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MH-18

UNOFFICIAL GAME ADVENTURE

RISE OF THE SERPENT


By Michael V Galarneau Jr

The snakes have raised the stakes!


INTRODUCTION 1
TROUBLE ON THE STREETS 3
WHAT HAPPENED TO JIMMY? 7
WHAT IS SCALE? 10
SNAKES! 12
CONSTRICTOR 17
IT’S A BOMB! 18
NOW WHAT? 21
WHAT DO WE HAVE HERE? 24
THE LAB! 25
WRAP UP 28
APPENDIX: NPCS 30

CREDITS:

DESIGN: Michael V. Galarneau Jr.


COVER DESIGN: Steve Jolly, with some text from Michael V. Galarneau Jr.
LAYOUT: Michael V. Galarneau, with much advice from Steve Jolly.
ILLUSTRATIONS: The Marvel Bullpen.
CHARACTER WRITE-UPS: All the write-ups for actual Marvel Characters are the works of those that put them together in the
various officially licensed Marvel Super Heroes game products published by TSR. Minor, non Marvel NPCs appearing in this
worked were created by Michael V. Galarneau Jr.

All characters featured in this book and the distinctive names and likenesses thereof, and all related indicia, are trademarks of Marvel
Characters, Inc 2022. This book was originally distributed in and hosted by Marvel Super Heroes - The Unofficial Canon Project on Facebook. If
you are in receipt of this book and wish to share it, you must do so strictly on a non-profit basis, and credit the original source. If you’re aware
of copies in any format made available for sale, please contact Marvel Super Heroes - The Unofficial Canon Project via Facebook Messenger.
coming from and attempt to stop it. Rise of the
INTRODUCTION Serpent is designed to be a jumping off point for
the Serpent Society to take center stage as a
Having spent years as a mostly second tier villain major (or at least up and coming) villain group in
group with occasional glimpses at greatness, the any existing campaign. The Epilogue will contain
Serpent Society has finally developed a plan that a few ideas for continuing on some of the plot
they believe will make them into one of the threads introduced during the adventure.
largest and most powerful criminal organizations
in the world. Heroes: As noted earlier, this adventure is
designed for low to moderate level heroes.
Adventure Notes: There has been an effort made While the adventure is meant for player made
to keep the setting of this adventure neutral. characters, here are a few tips for useful heroes:
This is done so that the adventure can be played Detective type heroes will come in handy for
out in whatever city the player characters call discovering the clues needed to progress
home. Judges should be able to tailor the through this adventure. Street level heroes that
adventure to their specific campaign settings. In are used to dealing with the criminal underworld
that same vein, no particular iteration of the may have useful contacts that can help in getting
Serpent Society has been chosen. This is to allow information. Also, there may be a need for
Judges to use whichever version of the Serpent heroes that have some knowledge of
Society fits best with their campaign. Most biochemistry when it comes to dealing with the
encounters with Society members will list drug Scale and its mutagen effects. It is possible
suggested members for heroes to face. These to succeed in this adventure without these
are suggestions, if others fit the Judge's options. Just remember to tailor the adventure
campaign better, then use those instead. When to what is needed for your player's characters.
an encounter calls for a specific Serpent Society
member(s), the Judge should feel free to alter
those as well to better reflect his campaign.

Much of the adventure is designed for low to


moderate powered individuals. Should the
players wish to use higher powered heroes, then
the Judge will need to adjust many of the
encounters. This could mean adding more
thugs/henchmen to battles or using higher
powered villains. Much of the membership of
the Serpent Society are low to moderate
powered themselves. Judges may need to have
multiple members come together to take on
more powerful heroes.

Adventure Overview: Rise of the Serpent is an


adventure module centered around the Serpent
Society. This adventure deals with a new street
drug that has surfaced. This drug is highly
addictive and is spreading fast throughout the
city. The heroes must find where the drug is

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NPCS: Most of the minor thug/henchmen Often the text encourages the Judge to be
characters that the heroes encounter will have creative in handling a situation. Unlike other
their relevant info presented in the encounters. adventures, there are no preset
dialogue/description boxes for Judges to use.
The Appendix, at the end of this book, will The idea is that Judges should tailor the
include the roster of the Serpent Society that adventure to meet the needs/play style of their
was originally printed in MU4: Gamer's group. Think of the things presented in this book
Handbook of the Marvel Universe, Volume 4. It as suggestions. Although, there is enough
is also highly recommended that Judge's have a material presented to run the module “as is” for
copy of The New Marvel-phile, Issue 30: those who struggle creatively. (No worries! It
Serpents of the World Unite! from the Unofficial happens to the best of us.)
Canon Project. This resource presents updated
stats for the Serpent Society, as well as various
associated characters/groups that will give the
Judge extra options for adapting this campaign.

The Sons of the Serpent have had a number of


iterations in Marvel Comics. For this series of
adventures, the Serpent Society has formed a
new version of the Sons of the Serpent. This
version is still somewhat racist, but they are
Ophidiophilias (people attracted to snakes). As
such, their racism is against people who are not
snake-like or snake themed in appearance. The
Serpent Society uses this version of the Sons of
the Serpent as their completely devoted foot
soldiers.

Maps: In keeping with the idea that this


adventure should be tailored to fit the Judge’s
existing campaign, no actual maps are included.
The encounters will have suggested ideas of
locations where events can unfold. The Judge
can use one of the suggestions appropriate to
their campaign or come up with their own
location. In some cases, an encounter will list
specific locations/rooms within a building and/or
complex. If the Judge does not have an
appropriate map to use all of the specific
locations, then don’t feel obligated to use them
all. Those Encounters that have such lists will
indicate which of those rooms/locations on the
list must be present for the encounter to work.

Special Note: Much of this adventure is designed


to encourage game freedom and creativity.

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makes them quick to shoot any bystanders. Joe
ENCOUNTER 1: and Freddie both have the following abilities:
TROUBLE ON THE STREETS F: GD (10)
A: TY (6)
This encounter is primarily meant as a way to S: TY(6)
draw heroes into the adventure. A number of E: TY (6)
different possibilities are listed to get the heroes R: PR (4)
involved. These encounters can be used to bring I: PR (4)
individual heroes together on the same case, or P: PR (4)
for all the heroes to get a sense of how extensive
the Scale problem has become. Whether the Health: 28
player’s characters are already a team or solo Talents: None
character’s being brought together, the Judge
should not feel that he must run every one of the Both Joe and Freddie are equipped with a Pistol
possibilities listed here. If one option is sufficient (9 shots, 6 damage)
to get the heroes started that is fine. Or, if the
Judge feels that there is a need for more lead in Joe and Freddie are after as much cash as they
or needs other ways to bring more heroes in, can get their hands on so that they can buy more
then use more than one of the options or create Scale. During the course of the encounter feel
some new ones. The main thing is that the free to have Joe and Freddie make comments
heroes need to all learn of the Scale problem about getting cash for this reason, or just making
facing the city. One of the options listed leads random paranoid comments.
into Encounter 2. If this option is not used, then
Encounter 2 may be skipped (although it is Joe and Freddie have no problem with killing
possible to still use it if desired). bystanders and/or taking hostages if things do
not go their way. Regardless, this should be a
Option 1: Robbery. relatively easy skirmish for the heroes.

The heroes encounter a robbery in progress. This After the heroes have stopped Joe and Freddie,
can be by chance or while the heroes are on there are some things they should be able to
patrol, whatever works for the player’s learn:
characters. This robbery can be at any generic
storefront/bank/ restaurant that fits the group’s If Joe and/or Freddie are still conscious they will
current campaign. babble on about needing to get their next fix. If
the heroes have not already heard about Scale,
There are two thugs robbing this business. now is when they will learn of this new drug.
Whatever the place is that the Judge ends up Should the thugs be unconscious, then the
using, there should be a number of innocent authorities arrive immediately after the battle.
bystanders present that the heroes have to They will notice a green substance around Joe
worry about (at least 2 per hero - more if desired and Freddie’s mouth and realize that they are
to increase the challenge). The thugs, Joe and “Scale Junkies.” Provided the heroes are on good
Freddie, are on edge due to the fact that they are terms with the cops, then they should be able to
in withdrawal from their last dose of Scale. This learn about Scale.
will put them -1CS on their actions, but also

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Regardless of how the heroes learn about Scale, The teen, Jimmy, is in a savage state. He is
they should discover that it is a new street drug growling like an animal and foaming at the
that is causing the city problems. mouth. He is attacking anyone that he comes in
contact with in the street. There should be a
Karma Awards: number of innocent bystanders present in the
+10 for defeating Joe street that Jimmy is menacing (at least 2 per hero
+10 for defeating Freddie - more if desired to increase the challenge).
+20 if no bystanders were hurt Jimmy has the following abilities:
-5 each time a bystander is injured
-ALL if a bystander is killed F: GD (10)
-20 if hero is defeated A: GD (10)
S: GD (10)
Once the heroes have learned of Scale, they E: GD (10)
should investigate to find out more. This should R: FB (2)
lead to Encounter 3, unless the Judge plans on I: FB (2)
having the heroes run through the other options P: FB (2)
in this encounter.
Health: 40
Option 2: Overdose Talents: None

Whether on patrol or by random chance, the Jimmy will not respond to any type of reason,
heroes encounter a teenage boy that is acting and any telepathic connection will show a mind
savagely on a city street. This can be any city too far gone to communicate with. Due to the
street in the group's current campaign. fact that Jimmy is beyond any mental capability,
he is unaffected by any stun results.

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Jimmy has no weapons, but his fingernails seem broad daylight on a street of local shops and
to be elongated and sharpened. His attacks are businesses. The gang members are not
considered edged and his “claws” are considered particularly interested in hurting innocent
to be Good material strength. bystanders, but they do not care if any get hurt
in the middle of their skirmish. The Judge should
Regardless of how the battle goes, Jimmy will be creative in the number of bystanders present
die. His death is a result of overdosing on Scale. (at least 3 per hero) and what, if any, dangers
If the heroes defeat Jimmy, then he will die after they may find themselves in. There will be at
they subdued him. If it seems that Jimmy is going least 10 gang members present, 5 from each
to defeat the heroes, then have Jimmy suddenly gang (add more if the heroes are high enough
die before anything happens. powered that this encounter is not a challenge).
Of the three options listed, this one should be
After the encounter, the authorities arrive and the most challenging and is recommended for a
are baffled. There have been similar cases group of heroes that are slightly higher in
throughout the city. A Biochemical Scientists at a power/ability than what is typically meant for
special lab is running tests on the bodies hoping this adventure.
to find what is causing the erratic behaviors and
deaths. Feel free to make the heroes work to get Any map of a street can be used for this battle.
this information from the authorities or give it to All gang members have the following abilities:
them without any hassle, whichever fits the style
of the group’s current campaign better. F: TY (6)
A: GD (10)
Karma Awards: S: TY (6)
+10 for defeating Jimmy E: TY (6)
+20 if no innocent bystanders get hurt R: PR (4)
-5 each time a bystander is hurt I: PR (4)
-ALL if a bystander is killed P: PR (4)
-As Jimmy’s death is prescribed by the
adventure, the heroes do not lose Karma when Health: 28
he dies. Of course, if the actions of the heroes Talents: None
cause Jimmy to die before the prescribed
instances of this encounter, then they lose The majority of the gang members have knives
Karma as normal. (Excellent material). One gang member from
each gang has a handgun (6 shots - 6 damage). If
At this point the heroes should be curious about the Judge should add more gang members, then
what is happening. Encounter 2 is used for the add more guns/knives to equip the additional
heroes to investigate Jimmy’s death further. thugs. Should the Judge wish to increase the
Should the heroes not be interested in this, then challenge, then have all of the gang members
try having the heroes learn of Scale with one of equipped with handguns. If a further increase in
the other options in this Encounter. challenge is needed, then have at least one
member of each gang equipped with a Machine
Option 3: Gang War Pistol (6 shots - 20 damage, bursts)

A turf war has erupted between two rival gangs. The two gangs are battling over adding new turf
The heroes must attempt to diffuse the to expand their sale of Scale. The street they are
situation. The turf war is taking place during fighting on is the contested area. They are not

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going to listen to reason (unless the heroes have
some type of power that can make them listen).
When the heroes get involved the gang
members will assume that they are another gang
moving on the territory. They will attack the
heroes as well as the rival gang members.

After the heroes have subdued the two gangs,


the authorities will arrive. Depending on the
hero's relationship with the police, they should
be able to learn about Scale and that the two
gangs were fighting for the right to sell Scale in
this neighborhood. If the heroes do not have a
good relationship with the authorities, then they
will need to find another way to come by the
information such as interrogating a gang
member, mind reading, or being run through
one of the other options.

Karma Awards:
+10 for each defeated gang member
+20 if no bystander gets hurt
-5 each time a bystander is hurt
-ALL if a bystander is killed

At this point the heroes should decide to look


into the Scale problem, if that is the case move
on to Encounter 3. If the heroes need more
incentive or if the Judge just wants to have more
lead into this adventure, then run through the
other options of this Encounter.

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Option 1: Ask
ENCOUNTER 2:
WHAT HAPPENED TO The heroes can try to get the info directly from
the biochemist. Her name is Dr. Ellen Mumfero.
JIMMY? She has the following abilities:

F: TY (6)
A: TY (6)
S: TY (6)
E: TY (6)
R: EX (20)
I: GD (10)
P: GD (10)

Health: 24
Talents: Medicine..

How the heroes get the doctor to talk to them is


up to the players. If the doctor is coerced or hurt
in any way, then the heroes should suffer an
appropriate Karma penalty.
This encounter is meant to be run as a follow-up
to option 2 of Encounter 1. Should the heroes be Option 2: Break In
curious about what caused Jimmy to act the way
he did and why he died, that is what this The heroes could sneak into the place and
encounter is for. Even if the heroes did not attempt to find the information they need. Most
participate in the fight with Jimmy, this of the information is stored in the doctor’s files
encounter could still be used should the heroes which will be on her desk in her office. There are
want to find out more about the effect of Scale also records of the information stored in the
on those that use it. lab’s computer systems (Remarkable Rank
encryption on the files).
After the encounter with Jimmy, the heroes
should have picked up on the fact that there Should the heroes enter the facility during
have been similar baffling cases throughout the working hours, there are 2 security guards at the
city. Further, a special Biochemist has been front desk. The doctor is in a special cold storage
enlisted to run tests on the drug present in the unit that is being used like a morgue for the
victims bodies to determine what is happening. bodies of the victims. There are also 20 other
employees moving about the facility. The Judge
For the heroes to discover what the scientist’s can have these other employees moving about
tests revealed, there are a number of possible or turning up however he sees fit to provide
options: some obstacles for the heroes to work around.

If the heroes enter the building after it is closed,


then the doctor and the employees are gone for
the night. There are still 2 guards at the front

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desk, and there are 3 other guards patrolling the Whatever building/facility the Judge decides to
building. Use them like the employees, as use should include a reception/security
obstacles. Also, after hours, the building is in checkpoint at or within the main entrance where
lockdown. This means that all entrances have a the 2 guards are stationed and that has monitors
security access code needed to enter the for them to keep tabs on the facility. The facility
building. This is an Excellent Rank security should have cameras in use during both the
system. operating and closing hours. They are monitored
by the 2 security guards seated at the front desk.
The guards have the following abilities: Disabling these cameras will cause the security
guards to check the affected area immediately.
F: GD (10) Attempts to “fool” the cameras require a Good
A: GD (10) Electronics check or some other appropriate
S: TY (6) Power or Ability (Judge’s discretion). Should the
E: GD (10) heroes successfully “fool” the cameras, then the
R: TY (6) two guards must attempt an Intuition FEAT each
I: TY (6) round to notice something is wrong. They
P: TY (6) receive a -1CS to their intuition for each color of
success the heroes had in the fooling attempt. If
Health: 36 the heroes succeeded in fooling the cameras
Talents: Guns with a Red result, then the security guards get no
Equipment: Revolver (6 shots, 6 damage) Intuition checks.

The employees have the following abilities: There should be a number of labs and offices as
well as some type of cold storage or morgue-like
F: PR (4) room for housing dead bodies.
A: GD (10)
S: TY (6) However the heroes go about getting the
E: GD (10) information, these are the things that they can
R: GD (10) possibly learn:
I: GD (10)
P: GD (10) 1: All victims died of a drug overdose.

Health: 30 2: The drug is something new, and is highly


Talents: Choose either Biology, Chemistry, or addictive.
Genetics for each needed employee.
3: Police are calling this drug Scale.
The biochemist’s office should be part of some
government medical facility that has some type 4: Genetic alterations in those taking the drug
of body cold storage or morgue like facility. This seem to give the victims serpent-like features.
facility should be some type of government lab
or CDC-like facility with specialized scientists and These four facts can be learned from either the
equipment. This could be a top secret facility and doctor, the files on her desk, or the computer
the government could be looking to unlock the records. The next pieces of information must
secrets of Scale for their own undisclosed use. either be learned from the doctor herself, or by
Use whatever fits your style of play better. deciphering the shorthand that she has stuck as
post-it Notes throughout the case file found on

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her desk. Deciphering the shorthand requires an
Excellent Rank Reason FEAT.

1: The drug seems to contain elements of


serpent DNA and some unknown reaction agent.

2: The effects might be curable.

3: She will need a sample of pure, uncut Scale to


make a cure.

While these last three pieces of information are


slightly harder to learn, they are important for
the heroes to discover. The Judge may need to
steer the heroes toward this info if they do not
think of looking for it themselves. If need be,
make it easier to obtain the information. Should
the Judge have to make it easier for the heroes
to get this info, lower the Karma awards for
finding the info out.

Karma Awards:
+30 if the heroes attain the information without
breaking into the facility or without resorting to
any type of bribery, intimidation, or other
coercion.
+20 for discovering the important 3 pieces of info
without help from the Judge.
-10 for each guard or employee that was hurt
during the course of getting the info.

At this point, the heroes should decide that they


need to find out more about Scale and where it
is coming from. If that is the case, then move on
to Encounter 3. Should the heroes need more
incentive, go back and run them through any
options from Encounter 1 that were not used, or
make up some other random happenings to get
them interested in investigating the Scale
problem.

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If all else fails, then the heroes could just find the
ENCOUNTER 3: WHAT IS relevant information out by pure chance through
SCALE? a news story or some other random means.
Should this be the case, then the heroes should
not receive any Karma for this Encounter.
However the heroes have arrived at this
Encounter, they have now reached the point in There are 10 pieces of information that the
the adventure where they will need to heroes can possibly discover. Some of this is the
investigate the Scale phenomenon. This same generic information they may have learned
Encounter is largely investigative in nature. As in earlier Encounters. 9 and 10 are the most
such, it will rely heavily on the heroes’ ability to important pieces of info that the heroes need to
call on their contacts or use various learn as these bits of info should lead them to the
talents/powers to find the information they next Encounter. Feel free to make the players
need to continue the adventure. work a little harder to get these last two bits of
info if that fits within the group's style of play.
There are any number of ways that the heroes
could obtain the information they need. The Possible Information:
Judge is encouraged to be creative in how this is
accomplished. Role-play various interactions in a 1) There is a new drug running through the
manner that best fits the group’s campaign and city that is highly addictive.
style of play. Some possibilities include, but are
not limited to: 2) Rumors indicate that the appearance of
Scale in the city seems to coincide with
Contacts: One or more of the heroes’ contacts the increased prominence of a terrorist
are able to provide the information. This is organization.
especially true if the heroes have contacts in law
enforcement, news, or the criminal underworld. 3) The drug has the street name of Scale.
Other contacts could possibly have the
information as well at the Judge's discretion. 4) Some people on the drug appear to take
Learning the info from a contact could be done on snake-like qualities shortly before
through pure role-playing, Popularity FEATS, or a dying.
combination of the two. How much of the
information they receive is left up to the Judge 5) The medical examiner has determined
based on the interaction with the contact. that the drug is altering the DNA of those
using it.
Talents/Powers: The heroes could use some
combination of talents and or powers to gain the 6) Rumor is that a special lab/facility may
information. Possibilities here could include be able to develop a cure to the
hacking the police database using the Computers transformations if a pure, uncut sample
talent or getting glimpses of events about the of the drug is obtained.
info from some type of precognitive power. The
Judge should be creative in playing these things 7) Various street gangs are fighting over
out and determining the appropriate FEAT territory to distribute the drug.
requirements.
8) Rumor is that a major gang or criminal
organization is recruiting new members.

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9) A gang known as the Snakes seems to be
the one supplying the drugs to the other
gangs.

10) The Snakes are rumored to be


headquartered somewhere in the
warehouse district.

Karma Awards:
+20 for each instance of “Good Role-playing” in
attaining the information (this is at the Judge’s
discretion)
+20 for getting items 9 and 10 without help from
the Judge

At this point the heroes should have the


information they need to move on to Encounter
4.

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warehouse. They act as personal bodyguards for
ENCOUNTER 4: SNAKES! him and he often uses them to enact his will.

In order for the heroes to make it to this


encounter they need to have learned a few
things:

The drug that is causing all the problems


currently is known as Scale.
A gang known as the Snakes seems to be the
source of this drug.
The Snakes are headquartered in the warehouse
district.

If the heroes did not learn these things through


the previous encounters, then the Judge will
need to supply this information to them in some
way. Use whatever method fits the group’s
campaign and style of play best, whether that be
pure role-playing using the heroes’ various
contacts, another run-in or two with thugs/gang
members that supply the info, or simply telling
the players what their heroes need to know.

Once the heroes have the information they


need, then the next step should see them going
to the warehouse district to investigate the How the heroes discover which warehouse is
Snakes gang. being used by the Snakes is left up to the Judge.
The warehouse itself is rather large and has been
The Snakes have taken over one of the larger converted into something of a fight club/training
warehouses and are using it as a base of facility.
operations/fight club. The Snakes are a relatively
new gang that was put together by the Serpent There is almost always something going on at the
Society as a way to recruit and train new warehouse, so it will be difficult for the heroes to
henchmen. Those that show the proper loyalty openly approach without being noticed. During
and skills are “promoted” to become members the day there is less activity and the place is used
of the newest iteration of the Sons of the mostly for a hangout/rest area for the gang.
Serpent who act as the primary foot soldiers of Throughout the day, various deliveries will come
the Serpent Society. Those that show less and go from the building. These are typically
promise are “taken away” and never seen again. Scale being sent out for distribution. At night the
warehouse is much more active as the fight club
The Serpent Society has put Constrictor (see is open. The fight club is used to test out possible
Appendix) in charge of the gang. He rules them recruits and train fighters (it also provides a nice
with an iron fist (or tentacle as it were). source of gambling income for Constrictor as the
Constrictor is typically accompanied by four Sons “house” gets a percentage of all betting done on
of the Serpent when moving about the the fights).

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Fight Club Either way, these thugs would have the following
abilities:
Both the Main Entrance and the entrance into
the Locker Room from the street are guarded. F: Ty (6)
There are 2 guards at each entrance at all times. A: Gd (10)
These Guards have the following abilities: S: Ty (6)
E: Ty (6)
F: Gd (10) R: Pr (4)
A: Ty (6) I: Pr (4)
S: Gd (10) P: Pr (4)
E: Ty (6)
R: Ty (6) Health: 28
I: Ty (6) Talents: None
P: Ty (6)
At night the Pit is where the combat between
Health: 32 fighters takes place. Most of the combatants in
Talents: None the Pit are proven fighters with the following
Equipment: Revolver (6 shots, 6 damage) abilities:

Use the following information as a guide for F: Ex (20)


Possible rooms/locations within the converted A: Gd (10)
warehouse. Those rooms marked with an * are S: Gd (10)
the most important, so if the Judge needs to use E: Gd (10)
a location with less rooms, then try to make sure R: Ty (6)
those ones are included: I: Ty (6)
P: Ty (6)
*1: Lobby: This area is mostly a secondary
security checkpoint before entering the fight Health: 50
club. The room does have a built in weapons Talents: these combatants will typically have 1 or
scanner. As people enter the room they are 2 fighting talents. Should the Judge need to use
automatically scanned for weapons with these fighters, give them whichever fighting
Excellent ability. Should anything be detected, talent(s) work best for the situation.
then the guards in the booth are alerted to
handle the situation. As an added complication, should the heroes
choose to enter the warehouse at night, the Pit
2: Security Booth: There are always 2 guards on Champion will be present. The Champion is used
duty in this booth. Mostly they are there to as a final test for potential recruits to test their
handle anyone who sets off the Weapons might against. Most will still lose, but if
Scanner. If things get out of hand, they have the Constrictor likes what he sees in the battle then
ability to radio for help. the Champion’s opponent earns a place in the
Sons of the Serpent. Those who do not impress
*3: Fight Pit: During the day, the Pit is typically Constrictor are sent to the Scale lab to be test
empty. At the Judge’s discretion there could be a subjects. It is recommended that Anaconda be
low level gang member cleaning the Pit or a used as the Pit Champion (see Appendix), but the
couple of new recruits in the there sparring. Judge should feel free to adjust who this is
depending on what heroes are being used.

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*4: Audience Area: This is the main club area. mechanism. During the night, the door is slightly
During the day it is typically empty. At the ajar for the betting agents to go in and out, but 2
Judge’s discretion there may be a couple of low additional guards are on duty in the room at all
level gang members cleaning the area (same times. If, for some reason, the heroes or
stats as the Fight Pit cleaners) someone else get locked into the Money room,
it is airtight and the air in the room will last a
At night the audience area is jam packed with single person roughly 1 hour. Subtract 10
people. Mostly these are just random minutes from this for each additional person
businessmen and rich brats who come to bet on trapped in the room to a minimum of 10
the fights. There may be various criminals in the minutes.
mix, as well as a few drug dealers and
prostitutes. If the need arises just assume that 7: Restroom: These are standard restrooms
most of those present have all Typical stats. It is located throughout the warehouse.
highly unlikely that anyone would have any
weapons but, should the Judge feel the need, *8: Locker Room: The locker room is where the
there could be a few low-powered individuals in various fighters prepare for their bouts. At night
the crowd that could cause some problems. It’s there are usually 4 or 5 fighters in the locker
also possible for a few members of the Serpent room.
Society to be present. The main thing to
remember is that this is a busy and noisy place. 9: Hallway: unless the place is overly busy (like at
Lots of yelling, loud music, side betting, cheering night) the hallway tends to be relatively empty.
and booing of the fight. This could present all There is a door at one end of the hallway that
sorts of obstacles and opportunities for the leads out into the street. It does not open from
heroes. the outside and is made of Remarkable material.
There is an electronic lock that allows the door
to open. Without the proper code, the lock
requires an Excellent intensity FEAT to
overcome.

If Constrictor is in his office, then at least 1 of the


Sons of the Serpent will be on guard at the door
to his office.

*10: Snake Lounge: this is the hangout for the


Snakes gang members. At various times of the
5: Betting Area: This is the “official” betting area day there are between 5-10 members of the
for the fight club. When things are in full swing gang hanging out in the room. Typical Snakes
there are 3 betting agents in the area (Typical members have the following stats:
stats). There are also 4 guards in the area (same
stats as entrance guards). F: Gd (10)
A: Ty (6)
6: Money Room: this room houses the betting S: Ty (6)
money as well as the money from the sale and E: Gd (10)
distribution of Scale. During the day it is sealed R: Ty (6)
tight. The door is made of Remarkable material I: Ty (6)
and has an Excellent rank electronic locking P: Ty (6)

14
this without that print is nearly impossible
Health: 32 requiring an Unearthly Reason FEAT.
Talents: None
Equipment: various knives and handguns as the 14: Announcer’s Booth: During the day, this
Judge deems necessary. room is empty. When the club is active, this
booth is where both the DJ and fight announcer
11: Office: the general business of the gang and can be found. If there are actual fights in
the Scale trade is taken care of in this room. On progress, this booth is also where Constrictor will
nights that Anaconda is present, she tends to be to observe the bouts. His guards will be
hangout in this room between bouts. The Sons posted outside the booth: two at the booth door
of the Serpent that accompany Constrictor also and the other two mingling with the crowd but
use this office when they are not with him or staying close.
taking their turn as guard for his door.
Running the Encounter: There are more
*12: Constrictor’s office: Constrictor’s private possibilities for how this encounter can play out
office is off limits to everyone. This is where than it is possible to list. It is more than likely that
Constrictor spends most of his time. When at some point the heroes will get detected.
Anaconda has a match, then Constrictor will be When this happens, proceed to Encounter 5. If,
in the Announcer’s Booth watching the fight. by some great skill or luck, the heroes manage to
When Constrictor is in his office one of the Sons get the info on the location of the Scale Lab and
of the Serpent will be on duty at the door as a get out of the warehouse undetected, then
guard. proceed to Encounter 9.

The computer in Constrictor’s office has Should the heroes learn of the bomb and wish to
encrypted files on it that will provide the location do something about it, they have three options:
of the lab that produces the Scale. Breaking the 1) get the detonator away from Constrictor; 2)
encryption requires a Remarkable intensity defuse the bomb; 3) evacuate the building.
Reason FEAT and at least 5 minutes of
uninterrupted work. Should the heroes achieve Unless the heroes are very lucky, getting the
this, then they learn where the Scale lab is detonator away from Constrictor should lead to
located. If the heroes achieved a Yellow or Red a confrontation. In that case, go to Encounter 5.
success while decrypting the computer files, Should the heroes wish to defuse the bomb, use
then they will also learn that Constrictor has the instructions found in Encounter 6 for doing
wired the club/warehouse to explode as a fail so. If the heroes are discovered defusing the
safe should trouble ever arise. Constrictor keeps bomb, then proceed to Encounter 5. If the
a remote detonator on himself at all times. heroes choose to evacuate the building this will
require the heroes to come up with a way to get
Should the heroes wish to defuse the explosives, the people to leave. Depending on what the
then check Encounter 6 for instructions on how heroes come up with could lead the heroes to
that can be done. Encounter 5, 6, 7, 8, or 9 depending on how
things go.
*13: Secret Door: The bookcase in Constrictor’s
Office conceals a hidden escape for Constrictor
to use should the need arise. Opening the exit
requires a palm print from Constrictor. Bypassing

15
Karma Awards:
+10 for entering the warehouse undetected
-10 for each innocent person hurt (well not
necessarily innocent, the people attending the
Fight Club - spectators, drug dealers, prostitutes,
etc. - are all considered innocents because they
will flee any confrontation between the heroes
and the Snakes/villains should one occur).
-ALL if an innocent is killed by a hero
-½ if an innocent is killed by one of the Snakes or
villains.
+30 if the heroes learn the location of the Scale
Lab.
+50 if the heroes get into and back out of the
warehouse undetected.
+20 if the heroes learn of the bomb from
Constrictor’s computer.
+50 if the bomb is successfully defused
-100 if the bomb is detonated with people in the
building.
-50 if the bomb is detonated, but no people were
present.

16
activated. If Anaconda is present, Sidewinder will
ENCOUNTER 5: attempt to save her as well, but he does not
CONSTRICTOR attempt to save any of the Sons of the Serpent
or Snakes members.
If at any time the heroes become detected Karma Awards:
during the previous Encounter, then a +20 for defeating Constrictor before he activates
confrontation with Constrictor happens. The the bomb
four Sons of the Serpent guards will assist -20 if Constrictor escapes (not counting him
Constrictor in this battle. If Anaconda is present being teleported away by Sidewinder).
when the confrontation occurs, then she will
participate as well. If the combination of If at any time during this Encounter the bomb is
Constrictor, Sons of the Serpent, and Anaconda activated, then go to Encounter 6. If this
will be too easy of a challenge for the heroes, encounter ends without the bomb being
then feel free to add various Snakes gang activated, then the next Encounter depends on
members to increase the challenge (see the the information the heroes have learned. If they
various stats listed in Encounter 4). It could also do not yet know the location of the Scale Lab,
be possible that other Serpent Society members then go to Encounter 8. If they have learned the
were present. This should be a significant battle location of the Scale Lab, then go to encounter 9.
for the heroes to overcome.

If, at any time, Constrictor’s health drops to less


than half of his initial value, then he will attempt
to escape the warehouse. If the confrontation is
taking place in his office he will attempt to use
his secret exit, otherwise he will use whichever
exit is closest. If his health drops to 10 or less,
then he will pull out the detonator and threaten
to blow up the building unless the heroes allow
him to leave. If the heroes have already defused
the bomb, then this poses no problem for the
heroes. Whether the heroes agree to let
Constrictor leave or not he will activate the
bomb. If they let him leave, then he activates it
once he is clear of the building. If they do not let
him leave, then he activates it immediately
hoping to distract the heroes enough for his
escape.

If Constrictor is defeated before he can activate


the explosives, then Sidewinder will teleport
next to him and teleport away with his body. As
he is doing so, Sidewinder will activate his own
backup detonator for the bomb. If the heroes
have already defused the bomb, then nothing
happens when the backup detonator is

17
If Constrictor is still conscious when the bomb is
ENCOUNTER 6: IT’S A activated, he will do all he can to escape from the
BOMB! building. Anaconda will fight to the bitter end,
not trying to flee until she feels that there is no
chance for the heroes to escape. The Sons of the
The term bomb is a little misleading, as there is Serpent will flee with Constrictor and provide
actually a series of explosive devices located cover for him to escape, if necessary. Any gang
strategically throughout the building to cause members or other people present will begin
maximum damage. There are a number of ways fleeing the building in a panic. Feel free to have
that the heroes could end up running through this cause whatever problems seem appropriate.
this encounter: At the very least, the panicked crowd could
provide cover to help Constrictor escape.
Discovering the Bomb: Either by finding the info
on Constrictor’s computer or through sheer luck, Finding and defusing the explosives will require
the heroes learn of the explosives in the building. some work. Make sure to keep track of the
passing rounds. Until one of the explosive
Told of the Bomb: Should Constrictor’s Health devices is found, the heroes should have no idea
drop to 10 or less while battling the heroes, he how much time they have to find and defuse the
will threaten to blow up the building (see bombs. If one of the heroes possess a power that
Encounter 5). At the Judge’s discretion, could possibly give them this information (for
Constrictor could make the same threat for other example, something like Precognition), then feel
reasons that occur as things play out. free to give the heroes a vague idea of the time
to help keep the suspense of the encounter
Sidewinder Triggers the Bomb: If Constrictor is heightened (Example: Mindmaster you were
defeated before telling the heroes of the bomb, able to use your telepathy to read Constrictor’s
then Sidewinder will trigger it when he rescues mind before he escaped. While you were not
Constrictor (see Encounter 5). able to get an exact time on the countdown, you
have the impression that it is somewhere
Once the bomb has been activated, the lights in between 5 and 10 minutes.)
the building will begin flashing red and an
electronic voice will blare over the speaker There are 5 explosive devices placed throughout
system: “Self destruct initiated!” The lights and the warehouse. The Judge should pick five places
voice will continue until the explosives are based on the building being used that would
defused. Constrictor added this feature not as a yield the most destruction possible when the
way to save those in the building, but to save devices detonate. A Yellow Intuition FEAT is
himself in case the explosives were ever required to find each device. If there are
accidentally triggered or Sidewinder tried to panicked people running around when the
double cross him with his own detonator. heroes are searching, then a Red FEAT may be
required if the Judge feels the people are causing
Once activated, the explosives will go off in 10 enough distraction in the area being searched. If
minutes (100 rounds). Should the bomb go off, it the heroes learned of the explosives from
will cause Shift X explosive damage to anyone in Constrictor’s computer, then the file they read
the building and Monstrous explosive damage to indicated the location of each device and no
anyone within 1 area of the outside of the check is needed to find them. Also, the computer
building. file is the only way that the heroes (baring some

18
relevant power) will know that there are five possibility that one or more of them could die. If
devices. this does not fit the group's style of play, then
feel free to have some last minute “save” that
Once found, defusing a bomb requires 30 prevents the bombs from going off. Maybe
seconds (5 rounds) of concentration and an Quicksilver or some other speedster happens to
Excellent Reason FEAT. If the FEAT fails, then be in the area and quickly runs through and
another 30 seconds (5 rounds) must be used to deactivates all the devices. Maybe the explosives
attempt the FEAT again. All the explosive devices were not wired properly in the first place and
must be defused to stop the explosion, as if even they don’t go off. Be creative!
one goes off, it will set the others off.
Of course, the Judge could always just let the
worst happen. If the heroes survive but are badly
hurt, let them take a few days to heal up. The
rest of the encounters in this module do not
need to happen immediately. It will not really
change anything if the heroes need to pause
their investigation to lick their wounds. Of
course, Scale is still coursing through the streets,
so do not let the heroes wait too long!

If the worst does happen and a character or two


dies, well this is a comic book based game! Death
is rarely permanent in the superhero
community. If the group has a typical way of
dealing with this, then go with that. Or maybe
some combination of the drugs/Scale that were
present in the club when it exploded interacted
with the hero’s unique DNA to allow them to
survive, but now something about them has
changed!! Again, be creative!

At the very least, if one or more of the heroes


died, then view it as an opportunity to try out a
new/different hero for the rest of the adventure.
Maybe the fallen hero has a friend/family
As each device is defused, the electronic voice
member/sidekick that takes up the cause to
will intone: “Stage 1 Deactivation complete, self
honor their fallen comrade. Maybe, some other
destruct still imminent”; “Stage 2 Deactivation
hero has been investigating the same Scale
complete, self destruct still imminent”; etc. Each
outbreak and meets up with the remaining
bomb acts as 1 stage of the deactivation. When
heroes at this point. Yet again, BE CREATIVE!!
the 5th device is deactivated, then the voice will
state: “Self destruct aborted” and the red
flashing lights will stop.

Depending on how this encounter goes, things


could look rather grim for the heroes. Should
they get caught in the blast, there is a good

19
Karma Awards:
+50 if the bomb was successfully defused.
-100 if the bomb is detonated with people in the
building.
-50 if the bomb is detonated, but no people were
present.
No Karma gain or loss if the Judge intervenes to
stop the bomb.

If the explosion was successfully averted, then go


to Encounter 8 for the heroes to search the
building for clues to where the Scale lab is
located. If they already discovered this
information earlier, then proceed to Encounter
9.

If the explosion took place, and the heroes were


able to get the Scale Lab info before that, then
proceed to Encounter 9. If the heroes did not
find out about the lab before the explosion, then
they will need to seek other avenues of
information in Encounter 7.

Whatever the case, this may be a good time for


heroes to take a rest and recover some lost
Health. As the drug is still flooding the streets,
the heroes should not rest too long. A day or two
at most. Unless the heroes have access to a
special form of healing, then they recover their
Endurance Rank in Health for each day of rest.

20
The FEAT required for this is left up to the Judge
Encounter 7: Now what? based on the hero’s power and how it is being
used. Other power uses/stunts could be possible
This encounter only needs to be run if the at the Judge's discretion.
explosion occurred and the heroes did not have
the information about the location of the Scale Option 3: New Recruit
Lab. Alternatively, if the heroes did succeed in
stopping the bomb and went to Encounter 8, but The Judge could quickly roll up a low to
did not succeed, some of the options here can be moderate powered snake themed villain. This
used to help get the heroes back on track. villain is then a new recruit to the Serpent
Society. Wanting to raise his popularity within
If some of the heroes need to be replaced after the group, the new recruit has taken it upon
the bomb explosion, then these investigative himself to stage a heist. (If the Judge doesn’t
options could serve as the time to do that. want to bother with the idea of a new recruit and
rolling one up, then just pick one of the weaker
There are a number of options for the heroes to members of the Serpent Society who is trying to
get the information that they need. Do not feel increase his/her standing within the group or
limited by these options, as they are just who has decided to rob the Kingpin for personal
suggestions. If there is something that fits the reasons).
group better, go with it!
The new recruit’s target is a courier for the
Option 1: Contacts Kingpin. This courier is carrying something
valuable to be delivered to the Kingpin. The item
If the heroes have the appropriate underworld is code locked in some way that only the Kingpin
contacts, then it could be possible to find the will be able to access. Should the case fail to
lab’s location that way. It is suggested that this make it to the Kingpin, then there really is
be a purely role-playing option. Throw in a few nothing about the case or the code lock that ties
Popularity FEATs if need be, but have some fun directly back to Wilson Fisk. The case is made of
with it. The lab's location is a closely guarded Amazing material. What is in the case really is
secret, so this should not be an easy option for not important to this adventure, but should it
the heroes. come into play, then be creative. Maybe even
create a plot seed for an adventure for another
Option 2: The Bomb Site time involving the Kingpin and whatever was
being delivered to him.
The heroes could decide to search through the
wreckage of the warehouse to look for clues. It is When the heroes encounter the new recruit, he
highly unlikely that the heroes will find anything has managed to take the courier by surprise. The
by doing this, unless they have a special power courier was being transported in a secured
to help. A hero with the ability to communicate vehicle of some type. The new recruit set a trap
with electronics/computers could find the that allowed him to waylay the vehicle and
remains of Constrictor’s computer and use their subdue the driver. He was able to remove the
power to get the info. This would need a Red courier from the vehicle as well and stun him.
FEAT due to the damage. A hero with some type When the heroes arrive on the scene, the new
of ability to sense past events could use the recruit is attempting to remove the case from
power to gain a vision or message of something the courier. The case is attached by handcuffs
said or done in the club that reveals the location. (Excellent Material) to the courier.

21
Any street setting will work for this encounter. access to the Credit Card Soldier battle suits and
Pick a random spot on the map to have the new has started equipping his couriers with them for
recruit standing over the stunned courier when emergencies such as this. The courier/Credit
the heroes arrive on the scene. This encounter Card Soldier has the following abilities:
could happen purely by chance, such as the
heroes stumbling upon the scene well F: EX (20)/IN (40)
wondering what to do next. Maybe a contact has A: GD (10)/RM (30)
told one of the heroes that some costumed S: GD (10)/RM (30)
villain has been bragging about being involved in E: EX (20)/IN (40)
the Scale trade and they clue the heroes in on R: GD (10)
the heist he was also bragging about. I: GD (10)
P: GD (10)

Health: 60/140
Talents: None

Credit Card Armor:

Body Armor : RM (30) vs Physical, IN (40) vs


Energy, Heat, Cold Radiation

Blasters : Adjustable up to EX (20) energy


damage with an 8 area range.

Sensors : built into the helmet to provide the


following:
1: energy and life detection at GD (10) with a 3
area range.
2: IN (40) ability to identify super-powered
individuals. If the individual has a Popularity
above IN, then the sensors give +1CS to the
check to know who the super-powered
individual is.
3: tactical read out that analyzes the soldier’s
target giving him a bonus in all attacks made
against that target. Make an Intuition FEAT with
the following results: Green = +1CS, Yellow =
+2CS, Red = +3CS. The effects last for 1d10
rounds before another Intuition FEAT is needed.
The actual encounter with the new recruit
should not be too challenging for a group of Flight : boot jets allow flight of 7 areas per round,
heroes. Should things look to be going poorly for but only have enough fuel for 10 rounds of flight.
the heroes, then the courier will come out of his
stunned state and activate a small piece of Card Shuffle : the armor can be reduced in size
technology that he is carrying in his pocket. It to a small square of plastic the size and shape of
turns out that the Kingpin has somehow gained a credit card. This can even be done with the

22
wearer of the suit still in the armor (the person 2) Scale was created by scientists working
in the suit is essentially put into a pocket for the Serpent Society, and it will help
dimension until the suit regains its full size). The them to gain control of the world.
shrunken suit is vulnerable and is considered to
be made of Typical material. 3) There is a secret lab located in the city
that is producing the drug for
The courier will help the heroes defeat the new distribution.
recruit and then leave with the package. If the
heroes confront him, he tells them that he is a The third piece of information is the most
special courier for the wealthy of the city to important for the heroes to learn. However this
protect their deliveries. This is not actually a lie. encounter plays out, they should at least find
The courier works for a dummy company that out to continue the adventure. The new
established by the Kingpin. All the employees recruit knows the location of the lab and will tell
believe that this is their actual job. In actuality, the heroes where to find it once they learn that
their only client is the Kingpin, using various he knows about it.
business fronts and pseudonyms to cover his
activities. (This could become a plot point for After running through one or more of the
other adventures at some future point in your options in this encounter, the heroes should now
campaign). As long as the heroes do not try to know the location of the Scale Lab. They should
interfere with him delivering the package, he will now be ready to proceed to Encounter 9.
not engage them in combat. Once the new
recruit is defeated, the courier has no interest in Karma Awards:
him. +10 for discovering the Scale Lab’s location

During the battle, the new recruit will be rather


arrogant. He may shout things like: “Don’t you
know who I am?” or “The Society owns this
town! You can’t hope to stop us!” At some point
during the battle the new recruit should mention
something about Scale. It really doesn’t matter
what he says as long as it indicates to the heroes
that he knows something about the Scale
production.

After the battle, the heroes should be able to


question the new recruit about the Scale. Play
this out however works best for the group, but
here are the 3 possible things they could learn
from the new recruit:

1) The new recruit is a recent addition to


the Serpent Society, which is actively
trying to grow its ranks and criminal
influence.

23
Encounter 8: What Do We
Have Here?
This should be a relatively short and simple
encounter. If the heroes successfully stopped
the bomb, but do not yet know the location of
the Scale Lab, then use this encounter for them
to search the warehouse/club to find its location.
The information can be found on the computer
in Constrictor’s office (see Encounter 5 for
details on getting the information).

If the Judge wants to add a bit of a challenge to


this encounter, then have a couple of the Snakes
gang members return to the building while the
heroes are searching for information. Otherwise,
this is a straightforward encounter with no real
problems other than hacking the computer.

Once the heroes have the information, then


proceed to Encounter 9. If the heroes are unable
to decrypt the files on the computer, then it is
always possible to use some of the options from
Encounter 7 to move the plot along.

Karma Awards:
+10 for learning the location of the Scale Lab

24
F: TY (6)
Encounter 9: The Lab! A: TY (6)
S: TY (6)
The heroes have discovered the location of the E: TY (6)
lab where the Scale is being made. They should R: EX (20)
then proceed to that location to put a stop to the I: TY (6)
Scale production. If the heroes are aware of the P: TY (6)
mutating effect of the Scale and that a sample is
needed to create a cure, then this is a good time Health: 24
for them to get that sample. Talents: Chemistry, Medicine

The lab is located underneath an abandoned There will also be one or more of the Serpent
building in a mostly deserted area of the city. The Society members present. It is suggested that at
building itself is a rather generic empty place. least 2 members be present.This should be a
The heroes should be able to find it rather easily challenging encounter for them as it is the climax
as it will be the only building in the area guarded of this adventure. If more of a challenge is
by four Sons of the Serpent. Once the heroes get needed to make this a suitable climactic battle
past them and into the building, they will notice for the heroes, then add a number of Serpent
that the building is nothing more than one large Society members and/or sons of the Serpent to
and empty room. In the center of this room is increase the difficulty.
what appears to be an elevator. This elevator
goes down to the lab. During the battle, the scientist will attempt to
escape with a sample of the Scale. He will also
The lab can be as simple or as complex as the initiate a data erase program on the lab’s
Judge deems fit. There should be an area with computer. If he is successful in initiating the
medical tables for the people that the scientists program, then the Judge will need to keep track
experiment on, and an incinerator is where they of how many rounds pass from the time the data
dump the bodies of those that don’t survive erase begins until the heroes are able to stop it.
when they are finished with them. There should If too much time passes, then the heroes will not
be some type of chemical processing room that be able to retrieve any data from the computer
houses the actual equipment for making Scale (see below).
and a number of sealed vats of the pure, uncut
drug (at least 2 vats). The vats are made of a If it appears that the members of the Serpent
hardened glass-like material of Excellent Society are going to lose the battle, then they will
Strength. Other rooms/features of the secret lab attempt to escape. If there are any members of
are left up to the Judge. Various Sons of the the Sons of the Serpent present in the battle,
Serpent and Serpent Society members can be they will gladly sacrifice themselves to help their
located throughout the facility. masters escape. Before attempting to escape,
the Serpent Society members will attempt to
There will be one scientist present when the activate a self-destruct mechanism on each of
heroes reach the Scale production room. He is the vats of Scale.
the head researcher for the Lab. He has the
following abilities: After activated, the self-destruct on the vats will
explode in 10 rounds. Each exploding vat will
completely destroy its contents and will cause
Excellent explosive damage to everyone in the

25
lab. It will take at least 1 round of undisturbed determine is that there may be other Scale Labs
action and an Excellent intensity Reason FEAT to somewhere.
disarm each self-destruct mechanism.

80-99: Scale is highly addictive and has a


If the scientist started the data scrub on the lab euphoric effect. A small percentage of users are
computer, then the heroes have 100 rounds to mutated by the use of Scale.
stop it before all data is lost. Stopping the data
scrub program requires an Incredible intensity 60-79: Scale is being used by the Serpent Society
Reason FEAT. Retrieving anything useful from to gain control of street gangs. Scale is the
the computer will require an additional Reason byproduct of a larger genetic experiment.
FEAT. The intensity of this FEAT will depend on
how long the data scrub program was running. 40-59: Gang members are being used in multiple
The base FEAT is Excellent, for every 20 rounds fight clubs. The fight clubs are used to find
that have passed since the program started add recruits for experimentation.
+1CS to the intensity of the FEAT.
20-39: Gang members recruited through the
The amount of information that the heroes Fight Clubs are sent on to a special facility for
receive from the check is also dependant upon further experimentation.
how many rounds have passed for the data scrub
program to run: 0-19: The Serpent Society is hoping to create an
unstoppable army of mutated soldiers.
100+: There is virtually no recoverable data left
on the computer. The best that the heroes can Heroes learn everything from the round
category they are in and anything above that. So,

26
if the heroes do not stop the data scrub program -20 for each Serpent Society member that
until 100 or more rounds have passed, then they escapes.
will only learn the information from that -10 if the scientist escapes.
category. But, should the heroes stop the data *Karma awards for defeated Serpent Society
scrub program in 50 rounds, then they would members will vary depending on which ones the
learn all the info from categories 40-59, 60-79, Judge used for the Encounter.
80-99, and 100+.
The heroes should now move on to Encounter 10
If the heroes manage to capture any of the to wrap up this adventure.
Serpent Society members or the scientist, it is
also possible to get this information from them.
A hero with telepathic abilities could read their
minds, with the color result of the power FEAT
determining what information is discovered. A
Green result would give them the info from 80-
100, a Yellow from 40-100, and a Red would
grant them all the information.

If none of the heroes are able to access the


information by telepathic means, then they will
have to resort to questioning the captives
directly. This should not be an easy procedure
for the heroes, as the Serpent Society members
are afraid of the new leader of their group. It
would be best to roleplay out the interrogation.
The Judge can then dole out the information in
bits and pieces depending on how the
interrogation goes. At the very least, the heroes
should learn that there may be other Scale Labs
out there somewhere and that someone new
and powerful has taken control of the Serpent
Society (see encounter 10). How much or how
little of the other available information the
heroes learn is left up to the Judge based on how
the interrogation plays out.

Karma Awards:
+10 for each level of information the heroes are
able to save from the computer (only if the data
scrub program was activated).
+20 for each vat self-destruct the heroes are able
to stop (only if they were activated).
+20 if the heroes manage to learn that there is a
new leader of the Serpent Society.
+30 if the heroes get a sample of the Scale to
help with the cure.

27
impure in some way. Possibly something
Encounter 10: Wrap up. happened to it while the heroes were
transporting it. A pure sample will be needed to
The final Encounter is a wrap up to deal with produce a cure. If the analysis check resulted in
loose ends. Should things have gone in the a Red, then the heroes also discover that there is
heroes favor, then they have successfully a strange, unidentifiable quality about the
discovered that the Serpent Society is behind the sample. If the heroes have any experience in the
Scale outbreak. They should also have been able Occult or Mystic Arts, then they will sense that
to shut down one of the recruitment fight clubs Scale has been exposed to powerful magic of
used by the Society, as well as one of the Scale some sort.
production labs.
If the heroes decide to try and find the other
If the heroes were able to collect a sample of possible Scale labs, they will find their search
Scale, then they should want to get it to the efforts are fruitless. They are unable to discover
biochemist who is attempting to make a cure. If any information that will lead them to any other
they never discovered the fact that the lab at this time. If the heroes captured any
biochemist needs a sample to work on a cure, Serpent Society members in the last encounter,
then they may just want to hand it over to the whichever agency they turned them over to will
authorities. Alternatively, the heroes may decide no longer have them in custody. Somehow they
to study the Scale sample themselves. either escaped or were rescued. So, if the heroes
wish to get any information from them, that will
If the heroes have a Scale sample and bring it to not be possible.
the biochemist, she thanks them and says that
she will send it on to Doctor Littlefield, an At this point the adventure comes to an end. The
associate of hers that has more experience in heroes may be frustrated that they were unable
this area. The biochemist also informs the media to cure Scale, but they should take heart in the
of the heroes’ help in attempting to find a cure fact that they shut down an illegal fight club and
for the Scale problem. The media attention earns a Scale lab. If they handed over the Scale sample,
each hero +3 Popularity. Should the heroes then they also got a little positive media
inquire about the cure they will be told that attention to bolster their reputations. Now the
progress is being made and thanked again for Judge and players need to make some decisions
their help in retrieving the sample. as there are clearly some plot threads still
dangling. This has been done intentionally so
If the heroes have the Scale sample and decide that this adventure can serve as a jumping off
to produce the cure themselves, all attempts will point for a series of encounters with the Serpent
fail. The Judge can play this out however he Society. Here are some lingering plot threads
wishes, but nothing the heroes do should be able from the adventure and possible uses for them:
to produce a cure. If the heroes make a full
analysis of the Scale sample, then it is possible Scale is still clearly a problem. If the heroes
they will discover why they are unable to learned that there are other labs and clubs out
produce the cure. Analyzing the sample requires there, then this could serve as a series of
the appropriate lab facilities and a Reason FEAT. adventures in which the heroes hunt them down
Biology, Genetics, Chemistry, or a similar Talent and put a stop to them. The Judge could also use
can be used to assist in this FEAT. Any level of this as a recurring problem within the existing
success allows the heroes to learn that there is campaign. Occasional Scale labs and/or fight
something wrong with the sample. It appears clubs could pop up from time-to-time to cause

28
issues. The fight clubs, in particular, could become snake-like in abilities and/or
become a type of underground meeting place appearance.
and entertainment source for the criminal
underworld. This could easily be a long running Karma Awards:
sub-plot for any campaign, or something the +30 for turning the Scale sample over to the
heroes deal with and put a stop to as an offshoot Medical Examiner
to a current campaign. +10 for discovering the the magical connection
to Scale
It is possible that the heroes began getting
indications of a powerful new leader of the
Serpent Society. This can be used to introduce a
new major threat to the campaign. This
individual could be any “big” bad guy with
enough power to cause the heroes problems for
a significant length of time. It is suggested that,
whoever this individual, he/she should have
some connection to snakes and mystical abilities
(because of the magical exposure to the Scale).
The Egyptian god Seth would be good for this.
Because of his association with snakes, he has
decided to take control of the Serpent Society in
a bid for world domination. Other villains are
possible, but Seth could lead to all sorts of
strange mystical encounters for the campaign.

It is also possible that Scale just becomes a


regularly occurring drug in the campaign. For
most people using it, it will have similar effects
to any other drug out there, but the addiction
rate should be extremely high. If there is ever a
need to determine if a character in the campaign
becomes addicted to Scale through some type of
exposure to the drug (intentional or not), then
have the exposed character make an Endurance
FEAT vs Unearthly to avoid addiction. Exposure
to Scale also carries the risk of death or
mutation. If a character becomes addicted, then
have them make a second Endurance FEAT vs.
Poor. If this FEAT fails, then the character will die
within 24 hours unless a way is found to “cure”
them of Scale overdose. If the second Endurance
FEAT was passed and the character avoided
death, then a third Endurance FEAT vs Feeble is
made. If this FEAT fails, then the character is
mutated in some fashion. Be creative, but any
mutations should somehow make the character

29
Gills: Anaconda is equipped with artificial gills
APPENDIX: NPCS that allow her to breathe freely above and below
water.
ANACONDA Body Armor: Anaconda’s skin, toughened to
Real Name: Blanche Sitznski resist ocean depths, provides her with Excellent
protection from physical attacks and Good
protection from energy attacks.

Talents: None

Contacts: Anaconda is a long-time associate of


Sidewinder, leader of the Serpent Society, and
charter member of that group. She was a former
employee of the Roxxon corporation but left that
organization to work as a mercenary.

ROLE-PLAYING NOTES
Anaconda is not particularly subtle. In combat
she will simply grab an opponent and constrict
them into unconsciousness. If given a choice, she
will go for the strongest-looking male opponent
F GD (10) available, as she likes to show off her strength.
A GD (10)
S RM (30) ASP
E IN (40) Real Name: Cleo Nefertiti
R TY (6)
I GD (10)p
P GD (10)

Health: 90
Karma: 26
Resources: TY (6)
Popularity: -8

KNOWN POWERS
Constriction: Anaconda’s legs and arms are
capable of wrapping around an opponent and
constricting. Anaconda receives a +1 CS when
making Grappling attacks, and inflicting
Incredible damage. Anyone attempting to F GD (10)
Escape the Grapple receives a -2 CS. A RM (30)
Elongation: Anaconda can extend her arms and S TY (6)
legs up to one-and-a-half times their normal E EX (20)
length. R TY (6)
I EX (20)
P TY (6)

30
BLACK MAMBA
Health: 66
Real Name: Tanya Sealy
Karma: 32
Resources: GD (10)
Popularity: -5

KNOWN POWERS
Venom Blast: Asp radiates a form of paralytic
energy that inflicts Feeble damage on anyone
who remains in the same area with her for an
hour. Prolonged contact with Asp is fatal. She
can direct this energy into a single bolt of bio-
energy, striking a target in the same area with
her. This bolt inflicts Remarkable damage to
living creatures, and those hit must make an
Endurance FEAT roll against Remarkable
intensity or be stunned for 1-10 rounds. Asp can
F TY (6)
not fire another energy bolt until recharged. This
A GD (10)
normally takes a half an hour, but if engaged in
S TY (6)
strenuous activity (such as belly-dancing) she
E TY (6)
may recharge fully in 10 minutes.
R TY (6)
I TY (6)
Talents: Asp is a skilled dancer. Her Agility is
P AM (50)
considered Incredible when Dodging.
Health: 28
Contacts: Asp was one of the first individuals to
Karma: 62
be recruited into the Serpent Society. It is not
Resources: TY (6)
known if she has criminal contacts in Egypt.
Popularity: -3
ROLE-PLAYING NOTES
KNOWN POWERS
It is not known why Asp became a criminal, or
Darkforce Manipulation: Black Mamba has the
what types of crimes she committed before
joining the Society. She is extremely loyal to ability to project a cloud of extra-dimensional
energy known as the Darkforce. She can
Sidewinder, refusing to pledge her obedience to
telepathically scan the mind of someone within
Viper during the recent infiltration of the Society.
two areas for a single image, the image of some
In combat she will time her single energy bolt for
trusted friend or companion, usually of the
maximum effect, and will otherwise use Dodging
opposite sex. She then projects an inky cloud of
to draw fire while her comrades finish off the
Darkforce as an illusion of that friend or
target.
companion and directs the illusion to embrace
the target. The illusion is of Incredible intensity.
The target may attempt to resist the illusion with
a Psyche FEAT roll against the illusion’s intensity.
Failure allows the Darkforce illusion to approach
and embrace the character. The Darkforce grips
with Excellent Strength, and reduces the

31
character’s Endurance by one rank at the end of BLACK RACER
each round. If the character’s Endurance drops
Real Name: Ariana Saddiqi
to Feeble, he or she dies. A Psyche FEAT should
be allowed each round for the character to
realize what is happening and try to break free.
Bombardment of the Darkforce
projection by energy attacks related to heat or
light (such as flames, lasers, etc.) will disrupt the
illusion and require Black Mamba to roll on the
“Stun?” Table.
Snakes: To make up for her lack of physical
prowess, Black Mamba adorns her garb with four
poisonous snakes. Each has the following
statistics:
F A S E
TY PR FE TY
Health: 18

The snakes will automatically attack anyone who


touches Black Mamba. They do Poor Edged F EX (20)
damage and inject a poison which will knock out A RM (30)
the victim for 1-10 rounds unless an Endurance S TY (6)
FEAT roll is made against Typical intensity. E EX (20)
R TY (6)
Talents: Black Mamba has the performing art of I GD (10)
dancing. P TY (6)

Contacts: Black Mamba was a charter member of Health: 76


the Serpent Society because of her membership Karma: 22
in the Serpent Squad III. She also worked briefly Resources: GD (10)
with the fourth Masters of Evil, setting up Popularity: -4
Hercules for defeat without actually involving
herself in combat. KNOWN POWERS
Lightning Speed: Black Racer is capable of
ROLE-PLAYING NOTES moving at Incredible rank land speed (7
Black Mamba is a lover, not a fighter, but she can areas/round). She has mastered no Power Stunts
be ruthless and seems to enjoy watching her with this ability.
victims smother to death in the arms of a Extra Attacks: Black Racer makes extra attacks at
“trusted companion.” If threatened or wounded, Remarkable rank.
she will flee. In a group melee, she will pick a
single opponent and attack him or her, leaving Talents: Black Racer has the equivalent of
her companions to handle the rough stuff. She is Martial Arts A and E.
romantically involved with Sidewinder and is
completely loyal to him. Contacts: Black Racer is an agent of Viper II and
has worked closely with Copperhead, Fer-de-
Lance, and Puff Adder.

32
against Excellent intensity or be stunned for 1-10
ROLE-PLAYING NOTES rounds.
Black Racer prefers to rely on her speed to take
opponents by surprise, using a Charging attack to Talents: Boomslang is a Weapon Specialist with
knock them out. She becomes somewhat chatty his chosen weapon.
when under stress, and often complains about
her teammates taking their time. Contacts: Boomslang presumably has several
contacts with Australian criminals. He was
BOOMSLANG recruited by Viper to serve as a member of her
Serpent Society organization.
Real Name: Marc Reimer
ROLE-PLAYING NOTES
Boomslang prefers to strike with surprise
whenever possible. He will fight back if
outnumbered, but is aware of his limitations and
prefers to work as part of a group whenever
possible.

BUSHMASTER
Real Name: Quincy McIver

F GD (10)
A EX (20)
S TY (6)
E GD (10)
R TY (6)
I GD (10)
P TY (6)

Health: 46
Karma: 22 F EX (20)
Resources: TY (6) A EX (20)
Popularity: -2 S EX (20)
E GD (10)
KNOWN POWERS R GD (10)
Boomslangs: Boomslang uses two snake-shaped I GD (10)
“boomerangs” made of Good strength material. P TY (6)
He can throw them up to two areas away. An
opponent hit by this weapon takes Good Blunt
damage and must make an Endurance FEAT roll

33
Health: 70 COACHWHIP
Karma: 26
Real Name: Beatrix Keener
Resources: GD (10)
Popularity: -7

KNOWN POWERS
Bionic Limbs: Bushmaster is a quadriplegic who
has bionic arms attached to his shoulders and a
14 foot long snakelike tail instead of legs. These
modifications give Bushmaster the statistics
listed above. He can also move at Good land
speed (4 areas/round) and spring up to 1 area
away (or 2 stories straight up). If using his tail in
Wrestling combat, Bushmaster may exert
Remarkable constricting strength on his
opponents.
Claws: Bushmaster’s bionic arms are equipped F EX (20)
with 8” metallic fangs. These claws are made of A GD (10)
Remarkable strength material, inflict S TY (6)
Remarkable damage on the Edged chart, and are E GD (10)
tipped with snake poison of excellent intensity. R TY (6)
Anyone injected with the poison must make an I TY (6)
Endurance FEAT roll against Excellent intensity P TY (6)
or be knocked unconscious and lose Endurance
ranks if a second Endurance FEAT is failed. Health: 46
Karma: 18
Talents: Bushmaster’s reason is considered Resources: TY (6)
Remarkable when dealing with bionics, Popularity: -3
particularly his own.
KNOWN POWERS
Contacts: Bushmaster has served the Serpent Whips: Coachwhip employs a pair of steel link
Society since its foundation. He presumably has whips which extend from wrist bands. These
access to advanced research facilities to repair Excellent material strength whips can be used to
his bionic limbs. do Excellent Edged or Blunt damage, disarm an
opponent (with a Yellow roll), or ensnare an
ROLE-PLAYING NOTES opponent’s arm (Grappling with Excellent
It is not known if Bushmaster is a quadriplegic by Strength).
accident or birth, but he has adapted well to his Goggles: Coachwhip’s eyes are somewhat
misfortune. He is still bitter over his condition, sensitive to bright light. She wears a polarized
and takes out his frustration by committing strip of material which provides her with
violent crime. Given the chance to become part Excellent protection against blinding attacks.
of a group, Bushmaster was greatful to
Sidewinder and remained loyal to him under Talents: Coachwhip is a Weapon Specialist with
pain of death when the Society was overrun by her weaponry.
Viper II.
Contacts: Coachwhip is a willing agent of Viper II.

34
ROLE-PLAYING NOTES protection from physical attacks and is a
Coachwhip enjoys flaying opponents with her Remarkable insulator of electrical attacks.
whips and will usually make Edged attacks unless
under orders to take someone alive. Tentacles: The chief offensive weapon of
Constrictor's battle-suit are its twin lengths of
CONSTRICTOR cybernetically controlled, electrically-powered
cables. These cables, which eject and retract
Real Name: Frank Payne
from special appliances running from shoulder
to wrist, are made of an Unearthly Adamantium
alloy (Adamantium being the strongest metal
forged by man). Able to extend a maximum
length of 30 feet, the Adamantium cables can be
used as whips which do Incredible damage and
are capable of rending steel and lesser metals, or
as bonds, in which case they are capable of
entwining an object or human being and
constricting with a Remarkable force of 115
pounds per square inch. Once securely around
an object or human being, the cables are
unbreakable. They can kill an average human
being by constriction in a matter of seconds.

Electrical Generation: The Constrictor wears a


power-pack in the bulletproofed chest area of
his suit capable of generating a Monstrous
electrical charge which he can direct through the
length of the cables. He can generate a
maximum charge of 35,000 volts of high-
F GD (10) frequency electricity for up to 3 minutes before
A GD (10) he depletes his power-pack. He can
S GD (10) cybernetically control the amount of voltage he
E EX (20) channels through each cable. The cybernetic
R GD (10) circuitry controlling the functions of the cables is
I GD (10) located in the forehead area of his cowl. The
P GD (10) circuitry housing is bulletproofed and insulated
against most forms of jamming radiations.
Health: 50
Karma: 30 Talents: Detective/Espionage, Weapon
Resources: GD (10) Specialist: Tentacles.
Popularity: 3
Contacts: He likely has criminal connections
KNOWN POWERS worldwide, through his mercenary operations;
Body Armor: The Constrictor wears an S.H.I.E.L.D.
electrically-insulated, partially bullet-proofed
battle-suit which provides him with Good

35
ROLE-PLAYING NOTES receives a +2 CS for each blast when firing a burst
The Constrictor was a small-time thug interested of three. After six blasts, Copperhead must
in gaining wealth by doing strong-arm work for spend two rounds recharging his gauntlets by
other people. He was also after personal fame, absorbing power from a battery unit in his belt.
but mainly as a means of commanding higher Body Armor: Copperhead’s metallic costume
fees. provides him with Excellent Body Armor against
However, as he grew older, he turned to hero physical and electrical attacks.
work and sent most of his money to his
daughter. Talents: Copperhead has the Guns talent, which
applies to his current weaponry. He also has the
COPPERHEAD Leadership talent.
Real Name: Davis Lawfers
Contacts: Copperhead has several criminal
contacts in the New York area. He is a willing
agent and infiltrator for Viper II.

ROLE-PLAYING NOTES
A ruthless villain who first attempted to make a
name for himself by taking on the Human Fly,
Copperhead has since decided to become part of
a team. Like his namesake (and several other
members of the Serpent Society), Copperhead
prefers to strike suddenly and without warning
whenever possible.

COTTONMOUTH
Real Name: Burchell Clemens
F TY (6)
A GD (10)
S GD (10)
E GD (10)
R GD (10)
I TY (6)
P GD (10)

Health: 36
Karma: 26
Resources: GD (10)
Popularity: -8

KNOWN POWERS
Viper Stings: Copperhead employs gauntlets
which can fire a single burst of Remarkable
electrical Energy damage, or barrage of three
blasts of Good Energy damage. Copperhead

36
F EX (20) DEATH ADDER
A GD (10)
Real Name: Roland Burroughs
S TY (6)
E GD (10)
R TY (6)
I GD (10)
P TY (6)

Health: 46
Karma: 22
Resources: GD (10)
Popularity: -3

KNOWN POWERS
Bionic Jaws: McIver’s mouth and jaws have been
bionically enhanced. His teeth were replaced
with Incredible strength steel fangs, and his jaws
were strengthened and hinged so that they
could open larger than the size of a human head. F RM (30)
Cottonmouth uses his jaws as does a snake, A GD (10)
inflicting Remarkable Edged damage to an S RM (30)
opponent. When Wresting with an opponent, he E GD (10)
does Incredible damage. His jaws can close with R TY (6)
Remarkable strength, allowing him to bite I GD (10)
through many materials. P TY (10)

Talents: None Health: 80


Karma: 22
Contacts: McIver has several contacts with Resources: PR (4)
criminal organizations in the southern United Popularity: -5
States. He was a member of the Serpent Society
until he betrayed them to join forces with Viper KNOWN POWERS
II, but he never actually served her cause. Body Armor: Death Adder’s skin was modified
with synthetic tissue, giving him Excellent body
ROLE-PLAYING NOTES armor.
McIver is a pragmatist who owes loyalty to no Gills: Death Adder had gills which allowed him to
one. As long as Sidewinder and the Society could breath freely both in the water and on the land.
provide him with a stable operation, he stayed Swimming: Death Adder was able to swim up to
with them, only to go over to Viper’s side when 4 areas/round.
she overthrew Sidewinder. He attempted to Bionic Tail: Death Adder possessed a synthetic
prove his allegiance by killing an unwitting four-foot tail with which he could inflict
Diamondback, but failed and will have to face Incredible Edged damage with a single blow.
the surviving Society’s wrath. Poisoned Claws: Death Adder’s gloves contained
Amazing intensity poison. The claws could be
used to inflict Excellent Edged damage, injecting
the poison. The victim would have to make an

37
Endurance FEAT roll against the intensity of the F RM (30)
poison. Those failing the roll would fall A RM (30)
unconscious, losing one Endurance rank per S GD (10)
round until dead. An Endurance FEAT roll (at the E GD (10)
reduced rank) could be made each round until R GD (10)
the victim was dead. Death Adder kept the I GD (10)
antidote to the poison in his belt. P EX (20)
Mute: Due to an accident during the
implantation of his gills, Burroughs was rendered Health: 80
unable to speak. Karma: 40
Resources: GD (10)
Talents: Death Adder received a +1 CS when Popularity: -1
using his tail.
KNOWN POWERS
Contacts: Burroughs was a charter member of Throwing Diamonds: Diamondback’s preferred
the Serpent Society, having served with weapons are a set of throwing spikes built in the
Sidewinder in the third Serpent Squad. shape of diamonds. She can throw these up to 3
areas away. Diamondback normally carries 10
ROLE-PLAYING NOTES spikes, which have interchangeable tips. Types
Death Adder was a silent, deadly killer. He she has used to date include:
maintained an air of mystery by never removing • Needles which inflict Good Edged
his mask. This, combined with his silence, made damage.
him an imposing figure. Nonetheless, the other • Venom which does damage as needles,
members of the Society respected him and went with Excellent intensity lethal poison.
to great lengths to find his murderer. • Explosive which inflicts a Remarkable
attack on all within one area.
DIAMONDBACK • Acid which is of Remarkable strength
Real Name: Rachel Leighton and can inflict Excellent damage on living
targets.
• Narcotics which do damage as needles,
with a Remarkable intensity sleep drug.
If the target fails an Endurance FEAT
against Remarkable intensity, that
individual will be unconscious for 1-10
hours.

Talents: Diamondback has the Thrown Weapons


skill. She is also train in Martial Arts A and
Acrobatics.

Contacts: Diamondback has worked as a


mercenary for a number of small-time criminal
organizations. She is a valued member of the
Serpent Society after her almost single-handed
efforts to save Sidewinder and defeat Viper.

38
ROLE-PLAYING NOTES
Despite her affinity for sharp, pointed objects, Talents: Fer-de-Lance is trained in Martial Arts E
Diamondback is not particularly vicious. She is and Acrobatics. She speaks fluent English and
attracted to good-looking men, but is also Spanish.
favorable impresses by “Boy Scouts.” She
currently has a crush on Captain America and Contacts: Apparently from Central or South
seems inclined o “go straight” in order to appeal America, she has contacts with organizations in
to him. these locals that have employed her as an
assassin.
FER-DE-LANCE
ROLE-PLAYING NOTES
Real Name: Teresa Vasquez
Fer-de-Lance is a vicious killer who will not
hesitate to kill as many people as required to
accomplish her goals. She has little use for allies,
but is willing to work for Viper II because the pay
is good.

PRINCESS PYTHON
Real Name: Zelda DuBois

F RM (30)
A EX (20)
S GD (10)
E EX (20)
R TY(6)
I EX (20)
P GD (10)

Health: 80
Karma: 36
Resources: TY (6) F TY (6)
A EX (20)
Popularity: -4
S TY (6)
KNOWN POWERS E GD (10)
R GD (10)
Claws: Fer-de-Lance utilizes a pair of 1-foot claws
strapped to both forearms. Made of Remarkable I GD (10)
P GD (10)
material, these weapons can do Remarkable
Edged damage.

39
Health: 42 PUFF ADDER
Karma: 30
Real Name: Gordon Fraley
Resources: TY (6)
Popularity: -3

KNOWN POWERS
Snake Charming: Princess Python has a natural
talent for training snakes. Although this is not
actually a “power,” it goes far beyond the normal
limits of the Animal Training talent. The Princess
can, given 1-10 weeks time, “train” a snake, to
be able to do anything she wishes that is within
its capabilities. A trained snake can respond to
non-verbal or verbal cues from the Princess.
Such a feeling of loyalty is instilled that a trained
snake will attempt to protect the Princess from
attack even if she is unconscious.

Snakes: Princess Python normally travels with F GD (10)


and engages in crimes with a 25-foot rock A TY (6)
python. Such a snake will have the following S RM (30)
statistics: E RM (30)
F A S E R TY (6)
GD GD RM EX I PR (4)
Health: 70 P TY (6)

Such snakes are considered to have a +1CS to Health: 76


their Strength when Grappling and Escaping. Karma: 16
Resources: TY (6)
Talents: Princess Python is a talented dancer and Popularity: -3
has the Performer skill.
KNOWN POWERS
Contacts: The Princess is a senior member of the Inflation: Puff Adder can “inflate” himself up to
Circus of Crime. She was expelled from the 10 feet high, giving him Poor Growth and a +1CS
Society for cowardice and is no longer looked to be hit. His heavier skin provides him with
upon with favor by that group. Excellent body armor against physical and
corrosive attacks.
ROLE-PLAYING NOTES
DuBois has always had criminal inklings, but her Acid Spray: Puff Adder is able to spray acid from
lack of physical abilities makes her wary of his mouth. His Corrosive has Remarkable
violence. It was this fear that led to her strength. He only has a “range” of 1 foot, which
cowardice as a member of the Society and her allows him to spray an opponent that is
expulsion. The Princess’ mentality is that of a attempting to attack him in hand-to-hand
small-time crook who is out to make money at combat.
little risk.
Talents: None

40
KNOWN POWERS
Contacts: Puff Adder is a teammate of Bionic Tail: Rattler’s tail is a bionic implant of
Copperhead, Black Racer, and Fer-de-Lance. The unknown origin. The tail has Remarkable
quartet worked as a team while infiltrating the Strength, and can use it to do Remarkable Blunt
Serpent Society. damage. In addition, it may generate sonic
vibration waves of up to Remarkable intensity.
ROLE-PLAYING NOTES Used offensively, the vibrations strike with
Puff Adder is a not particularly sophisticated Remarkable Force, breaking down materials of
villain who prefers to punch anybody he can lesser strength. The vibrations can disrupt living
connect with. Against tough opponents he will and non-living material alike. Living targets must
first employ his acid if possible. Adder is not too make an Endurance FEAT against Remarkable
bright and is more than willing to follow intensity or be stunned for 1-10 rounds. Even if
someone’s lead. the Endurance FEAT is made, all actions by
affected individuals are at -1CS due to vertigo.
RATTLER Rattler can also use the the tail to set up a
vibrational shockwave that will deflect bullets
Real Name: Gustav Krueger
and other physical missiles weapons, acting as a
Remarkable strength force field against such
objects. This field will protect anyone in the
same area as Rattler. Rattler has no control over
who he affects. He can target any area within a
2-area range, but but everyone in that area,
friend or foe alike, takes damage. Rattler’s
costume protects him from the effects of his tail.

Deafness: Rattler is 85% deaf in both ears. An


electronic hearing aid in his cowl provides him
with normal hearing.

Talents: None

Contacts: Rattler presumably has a number of


criminal contacts in East Germany. He was a
F GD (10) member of the Serpent Society but joined forces
A GD (10) with Viper II when she overthrew Sidewinder as
S EX (20) leader of the group.
E EX (20)
R GD (10) ROLE-PLAYING NOTES
I TY (6) Rattler is one of the more powerful members, as
P TY (6) he combines great strength with offensive
ranged weaponry. He enjoys watching
Health: 60 opponents be slowly ripped apart by his
Karma: 22 vibrational attacks, but is not too picky about
Resources: GD (10) whether his allies are clear. He is particularly
Popularity: -3 untrustworthy and joined forces with Viper II
without any physical coercion.

41
ROCK PYTHON Contacts: Rock Python is an agent of Viper II. It is
unlikely that he has any criminal contacts.
Real Name: M’Gula
ROLE-PLAYING NOTES
Rock Python is into crime for the money. Putting
his mastery of metallurgy to use, he attempted
to attract the attention of the Serpent Society by
taking a snake motif. Viper II spotted him first,
and he was more than happy to take her money.
A poor physical combatant, his usual tactic is to
stay at a distance and throw his capsules.

SIDEWINDER
Real Name: Seth Voelker

F TY (6)
A EX (20)
S GD (10)
E GD (10)
R EX (20)
I TY (6)
P TY (6)

Health: 46
Karma: 32
Resources: GD (10)
Popularity: -1 F GD (10)
A GD (10)
KNOWN POWERS S TY (6)
Python Capsules: Rock Python uses capsules that E EX (20)
open into quick-growing metal-like tentacles. He R EX (20)
can throw them at an opponent (up to 2 areas I TY (6)
away) and if they hit, that opponent is Grappled P GD (10)
as if by Incredible Strength. Rock Python controls
the tentacles’ growth through a cybernetic unit Health: 46
in his cowl. He can free a victim whenever he Karma: 36
wishes, and if he is Stunned or knocked Resources: EX (20)
unconscious, the tentacles lose their grip. Rock Popularity: -3
Python has enough capsules for four
entanglements. KNOWN POWERS
Teleportation Cloak: Sidewinder can teleport by
Talents: Rock Python is a skilled metallurgist. means of an electronic harness and cape
controlled by a cybernetic system in his helmet.
He can teleport up to 2 areas per round, and thus

42
move past walls, opponents, and other hazards do Excellent Energy damage. Sidewinder carries
with ease. He can view the area he is teleporting four of these, and can control two at a time
into as he moves into it, allowing him to avoid through the cybernetic system in his helmet.
solidifying inside an object. He can manipulate They can be damaged normally, but are at -3CS
his harness so as to fall up to 10 stories without to be hit due to their small size.
taking damage by repeatedly entering and
leaving the real world. He can take any one or Talents: Voelker has the Business/Finance and
more person or objects that he can cover with Leadership talents.
his cape (normally one man-sized individual).
Sidewinder can “cache” objects in the Contacts: Sidewinder led the third Serpent
other dimension his teleportation carries him Squad and the Serpent Society. He and
into, but he must note landmarks in that reality Diamondback are romantically involved.
so as to be able to reaquire them. Sidewinder can Sidewinder is on friendly terms with a number of
also presumably teleport another human being criminal organizations, including the Kingpin,
without transferring himself. The individual AIM, HYDRA, and the Maggia.
would be shunted into the dimension and
automatically shunted back out, but 2 areas ROLE-PLAYING NOTES
away in the direction in which he was moving. If Sidewinder is beyond a doubt one of the
he or she were not moving, there would be no smartest villains in existence. Having a power of
shift in position and the attack would be useless. little or no offensive worth, he uses it to become
Sidewinder can do this by making a Yellow Agility a lynchpin of a major criminal organization.
FEAT roll to throw the cape over an opponent. Voelker is a pragmatist, however, as well as a
Sidewinder recently had backup circuitry good business man, and knows when to cut his
installed in his cape so that he can teleport losses and when to follow something through so
without the helmet. Someone familiar with the that future “clients” will have a good impression
triggering mechanisms can therefore use the of the group.
cape, but without Sidewinder’s instructions the
teleportation will occur in a random direction SLITHER
(although never above or below ground). When
Real Name: Aaron Salomon
such a random teleport occurs the distance
travelled is 1-10 areas.
Sidewinder has developed one Power
Stun with his cloak:
• He can teleport so quickly that he
receives a +5 to his Initiative when doing
nothing but teleporting that round
except draping his cloak around
someone to take them with him.

Weaponry: In a recent attempt to provide


himself with offensive capabilities, Sidewinder
devised his “Side-Effects.” These are small
glowing drones of Good material strength,
released from a belt compartment, that can
home in (with Excellent Agility) on an opponent,
moving one area per round. Upon contact they

43
F GD (10) SONS OF THE SERPENT
A EX (20)
S GD (10)
E GD (10)
R TY (6)
I PR (4)
P PR (4)

Health: 50
Karma: 14
Resources: PR (4)
Popularity: -4

KNOWN POWERS
Reptilian Body: Slither resembles a snake-like
humanoid. His scaled skin provides him with
Typical protection against physical attacks.
Slither’s senses are also like a snake’s, so he can
“smell” with his tongue, providing him with
F TY (6)
Good Tracking power. He can use his arms and
A TY (6)
legs to grapple with and constrict an opponent.
S TY (6)
His Strength is considered Incredible when
E GD (10)
Grappling. If he maintains even a partial hold on
R TY (6)
an opponent for more than 2 rounds, the victim
I PR (4)
must make an Endurance FEAT roll. If the
P PR (4)
character fails the roll, Slither has partially
suffocated the victim, who goes unconscious for
Health: 28
4-14 rounds. This roll must be made every round
Karma: 14
until Slither’s hold is completely broken or the
Resources: TY (6)
victim falls unconscious.
Popularity: -10
Talents: None
KNOWN POWERS
Body Armor: In all four of their incarnations, the
Contacts: Slither is a previous associate of the
Sons of the Serpent (and their leaders, the
Mutant Force (now known as the Resistants). He
Supreme Serpents) have worn armor. The latest
is completely loyal to Viper II.
group wore metallic weave battle suits that
provided Excellent rank protection from physical
ROLE-PLAYING NOTES
attacks.
Slither is probably the most unintelligent
member of either the Mutant Force or the
Weaponry: The Sons of the Serpent have always
Serpent Society. He is pathetically eager to
wielded a wide variety of technology, though the
please his new mistress, Viper II, and will do
latest sextet had access only to military surplus
anything she asks.
weaponry. If organized on a wider scale, all of
the following weapons might be available to the
Sons of the Serpent:

44
• Automatic Pistols: Typical Shooting
damage and range.
• Automatic Assault Rifles: Good Shooting
damage, Excellent range.
• Clubs: Good Blunt damage.
• Gas Grenades: Excellent intensity knock-
out gas grenades that affect one whole
area.
• Poison Dart Guns: Toxic poison darts
(yellow or better Endurance FEAT roll or
die; Excellent damage if not killed) fired
from a gun with Good range.
• Snake Staffs: Staffs often planted by
Serpents with messages messages
recorded into them—after message
playback, staffs explode for Excellent
Edged damage to all in one area.
• Stinger Missile Launcher: Incredible
Shooting damage in one area effect with
Amazing range.

Talents: Unrevealed

45
UNOFFICIAL GAME ADVENTURE

RISE OF THE SERPENT!


By MICHAEL V. GALARNEAU JR.

A new drug is quickly taking over the streets. In addition to the rise of
crime committed by those seeking a way to pay for their next fix, the
drug seems to have some unfortunate side effects in some people who
take it. The heroes must take to the streets and find a way to stop this
new drug crisis before it brings the city to its knees.

This adventure has been designed for flexibility. No particular city or


locations are used. Nor are any specific heroes meant for this
adventure. It should be easily adaptable to any excising campaign. Each
encounter should offer enough information and option to help any
Judge, regardless of experience or creativity level, to run an interesting
adventure. The final encounter also includes options for keeping some
of the plot threads going long after the initial adventure has ended.

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