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White Knights, Black Hearts

Wild Talents on the Mean Streets


Written by Shane Ivey Illustrated by Todd Shearer

White Knights, Black Hearts is a Wild Talents adventure


for low- to moderately-powered superheroes in a setting
with all the default character archetypes.
Please read no further if you expect to go through this
scenario as a player.
This adventure brings the player charactersa loose
group of third-rate, down-on-their-luck supersinto a
mob war in the turbulent year 1975. As the adventure begins, the heroes find themselves squarely in the sights of
the police, the Mafia, assorted superpowered criminals, and
the citys most famous superhero team. Only quick, streetwise thinking and a little superhuman luck will pull them
through this adventure unscathed.

Which World?

White Knights, Black Hearts is not set in the official


world of Wild Talents and GODLIKE. Its a mix of the comics, movies and TV shows of the mid-1970s of our own real
world. Its about the sweat and grit of Streets of San Francisco
and Shaft, with Bronze Age heroes and antiheroes working
the streets far beneath the notice of more powerful Silver
Age-style superheroes.

The Colors of Heroism


How does the world of White Knights, Black Hearts look
in terms of Wild Talents axes of superheroic world design?
Red 2: Superhumans have had a significant but not overwhelming impact on this world. The city relies on an officially
sanctioned superhero team to protect it from superhuman
threats and superpowered factions are at play in the underworld, but the culture at large is recognizable as our own.
Gold 3: Superhumans themselves are certainly not
changeless, but their reputations change only slowly. Even
those who dont bother with secret identities find themselves typecast by a public more interested in what they
can do than what they actually do or why.

Blue 2: Major supernatural forces are at work but are not


commonly acknowledged as such. Sure, theres a famous
superhero called the Black Atlantean, and thats a good
schtick, but nobody really thinks hes really an immortal
from Platos mythical Atlantis.
Black 3: Superpowers tend to clarify the differences between right and wrong and amplify the consequences of
how we obtain and use power. On the streets of Red Shore
law and order arent always the same as justice and truthin
fact most folks in this part of town hear law and order and
think oppressionbut anyone can see that superpowered
murderers need to be stopped fast.

Pregenerated Characters
Six pregenerated player charactersJake The Cannon
Crawford, Barry Trouble Man Brown, Carter The Streak
Benke, Carl Leatherneck Anderson, Elias Redshift
Brock and Rosie Scorch Williamsare included at the
end of White Knights, Black Hearts.
The pregenerated heroes were designed to fit the scenario
and setting, but players should feel free to create their own
characters. There are only a few core requirements.
250 Points: Each player character should be built on 250
Points. If they are more powerful than that, you may want to
beef up the NPCs to keep the players from having an easy
time of it.
Put down by the Man: Each player characters background should explain why and how he or she has been kept
back from the mainstream acclaim and success that some
superhumans enjoy.
On the streets: The player characters should either be
focused on making life better for the underside of the city
or involved closely with such characters.
Its 1975: That means no Internet, no cell phones, not
even much cable TV. Even microwave ovens are a novelty.
Be sure the characters reflect the times.

Contents

The Black Atlantean . . . ? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Which World? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Minute Man (349 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Welcome to Red Shore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

The Heroes of Red Shore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Why 1975? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Archetype: Pinioned (15 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Whats Goin On? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

The Cannon (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Scene 1: The Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Trouble Man (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Scene 2: Fugitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

The Streak (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Scene 3: The White Knights (or, Why Cant We Be Friends?) . . . . . 10

Leatherneck (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35

Typical Beat Cop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Redshift (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36

Typical Plainclothes Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Scorch (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

Typical SWAT Team Specialist . . . . . . . . . . . . . . . . . . . . . . . . . . . 10


Scene 4: The Morgue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Credits

Scene 5: On the Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

White Knights, Black Hearts is written by Shane Ivey, 2010, and

Scene 6: The Crooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

illustrated by Todd Shearer, 2006. The One-Roll Engine is Greg

For the Players: Folks Around Town . . . . . . . . . . . . . . . . . . . . . . 12

Stolze. Wild Talents is Dennis Detwiller, Kenneth Hite, Shane Ivey

Scene 7: Investigating Babyface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

and Greg Stolze, 2010. Special thanks to Joe Crowe and Kevin

Scene 8: Babyface and Crabbe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Pezzano, who came up with Trouble Man and The Cannon, respectively.

Scene 9: Crooked Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Published by Arc Dream Publishing. Wild Talents is available to

Officer Crabbe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

gamers and game stores around the world from Arc Dream Publishing

Babyface Nestor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

and Cubicle 7 Entertainment. To order or to get more downloads and


game resources, visit Wild Talents on the Web:

Scene 10: The Golden House Club . . . . . . . . . . . . . . . . . . . . . . . . . . .16


Scene 11: Mob Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

www.arcdream.com/wildtalents

Scene 12: The Press . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17


Scene 13: The Purge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Kung Fu Fighting! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Scene 14: City Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Lt. Detective Tom Kelley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Sammy Sacchi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Mafia Goons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Meanwhile, At the Hall of Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Scene 15: Fredos Import Emporium Warehouse . . . . . . . . . . . . . . . . 19
Wrapping Things Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Needle-Nose (200 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Two-Ton (200 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Joe Assissi (400 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Fenris (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Nocturne (250 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Joe Assisis Favorite Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The White Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Whitelight (338 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Grailknight (437 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Black Atlantean (500 pts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Glimmer (250 points) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

White Knights, Black Hearts

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I Told Him Weve Already Got One


Why 1975?

Whats that? Your players want to use characters from your


existing Wild Talents campaign? Fair enough. Thrust them
into the time and setting of White Knights, Black Hearts.
Here are some tried and true possibilities.
What if . . . : Its a one-shot adventure exploring what
life would be like if the characters were in different circumstances. Purely hypothetical and a favorite of comic books,
the What if . . . possibility allows the players and GM to
have a good time and not worry about all the niggling little
details like just how they got there or how theyll get back.
Alternate reality: Some powerful entity (a god, wizard,
dimension-ripping Talent, or whatever) changes the world
around the characters. They remember the way it was, but
they have no idea how to get it back. In the meantime, this is
their life. Come up with a reason for the characters to have
been dumped into White Knights, Black Hearts (maybe it
was a test of their powers or morality), and some conditions
on which they will be returned to their own world, and youre
set. The quest to get back home might make a good sequel.
Free your mind: The players think theyve gotten trapped
in an alternate reality, but its all a shared illusion. Whether
its a full-sensory computer simulation or some monster
telepaths mind trip, the result is the same: they are trapped
in this world until they find out how to make it stop. Let
White Knights, Black Hearts be the interlude before they
figure out whats happening, or let the events in the scenario
be tied into their means of escape.
Time travel: Got a time machine? Go ahead and use it.
As the GM, though, youll need to do a little fudging to
make the characters fit the scenario; unlike the pre-generated characters, your time travelers wont be known to the
city and wont have any vested interest in protecting it, apart
from the need to clear their names so as to avoid trouble until they find their way back home. Maybe they can prevent
a future tragedy by figuring out the real culprit in this case.
Do whatever fits your campaign.

White Knights, Black Hearts is about trust, corruption, belonging


and betrayalwith superheroes. Something about that mix just
sounds right when set to a soundtrack of mid-70s funk.

tremendous culture shock. Every level of official authority seemed


riddled with abuse. The Watergate scandal rocked the White House
and toppled the president. The Church Committee hearings exposed the CIAs dirty secrets to the world. Serpico blew corruption
in the NYPD wide open. The FBI admitted that it had kept secret
files on its political enemies for decades. In 1975 the messy, humiliating retreat from the moral and military quagmire of Vietnam
finally ended.

As the anomie spread, the empowerment movements of the late

1960s seemed often to degenerate into street gangs and terrorists, celebrity posers and noisily ineffective lobbyists. Mainstream
youth culture slid from muddled idealism to nihilistic hedonism,
while middle America struggled to carry on unaffected by it all.

Urban cop shows were ubiquitous in the 70s, but the real-

world police were often as alien and detached from their crimeridden cities as a foreign occupying force. The pigs had few ties to
the communities they were entrusted to police, which were wracked
by the sudden explosion of the drug trade and its violence, impoverishment, and waste.

The heroes and villains of White Knights, Black Hearts reflect

those divisions in society, amplified and exaggerated. The good


guys are the underdogs, the poor, the third-rate, struggling to protect their own while the truly powerful remain far above and oblivious to the truth of the situation. When those two worlds collide,
blood can spill.

As it so often did in 1975.

Red Shore docks at its armpit. The big city goes about its
business uptown and downtown, but on the outskirts things
are tough, the work is hard and underpaid (when any can be
found at all), and the citys official superhuman protectors
have more important things to worry about.
The player characters, street-level vigilantes trying to
make it a day at a time, only do what they can to help. Like
their adopted community, they have all been put down by
The Man.
The heroes are not the darlings of the media, the government, or the public. They may even be involved in some

Welcome to Red Shore

The action takes place in a run-down neighborhood called


Red Shore, where the people trust heroes who live among
them but turn warily away from the cops.
Where exactly is Red Shore? Thats up to you. It could be
in New York, New Orleans, Los Angeles, or San Francisco.
Pick your favorite seaside urban sprawl and you can find the
White Knights, Black Hearts

But its more than that. In America, the 1970s were a time of

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Whats Goin On?

ert Altmans Nashville capture a sense of hope-

continues, with former White House staffers

Want a snapshot of life in 1975? Well, thats

less defiance in the remnants of the counter-

and officials regularly being deposed and ei-

too much for a quick note like this. But heres

culture. Actors like Gene Hackman and Steve

ther heading to prison or just now getting out.

a little flavor.

McQueen star in muggy action thrillers like

In June, an Eastern Airlines 727 crashes at JFK

What do they watch on TV? Cop shows

Night Moves and last years Towering Inferno;

Airport, killing 113.

are everywhere! Television in the 1950s and

and comedies are as strange and varied as

60s was ruled by Westerns, but these days its

Monty Python and the Holy Grail, The Rocky

Prime Minister of Britain in February, the same

all detective shows and cops in squad cars:

Horror Picture Show, Shampoo, Tommy,

month the Attorney General admitted that the

Hawaii Five-O, Kojak, Streets of San Fran-

Young Frankenstein, and kids hits like Benji

FBI kept secret files on politicians private lives

cisco, The Rockford Files, Adam 12, Police

and the ongoing Herbie the Love Bug series.

for decades on the orders of J. Edgar Hoover.

Story, Mannix, Cannon; the list goes on and

on. Comedy hits include M*A*S*H, All in the

Captain and Tennilles Love Will Keep Us

July 30 in Detroit.

Family, Maude, Happy Days, The Odd Couple,

Together is Number One on the charts. Other

Sanford and Son, and The Carol Burnett Show.

hits include (Hey Wont You Play) Another

arrested trying to assassinate President Ford;

Little House on the Prairie, Kung Fu and Mar-

Somebody Done Somebody Wrong Song

in November, a Senate committee will report

cus Welby, M.D., round out dramas, and there

by B.J. Thomas, The Hustle by Van McCoy

that U.S. officials and the CIA had formed plots

are even a few sci-fi shows around, like Planet

& The Soul City Symphony, Angie Baby by

to assassinate foreign leaders; in December, a

of the Apes, KolchakThe Night Stalker, and

Helen Reddy, and Jive Talkin by the Bee-

bomb kills 11 and injures 75 at New Yorks La-

the hit Six Million Dollar Man.

Gees. Want some atmosphere in your game?

Guardia Airport.

Download a few of these songs to play in the

ma, stark urban suspense, and oddball com-

background.

blazing, exhaust from window-mounted air

edy rule the box office. Kubricks period piece

What about politics? Ah, politics in

conditioners beats down, and sweaty men in

Barry Lyndon and Sean Connerys The Man

1975. The U.S. withdraws from the war in

sleazy clubs make deals to ruin the lives of a

Who Would Be King take new looks at times

Vietnam as South Vietnam surrenders to the

few beleaguered, would-be heroes. . . .

past. Al Pacinos Dog Day Afternoon and Rob-

communist North. The fallout of Watergate

Whats at the movies? Historical dra-

Whats on the radio? Believe it or not,

shady deals themselves, but mostly they try to do good and


make life a little better for those around them. They are
more concerned with the day to day lives of ordinary people,
their friends and loved ones struggling to make ends meet,
than supervillains ludicrous schemes to take over the world.
After all, on the streets, even the small villains are usually
too dangerous or too well-connected to be taken down once
and for allmaybe a thug cant kill you, but he can kill your
sister, girlfriend, mother, or grocer. As the cops learned long
ago, when you put one punk or gangster away there are always more to take his place.
They keep the peace with street gangs, ragingly corrupt
police precincts, and the mob, because keeping the peace is
the only way to reign them all in. More often than not, cutting a deal with a criminal or a gang can keep the peace and
stop something big from going down, even if it doesnt put
every bad guy in sight in the big house.
White Knights, Black Hearts

Margaret Thatcher became the first female

Teamster leader Jimmy Hoffa disappears on


In September, two separate women will be

But for now its still summer. The sun is

Take Tony Sacchi, head of the Sacchi crime family. Sacchi keeps the worst drugs, the designer stuff thatll kill an
addict quick, off the streets, and he keeps his people from
doing violence against ordinary shopkeepers and citizens. In
return, he expects the cops and the local heroes to leave his
people alone when it comes to the small stuff. Sacchi may
move the occasional stolen truckload of merchandise into
his warehouse, but thats a small price to pay. Things could
be much worse.
Some folks say it would be better for the heroes to take on
Tony Sacchi and his whole organization.
Those folks dont have to live in Red Shore.

Behind the Scenes: Power Play


The adventure begins as the heroes become targets in a Mafia power play. Anthony Sacchi is boss of the Sacchi Family, but his nephew Sammy Sacchi wants to take his place.
5

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Sammy Sacchi and his allies want to toss out the informal
deals that his uncle has made with law enforcement and
superhuman vigilantes, the deals that keep the heroes out of
the mobs business (mostly) and the cops quiet and happy.
Sammy Sacchi likes to think bigparticularly of the big,
big profits hell make in the drug trade once all his uncles
stupid rules are gone. He tells his boys that his new product will take the city by storm, so fast the heroes and the
cops wont even have time to blink.
Sammy and his allies are ready to move. Hes made deals
with street thugs in Red Shore, guys who have been kept
down by the citys underworld heroes. They helped set
things up, and Sammy brought in his own hired Talents to
drive the heroes off or eliminate them for good.
Two of these thugsa killer named Jacob Needle-Nose
Ward and a sorcerer named Joe Assissiarrange a particularly heinous killing to pin on the heroes. Assissi creates
illusions to make them look like two of the heroes and get
away clean afterward; Needle-Nose does the dirty work.
Sammy Sacchi fully expects to have the heroes under
control by daybreak, but hes no fool. If he thinks the heroes
are likely to get to the bottom of thingsand the cops and
even other superheroes from downtown cant stop them
he has potential witnesses killed off to keep them from talking, just in case.
If the heroes want to solve this mystery and clear their
names, they have to move fast.

Scene by Scene
White Knights, Black Hearts features a large number of nonplayer characters and possible events. This breakdown should
help you make sense of it all.
Scene 1: The Setup. The heroes are framed for a brutal
murder and must get away from the cops or spend the rest
of the adventure in lock-up. From here the heroes are most
likely to interact with the authorities (scenes 2 and 4), the
White Knights (scene 3), local civilians (scene 5), and/or the
criminal element (scenes 6 and 9).
Scene 2: Fugitives. The heroes have sources among the
police that they can tap for information on the casebut
some of those sources arent at all trustworthy.
Scene 3: The White Knights. The citys official superhero team shows up to help the police deal with these rogue
superhumans wanted for murder. They can potentially be
useful allies for the heroes, but at first they are dangerous
adversaries.
White Knights, Black Hearts

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Scene 1: The Setup

Scene 4: The Morgue. One obvious source of clues is the


body of the murder victim.
Scene 5: On the Town. The heroes have a number of friends
and potential witnesses to interview, if theyre careful enough
to not tip off the police.
Scene 6: The Crooks. Red Shore is loaded with criminals, from street hoods to powerful gangsters, and many of
them suspect the gang war thats about to go down.
Scene 7: Investigating Babyface. The heroes may try to
track down a thug who bragged to a couple of mafia goons
about how he was going to help take down the local superheroes.
Scene 8: Babyface and Crabbe. The thug and his partner,
a crooked cop, can point the way to the real killersif the
heroes find them in time.
Scene 9: Crooked Talents. The heroes may suspect superhuman involvement and want to question some local
Talents who live outside the law. Two of these are deeply
involved in the events in Red Shorebut they are nowhere
to be found.
Scene 10: The Golden House Club. The most likely culprit in the murder is a thug and wannabe assassin who earns
his living at a pit-fighting club. The heroes may go there
looking for him.
Scene 11: Mob Rules. The heroes may go to Tony Sacchi, the mob boss with whom they have a tacit truce, to find
out what he and especially his closest rival are up to.
Scene 12: The Press. The cops arent the only ones looking for the heroes. . . .
Scene 13: The Purge. As the heroes close in on the truth,
mastermind Sammy Sacchi decides to cut his lossesopening his move against his uncle with a murderous purge of
everyone involved in the frame-up of the heroes.
Scene 14: City Hall. The heroes may finally confront
Sammy Sacchi and his allies, high in the city government, at
City Hall itself. This is one possible climactic scene for the
adventure.
Scene 15: Fredos Import Emporium Warehouse. In another possible climax, the heroes may confront Sammy Sacchi and his allies and superpowered goons on his own turf.

White Knights, Black Hearts

The streets of Red Shore, nearly midnight. One or two of


the player characters are out for a stroll, keeping an eye out
for trouble. They find it.
The heroes spy the corpse of a little girl in a dead-end
alley. Its the body of a local named Tonya Serrano, obviously very recently killed and horribly mutilated. There are
footprints and fingerprints in the bloodbut the players
barely have time to look at the scene when a shriek sounds
out from a fire escape overhead, and a few people come cautiously to their windows to see.
An old woman points accusingly at the heroes.
I saw em! I saw em! They killed Tonya!
It is 11:47 p.m.
Then they hear the sirens. Its all happening too quicklyhas that old woman really had time and the inclination to call the cops?but the police are coming fast, only
a couple of blocks away. The heroes have four rounds to do
whatever they want to do, and onlookers at their windows
will watch every second of it.
At first only one squad car shows up, but as soon as they
see and recognize the heroes one cop will be on the radio calling for backup while the other aims a shotgun and
shouts at the heroes to put their hands on their heads and
hit the pavement. More sirens are very close. Other squad
cars will show up in only five rounds.
Getting away shouldnt be too hard, unless the heroes
make themselves good targets and the cops get lucky. They
can shimmy up the fire escapes for the roof, head into one of
the buildings, or even push right past the cops if they arent
afraid of gunfire. But they should know to be careful. Being
spotted at the scene of a murder is one thing. If they kill or
badly hurt a cop, they lose every last chance of credibility
with the authorities.

Scene 2: Fugitives

If the heroes keep their heads down, they may be able to talk
to a few people and get to the bottom of things. Its one of
the few nice things about living in the shady part of town:
Most people still talk to you when youre on the run.
That doesnt mean the heroes have an easy ride. The cops
and the downtown super-team, the White Knights, are out
for blood, and the press wants pictures of it. As soon as the
word goes out that superhumans are suspects, the citys
heavily armed SWAT team rolls out of headquarters down7

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RED SHORE

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Crime scene
Police station
Serrano apartment
Williams Investigations
Gooches Pawn Shop
Red Shore Elementary School
Fancy Lady Club
Fredos Import Emporium Warehouse
Nestor apartment
Georgies Place
Ward apartment
Red Shore Middle School
Rodriguez apartment
Johnson apartment
Red Shore High School

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town and waits at the local precinct house for a chance to


take them down.
The heroes should have plenty of chances for encounters with police, and theres room for variety. They might
spot a patrol car coming around the corner, or a beat cop
in a caf window, or an unmarked car (Brains+Streetwise
or an equivalent skill will recognize it) parked on a corner
with a pair of sweaty detectives sitting on watch. The more
people they talk to in Red Shore, the more frequently the
cops should show up.
Sooner or later, the cops and the White Knights will spot
a pattern in sightings of the heroes, set some baitI heard
something you oughta know. Come meet me at 23rd and
Fish Avenue!and land on them with both feet. If the
players arent very careful, eventually theyll have to fight to
get away.
Unofficially, there are a few cops in the area wholl talk to
them without trying to slap on the cuffs. Maybe they know
the heroes and dont believe they would have done such a
heinous crime, or maybe theyre willing to pretend as much
for the right incentive. It varies from cop to cop and from
hero to hero. The players have to be carefulapart from the
cops they know, most call in the SWAT team as soon as the
heroes show themselves.
No cops know about Sammy Sacchis plot against the
heroes.

he learns about the heroes, hell report to Sammy Sacchi. But


Sacchi has told him nothing about the plot against the heroes.

The Dispatcher
Geraldine McLaughlin is a no-nonsense dispatcher with a
clean record, working her way through college. An anonymous call came in at 11:40 P.M.; a womans voice saying the
heroes had been seen carrying a body (which appeared to
be a childs body), into the alley where they found Tonya.
McLaughlin was dubious, but the woman named the heroes
specifically and described what they were wearing. She reported it to a squad car on patrol nearby.

Officer Gwen
Harold Gwen, a beat cop, is nervous about everything. Hes
heard rumors the Sacchi family is getting shaken up from the
inside, that the boss nephew is looking to squeeze out all the
boss soldiers and the cops who wont play ball with the new
regime. Gwen doesnt like what hes heard about the nephew
he likes things nice and peaceful, like they are nowbut hes
afraid to rock the boat. He doesnt want to talk to the heroes
or get involved in anything controversial, and he doesnt know
anything about the case except what he hears on the radio.

Officer Miller
Another beat cop, Dick Miller always chases down violent
troublemakers, but he largely leaves street-level vice alone.
Hes not on the take with Sacchi or anybody else, but he is
willing to look the other way if Sammy Sacchi takes over
and steps up the familys operations in Red Shore, as long as
things dont get too nasty. He doesnt know anything about
the murder. If the heroes confront him, he gets on the radio
to report as soon as the heroes are away and he is safe.

Lt. Kelley
Lieutenant Detective Tom Kelley is in charge of investigations in this precinct. He knows the heroes, and can be
convinced that they are innocent and will try not to turn
them in. (He knows full well that they didnt do it, but hell
put on a show of slowly coming over to their side.) He offers
to keep an eye on things and keep them in the loop if they
will do the same.
He heard the dispatch go out at 11:44 P.M., three minutes before the heroes found Tonyas body. A witness (Miriam Wilson; see below) saw them carrying the body onto the
scene, and their fingerprints and footprints (whatever might
be on fileits your call as GM) were all over the place.
Secretly, Kelley works for Sammy Sacchi, and has been in-

Officer Conner
A beat cop with some bad, bad habits, Jerry Conner is a
gambler and a shakedown artist. Always desperate for cash
to pay his debts from the tables, he beats and threatens donations out of the punks on the street, intimidates other
cops to keep them quiet, and sends enough kickbacks upstairs to keep himself safe from investigation. He has been

strumental in recruiting police to work for the upstart mobster.


He has tried to keep Sammys people from targeting cops who
dont want to play ballbut he could only shake his head and
look the other way the time or two when a prospective recruit
took dumb risks to fight Sammy and paid the price. Anything
White Knights, Black Hearts

on the Sacchi payroll for a long time, but he doesnt really


care who is running the show. As long as Sammy Sacchi
lets him bet and lets him do what he must to pay up, hell
be happy. He doesnt know a thing about the plot against
the heroes.
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Scene 3: The
White Knights (or,
Why Cant We
Be Friends?)

Typical Beat Cop


Body 3d

Coordination 2d

Sense 2d

Mind 2d

Charm 2d

Command 3d

Base Will 5
Skills: Athletics 1d (4d), Brawling 2d (5d), Driving: Car 2d (4d),

Squad cars wont be the only response to the cops call for
help. Within half an hour, the White Knightsthe citys
official superpowered championsarrive in Red Shore,
looking for the renegade Talents and ready for a fight.
If they find them, the White Knights request that the
heroes come in quietly so they can get to the bottom of the
murderif theyre innocent, after all, the truth will come
out. As with the cops, the heroes are better off trying to
escape without a fight. Obnoxious as they are, the White
Knights may be useful allies later on, and theyll certainly be
tough enemies.
If they kept in touch with Detective Kelley, hes probably the first to warn the heroes that the White Knights are
on their trail. With every passing hour they look more like
theyre out for blood. They think the heroes are out of control, a danger to the community and the police, and Kelley
says theyre looking to put them under lock and keyor on
a slab, if necessary. Just a friendly warning.
If the heroes have been open with him, Kelley will lead
the White Knights right to them. He doesnt need much
information; only enough for Grailknights massive intellect
to spot the patterns and guess where theyll show up next.
Kelley feeds the heroes enough genuine-sounding clues
warnings to keep them in touch until the White Knights
are ready to jump on them.
As vigilantes go, the White Knights are publicity-conscious and genuinely worried about civilians, and they are
wary of excessive risk to bystanders. This might give the heroes an opening to get away without anyone getting hurt or
killed.
Grailknight keeps watch on the witness, Miriam Wilson, and on Tonya Serranos home. If the heroes go to one
or the other after the White Knights have come on the
scene, Grailknight will be there; but not both, unless theres
some clue that you think he needs to impart to the heroes.
Grailknight moves cautiously after taking some time to observe the heroes behavior, attempting to sneak up on a lone
character, incapacitate and arrest him (or her) and haul the
hero off for questioning. Grailknight is alert, smarter than

Empathy 1d (3d), Intimidation 2d (5d), Knowledge: Criminology


1d (3d), Lie 1d (3d), Melee Weapon: Nightstick 2d (5d), Ranged
Weapon: Pistol 2d (4d), Ranged Weapon: Shotgun 1d (3d), Stability 2d (5d), Streetwise 1d (3d)

Weapons
.38 revolver (Cap. 6, Damage: width in Shock, width+1 in Killing)
12-gauge shotgun (Cap. 5, Spray 3, Damage: width+1 in Shock
and Killing)
Nightstick (Damage: width+1 in Shock)
Bulletproof vest (LAR 2 for hit locations 79)

Typical Plainclothes Detective


Body 3d

Coordination 2d

Sense 2d

Mind 2d

Charm 2d

Command 3d

Base Will 5
Skills: Athletics 1d (4d), Brawling 2d (5d), Driving: Car 2d (4d),
Empathy 2d (4d), Interrogation 2d (4d), Intimidation 2d (5d), Knowledge: Criminology 3d (5d), Lie 3d (5d), Ranged Weapon: Pistol 2d
(4d), Scrutinize 2d (4d), Stability 2d (5d), Streetwise 2d (4d)

Weapons
.38 revolver (Cap. 6, Damage: width in Shock, width+1 in Killing)
Bulletproof vest (LAR 2 for hit locations 79)

Typical SWAT Team Specialist


Body 3d

Coordination 3d

Sense 2d

Mind 2d

Charm 2d

Command 3d

Base Will 5
Skills: Athletics 3d (6d), Brawling 3d (6d), Driving: Car 2d (4d),
Intimidation 3d (6d), Knowledge: Criminology 2d (4d), Lie 2d (4d),
Ranged Weapon: Grenade 2d (5d), Ranged Weapon: Pistol 3d (6d),
Ranged Weapon: Rifle 3d (6d), Stability 3d (6d), Streetwise 1d (3d)

Weapons
.45 pistol (Cap. 7, Damage: width+1 in Shock and Killing)
M-16 assault rifle (Cap. 30, Spray 4, Damage: width+2 in Shock
and Killing)
.308 sniper rifle (Cap. 8, Damage: width+2 in Shock and width+3
in Killing)
Bulletproof vest and helmet (LAR 2 for hit locations 710)

White Knights, Black Hearts

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any real human who ever lived, and very difficult to trick or
corner.
Whitelight spends most of his time patrolling over the
city, watching for trouble, and acting as his teams go-between with the police. He occasionally checks in with the
cops, swooping down like a falling star, getting an update,
and flying off again. If theres a report that the heroes have
been spotted somewhere, Whitelight is the first to investigate. If the heroes are found in an abandoned or mafiaowned building, he crashes in straight through the walls and
demands their surrender.
The Black Atlantean keeps a vigil at the waterfront, interrogating workers and night watchmen and watching for
signs of trouble or indications of the fugitives. By the middle
of the day after the murder he has the local longshoremen
doing his bidding, and he instructs them to bring word if
there is any news of the heroes. Like Whitelight, he charges
in by the most direct route available when the heroes are
spotted and commands immediate surrender. He pulls his
punches to avoid killing the suspects outright . . . unless one
of them manages to genuinely hurt him or kills a bystander.
Minute Man and Glimmer work as a team; they have a
strange, sometimes tense father-daughter dynamic, but they
work well together. They usually stay close to the police precinct, but they move quickly ahead of the cops if the heroes
are sighted. In an encounter, Minute Man charges ahead to
freeze all that he can while Glimmer watches for stragglers
and sends a signal skyward for Whitelight and the others to
see.

breaking the law, just add it to the charges against them.


The preliminary report indicates no sign of sexual molestation; no ligature marks on Tonyas hands or throat; and
no defense woundsmeaning she wasnt tied up and she
didnt try to keep herself from being killed. Cause of death
was severe blunt trauma to the head and torso. The report
is inconclusive as to the instrument(s) used to kill her but,
based on the shape and angle of the wounds, the examiner
determines that there were several blunt metal implements
used of varying shapes: some seemed to cause narrow contusions like a crowbar, others broader trauma like an aluminum baseball bat. Tonyas flesh and bones are too badly
damaged for any more conclusive judgment of the shape or
size of the murder weapon.

Scene 5: On the Town

In Red Shore, not many people believe the heroes actually


killed Tonya Serrano. The cops and the White Knights are
on the prowl and have been asking around, but many locals
are willing to talk to the heroesif they are circumspect
enough that it wont draw another visit by the authorities.
If the heroes walk up to somebodys front door in broad
daylight, they pretend nobodys home; if they approach on
the sly theyll spare a few minutes without yelling for help.

Tonyas Parents
Did I say most people dont believe the heroes did it? Well,
Tonyas parents are the exception. Al and Sonya Serrano are
devastated, and they grab any chance at explanation and blame
and cling to it tenaciously. The word is a witness saw the heroes
murder their little girl, and thats all they need to know. If the
heroes show up at their door, Al gets his .357 Python from
the nightstand. Things could get bloody fast if the heroes dont
show some discretion. He has an attack roll of 4d.

Scene 4: The Morgue

The victims body is being examined at the morgue. A preliminary report on Tonya Serranos death will be ready 12
hours after the body is found, and it should not be too difficult to obtain if the players are reasonably smart and sneaky.
The morgue is in the basement of a major uptown hospital,
in another part of the city far from Red Shore.
A good disguise and fake credentials as a visiting doctor
or medical student might do the trick, although the medical
examiners stay fairly close to their guests during the visit;
the players need to come up with a good way to shake their

The Witness
Miriam Wilson is an elderly woman living alone in a thirdfloor apartment overlooking the alley where Tonyas body
was found. If the heroes confront her directly, she screams
for help and causes all kinds of commotion. They need to
find some way to talk to her without alarming her.

babysitters.
The heroes might also try to simply break into the place,
but this is easier said than done. The morgue doesnt close,
and there is always a medical examiner on duty, plus at least
two cops in the hospital upstairs. If the heroes get spotted
White Knights, Black Hearts

Wilson saw the heroes go into the alley carrying something


in a big bag, a few minutes before the sirens. She left the window and went back to minding her own business, because she
thought the heroes mustve been doing some good. When she
peeked a few minutes later and saw them standing there over
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For the Players:


Folks Around Town

Dick Miller: A local beat cop. Gung-ho

tougher and stronger he gets. Has kept a low

against violent troublemakers, but mostly

profile since serving time for a bungled bank

Not all of these locals are friends, but not all of

leaves street vice alone.

job.

them are enemies, either. When youre working

Jerry Conner: A local beat cop. Tough and

Needle-Nose: Jacob Needle-Nose Ward.

the streets caution is the key.

intimidating. Word has it he shakes down the

Skin and bones are hard as steel. Got out of jail

pimps and pushers regularly to feed a gam-

from a juvenile manslaughter charge a year ago.

bling habit.

Nape: Henry Nape Ranson. A deranged

Tonya Serrano: The victim. Eight years old

Carl Crabbe: A local beat cop. Big and ugly,

homeless veteran who bleeds liquid fire. Reg-

and brutally murdered.

with a career that stalled twenty years ago. Fa-

ularly jailed for arson, vagrancy, and assault.

Cecelia CC Walton: A local girl whos

vors the local hookers and strip clubs.

The Street

been working the streets for 10 of her 25 rough

The White Knights

years. Knows everybody.

The Mob

Cedricks Moore: CCs pimp. Strictly small-

Tony Sacchi: Head of the Sacchi family,

too brightly to see.

time.

whose territory includes Red Shore.

Grailknight: A mysterious armored avenger.

Chuckie Gooche: A pawnbroker and fence.

Giorgio Mans: A representative of Tony Sac-

Glimmer: A girl who reflects and amplifies

Well-connected and tight-lipped.

chi in Red Shore. Runs Georgies Place.

light like a walking mirror.

The King Road Disciples: The biggest

Danny Miller: A representative of Tony Sac-

Minute Man: An aging veteran of WW2 who

street gang in the area. Into car theft and dope.

chi in Red Shore. Usually found in Georgies

can freeze time for short periods.

Led by Larry Martin.

Place.

The Black Atlantean: The exiled, immortal

The Law

Crooked Talents

Whitelight: A flying powerhouse who glows

Lt. Det. Tom Kelley: In charge of investiga-

Booster: Gregory G. Booster Embry. Ampli-

tions in the Red Shore precinct. Canny but not

fies sound. A small-timer who spies on people

crooked. Has dealt straight with you before.

with his superpower for a living.

Harold Gwen: A local beat cop. Quiet, unas-

Two-Ton: Karl Two-Ton Kuhn. Increases his

suming, mild-mannered.

weight and strength. The heavier he gets, the

Tonyas body, she screamed, and the police came before she
even got a chance to call them. If the heroes have some way of
telling, Wilson is telling the truthshe saw all of this with her
own eyes.

the body was found; she didnt know anything was wrong
until she heard the screaming (and gunshots, if there were
any) outside. Her son, Francois, is a high school student who
was up late that night with his headphones on, listening to
James Brown albums. His stoutly barred window is right
next to the alley, but he didnt hear or see anything, either.

The Old Man


Jesse Otis is an old man who lives alone on the second floor,
across the alley from Miriam Wilsons window. He keeps
heavy bars over his window and a heavy lock on his door,
and his apartment smells like old cat food. He didnt see
nothin, didnt hear nothin, dont know nothin, and dont

Scene 6: The Crooks

The heroes may decide to comb the underworld for clues as


to who is trying to set them up. It may in fact save them a
lot of time and troublegoing through the cops tells them

want nothin. (Again, the truth.)

a little about the turmoil in the mob, but it wont tell them a
thing about their own situation.
Keep track of what the heroes tell Lt. Kelley. As soon as
he hears they are looking for Babyface Nestor, hell report
it to Sammy Sacchi, and Sacchi will start having witnesses

The Single Mom and Her Son


LeeLee Miller is a middle-aged mother whose husband left
years ago. She works two jobs and was sound asleep when
White Knights, Black Hearts

king of a lost proto-African civilization.

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murdered before (or after) they can talk. See Scene 13: The
Purge, on page 17.

doesnt want anything to do with any murder or any cops


or any gangsters. He asks the heroes to stay clear until this
thing blows over.

Giorgio Mans and Danny Miller

Ronnie Martin: The Dealer

These local mafia hoods represent Sacchi in the area. They


work out of Georgies Place, a family-owned restaurant
on the outskirts of Red Shore. They dont know anything
about Tonya Serrano. Usually gregarious, now theyre none
too talkative. If pressed, they warn the heroes to keep their
heads down. Sammy Sacchi is making a play for the family, and everybody knows he doesnt like Don Sacchis truce
with the cops and vigilantes.
Plus, they overheard a local punk, Babyface Nestor (his
first name is Bailey, and hell pick a fight with anyone who
uses it), talking up how he had a plan to get rid of the heroes. Nestor comes around a lot trying to get in good with
the mob, trying to score some kind of deal for his gang, talking tough. They dont know where Nestor can be found now,
but he runs with the King Road Disciples.
But what do the heroes have to worry about from a lowlife hood?

A street corner dope dealer and low-level gangster with the


King Road Disciples, Martin doesnt know anything about the
murder. He does know Babyface Nestor; he thinks Nestors
stupid. He thinks cops are stupid, too. And mobsters. And superheroes. And pretty much everyone except Ronnie Martin.
Martin doesnt know much about what Babyface has
been up to lately, but he knows hes been meeting regularly
the past couple of weeks with a local cop, Carl Crabbe. Ronnie figured Babyface was trying to get on Crabbes good side
for some reason, but thats just stupid. Crabbe is too big and
stupid to do anything anyhow.

The King Road Disciples


The Disciples (their symbol: an X with two descending
slashes, topped by a crown) are led by Larry Martin (no
relation to Ronnie), a tough 26-year-old who has been in
and out of city jails since he was 13. His gang mainly deals
in drugs and turf wars with other gangs. They know the mob
works out of the docks only a few blocks away, but they keep
their distance and figure the Sacchis will return the favor.
So far, thats worked. Larry has heard rumors that theres a
shake-up in the Sacchi family, with some new guy looking
to take over, but he doesnt pay it much attention.
Martin is derisive of Babyface Nestor, who spent a couple of years acting like he was going to be the new man in
charge of the Disciples until Martin put him in his place.
All it took was a good beating; Babyface didnt get himself
killed.
But Babyface is always looking for some big score. Lately
hes been seen with Carl Crabbe, a lunkhead of a cop on the
take. Crabbe spends most shifts at the Fancy Lady, a nightclub
as dirty as he is.

C.C. Walton: A Working Girl With


a Heart of . . . Well, a Working Girl
Walton has been working the streets of Red Shore for 10
of her 25 years, and its worn her out. She doesnt know
anything about Tonyas death or the Sacchi plot, but she is
always looking for her big break. As soon as the heroes leave,
she gets on the a payphone to her pimp, Cedricks Moore, to
tell him everything they said.

Cedricks Moore: The Pimp


Moore is C.C.s manager, as he calls it, and hes been
watching for a way to get in good with the Sacchi family.
This might be his day. He looks up Officer Conner to pass
along any news about the heroes actions, embellishing just
enough ( . . . and they took C.C. for a ride and didnt pay
a nickel. And you know I cant collect on that!) to keep it
interesting. Conner reports to Sacchi. If Sacchi thinks the
heroes are on to him or Babyface, he starts the purge (see
page 17).

Scene 7: Investigating
Babyface

The heroes can get plenty on Babyface Nestor on the street.

Chuckie Gooch: The Pawnbroker

Babyfaces Parents

Charles Chuckie Gooch, local fence and pawnshop owner,


is not a bad sort. He pays his bills and minds his own business. Hes probably on good terms with the heroes, but he
White Knights, Black Hearts

Joe and Jackie Nestor live on the quieter outskirts of Red


Shore. Not abjectly poor but constantly struggling, they
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tried to raise Bailey as a hard-working son and seem baffled


at all the trouble he gets into. Deep down, hes a good boy.
They havent seen him in a couple of months. A few years
ago they thought his girlfriend, Nanette, would settle him
down, but they dont think hes seeing her anymore.

If the heroes talk her into sharing or ransack her place


thoroughly, they find a piece of notepaper that Babyface left
at her apartment last week. The paper isnt labeled with his
name, but his atrocious handwriting is easily recognizable
if they have something to compare with it. It reads Toreci,
Grasado in sloppy, choppy letters. Cammy says she doesnt
know what it means exactly, but Babyface said it was his
ticket to the big time. Then he forgot to take it with him.

The Ex-Girlfriend
Nanette Rodriguez is Babyface Nestors ex-girlfriend. They
dated for a long time when they both were teenagers, just before he fell in with the King Road Disciples and started getting
in trouble. That was when he started cheating on her with that
two-bit slut Cammy Johnson, over on Cedar Street.

The Parole Officer


Daniel Aldred is Bailey Nestors parole officer. Badly overworked, he has so many clients to keep track of that it
doesnt bother him to let one hopeless recidivist like Nestor
out of his sights. According to Aldreds reports, hes met
with Nestor once a week as scheduled. In reality, if the heroes get the truth out of him, he speaks with Nestor on the
phone maybe twice a month and fudges the rest. He hasnt
actually seen Babyface in over two months and has no idea
what hes really up to.

The Two-Bit Slut


Cammy Johnson has dated Babyface, and many others in
the neighborhood, off and on for the past couple of years.
She knows hes been trying to score points with the King
Road Disciples, but the other guys dont trust him. Babyface
says a lot but doesnt get much done.

White Knights, Black Hearts

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Scene 8: Babyface
and Crabbe

Officer Crabbe

Officer Crabbe is currently on duty, busily getting drunk at


the Fancy Lady strip club with money he earned from Sammy Sacchi by reporting some of the heroes favorite haunts
and patrols. His new partner in crime, Babyface Nestor, is in
back with one of the girls.
Carl Crabbe, 47, is a lifer on the beat, unlikely to ever get
promoted but too well-connected to get fired or prosecuted.
Hes always ready to lend a hand when a kneecap needs
busting. Hes been 20 years on the take with the Sacchis.
If sufficiently . . . motivated, Crabbe admits to a deal with
Joe Torresi and Art Graziadio, two mafia goons working for
Sammy Sacchi. Reporting on the heroes was just the start.
Babyface is going to work the gangs from the inside, and Crabbe is going to watch the cops, and both are going to report to
Sacchis men when they start bringing in their new drugs.
He might let even more slip out of stupid bravado: Aint
nothin you can do about it! This goes all the way to the TOP,
baby! And you cant prove NOTHIN.
But it takes a lot of coercion to get Crabbe to explain
further: The top means Assistant Deputy Mayor Andrew
Kincaid, Sacchis man in City Hall. Kincaids got it all set
up for Sacchi, Crabbe says, top to bottom. The heroes better
skip town before they get theirs.
Crabbe doesnt know anything about Tonyas death and
couldnt care less.
Sadly, when they finally track Babyface Nestor down, he
doesnt have much to say. He recently showed a couple of
Sacchis men around so they could find the heroes and talk
to them, and in return hes going to be the distribution man
for new drugs that the mob is bringing into town. The men
he showed around were introduced by Torresi and Graziadio; hed never seen them before. One was a young white
guy in a cheap leisure suit, the other an older white guy in a
nice black coat and tie, like a banker. When he asked their
names, the young guy told him to shut the hell up. He
looked like a killer, and he was obviously too well-connected
for Babyface to pay him back for his lip.
Babyface doesnt know anything about Tonya, and cant
be convinced that her murder had anything to do with his
deal with Sammy Sacchi. Babyface is looking to get rich,
sure; but what happened to that girl was just plain wrong.

White Knights, Black Hearts

Body 4d

Coordination 3d

Sense 2d

Mind 1d

Charm 1d

Command 3d

Base Will 4
Skills: Lie 3d (4d), Brawling 3d (7d), Knowledge: Criminology 1d
(2d), Driving: Car 2d (5d), Ranged Weapon: Pistol 2d (5d), Interrogation 2d (5d), Intimidation 3d (7d), Stability 2d (5d), Empathy
1d (3d), Streetwise 2d (3d).

Weapons
.38 revolver (Cap. 6, Damage: width in Shock, width+1 in Killing)
Nightstick (Damage: width+1 in Shock)
Bulletproof vest (LAR 2 for hit locations 79)

Babyface Nestor
Body 3d

Coordination 3d

Sense 2d

Mind 1d

Charm 3d

Command 2d

Base Will 5
Skills: Athletics 2d (5d), Lie 2d (5d), Brawling 2d (5d), Driving
Car 1d (4d), Ranged Weapon: Pistol 1d (4d), Intimidation 2d (4d),
Melee Weapon (Knife) 2d (5d), Streetwise 4d (5d).

Weapons
9mm Browning Hi-Power pistol (Cap. 13, Damage: width in
Shock and width+1 in Killing)
Switchblade (Damage: width in Shock + 1 Killing)

Scene 9: Crooked
Talents

The heroes might want to question a couple of known criminal supers to see if theyre involved or know anyone who
might be using superpowered killers. The White Knights
have done a good job of running most supervillains out of
town, but there are still a few the heroes can look up without
(much) trouble. Just one of them is availablethe heroes
can scare up only rumors of the others.

Booster
Gregory G. Booster Embry has the power to amplify
sound. He lives in a seedy loft in a different part of the city.
Hes a lowlife at heart, too lazy to stick with any legitimate
pursuit for long. He once tried bodyguard work, protecting an executive who was cutting his shady partners out of
the company, but it didnt last long: He quickly got bored,
15

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started listening to a couple making love in an apartment a


few stories above the street, and completely missed the gunman who shot his employer dead.
Booster usually makes a living working freelance for local
mobsters (Sacchi among them), spying on cops, lawyers, and
businessmen. Despite that, he doesnt know whats going on
with the dead child andunless the players are stumped and
need a cluehe cant shed any light on Sacchi; he makes it a
rule to never, ever spy on the mob. Hes lazy, not stupid.
Booster avoids combat. His power amplifies sound but doesnt
make him immune to it. If he were to boost sound enough to
deafen or kill someone it would deafen or kill him, too.

Needle-Nose

Nape

The players can find one of those rumored pit-fighting clubs


if they ask around, but the cops and the White Knights dog
their trail if theyre careless.
The Golden House Club is downtown in the business
district, beneath a ground-floor Chinese restaurant. The
restaurants cellar has a row of full-size refrigerators running wall to wall, some plugged in and some not, each of
them big enough to hold three full-grown men. One of the
broken refrigerators has a false back which pushes open to
reveal a passage through the wall behind it.
This passage leads to the club, a two-story room with catwalks and railings for the audience, above, and a cement pit
twenty feet in diameter, below, with a simple drain in the bottom to help with cleanup. Patrons show up at 1:30 A.M. on
fight nights (usually Thursday and Friday), give a password at
the restaurant upstairs, and are escorted into the club.
The restaurant staff and club owners dont know anything
useful about Needle-Nose, only that he hasnt been around
in a while. However, one of the other fighters, a Talent with
regenerative powersIggy The Iguana Eddlestontalked
to Needle-Nose just before he disappeared.
He said something about getting a job with the mob, says
the Iguana. Just like he always wanted. He always talked about
being some kind of super hit man, but they never wanted him. I
guess somebody changed his mind. Iggy doesnt know exactly
which mob Needle-Nose might have joined.
Like Two-Ton, Needle-Nose has fallen in with Sammy
Sacchi, finally getting his wish. For his first assignment, he
did the dirty work in the murder of Tonya Serrano, and he
was happy to find it didnt bother him a bit. For most of
the scenario, hes holed up with Two-Ton and Sacchis other
hired Talents, waiting for their next move.

Jacob Needle-Nose Ward did time as a teenager for manslaughter after killing a biker in a bar fight, but hes been
out of jail for a couple of years. He lives in an apartment
on the outskirts of Red Shore, but his apartment is now
empty and he hasnt been seen for a few weeks. A neighbor and occasional drinking buddy knows Needle-Nose has
been earning his keep in secret pit fighting rings in illegal
uptown cellar clubs.

Scene 10: The


Golden House Club

Henry Nape Johnson is nowhere to be found. If the players


insist on tracking him down and have some foolproof means of
doing so (Detect Henry Johnson 4hd or something), feel free to
wing it. He is mentally unstable and his blood and bodily fluids
burn dangerously in open air. Handle with care.

Two-Ton
Karl Two-Ton Kuhn earned his nickname when a two-ton
steel girder fell on him and he lifted it off, unhurt. By all accounts, Two-Ton has kept out of trouble for a while. Hes on
parole from a lengthy prison sentence for attempted larceny,
assault, vandalism, and other charges after an attempt to rob
a bank ended in a knockdown fight with the White Knights.
Two-Ton lives in a grungy apartment near the Red Shore
docks, but his landlord hasnt seen him in a few days, and
neither have the regulars at the blue-collar bar he frequents.
If the players are properly diplomatic, some of Two-Tons
friends tell them that he has a sweet deal going with mafia
boss Vino Spumoni: Vino pays him a few thousand dollars
every month, and Two-Ton, in return, doesnt level Vinos
favorite sculpture museum on 15th Avenue, downtown.
Spumoni doesnt know where Two-Ton can be found;
hes happy to pay chump change to keep the big lug happy,
on the off chance that he can get a favor out of him sometime if he needs it. As it happens, that favor came quicker
than Two-Ton expected: Sammy Sacchi came to Vino asking for Two-Tons help with a problemhe didnt say what,
and Vino didnt askand Vino passed word along to TwoTon. He hasnt seen or heard from him since.
Two-Ton is holed up at Sacchis headquarters, waiting
for orders. The players probably wont figure that out before
the big finish.
White Knights, Black Hearts

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Scene 11: Mob Rules

always accurate) coverage of superhumans. Anne is a bulldog. If she tracks the heroes down, she promises anything to
get them to sit still for an exclusive. She will tell their side.
She will let the city know that the charges are all lies. She
will put Tonyas family at ease that the real murderers will
be found, and that these wrongfully accused heroes will do
everything to see justice done.
In reality, of course, she will do nothing of the sort. The
next days paper features a lurid story that only occasionally
borrows the heroes words, taken carefully out of context to
make them look guilty as hell and proud of it.

The players might go to Tony Sacchi for help or information. Tony doesnt want to see them. They can go to his
favorite haunt, a posh midtown nightclub with his offices
in the back, but theyll have to talk or fight their way past
bouncers in the front and gunsels in the back to get to him.
Tony knows that Sammy is making a move on him, and
hes busy calling in markers from his underlings to see whos
loyal and whos going to turn on him. He heard about the
murder in Red Shore, but has no reason to connect it with
his nephews bid to take over the Family.
If the heroes seem desperate enough, Tony offers to make
a deal: If they help him, hell help them. Maybe they can
spy on Sammy Sacchi and get the names of which soldiers
are in his pocket, or maybe they can even rub Sammy out
altogether; in return, Tony will pull strings to get the cops
off the heroes case and get them whatever evidence is out
there so they can find the real killer.
Unfortunately, the evidence he provides is slim; he gets the
medical examiners report from the morgue and reports whatever evidence the White Knights have provided to the cops.
If the heroes want help getting into City Hall, Tony Sacchi can provide fake ID cards that will get them in. He has
two conditions: He wants Sammy brought to him alive, and
he wants Deputy Mayor Kincaid left healthy enough for the
cops to arrest. As for the others, he couldnt care less.
And no, of course he wont ask anything else of the heroes. The thought would never cross his mind. Never.

Reginald Stuart and Tim


Simons, the Times
Reggie is a writer with the [insert city name here] Times, on
the scene with Tim Simons, a freelance photographer. Reggie
tries to do things right. He doesnt promise the heroes exoneration, only honesty. Hes as good as his word, too; the Times is
a straight newspaper, and Reggies article gives the facts and
the heroes statements without embellishment. (Whether
this helps them or hurts them depends entirely on what they
say and do.)

Scene 13: The Purge

The case gets more urgent once the players start getting to
the bottom of things. Their witnesses start dying. Only by
moving fast can they get the whole story in time to stop
Sammy Sacchi, catch the killers and clear their names.
The purge begins when Sammy decides the heroes
are close to figuring out his play and the cops and White
Knights cant seem to stop them. Keep track of what the
NPCs know about the players actions, and start the purge
when it looks like Sacchi should figure it out.
He starts cutting off his underlings in Red Shore from
the bottom up to cover his own backtrail. He figures eventually the White Knights will catch the heroes and theyll get a
hardened celleither for killing Tonya or for resisting arrest
and assaulting police officers. Either one will do the job.
When the purge starts, the police band goes crazy. A new
death is called in every couple of hours.

Scene 12: The Press

The police and the White Knights arent the only intrepid investigators looking for the heroes. When word gets out that
Talents have been accused of a gruesome child murder, the
press is quickly on the scene. Television crews with their bulky
equipment mostly camp in vans, but newspaper reporters and
photographers are hard to avoid.
After several hours, when old photographs of the heroes
circulate among the media and they know exactly whom to
look for, two reporters are likely to nail them down. Neither
goes to the police for fear that their notes, tapes and photos
will be seized as evidence.

Harold Gwen is found dead in his squad car, apparently


a suicide with a self-inflicted gunshot wound (in the back of
the head, but nobody mentions that outside the morgue).
Giorgio Mans and Danny Miller vanish after a firefight
at their bar.

Anne Hennessy, The City Star


Hennessy is a writer-photographer for The City Star, a
weekly tabloid that prides itself on its comprehensive (if not
White Knights, Black Hearts

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Crabbe and Babyface wind up dead in custody if they


spilled the beans and the heroes turned them over to the
cops; otherwise Crabbe is found beaten to death in an alley
and Babyface is found dead near Cammy Johnsons apartment building, apparently having jumped from the roof.

mys lawyer Ed Goldfarb, Joe Torresi, Art Graziadio, and


Sammys bodyguardsthe Talents he hired to flush out and
get rid of the heroes.
Kincaid wont call the White Knights for help against the
heroes, for obvious reasons. But if theres any external sign
of a super-powered fight, somebody downstairs will get on
the radio and the White Knights come to investigate. Along
with about a thousand cops, who show up in less than a half
an hourso the players better have their stories straight and
their evidence ready.

Kung Fu Fighting!

Eventually, clues will lead the heroes to Sammy Sacchi and


Deputy Mayor Kincaid. Confronting one of them should be
the last big showdown of the scenario. Either run the scene
at City Hall or the scene at Sacchis place, wherever the heroes wind up first; but not both.
If they go to Sacchis headquarters his hired Talents are
there, waiting for orders. If the heroes go to City Hall to
roust Kincaid, Sacchi is there with his goons, hammering
out the last details of their arrangement.
Either way, that scene is the big finish. Everything else is
just mopping up.
There should be no more than one hostile Talent per
hero: Needle-Nose, Joe Assisi, Two-Ton, Fenris and then
Nocturne. See page 21.
Then theres Detective Tom Kelley, the heroes erstwhile
friend, whos been heading things up for Sammy in the precinct house. Kelley is phlegmatic if confronted: What can I
say, boys? Its just business, and business is good.

Lt. Detective Tom Kelley


Coordination 2d

Sense 2d

Mind 3d

Charm 3d

Command 3d

Skills: Lie 4d (7d), Brawling 2d (5d), Driving: Car 2d (4d), Interrogation 3d (6d), Intimidation 3d (6d), Knowledge: Criminology 3d
(6d), Ranged Weapon: Pistol 3d (5d), Streetwise 3d (6d).

Weapons
.38 revolver (Cap. 6, Damage: width in Shock, width+1 in Killing)
.32 revolverconcealed hold-out (Cap. 5, Damage: width in
Shock and Killing)
Bulletproof vest (LAR 2 for hit locations 79)

Sammy Sacchi

Scene 14: City Hall

Body 2d

Coordination 2d

Sense 2d

Mind 3d

Charm 4d

Command 3d

Base Will 7

City Hall is in the heart of the city, far from Red Shore,
right across the street from police headquarters and staring
across a manicured plaza at the federal building.
Its not an easy place to get into by foot. There are metal
detectors in the entrances and the place is swarming with
cops. The heroes best bet is to change their look, walk like
they belong there, and not spend much time in front of any
one person.
Breaking and entering might work. The windows have
alarm tape but the system is down for maintenance. The heroes
can go in through a window if they can get to it without being
spotted.
Going in on a lower floor is tougher. Cops are plentiful and
most of the building is quiet at night. Call for a Stealth roll

Skills: Lie 4d (8d), Brawling 3d (5d), Driving: Car 2d (4d), Intimidation 4d (7d), Melee Weapon: Knife 2d (4d), Ranged Weapon:
Pistol 2d (4d), Ranged Weapon: Submachine Gun 2d (4d), Stability
3d (6d), Stealth 2d (4d), Streetwise 3d (6d).

Mafia Goons
Body 3d

Coordination 2d

Sense 2d

Mind 1d

Command 2d

Charm 2d

Base Will 4
Skills: Lie 2d (4d), Brawling 1d (4d), Driving: Car 2d (4d), Intimidation 2d (4d), Melee Weapon: Knife 1d (4d), Ranged Weapon:
Pistol 2d (4d), Ranged Weapon: Submachine Gun 1d (3d), Stability
1d (3d), Streetwise 3d (4d).

Weapons

every other floor to get past cops near the elevators and stairs.
On Kincaids floorthe 13ththere are two cops in the
hall station and two on duty outside his office. Hand-picked by
Kincaid himself, they shoot early and ignore Sacchis people.
Kincaid is in his office with Sammy Sacchi himself, SamWhite Knights, Black Hearts

Body 3d

.38 revolver (Cap. 6, Damage: width in Shock, width+1 in Killing)


Uzi submachine gun (Cap. 30, Spray 4, Damage: width in
Shock, width+1 in Killing)

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City Hall (Thirteenth Floor)


Board Room

Deputy
Mayors
Office

Roof

Council
Chamber

Corridor

Roof

Elevator
Desk
Interior Wall
Exterior Wall

City Clerk

Column
Copper Roof

Meanwhile, At the
Hall of Heroes

Scene 15: Fredos


Import Emporium
Warehouse

The Hall of Heroes is what the city-planning commissioner


put on the building permit, but the White Knights just call
it HQ or The Hall. Its their headquarters, residence, and
gymnasium, a reinforced slab of a building jammed into a
block of busy high-rises across the street from City Hall.
Ideally, the heroes will try to give the White Knights
some proof of innocence. Whether they succeed depends on
which White Knight they deal with and how they have acted in the scenario. Solid evidence presented to Grailknight
by a hero who has demonstrably tried to keep innocents
safe goes a lot farther than a cop-killers empty words to the
more inflexible Black Atlantean.
If the heroes cant get the White Knights on their side, theyll
just have to beat the bad guys before they show upor hope
they can keep from getting into anything deadly with the White
Knights before they can come up with exculpatory evidence.

Fredos Import Emporium is a citywide chain of shops specializing in imported goods, operated from offices at a warehouse in a sparse, heavily industrial part of Red Shore. Its also
a convenient front for Sammy Sacchis faction of the mob.
Sacchi keeps his headquarters at the warehouse, where
half a dozen mafia gunsels can be found in daylight hours
and a dozen or more at night.
The warehouse is a half-block edifice, five stories high
and filled with shelves and pallets stacked high with heavy
crates and boxes. There are massive loading doors on two
sides, smaller doors elsewhere along the street, and wide
skylights overhead. The offices take up about half of one wall
of the place.
At night, with no workers around, the guards carry shotguns, talking and smoking to pass the time. In the daytime
they are more circumspect, mostly staying in Sacchis offices
while workers go about the warehouses legitimate business.

Sammy can be found in his office with Goldfarb, Torresi,


Graziadio, Detective Kelley, and the hired Talents.

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Joe Assisi uses his powers to warn him when he is being


observed.
Kincaid will not be found at the warehouse; the heroes
can learn his role in things in after-action interrogations,
and you can describe his arrest as the scenario wraps up.
(After the big fight in the warehouse, playing out a confrontation with the crooked politician would be a little anticlimactic.)
The White Knights show up at Sacchis warehouse only if
the situation demands it. If there have earlier signs that the
mob was involved, Grailknight might have planted bugs to listen for any clues. If the White Knights will liven things up,
throw them in; if not, have them show up only after the action.
Either way, dont let them upstage the players.

Wrapping Things Up

If the heroes play it right they can get the White Knights on
their side. Grailknight is smart enough to put it all together
without too great a show of evidenceespecially after seeing some of the tricks Joe Assisi can do.
If that happens, the White Knights help round up the
cops known to be working for Sammy Sacchi and get testimony out of folks inside Sacchis organization to prove that
the heroes were set up.
Of course, if they grab Sammy Sacchi it may be hard to
hand him over to Tony Sacchi. . . .
Without the White Knights help it will be harder for the
heroes to clear their names, but not impossible. They might
get help from Tony Sacchi. They might take Assisi into custody long enough to let police officers or other upstanding
citizens see some of his tricks. They might well trick Needle-Nose into bragging about killing the girl and pinning
it on the heroes; hes not the sharpest tack in the drawer,
whatever his nickname. They might decide to lean on the
right cops to get the reports corrected. And so on.
With superpowersand the right connectionsanything can happen on the streets.

White Knights, Black Hearts

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Needle-Nose (200 pts)

Two-Ton (200 pts)

Joe Assissi (400 pts)

Jacob Needle-Nose Wards only goal in life is

Karl Two-Ton Kuhn changes his mass and

Assisi is a member of the Nameless, a centuries-

to be a hit man. Unfortunately, nobody wants him.

strength. If someone tries to move Two-Ton he

old Sicilian mystic secret society. The group is co-

With skin and bones as hard as steel, he can kill

weighs as much as his Size Shift indicates, but he

vert, organized and dangerous, with members in

with a punch. But the crime lords seem to worry

weighs his normal 260 lbs on a surface: He wont

virtually every city of the world acting as advisors

that using the same M.O. every time will get him

crash through a floor. Hes smarter than he looks,

and assassins. Ruthless and sneaky, its members

and them caught quick.

and in a pinch he gets very creative.

fade into the woodwork after achieving their goals

Archetype (5 pts)

Archetype (5 pts)

Blade, a curved knife with a disquieting aura, is

Mutant

Mutant

mystically bound to Assisi and will not serve an-

Stats (75 pts)

Stats (88 pts)

and commit suicide if captured. The Blooded

other. Its corrosive cuts inflcit width in Shock +

Body 3d

Coordination 4d

Body 5d+

Coordination 3d

Sense 2d

Mind 1d

Sense 2d

Mind 2d

Charm 2d

Command 3d

Charm 2d

Command 3d

7 Killing damage. When the Nameless die their


signature knives char away into ash.

Archetype (21 pts)

Base Will 5

Base Will 6

Loyalty: Needle-Nose (2)

Loyalty: Two-Ton (2)

Passion: Being recognized as a pro (3)

Passion: Easy money (4)

Body 2d

Coordination 2d

Skills (40 pts)

Skills (22 pts)

Sense 4d

Mind 4d

Brawling 4d (7d), Driving (Car) 1d (5d), Intimi-

Brawling 2d (7d+), Driving (Car) 1d (4d), In-

Charm 3d

Command 3d

dation 2d (5d), Lie 3d (5d), Perception 2d (4d),

timidation 3d (6d), Lie 1d (3d), Stability 1d (4d),

Base Will 17

Ranged Weapon (Pistol) 1d (5d), Stability 3d (6d),

Streetwise 1d (3d), Tactics 2d (4d).

Loyalty: The Nameless (8)

Mystic

Stealth 2d (6d), Streetwise 2d (3d).

Superpowers (85 pts)

Stats (123 pts)

Passion: Accomplishing the mission (9)

Superpowers (80 pts)

Size Shift 5HD (10 pts)

Skills (48 pts)

Extra Tough 2HD (20 pts)

Useful (+2): Duration (+2), If/Then: only for mass

Dodge 3d (5d), Knowledge (Forgery) 2d (6d), Me-

As in Wild Talents. Needle-Nose has two extra

(-1), No Physics (+1), Self Only (-3).

lee Weapon (Knife) 4d (6d), Perception 2d (6d),

Wound Boxes on each hit location.

Research 2d (6d), Scrutiny 2d (6d), Stability 4d


Extra Tough 5HD (20 pts)

(7d), Stealth 4d (6d), Streetwise 1d (5d).

Heavy Armor 3HD (42 pts)

As in Wild Talents but with Attached to Size Shift

As in Wild Talents but Permanent instead of End-

(-2) and If/Then: Width is limited to Width of Size

Superpowers (171 pts)

less. He has HAR 3.

Shift (-1). For each level of Size Shift he gains one

Sorcery 5d+1wd (171 pts)

extra Wound Box on each hit location.

As Cosmic Power in Wild Talents.

+2 Attacks levels (+2), Deadly (+1), Penetration 3

Heavy Armor 5HD (30 pts)

(+3).

Defends (+2): Attached to Size Shift (-2), If/Then:

Blooded Blade of
Ashashan (37 pts)

Extras for Body 3d (18 pts)

HAR is limited to width of Size Shift (-1), Permanent (+4).

Melee Weapon (Knife) +4d (16 pts)


Hyperskill (+1): +6 Attacks levels (+6), Deadly +1,
If/Then: Cannot add to regular Skill dice (-1), Ir-

Hyperbody 5d (25 pts)


Hyperstat (+4): +3 Attacks levels (+3), Attached to
Size Shift (-2), If/Then: Limited to +1d per width of
Size Shift (-1), Penetration 1 (+1).

replaceable Focus (-3).


Teleportation 7d (21 pts)
As in Wild Talents but with the following on each
of its three power qualities: Go First 1 (+1), Irreplaceable Focus (-3), Subtle (+1).

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Fenris (250 pts)

Nocturne (250 pts)

Harald Fenris Mller is the vicious, charismatic

Once a mortal woman, Nocturne was twisted by

As in Wild Talents, but its Useful and Defends

young heir apparent of the Nazi villain Kriegsma-

sorcery into something else. Now she is a tattered

power qualities have the Endless (+3) Extra.

rine, on loan to Sammy Sacchi as a favor to the

apparition who no longer knows her own name or

Nameless (in the person of Joe Assisi). He wears

history. Her appearance shifts from cold beauty

Regeneration 2HD (12 pts)

an immaculate SS uniform, including the dagger

to fearsome hideousness, and she drains warmth

As in Wild Talents, but Attached to Chill Touch

(Width in Shock + 1 Killing). His favorite tactic is

and life. She comes at the behest of Joe Assisi, her

(-2). She recovers one point each of Shock and

to simply teleport an enemy into the sky. (Leave him

sometimes lover. (Leave her out if you have fewer

Killing damage for each point of damage that she

out if you have fewer than four players.)

than six players.)

inflicts.

Archetype (15 pts)

Archetype (7 pts)

Human+

Inhuman+ (as Human+ but with the Inhuman In-

Insubstantiality 2HD (48 pts)

trinsic)

Stats (113 pts)


Body 4d

Coordination 3d

Stats (61 pts)

Sense 3d

Mind 2d

Body 2d

Coordination 2d

Charm 3d

Command 7d

Sense 2d

Mind 2d

Base Will 11

Charm 1d

Command 3d

Loyalty: Kriegsmarine (5)

Base Will 6

Passion: Proving Aryan Superiority (6)

Loyalty: Joe Assissi (2)


Passion: Instilling terror (4)

Skills (48 pts)


Athletics 3d (7d), Brawling 3d (7d), Dodge 2d

Skills (54 pts)

(5d), Endurance 3d (7d), Intimidation 2d (9d),

Empathy 2d (4d), Intimidation 3d (6d), Knowl-

Leadership 1d (8d), Melee Weapon: SS Dagger

edge: Witchcraft 4d (6d), Perception 2d (4d),

1d (5d), Navigation 3d (5d), Perception 1d (4d),

Persuasion 4d (5d), Scrutiny 4d (6d), Stability 3d

Stability 1d (8d), Stealth 2d (5d), Tactics 2d (4d).

(6d), Stealth 5d (7d).

Superpowers (72 pts)

Superpowers (128 pts)

Immunity to Water and the Ocean Depths

Chill Touch 4d (8 pts)

2HD (24 pts)

Attacks (+2): Daze (+1), Limited Damage: Shock

As in Wild Talents. Water is one Useful quality, the

only (-1), Non-Physical (+2), Touch Only (-2).

pressures and cold of the deep is another.

Note: This attack ignores armor but can be resisted


with an Endurance roll.

Teleport 8d (48 pts)


As in Wild Talents with these exceptions. The Use-

Elasticity 4d (8 pts)

ful quality has Power Capacity (Range), so he can

As in Wild Talents.

teleport things without even touching them, and an


Extra called Blind Teleport (+3), which automati-

Flight 6d (24 pts)

cally moves Fenris or whatever he teleports to the

As in Wild Talents.

nearest safe space even if he cant see the destination. It also has Willpower Cost (-2) as a Flaw.

Immunity to the Needs of Life 2HD (28 pts)

Each of the three power qualities has Obvious (-1)

As in Wild Talents but with Variable Effect. She

as a Flawwhen Fenris uses his power it leaves a

ignores cold, thirst, suffocation, age and suffoca-

thunderclap in his wake.

tion.

White Knights, Black Hearts

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Whitelight (338 pts)

Joe Assisis Favorite Spells

Name: Whitelight; true name unknown


Nationality: Apparently American
Political Affiliation: None
Education: Unknown
Occupation: Government-sanctioned superhero
Criminal Record: Unknown
DOB: Unknown; probably around 1940
Known Parahuman Abilities: Whitelight is tremendously
strong and resilient and flies at great speeds. He can survive
the depths of the ocean or the vacuum of space, and can even
heal others of grievous wounds. He is enveloped at all times
in a brilliant white glow, too bright for any of his features to
be made out. The glow seems to shine on every wavelength,
strongest when he exerts himself. Scientists have attempted
to use cameras sensitive to X rays, infrared light, ultraviolet
light, and every other slice of the spectrum to divine his true
features, with no success. What Whitelight really looks like
remains unknown.
History: Whitelight appeared in the city in 1966, a superpowered cipher with no memory of who or what he was. He
knew the language and culture, but his personal background
and identity were a complete mystery. He knew only that he
wanted to do good, and he had the power to make it happen.
Whitelight is often the most visible of the White
Knightsin every sensebut he leaves leadership and
planning to Grailknight. Subtlety is not his strong suit.
Whitelight is a powerhouse, always ready to act, preferably
in the most direct manner possible.
Dependents: None.
Appearance: A tall, powerful man enveloped in a brilliant
white glow. His features are impossible to see, though examination of his hair and blood (based on a spit test; his
skin is far too strong to puncture with an ordinary needle)
indicate that he is Caucasian. He has a strong voice and a
commanding presence, but sometimes he seems to be selfconsciously acting the part of the hero.

Control Noise: Perfect Peace of Poruul


Dead Ringer: Semblance of Santakito
Elasticity: Phaerons Florid Flaccidity
Harm: Heavy Hand of Herodotus
Heavy Armor: Hardiness of Horoon
Illusions: Astleys Apparitions
Insubstantiality: Mists of Mendoza
Invisibility: Vehlms Vanishing
Nullify: Nestors Nullity
Perceive Observation: Accams Acute Awareness (detects
when others are aware of your actions)
Regeneration: Rarys Rapid Recuperation
Telekinesis: Gauntlets of Garax

The White Knights

The White Knights are the citys officially sanctioned superheroes. They have a mandate from the government; they
have funding; they have costumes; they even have an armored headquarters. When theres a high-profile case that
the police cant solve, or a rogue Talent on the loose, the
White Knights fly in and do their part; but theyre usually
far too busy with Big Events to worry about local neighborhoods or street crime.
They know about the Red Shore heroes and regard them
with wary neutralityto the White Knights, unsanctioned
vigilantes are potential criminals, nothing more.
The White Knights were founded by Grail-knight and
Whitelight, partners responsible for several spectacularly
high-profile adventures After saving the U.N. from terrorists, foiling a murderous plot of the nefarious Nazi villain
Kriegsmarine, and talking the Mad Talent Nuke out of
detonating himself beneath Crown Tower, the federal government chipped in to give them official recognition and
fundingand the oversight that comes with it.
Grailknight and Whitelight recruited a few more publicity-friendly heroes to fill out the team. Aging war hero
Minute Man was the first to join, followed by the youthful
Glimmer. They hoped to recruit Leatherneck, but the AllAmerican Marine seemingly self-destructed at the height of
his popularity and sank into the streets. The Black Atlantean
is their most recent member.

White Knights, Black Hearts

Archetype (15 pts)


Human+

Stats (115 pts)


Body 10d
Mind 2d
Base Will 7
23

Coordination 2d Sense 2d
Charm 3d
Command 4d

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Loyalty: The White Knights (3)


Passion: Protecting the innocent (4)

holic, her father abusive, both consumed in a cycle of need,


desperation and resentment. Their only child, Gail turned
her attentions outward toward school and inward to her
own mind.
She sped through every advanced course and tutor the
public schools could give her. Other children invented
make-believe friends; Gail invented new selves. She learned
to copy the personalities of those around her and understand them intimately; she was far too young to consider
this a violation. When her mother died of cancer, Gail
found a ghost of her within her own mind. She even learned
to understand and pity her violent, domineering father.
But she never learned to hate him any less.
The day she left home for collegeat age 12her father
shot himself with a shotgun borrowed from a neighbor. No
one but Gail would ever know that the seeds for his death
had been planted over slow years as she prepared to leave
her childhood behind, but she was shocked to experience
a reaction that she didnt inventremorse. At times she
found herself confronting his avatar in her mind, and slowly
she saw him change; or, rather, she saw the potential for
change that was forever lost.
By the time she finished her first degrees in college, her
plan was in place, a crusade to protect others and exorcise
her own guilt. She raced through courses with impossible
intuition and comprehension, supported by every scholarship that came her way. She developed new personas and
new lives, burying her old self and creating a presence
through which she could act in the world without turning
power over to governments fractured by factional need and
fear. She patented inventions, channeled the profits into
easily pliable accounts, and never allowed the fame of any
one name to interfere with the plan.
By age 25 she had millions of dollars pouring into her accounts in a byzantine, untraceable network of arrangements
and partnerships. It was time to act. She built the tools, undertook the training, and began to establish the name by
which it would be implemented. The Holy Grail would be
her emblem, a knights armor her disguise. Her quest would
be just as noble and Quixotic as any knights.
Justice; healing; protection; salvation. Impossible for the

Skills (24 pts)


Leadership 3d (7d), Navigation 4d (6d), Perception 3d (5d),
Stability 2d (6d).

Superpowers (184 pts)


Body Extras on 10d (60 pts)
+4 Attacks levels (+4), Booster (+1), Obvious: bright glow
(-1), Penetrating (+2).
Heavy Armor 4HD (48 pts)
As in Wild Talents, but Permanent and with Obvious: bright
glow (-1).
Immunity to All Hostile Environments 2HD (24 pts)
As in Wild Talents but with Variable Effect (+4) and Obvious: bright glow (-1).
Healing 2HD (4 pts)
As in Wild Talents but with Engulf (+2), Obvious: bright
glow (-1), and only a single Useful power quality level.
Flight 6d (18 pts)
Defends (+2): Obvious: bright glow (-1).
Useful (+2): Booster (+1), Obvious: bright glow (-1)
Create Light 5d (30 pts)
As in Wild Talents.

Grailknight (437 pts)

Name: Gail Hanson AKA Grailknight


Nationality: American
Political Affiliation: None
Education: Many doctorates in several distinct identities
Occupation: Inventor, government-sanctioned superhero.
Criminal Record: None
DOB: November 2, 1941
Known Parahuman Abilities: Grailknight is superhumanly
intelligent, with preternatural gifts of memory, intuition,
and technological innovation.
History: To paraphrase a famous line, you could say the
greatest trick that Grailknight ever pulled was convincing
the world that he existed.
Gail Hanson was born dirt poor. Her mother was alcoWhite Knights, Black Hearts

world, critical for each individual, these became the watchwords of the Grailknight.
Dependents: None.
Description: Grailknight wears powered armor of a quasimedieval style and carries a long, heavy sword but rarely at24

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tacks with it. Outside the White Knights, everybody believes


Grailknight is a man.
Outside the armor Gail Hanson is 58 tall with an average build, strong and healthy but rather plain, with a gaze
that is occasionally unsettling. She often sports a charismatic and knowing smile.

Archetype (21 pts)


Anachronist (plus One Power: Hypermind)

Stats (221 pts)


Body 3d
Coordination 5d Sense 4d
Brains 7d+1WD Charm 4d
Command 4d
Base Will 20
Loyalty: The White Knights (4).
Passions: Justice (4), bringing peace and healing to those
harmed by crime (4), protecting the innocent (4), saving
lives (4).

Skills (88 pts)


Athletics 3d (6d), Brawling 5d (8d), Dodge 4d (9d), Empathy 4d (8d), Interrogation 3d (7d), Intimidation 4d (8d), Lie
5d (9d), Melee Weapon: Sword 4d (7d), Perception 3d (7d),
Stability 4d (8d), Stealth 3d (7d), Streetwise 2d (9d+1WD).

Knowledge Skills (12 pts)


Chemistry 1d (8d+1WD), Criminology 2d (9d+1WD),
Electronics 1d (8d+1WD), Metallurgy 1d (8d+1WD),
Physics 1d (8d+1WD).

Foreign Language Skills (14 pts)


Arabic 1d (8d+1WD), Chinese 1d (8d+1WD), French
1d (8d+1WD), German 1d (8d+1WD), Japanese 1d
(8d+1WD), Russian 1d (8d+1WD), Spanish 1d (8d+1WD).

Grailknights Armor (78 pts)


Hyperbody +3d (9 pts)
Hyperstat (+4): Focus: Powered superstructure (-1).
Heavy Armor 2HD (12 pts)
As in Wild Talents but with Attached to Hyperbody (-2)
and Focus: Armored suit (-1).

Extra Tough 4HD (8 pts)


As in Wild Talents but with Attached to Heavy Armor (-2)
and Focus: Reinforced titanite understructure (-1).
White Knights, Black Hearts

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Immunity to Blinding Lights 2HD (8 pts)


As in Wild Talents but with Focus: Flash screen (-1).

great speeds and pass through water or any barrier as easily


as thin air.
History: Plato was rightalmost.
Gadeirus was a prince of Atlantis, descendent and heir
of the second son of Poseidon by the mortal woman Cleito,
whose ten sons formed the ruling houses of what was, for a
time, the worlds mightiest empire.
Gadeirus was born into a time of turmoil. The princes of
Atlantis, reveling in their vast dominions, thought themselves as high as the gods. The king decreed that sacrifices
were to be made in his name rather than Poseidonsfor
was he not of the blood of the gods? Many princes followed
suit.
Only two princes balked. Violating the new law, they
burned the traditional sacrifices to the gods to beg favor and
wisdom; and violating the oldest of laws, they took up arms
against their cousins. The war was fierce but short and the
rebels soon were captured. Diaprepes, the prince who had
followed Gadeirus into war, was sacrificed and slain, an offering of the king to himself.
Gadeirus was spared for the worse fate: eternal exile from
the glories of Atlantis, knowing that his allies and his House
would perish for his crime.
Gadeirus was bound on a ship with all his trappings
of office, and set on a course for the vast savannahs of his
mothers homeland. As Atlantis quaked and thundered, Gadeirus captors flung themselves into the churning sea in despair. Bound fast, Gadeirus could only watch.
Envoys of the gods came to him when it was done. The
last Atlantean, Gadeirus would go free forever upon the earth,
never to die, never to be held against his will, never to regain
the glory which his people had in their arrogance thrown away.
For an age Gadeirus assailed Olympus for an audience
with Zeus. And then it simply faded away, vanishing with
the peoples failing faith in its gods, leaving a barren mountaintop. The world moved on, relegating its mightiest ancient kingdom to a philosophers footnote and thinking its
pale coloniesGreece, Babylon, Persia, Rome, Egypt, all
the kingdoms of the Americasto be the true foundations
of Western history.
Gadeirus entered the public eye in the middle of the 20th

Invisibility 2HD (8 pts)


As in Wild Talents but each power quality has Attached to
Heavy Armor (-2) and Focus: Multi-spectrum adaptive
chameleon refractors (-1).
Immunity to Hostile Environments 2HD (16 pts)
As in Wild Talents but with Variable Effect (+4), Attached
to Heavy Armor (-2), and Focus: Omni-environmental life
support system (-1).
Flight 1d+1WD (5 pts)
As in Wild Talents but without the Defends quality. The
Useful quality has Attached to Heavy Armor (-2), Booster
(+2), and Focus: Gravitometric efficiency system (-1).
Perceive: Infrared Spectrum 3HD (6 pts)
As in Wild Talents but with Focus: Night-vision visor (-1).
Harm 3HD (6 pts)
As in Wild Talents but with +1 Attacks quality level, Focus:
Ion-beam electroshock stunner (-1) and Limited Damage:
Shock only (-1).

Weapons
Knights Sword (Damage: Width + 3 in Killing damage
[Width + 2 when not in armor], HAR 1, 6 wound boxes).

The Black Atlantean


(500 pts)

Name: Gadeirus AKA The Black Atlantean


Nationality: Atlantean
Political Affiliation: Self
Education: Extensive tutoring in the arts of governance and
Atlantean science (now all but
forgotten)
Occupation: Immortal exiled prince of a long-dead civilization
Criminal Record: None
DOB: Exact date unknown, ~9,400 B.C.
Known Parahuman Abilities: The Black Atlantean is immensely strong, difficult to harm, and impossible to truly
kill. Carrying his orichalcum Spear of Kings, he can fly at
White Knights, Black Hearts

century when, wandering lost ruins of the Pacific, he stumbled into the war between America and Japan. At first he
remained unconcerned with the mortals war. Then he saw
something that offended him: He saw one of Atlantis oldest
emblems used as a decoration by a bitter faction of a quar26

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To an immortal in a changing world, it is a worthy cause.


Dependents: None. Gadeirus occasionally takes a mortal
consort, but his curse prevents him from siring children.
Description: The Black Atlantean is a tall man with African features, tremendously muscular and powerful, with
glittering brown-black eyes, high sharp cheekbones, closecropped hair, and a sometimes cruel mouth framed by a
neatly trimmed beard. He wears loose, rather revealing robes
out of ancient tradition, the sort popular in Greek statuary;
he is wholly unconcerned with modesty. They were his raiment upon his exile from Atlantis, the azure robes of state
replaced by the black robes of banishment, and they remain
as changeless and indestructible as the Spear of Kings, with
its shaft of black wood and gleaming head of coppery-red
orichalcum, the last known to the living world.

Archetype (20 pts)


Godling

Stats (175 pts)


Body 8d+1WD Coordination 3d Sense 3d
Mind 3d
Charm 7d
Command 7d
Base Will 14
Loyalty: The White Knights (4); America, his adopted
home (5)
Passion: Thwarting hubris (5)

Skills (84 pts)


Brawling 1d (9d+1WD), Dodge 5d (8d), Intimidation
2d (9d), Leadership 1d (8d), Melee Weapon: Spear 5d
(13d+1WD), Navigation 5d (8d), Perception 2d (5d),
Ranged Weapon: Bow 4d (7d), Ranged Weapon: Spear 3d
(7d), Stability 3d (10d), Stealth 3d (6d), Survival 3d (6d),
Tactics 5d (8d).

relsome tribe, descendents of a minor clan which had paid


its meager furs and meat in tribute to Atlantis of old. To the
world the swastika was a fearsome symbol of Nazi might; to
Gadeirus it was an affront. He swept into the European war.
The American press dubbed him the Black Atlantean and
his new legend was born.
When the war ended, Gadeirus faded from the public
eye again. He reappeared only recently after learning that
superhumans had banded together to defend their country,
now one of the greatest in the world. He hopes to help keep
it from sinking into the mire of corruption, arrogance, and
tyranny that has been the fate of so many great powers.

Foreign Language Skills (46 pts)


Ancient Egyptian 1d (4d), Ancient Greek 3d (6d), English
2d (5d), French 1d (4d), German 1d (4d), Japanese 1d (4d),
Latin 2d (5d), Mayan 1d (4d), Muvian 1d (4d), another 10
obscure dialects 1d (4d)

Gadeirus will never regain Atlantis, but he can, perhaps,


save its unknowing descendents from folly. For a time, anyway. When another thousand years pass who knows what
will be lost? Perhaps, if the struggle is true, not everything
of worth.
White Knights, Black Hearts

Superpowers (92 pts)


Medium Armor 3HD (36 pts)
As Heavy Armor in Wild Talents but with a Flaw that it
reduces Shock and Killing damage rather than Width (-1).
Its Permanent (+4) instead of Endless.
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Insubstantiality 2HD (8 pts)


As in Wild Talents but use these power qualities.
Attacks (+2): +1 Attacks quality level (+1), Immutable, Irreplaceable, Indestructible Focus: Spear of Kings (-2), NonPhysical (+2), Touch Only (-2).
Useful (+2): Endless (+3), Immutable, Irreplaceable, Indestructible Focus: Spear of Kings (-2), Touch Only (-2).

The Black Atlantean . . . ?


This is the 1970s, remember?

In the 70s mainstream comics made efforts to express racial

awareness, but they werehow shall we say it?a little heavyhanded. They rarely got the hang of treating minority supers as
simply superheroes. So we got Black Mamba, Black Lightning (re-

Glimmer (250 points)

named Black Vulcan for television), Black Panther, Black Goliath,


Brother Voodoo (with a name like that, the black could go un-

Name: Donna Kay Fletcher AKA Glimmer


Nationality: American
Political Affiliation: None
Education: High school; some college at City University
Occupation: College student, government-sanctioned superhero
Criminal Record: None
DOB: March 20, 1955
Known Parahuman Abilities: Glimmer can turn herself into
living light, teleportinggleaming, as she calls itfrom
place to place within line of sight. She also controls light. She
cannot generate it, but she can reflect, amplify, or reduce light
around her and even create holographic mirages.
History: Donna Kay was always an obsessive girl. A thin,
pretty teenager, she was a fan of the superhero Whitelight
the way most girls were fans of the Beatles or Shaun Cassidy: She knew in her heart that someday she would be the
one to see the man inside the nimbus. She collected photos,
kept watch for him from her townhouse window, and was
rebuffed countless times trying to get into the Hall of Heroes to ask for his autograph.
She was eighteen when she finally saw him, and the experience changed her lifein many ways. She was in a car with
her parents, driving across one of the bridges leading into the
city from the suburbs, when the bridge shuddered and rocked.
The Nazi villain Kriegsmarine had churned the waters of the
river and bay into massive waves, stirring terrific winds on the
bridges and across the city. The bridge snapped. Dozens of cars
plummeted to the roiling water. Donna Kay and her parents
screamedthen she began to glow, or the car around her began to darken, or both. A second before the car hit the water,
Whitelight literally yanked her out of the back seat; and to her

said). . . . We were lucky X-Men icon Ororo Munroe didnt get stuck
with Black Storm or a certain obscure 1970s vampire hunter (and
late 1990s action hero) didnt get appear as Black Blade. As for
Power Man, presumably Black Power Man would have been a
little too politically charged.

How Black Cat and Black Canary got away with being white and

blonde, well probably never know.


The Black Atlantean is a nod to that silly era.

Immunity to Age, Disease, Water and


the Ocean Depths 2HD (24 pts)
As in Wild Talents but with Variable Effect (+4) and If/
Then: Limited effects (-1), so it applies to aging, disease,
suffocation, drowning and the deeps but not, say, deadly radiation or cyanide.
Regeneration 2HD (12 pts)
As in Wild Talents but with Delayed Effect (-2).
Perceive Spear of Kings 10d (20 pts)
Useful (+2): Booster (+1), If/Then: Only Spear of Kings (-1).

The Spear of Kings (83 pts)


Hyperskill: Melee Weapon (Spear) 5d (35 pts)
Hyperskill (+1): +3 Attacks quality levels (+3), Immutable,
Irreplaceable, Indestructible Focus: Spear of Kings (-2),
Penetrating (+5). Note: Use the lower of his native skill or
the Hyperskill. It does Width + 7 in Killing damage (Width
+ 5 if the wielder has merely human strength) with Penetration 5.

surprise, she saw that her glow and his were not quite the same.
She reflected his light, but also the blue reflection of the sea
and the grey of the sky. Looking around, she saw the world in
impossible new colors, spectra never seen by the naked human
eye. But she still could not see through Whitelights glow.

Flight 2WD (40 pts)


Useful (+2): Booster (+2), Endless (+3), Immutable, Irreplaceable, Indestructible Focus: Spear of Kings (-2).

White Knights, Black Hearts

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Donna Kays parents did not survive. Seeing her power,


Grailknight invited Donna to live with the White Knights,
for her own protection and to explore her abilities. She
gladly accepted. She became like an adopted daughter to
the team, especially Minute Man, and within two years she
was joining them in the field.
Whitelight is as much an enigma now as ever. And she
still has never seen his face.
Dependents: None
Description: Donna is 56 tall, 105 lbs, with wavy, light brown
hair, brown eyes and delicate features. She usually wears tight
jeans and a puffy blouse. When her powers are on, Glimmer
looks like a walking mirror reflecting everything around her.
She often appears a couple of feet from where shes actually
standing. Glimmer is always a hit at the disco.

Teleportation 8d (24 pts)


As in Wild Talents, but each quality has Go First (+1), a
Flaw called Line of Sight (-1), meaning she can only go in
an unbroken line like a laser, and Obvious: Bright glow (-1).
Illusions 8d (16 pts)
As in Wild Talents but without Attacks. Each quality has If/
Then: Can only duplicate something within line of sight or
change its apparent location, cant create original illusions (-1).

Titanite Blouse and Hood (30 pts)


Medium Armor 3HD (30 pts)
As Heavy Armor in Wild Talents but with a Flaw that it
reduces Shock and Killing damage rather than Width (-1).
Its Permanent (+4) instead of Endless, and has Secret Focus: Titanite weave blouse and hood (+0) and Limited Coverage: Arms, torso and head only (-1). The armor was created by Grailknight. It stops 3 Shock and 3 Killing damage
from attacks that hit locations 3 through 10.

Archetype (5 pts)
Mutant

Stats (55 pts)

Minute Man (349 pts)

Body 1d
Coordination 2d Sense 2d
Mind 2d
Charm 3d
Command 1d
Base Will 4
Loyalty: Minute Man (2)
Passion: Whitelight (2)

Name: Bill Lemons AKA Minute Man


Nationality: American
Political Affiliation: Republican
Education: High School
Occupation: Government-sanctioned superhero
Criminal Record: None
DOB: December 26, 1922
Known Parahuman Abilities: Minute Man can freeze
time, affecting everything in about a 100-yard radius around
him for up to one minute. While the freeze is in effect,
unaffected objects or people can enter the area without being frozen, but nothing that is frozen can be damaged or
changed in any way. However, his power also manifests in
smaller, unconscious ways: It causes attacks against him to
freeze almost imperceptibly, just long enough for him to
get out of the way, and when under stress he seems to stutter in and out of existence while handling tasks outside of
time. He has learned to be careful, though. After using his
power, Minute Man is often incapacitated by the strain of
catching up with time.

Skills (26 pts)


Athletics 2d (3d), Brawling 1d (2d), Dodge 2d (4d), Driving: Car 1d (3d), First Aid 2d (4d), Perception 2d (4d), Persuasion 2d (5d), Stealth 1d (3d)

Superpowers (164 pts)


Control Light 4d+2WD (40 pts)
As in Wild Talents, but each power quality has Obvious:
bright glow (-1) and Attacks has +2 power quality levels
(+2). It does Width + 2 in Shock and Killing damage.
Invisibility 2HD (20 pts)
As in Wild Talents.
Immunity to Bright Light 3HD (18 pts)
As in Wild Talents.

History: Bill Lemons was a typical city kid in World War


II, born and raised in New York City, drafted into the Navy
at 19, and shipped out on U.S.S. Lexington. Lemons was a
tall, tough-talking, terrified youth, like most of them.
The Lexington starred in the Battle of the Coral Sea,

Perceive All Spectra of Light 4d (16 pts)


As in Wild Talents, with Variable Effect (+4) and If/Then:
Applies only to spectra of light (-2).
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squaring off against Japanese ships in a brutal engagement.


First the Americans heard that their bombers had sunk a
Japanese carrier, the first of the war; then Japanese planes
roared in for revenge, and the sky was choked with bombers
and fighters and anti-aircraft fire.
Lemons was in the thick of it, pounding the sky from
his turret, filthy, deaf and desperate, when he saw a Japanese
bomber drift overhead, too high to target. A bomb dropped
away from the plane like a squat metal egg and drifted down
toward him. The bomb came closer and he knew everything
was over.
And then the bomb stopped in mid-air, still as a photograph. In the distance he saw the waves still cresting, distant planes still diving and rising, but all around him was
perfectly still. He took one last look at that bomb, hanging
so close overhead, and then ran as fast as his legs could take
him.
Within a minute the world returned to normal. The
bomb blew his gun emplacement to a gaping hole in the
deck. Another landed and then torpedoes hit, one after the
other, and the Lexington was crippled. But when the order
came to abandon her, Bill Lemons was one of the survivors.
Lemons went joined other superhumans in the war, going on missions around the world. By the wars end he had a
Medal of Honor to his name. And he found it hard to leave
the missions behind.
He failed miserably at marriage, leaving an ex-wife and
two kids in the Midwest. He went to Korea, then Berlin
with the CIA, then Vietnam. By 1965 he was finally edged
out by CIA superiors who had no use for parahumans.
Back home, he took the best route left: He became a private
contractor. He spent eight years taking home a sizeable wage
to use his powers on behalf of private companies. But industrial
espionage was less than satisfying. In 1971 he was already feeling his age. When Grailknight sent an invitation to join the
newly formed White Knights, he was glad to sign on.
Dependents: Two grown children living in Iowa.
Description: Unlike his fellow White Knights, Bill Minute Man Lemons never stands out in a crowd. He has short
black hair gone mostly grey and hard green eyes in an aging,
weathered face. He is broad-shouldered and fit for 53, with

Archetype (5 pts)
Mutant

Stats (107 pts)


Body 3d
Coordination 3d Sense 2d
Mind 2d
Charm 4d
Command 4d
Base Will 12
Loyalty: The White Knights (2), Glimmer (4)
Passion: Honor and glory (6)

Skills (90 pts)


Athletics 2d (5d), Brawling 4d (7d), Driving: Car 2d (5d),
Empathy 2d (4d), First Aid 2d (4d), Interrogation 2d (6d),
Lie 2d (6d), Melee Weapon: Knife 5d (8d), Navigation
3d (5d), Perception 3d (5d), Pilot (Boat) 1d (4d), Ranged
Weapon: Pistol 3d (6d), Scrutiny 2d (4d), Stability 3d (7d),
Stealth 4d (7d), Streetwise 2d (4d), Tactics 3d (5d).

Foreign Language Skills (24 pts)


Burmese 1d (3d), Chinese 1d (3d), French 2d (4d), German
3d (5d), Japanese 1d (3d), Korean 1d (3d), Russian 2d (4d),
Vietnamese 1d (3d).

Superpowers (123 pts)


Time Fugue 2HD (80 pts)
As in Wild Talents, but its Useful quality has Booster (+4),
Go First (+1), Loopy (-2), Mental Strain (-2) and Radius
(+8).
Multiple Actions 6HD (24 pts)
As in Wild Talents. Minute Man gains +6d to any dice pool
when he attempts multiple actions.
Block 4HD (16 pts)
As in Wild Talents.
Modifiers on Body 3d (3 pts)
Booster (+1), Go First (+3), If/Then: Booster applies only to
speed (-1), Willpower Cost (-2).

Weapons

wide, calloused hands. He usually wears a grey business suit


cut for a loose fit over the holster of a big pistol, but he
never looks comfortable wearing itmore like a mechanic
at Sunday school than a businessman at work. He is never
without a pack of Lucky Strikes.
White Knights, Black Hearts

Desert Eagle .44 magnum pistol (Capacity: 7, Damage:


width in Shock, with + 2 in Killing, Penetration 3)
Commando knife (Damage: width in Killing)

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The Heroes of
Red Shore

Use these pregenerated player characters to start play immediately, as allies if the players need help or as replacements if
player characters get hurt or killed. See I Told Him Weve Already Got One, page 4, for tips on using your own characters
instead.
The Red Shore Six include:
Jake Crawford, aka The Cannon.
Barry T. Brown, aka Trouble Man.
Carl Anderson, aka Leatherneck.
Carter Benke, aka The Streak.
Elias Brock, aka Redshift.
Rosie Williams, aka Scorch.

Archetype: Pinioned (15 pts)


Source: Technological
Permission: Power Theme
Intrinsics: Mutable, No Willpower No Way

This is the archetype for characters who came out of the U.S.

governments defunct, top-secret super soldier program, Project


PINION. It aimed to create superhumans like mutants but built to
specification. It didnt always work out like that. Only a handful of
subjects survived with their bodies and minds intact.

A character with this archetype has a set of superpowers that

are typically related to each other or to some core theme or concept, and usually that concept is tied somehow to the characters
self-image. Sometimes that self-image is private, and sometimes
its subconscious, not even known to the character. Since psyche
and Talent are so closely linked, the powers sometimes change and
evolve. But by the same token, when these characters are at their
emotional worst their powers fail them entirely.

White Knights, Black Hearts

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The Cannon (250 pts)

peoplebut takes every chance he gets to stick it to The


Man.
Dependents: None.
Appearance: The Cannon is a tall, tough-looking white guy,
61 tall and 200 lbs, with big, curly brown hair. He favors soft
leather coats, wide-collar shirts, bell-bottom polyester trousers and earth tones. He sometimes carries a few ball bearings
(HAR 1, one Wound Box) in his pocket.

Name: Jake Crawford AKA The Cannon


Nationality: American
Political Affiliation: None
Education: Some high school
Occupation: Vigilante, freelance Mob enforcer.
Criminal Record: Assault, destruction of public property,
attempted escape (six years in Vickers Correctional Institution, 1966 to 1972).
DOB: May 10, 1946
Known Parahuman Abilities: Jake Crawford can make inanimate objects spontaneously explode. The larger the object, the larger the blast.
History: Jake The Cannon Crawford was a typical street
punk, all attitude and no prospects. His life changed when
he and some friends got caught brazenly stripping a car for
parts. The owner came out with a pistol and an attitude of
his own. Jake stared down the barrel of that gun, sure he was
about to die . . . and then, somehow, he made it explode. He
ran while the gunman nursed shrapnel wounds.
Jake dreamed of being a superhero, but when he was 19
a corrupt detective pinned a murder on him. At the trial
Jake snapped. He blew up the witness stand underneath the
detectives stooge and blew up the bailiffs nightsticks and
pistols when they tried to stop him. Miraculously nobody
was killed, but the police added a laundry list of new charges
to his record. The next day the witness admitted to lying
about the whole thing. The murder charge was dropped, but
not Jakes adventure in the courtroom. Before he knew it, he
was in a state correctional facility for ten to twenty.
Three years in, he was recruited into Project PINION, a
top-secret government super-soldier program. Parahumans
from the military and from prisons were subjected to experiments meant to boost their powers. Jake was luckymany
died or went insane. After two years PINION was disbanded as a waste of money and the prisoners went back to finish
their terms. Jake spent a final year in the joint quietly, with
a well of bitterness rising.
Since getting out, Jakes prospects have not improved. He
doesnt want a life of crime but he has to pay the bills. He
does freelance work for the mob on occasion, demolishing a
stray mafiosos new Cadillac or blowing open a locked door.
Jake is often torn between compassion for his neighbors
and his resentment of the law. He likes to help ordinary

White Knights, Black Hearts

Archetype (15 pts)


Pinioned

Stats (85 pts)


Body 3d
Coordination 4d Sense 2d
Mind 2d
Charm 3d
Command 3d
Base Will 6
Loyalty: Trouble Man (2), Red Shore (2)
Passion: Revenge against the system (2)

Skills (54 pts)


Brawling 5d (8d), Dodge 2d (6d), Drive: Car 2d (6d), Intimidation 1d (4d), Knowledge: Forgery 2d (4d), Knowledge:
Car Mechanics 2d (4d), Lie 3d (6d), Melee Weapon: Knife
2d (5d), Persuasion 2d (5d), Ranged Weapon: Pistol 2d (6d),
Stability 1d (4d), Stealth 1d (5d), Streetwise 2d (4d).

Superpowers (96 pts)


Harm (Small Blast) 6d (24 pts)
Attacks (+2): He can make the air itself explode.
Defends (+2): A blast can throw off a projectile or the aim
of an attacker.
Harm (Big Blast) 2HD (72 pts)
Attacks (+2): +10 Attacks quality levels (+10), Area 10 (+10),
If/Then: Can only target inanimate objects (-2), Penetration
2 (+2), If/Then: Area activates only if the target object is
destroyed (-2), If/Then: Area rating is limited to the total
Wound Boxes and armor of the destroyed target (-2). This
does 12 Shock and Killing damage with Penetration 2 to an
inanimate object. If it destroys the object, it explodes with
an Area rating equal to the total armor rating and Wound
Boxes of the object. If he detonates a motorcycle that has
LAR 2 and two locations with four Would Boxes each,
thats Area 10.

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Trouble Man (250 pts)

caught and people whisper, Trouble Man did that! Even


when you dont know it, Trouble Man is there.
Dependents: None.
Appearance: In his natural form Trouble Man is a huge black
man, 68 tall and 300 lbs of muscle. On the streets he wears
black jeans and a black leather jacket, and a black T-shirt
underneath with a big white T printed across the front. As
Barry T. White he is a skinny white man with glasses, a nervous academic struggling in a troubled urban school.

Name: Barry T. Brown AKA Trouble Man


Nationality: American
Political Affiliation: Democrat
Education: Masters degree in education, Red Shore College (as Barry T. White)
Occupation: School teacher
Criminal Record: Assault (five years in Vickers Correctional Institution, 1967 to 1972)
DOB: January 13, 1946
Known Parahuman Abilities: Trouble Man can assume the
form of any human or animal that he has touched. He also
heals with amazing speed.
History: Barry T. Brown was a heavyweight boxer with a
future in the Golden Gloves. Born poor in Red Shore, he
learned to fight as a way to keep the local hoodlums and
street gangs off his case, and it worked. With his size and
quick fists nobody gave him much trouble. He wanted more
than Red Shore could offer, and boxing was his ticket out.
In 1966 that ticket vanished. A racketeer told Barry to
throw a fight. There was plenty of money in it for him if he
cooperated, but he could see his future evaporating with an
unearned loss on his record. He refused. Local toughs picked
a bloody fight with him, and a cop in the racketeers pocket
pinned the blame on Barry. He got six years in state prison.
In prison Barry befriended Jake The Cannon Crawford,
and when government agents recruited Jake into Project PINION, the super-soldier program, they grabbed Barry too. He
didnt know why.
Terrified of the bizarre experiments, Barry found himself
changing. He became an exact duplicate of a doctor in the lab.
He became a big friendly dog he had known on the streets. He
became all kinds of things, and PINION was there to observe.
Like Jake, he came out with his body and sanity intact; not all
did. Also like Jake, he was cut loose when the government cancelled the project. When he got out of prison he went home.
Barry set out to clean up the town. He created a new face
for himself, a new identity, and used it to get an education
and a license: As Barry T. White, a skinny Caucasian school
teacher, he teaches at Red Shore High School. As Trouble
Man, he keeps the streets a little safer than they were before.
Trouble Man has become an urban legend in Red
Shore. Nobody knows who he is. All they know is that when
things get bad, somebody manages to fix them. Bad guys get

White Knights, Black Hearts

Archetype (15 pts)


Pinioned

Stats (95 pts)


Body 5d
Coordination 2d Sense 2d
Mind 3d
Charm 3d
Command 4d
Base Will 7
Loyalty: Red Shore (3)
Passion: Keeping his people safe (4)

Skills (42 pts)


Brawling 5d (10d), Dodge 3d (5d), First Aid 1d (4d), Intimidation 3d (7d), Knowledge: Education 3d (6d), Knowledge: Forgery 1d (4d), Leadership 2d (6d), Stability 1d (5d),
Streetwise 2d (5d)

Superpowers (98 pts)


Dead Ringer 1d+1WD (18 pts)
As in Wild Talents but with Slow (-2) and If/Then: Must
touch a subject and spend Willpower or Base Will to remember the exact appearance later (-2). That memory is
good for one day for a point of Willpower, or its permanent
for a point of Base Will. He has Barry T. White memorized permanently for a cost of 3 Points.
Alternate Forms 2d+1HD+1WD (72 pts)
As in Wild Talents, but each power quality has If/Then: Only
for animal shapes and abilities (-1) and If/Then: Must touch
animal and spend Willpower or Base Will to remember it
later (-2; see notes in Dead Ringer).
Regeneration 2HD (8 pts)
As in Wild Talents but with Limited Width (-1) and Slow
(-2). He recovers 1 Shock and 1 Killing per hit location
every other round.
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The Streak (250 pts)

White was back to normalbut he told Carter how important it was to keep what hed seen a secret. The whole scene
was way too cool to say no. Now, whenever Trouble Man
needs help Carter is there.
Dependents: Grandmother (his legal guardian until he
reached adulthood).
Appearance: Carter is a wiry white kid, 18 years old, with
a slouch, long hair and a goofy grin. He wears ratty old Tshirts, bell-bottom jeans and sandals, but hes gotten good
at shedding them fast if he needs to run (Coordination +
Dodge roll, taking 5 width rounds).

Name: Carter Benke AKA The Streak


Nationality: American
Political Affiliation: None
Education: Some high school
Occupation: Slacker, fast food cook
Criminal Record: None (yet)
DOB: August 2, 1956
Known Parahuman Abilities: The Streak can move faster
than the eye can seebut only if he is completely nude.
Wearing clothes he moves at normal speed. At his flat-out
fastest the Streak runs about 80 times the speed of sound
and can make a running broad jump of 11 miles.
History: Carter Benke was an ordinary kid of a lower class
home, a shaggy-haired stoner in Led Zeppelin shirts and
threadbare jeans, lazy but harmless. That didnt stop a gang of
school bullies, of course, from regularly waking Carter out of
a chemically-induced stupor to shake him down for cash and
beat the hell out of him when he had none.
One day Carter was wide awake when the gang showed up.
Wide awake and wet, in the showers after gym class. They stole
his clothes, found no cash, and came for Carter. Something
deep in his brain and body clicked, and when Carter ran for
it, heedless of his nudity and the inevitable laughter of schoolhall kidshe actually kind of dug being out there in front of
everybodyhe really ran for it. In the blink of an eye he ran
a mile. He stopped, shocked, in the middle of the street in a
completely different neighborhood. A car honked as it nearly
slammed into him, and he ducked out of the wayand wound
up by the river, three miles away.
Carter devoted a little time to humiliating the punks who
had made his life miserable, but he didnt have any more direction in life than before. You can only terrorize bullies for
a while before its not much fun anymore. Sure, he could run
faster than anybody; but where would he go?
He quit school and devoted his life to cooling out, smoking
(regular cigarettes, now; hes afraid the other stuff will make
him forget how to use his power), and occasionally flipping
burgers at the local grease pit to pay his way.
Once in a while, Carter finds himself helping other parahumans in the neighborhood. While blazing around school
one day he saw one of his teachers, Mr. White, transform
into a massive black man with a T on his shirt. Carter
slammed into a wall in surprise. When he came around, Mr.

White Knights, Black Hearts

Archetype (5 pts)
Mutant

Stats (71 pts)


Body 2d
Coordination 3d Sense 2d
Mind 2d
Charm 3d
Command 1d
Base Will 6
Loyalty: Trouble Man (3)
Passion: Hanging loose and keeping things cool (3)

Skills (22 pts)


Brawling 3d (5d), Dodge 2d (5d), Knowledge: Fast Food
Preparation 1d (3d), Lie 2d (6d), Stealth 3d (6d).

Superpowers (152 pts)


Hyperbody 10d (60 pts)
Hyperstat (+4): Booster x1,000 (+3), If/Then: Only for speed
(-2), If/Then: Only when naked (-1), No Physics (+2)
Block 4HD (24 pts)
Defends (+2): Duration (+2), If/Then: Only when naked (-1)
Invisibility 2HD (20 pts)
As in Wild Talents, but the Useful quality has No Dusting
(+2), meaning he cant be made visible by coating him in
flour or paint, and both qualities have If/Then: Not when
immobile or in tight spaces (-1). He moves too fast to be
seen, but only when he has room to move.
Multiple Actions 4HD (48 pts)
As in Wild Talents, but each quality has Permanent (+4)
rather than Duration. The Streak adds four bonus dice to
any roll when he attempts multiple actions.
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Leatherneck (250 pts)

tion painkillerand avoids people who tell him theres more


he ought to be doing with his life.
Dependents: None.
Appearance: Though tall and wirily powerful, Leatherneck
is unrecognizable as the clean-cut Marine who impressed
so many politicians a decade ago. His fair hair is shaggy, his
handsome face is covered with a filthy beard and his addiction has left him pale and drawn. All thats left of his uniform is a soiled fatigue jacket with a peace symbol painted
on the back. He usually has an old backpack with the necessities: canteen, lighter, spoon, needles, tubing and drugs
(destroyed if hit in location 8 from behind).

Nationality: American
Political Affiliation: None
Education: Annapolis Naval Academy; USMC Officer
Candidate School
Occupation: Former All-American super-soldier turned
vagrant and reluctant activist
Criminal Record: Multiple minor drug arrests
DOB: August 4, 1940
Known Parahuman Abilities: Leatherneck has a preternatural mastery of skills learned by training and casual observation, as well as perfect control of his physical abilities and
amazing powers of recuperation. Unfortunately he has been
an opiate addict for years, and his abilities fall apart when
hes in withdrawal or Jonesing. He must get a fix at least
once per day, and is considered dazed (2d to all rolls) for
two hours after getting it.
History: Carl Anderson was a patriot. In the Naval Academy
and the Marines he was marked for great things. Then he gambled on a super-soldier program called PINION, created to
manipulate and enhance parahuman abilities and train them
for military and intelligence work. PINIONs procedures
failed on most, but his abilities soared to amazing new levels
and he began healing far more quickly than normal.
Anderson was the first PINION graduate to reach the field,
and he remained its poster boy for several years. Whenever
politicians wondered where the money was going, they would
fly in Leatherneck, the ultimate Marine, to put on a show.
Anderson went to Vietnam in 1967. He led a cadre of
parahumans that played hell with the enemy.
Anderson was wounded badly and often. He always
recovered; but he picked up a habit, too. But it wasnt the
physical pain he needed to dull. Pain and death were everywhere. They were his stock in tradeand they never did
anyone any good. Leatherneck lost his faith.
In 1974 Anderson quit. PINION had been shut down for
years, Vietnam was grinding down and he no longer wanted
any of it. He left the Marines, all but ignored, and found himself on the streets.
He heard there were some PINION survivors in a neighborhood called Red Shore. When he found them he settled
down, for a while at least. Sometimes he does a little good. He
does what he can to make amends. But mostly he just looks for
the next fixmethadone, heroin, morphine or some prescrip-

White Knights, Black Hearts

Archetype (15 pts)


Pinioned

Stats (182 pts)


Body 4d+1WD (2d)
Coordination 4d+1WD (2d)
Sense 5d (1d)
Mind 3d (1d)
Charm 4d (1d)
Command 5d (1d)
Base Will 13 (6)
Loyalty: The Downtrodden (5)
Passion: Heroin (8)

Skills (0 pts)
Special. See his Super Skilled power.

Superpowers (53 pts)


Flaw on Body 2d+1WD, Coordination 2d+1WD, Sense 4d,
Mind 2d, Charm 3d and Command 4d (-25 pts)
Not when in heroin withdrawal (-1).
Super Skilled 3d+2WD (66 pts)
Hyperskill (+1): If/Then: Must observe a Skill or have been
trained in it (-1), If/Then: Not when in heroin withdrawal
(-1), Permanent (+4), Variable Effect (+4). If Leatherneck
has been trained in a Skill before (this mainly applies to
skills from his commando days and from his recent time on
the streets) or has a few minutes to see it in action, he has
3d+2WD in it. If theres any doubt, the GM has the final say.
Regeneration 2HD (12 pts)
As in Wild Talents but with Limited Width (-1) and If/
Then: Not when in heroin withdrawal (-1). He recovers 1
Shock and 1 Killing per hit location per round.
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Redshift (250 pts)

the oppressors of the people of Red Shore.


Soon he forgot that either face was false. As Redshift he has
no memory of his life as Elias Brock. As Brock he knows Redshift only as a Commie vigilante stirring up trouble. In neither
persona does he consciously notice those missing hours.
He has spent nearly 20 years on the police force, most of
it in Red Shore, and 20 years as the Soviet hero. Somehow
neither life has crossed the other . . . yet.
Dependents: None.
Appearance: Tall, broad-shouldered, Caucasian, with stony
blue eyes and short brown hair. As Redshift he wears all
black, a greatcoat over a black shirt emblazoned with a brilliant crimson star, with bright red eyes gleaming from a dark
mask.

Name: Lt. Elias Brock, City Police Department AKA


Redshift
Nationality: American
Political Affiliation: (As Brock) Republican; (as Redshift)
Communist
Education: Bachelors degree in criminology
Occupation: Police officer
Criminal Record: None
DOB: May 3, 1931
Known Parahuman Abilities: Redshift can telekinetically
manipulate and transform anything built by the hand of
man. That is, anything which has been constructed by other
human beings. His power does not affect raw, unworked
materials. He can cause a stretch of asphalt to soften and
flow like cold pitch, or open a hole in a street or the floor of
a building, but he cannot force a boulder to split or a tree to
attack an enemy.
History: The man who would become Redshift was born to
urban intellectual socialists in a modestly upscale home in
New York City. He was Arnie Golden, whose parents who
ran in pro-Soviet circles from the Depression onward.
Arnie was an idealistic malcontent in 1950, interested in
machines but frustrated with college, when he was drafted for service in Korea. His unit was ambushed and Arnie
crawled in panic. Then he felt his hand descend on a metallic button. In his minds eye he saw the shape of the mine
beneath his hand, every curve of its simple machineand
refused to accept it. The mine, the war, reality itself.
The mine failed to detonate. And he felt the world
change, splinter, shatter around him. Arnie survived in a
catatonic stupor. His parents came to the hospital, and they
begged him to speak. Arnie never stirred.
Then, one night in 1956, he understood the course his life
must take. Arnie dissolved the door to his room into sawdust. He sealed orderlies in barely-ventilated traps of plaster
and cement. He reduced the hospital files to pulp. He erased
every record of his life. Arnie Golden was just a memory. In
his place was Redshift, Champion of the People and secret
emissary of the international Soviet. So secret, in fact, that
hes never actually met a real emissary of the U.S.S.R.
Redshift needed access to circles that an avowed communist could never enter, so he created a new identity for himself:
Elias Brock, city police officer. But at night he wears the mask
of Redshift, the charismatic revolutionary who humiliates
White Knights, Black Hearts

Archetype (5 pts)
Mutant

Stats (99 pts)


Body 3d
Coordination 3d Sense 2d
Mind 3d
Charm 3d
Command 4d
Base Will 10
Loyalty (as Lt. Brock): The Precinct (5).
Passion (as Lt. Brock): Advancement (3), Women (2).
Loyalty (as Redshift): The People (5).
Passion (as Redshift): Communism (5).

Skills (98 pts)


Athletics 3d (6d), Brawling 3d (6d), Dodge 2d (5d), Driving:
Car 2d (5d), Empathy 2d (5d), First Aid 2d (5d), Knowledge: Criminology 2d (5d), Knowledge: Forgery 2d (5d),
Leadership 2d (6d), Lie 5d (8d), Melee Weapon: Nightstick
3d (6d), Parachuting 2d (5d), Perception 2d (4d), Persuasion
4d (7d), Ranged Weapon: Pistol 3d (6d), Scrutiny 3d (5d),
Stability 2d (6d), Stealth 2d (5d), Streetwise 3d (6d).

Superpowers (48 pts)


Control Man-Made Things 8d+1WD (36 pts)
As in Wild Talents, but each power quality has If/Then: Not
when in Lt. Brock identity (-1).
Light Armor 2HD (12 pts)
As in Wild Talents, but with Hardened Defense (+2), If/
Then: Must be wearing clothes (-1) and If/Then: Not when
in Lt. Brock identity (-1). Thanks to his instinctive power
Redshifts costume has Hardened LAR 2.
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Scorch (250 pts)

to deliver the ransom for their kidnapped baby and keep the
police out of it. The baby came home safe, the kidnappers
got away clean, and the family paid Rosie well. She sent half
the money to her mom and used the rest to buy the loft that
she uses as home and the office of Williams Investigations.
Business is sparse and the glory days front-page snapshots
are long past, but Rosie struggles on.
Dependents: Mother in Florida.
Appearance: Rosie is 56 tall, thin and athletic, with a light
brown complexion, wavy black-brown hair, and a wide, if
infrequent, smile. She usually wears a wide-collared tan
leather jacket, a burgundy shirt, brown slacks and elegant
leather boots.

Name: Rosie Williams AKA Scorch


Nationality: American
Political Affiliation: Democrat
Education: High school diploma
Occupation: Private investigator
Criminal Record: None
DOB: February 17, 1947
Known Parahuman Abilities: Scorchs body absorbs kinetic
energy, turning it to vastly increased physical strength and
releasing it in bright, fiery bursts.
History: You remember Lefty the Lifter, right? Linda
Lefty Gibson, the homefront heroine who showed up in
all those World War II propaganda posters, lifting tank turrets into place with her bare hands and smiling for the camera? No? Well, no surprise. The papers dropped her quick
after she married Will Williams, her black sweetheart, when
he came home from the Pacific.
Lefty and Will bought a small house in Red Shore and
he worked on the docks. Life wasnt easy but they managed.
Lefty didnt make the newsreels anymore, but certainly nobody in the neighborhood wanted to get on her bad side.
They named their only child Rosie after that other poster-girl for wartime pluck. They could tell right away that
Rosie had some of her mothers powerthe rigors of labor
put a doctor and two nurses in the hospital but the baby
came through without a scratch.
Rosies superhuman powers slowly grew, and as a young
adult she wanted to do some good. At 20 she signed up
with the city police, over the objections of her conservative
mother and cops throughout the ranks. But with the civilrights struggle raging, the citys progressive administration
considered it a coup to have a mixed-race woman with superpowers on the force. She put on the badge in early 1968.
Rosie got the cold shoulder from many cops, but she
didnt much mind. The papers nicknamed her Scorch after
her fiery powers shrugged off a robbers shotgun blast.
She made enemies without even trying. In 1970, a Red
Shore street gang decided it wanted Rosie out of the way.
They kidnapped her father. She and her mother charged to
the rescue, demolished the gang from top to bottomand
found Will Williams dead. Rosie and her mother have barely
spoken since then. Lefty moved to Florida. Rosie was fired.
Now she works as a private investigator. She made a big
score a couple of years ago, when a wealthy family hired her
White Knights, Black Hearts

Archetype (5 pts)
Mutant

Stats (127 pts)


Body 3d (6d)
Coordination 4d Sense 4d
Mind 3d
Charm 4d
Command 5d
Base Will 13
Loyalty: Red Shore (3); The Red Shore Six (4); Clients (2).
Passion: Overcoming Crime and Corruption (4).

Skills (46 pts)


Brawling 4d (10d), Driving: Car 1d (5d), Empathy 2d (6d),
First Aid 1d (4d), Interrogation 1d (6d), Intimidation 2d
(7d), Knowledge: Criminology 1d (4d), Knowledge: Photography 2d (5d), Lie 1d (5d), Ranged Weapon: Pistol 1d
(5d), Security Systems 2d (5d), Stability 1d (6d), Stealth 1d
(5d), Streetwise 3d (6d).

Superpowers (72 pts)


Hardened Medium Armor 3HD (42 pts)
Defends (+2): If/Then: Interference reduces Shock and Killing damage rather than Width (-1), Interference (+3), Obvious: bright fiery nimbus (-1), Permanent (+4). All attacks
against Rosie have their Shock and Killing damage reduced
by 3. Penetration does not reduce this armor.
Hyperstat: Body +3d (12 pts)
Hyperstat (+4)

Extras and Flaws on Body 6d (18 pts)


Burn (+2), No Upward Limit (+2), Obvious: Bright fiery
nimbus (-1).
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