Académique Documents
Professionnel Documents
Culture Documents
Which World?
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
Which World? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Why 1975? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Scene 2: Fugitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Credits
and Greg Stolze, 2010. Special thanks to Joe Crowe and Kevin
Pezzano, who came up with Trouble Man and The Cannon, respectively.
Officer Crabbe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
gamers and game stores around the world from Arc Dream Publishing
www.arcdream.com/wildtalents
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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.
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
But its more than that. In America, the 1970s were a time of
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a little flavor.
July 30 in Detroit.
Guardia Airport.
background.
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.
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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 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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Georgies Place
Ward apartment
Red Shore Middle School
Rodriguez apartment
Johnson apartment
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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
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Scene 3: The
White Knights (or,
Why Cant We
Be Friends?)
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
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)
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)
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)
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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.
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.
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
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job.
bling habit.
The Street
The Mob
time.
Place.
The Law
Crooked Talents
suming, mild-mannered.
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.
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
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murdered before (or after) they can talk. See Scene 13: The
Purge, on page 17.
Scene 7: Investigating
Babyface
Babyfaces Parents
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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.
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Scene 8: Babyface
and Crabbe
Officer Crabbe
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,
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Needle-Nose
Nape
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.
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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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.
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.
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.
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Kung Fu Fighting!
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
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
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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
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.
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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.
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that using the same M.O. every time will get him
Archetype (5 pts)
Archetype (5 pts)
Mutant
Mutant
Body 3d
Coordination 4d
Body 5d+
Coordination 3d
Sense 2d
Mind 1d
Sense 2d
Mind 2d
Charm 2d
Command 3d
Charm 2d
Command 3d
Base Will 5
Base Will 6
Body 2d
Coordination 2d
Sense 4d
Mind 4d
Charm 3d
Command 3d
Base Will 17
Mystic
(+3).
Blooded Blade of
Ashashan (37 pts)
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inflicts.
Archetype (7 pts)
Human+
trinsic)
Coordination 3d
Sense 3d
Mind 2d
Body 2d
Coordination 2d
Charm 3d
Command 7d
Sense 2d
Mind 2d
Base Will 11
Charm 1d
Command 3d
Base Will 6
Elasticity 4d (8 pts)
As in Wild Talents.
As in Wild Talents.
nearest safe space even if he cant see the destination. It also has Willpower Cost (-2) as a Flaw.
tion.
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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.
Coordination 2d Sense 2d
Charm 3d
Command 4d
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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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Weapons
Knights Sword (Damage: Width + 3 in Killing damage
[Width + 2 when not in armor], HAR 1, 6 wound boxes).
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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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-
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
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.
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Archetype (5 pts)
Mutant
Body 1d
Coordination 2d Sense 2d
Mind 2d
Charm 3d
Command 1d
Base Will 4
Loyalty: Minute Man (2)
Passion: Whitelight (2)
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Archetype (5 pts)
Mutant
Weapons
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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.
This is the archetype for characters who came out of the U.S.
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.
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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).
Archetype (5 pts)
Mutant
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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-
Skills (0 pts)
Special. See his Super Skilled power.
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Archetype (5 pts)
Mutant
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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.
Archetype (5 pts)
Mutant
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