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#1: Assault on the Nerian Nexus

by John Polojac

A mystical Adventure
for 4-6 heroes of PL 10
1: ASSAULT ON THE NERIAN NEXUS
Suggested PL: 10 Assault on the Nerian Nexus is a one-shot adventure for four to six PL 10
Required Books: M&M Deluxe Hero’s Handbook, heroes, although it may be scaled for larger or smaller hero teams by
M&M Deluxe Gamemaster’s Guide adding to or subtracting from the villains’ ranks. While the adventure’s
premise centers around a Freedom City landmark, the story can be set
Suggested Books: Freedom City, Rogue’s Gallery, Threat Report in any metropolitan area, simply relocating the former Master Mage’s
home to the heroes’ campaign city.
Earth-Prime is without a Master Mage to provide its arcane energies
with focus and defend it from mystical corruption. Ever since Adrian
Eldrich’s death and the departure of his successor—the youthful her-
oine Seven—a rising tide of supernatural darkness has slowly seeped SECRET ORIGINS
into the souls of the world’s villains. Yet for a time, Eldrich’s former Lady Una, Dark Lord of dark lords, had grown weary of her immortal
abode—the Nerian Nexus—still stood as a symbol of the Master existence and conquests and began studying how she might ascend
Mage’s guardianship over Earth-Prime. The edifice’s existence safe- to godhood, becoming a dark deity who could spread her influence
guarded innumerable arcane secrets and dangerous relics, while also not only through physical might, but the very substance of magic it-
slowing the encroachment of malignant entities from beyond. These self across the omniverse. Her ritual for ascension requires the con-
barriers held firm despite occasional attempts by powerful forces to quest of a thousand worlds and tying her life force to the magical en-
breach its wards and plunder the treasures within. ergy of each—and Una made it a point of pride to take Earth as the
thousandth world to complete her transformation. Her plan requires
The sanctum could not stand inviolate forever, for the Nexus is too
the sacrifice of her mortal body, consumed in the flames of another
tempting a target. Medea, one of Earth’s oldest and most cunning
world’s purest magic.
witches, has coveted the treasures within and only recently encoun-
tered a mysterious patron eager to provide her with the missing bits With Adrian Eldritch gone, Una designed a plot to trick the Master
of lore that could help her shatter the seals keeping her out of Eldrich’s Mage’s young successor into destroying her and bringing her plan to
former home. While she is wary of her benefactor’s guidance, the pow- fruition. She staged an invasion, knowing Seven would arise to stop
er and secrets of the Nexus are worth any risk. her, and in the pivotal moment of their duel, she let the new Master

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Mage’s magic annihilate her body, merging her spirit with Earth’s mag-
ical essence. THE NETHERWAR
Eldritch foresaw Una’s plan before his disappearance, however, and Assault on the Nerian Nexus is the second episode in the Nether-
spent the last ten years creating several powerful talismans to bar her War adventure series, but the adventure also works as a stand-
spirit from connecting Earth’s magical essence with that of her 999 alone story with only minor adaptations. You can eliminate ties
netherworlds. He used the power of existing artifacts to craft these to a larger conspiracy by removing Toy Boy from the story, and
wards, trusting the power and legacy of the artifacts would prevent simply allow Medea—with her ten millennia of lore and experi-
anyone from destroying them. ence—to breach the Nexus’s seals on her own. You can instead
keep Toy Boy and make him a more active participant in the ad-
Una made her move after orchestrating Eldrich’s death, and thanks venture, serving as Medea’s ally in breaching the Nexus’ walls,
to his talismans, she is now trapped as a disembodied and largely but motivated to fully restore Desmond Lettam to life and health
powerless spirit. In this form, she can make subtle contact with other using the lair’s magic. The heroes won’t necessarily find Seven’s
magic users—particularly in their dreams—as well as those with a magic mirror as a conduit for advice, so they’ll need to rely on skill
powerful fixation or fear. She coaxed many magical villains into ser- checks and knowledge provided by other characters. Eliminate
vice over the years, helping her locate the wards Eldrich left behind, the clues sprinkled throughout the adventure hinting at Una’s in-
but her most powerful connection is to Desmond Lettam, the vil- volvement, but the actions and motivations of the other villains
lain called Toy Boy. Lettam’s contempt in the face of death and the remain the same.
weakening bond between his body and soul placed him in a unique
position to communicate with Una’s spirit, and Una used her remain-
ing power to wrench Toy Boy free from his mortal shell, transforming ing pocket dimension Adrian Eldrich once called home. They must
him into a poltergeist whose fixation on playthings lets him influ- race through hazardous corridors and overcome terrible adversaries
ence the living world. before finally stopping Medea and her cohorts from making off with
treasures that could augment their evil arcane power tenfold!
With Toy Boy as her eager hands, Una has since stepped up her cru-
sade to undo the protections Eldrich created. Through her puppet,
Una approached the sorceress Medea and offered her the knowledge
to finally open the Nerian Nexus, granting Medea access to the trea-
INVOLVING THE HEROES
sures within while allowing Toy Boy to enter the Master Mage’s library Heroes can become involved with Assault on the Nerian Nexus in a
and search for clues that will lead him to Eldrich’s talismans. number of ways:


IN THIS EXCITING ISSUE… If you are running this adventure as part of the larger Nether-
War story arc, the heroes may already begin with ties to Adrian
Eldrich’s legacy, and receive a mystical vision guiding them to
In this unpredictable new mystic environment, the immortal sorceress the Nerian Nexus just as Medea shatters the wards and enters. If
Medea seeks to gain advantage—and what greater repository of lore, they are instead allies of Lady Seven (see Freedom City), she may
power, and weapons exists than the former sanctum of Adrian Eldrich? magically reach out to the heroes, asking them to investigate the
Medea has been surreptitiously striving to overcome the wards of the townhouse when she feels its protections fall.
Nerian Nexus for months, eager to plunder its treasures. The final piec-
es of the needed incantation came from an unlikely ally: an unsettling • As a major brawl between multiple supervillains, the scuffle out-
magical doll claiming to serve “The Dark Lady.” While Medea recogniz- side the Nerian Nexus draws police and media attention within
es manipulation when she sees it, she found the entire arrangement minutes. Local heroes may learn about the incident from local
too entertaining and useful to ignore and has so far profited. news, listening in on the police scanner, or on social media before
they ever realize the larger scope of events.
Bringing along fellow Crime League member Tom Cyprus for muscle,
the sorceress schemed to loot the sanctum for arcane lore and weap- • Independent heroes may be alerted to the impending danger af-
ons, increasing her own might. She hopes to seize the Alterity Atlas, a ter confronting a small-time magical villain robbing a museum or
mystic map of the multiverse and the paths between worlds—as well antique shop. The culprit offers some juicy underworld gossip in
as the hiding places of many fabulous artifacts. But Medea’s Crime hopes of leniency. He heard rumors about the upcoming attack
League ally, Devil Ray, learned of her efforts, and through him many of on the Nerian Nexus through the dark-magic grapevine; the word
Freedom City’s magically empowered rogues have done the same. As is Medea knows how to dispel the wards sealing Adrian Eldrich’s
Medea finally began to crack open the Nexus, a horde of super-villains sanctum, and is poised to do so at any second! Multiple villains
descended, all hoping to plunder the sanctum’s secrets. The villains are massing in anticipation. He was trying to steal an enchanted
almost immediately fell to blows, battling each other in their efforts to object to better his own chances.
get inside! Medea and Cyprus fought their way past the scrum, march-
ing through the opened doorway. • In campaigns based outside Freedom City, the spell that throws
opens the sanctum’s doors may also unstick the Nerian Nexus
A full-scale super-battle brings a corresponding response from au- in space, launching it and everyone in the vicinity to the heroes’
thorities, while calls go out for super-powered assistance to quell the location. The sanctum appears in a downtown neighborhood,
crisis. By the time the heroes reach the scene, the situation outside magically integrating into the surroundings and accompanied
the townhouse has degenerated into anarchy. Damage mounts as the by the villains. The sanctum’s sudden appearance should warrant
villains overwhelm police, curse terrified civilians, and destroy proper- investigation even prior to the massive brawl outside. Reports
ty. The Devil’s Advocates circle the building on their hellish motorcy- about the situation flood every media channel across the city.
cles, Abracadaver performs ghoulish magical theater, and Sandstone Even if the characters are unfamiliar with the Nerian Nexus’ his-
smashes things. After a short skirmish, the heroes can follow Medea tory or the specific villains involved, the obvious menace to their
and other villains into the Nerian Nexus and explore the ever-shift- home should send the heroes into action.

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SCENE 1 CONFLICT SCENE PROBLEM POWERS


The interior spaces of the Nerian Nexus have high ceilings (8-

WELCOME TO THE NEIGHBORHOOD 12 feet), but are otherwise ordinary rooms and limit effects like
Growth and Flight. Because the walls are magical folds in reality
and don’t necessarily connect adjacent spaces, attempts to use
As the adventure begins, read or paraphrase the following: effects like Insubstantial, Movement (permeate), Summon, or
Teleport beyond a wall or barrier must succeed at a DC 15 power
“This is Jenny-Lynn James reporting live from Ditko Street, out- check or trigger random magical feedback. Senses that normally
side the police line now surrounding the former home of the penetrate concealment likewise cannot see through the walls, as
late Adrian Eldrich, rumored by some to be the so-called Master there is nothing “beyond” them.
Mage. Earlier this evening, notorious Crime League members Me- A character failing a power check is subject to one of the follow-
dea and Tom Cyprus arrived here, and after what witnesses called ing effects (roll 1d20):
an “incantation,” entered the property. Perhaps a dozen other su-
per-villains arrived moments later, fighting each other to be the RESULT INFORMATION
next inside. Police are currently overwhelmed. The mayor is call- Curse of Guardianship: Affliction 15 (Controlled, 3rd
ing on all available heroes for help.” 1–5 degree only, resisted by Will, controlled characters
A swirl of ghastly green and black vapor washes over the reporter. battle any “intruders” for one round, Instant Recovery)
It parts to reveal a lifelike stone statue of Jenny-Lynn, face frozen Eldritch Recoil: Reaction Damage 10 (Affects Insub-
in fear. After a moment of tense silence, a corpse-grey face leans 6–10
stantial, Penetrating)
into frame. Garbed like a birthday stage magician, his face fixed in
Magic Intercession: Move Object 10 (Affects Insub-
a rictus grin, he speaks in a deathly rattle. 11–15
stantial, Only to push backwards)
“Sorry, folks at home, but I don’t do ‘live’ television. If you want to Arcane Drainage: Affliction 12 (Dazed, Stunned,
see my command performance, roll on down and pick yourself up 16–20
Asleep, resisted and overcome by Fortitude)
a ticket for the show. I still need plenty of audience volunteers.” He
levels a black wand at the camera and the feed abruptly… dies.
remain to illuminate the scene. If heroes take time to protect, heal, or
Once the heroes actually arrive on-scene, read or paraphrase the fol- rescue injured bystanders, reward them with a Hero Point.
lowing to set the scene:
Characters with appropriate super-senses detect powerful magical
Several villains and at least a dozen police officers lie injured on energy from the gathered villains and the house itself. Heroes with Ex-
the street outside a police barricade. Beyond it, several figures pertise: Magic (or other appropriate Expertise, such as Urban Legends
still menace the crowd: A zombie in a tuxedo and cape holds or Freedom City) can learn the following with a successful check.
several bystanders captive, bound in various magical props as he
prepares an array of swords. Nearby, the figure of an eight-foot
woman made from living, shifting sand delivers a punch so bru- EXPERTISE: MAGIC
tal you can feel the impact in your bones. Her blow knocks an RESULT INFORMATION
orc-faced biker to the street, minus several teeth, but already two As the home of the late Adrian Eldrich, the Nerian Nex-
more mounted motorcyclists circle her, brandishing wicked-look- us probably contains a wealth of spellbooks, enchant-
ing weapons. DC 10
ed objects, and esoterica gathered by the Master Mage
Beyond the fracas stands an unassuming brownstone with its during his long career.
door standing open, notable only for the stained glass window The sanctum has been sealed and left undisturbed since
on its second floor. It’s so unremarkable, your eyes almost refuse DC 15
Eldrich’s mysterious death several years ago.
to linger on it or pay it any real attention.
The sanctum isn’t constrained by physics or geome-
DC 20 try; gateways to other realities and timelines may be
The scene on the street is the aftermath of the villains’ first few rounds opened here.
of brawling. Those focused enough have already run inside, but Sand-
stone and the Devil’s Advocates love a good fight, and the undead In addition, heroes can identify any of the villains present with a suc-
magician Abracadaver just can’t bring himself to ignore the ready- cessful DC 15 check using an appropriate Expertise skill (such as Free-
made audience. The identities of the various unconscious villains are dom City or Villains, Soldier to recognize Sandstone, or Streetwise to
left up to the GM, but might include Doc Holiday, Hell-Queen, and recognize the Advocates).
members of the Brotherhood of the Yellow Sign from Freedom City, the
Factor Four or the minions of Doc Azathoth from Threat Report, and/or
Apocalypsette, the Dealer, or Shatter from Rogue’s Gallery. ABRACADAVER’S FOLLIES
The neighborhood is a historic, middle-class residential street near Two major threats remain on the streets: the undead magician, Abra-
Riverside Park, lined with brownstone-style townhouses. Ditko Street cadaver, is torturing captive bystanders and the brawl between Sand-
is usually closed to traffic and is still paved in cobblestones, many of stone and the Devil’s Adovcates currently blocks off access to the Neri-
which have been broken or animated as part of the brawl. Twisted iron an Nexus. While these are presented as distinct encounters, the heroes
fences, smoking trees and shrubs, and upended streetlights likewise may split their attention between both, and with some clever tactics
speak to the damage, but enough police floodlights and streetlights might even turn the villains against each other.

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Abracadaver conducts a gruesome magic act with four terrified “audi-
ence members” captured by his zombie servants, who now watch and ROLEPLAYING ABRACADAVER
clap mindlessly. He has three zombie minions for every hero present;
the remainder have been destroyed by the police. The zombies attack A frustrated former stage magician who turned to dark magic, Ab-
in groups of three, with two using the Aid action to improve the third’s racadaver yearns to uncover secrets like those contained inside the
attempt to Grab heroes. Nexus. Both a necromancer and a ham, he could not resist putting on
a “show” amidst the sudden crowd and media attention. Abracadaver
One victim is surrounded by flaming rings, smoke tendrils are pulling
has no qualms about harming captives—he planned to drain their life
another into the magician’s hat, and two are trapped inside transpar-
essence regardless—and will use them as leverage against the heroes.
ent boxes, their torsos switched between them. Ever the showman,
Abracadaver’s hammy gestures delay the start of the “act”, giving the Abracadaver plays to the crowd and tries to draw out the drama. If he
heroes a chance to intervene before any captives are harmed. The cap- has a clear advantage over a hero, he’ll heckle them for a round with
tives can be freed by destroying or unlocking the contraptions holding his Startle advantage. In combat, the lich first tries blinding the heroes
them (Toughness 8, DC 20 Sleight of Hand or Expertise: Stage Magic with his Dead of Night effect—both he and his zombie minions he
to disable); doing so restores them to normal and allows them to flee. can see in the darkness—then alternates Dark Blast and Dark Tendril
Abracadaver attacks any heroes interfering with his “grand show.” If a attacks. The criminal corpse uses his zombies as cannon fodder, com-
hero frees an audience member, award them a Hero Point. manding them to grapple and serve as inhuman shields. Abracadaver
will “exit stage left” if he takes significant damage or the Dazed condi-
tion, teleporting out via his Death’s Door spell.

ABRACADAVER PL 11
See the Cast section.

COMBAT INITIATIVE +1
Dark Bolt +11 Ranged, Damage 11
Dark Tendrils +7 Ranged, Cumulative Affliction 7
Life Drain +11 Ranged, Progressive Weaken STA 5
Unarmed +8 Close, Damage 8

DODGE PARRY FORTITUDE WILL TOUGHNESS


+6 +6 — +11 +16*
*Fades 1 rank after every Toughness check; minimum 4

ABRACADAVER’S ZOMBIES PL 5
See the Cast section. These characters are minions.

COMBAT INITIATIVE +0
Unarmed +6 Close, Damage 4

DODGE PARRY FORTITUDE WILL TOUGHNESS


+2 +4 — — +6

OIL AND SAND


Sandstone and two remaining members of the Devil’s Advocates
brawl directly in front of the entrance to the brownstone. Sandstone
is mildly hurt, and has already knocked Buddy—the rider of plague—
unconscious, leaving only a bruised Born Loser and as-yet unhurt Cue-
ball in the fight (the riders of famine and war, respectively). Angel lies
unconscious on the street nearby after being waylaid by Devil Ray (see
Scene 4). The three continue fighting at the Nerian Nexus’s only door
even when the heroes arrive, and heroes can catch them still Vulner-
able if they attack before taking on Abracadaver (or split up to attack
simultaneously). The three rogues put aside their squabble once at-
tacked, turning to counterattack the heroes.

Despite their momentary alliance, the bikers and the solid stone mer-
cenary are far from friends, and heroes using maneuvers like Trick to
get the villains to attack one another can goad them into turning on
each other again. After this, the villains alternate attacking heroes and
one another each round.

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ROLEPLAYING SANDSTONE CUEBALL PL 10


See the Cast section.
Sandstone lives for excitement and boils over with confidence and
condescension. She loves teasing and goading opponents so she can
COMBAT INITIATIVE +11
justify beating them down harder when they get mad… not that she’s War Axe +9 Close, Damage 11
ever needed an excuse for a fight. Despite her violent tendencies, she Unarmed +12 Close, Damage 8
neither kills opponents nor threatens hostages. In combat against
DODGE PARRY FORTITUDE WILL TOUGHNESS
multiple foes or powerhouse brawlers, she prefers to use her sand
form, unleashing her area attacks, but against “softies,” she’s happy to +9 +9 +11 +9 +11
shift to her invulnerable stone form. If she is shaken, Sandstone tries to
assume her sand form and flee into the air.

Sandstone arrived at the Nerian Nexus hoping to learn more about


the magical gemstone that granted her powers and possibly how to WRAP-UP
augment them. While the villains put up a fight, the characters should be able to over-
come them relatively easily. After the heroes subdue the various vil-
ROLEPLAYING THE DEVIL’S ADVOCATES lains or drive them to retreat, several AEGIS vans arrive with backup to
help detain villains and tend to injured citizens (or heroes). The rank-
The Devil’s Advocates are an anarchistic doomsday cult born from an ing AEGIS officer, Alex Vezini (see Freedom City, p. 148) informs the
already violent biker gang. Born Loser was a pill-pusher and failed mu- heroes that police video shows Medea and her cronies entered Adrian
sician—easily bored, talkative, and crass—with the powers of Famine. Eldritch’s domicile twenty minutes prior and have yet to emerge. Sev-
He eagerly unleashes his Mass Starvation Power without regard for eral other villains entered as well.
bystanders or even allies. Cueball, already confrontational and violent If the heroes struggle against this first round of villains, you can have
before channeling the power of War, is a dyed-in-the wool killer, all too AEGIS arrive early to provide back-up in the form of Aid actions and
happy to unleash the sum of his powers against anyone within reach. Treatment checks. You may also decide that Agent Vezini’s telepathic
While the pair are powerful, they aren’t tacticians, and don’t coor- abilities let him use the Inspire 2 Advantage.
dinate their attacks. They like to trash talk and throw their weight If the team lacks mystic knowledge/senses, Agent Vezini is a low-level
around, but otherwise just press the attack until beaten unconscious telepath and the agency’s expert on mystic and psychic phenomenon.
or restrained. If one hero seems especially problematic, they resort to He admits not knowing the villains’ motives, but imagines anything
their only strategy—Born Loser uses his Teamwork feat while Cueball they recover from the home of a former Master Mage will spell big
applies his Power Attack—but Loser hates playing second fiddle to his trouble for the city.
teammate and won’t help unless clearly outmatched
At this point, the heroes must cross the threshold and journey into the
The Devil’s Advocates aren’t antiquarians. They arrive simply hoping to Nerian Nexus.
loot and trash the Nerian Nexus.

SANDSTONE
See the Cast section. Sandstone currently suffers a –1 penalty on all
PL 12 SCENE 2 ROLEPLAY SCENE
Toughness checks.

COMBAT INITIATIVE +6 INTO THE NEXUS


Sand Blast — Close, Cone Area, Damage 12
Once the heroes enter the Nexus, read or paraphrase the following:
Sand Burst — Close, Burst Area, Damage 12
Unarmed +12 Close, Damage 10*/12‡
The mansion is a well-preserved three-story townhouse, built
DODGE PARRY FORTITUDE WILL TOUGHNESS in the Queen Anne style of Victorian revival. The building sports
an asymmetrical facade, arched doorway, and oriel windows set
+10 +10 +12 +8 +6*/12‡ among round towers. Stepping inside the antechamber reveals
* Sand Form; immune to ballistic and bludgeoning damage wood-paneled walls and floors set with colorful tile patterns. The
‡ Stone Form; immune to heat and cold effects half-glazed doorway inside the vestibule leads to a sitting room,
used to entertain invitees. Just inside the antechamber, four un-
BORN LOSER PL 10 conscious figures lie scattered on the floor. They are clad in ochre
See the Cast section. Born Loser currently suffers a –2 penalty on all robes, still clutching curved daggers in their hands.
Toughness checks.
A older gentleman in a charcoal suit with salt-and-pepper hair
COMBAT INITIATIVE +6 slides down the far wall, losing his balance until he rests sitting on
Mass Starvation — Close, Burst Area, Affliction 10 the floor. Blood pours from a wound on his arm. He mumbles, ap-
Unarmed +9 Close, Damage 8
parently to himself, “That… that is why we always phone ahead
before a visit, yes?”
DODGE PARRY FORTITUDE WILL TOUGHNESS
+7 +9 +11 +7 +11 The man slumped to the floor is Sallah, Adrian Eldrich’s former partner
and the caretaker of the Nerian Nexus . The heroes can identify him

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with a successful DC 20 Expertise: Magic or Freedom City check, and Who is Medea?
also recall rumors that he left the estate after Adrian’s death to mourn
and find himself. While nearly 100 years old, Sallah appears to be in “Medea, like from the Greek myths? A demigod sorceress who
his early 60s. He is succumbing to the venom from the wound to his killed her own kids to drive her cheating husband mad? Not a
arm. For now he’s confused and quickly losing consciousness. Heroes nice lady. She’s never been Master-Mage-level in terms of raw
can staunch the bleeding and mitigate the worst effects of the ven- power. She’s a trickster, a parasite who relies on others’ strength
om with a successful DC 15 Treatment check or an application of the to get what she wants. But with treasures the Alternity Atlas could
Healing power, but he needs rest before he can recover consciousness. lead her to, she could stand on her own. Maybe even take the title
of Master Mage, if she wants.”
Sallah holds a small silver hand-mirror. If the heroes take the time to
examine it, it reflects a strange and sinister-looking throne room rath-
er than the cozy foyer. What’s the Alternity Atlas?

A cursory examination of the cultists reveals reptilian heads and long “The Atlas… that was a crazy story. It’s… sort of map to all the
fangs: serpent people. All four are members of the Brotherhood of the secret doors between worlds and the treasures hidden in the
Yellow Sign, a cult dedicated to bringing an unspeakable dark god to cracks of creation. You want to master space or find some terrible
Earth. None show any sign of harm, appearing to be in a deep slum- trinket? The Alternity Atlas can guide you. A clever person could
ber. A few paces beyond the slumped figures, curious markings adorn cause a lot of trouble with it.”
the walls and door. They appear to be hastily scrawled pictographs.
A successful DC 20 Expertise (Magic) or the ability to read Egyptian Why is this your fault? Why can’t you come to Earth?
hieroglyphics reveal them to be protective wards. When Sallah re-
ceived word the wards on the Nerian Nexus were nearly breached, he “I’m stuck in the Netherworld. This evil sorcerer called Una used
returned to the sanctum via magic and quickly scrawled protective to be this big, bad dimensional conquerer—the worst mage who
wards to stem the tide of intruders. His wards stopped the cultists, but ever lived. When Adrian died and I ended up Master Mage, she
not before one of them could land a bite. tried to conquer Earth. I lost it, and I… I destroyed her. I didn’t
As the heroes investigate the scene, a woman’s voice calls out from know it then, but destroying her in a wizard’ duel meant I inherit-
the hand-mirror. “Sallah? Sallah! Are you alright? What’s happening?” ed everything she had. And Netherworlds are weird reflections of
their master’s will. This one will crumble if I leave, and kill billions.

A FRIEND INDEED “So I had to give up being Master Mage of Earth to save this world
and try to reform it.”
If the heroes gaze into the mirror, they see a young Hispanic woman
with black hair. A successful DC 15 Expertise: Magic or Freedom City These halls make no sense/How do we find our way?
check identifies her as Seven, apprentice to Adrian Eldrich and briefly
the Master Mage of Earth, and she’ll admit as much if asked. If the he- “The Nerian Nexus is a space outside space, built across the inter-
roes ask for details or ask about the old man, she explains: sections of reality. It’s… it’s so much larger than it looks, and the
rooms drift a bit if you don’t know where you’re going. But if you
“My name is Seven, and I was the Master Mage of Earth briefly af- can keep focused on where you need to be, or what you need
ter Adrian’s death. I still have some connection to the Nerian Nex- to find, it should give you the path to get there. Of course, it’s
us, and when I felt the wards begin to crumble, I contacted Sallah been deteriorating a little without a Master Mage to control it, so
to investigate. I should have known better, shouldn’t have put things might get… weird?”
him in danger like that, but I never thought he’d rush in to fight
cultists by himself. I’m so stupid! How did I NOT know he would Is their anything we should watch out for?
risk himself? And now there are evil mages running around inside
the Nexus! “Don’t go looking for trouble, or the house will provide it. And be
“This is all my fault,” she takes a slow breath to calm herself. “And I wary. There might still be things trapped inside beyond the trespass-
can’t return to Earth and fix it. I need help.” ers. And if you use up the toilet paper, replace it. Sallah will chew you
the hell out if he comes to and finds out there’s no toilet paper.”
The heroes can question Seven to learn more about the situation:
What happened to Adrian Eldrich?
Who is inside the Nerian Nexus?
“Dead… assassins. I wasn’t… I couldn’t help him when the time
“I’m not sure. My connection to the Nexus isn’t that strong any came. I have suspicions, but a man like Adrian, long-lived and ac-
more. I can sense an ancient vampire, and someone trapped with- tive… he had so many enemies. Normally I… we should be able
in a powerful curse, and something… something strange and to contact him. His spirit should be on the Astral Plane, but some-
powerful. But I know exactly who broke the wards: Medea! She’s thing… something powerful is blocking him from our realm, and
after something powerful… If she’s smart—and let’s be honest, the Netherworld. Sallah was visiting with Gatekeeper to learn
she’s as tricky as they come—she’s after the Alternity Atlas.” more, but apparently he had his hands busy with his own crisis.”

If you are running Assault on the Nerian Nexus as part of the Nether- Seven encourages the heroes to keep the silver hand-mirror—she
War arc, she adds: “There’s something else wound through them all, calls it a Cheval Eye—so they can contact her if they get lost or need
though… distant but overwhelming. Something unnatural provided guidance, and she can answer any future questions the heroes didn’t
Medea the keys to the castle.” think to ask yet.

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Heroes can learn any of the above information from Sallah as well
using Mind Reading or a similar effect, but the troubling nightmares THE NERIAN NEXUS
induced by the venom act as a Reaction Mind Blast 8 hazard to any
The Nerian Nexus is a small limbo dimension that served as the
attempts to reach him psychically.
sacred sanctum of Earth’s Master Mage off and on for thousands
of years. It is a mobile intersection of several ley lines, making it
WRAP-UP a powerful reservoir of arcane energy, infusing most of the realm
with minor magical properties like speaking portraits and danc-
This scene exists to gives heroes some insight into the sanctum’s na- ing teacups. The interior reflects the owner’s tastes, in this case
ture and who they’re up against. With Sallah unconscious and the he- Adrian Eldrich’s old world sensibilities.
roes in possession of the Cheval Eye, there is little more to do in the Thirteen hours pass within the Nexus for every twelve hours that
foyer. The unconscious attendant will be fine on his own if the heroes pass outside, and the clocks within count to thirteen. The strange
tended to his wounds, but concerned heroes can carry him outside way time flows within the dimension means the heroes may
and entrust him to the care of AEGIS before proceeding. sometimes see echoes of the past or possible futures, watching
the reflections of various rogues pass in mirrors or their shadows
SCENE 3 CHALLENGE/ROLE-PLAYING cross doorways, possibly providing additional clues about who
stalks the townhouse and what their objectives, plans, and weak-
nesses might be (especially with the expenditure of a Hero Point).
A LITTLE KNOWLEDGE The Nexus is intelligent but not sentient, much like a computer.
It can help guide the heroes in locating their foes. The corridors
Read or paraphrase the following: configure to lead the team in the proper direction, moving away
dangerous rooms. However, the long absence of a Master Mage
to tame the realm is causing this property to unravel and the
A long, curving hallway eventually opens into a massive library.
characters encounter a few areas that present minor hazards.
Walkways line the wall-mounted shelving three stories tall, while
desks, tables, and overstuffed chairs fill the floorspace. Physical reality inside the Nerian Nexus can be manipulated
through force of personality. This requires spending a Hero Point
The library contains thousands of volumes written in multiple lan- to modify the scene, or succeeding on a DC 20 Presence check
guages, modern and archaic, mundane and arcane. Spacious desks made as a Move action. Doing so allows one of the following:
and chairs are spaced among the stacks, littered with reading mate-
rials, games, and puzzles. An old-style card catalog cabinet occupies 1) Alter geometry inside the sanctum to make rooms larger or
most of one wall, though the exact classification system is hard to de- smaller to accommodate powers such as Flight or Growing, or
cipher for anyone unstudied in the arcane. else prevent their use.
2) Change conditions to benefit from the Favored Environment
The trail ends here for a time. The library has not had readers for quite
advantage for one round.
some time and is eager for use. Any attempt by the heroes to exit in-
evitably leads them, via twisting hallways, back to the library. Heroes 3) Use up to 5 ranks of a 1-point Environment effect.
with any ability to sense magic or emotions can feel a sense of loneli-
ness and eagerness from the room itself.
tain greater knowledge of the Nexus’s workings and even gain one-
As the heroes move about the room, fleeting, semi-transparent imag- time uses of certain Advantages. Total all the Degrees of Success ac-
es appear, enduring just long enough to be noticed before fading out.
cumulated by every hero participating in the research. Heroes gain all
A young Adrian Eldrich playing 3-D chess against golden age crook
the rewards for lower results in addition to their primary reward:
Magnifico the Magician; a skeletal T-Rex stalking behind the farthest
aisles; an almost dapper-looking Tom Cyprus pushing a cart towering
RESULT BONUS
with volumes; a bow-tied, blond tyke crouched behind several stacks
(this last is Toy Boy’s human guise—the Nexus’s magic sometimes re- The heroes learn the basics of navigating the Nexus. In
One
veals momentary glimpses of his living form). the Medea’s Mastery section (see Scene 6), reduce the
Degree
hero’s delay by one rank.

INVESTIGATING THE LIBRARY Two


In the Medea’s Mastery section (see Scene 6), reduce
the hero’s delay by one additional rank. The heroes
As the heroes wander the library, tomes slide from the shelves and Degrees also learn that reality inside Nexus can be manipulated
books out on the tables flutter their pages, beckoning new readers. through willpower if they haven’t already.
Like the rest of the sanctum, the library reacts to the thoughts of visi- Gain Favored Enemy (Trespassers in Nexus) for one
tors and tries to offer them information related to their needs and in- Three
round during Scene 4; add a +2 circumstance bonus to
terests. Some of these books may be related to the heroes’ skills and Degrees
a single Presence check to manipulate the Nerian Nexus.
interests, but others describe the Nerian Nexus in greater detail and
provide deeper insights to the strange dimension and arcane theory Four Gain a +5 circumstance bonus on Initiative during
in general. Degrees Scene 6.

Understanding the usable information in the texts that present them- A failed check means the heroes discover nothing useful, while fail-
selves requires a successful DC 20 Expertise check (appropriate focus- ing by two or more Degrees adds one additional rank of delay in the
es include Magic, Philosophy, Psychology, and Theology). Every hero Medea’s Mastery section of Scene Six. The Gamemaster should tally
may attempt a single check, and must decide either to study the text results for each hero, recording the highest degree of success and sub-
or to assist another character. Heroes reading from the grimoires ob- tracting any degrees of failure from the total.

8
1: Assault on the Nerian Nexus

WORDS TO LIVE (AND DIE) BY SIDE TREKS


In addition to the rooms presented as part of this adventure, the
The library presents the information the heroes need by reading their heroes may wander into other rooms in they lose their way, need
thoughts and desires, but this ability is unintelligent and responds to a break, or need an additional challenge.
all aspects of the human psyche. In undisciplined minds, the library
also reads their fears and doubts and presents magical books that Guest Quarters: Modest in size, but sumptuously decorated,
may amplify those traits. Any hero who helps in the research, above, these rooms feature ornate chairs, executive writing desks,
begins to experience realistic, terrifying hallucinations of their loved lavish beds—everything to make guests comfortable. If the
ones’’ deaths, public humiliation, personal failure causing tragedy, and heroes rest, it adds one rank of delay in the Medea’s Mastery
other terrible potential futures as the magically detailed texts open up section of Scene 6.
frighteningly real visions in the reader’s mind. The GM should invoke Hall of Champions: An expansive area displaying portraits, busts,
Complications or appropriate details from the heroes’ histories, but and monuments celebrating the Master Mages of earlier eras,
make sure to respect players’ boundaries and comfort levels in these such as Violet Pennyworth and Broken Crow, alongside their al-
descriptions. These are only psychic illusions, but amplified by each lies, from Arthurian knights to the Freedom League. Great deeds
hero’s personal faults and fears. are recreated through artistic displays, along with replicas of the
Players can decide whether to embrace the visions or to pull away. If power-objects used by these worthies in their victories.
they chose to pull away, their character succeeds automatically and Hall of Infamy: Depicted in these room are the most dire threats
suffers only a brief vision. Characters accepting the challenge of facing faced by Master Mages throughout the ages; glowering stat-
down their inner doubts/fears gain a Hero Point, but the experience is ues, broken fragments of once fearsome weapons and armor,
unsettling and leaves them Impaired for the duration of Scene 4. weathered records of their evil deeds. If you are running As-
sault on the Nerian Nexus as a part of the NetherWar adventure
OTHER PATRONS series, this can provide heroes with their first chance to learn
about upcoming foes like Hell-Queen, Malador, and Una.
As the heroes walk through the library, they can see clear evidence Pantry: Modest in size, but stocked with incredibly satisfying re-
that someone has been sorting through it—open books lying on freshments, the pantry magically replenishes itself. Partaking of
desks, ledgers pulled half from their shelves, journals tossed haphaz- the victuals immediately dispels fatigue and also grants those
ardly onto a chair. A successful DC 15 Investigation check reveals all who do so a one-time +2 bonus on their next Fortitude check.
these texts relate to cataloging Adrian Eldrich’s experiments and the
artifacts he collected. Two Degrees of Success on this check discovers
some spilled ink on one table is still wet, suggesting this research was
still being conducted just before the heroes arrived—that the heroes SCENE FOUR CONFLICT SCENE
themselves may have interrupted the reader. Three or more Degrees
of Success also finds a discarded plastic figurine of a soldier, a cheap
children’s toy (one of the animated servants Toy Boy used to comb the ROGUES ALLIANCE
library for information).
After the heroes leave the library, the Nexus hallways lead to the aer-
The heroes aren’t alone in the library. This vast archive was Toy Boy’s
ary, where precious objects are displayed. Read or paraphrase the fol-
target. After providing Medea with the final incantations that broke
lowing to the players:
the seals, the invisible spirit hopes to discover how Adrian Eldritch
managed to prevent Una from bonding with Earth’s magical energy
Beyond a heavy pair of double doors—the lock smashed to
even after his death. He soon learned from Eldrich’s journals that the
flinders—lies a museum, with glass cases and shelves ranging
Master Mage feared a powerful spellcaster like Malador or Una would
from small figurines and bottles to massive stone heads. Paint-
attempt to wrest control of Earth’s magic if he died before Seven was
ings, framed scraps, and broken bits of relief carvings cover the
powerful enough to battle them, and created several magical wards—
walls in a chaotic mess. Broken glass lies scattered on the plush
the Eldrich Talismans—from existing artifacts in his collection and dis-
rug, and you hear the sound of shattering glass ahead from some
persed them around them world. Now Toy Boy’s research is devoted to
unseen source.
learning what and where the Eldrich Talismans are.

Toy Boy avoids confronting the heroes at all costs, and—having al- This area serves as both a trophy room and a trove of legendary ob-
ready read several books—is allowed to leave the library even as it jects, displayed in cases adorned with potent runes and secured with
returns any pursuing heroes back to the stacks. enchanted locks. Obsidian swords, books bound in demon-hide, in-
struments of patina-ed copper, a battered golden helmet worn by
WRAP-UP warrior-kings—all these and more can be found within. But the heroes
are not the only outsiders inside the chamber.
The library only wants to be of service and allows visitors to leave
Two villains—the Crime League’s Devil-Ray and Lord of Vampires
freely after reading anything from its collection. Ideally, the heroes
himself, Dracula—agreed to a truce when they discovered they both
use this opportunity to research the Nexus itself, but they can also
sought different relics hidden within the Nerian Nexus. Fighting their
research Medea or any other magical villains (Eldrich has extensive
way past the Nexus’s defenses, Vlad’s knowledge and Devil Ray’s pre-
notes on all the villains here, save Devil Ray, who acquired his mysti-
ternatural instincts led them to their intended destination. Once in-
cal curse after the Master Mage’s death), read a favorite book, or take
side, they overcame the already-weakened binding spells and took
a few minutes to peruse Adrian’s extensive collection of Golden Age
possession of their prizes!
comic books.

9
1: Assault on the Nerian Nexus
spear. If Devil Ray is in danger of losing the Idol of the Soulbinder, he
A TREASURE TROVE instinctively taps into the malleable reality of the Nexus, flooding the
room with water for one round and gaining the benefit of his Favored
The museum ceiling rises to 25 feet, with a walkway running around Environment (underwater) Advantage. Grant any hero he targets a
the outer wall halfway up. The many display cases provide easy cov- Hero Point, as the villain “edits the scene”.
er as well, if heroes decide to use them. The cases themselves are su-
Either villain flees if he fails three or more Toughness checks, unless
pernaturally sturdy and heavy (Mass rank 5; Impervious Toughness 8;
Dracula’s need to feed overwhelms him. If Dracula flees, he simply
Expertise: Magic or Technology DC 25 to unlock) and create a mag-
escapes the house with his new prize, but Devil Ray doubles back to
ic-suppressing effect within so long as they aren’t broken (equivalent
locate and assist Medea in Scene 6, still needing her magic to purge
to Sustained Simultaneous Nullify Magic 8 [limited to objects]).
him of the curse (even if the Idol keeps it at bay).
The many magical artifacts stored in the museum provide heroes with
a unique opportunity for spending Hero Point to Edit the Scene, grant-
ing them access to magical knickknacks they can wield for a round
ROLEPLAYING COUNT DRACULA
or two in combat. The weapons and artifacts shouldn’t be worth any Vlad Drakul is more cool and aloof than his temporary
more Power Points than the hero’s primary attacks, but might allow partner, fighting to win a prize rather than save his
heroes to exploit the villains’ weaknesses, such as Dracula’s vulnerabil- immortal life. He has centuries of
ity to holy weapons. combat experience, and relies
on tried-and-true tactics like
unleashing his Mesmerizing
TACTICS Gaze on the largest foe, trans-
forming them into a body-
Devil Ray and Dracula teamed-up to defeat the house’s defenses and guard. The enchanted spear
locate their prizes: For Carl Mattus, it is an ancient idol he believes will gives Dracula extra reach
halt his inhuman transformation, while Dracula seeks a legendary
vampire weapon, Slake, which can protect him from the light of day.

The adventure assumes the heroes arrive just as Devil Ray finishes
smashing open a display containing his prize—the Idol of the Soul-
binder—and Dracula has already claimed the spear Slake. If the he-
roes have had a rough time of it so far, you might instead have them
arrive when only one or neither villain has broken open the appropri-
ate case, forcing them to use a standard action to claim their prize in
combat. Unless the heroes are particularly stealthy approaching the
museum, Dracula notices their approach and the pair hides among
the displays to try and take the heroes by surprise (opposed Stealth
vs. Perception checks).

Both villains are more interested in escaping with their booty than
scoring a victory, but if Dracula succeeds in drawing blood against
an opponent (any hero failing a Toughness check by two or more
Degrees against his attacks), his thirst takes over and he refuses to
break off combat before “feeding” on the target. The Transylvanian
is armed with Slake, an unholy spear he crafted during the Crusades.
While grasping the weapon, Dracula does not need to grab targets to
drain Stamina ranks (which also allows him to regenerate), and has no
particular weaknesses to non-holy magical weapons or sunlight. The
vampire lord avoids shape-shifting because that means abandoning
Slake; he will only do so if he fails three Toughness checks (or fails any
single check by 10 or more).

Devil Ray holds a bizarre totem carved with indecipherable markings,


belonging to a forgotten alien cult. The idol is anathema to Dagon,
the ancient god who cursed Carl Mattus, and it halts his transforma-
tion into a Deep One, but also grants Devil Ray “the Gaze of the Soul-
binder”, a Distracting Perception Reaction Damage 8 effect affecting
anyone looking directly at him; Devil Ray can only maintain the effect
by holding the statue above his head, leaving him Vulnerable, but the
heroes can only avoid the effect by not looking directly at him, grant-
ing Devil Ray Concealment.

The villainous pair are allies of convenience. While both are too profes-
sional to turn against the other, they do not coordinate their attacks.
Once combat begins, Devil-Ray prefers targeting heroes with his
blasters, while Dracula immediately charges the nearest hero with his

10
1: Assault on the Nerian Nexus
and the ability to regenerate every time it draws blood. Unable to con- Devil Ray can be removed from his power armor once incapacitated,
jure creatures of the night to aid him inside the sanctum, he tries to revealing his partial transformation into a Deep One, if the heroes
keep combat close, using his Spider Climb ability to reach flying op- were not already aware of it. If the heroes take the villains with them,
ponents. The Vampire Lord is reluctant to hurl Slake, as he spent years or take the time to guide them out of the Nerian Nexus and hand them
tracking down the weapon and is hardly eager to see it pass from his over to AEGIS, they may give Medea more time to reach her goal.
hands.
The heroes can interrogate Devil Ray about his Crime League cohorts
with a successful Intimidate or Persuasion check, but his knowledge
DRACULA PL 11 is limited—he’s been chasing a cure, and only knows that Medea has
See the Cast section. mumbled the name “Dark Lady” to herself while working on her ritual
to break open the sanctum. If the heroes swear to let him keep the
COMBAT INITIATIVE +6
Idol (or threaten to destroy it), they gain a +2 circumstance bonus to
Mesmerizing Gaze — Perception, Affliction 11
influence him.
Slake +12 Close, Damage 10 (Crit 19–20)
Unarmed +12 Close, Damage 8 If Devil Ray escapes (or is released after questioning), he joins Medea
and Tom Cyprus in the final confrontation with the heroes in Scene 6;
Vampiric Bite +12 Close, Weaken STA 8
Medea can use her mastery of the Nerian Nexus to bring his armor to
DODGE PARRY FORTITUDE WILL TOUGHNESS him if the heroes kept or destroyed it. If the heroes restrain Devil Ray
and take him along, he attempts to escape, but won’t throw in with
+11 +12 — +11 +8*
the other villains unless he sees the conflict tipping in their favor.

SLAKE 8PP
Unholy Spear: Strength-Based Damage 2 (Improved Critical, Reach
1), Blood Conduit (Feature 1 [counts as contact with blood for vampire
SCENE FIVE CHALLENGE SCENE
regeneration], Feature 9 [Removes the Grab-Based flaw of a vampire’s
Vampiric Bite]); Easily Removable
MIRROR MOSAIC
ROLEPLAYING DEVIL RAY Read or paraphrase the following to the players:

Carl Mattus is a desperate man who believes he’s found a cure for a Almost too subtly to notice, the details of this mirror-lined hall-
condition consuming his life, and he is unwilling to relinquish the Idol way drift into simpler and simpler forms until only the mirrors
of the Soulbinder. He is essentially fighting for his life, and won’t shy remain, held motionless in a white void. They still form a corridor,
away from brutal attacks in the hopes they will scare away the other maybe 10 feet wide, but everything else—the walls, the floor, the
heroes or distract them with aiding an injured friend while he escapes. ceiling—seem entirely absent as far ahead and behind as the eye
can see.
Despite fighting to get his life back, Devil Ray can’t shake being a pet-
ty bully, and generally targets whoever he thinks looks weakest. He
The mirror mosaic is a “backstage” area of the Nerian Nexus, a conduit
doesn’t quite understand the power his new artifact grants him, and
linking the communications and scrying mirrors scattered throughout
only attempts to use it after a round or two of combat.
the house (such as the one Seven reached out to the heroes through
in Scene 2) . Normally this area would be extremely difficult to access,
DEVIL RAY PL 12 but the lack of a Master Mage on-premises has caused bits of the
See the Cast section. structure to “decay,” allowing the heroes to wander into it. A successful
DC 20 Expertise check (with specialties such as Magic or Science) can
COMBAT INITIATIVE +2
recognize that much, and that the heroes have essentially stumbled
Devil Rays +10 Ranged, Damage 10 or Affliction 10 into the Nerian Nexus’s crawlspace.
Mindrending Gaze — Reaction Perception Damage 8 (Will)
Unarmed +9 Close, Damage 11/2*
The white void extends in every direction, and attempting to travel in
one direction soon leads a character back to where they started. The
DODGE PARRY FORTITUDE WILL TOUGHNESS only distinguishing feature lies at the end off the corridor: multiple
+8 +8 +9 +7 +12/3* tall, glittering mirrors set in a semi-circle. These mirrors constantly shift
places, blurring their positions. Gazing at the mirrors on either side
*without armor
reveals not the heroes’ reflections but images from parallel worlds and
timelines that roughly mimic the characters’ own adventures—the
IDOL OF THE SOULBINDER 20PP heroes view alternative versions of themselves, their allies, and their
Mindrending Gaze: Perception Reaction Damage 8 (Alternate Resistance
enemies, all reenacting familiar exploits. Most depict characters and
[Will]; Distracting [must hold idol over head], Sense Dependent [Sight]);
Easily Removable events with minor alterations—costume changes, shuffles in roster,
different background architecture. Others vary wildly, changing the
heroes’ identities, setting their adventures against alien landscapes,
WRAP-UP or seeing worlds where their victories were instead defeats. If you are
running Assault on the Nerian Nexus as a part of the NetherWar story
If the heroes defeat the villains, they must decide how to deal with arc, you can use these mirrors to foreshadow future events, appearing
them. They might find a magical device to contain a defeated or slain as bits of alternate reality, such as the heroes dealing with a wounded
Dracula, such as a silver-lined coffin or blessed urn for his ashes, and Warden or leaping into battle against Seven.

11
1: Assault on the Nerian Nexus
Another quirk of the “mirror mosaic” is an indistinct figure, fleetingly alternate version of themselves from a parallel timeline, changing their
visible among the glass, accompanied by a low voice murmuring ”Pos- memories and even physical form. If used outside an adventure, when
sibilities. SO. MANY. POSSIBILITIES”. a hero has time to focus on the shard and rifle through the infinite
possibilities they can embody, a Possibility Shard lets them rebuild
EXITING THE MIRROR MOSAIC their character as they like, so long as they keep the same number of
Power Points and maintain at least a few common threads (such as
Once the heroes reach the semicircle of large mirrors at the passage’s their secret identity or power source), essentially transforming into an
end, they face a daunting challenge; all the “doorways” are nigh-iden- alternate version of themselves.
tical, but each reveal different versions of the corridors outside, with
A Possibility Shard can also be used in the heat of the moment, but its
only one corresponding to the architecture of Earth-Prime’s Nerian
changes are more unpredictable and temporary. A character can stab
Nexus. Characters trying to leap through the correct doorway before
themselves (or another character) with a shard to trigger a random,
it shifts again must succeed on a DC 35 Athletics check. Failing the at-
instantaneous transformation. A willing character gets no resistance
tempt results in entering the “wrong” reality, then being pushed back
check, but an unwilling character treats this as Affliction 15 (Resisted
into the mirror-dimension. One unsuccessful check results in being
by Fortitude; Transformed; Limited to third degree).
Dazed, while a subsequent failure leaves a hero Stunned. Note only
two normal-sized characters can move through the gate at once. The Roll 1d20 on the following table to determine the effects of this ran-
heroes can identify a pattern in the mirrors’ shifting with a successful dom transformation:
DC 25 Expertise: Math or Perception check; recognizing the pattern
grants a +5 circumstance bonus on Athletics checks made to leap RESULT CHANGE
through the correct exit. Heroes may add ranks of Quickness or Rapid
Faster: Reduce the character’s Toughness, Fortitude,
Visual senses to their Athletics check as well.
1–3 and damage/effect ranks by –4, but increase their
Dodge, Parry, Will, and Attack ranks by +4.
THE GLIMPSE 4–5
Tougher: Reduce the character’s Dodge, Parry, Will, and
Attack ranks by –4, but increase their Toughness, Forti-
After the first failed attempt, a hissing voice speaks slowly and delib- tude, and damage/effect ranks by +4.
erately: “We. Can. Help. Help. You. GET OUT. Help Us. Exit. As Well.” A
Popular: Increase the character’s Presence by +5, but
blurred outline of a humanoid figure stands in the nearest glass, never 6–7
reduce their Awareness and Intellect by –2.
coming into focus. The being speaks in halting but clear tones.
Jump-Start: The character de-ages (1–10) or ages (11–
The creature is the Glimpse, a chronozoid (see the Time Traveler’s 20) by d20 years. A change of 5-15 years leaves the char-
Codex) from outside time who seeks to understand possibilities and 8–10
acter Impaired for the duration of the change, while a
branches in timelines. Trapped into the Mirror Mosiac by accident, change of 16-20 years leaves them Disabled.
they spent years trying to understand three-dimensional beings well
Radically Altered Body: The character’s body changes
enough to communicate when Adrian Eldritch died, leaving them
radically, gaining or losing major injuries, altering sex,
with no one to communicate with. Stuck within a single enchanted
or developing a different build that leaves them off-bal-
mirror, a condition they describe as “Heinous. To my Kind,” the creature
ance and inexperienced with their new body, but comes
offers to guide the heroes back to “the real-real” in exchange for being
11–15 with a handful of skills known to their alternate-universe
carried out as well. All the heroes need do is “Pluck. Any mirror. March
counterpart. Acrobatics and Athletics skills are disabled
Through. Any portal—Glimpse guide home.” While the heroes are like-
(–5), but the hero gains the Beginner’s Luck Advantage;
ly skeptical of Glimpse’s offer, the entity is genuine in their desire and they can use this Advantage up to five times without
isn’t overtly a threat, just alien. A successful DC 20 Insight check intuits paying the Hero Point cost.
that the creature is sincere but intrinsically capricious.
Modified Powers: Alter the hero’s power descriptors
Glimpse wants to escape more than anything and grows increasingly (or exchange them for similar powers); A character with
angry and frustrated if heroes delay or negotiate, perhaps even threat- 16–20 fire-control may suddenly find themselves controlling
ening, but the chronozoid lacks a physical body and can’t attack. water or electricity, or a speedster might find them-
selves with teleport powers.
Should the heroes accept the bargain, they only need to pull a mirror
off the “walls” and carry Glimpse through any of the exit mirrors. The This transformation effect lasts for one scene before the character re-
Glimpse proves good as their word, adjusting probability so the he- verts to normal. Once a Possibility Shard has been successfully used
roes exit into the Nerian Nexus. Whatever mirror they brought along for either application, it loses all power.
shatters, breaking into one fragment per team member and releasing
the entity. The Glimpse is an oddly-angled humanoid silhouette com-
posed of flickering colors. The entity waives a limb over the fragments. WRAP-UP
“Use these. Once. Show truth. To self. Then show truth. To another.” The Once the heroes exit the Mirror Mosiac, they find themselves back in
creature then dissolves into light-motes, scattering across every sur- the halls of the Nerian Nexus near the observatory. Reward clever her-
face before vanishing without trace. es who specifically ask the Glimpse to bring them to the observato-
ry with a Hero Point, otherwise the chronozoid, much like the Nerian
Nexus, reads their intent and futures and at least deposits them on the
THE POSSIBILITY SHARDS path toward where they need to be.

The shards of mirror left in the Glimpse’s wake are a sort of thank you. Glimpse doesn’t reappear in this adventure, but may be a useful ally
Each is charged with chronal energy and allows a hero to channel an heroes can contact for advice by spending a Hero Point.

12
1: Assault on the Nerian Nexus

SCENE SIX CONFLICT SCENE THE ALTERNITY ATLAS


An ancient Babylonian tool for studying the movement of the

THE OBSERVATORY heavens and the lines of magic on Earth, the Alternity Atlas has
been adjusted and modified over the eons into a definitive guide
to the secret doors between worlds, much like those employed
Read or paraphrase the following: by the Door Wardens. The book also contains many secrets for
navigating limbo realms like the Nerian Nexus, though this func-
After passing through the wide bronze doors, you find yourselves tion is largely a plot device.
standing in a windswept field, near a short, archaic stone plat-
form, thirty feet high and sixty feet across—an ancient observa- ALTERNITY ATLAS 8PP
tory. A winding stairway around its perimeter leads to the top,
Door Between Worlds: Movement 2 (Dimensional 2 [mystic
where stone columns ring the outer edge. A black-haired woman dimensions]; Check required 5 [DC 16 Expertise: Magic]), Maps to Lost
in Greek dress dances above platform, the stones of the tower Power: Senses 8 (Ranged Extended 6 Detect Magic Artifacts); Favored
rising up to meet her feet with every step. Environment: Nerian Nexus; Easily Removable

While this space seems to be outside—showing a cloudless night


skyline no matter the time of day or night—it is actually still within If the heroes delayed in reaching Scene Six, Medea has time to gain
the Nerian Nexus. A domed stone ceiling sits unseen 80 feet over- additional advantages. Consult the following table to determine the
head, beyond the illusion of the sky, while the room itself is 120 feet “ranks” of delay:
across. The tower itself is little more than a raised platform with a • Scene One: Tending to wounded civilians after the fight ends
winding staircase around its perimeter. A ten-foot wide reflecting adds one rank.
pool in the center of the platform is only a few inches deep, and mir-
rors the sky above. Using an orrery embedded in the tower, visitors • Scene Two (and all interstitial scenes): Tarrying too long in Q&A
can adjust the view to show the sky overhead at any point on Earth, or exploring side-rooms adds one rank, at GM’s discretion.
allowing a thorough study of the heavens and any portents a Master
Mage should be aware off. • Scene Three: Consult the appropriate table in that scene, adding
or subtracting ranks.
Adrian Eldrich kept the Alternity Atlas—an ancient book made of cir-
cular, brass pages—locked up in the aerary, but Sallah has been keep- • Scene Four: Escorting a captured Devil Ray through the sanctum
ing it here to aid his studies of the night sky. Now that Medea has the adds one rank. Taking Devil Ray and/or Dracula out of the Nexus
book, she is taking a few minutes to revel in her newfound insights to turn them over to AEGIS adds two ranks.
while she weighs whether to set out immediately to find lost treasures, • Scene Five: Escaping through the Mirror-Mosaic portal after 3-4
or the use the Atlas to master the Nerian Nexus and make it her own failed attempts adds one rank, while taking five or more attempts
semi-divine realm.
adds another rank. If the team escapes with no failures, subtract
Though Medea is distracted, Tom Cypress—crouched by the reflecting a rank.
pool and scooping water into his mouth with his enormous hands—
Add up the cumulative ranks of delay. Medea receives a Mastery point
eyes the entrance carefully and bellows a threat if anyone enters. Once
for each rank of delay. She may spend a Mastery point as a free ac-
warned, Medea looks down condescendingly at any would-be super-
tion to alter her surroundings within the Nerian Nexus. This allows her
heroes and announces “Oh-ho, what’s this? Unannounced visitors in
to (among other things), cause an incoming attack to automatically
my new home? Children these days can be so rude. But I suppose I can
miss, invoke an ally’s Favored Environment Advantage (such as Tom
find it in my heart to forgive you if you’re here to worship me.” Medea
Cypress’s affinity for and regeneration within swamps or Devil Ray’s
loves banter, especially when she feels like she has the upper hand,
underwater grace), or invoke a hero’s Complication.
and is happy to trade barbs with the heroes. If they seem rude, she
uses her Fascinate Advantage to distract them while Tom Cypress lum- Even though Medea still carries the Alternity Atlas, all these abilities
bers into position behind them, letting him catch them Vulnerable for are the result of insight and study, not the book directly. She doesn’t
the first round of combat. Once Tom is in position, the heroes attack, lose these abilities if the heroes take the Atlas from her.
or Medea simply grows bored, she orders Tom to “Eject these heretics
from your goddess’s house.”
TACTICS
MEDEA’S MASTERY Once combat begins, Tom Cypress and Medea burst into a flurry of ac-
tion. Tom launches himself at as many opponents as he can while Me-
The Alternity Atlas is a mystic guide to the strange intersections of dea summons a horde of eight erinyes. The villains work tactically to
time and space, and the Nerian Nexus just happens to be a strange each other’s advantage, with Tom targeting whichever hero seems to
intersection in time and space. Ever ingenious, Medea’s first task upon have an edge on Medea or those stunned by Medea’s magic, and Medea
finding the book was study all she could about the sanctum itself. The directing at least two of her summoned demons to Aid Tom’s attacks.
more time she has to study the tome, the greater her mastery and the Medea also keeps two demons by her to Aid her defenses against the
more it influences this fight. Her study automatically allows her to by- heroes, while siccing the rest on any heroes that seem to rely on powers
pass the sanctum’s dimensional wards, letting her use her teleport, the demons are immune to, such as fire, ice, or acid-based attacks.
scrying, and summoning spells without hinderance within its walls.
She also gains Flight 1 (4 MPH; Platform) within the Nexus, as the ter- If Devil Ray escaped during Scene Four, he rejoins his Crime League
rain reflexively reshapes itself to support her wherever she steps. cohorts for the final confrontation.

13
1: Assault on the Nerian Nexus

ROLEPLAYING TOM CYPRESS ROLEPLAYING MEDEA


During the first round, Tom Cyprus’s massive figure looms right be- A confident trickster always ready with a new angle, Medea has sur-
tween Medea and the heroes, providing Medea with partial cover vived millennia by never underestimating others and never going
from ranged attacks. The behemoth has little in the way of genuine into a confrontation without a backup plan for her backup plan.
tactics, and simply attacks whatever target is closest. He flails away While she plays at being overconfident, she considers every adver-
with his mallet-like fists, but is smart enough to yank columns from sary a potential threat and is happy to fall back, hide, or leave others
the ground, throwing them or wielding one as a giant-size club. He to do the fighting for her. Medea does everything she can to keep
responds to Medea’s commands if the sly sorceress directs him to the heroes from closing on her, recognizing her vulnerability in me-
go after specific opponents or employ slightly more sophisticated lee combat. She loathes men and attacks male heroes preferentially,
maneuvers, such as digging out a massive paving stone to use as a but has no particular animus against women or nonbinary heroes.
makeshift shield.
Medea can’t use any of her other magic spells while maintaining her
summoned demons, so while they remain useful she busies herself
with Taunt attempts to demoralize heroes and Aid checks to improve
her allies’ active defenses. After the heroes defeat at least four of her
demons, she releases the rest and unleashes her Curse of Circe, target-
ing any heroes who seem weak-willed. If Tom Cypress is incapacitated
(or Devil Ray, if he’s present), Medea knows better than to give into
vanity and teleports away, even if she’s forced to leave her treasures—
both the Atlas and Cypress—behind.

So long as she holds the Alternity Atlas, Medea has the Favored Envi-
ronment (summoning chamber) Advantage. She prefers using this to
augment her defenses.

If Medea has at least 3-5 Mastery Points, she has enough time to stage
a single-use magical trap. When a living creature sets foot on the plat-
form, the waters of the reflecting pool animate into tentacles, lashing
out to grab anyone on the platform.

WATER TENTACLE TRAP


Burst Area Affliction 10 (Resisted by Dodge, Overcome by Damage
or Sleight of Hand check; Hindered and Vulnerable, Defenseless and
Immobile; Limited Degree)

If Medea has 5 or more Mastery Points, she has ample time to set a
second trap, which conjures pillars from the ground with a snap of her
fingers (a free action). She can use this ability once.

ERUPTING PILLAR TRAP


Perception Burst Area Damage 10 (Selective)

ROLEPLAYING DEVIL RAY


If Devil Ray is present, he stays close to Medea, fending off
any heroes trying to close with the sorceress and using his
blasters to Team Attack with Medea’s ranged attacks. While he
knows Medea is using him, he also sees the witch as the most
likely cure for his curse now that the Idol is gone. Unlike the ca-
vorting Medea, Devil Ray is all business during this final conflict.

The reflecting pool is too shallow to offer Devil Ray much advantage
in combat, but he or Medea may attempt to manipulate the Nerian
Nexus to let him use his Favored Environment.

Should Devil Ray perceive the heroes are gaining the edge (such as
Tom Cyprus going down or Medea getting stunned), he surrenders
and pleads for mercy from the characters in curing his “condition” after
being taken back into custody.

14
1: Assault on the Nerian Nexus

ERINYES PL 6
WRAP-UP See the Cast section. These characters are minions.
The ultimate goal of Assault on the Nerian nexus is to re-secure the
magical abode. The heroes triumph if they defeat the villains inside
COMBAT INITIATIVE +1
and get the Alternity Atlas away from Medea—ideally defeating the Claws +5 Close, Damage 6 (Crit 19–20)
sorceress before she can teleport away with her bag of looted artifacts.
DODGE PARRY FORTITUDE WILL TOUGHNESS
Once the villains are subdued, a crackling and clanking sound echoes +5 +5 +7 +5 +7
through the chamber as the entryway transforms into a massive, iron *without Sorcerous Aegis
door. It swings wide to reveal the villain Warden (see Freedom City).
After identifying himself, the arcane jailer thanks the heroes for
thwarting the “criminal scum,” and apologizes for not arriving
sooner. He intends to transport any captive villains to his Dun-
EPILOGUE
geon Dimension for “indefinite detention.” A DC 10 Insight Following the departure of Medea and her allies (how-
check confirms the Warden is speaking the truth, without ever they are escorted out), the Nerian Nexus again
ulterior motives. If the heroes refuse, Warden will not fight becomes stable, and the eldritch edifice once more an-
them, but argues that AEGIS has never been able to hold chors itself in mundane space-time. The spells warding
Medea or Tom Cypress long. She will likely escape, even if the sanctum against unwelcome visitors remain
her Crime League compatriots don’t rescue her from largely disabled, but Sallah and Seven can rebuild
prison. He departs without a fight if they remain them with time (or assist a mystic hero in doing
adamant, and flees entirely if the heroes at- the same). The involvement of the heroes sends
tempt to capture him. But he remembers this a clear message to arcane villains that the Ner-
interaction with the heroes when they meet ian Nexus is protected, and that those who want
again later in the NetherWar series. to plunder it will need to battle its new champions.
Heroes who search the chamber come across a seemingly random If the heroes tended to Sallah’s wounds, he awakens after
teddy bear—a silent observer for Toy Boy as he watched the events. a few hours with a terrible headache, but is pleased to hear
other heroes helped protect Adrian’s legacy and safeguard-
MEDEA PL 10 ed the city from evil. If the heroes didn’t tend his wounds, his recovery
See the Cast section. takes several days but he remains grateful that the heroes focused on
resolving the crisis. He is happy to teach any of them about magical
COMBAT INITIATIVE +1 lore or answer questions about Adrian Eldrich, Seven, Medea, or Una if
Curse of Circe — Perception, Affliction 10 the heroes are still unclear.
Mystic Blast +9 Ranged, Damage 11
While Medea failed in her goals, Toy Boy succeeded in his aims for Una,
Unarmed +5 Close, Damage –1 reading through Eldrich’s writings and learning of the Eldrich Talis-
DODGE PARRY FORTITUDE WILL TOUGHNESS mans he crafted to bind any evil-intended Master Mage from bonding
with Earth’s magical energy. Next is finding the right strings to pull for
+9 +9 +7 +12 +11/1* eager puppets to destroy those talismans on his Dark Lady’s behalf.
*without Sorcerous Aegis

TOM CYPRESS PL 10
See the Cast section. GUARDING THE NERIAN NEXUS
Given the continued absence of a Master Mage, the heroes may be
COMBAT INITIATIVE +5
concerned about the future security of the Nerian Nexus. The simplest
Thrown Object +3 Ranged, Damage 15 resolution is for a recovered Sallah to resume his role as caretaker, re-
Unarmed +5 Close, Damage 15 cruiting other spell-casters to fortify or sanctum (or to banish it from
Earth-Prime for the time being).
DODGE PARRY FORTITUDE WILL TOUGHNESS
+5 +5 +15 +5 +15 Another option is for the heroes themselves to take charge, claiming
the sanctum as their headquarters, perhaps with Sallah as an adviser.
The team can spend the Power Points they earned on this adventure
DEVIL RAY PL 12 to gain full access to the Nerian Nexus, or claim it in name only and
See the Cast section.
find themselves having constant problems navigating and controlling
the willful structure. You can also allow heroes to spend future earned
COMBAT INITIATIVE +2 Power Points to upgrade the structure’s features from time to time.
Devil Rays +10 Ranged, Damage 10 or Affliction 10 The most surprising alternative is Tom Cyprus. Heroes had the chance
Mindrending Gaze — Reaction Perception Damage 8 (Will) to glimpse at least one alternate reality where an erudite version of
Unarmed +9 Close, Damage 11/2* the swamp creature—a being animated by powerful magics—served
as caretaker for this wellspring of magic energy. If they subdue Tom, a
DODGE PARRY FORTITUDE WILL TOUGHNESS successful DC 30 Persuasion check can coax some curiosity out of him,
+8 +8 +9 +7 +12/3* and the heroes can awaken that potential with one of the Possibility
*without armor Shards gifted to them by the Glimpse. If the heroes seek this possi-

15
1: Assault on the Nerian Nexus
bility, Tom Cyprus’ abilities improve to INT 0 and AWE 3 and he gains
Expertise: Magic 4 (+4), Insight 6 (+9), and Perception 6 (+9), along BEQUEST: HEADQUARTERS
with the Artificer, Jack-of-All-Trades, and Favored Enemy (trespassers
The Nerian Nexus is a headquarters built into an unassuming
in the Nexus) advantages.
brownstone at 110 Ditko Street in Freedom City, but its interior is
far more ancient, a mystical fold in space and time that has exist-
REWARDS ed in many different places and in many different forms over the
millennia. Its interior slowly reshapes itself to reflect the tastes of
The heroes receive three Power Points each for completing the adven- its master, and inanimate objects within animate on their own to
ture; Gamemasters may award an additional Power Point for heroes clean and tidy the halls and buildings.
being exceptionally heroic, clever, or brave.

If you played through Assault on the Nerian Nexus as part of the Neth- NERIAN NEXUS 20 EP
erWar story arc, the heroes can keep the Cheval Eye—a silver-hand Size Medium, Toughness 16, Features Concealed, Dimensional Portal,
mirror that acts as a magical communicator—as a plot device to help Dual Size (Huge interior), Laboratory, Library, Living Space, Personnel,
them reach out to Seven in future adventures. Seven may even be Security System 2 (DC 25), Self-Repairing, Workshop, Powers Extended-
Only Teleport 10 (1,000 miles; Portal; Check Required (DC 21 Expertise
willing to train magically-inclined heroes, though they’ll need to visit
[Magic], Medium [ley lines])
her palace in the Netherworld for lessons, as the Dark Lord can’t leave
without her people paying a heavy price.

The characters gain Sallah’s thanks, giving them an occult contact to


call upon. They also gain the attention of the city’s benevolent super- ARCANIC PANIC
natural community (and the enmity of the villains they halted), poten-
tially opening doors for future adventures in aiding magic users allied The sheer magnitude of the night’s violence between mystic villains
with the forces of good. Heroes can spend Power Points to acquire leaves the city’s population on edge. Any villains who escaped the
any of the magical tools they encountered during this adventure, and confrontation wreak further havoc in the days and weeks that follow
they also have the opportunity to gain a Bequest, a legacy tied to the until apprehended or driven away, spreading more dread and para-
Master Mage of Earth: Willing heroes may spend the Power Points to noia. Continuing media coverage keeps the anxiety heightened, and
claim ownership of the Nerian Nexus as a headquarters (see sidebar). If the events of one night become a warning of potential dangers hiding
they do, they find it begins reshaping itself to fit their particular needs all around us. The fear builds on itself, as newspapers, television, and
and preferences. social media continue to cover the events of that fateful evening, and
soon citizens groups form to purge “unnatural” influences from their
If any players wish to redesign their characters, the Possibility Shards neighborhoods and schools. Innocent or even beneficent magical
provided by the Glimpse allow them a perfect opportunity to do so practitioners may get caught up in this literal witch hunt, and it isn’t
in-between adventures while still retaining a thematic link to every- long before the hatred and moral panic turns to age-old targets like
thing that has happened. While point totals and level limits remain the religious minorities, racial minorities, and the LGBT population.
same, anything else is fair game!
The heroes are the only ones who were inside the Nerian Nexus and
know the truth, but is that enough credibility that people will listen to
CONTINUING THE ADVENTURE them, or does it make their motivations suspect? Is some sort of anxi-
ety-inducing villain—perhaps Fear-Master or Knightfire—stirring and
There are several ways to extend this adventure into a longer adven- directing this outrage? Or is this just another tragic example of people
ture or story arc: turning on one another in a crisis?

HARROWING HALLWAYS DRACULA RISES FROM THE NEXUS


The easiest way to extend the adventure is to add more encounters While all the villains defeated by the heroes have scores to settle, one’s
within the Nerian Nexus. The heroes may come across SHADOW troops defeat likely resulted in his destruction: Count Dracula. But the ancient
looking for a specific cog for Overshadow’s next scheme, Morlocks vampire is a tricky foe, and never gone for long. Slain in the Nerian
displaced from a sub-realm inside the Nexus, Eight-Fold Path cultists, Nexus, he may eventually reform with an instinctual understanding
more serpentfolk arcanists, magical villains like Arcanix or Red-Teeth of its power, access to Slake or a fantastic new magical device. With
Sven, or virtually any beastie from the Deluxe Gamemaster’s Guide or the Nexus’s nature as a junction of leylines and portals, he may also
Supernatural Handbook. Most will be hostile, as they seek to pillage find connections and new allies in mystic dimensions like the Realm
the sanctum and or else escape imprisonment. Alternately, the team of the Fey.
may stumble upon wounded villains, laid low by other malefactors;
the characters might render aid and, in gratitude, receive information With his new toys and allies, Dracula can corrupt the power of the Nex-
on the major villains inside the mansion. us from within, plunging Freedom City into eternal night and throw-
ing open doors to mystical realms. Undead servants, dragons, or fey—
Not every encounter need be adversarial; there may AEGIS agents or undead hybrids of all three—flood out from the Nexus. And Dracula
who pursued Medea, or civilians who took refuge during the mayhem guides his troops and directs assassins, ready to rule over the chaos
outside. If the heroes fared poorly in a battle, they might chance on that ensues. Use the Vampire template (Deluxe Gamemaster’s Guide,
a helpful spirit with healing abilities. They may also happen across page 141) and various monsters from the Supernatural Handbook as a
strange magical puzzles or riddles that must be solved before they can jumping-off point for the monsters in Dracula’s army.
proceed deeper into the Nexus.

16
1: Assault on the Nerian Nexus

CAST THE DEVIL’S ADVOCATES


The following are the major characters encountered in Assault on the A Satan-worshiping biker-gang leader and his three lieutenants, the
Nerian Nexus, including their backgrounds and game stats. Devils Advocates signed a diabolic pact to become hellish horsemen,
riding steeds of iron. Jumped-up thugs who work for drug money,

ABRACADAVER they have attempted to raid the Nerian Nexus in the employ of the
House of Usher crime family to retrieve an ancestral shield, but got
caught up in the brawl. More information on the Devil’s Advocates can
As a floundering stage magician, Mortimer Coffin was a frustrated fail-
be found on page 136 of Rogues Gallery.
ure, but his depressive withdrawal drove him to study the secrets of
old magicians, then mages, and finally brought him to a mysterious, Only the Born Loser and Cueball appear as active antagonists in this
untitled black tome. His study of the black book drove him to obses- adventure, but you may increase the danger in Scene 1 by adding one
sion, neglecting his life and health until he worked himself to death or both of the remaining members of the Devil’s Advocates to the me-
to master the secrets of the mysterious spell-book, only realizing as lee. You may also have the heroes meet Angel and/or Buddy—with or
he died that its powers weren’t meant for the living. Mort arose as an without their biker minions—inside the house to increase the danger
unliving lich, invested with powerful necromancy, but also ironically of other encounters.
found his spirits lifted and his flair for the dramatic restored. He em-
barked on a criminal career as the necrotic Abracadaver to master
more secrets of the arcane and win the fame and fortune he was de- THE BORN LOSER
nied in life. More information on Abracadaver can be found on page
6 of Threat Report. A struggling musician and tweaker, Danny Carmody became the ves-
sel of the Horseman of Famine and has the power to drain vital energy
ABRACADAVER’S ZOMBIES from anyone nearby. High-energy but odious, he is the loudest of the
Devil’s Advocates and the most eager to goad his partners into fights.
Abracadvaer’s mastery of necromancy allows him to raise more pow-
erful undead servants than average. His zombie stagehands are strong
and powerful, and latch on to victims they lash out at in combat. They
CUEBALL
can also see in the shadowy gloom their master creates. Loud, arrogant, and violent, Jake Duncan has no place in modern soci-
ety. He solved his problems with a fist or a knife long before channel-
ing the Horseman of War, and his devil’s bargain has only made him
ABRACADVAER’S ZOMBIES PL 5 more dangerous.
STR 4 STA — AGL 0 DEX 0 FGT 3 INT — AWE 0 PRE —
Powers: Immunity 30 (Fortitude Effects), Protection 6, Senses 2
(Darkvision).
Advantages: Close Attack 3, Fast Grab, Improved Hold.
DEVIL RAY
An ambitious criminal opportunist, Carl Mattus stole an experimental
COMBAT INITIATIVE +0 powered diving suit and made a name for himself as seagoing outlaw
Unarmed +6 Close, Damage 4
Devil Ray. His notoriety gained him entry into the Crime League, but
he wanted more. Turning to arcane relics of the sea-god Dagon, he
DODGE PARRY FORTITUDE WILL TOUGHNESS gained the power to control ocean life, but also a curse that is slowly
transforming his mind and body into a true servant of Dagon. Devil
+2 +4 — — +6
Ray invaded the sanctum searching the Idol of the Soulbinder, which

halts the corruption and, he hopes, can reverse the effects.
Totals: Abilities –16 + Powers 38 + Advantages 5 + Skills 0 (0 ranks) +
Defenses 3 = 30 Dracula unnerves him, but Mattus fights fiercely beside his ally, as
Devil-Ray is desperate to escape with the idol. If the heroes let him

SANDSTONE pass without a fight, he’d much rather escape with his prize than
brawl. More information on Devil Ray can be found on page 206 of
Freedom City.
Alexandra Flint knew a hard life of poverty and abuse growing up, and
managed to escape the cycle by putting her rage to constructive use
as a soldier. But when separated from her unit in the Middle East, she
sought shelter in a forgotten temple where she discovered a glittering DRACULA
jewel. Touching it unleashed a magical storm that bound Flint to the Lord of the vampires, Dracula was born Vlad Dracul, the prince of the
stone and sands of the dessert, and soon after she began a career as 15h-century nation of Wallachia. He was already a leader of legendary
Sandstone, a mercenary who could be as ephemeral as a sandstorm bravery, cunning, and cruelty before he became a vampire in a desper-
or deliver a rock-solid beating. Thoroughly in love with her own pow- ate bid to survive grievous battlefield injuries. His transformation into
ers, Flint still remembers what it was like to be helpless, and is one of an undead creature of the night blessed him with a variety of pow-
Freedom City’s more measured supervillains. She never deliberately ers, augmented by his confidence and years of eldritch study. He has
injures people weaker than her and even watches out for kids when spent the centuries since learning to refine his new undead powers
she can. But at her core she loves what she does: fighting cops and and combine them with the folk magic of his people.
superheroes for money. More information on Sandstone can be found
on page 284 of Freedom City. While a brutal warlord in life, in death he has become a suave and in-
sightful man with the patience to outlast his foes, fake his death, and

17
1: Assault on the Nerian Nexus
build plots over the course of decades. Like Devil Ray, Dracula is more
interested in escaping with his new prize and is willing to negotiate
with the heroes if it means leaving with Slake—even if he must take
TOM CYPRESS
one of them hostage to encourage them to parley. A simple-minded creature, Tom Cyprus is without a place in the world,
a being born from mystical swamps and known mostly by legend.
More information on Dracula and his servants of the night can be Childish and impulsively violent, he is easily manipulated by more
found on page 46 of Threat Report. insightful villains like Medea to much greater ends than the violent
rampages he was once known for.

MEDEA OF COLCHIS Tom is utterly convinced that Medea is his “best friend,” after she re-
stored him from apparent destruction at the hands of the Centurion.
The demigod and sorceress of Greek legend, Medea boasts an impres- Cyprus follows Medea’s orders without question, but he is equally sus-
sive repertoire of spells coupled with millennia of practical experience ceptible to charismatic heroes—provided they don’t speak ill of Me-
manipulating humans to get what she wants. She especially loathes dea. More information on Tom Cypress can be found on page 219 of
men due to the abuse and betrayal in her formative years, culminating Freedom City.
in the cold-blooded murder of her two sons, but finds humanity as a
whole alternately disappointing or infuriating. There is nothing sweet-
er to the divine witch than exposing a person’s high-minded ideals for
the self-serving hypocrisy they inevitably turn out to be.

Medea is all too aware that the poltergeist visiting her with tidbits of
arcane knowledge is attempting to manipulate her on behalf of an un-
seen master, and while she has suspicions about who her mysterious
new partner may be, she doesn’t yet have enough evidence to act on.
For now, she’s happy to see where this new drama leads, while prepar-
ing her own plans for when her patron inevitably betrays her. More
information on Medea can be found on page 214 of Freedom City.

MEDEA’S DEMONS
Medea can call forth creatures from Hades to serve her bidding, with
a particular fondness for furies. Also called erinyes, these powerful
women warriors carry out divine wrath and fulfill curses. Erinyes use
the statistics for a Warrior Demon found in the Deluxe Gamemaster’s
Guide, with the additional power of Flight 6 (Wings) and the Improved
Critical (Claws), Instant Up, Interpose, and Tracking advantages.

Medea’s Erinyes are minions.

ERINYES PL 6
STR 6 STA 5 AGL 1 DEX 0 FGT 5 INT –1 AWE 1 PRE 0
STR 6 STA 5 AGL 1 DEX 0 FGT 5 INT –1 AWE 1 PRE 0
Powers: Claws Strength-Based Damage 1, Flight 6 (120 MPH; Wings),
Immunity 18 (Acid Damage, Aging, Cold Damage, Disease, Fire Damage,
Poison), Protection 2, Senses 2 (Darkvision).
Advantages: Improved Critical: Claws, Instant Up, Interpose, Tracking.
Skills: Intimidation 4 (+4), Perception 4 (+5).

COMBAT INITIATIVE +1
Claws +5 Close, Damage 6 (Crit 19–20)

DODGE PARRY FORTITUDE WILL TOUGHNESS


+5 +5 +7 +5 +7
*without Sorcerous Aegis
Totals: Abilities 34 + Powers 29 + Advantages 4 + Skills 4 (8 ranks) +
Defenses 10 = 81

18
1: Assault on the Nerian Nexus

ABRACADAVER PL11
STR STA AGL DEX FGT INT AWE PRE
8 - 1 3 4 3 1 2
POWERS
Cadaverous Body: Enhanced Strength 8; Immunity 30 (Fortitude effects);
Protection 12 (Fades) • 52 points
Dark Aura: Sustained Protection 4 • 4 points
Death Magic: Array (22 points)
• Dark Bolt: Ranged Damage 11 • 22 points
• Dark Tendrils: Ranged Cumulative Affliction 7 (Resisted by Dodge;
Hindered and Vulnerable, Defenseless and Immobile), Extra Condition,
Limited Degree • 1 point
• Dead of Night: Burst Area 2 (60 feet) Visual Concealment 4 Attack (All
Visual) • 1 point
• Death’s Door: Teleport 5 (900 feet; Portal) • 1 point
• Life Drain: Ranged Progressive Weaken Stamina 5 • 1 point
Grave Sight: Senses 5 (Darkvision, Magical Awareness, Ranged Detect Life) DEFENSE
• 5 points DODGE 6 FORTITUDE Immune
The Walking Dead: Summon Zombies 2 (Sixteen 30-point minions), PARRY 6 TOUGHNESS 16
Controlled, Horde, Mental Link, Multiple Minions 4, Sacrifice, Variable
Type: Zombies • 28 points WILL 11

SKILLS POWER POINTS


Deception 10 (+12), Expertise: Magic 10 (+13), Expertise: Medicine 4 (+7), ABILITIES 18 SKILLS 36
Expertise (PRE): Perform 4 (+6), Expertise: Theology 2 (+5), Intimidate 10 POWERS 115 DEFENSES 17
(+12), Perception 6 (+7), Ranged Combat: Death Magic 8 (+11), Sleight of
Hand 8 (+11), Stealth 6 (+7), Treatment 4 (+7) ADVANTAGES 8 TOTAL 194

ADVANTAGES COMPLICATIONS
Close Attack 4, Daze (Deception), Fascinate (Expertise: Perform), Ritualist, Startle Motivation – Power: Abracadaver desires power. He always used to say
that he would find a way to get power, even if it killed him. Well, it did. And
OFFENSE still he wants more.
Prejudice: Few people feel comfortable being in the company of the
INITIATIVE +1 walking corpse. As a result, Abracadaver is feared by most.
Dark Bolt +11 Ranged, Damage 11 Recognition: Abracadaver wants to be remembered as the greatest
Dark Tendrils +11 Ranged, Cumulative Affliction 7, Resisted by magician of all time, and he doesn’t seem to care how he accomplishes that
Dodge (DC 17) feat.

Life Drain +11 Ranged, Progressive Weaken Stamina 5 Rivalry: Part of Abracadaver’s desire to be recognized as a master magician
involves his pathological need to outdo all other living magicians. And if he
Unarmed +8 Close, Damage 8 can outdo the dead ones too, even better.

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

19
1: Assault on the Nerian Nexus

SANDSTONE PL12
STR STA AGL DEX FGT INT AWE PRE
12/2* 6 2 0 8 2 0 1
POWERS
Sandstone Forms: Array (84 points)
• Sand Form: Burrowing 6; Growth 8, Increases Size Only; Elongation 4;
Flight 4, Gliding; Immunity 30 (Ballistic Damage, Bludgeoning Damage,
Life Support); Insubstantial 1; Movement 1 (Slithering); Sand Blast:
Cone Area Damage 12, AE: Sand Burst: Burst Area Damage 12, AE: Sand
Strike: Strength-based Damage 8 • 84 points
• Stone Form: Enhanced Strength 10, Immunity 32 (Cold Effects, Critical
Hits, Heat Effects, Life Support), Impervious Toughness 10, Massive:
Feature 4 (adds rank to mass), Protection 6 • 1 point

SKILLS
Close Combat: Unarmed 4 (+12), Deception 6 (+7), Expertise: Soldier 9 (+11),
DEFENSE
Insight 6 (+6), Intimidation 11 (+12), Perception 8 (+8), Ranged Combat: Guns DODGE 10 FORTITUDE 12
4 (+8), Stealth 6 (+8), Vehicles 8 (+8)
PARRY 10 TOUGHNESS 6/12*
ADVANTAGES WILL 8 *In Stone Form

All-out Attack, Connected, Defensive Attack, Improved Grab, Improved


Initiative, Power Attack, Ranged Attack 4, Takedown
POWER POINTS
ABILITIES 42 SKILLS 31
OFFENSE POWERS 78 DEFENSES 24
INITIATIVE +6 ADVANTAGES 11 TOTAL 186
Sand Blast — Cone Area Damage 12
COMPLICATIONS
Sand Burst — Burst Area Damage 12
Motivation—Mercenary: Sandstone is out for profit and nothing more.
Unarmed +12 Close, Damage 12 (stone form), 10 (sand form)

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

20
1: Assault on the Nerian Nexus

DEVI’S ADVOCATE: BORN LOSER PL10


STR STA AGL DEX FGT INT AWE PRE
8 11 6 8 9 1 3 4
POWERS
Hell’s Blessings (Immunity 5 (Aging, Disease, Cold, Heat, Poison) • 5 points
Mass Starvation (Burst Area Progressive Selective Affliction 10 (Resisted
and Overcome by Fortitude; Fatigued, Exhausted, Transformed)) • 50
points

EQUIPMENT
Motorcycle (Medium; Str 1; Spd 6; Def 0; Tou 8)

SKILLS
Deception 2 (+6), Expertise: Music 6 (+7), Expertise: Streetwise 5 (+6),
Intimidation 2 (+6), Perception 3 (+6), Vehicles 4 (+12)
POWER POINTS
ADVANTAGES
ABILITIES 100 SKILLS 11
Equipment 2 (motorcycle), Teamwork
POWERS 55 DEFENSES 5
OFFENSE ADVANTAGES 3 TOTAL 174
INITIATIVE +6
COMPLICATIONS
Mass Starvation — Close, Burst Area Progressive Affliction 10
Motivation—Greed: The Born Loser sold drugs and his very soul for
Unarmed +9 Close, Damage 8 Earthly profit.
Weakness: Contact with supernatural “Good” things, such as blessed
DEFENSE weapons, holy water, or consecrated ground, repels the demonically
DODGE 7 FORTITUDE 11 tainted Born Loser, causing him tremendous pain. He resists this torment
with Fortitude (rank depending on the size of the item and supernatural
PARRY 9 TOUGHNESS 11 potency, consecrated ground is DC 15, for example), with failure leaving
WILL 7 him stunned, dazed, or incapacitated as long as he remains exposed.

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

21
1: Assault on the Nerian Nexus

DEVI’S ADVOCATE: CUEBALL PL10


STR STA AGL DEX FGT INT AWE PRE
8 11 7 9 9 1 3 5
POWERS
War Axe Strength-based Damage 3, Reach (ranged); Advantages: Improved
Critical, Weapon Break; Easily Removable • 4 points
Hell’s Blessings Immunity 5 (Aging, Critical Hits, Cold, Heat), Impervious
Toughness 11) • 16 points

EQUIPMENT
Motorcycle (Medium; Str 1; Spd 6; Def 0; Tou 8)

SKILLS
Close Combat: Unarmed 3 (+12), Expertise: Streetwise 5 (+6), Expertise:
Tactics 9 (+10), Intimidation 5 (+10), Perception 3 (+6), Vehicles 3 (+12)

ADVANTAGES
POWER POINTS
All-out Attack, Equipment 2 (motorcycle), Fearless, Improved Critical (War
Axe), Improved Critical 4 (Unarmed), Improved Initiative, Improvised ABILITIES 106 SKILLS 14
Weapon, Leadership, Power Attack, Startle, Takedown 2, Teamwork, Weapon POWERS 20 DEFENSES 8
Break
ADVANTAGES 16 TOTAL 164
OFFENSE
COMPLICATIONS
INITIATIVE +11
Complications: Motivation—Greed: Cueball is a total mercenary.
War Axe +9 Close, Damage 11 (Crit 19–20)
Hatred: Duncan despises peacemakers, pacifists, and antiwar activists.
Unarmed +12 Close, Damage 8
Temper: Duncan’s frustrations inevitably lead to violence.

DEFENSE Weakness: Contact with supernatural “Good” things, such as blessed


weapons, holy water, or consecrated ground, repels the demonically
DODGE 9 FORTITUDE 11 tainted Cueball, causing him tremendous pain. He resists this torment
with Fortitude (rank depending on the size of the item and supernatural
PARRY 9 TOUGHNESS 11
potency, consecrated ground is DC 15, for example), with failure leaving
WILL 9 him stunned, dazed, or incapacitated as long as he remains exposed.

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

22
1: Assault on the Nerian Nexus

DEVIL RAY PL12


STR STA AGL DEX FGT INT AWE PRE
11/2 3 2 1 5 0 0 0
POWERS
Dagon’s Call: Summon Aquatic Creatures 4 (preternatural), Horde, Mental
Link, Multiple Minions 4 (16 minions), Variable General Type, Limited to
in or near water, Self-Powered (creatures arrive on their own) • 41 points
MANTA Suit: Removable (–16 points); Devil Rays (Ranged Damage
10; AE: Stun Setting (Ranged Affliction 10; Resisted and Overcome
by Fortitude; Dazed, Stunned, Incapacitated)); Enhanced Strength 9,
Immunity 10 (life support); Movement 1 (Environmental Adaptation:
Aquatic); Protection 9; Senses 8 (Accurate Hearing (sonar), Darkvision,
Radio, Ultra-hearing); Turbo-propulsion (Swimming 9 (250 MPH), AE:
Flight 4 (30 MPH)) • 62 points
Idol of the Soulbinder: Mindrending Gaze: Perception Reaction Damage
8 (Alternate Resistance [Will]; Distracting [must hold idol over head], DEFENSE
Sense Dependent [Sight]); Easily Removable • 20 points
DODGE 8 FORTITUDE 9
PARRY 8 TOUGHNESS 12/3*
SKILLS WILL 7 *without armor
Athletics 4 (+15), Close Combat: Unarmed 4 (+9), Expertise: Diving 8 (+10),
Expertise: Magic 2 (+2), Intimidation 4 (+4), Investigation 4 (+4), Perception POWER POINTS
6 (+6), Ranged Combat: Devil Rays 5 (+10), Technology 8 (+8) ABILITIES 26 SKILLS 23
POWERS 123 DEFENSES 22
ADVANTAGES
ADVANTAGES 6 TOTAL 200
Favored Environment (Aquatic), Move-by Action, Ranged Attack 4
COMPLICATIONS
OFFENSE
Dagon’s Curse: Devil Ray is slowly mutating into an aquatic creature.
INITIATIVE +2 Regular treatments hold his condition at bay, but he is constantly searching
Devil Rays +10 Ranged, Damage 10 (or Affliction 10) for a cure.
Mindrending Gaze — Burst Area Damage 8 (Will) Motivation—Greed: A true pirate at heart, Devil Ray has always been
motivated by what he can take and get away with.
Unarmed +9 Close, Damage 11

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

23
1: Assault on the Nerian Nexus

DRACULA PL11
STR STA AGL DEX FGT INT AWE PRE
8 - 2 2 12 3 3 4
POWERS
Children of the Night: Summon Animals 2 (Bats, Rats, or Wolves; Horde,
Mental Link, Multiple Minions 6 (64 minions)) • 31 points
Creatures of the Night: Morph 2 (Bat or Wolf form, Metamorph 2) • 12
points
Form of Mist: Insubstantial 2 • 10 points
Mesmerizing Gaze: Perception Range Affliction 11 (Resisted and
Overcome by Will; Entranced, Compelled, Controlled), Sight-Dependent
• 22 points
Spider-Climb: Movement 1 (Wall-crawling) • 2 points
Vampiric Bite: Weaken Stamina 9 (Resisted by Fortitude), Limited to
Draining 1 rank per round, Grab-based • 3 points
OFFENSE
Vampiric Invulnerability: Immortality 10 (Limited: Not When Staked or INITIATIVE +6
Beheaded); Immunity 30 (Fortitude); Impervious Protection 8 (Limited: Mesmerizing Gaze — Perception, Affliction 11 (Will DC 21)
Not Versus Blessed, Magical, or Silver Weapons); Regeneration 10
Slake +12 Close, Damage 10
(Source: Blood) • 53 points
Slake: Strength-Based Damage 2 (Improved Critical, Reach 1), Blood Unarmed +12 Close, Damage 8
Conduit (Feature 1 [counts as contact with blood for vampire Vampiric Bite +12 Close, Weaken Stamina 9
regeneration], Feature 9 [Removes the Grab-Based flaw of a vampire’s
Vampiric Bite]); Easily Removable • 8 points DEFENSE
DODGE 11 FORTITUDE Immune
PARRY 12 TOUGHNESS 8
EQUIPMENT
WILL 11
CASTLE LAIR • 10 POINTS
Size: Huge • Toughness: 10 • Features: Holding Cells (dungeon), POWER POINTS
Laboratory, Library, Living Space, Personnel
ABILITIES 58 SKILLS 32
SKILLS POWERS 141 DEFENSES 17
Deception 8 (+12), Expertise: Magic 4 (+7), Insight 8 (+11), Intimidation 9 ADVANTAGES 19 TOTAL 267
(+13), Perception 8 (+11), Persuasion 10 (+14), Ranged Combat: Throwing 8
(+10), Stealth 8 (+10) COMPLICATIONS
Dependence: Dracula must feed on blood or weaken and eventually
ADVANTAGES perish.
Animal Empathy, Attractive, Benefit 5 (Lord of Vampires), Daze Weaknesses: Exposure to sunlight or a stake through the heart can destroy
(Intimidation), Equipment 2 (Castle Lair), Fascinate (Deception), Fearless, Dracula and religious icons (when wielded by a true believer in that faith)
Improved Grab, Improved Hold, Improved Initiative, Move-by Action, Power repel him.
Attack, Ritualist, Startle

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

24
1: Assault on the Nerian Nexus

MEDEA PL10
STR STA AGL DEX FGT INT AWE PRE
-1 1 1 1 5 2 4 7
POWERS
Dark and Ancient Sorcery: Array (67 points)
• Curse of Circe: Perception Ranged Affliction 10 (Resisted and Overcome
by Will; Fatigued, Stunned, Transformed), turns humans into beasts • 1
point
• Hecate’s Crushing Will: Perception Ranged Damage 10, Alternate
Resistance (Will) • 1 point
• Hecate’s Puppet: Perception Ranged Cumulative Affliction 10 (Resisted
and Overcome by Will; Entranced, Compelled, Controlled) • 1 point
• Hermean Stride: Teleport 12 (16 miles), Accurate, Increased Mass 5
(1,600 lbs.) • 1 point
• Legions of Hades: Summon Demons 6, Broad Type, Continuous, Mental
Link, Multiple Minions 3 (8 demons)
• 67 points
• Mystic Blast: Ranged Damage 11, Accurate 4, Multiattack, Penetrating 1,
Variable Descriptor (any magical damage effect) • 1 point
• Sorcerous Scrying: Remote Sensing (Visual and Auditory) 22 (16000
miles), Concentration • 1 point DEFENSE
• Shadow of Life: Summon Animated Object 11, Broad Type • 1 point DODGE 9 FORTITUDE 7
Immortal: Immunity 3 (Aging, Disease, Poison) • 3 points PARRY 9 TOUGHNESS 11/1*
Sorcerous Aegis: Impervious Protection 10, Sustained • 20 points
WILL 12 *Without Sorcerous Aegis.

SKILLS POWER POINTS


Deception 10 (+17), Expertise: History 10 (+12), Expertise: Magic 12 (+14),
ABILITIES 40 SKILLS 34
Insight 8 (+12), Intimidation 4 (+11), Perception 4 (+8), Persuasion 8 (+15),
Stealth 4 (+5), Treatment 8 (+10) POWERS 97 DEFENSES 26
ADVANTAGES 13 TOTAL 210
ADVANTAGES
Accurate Attack, Attractive, Defensive Attack, Diehard, Fascinate COMPLICATIONS
(Deception), Languages 5 (English and up to 11 others, Ancient Greek Motivation—Revenge: Medea is hateful and embittered, which she
native), Ritualist, Taunt, Trance directs at the world and a progression of targets in turn.
Misandrist: Medea’s experiences have twisted her feelings so that she
OFFENSE particularly hates men.
INITIATIVE +1 Power Loss: Sorcery and Sorcerous Aegis, when unable to speak and
Curse of Circe Perception Ranged Affliction 10 (Will DC 20) gesture to cast her spells.
Sadist: Medea loves to watch her enemies suffer emotional pain and
Crushing Will Perception Ranged Damage 10 (Will DC 25)
distress.
Mystic Blast +9 Ranged Damage 11, Multiattack Unforgiving: Medea can literally hold a grudge forever and never forgets
Puppet Perception Ranged Affliction 10 (Will DC 20) (or forgives!) a slight against her.

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

25
1: Assault on the Nerian Nexus

TOM CYPRESS PL11


STR STA AGL DEX FGT INT AWE PRE
15 15 5 3 5 -3 0 0
POWERS
Huge: Enhanced Strength 2, Limited to Lifting; Growth 4, Permanent,
Innate • 11 points
Inhuman Mind: Immunity 10 (Mental Powers), Limited to Half Effect • 5
points
Not Truly Alive: Immunity 11 (Aging, Life Support) • 11 points
Swamp Walk: Movement 1 (Water-walking) • 1 point
Unkillable: Immortality 5 (1 day), Limited (killed permanently by
cremation); Impervious Toughness 15; Regeneration 10, Persistent,
Source: Swamps • 30 points

SKILLS
Athletics 3 (+18), Intimidation 9 (+11)

ADVANTAGES POWER POINTS


All-out Attack, Chokehold, Diehard, Favored Environment: Swamps, ABILITIES 64 SKILLS 9
Improved Grab, Power Attack, Startle, Takedown 2 POWERS 58 DEFENSES 9
ADVANTAGES 9 TOTAL 146
OFFENSE
INITIATIVE +5 COMPLICATIONS
Unarmed +5 Close, Damage 15 Motivation—Acceptance: Tom Cypress wants to be left in peace, but also
longs for acceptance from outsiders, something those looking to exploit his
DEFENSE power have been all to willing to offer.
Monstrous: Tom Cypress’ monstrous origins and appearance further
DODGE 5 FORTITUDE 15
complicate his attempts at finding acceptance.
PARRY 5 TOUGHNESS 15 Temper: The creature’s simple mind is often consumed with rage when
WILL 5 challenged or threatened.

NOTES
Damage Dazed?
One standard action each round

Staggered?
One standard action, –1 movement

Incapacitated?
Defenseless, Stunned, Unaware

26
1: Assault on the Nerian Nexus

CREDITS & LICENSE


Mutants & Masterminds Astonishing Adventures: Assault on the Nerian Nexus ences to other copyrighted material in no way constitute a challenge
to the respective copyright holders of that material. Mutants & Mas-
Writing: John Polojac
terminds, Super-powered by M&M, Green Ronin, and their associated
Design: Crystal Frasier
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Art Direction: Hal Mangold Section 1(e) of the Open Game License, Version 1.0a: hero points,
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Ramon Perez The following text is Open Gaming Content: all game system rules and
Publisher: Chris Pramas material not previously declared Product Identity.
Team Ronin: Joseph Carriker, Crystal Frasier, Jaym Gates, Kara
Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke, Nicole Lindroos, Green Ronin Publishing
Hal Mangold, Chris Pramas, Evan Sass, Malcolm Sheppard, 3815 S. Othello St., Suite 100 #304
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Email: custserv@greenronin.com
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Nexus is ©2020 Green Ronin Publishing, LLC. All rights reserved. Refer- www.mutantsandmasterminds.com

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27

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