Professional Documents
Culture Documents
2
THE SHADOW RACE: The Shadow Creating a Player- Powers: Some Shadows have
Dwellers are a race of superhuman abilities that seem closely related to
Character Shadow magic, requiring certain conditions,
creatures that evolved parallel to
human beings but developed a wide Dweller: To create a Player- rituals, sacrifices or particular
variety of often monstrous physical Character Shadow Dweller roll 1D10 objects or materials to act as
appearances and powers. Though for Ability and Power ranks, 1D6 for conduits. Some Shadows seem to
most go to great trouble to avoid the Number of Powers and 1D6 for be able to exchange their powers
humans, encounters with the the number of Talents and Contacts. with others, replace ones they have
Shadow Dwellers have formed the with new ones over time and with
basis for many of mankind’s Abilities Ranks: training and coaching and some
supernatural and mythical legends. (1) Pr (2-3) Ty (4-6) Gd (5-7) Ex (8- may be able to force other Shadows
The Shadows are vastly 9) Rm (10) In to trade powers, or to steal them
outnumbered by mankind and hide outright.
themselves in remote areas or Power Ranks:
disguise themselves as human. (1) Ty (2-4) Gd (5-7) Ex (8-9) Rm (Optional Power) Inhuman
(10) In Physiology: Though not immortal,
About half of the Shadows many Shadows are much harder to
have monstrous physical Appearance: Roll a 1D10 to kill than humans. They often have
appearances and all are capable of determine how non-human they look: an unusual physiology such as
living for extended periods. multiple duplicate vital organs, body
Shadows are capable of living for (1-6) Looks completely human (7-8) parts that can be detached or
centuries, or even millennia, until has some concealable non-human regenerated, or organs not located
they choose to have children, then trait(s) (9-10) a monstrous form that in the same places as humans so
both male and female age at the can not be concealed that their bodies can continue to
same rate as normal humans. function through traumatic injury.
3
This power may be taken in place of roll 2 additional powers. +2CS to
one power of at least Ex (20) rank, Resources. Quadruple the number
usually replacing any Body Armor or of Talents and Contacts.
Invulnerability. Damage from most
physical and energy attacks Weakness/Limitations: A Shadow
(generally excludes fire) is reduced may choose a traditional
by -1CS, edged weapons and supernatural vulnerability or
projectiles inflict -2CS damage and limitation for example: powers don't
the Shadow is not subject to Kill work against cold-iron, or they take
results on a roll less than 100. extra damage from a particular
material like wood, the Shadow can
Longevity: All Shadows have a not operate in the daytime/is harmed
longer than human lifespan until by sunlight or fire or is repelled or
they choose to have children. harmed by religious symbols.
A Shadow's long life generally Shadows who take such a limitation
equates to greater power, skills and can gain a +1CS to one power
usually wealth. Roll a 1D10 to (+2CS to a Sense/Detection or
determine the Shadow's age bracket: Movement/Travel power).
4
CLERK, HENRY
STATISTICS
F GD (10)
A TY (6)
S PR (4)
E TY (6)
R AM (50)
I EX (20)
P RM (30)
Health: 26
Karma: 100
Resources: RM (30)
Popularity: 0
BACKGROUND
Real Name: Henry Edward Clerk .
Occupation: Nuclear Physicist,
Military contractor , terrorist,
convenience store clerk/cook
Legal Status: U.S. citizen
Identity: Secret
Other Known Aliases: 'Hank'
Place of Birth: Unrevealed
Marital Status: Single
Known Relatives: None
Base of Operations: Secret bases
in Washington, D.C., the Toy
Factory (U.S. weapons research
faculty in the Arctic)
Past Group Affiliations: MRCTS
(The "Merchants")
Present Group Affiliation: None situation, deducing vulnerabilities, Bullied and ridiculed in
tactics and motivations and devising school, Clerk claimed his father was
KNOWN POWERS sadistic experiments. Clerk is utterly a scientist, but he was actually a
insane and would wipe out all life on delivery man. Belittled and bullied by
None Earth to prove his theories or get a jock while attending an
revenge on those who have unspecified university, he concocted
Nerve Punch: Using his thorough wronged him or foiled his work. For a chemical agent that blinded his
understanding of anatomy, Clerk a physically weak academic with no tormentor, and used a crude
can strike nerve clusters in the combat training, Clerk is a catapult to launch him through a
human body to cause paralysis. On surprisingly effective and brutal window. Clerk was later fired from
a Yellow Fighting FEAT, Clerk can combatant. After their first encounter, research at an unidentified
force his opponent to make an Doctor Zero destroyed Clerk's mind, university for unethical
Endurance FEAT roll against Gd (10) reducing him to a simpleton as a experimentation.
intensity to avoid being completely form of punishment. Robbed of his
paralyzed for 20 minutes, against Ex intelligence and unable to form Working for the
(20) intensity to avoid being cohesive thoughts, Clerk worked the Department of Defense, Clerk
completely paralyzed for 3 rounds, counter at a convenience store helped to create the Military
or against Rm (30) intensity to avoid where he became obsessed with Response and Covert Techniques
being partially paralyzed (one limb is chili. Dirk Ravenscore restored Squadron (MRCTS), the
immobilized) and being penalized Clerk's ability to reason, but he "Merchants", to defend America
minus 2CS to all physical actions for returned probably more insane than from any threat. Working at the Toy
2 rounds. he was originally. Factory research station in the Arctic,
Clerk plotted to detonate a nuclear
Talents: Nuclear physics, Chemistry, weapon that would destroy all life on
Biology, Psychology, Strategy & History: Henry Clerk had an Earth. Doctor Zero learned of his
Tactics, Military, Guns. Blunt incredible aptitude for science from plans and confronted him. Clerk had
Weapons childhood, but a total disregard for anticipated Zero's interference and
the value of life. After his pet cat devised a chemical agent to
Role Playing Notes: Henry Clerk is scratched him, he launched it into neutralize his powers. He
a mad genius. He is constantly the air on a miniature rocket and incapacitated Zero and left him for
analyzing everyone and every blew it up. dead in the snow.
5
The Gray Man
Sergeant Frederick Gramon
F: EX (20) H: 70
A: EX (20) K: 26
S: GD (10)
E: EX (20)
R: TY (6)
I: GD (10)
P: GD (10)
6
DOCTOR ZERO
STATISTICS
F RM (30)
A RM (30)
S RM (30)
E AM (50)
R RM (30)
I IN (40)
P MN (75)
Health: 140
Karma: 145
Resources: RM (30)
Popularity: 30
BACKGROUND
Real Name: Unrevealed
Occupation: Adventurer, Survivalist,
Opportunist
Legal Status: Zero probably has
numerous citizenships under various
aliases
Identity: Secret
Other Known Aliases: Chief
Nothing Sacred, Count Zero,
Draghignazzo, the Dragon, Erik the
Zed, Kid Nada, the Man on the
Horse, the Old One, Sir Naught of
Chester, Snake Eyes Malone, Tsar
Zerod the Manipulative, Zero of the
Ferns
Place of Birth: The prehistoric
ocean
Marital Status: Single
Known Relatives: None
Base of Operations: Mobile,
numerous homes around the world
Past Group Affiliations: The
Shadow Dwellers
Present Group Affiliation: None
KNOWN POWERS
7
Zero can drain 1 Health presence and allow Zero to pick up power does not drain energy from
point per hour from everyone within their trail at a range equal to their his Power Reserves.
100 yards, without touching them, Psyche rank times 5 miles (Example:
even when unconscious and In (40) Psyche X 5, within 200 miles). Flight: Zero can fly under his own
through thick concrete walls and Zero can track a target empathically power at Un (100) airspeed and has
steel doors. He can drain 1 point over several hundred miles of open engaged fighter aircraft in aerial
every 10 minutes from anyone country, and perhaps a dozen miles combat. At maximum speed he
within 50 feet of him. in a densely populated region. He drains 2 point from his Power
can gain a general impression of the Reserves every minute. At Am (50)
Body Armor: Zero's dense flesh reasons for the emotions he senses. speed he drains 1 point every
provides Gd (10) rank protection Zero's empathic abilities allow him to minute and at speeds of Rm (30) or
from all types of physical and energy commune with higher level animals, less he drains 1 point every 5
attacks. and reduces edged and such as dolphins, some will minutes.
projectile damage -1CS. instinctively help him when he's
wounded or in danger. It's unclear if
Empathy: Zero can detect the he can control such animals but he
emotions (type, intensity and has convinced several dolphins and
general moral alignment) of others whales to attack a submarine to aid
and psychically track a target based him. His empathic powers allow him
on their empathic signals with Am to sense the presence of other
(50) power rank. Higher Psyche Shadow dwellers within 50 feet. This
ranks generate a stronger empathic
8
Force Field: Zero can generate Zero can use the force field
Force Fields in the shape of a to telekinetically lift and or
sphere to protect and carry others. crush objects with In (40)
The field can be used to carry others strength. It costs him half
in flight and has up to Un (100) the power rank number
protection from all physical and used from his power
energy damage and contains the reserves or Health score.
atmosphere within. Zero can create Using more precise control,
up to 2 spheres simultaneously, such as setting heavy
even one inside the other. He can objects down without
create one sphere to protect up to a dropping or damaging them
dozen people from external attacks requires more energy and
or from the effects of his vacuum concentration, and an
field inside the larger sphere. Zero additional 10 points of
was able to contain the force of a energy.
small nuclear detonation (Sh-Y
(200) rank) but is required to make • Zero can use his Force
an Endurance FEAT roll against the Field as a Force-Bolt of up
rank of any opposing force. He to Am (50) damage. It
would require a Green Endurance costs him half the power
FEAT against an Un (100) force, a rank number used from his
Yellow FEAT against Sh-X (150) or power reserves or Health
Red against Sh-Y (200). Failure score.
indicates that all his power ranks are
reduced -1CS and his Endurance is Hypnosis: Zero can manipulate
reduced by 3 Column Shifts to Ex weaker minds through hypnosis in
(20) for 24 hours. Zero probably can non-combat situations. Targets must
not produce a Force Field around first make an In (40) rank Intuition
himself but he can cover up to a 5- FEAT to avoid eye contact, if they
area diameter up to 10 areas away. fail he can compel them to take
Each round he uses a Force Field actions they are already inclined to
he subtracts half the power rank carry out requiring an Rm(30) people and force them to make
from his Power Reserves or Health Intensity Psyche FEAT to resist. mistakes. He can also enter the
score. Actions they do not strongly object mind of sleeping targets,
to require a Ex (20) FEAT to resist communicate with them or share
and actions that they would strongly memories. Zero has hundreds, if
oppose require a Gd (10) FEAT to not thousands of agents, in all walks
resist. Actions they would never of life, all over the world. His agents
willingly carry out, such as attacking feed him information and are
a family member, killing an innocent, subliminally influenced by his
etc. requires only a Pr (4) FEAT to powers so they do not consciously
resist. Zero must talk to his victim know or remember they work for him
and instruct or convince them to or question what they are doing.
take action. He can use his hypnosis
to make people see things that Longevity: Zero is the oldest living
aren't real (a blank paper is an thing on Earth, and while not
official document, etc.) and make immortal, he has already lived for
them believe things that aren't true millions or billions of years with the
or make people working for him potential to live for millions more.
forget about his existence until he
calls on them. This attack drains 10 Mind Drain: Zero can destroy the
points per round from his Power mind, memories, personality and
Reserve. reasoning ability of a victim in
physical contact, leaving them a
Zero can use his hypnosis power mental vegetable with almost no
more subtly on everyone within 100 memories of his/her past life or
yards, without making eye contact personality. He inflicts Ty (6)
even while he is unconscious. His damage each round to the Psyche
power rank is reduced -2CS but he rank of any target who fails an In (40)
can subconsciously make people intensity Psyche FEAT. Targets lose
take actions they aren't aware of -1CS from Reason and Intuition for
over long periods, and forget what every 2 ranks of Psyche lost. When
they've done. He can disorient the victim is reduced to zero Psyche
9
rank, he/she is reduced to a
comatose state for 1D10 days and his energy for days, weeks and
wakes with only Fb (2) Psyche rank. possibly years.
This loss, but not the accompanying
psychological/emotional damage Vacuum-Field Creation: Zero can
can be undone by rewiring the create a hard vacuum around a
victim’s nervous system restoring target and probably combines it with
the victim's Reason rank but only his telekinetic attack to pull the
half his/her Psyche rank. This attack victim apart on the cellular level. The
drains 20 points per round from his vacuum causes Am (50) edged
power reserve. damage (ignoring Body Armor), as
cells and organs rupture and
Power Reserves: Dr. Zero has a explode. This attack can cause
power reserve equal to the number explosive decompression to shatter
of his Health points (140). Each use solid inorganic objects (In (40) force
of his powers subtracts the damage). This attack automatically
described number of points from his kills all micro-organisms,
power reserve. Example: an Un extinguishes fires and inflicts Am (50)
(100) rank Force Field subtracts 50 rank cold damage. Each use of his
points from his power reserve. Once vacuum field subtracts 50 points
all his reserve points are spent, any from his Power Reserve or Health
further power use subtracts the score.
same points from his Health score.
10
Vulnerability (Chemical Allergy): (these ranks are used in place of his The armor includes a
Zero's external powers are a Body Armor ranks, not added to it). shield presumably made of dragon
function of an electrochemical scales that provides In (40)
reaction that can be neutralized by While wearing the armor all protection from physical attacks that
an unrevealed chemical of Zero's FASE ranks and powers he blocks with it, Am (50) protection
counteragent developed by Henry are increased +1CS and the amount from energy damage and Mn (75)
Clerk. Exposure to this chemical will of energy available for him to use in from heat/fire. When fully suited up
neutralize his Force Fields, Vacuum his Power Reserves is doubled. for battle, Zero also carried a sword
Creation power and Flight abilities with In (40) material strength and
for 1D4 hours. His Endurance rank Zero kept this armor hidden damage.
is also reduced to Remarkable (30) away in reserve, unused for
(120 Health). One Endurance level centuries. Its possible that once the
is recovered every 1D10 X2 hours Power Reserves of the armor are
and he can use one of these powers used up, the armor is permanently
1D4 times (or flight for 1D4 X 10 drained and would no longer boost
rounds) for every level of Endurance his powers
rank he has recovered, until he
returns to full Endurance and all
powers return to normal.
Zero was originally more
powerful and these ranks represent
his abilities after he used his powers
to contain a low-yield nuclear blast.
All of his powers before the blast
(except Body Armor) and his
Endurance ranks were likely +1CS
higher. At his peak power his Health
and Power Reserves were 165
points. After his encounter with the
bomb, his ranks never returned to
their original levels and he was likely
permanently weakened.
Vulnerability (Unique-Knights
Defense): The Knights of Saint
George wear supernatural armor
that has a built-in fail-safe
mechanism to protect them from
Zero's vacuum field attack. While
the Knight still takes half damage
from this attack, the armor
automatically creates an energy
feedback that is devastating and
nearly fatal to Zero. Zero learned of
this fail-safe decades ago and will
not attempt to use the Zero-Effect
against them. If he does he suffers
an Un (100) damage energy attack,
which ignores his defensive powers.
11
Talents: Zero has lived for millennia Other Notes: History: Doctor Zero is the super-
and acquired innumerable talents heroic cover identity of an ancient
and vast knowledge. He can speak supernatural creature that has
a number of languages (including existed for millennia, possibly
English, Russian, Arabic and billions of years, hiding among and
ancient Egyptian) and may be able manipulating human civilization..
to speak and read all Earth The creature has adopted numerous
languages and sub-dialects alter-egos in various civilizations,
including ancient and dead often taking a name that is some
languages. He has first-hand variation of Zero. Zero claims to
knowledge of Ancient History and have been the first creature to crawl
cultures. He has the out of the primordial soup, billions of
Business/Finance talent and years ago and the first organism to
amassed a fortune with holdings walk upon the surface of the Earth.
and properties scattered all over the He is a member of the Shadow
world. He is skilled with all ancient Race, supernatural and super-
and modern weapons, and uses human beings that live covertly
them at his Fighting or Agility rank among men, and is feared and
+1CS. He is skilled at Intimidation respected by his fellow Shadows.
and Public Relations. Zero is hunted by the Knights of the
Doctor Zero has a Order of Saint George, and is the
Photographic Memory that stretches Role Playing Notes: Doctor Zero is mythical Dragon said to have battled
back to the dawn of life on Earth. a grim and arrogant, Machiavellian the original Saint George.
Zero can exactly duplicate manipulator who holds most
documents he has viewed briefly humans and his own Shadow Race In the modern world he
and has memorized the Pentagon's in contempt. He believes that the has taken the identity of a super-
technical manuals, including the humans are a threat to the planet hero so he can freely use his
systems of nuclear submarines. and more importantly to his own powers in public and gain the trust
survival. He will normally ruthlessly of humans. He is concerned about
Contacts: Through various cover kill anyone he views as a threat to mankind's effect on the world and
identities Zero has numerous high- his plans, but has on occasion their reckless treatment of the
level contacts within several world showed both mercy and compassion, environment, nuclear proliferation
governments, militaries, businesses, often regretting it later. Zero has and other actions that threaten his
espionage, underworld and terrorist fallen in love with at least one existence. He is adept at
organizations. human woman. manipulating events to suit his
needs and has staged crises such
as terrorist attacks so that he could
intervene (he keeps a ready supply
of terrorists, extremists and lone-
gunmen types on hand and under
hypnotic influence).
12
Zero battled a number of the Knights Clerk live. Enraged, Zero lashed out
of Saint George over the centuries, at the Order of Saint George,
and after being nearly killed by a attacking their Abbey and
Knight's fail-safe against his vacuum slaughtering several monks. He was
effect, he was nursed back to health confronted by Father Devlin (Saint
by Vlad Gerasimov, establishing George) who defeated him. Devlin
Zero's life-long friendship with spared Zero's life and recruited him
Gerasimov's son, Gregor. to help stop Clerk's plans alongside
Powerline. Together the heroes
In modern times, Zero fell (plus Zero) stopped Armageddon
in love with a human woman named and Zero killed Clerk. Zero buried
Sheila Willis. Around the same time Sheila's body at sea.
Zero publicly debuted in his super-
hero persona as Doctor Zero, A version of Doctor Zero
stopping a Libyan terrorist attack existed in the alternate timeline on
and saving President Reagan from a Earth-88194, where he battled and
missile attack. was killed by Hyperion of the
Squadron Sinister.
Zero learned about the
activities of Professor Henry Clerk,
who had planned to set off a nuclear
chain reaction that would ignite the
atmosphere and destroy all life on
Earth. He confronted Clerk at the
Toy Factory, a research station in
the Arctic. Clerk had studied the
public activities of Doctor Zero and
had prepared for him. Clerk set a
trap using chemical agents to short
out Zero's powers and left him to die
in the snow. Zero was rescued by
dolphins and brought to Sheila to
recover his strength. Zero
confronted Clerk a second time and
destroyed Clerk's mind.
The MERCHANTS, a
special operations unit of the US
military captured Zero and at least
one human discovered his origin
before he escaped.
13
14
POWERLINE
HISTORY: Powerline are a pair of
young Shadow Dwellers, Victor
Guillermos and Lenore Castle,
brought together by fate and who's
powers became mysteriously linked
and amplified each other.
15
Powerline later retrieved KNOWN POWERS
Ravenscore and forced him to help
stop Henry Clerk causing all the Ability Boost: While within 20 feet
nuclear reactors in the U.S. from of one another, Lenore and Victor
melting down. By feeding amplified each other's energies and
Powerline's energy into Gordon they both gained a +1CS to their
Castle's teleportation power they Strength and Endurance with a
were able to teleport an entire power corresponding increase in Health.
plant into space before it exploded.
Gordon was pulled through the Energy Projection: When within 20
doorway and likely died. Ravescore feet of each other, both Victor and
mocked Lenore for losing her father Lenore could project blasts of In (40)
as he walked away. Presumably damage energy from their hands
Powerline continued to operate as with a range of 3 areas.
heroes on their world.
Flight: Lenore originally could only
fly a few feet off the ground at Fb (2)
airspeed. Once she bonded with
Victor her rank increased to Ex (20)
(10 areas/round, 150 Mph) even
when he was fare away from her,
and when in physical contact they
could increase their speed to Rm
(30) (15 areas/round, 225 Mph).
Lenore gained a +1CS to her Agility
while in flight (no Health change).
16
they were in physical contact. As Additional Notes:
long as they were within 20 feet of
each other he could still surround
himself with a Rm (30) rank field and
generate one for himself at Ex (20)
rank when she was far away. Role Playing Notes: Victor was a
normal teenager who grew up in a
• The field could be wealthy, closenit and altruistic family.
electrified, sometimes When his family was murdered he
unintentionally and inflict wanted revenge but was still
Ex (20) electrical damage hesitant to kill. He turned to his
to anyone making contact uncle for protection and guidance.
with it, or shorting out He believed in becoming a hero
nearby lights and other even when Lenore wanted to give
electronic devices. Victor up.
could extend this electrical
attack through a metal
VICTOR conduit such as a chain to
strike his opponent.
STATISTICS
F GD (10)
A EX (20)
S GD (10)
E EX (20)
R TY (6)
I GD (10)
P GD (10)
Health: 60
Karma: 36
Resources: FB(2)/EX (20) (before
being orphaned)
Popularity: 20 Energy Projection: When within 20
feet of each other, both Victor and
BACKGROUND Lenore could project blasts of In (40)
Real Name: Victor Guillermos damage energy from their hands
Occupation: Adventurer with a range of 3 areas.
Legal Status: Citizen of Venezuela,
Minor Flight: When within 50 yards of
Identity: Secret Lenore, Victor could borrow her
Other Known Aliases: None power and gained the ability to fly on
Place of Birth: Presumably his own at Gd (10) airspeed (8
Venezuela areas/round, 120 Mph) and when in
Marital Status: Single physical contact they could increase
Known Relatives: Michael their speed to Rm (30) (15
Guillermos (father, deceased), areas/round, 225 Mph).
Christina Guillermos (mother,
deceased), Barbara Guillermos Ability Boost: While within 20 feet
(sister, deceased), Ripley Weaver of one another, Victor and Lenore
(uncle) amplified each other's energies and
Base of Operations: Mobile, they both gained a +1CS to their
Past Group Affiliations: The Strength and Endurance with a
Shadow-Dwellers corresponding increase in Health.
Present Group Affiliation:
Powerline Talents: Victor spoke both English
and Spanish.
KNOWN POWERS
Contacts: Victor's only remaining History: Nothing was revealed
Force Filed: Victor could originally contacts are his uncle Ripley and about Victor's life before his family
surround himself with only a very Lenore. He has worked alongside was murdered by the Ravenscores.
weak personal force field at Ty (6) Father Devlin, the current Knight of
rank. Once he bonded with Lenore Saint George.
he could surround them both with a
protective field at In (40) rank when
17
Longevity: Like other members of Role Playing Notes: Ripley is a
the Shadow race, Ripley has an man with centuries of experiences.
extended lifespan. He has lived for He led an adventurous life and was
more than 700 years and either well respected among his fellow
ages very slowly or not at all. Shadow Dwellers. His goal was to
protect his family and his race,
Body Transformation (Self): hoping to do so by presenting a
Ripley had the power to transform heroic face to the humans, but he
his hands, up to the wrist, into was willing, if hesitant, to do
animated silver metal with In (40) unscrupulous things to achieve his
material strength. He could use his goals. He was morally bothered by
hands to deflect energy beams, having to kill, but was willing to do
projectiles and melee weapons. He so when he had no choice, and to
could inflict +1CS blunt or edged spare his nephew from having to
damage with his metal hands. take that step. Ripley could be
pushy and demanding with people
Limitations (Missing Hand): After he doesn't like.
having his left hand severed, Ripley
suffered a permanent -1CS to his
Fighting rank (now Ex (20) rank, no History: Little has been revealed
Health change). about Ripley Weaver's past. He
once served as a Knight of Saint
Talents: In Ripley's long life he has George and may be the only
RIPLEY gained many skills including Martial Shadow ever to have been given
Arts A, B, C, E, Wrestling and that honor. Ripley is roughly 700
STATISTICS History. He likely speaks numerous years old and in past centuries was
F RM (30) languages and has traveled the presumably a warrior and soldier. In
A EX (20) world. He has combat experience modern times he created the identity
S EX (20) and gains a +1CS with melee of "the Ripper", his professional
E RM (30) weapons and modern firearms. wresting persona, where he is a
R GD (10) minor celebrity. When his nephew,
I EX (20) Contacts: Over the centuries Victor's family was murdered by the
P EX (20) Ripley established numerous Ravenscores, Ripley took him in,
contacts in all walks of life, both protected him and trained him to
Health: 100 among humans and Shadow fight. It was Ripley's idea to create
Karma: 60 Dwellers, many who owe him favors, the Powerline team as public
Resources: GD (10) and many who are ex-girlfriends. In alternative to the false hero, Doctor
Popularity: 5 his professional wrestling persona, Zero, mainly to win over humans so
Ripley was a minor celebrity and they didn't turn on the Shadows.
BACKGROUND could sometimes call on fans and
Real Name: Ripley Weaver people in the industry, especially the
Occupation: Professional wrestler, promoters, for aid. Ripley is one of
Adventurer the few Shadow Dwellers ever
Legal Status: Unrevealed recruited to be a Knight of Saint
Identity: Secret George. He split with the Order over
Other Known Aliases: "The ideology, creating a bitter rift. Some
Ripper" (wrestling persona) of the Order's monks are openly
Place of Birth: Unrevealed hostile towards him, while others
Marital Status: Single remain friends and allies.
Known Relatives: Michael
Guillermos (brother, deceased), Additional Notes:
Christina Guillermos (sister-in-law,
deceased), Barbara Guillermos
(niece, deceased), Victor Guillermos
(nephew)
Base of Operations: Mobile
Past Group Affiliations: The
Shadow-Dwellers
Present Group Affiliation:
Powerline
KNOWN POWERS
18
RAVENSCORE, DIRK
STATISTICS
F GD (10)
A GD (10)
S EX (20)
E IN (40)
R GD (10)
I GD (10)
P GD (10)
Health: 80
Karma: 30
Resources: EX (20)
Popularity: 0
BACKGROUND
Real Name: Dirk Ravenscore
Occupation: Drug lord
Legal Status: Known criminal
citizen of Venezuela
Identity: Secret
Other Known Aliases: None
Place of Birth: Venezuela
Marital Status: Single
Known Relatives: Tyler
Ravenscore (father, deceased), Eric
Ravenscore (brother)
Base of Operations: Formerly the
Guillermos estate in Venezuela
Past Group Affiliations: The
Shadow Dwellers
Present Group Affiliation: None
KNOWN POWERS
Energy Amplification:
Ravenscore had the ability to • Ravenscore could amplify Ravenscore could amplify
amplify energy output, including energy or energy based energy or energy based
energy generated or used by superpowers +1CS but the superpowers +2CS but the
superhuman powers when he was in recipient would need to recipient would need to
physical contact with the source. make a Yellow Psyche make a Red Psyche FEAT
Superhumans receiving a power FEAT to avoid losing to avoid losing control,
boost risked losing control of their control, using the power at using the power at
powers . He can magnify powers maximum range, rank and maximum range, rank and
such as energy generation, energy area-of-effect and lose an area-of-effect and lose an
projection, force fields or opening amount of Health amount of Health
teleportational doorways. He can themselves equal to 1/2 the themselves equal to 1/2 the
amplify a teleporter's rank to allow original power rank each original power rank each
them to move more people or affect round. (Example: An In (40) round. (Example: An Am
a larger area with an extended rank power boosted to Am (50) rank power boosted to
range. (50) would cost the user 20 Un (100) would cost the
Health points, regardless of user 25 Health points,
defensive powers, each regardless of defensive
round he/she failed the powers, each round
FEAT). Ravenscore could boost
energy to a maximum of
Sh-X (150) rank.
19
• Depending on the nature of Matter Manipulation: Dirk had Shadow Dwellers, but some of his
the target's powers, losing somehow stolen his father's limited old contacts treated him with
control could have power to reshape matter. His father disrespect once his empire
detrimental effects on their could change the shape of small crumbled. He could still call in
Health. For example, objects and Dirk seemed to use this favors from old allies and rivals for a
someone using their ability for limited shapeshifting of his time.
powers to remain own body.
physically young would Additional Notes:
rapidly age. Tentacles: Dirk Ravenscore has
numerous tentacles of varying
• Ravenscore could transmit length on his torso, head and hands.
his power boost to He can reach out with them to
someone he was talking to grapple up to 3 opponents at a time Role Playing Notes: Dirk
over the phone (on a with Gd (10) Strength and a range of Ravenscore is the spoiled son of a
physical landline, not a cell 1 area or 1 target with Ex (20) powerful crime syndicate. He
phone), thousands of miles Strength and a +2CS to hit. expects to be treated with respect
away. by other Shadow Dwellers, even
Talents: Crime, Leadership, though he's done little to earn it. He
• Ravenscore has used this Business/Finance acts like a ruthless gangster when
power to stimulate the he has his men to enforce his will,
electrical signals in Henry Contacts: The Ravenscore crime but will run from a fight if he doesn't
Clerk's brain, to undo family has extensive contacts in the have the advantage. He will
(mostly) the psychic criminal underworld and among negotiate with heroes for his own
damage inflicted on him by corrupt law enforcement officials, self-preservation. Ravenscore hates
Doctor Zero. especially in South and Central humans and transformed himself
America. Dirk is notorious and into a monster as an expression of
mostly feared among the his contempt (and to make himself
seem more impressive and
intimidating).
20
History: Dirk Ravenscore is a When the Ravenscore's
Shadow Dweller and the son of a chief enforcer, Shreck left the family
powerful family of drug lords based to pursue a vendetta against
in Venezuela. Dirk rose up to Michael Devlin, Dirk was persuaded
become head of the family, to recruit Henry Clerk. Impressed
supplanting his father. Dirk's hatred that Clerk, a human, had nearly
for all things human was so great defeated and seriously weakened
that he boosted his father's limited Doctor Zero, Dirk found him selling
ability to reshape matter and had chili at a convenience store, his
him use it on him to transform him brilliant mind badly damaged by
into a monster. Doctor Zero's psychic attack. Dirk
restored Clerk's mind and made him
Dirk used his father to open his new enforcer. Dirk soon realized
a portal that allowed his men to that Clerk was insane and planned
ambush their wealthy rivals the to cause all of the nuclear power
Guillermos family. Ravenscore's plants in the US to melt down. When
Henchmen: The Ravenscore drug men slaughtered the Guillermos, Ripley Weaver and the Powerline
cartel has a small army of thugs and leaving only Victor Guillermos to kids attacked his home and
hitmen. Because of his bias all of escape alive. defeated his men, Dirk used Gordon
Dirk's bodyguards and enforcers are Castle's portals to escape and Clerk
Shadows, most with non-human Dirk held a party to arrange fled.
appearances. These enforcers have: the marriage of his brother Eric, to
Lenore Castle, the daughter of a Powerline pursued Dirk to
F: Gd (10) H: 36 wealthy American Shadow family. China where he exchanged
A: TY (6) K: 14 Lenore rejected Eric who caused an information about Clerk's plans for a
S: Gd (10) argument that led to a fight and Eric promise the heroes would "leave
E: Gd (10) cut off the hand of Ripley Weaver, him alone". The heroes teleported
R: Pr (4) Victor's uncle. Dirk onto an Arctic ice floe, far away
I: Ty (6) from any civilization. Dirk survived
P: Pr (4) Victor joined with Lenore for several days before Powerline
and helped Ripley escape, though returned for his help in stopping
Powers: Most of the henchmen Lenore's father, Gordon, was taken Clerk's plan. Dirk agreed and used
have one super-power such as: prisoner by the Ravenscores. Dirk his power to boost Gordon Castle's
Energy Blasts, Flight, Super used his power amplification to powers so that he could teleport the
Strength, Body Armor or Fire boost Gordon's teleportation portals Ft. Vrean nuclear plant into space
Breathing. Roll 1D10 to determine to send his agents anywhere in the before it could melt down. Gordon
rank: world. No longer needing his own was pulled into the portal and
(1-2) Gd (3-7) Ex (8-9) Rm (10) In father, Dirk murdered him. presumably died. Dirk laughed at
Lenore as he walked away.
21
22
SAINT GEORGE
History: The Knights of Saint In exchange for the power the founding of the Order and was
George are a succession of mystic to destroy small evils, the Knight is their first knight. Saint George grew
warriors chosen by the Order of obligate to try to find and destroy the tired of the Order's Machiavellian
Saint George, a secret sect of creature that the Order calls the schemes and left them. Over the
monks and alchemists based in a Dragon. The Dragon is an ancient centuries the Order built their abbey
Catholic monastery/abbey on a supernatural creature, a member of on top of a mesa in Greece and
mountaintop in Meteora, Greece. the Shadow Race, who has in released the Black Plague on
The Order is composed of Shadow modern times adopted the super- Europe to destroy the Feudal
Dwellers a race of supernatural and heroic cover identity of Doctor Zero. System Doctor Zero had created.
superhuman creatures, most of Only one knight operates at any Zero battled several of the Order's
whom are humanoid but some are time. A new one is created when his Knights over the centuries. In
monstrous in appearance. The predecessor dies in battle or resigns modern times Zero killed the Knight,
Order traditionally selects only of his own will. The Knight's Kara Janisery, in battle and Father
humans to become Knights and weapons and armor are created Michael Devlin was recruited to
selects candidates based on their through alchemy, sorcery and replace her. The Order's Abbot
willingness to go to great lengths science. The use of the armor is doubted that Devlin was worthy and
and personal risk to fight evil. Of the addictive and promotes intended to strip him of the armor,
Shadows only the Order's leader, aggressiveness and violence in the so Devlin stole it and fled, believing
Father Abbot is known to have worn wearer. Some Knights reject their he could be a force against evil
the Knight's armor in battle, and Knighthood, fearing that in fighting without the Order's control. When
Ripley Weaver is the only known monsters they will become monsters Devlin learned that the Order had
Shadow to be recruited as a Knight. themselves. not informed him that his true
mission would be to kill Doctor Zero,
The Knight is given a suit Although the Order he became further alienated from
of armor that amplifies the wearers appears to be benevolent and all the the Order.
psychic energy and grants them brothers are sincere followers of
superhuman powers based on the their various faiths, their strongest Abbot began to believe that
strength of their faith and clear motivation is their feud with the the Order's tradition of choosing a
perception of right and wrong. The Dragon. The Order will make any human was a mistake and that it
religious orientation of the Knight or sacrifice to resist and destroy his would take a Shadow to defeat Zero.
the monks of the Order are plans. Abbot donned the first armor he had
irrelevant and have included ever built and challenged Zero to a
Buddhists and other religions During the Dark Ages the fight. Abbot attacked Zero until he
besides Catholics. There has been original, true Saint George of fought back, and critically wounded
at least one woman among the Cappadocia battled the the Abbot. The wounded Abbot was
Knights. Draaghignazzo (Doctor Zero) and returned to the abbey where the
gravely wounded him. Zero placed monks of the Order were split on
himself into suspended animation helping him since he'd violated their
and was believed to be dead. Saint
George inspired
23
traditions. The Powerline team had
arrived at the abbey to recruit aid
Knights of Saint
against the apocalyptic plans of George If the Knight makes a
Henry Clerk when Zero, outraged Yellow FEAT the powers and
that the Abbot had directly attacked POWER OF FAITH: The Knights of abilities remain until the battle is
him, arrived and began slaughtering Saint George can channel the finished or until he is confronted by
the monks. The Abbot had survived mystic power of their faith to another crisis of faith; witnessing a
long enough to repair Devlin's armor enhance their physical abilities and horrible event, confronted by a
and he defeated Zero, but spared provide them with super-human powerful and terrifying opponent or if
his life in order to force him to help powers. When a Knight confronts he is losing the battle badly. He
against their common threat, Henry evil, especially supernatural must then make another FEAT, to
Clerk. The combined forces of the creatures he must make a Psyche either overcome and reaffirm his
Knight of Saint George, Powerline FEAT roll to determine the strength faith or fail. If he makes a Red result
and Doctor Zero defeated Clerk and of his faith at that moment. If the those power ranks will remain for
saved the world. The Brothers of the Knight gets a Yellow result he gains: only 10 rounds then revert to his
Order buried the Abbot, with Zero Yellow ranks unless he is forced to
present to honor his old adversary. 1. +1CS to his Fighting rank with a make another FEAT and succeeds.
The abbey destroyed by their battle, maximum of In (40) rank. If the Knight fails his Psyche FEAT
and their feud with Zero over, the 2. +1CS to his Agility rank with a White result, his faith falters
surviving monks split up and maximum of Rm (30) and he is left powerless and losses
ventured out into the world. Father 3. +1CS to his Strength rank all Karma. He remains powerless
Devlin remained the Knight of Saint maximum of Ex (20) and can not make another Psyche
George and continued to battle evil. 4. +3Cs to his Endurance rank FEAT for 1D10 rounds.
maximum of In (40)
A version of the Order of 5. +1CS to his Intuition and The armor is more effective
Saint George, one who maintained Initiative and an appropriate when used by humans, Shadow
multiple Knights simultaneously, increase in Health from the Dwellers gain only -1CS the benefits
appears in an alternate reality in the listed enhancements (Body Armor is still at least Good
Shadow Province of the Secret (10) rank).
Wars Battleworld, where they If the Knight gets a Red result he
battled the Squadron Sinister. gains: Unique Weapon (Armor): The
1. +2CS to his Fighting rank with a Knights of Saint George are
maximum of Am (50) rank. equipped with
2. +2CS to his Agility rank technological/enchanted suits of
maximum of Rm (30) armor that provide Good (10) rank
3. +2CS to his Strength rank protection from all types of damage
maximum of Rm (30) including mental and magical
4. +4Cs to his Endurance rank attacks and boosts the wearer's
maximum of Am (50) Endurance +2CS. The armor's
5. +2CS to his Intuition and protection rank can be enhanced by
Initiative and an appropriate the power of faith, and on a Yellow
increase in Health from the result of his Psyche FEAT the armor
listed enhancements
24
is enhanced +1CS or +3CS on a Limitation: The Knights must who aren't a real threat to him in
Red. The armor provides rank level maintain a clear vision of right and combat and would require a Red
protection from Doctor Zero's wrong when using the armor or risk Psyche FEAT to remove the armor,
vacuum fields but not from his Bio- being corrupted by it and harmed by attempting to remove the armor
Energy Vampirism. energy feedback. Every 1D10 times cause the Knight agonizing pain and
the Knight wears the full armor he inflicts Gd (10) damage.
Knights of Saint George are armed must make a Green Psyche FEAT.
with a technological/enchanted If confronted by anything that could Healing: The power of the Knight's
battle staff that draws power from make him question his purposed, armor allows him to heal at an
the user's faith and can project bolts faith or the moral rightness of his accelerated rate and heal wounds
of force, energy, electricity or heat mission, he would need to make that he would not normally recover
once every other round at a range of another such FEAT. If the FEAT from, such as third-degree burns.
3 areas. The Knight must make a fails, he will begin to have difficulty The Knight can make a Psyche
Psyche FEAT to determine damage, controlling his temper and lash out FEAT while resting. A Green result
a Green result indicating a bolt at anyone who angers him and he allows him to heal an amount of
equal to the user's Psyche rank. A will require a Yellow FEAT going Health equal to his Psyche per hour.
Yellow result indicates a bolt equal forward. Failing a Yellow FEAT A Yellow FEAT allows him to heal
to the users Psyche rank +1 Column makes it difficult for the Knight to his Psyche +1CS every 30 minutes
Shift, and a Red result indicates want to remove the armor and his and a Red result gains his Psyche
Psyche +2 Column Shifts. A White temper becomes much worse, +2CS in Health every 15 minutes.
result indicates that no bolt is lashing out more often and requiring
produced. On a Yellow or better the a Yellow Psyche FEAT to resist
Knight can strike with an energy bolt using lethal levels of force against
as an area-of-effect attack, inflicting enemies. Failing a Yellow FEAT
rank level damage to one target and means he must make Red FEATS
-1CS damage to everyone else in going forward. Failing a Red FEAT
the area. The staff has In (40) means a Psyche FEAT to resist
material strength and can be used to using lethal force even against
inflict +1CS melee damage enemies
25
Detect Shadow Dwellers: The Weather Control: If the Knight can
Knight's armor is attuned to the make a Red Psyche FEAT he/she
energies of the Shadow Dwellers can summon a heavy rainstorm
and if the Knight can make an covering several miles. The rain is
Intuition FEAT he can sense the heavy enough to quickly extinguish
presence of any Shadow within 50 a large building fire. Once a storm
yards. Once he has encountered a has been summoned the Knight can
particular Shadow Dweller, the attempt a Yellow Psyche FEAT to
Knight can attempt to make a Yellow summon a Mn (75) damage lighting
Intuition FEAT to track him across bolt to strike an opponent. He can
any terrain if he is within 1 mile. attempt to summon one such bolt
every 6 rounds and after the initial
attack requires a Red Psyche FEAT
to summon more.
26
Father Michael Devlin
STATISTICS
F EX (20)
A GD (10)
S GD (10)
E GD (10)
R TY (6)
I EX (20)
P IN (40)
Health: 50
Karma: 66
Resources: FB (2)
Popularity: 10
BACKGROUND
Real Name: Michael Patrick Devlin
Occupation: Former Catholic priest,
adventurer
Legal Status: Citizen of the U.S.
Identity: Secret
Other Known Aliases: Saint
George, Knight of Saint George
Place of Birth: Unrevealed
Marital Status: Single
Known Relatives: Michael Sr.
(father, deceased), Mary (mother)
Base of Operations: Mobile,
formerly St. Anthony's church,
Brooklyn, NY; formerly the Abbey of
the Order of Saint George, Meteora,
Greece.
Past Group Affiliations: The
Knights of the Order of Saint George
Present Group Affiliation: None
KNOWN POWERS
His armor provides Ex (20) Talents: Devlin has the Talents of
protection from all attacks. He can Martial Arts A and E, Blunt and
Armor: Devlin has all his powers
inflict Rm (30) blunt damage with his Edged Weapons. He has extensive
conferred on him by the weapons of
staff or project energy blasts for Am knowledge of Catholic religion. He
Saint George. While wearing the
(50) damage every other round. He gains a +1CS with Staff's ranged
complete suit of armor, his
can heal 50 points of damage every attacks.
Endurance is normally Rm (30), his
30 minutes.
Health is 70 and he has Gd (10)
Contacts: Devlin has many friends
rank protection from all attacks. He
On a Red Psyche FEAT Devlin's in the Brooklyn neighborhood where
can inflict Ex (20) blunt damage with
ability ranks are: he was a priest. He can call on most
his staff or project energy blasts for
of the monks of the Order of Saint
In (40) damage every other round.
F: In (40) H: 150 George for aid, though some resent
He can heal 40 points of damage
A: Rm (30) K: 86 and reject him. He has been an ally
per hour.
S: Rm (30) of John Nighthunter (Skinwalker),
E: Am (50) Lenore Castle, Victor Guillermos,
On a Yellow Psyche FEAT his
I: In (40) Ripley Weaver (Powerline) and on
ability ranks are:
occasion, Doctor Zero.
His armor provides In (40) protection
F: Rm (30) H: 110
from all attacks. He can inflict In (40) Additional Notes:
A: Ex (20) K: 76
blunt damage with his staff or
S: Ex (20)
project energy blasts for Mn (75)
E: In (40)
damage every other round. He can
I: Rm (30)
heal 75 points every 15 minutes.
27
Brooklyn. While working at their Devlin encountered other
soup kitchen he encountered the Shadows on the road and freed the
three Shadow Dwellers who would town of Miller Creek from Wikka, a
later become Powerline. Shadow who demanded human
sacrifice.
Devlin was selected by
Father Abbot to be the next Knight Devlin and Richardson
of Saint George. Devlin witnessed a hired the Shadow Dweller, John
young man from his parish, Tony Nighthunter (Skinwalker) to fly them
Figaro, being abducted by a to Venezuela to investigate the fate
Shadow Dweller and was helpless of the last Knight of Saint George,
to stop it. Kara Janisery. Landing in Nicaragua,
Devlin discovered that the children
Devlin had become from the village where he had been
frustrated with his roll in the a missionary were being held
priesthood when he was captive by the Contras. Devlin
approached by Brother Barnabbas fought off the rebels and freed the
and convinced to learn more about children. Devlin had come under the
the Order of Saint George. He influence of the armor, became
traveled with Barnabbas to Greece more violent and could no longer
and came to believe he could make take it off. In Venezuela, Devlin
more of a difference in the world as discovered that Janisery had been
a Knight of Saint George. During his killed in battle with Doctor Zero. He
training he overheard Barnabbas became further disillusioned with his
and father Abbot deciding that he path and suffered great pain
would not be adequate for the roll removing the armor.
and he stole the Knight's armor and
fled the Abby, as Barnabbas and Shreck tracked down
Abbot had planned. Devlin, defeated him and crucified
him to a tree. Doctor Zero had
Devlin used the Knight's forbidden Shreck from killing Devlin
armor to rescue Tony Figaro from so the assassin left him to die in the
his kidnappers, who worked for the jungle. Devlin painfully extracted his
Role Playing Notes: Michael Devlin Shadow crime-boss Dirk limbs from the spikes and tracked
is a man of deep religious faith and Ravenscore. While returning to the down and ambushed Shreck. During
believes it is his calling to serve and U.S., Devlin was attacked by Shreck, their fight, Shreck fell into a piranha
protect others. He agreed to Ravesvore's assassin. Devlin infested waterhole and Devlin tried
become a Knight of Saint George partially dismembered Shreck and to save him but Shreck was
because he thought he could do knocked him off a moving train, consumed.
greater good for people fighting evil causing the assassin to harbor a
but rejected and resented the personal vendetta against the priest. Devlin was present at the
Order's expectation that he become Abbey of Saint George when Doctor
their assassin. Devlin has a temper, While trying to attune Zero attacked and slaughtered
exasperated by the influence of the himself with the energies of the several of the monks. Devlin forced
armor and was a surprisingly skilled armor in the Black Forest of Zero to use his vacuum effect power
combatant even before becoming a Germany, Devlin was nearly knowing it would trigger the armor's
Knight. Devlin repeatedly showed overwhelmed by images from the safeguards and the resulting
mercy to his enemies and tried to Order's past and he began to feedback nearly killed them both.
save even their lives when he could. question his decision to leave the Defeating Zero, Devlin spared his
priesthood. life and recruited him to help,
Background: Michael Devlin was a alongside Powerline to stop Henry
priest doing missionary work in Befriending Patty Clerk's apocalyptic plans. Devlin
Nicaragua when he found himself in Richardson, who became his saved both Zero and Clerk from a
the middle of the fighting between traveling companion, he returned to nuclear meltdown and returned to
the Sandinistas and the Contra his home-town in Pennsylvania. He his mission of fighting evil as the
rebels. He was captured and found his home town rundown and Knight of Saint George even after
interrogated by the Sandinistas and the townspeople in economic the death of Father Abbot and the
rescued by the U.S. covert forces depression and despair. He disbanding of the Order.
known as the Merchants. Devlin fell discovered that the town was under
from the escaping helicopter and the influence of a Shadow named
was forced to kill several enemy Lorri Nimyeur who was working to
soldiers in the jungle. He returned to destroy the town. Devlin killed her
the U.S. and worked for a parish in and her agents.
28
SHRECK
STATISTICS
F RM (30)
A EX (20)
S EX (20)
E IN (40)
R TY (6)
I GD (10)
P EX (20)
BACKGROUND
Real Name: Unrevealed
Occupation: Assassin, Enforcer,
former squire
Legal Status: Unrevealed
Identity: Secret
Other Known Aliases: None
Place of Birth: Unrevealed
Marital Status: Widower
Known Relatives: Unnamed wife
(deceased)
Base of Operations: Mobile
Past Group Affiliations: The
Ravenscore drug cartel, squire to
Doctor Zero
Present Group Affiliation: None
KNOWN POWERS
29
operate equipment, fly an aircraft,
etc. Body parts taken from a super- History: Shreck is one of the few
human may confer powers known super-humans on Earth-
associated with it at minus 1 Column 88194 who is not a member of the
Shift. Shadow race.
Other Notes:
30
In modern times Shreck
became an enforcer for the
Ravenscore crime family. When Eric
Ravenscore severed Ripley
Weavers metal hand, Shreck
recovered it for his own use.
Shreck encountered
Michael Devlin (Saint George) in
Turkey when he interfered with a
Ravenscore drug operation. He
tracked Devlin to a train headed for
Paris. During their battle, Devin tied
Shreck's legs to part of the train,
then blasted the other car lose,
ripping him in half. Shreck swore
revenge for his humiliating defeat.
Shreck refused to continue to work
for the Ravenscores until he had his
revenge and sought permission from
Doctor Zero to kill the Knight. Zero
gave Shreck permission to hunt but
not kill Devlin.
Under unrevealed
circumstances, Shreck made his
way to Earth-616 where he
established himself as a mercenary
under the name "Terror" for several
years.
31
32
SKINWALKER
STATISTICS
F EX (20)
A EX (20)
S GD (10)
E RM (30)
R TY (6)
I RM (30)
P RM (30)
Health: 80
Karma: 66
Resources: PR (4)
Popularity: 0
BACKGROUND
Real Name: John Nighthunter
Occupation: Pilot, smuggler,
mercenary
Legal Status: U.S. citizen
Identity: Secret
Other Known Aliases: None
Place of Birth: Unrevealed
Marital Status: Single
Known Relatives: None
Base of Operations: Mobile,
formerly Night Flyer Airlines, Florida
City, Florida
Past Group Affiliations: Night
Flyer Airlines (owner and sole
proprietor).
Present Group Affiliation: None
KNOWN POWERS
33
Talents: Pilot and aircraft mechanic History: Hundreds of years ago Their plane damaged in the
(prop-aircraft and helicopters, at Skinwalker was a Hataalii (shaman) fight, they were forced to land in
least), Hunting/Tracking, Wilderness of the Dinee (the Navajo people). He Nicaragua and the three continued
Survival, Weapons Master (Blow struggled with the dark part of on foot. Nighthunter helped Devlin to
Gun), Edged Weapons, Mysticism himself, his corrupting desire to use rescue a local village from both the
his powers, and his people hated Contras and the Sandinistas.
Contacts: John Nighthunter has and feared him but used him Nighthunter agreed to do a
contacts within the criminal nonetheless. One night he left the smuggling job for the Shadow drug
underworld, especially among tribe, never to return. lords, the Ravenscores, in order to
smugglers. He may have contacts raise money to get to Venezuela.
among Navajo mystics. In modern times, as John The three encountered the
Nighthunter, he worked as a mob Powerline trio who convinced them
Other Notes: enforcer and eventually left that life they were allies.
to become a pilot. Nighthunter has
had run-ins with his old mob boss As Devlin became
and his enforcers who tried to force corrupted by his mystic armor and
him to come back to work for him. found he could no longer remove it,
Role Playing Notes: John He also has had some experience Nighthunter assured him he would
Nighthunter is a mercenary and with the Knights of Saint George. not be alone in his further struggles.
willing to do jobs and smuggle for They were ambushed by the
criminals to make a living. He is still Nighthunter was hired by Shadow assassin, Shreck who
an honorable man who won't hurt Patty Richardson and Michael overpowered them and captured
innocents and can become intensely Devlin (Saint George) to fly them to Devlin.
loyal and protective towards people Venezuela. The night before the trip,
he believes to be noble. He has Nighthunter spoke to Devlin and told Nighthunter attended a
gotten himself into trouble in the him the legend of the Skinwalker. meeting of the Order of Saint
past, refusing to return to work for Devlin helped fight off the mob thugs George, where they decided they
past criminal employers who want to who had returned to threaten would need to ally themselves with
make use of his powers. Though a Nighthunter. Doctor Zero against the apocalyptic
member of the Shadow race, plans of Henry Clerk. When Devlin
Nighthunter identifies as a member battled Doctor Zero, Nighthunter
of the Native American, Navajo tribe attempted to shoot Zero with a bone
and talks about their myths and fragment, but Ripley Weaver
mysticism as if he has been a part of crushed his blow gun, telling him it
them. was Devlin's battle alone. Devlin
defeated Zero and persuaded him to
join forces.
34