire (1200) Not in some cultures, common senses
10 shot, Limited Arc of fire 180°, Restrainable (can be
attacked separately 8 PD, 10 ED, 5 BODY), 1200 Charges Total Complication Points: 5
(x2 number of items)
28 Rocket Pods (x2): Blast 12d6 vs ED (fire); AE 12m explosion (4) Description: A large, highly mobile freight platform. Weaponless it is
Loses 1d6/m, 4 Charges each, Limited Arc of Fire 1 hex designed to move cargo and passengers at high speed over any sur-
Row, Restrainable (can be attacked separately 6 PD, 8 ED face. The cargo and passenger space is entirely enclosed.
4 BODY)

Total Powers Cost: 214


Total Cost: 353

PTS Complications
15 Distinctive Features: Attack helicopter (not concealable,
Noticed and major reaction, common senses, not distinctive
in Some cultures
5 Distinctive Features: Dr Destroyer livery (Easily Concealed;
Noticed and Recognizable; Common Senses)

Total Complication Points: 20

Description: A uniquely designed attack gyrocopter with dual auto-


blasters and rocket pods. Illustration found on page 37

32
HOVERSLED (DVH-2) Vehicle MAULER (MAV) Vehicle
Val Char Cost Roll Notes Val Char Cost Roll Notes
4 SIZE 20 Length: 5m; Height: 2m; Width 3m 5 SIZE 25 Length: 6.35m; Height: 3m; Width 3.35m
30 STR 0 15- Lift 1600kg: 6d6 40 STR 5 17- Lift kg: d6
10 DEX 0 11- OCV: 0 DCV: (+1 OCV to be hit) 10 DEX 0 11- OCV: 1 DCV: (+2 to be hit)
14 BOD 0 20 BOD 5
3 SPD 10 Phases: 4, 8, 12 3 SPD 0 Phases: 4, 8, 12
8 PD 2 Total: ( rPD) 10 PD 12 Total: 10 (10 rPD)
10 ED 2 Total: ( rED) 15 ED 20 Total: 15 (15 rED)
Volume: 32m³; Mass: 1.6 tons ; KB: -4m Volume: 64m³; Mass: 3.2 tons; KB: -5

Total Characteristics Cost: 12 Total Characteristics Cost: 76

Movement: Ground: 0m/0m Movement: Ground: 18m/34m


Swimming: 0m/0m Swimming: 10m/40m
Leaping: 0m/0m Leaping: 10m/0m*
Hover: m/m
Cost Powers END
Cost Powers END 70 Turret One: blast 8d6 vs ED (heat); Area Effect Radius 0
28 Hover: Flight 15m; x4 noncombat; full reverse, sideways 0 8m explosion, 60 Charges
maneuverability full velocity, Only within 1m of surface 45 Turret Two: RKA 2d6 vs ED (light); Armor Piercing, 0
Or liquid 30 Charges
47 Side Guns (x2): Blast 6d6 vs ED (heat): Autofire 3 shot, [ 64]
-5 PD and ED only protects 11– for passengers, full for pilot 64 Charges each, Limited Arc of Fire 180 Degrees
30 Street Sweeper: Blast 5d6 vs PD; Area Effect Line (10m 0
Total Powers Cost: 23 Long, 2m tall, 4m wide), Double Knockback, Usable
Total Cost: 45 Once per turn, 0 END Cost, Limited Arc of Fire 1 hex row
21 Crush: HKA 2d6 vs PD (4d6 w/STR); Area Effect Radius 0
PTS Complications 4m, 0 END Cost, Only with Move Through, Inaccurate 0
5 Distinctive Features: Dr Destroyer Livery (Easily Concealed, OCV
Noticed, common senses 5 Aquatic Jets: Swimming x4 noncombat (40m) 0
10 Distinctive Features: Hovercraft (Not Concealable, Noticed, 5 Jump Jets: Leaping 10m; No Gravity Penalty, Sideways 0
Not in some cultures, common senses Maneuverability full velocity, 4 Charges, No Noncombat
6 Disguise Field: Images vs sight, -4 PER; Set Effect, 1 [1]
Total Complication Points: 5 Continuing charge 5 minutes
18 Aquatic: Life Support vs pressure and self-contained 0
Description: A smaller, van-style vehicle with an open top, made for Breathing, Usable by all nearby, only for passengers
moving small loads of supplies or particularly passengers rapidly to a 12 Holographic Projector: Images vs sight, -4 PER; 1 charge 0
location. Weaponless, it is open on the top so occupants can fire Continuing 5 minutes
their personal weapons (and be fired upon) out of the Hovercraft.
The seats and central structure fold away to create a large cargo Total Powers Cost: 259
space for moving supplies. Total Cost: 335

PTS Complications
20 Distinctive Features: Tank thing (Not Concealable; Always
Noticed and Causes Major Reaction; Detectable By Common
Senses)
10 Distinctive Features: Hovercraft (Not Concealable, Noticed,
Not in some cultures, common senses

Total Complication Points: 30

Description: A huge tank-like vehicle with two turrets stacked on the top, and one
blaster cannon on each side. This heavily armored brute is customized with a
holographic device to disguise it as a garbage truck. Illustration found on page 36.

Powers: The weapons are self explanatory, but some of its abilities need some
explanation. The Jump Jets allow the MAV to bounce in the air for one move, up
to 10m and 10m across, useful for bypassing barriers.
*slaps roof* You can fit so many agents Street Sweeper is a move in which the MAV charges forward demolishing every-
into this bad boy thing in its path, usually sending it crashing away from the vehicle in the process.
The Crush represents the MAV’s ability to drive right over the top of almost
anything, crunching it up in the process and slowing the MAV by half a phase of
movement.

33
Dr DESTROYER’S
VILLA

Underground complex:
THE hangar

34
Ready complex

THE HENCH-VILLAINS
*Armadillo, Lazer, and Vibron are written up in Champions Villains, vol III

WYVERN
HIDEOUS ARMADILLO SLEDGE
VIBRON PANDA AND
LAZER
RACCOON
3435
THE MAULER MAV

3436
LAUNCH CONTROL

THE DRAGONFLY

3437
THE ISLAND OF Dr DESTROYER
GM MAP
N

THE ISLAND OF Dr DESTROYER


PLAYER MAP
UNTIL describes him as the deadliest man alive.
SuperheroEs pause in respectful concern when
his name is mentioned. The World’s Most Bril-
liant physicist and inventor from the past kept
alive through dread technology now threat-
ens the entire world once more. Are your su-
perheroes up to the task of invading...

THE ISLAND OF
DOCTOR DESTROYER
The first Champions adventure ever published
is now available again, updated to Sixth edi-
tion! With new, updated content matching
modern times and game play, The Island of
Doctor Destroyer is back for you and your
gaming group.

Experience the excitement and thrills of the


world’s first CHAMPIONS module, a product
that launched an entirely new gaming genre,
today!

Now with a new introductory scenario, up-


dated enemies, and new artwork! Includes
tips and variants for making the adventure
more exciting and fresh, even for those who
have played it before.

PRODUCED BY KESTREL ARTS AS PART OF THE HALL OF CHAMPIONS COMMUNITY PROJECT, IN ASSOCIATION WITH HERO GAMES.

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