Events:

Events are either locally or globally important events that you will likely live to see and shape the outcomes of. If you fulfill the requirements of the event, you will gain the associated Resource Points. You may still choose to take events if you do not fulfill their requirements, but will not gain the Resource Points associated with it.

The Next Morpheus:

Requirements: Must be S-List or higher.
Reward if Requirements Met: 2 R.P.

A new breed of Supers is coming out of the woodworks, and quite rapidly at that. Since 1945, the general trend has been a slow but gradual decrease in the power of Supers, with legendary Supers of the golden age outclassing their modern counterparts in every metric. While this is partially true, it is also due to careful MSA intervention that increasingly strikes ridiculously powerful Supers from the records in order to avoid a public crisis. Now, an unprecedented rise in young talent, largely out of character for the last fifty years, is increasingly begging the question: who is going to be the next legendary Super to replace the almost deified status that Morpheus once held?

A few very solid candidates seem likely, but one of the most probable is you. The pressure you will face to live up to the legend will be almost insurmountable, and if you pursue real greatness, the comparison will be inevitable. The outworlder Morpheus was like no other: selfless to the bitter end, a strategic genius with no mortal equal, and someone who believed in what he fought for with such great fervor that the world couldn’t help but stand behind him. What he represented singlehandedly changed how humanity looked at its philosophical struggle to find purpose and morality in a world lacking intrinsic meaning. He never compromised, never gave up on the human race who adopted him, and, despite not being human himself, insisted humanity was a kind and passionate species he was willing to die protecting, as capable of war and strife as they are of love and righteousness.

Just as much as power is necessary to fill the hole he’s left, so too is an ideal. Humanity has sought to revive the feeling of purpose he gave them through new Supers and the Pale Lord, though nothing can truly fill the void. If you wish to embody him, as a villainous idealist or a heroic champion, everyone seems to have an offering point. Echelon, Citadel and other high-profile teams offer immediate publicity, ruthlessly perfected training methods and the mentorship of blockbuster Supers. The MSA offers continual under-the-table support, experimental enhancement drugs, resources, and criminal amnesty as long as you play by the rules. Criminal organizations and corrupt corporations, alternatively, offer wealth beyond your wildest dreams for your service and discretion. Whatever your pathway to the crown, you’ll have some stiff competition: heroes and villains alike are willing to pull you down if you try to reach too high, as will other ambitious factions who see you as a threat.

Operation KNIGHTFALL:

Requirements: None

The MSA has always had a hostile relationship with the institutions that grew out of the fall of UNCEM. Most salient, however, is their distrust towards heroes, for whom their oversight is limited by international surveillance laws and whose membership could go rogue at any time. The world, it would seem, needs measures of protection not just against villains, but heroes too, indeed against all Supers.

Long in the pipeline of the MSA’s covert goals has been codename Operation KNIGHTFALL, seemingly pursued for the past decade under frigid secrecy. It’s motivations have been clear from the start: the development of weapons powerful enough to overcome the Supers, tightly controlled by the Ministry and other international powers, used with impunity to dispose of those whose moral compunctions fall outside of the MSA’s prerogatives.

The nature of these weapons, the process of their creation, and the lengths the Ministry has gone to achieve KNIGHTFALL’s goals are unknown. Documents leaked by now deceased whistleblowers fail to fully illuminate its purposes, and discussions in anonymous outlets have been inconsistent. Some say the Blacklisters are the results of these efforts, bred in test-tubes to overpower even the strongest Supers alive, only to escape and wreak havoc. Others suggest that controversies and scandals which force Supers to hang up their capes are manufactured by MSA disinformation campaigns to remove select targets from the playing field. Still others suggest that elements from now-collapsed secret societies like The Cult of the Pale Lord and New Dawn perfected occult practices which grant superhuman abilities, and that these methods are now being exploited by the MSA to assemble an army of counterinsurgent superhumans. Perhaps most horrifying is the theory that KNIGHTFALL is developing weapons in the literal sense, ones which can bypass superhuman abilities through some anomalo-mechanical technique.

Whatever the case may be, something is coming that will change everything, indeed which will alter the entire landscape of the superhuman society the world has grown accustomed to. If the plan is not stopped, a purge so brutal that the history books shall be too afraid to record it will follow. The undesirables will be swept away, and the useful few will be spared to spawn the next generation of Supers as tools on humanity’s tight leash. Hero against hero, man against the superman, a new world is coming. If you can stop it, maybe something better will follow. Maybe the inevitable can be avoided, if you can navigate countless assassinations, deadly espionage, torture and whatever weapons the MSA are confident can put Supers of any variety down.

His Resurrected Temple:

Requirements:

Must have an Egregore Patron.
Reward if Requirements Met: 1 R.P.

The Cult of the Pale Lord reached its absolute peak during the latter half of the 1980s, drawing in millions of followers and ascending to a worldwide religious phenomenon. While the nascent egregore they sought to create has since perished, the original egregores were so crippled by the effort that only a few Supers possess Egregore Patrons in the modern age. A few centuries of time has been bought before the clash of the Egregores threatens the universe again. Meanwhile, the Cult of the Pale Lord has transitioned from a religious movement to a cultural phenomenon consisting of a rejection of moral relativism and a resolution to do what is right no matter the cost. However beneficial this cultural shift has been for society, it is much to the ire of the original members of the Cult, who now watch their treasured rituals reduced to bumper stickers and banal idioms about doing the right thing.

The Cult’s original leader has sought a radical revival of the Cult, and a resurrection of its fallen lord to its former glory. The members of the Resurrected Cult of the Pale Lord are willing to do almost anything to acquire more followers. They will not tolerate any subversive interpretations of their doctrines, and their goal is the enlightenment of the human consciousness, the rising from darkness into light as a collective species and the proliferation of beauty, morality, and philosophy as the great endeavors of human life. The MSA, on the other hand, has very different opinions, and while they are grateful that the Cult’s previous endeavor largely succeeded, their total rejection of moral grayness could create an entity which is incidentally hostile towards the dubious objectives of the MSA. Alternatively, it could attract Supers who are increasingly disenchanted by the establishment and splinter the fragile heroic coalition that has kept the world stable for the past four decades.

Your Egregore patron, wounded for decades by this Cult, demands that you intervene to sabotage the resurrection of the Pale Lord. Whether you’ll go in as a false member, oppose them openly, or work through more subtle economic and cultural forces is up to you. However, you will find others like yourself, a scarce few whose powers still depend on the Egregores, that share your goal of destroying the Pale Lord and its followers. Inevitably, it will be an all-out war if you can’t dismantle the Cult carefully.

A Criminal Element:

Identity Crisis:

Unmasking the Killer:

Requirements: Must be A-List or lower. Must choose Solomon Bay as a Territory.
Reward if Requirements Met: 2 R.P.

Civilization 2.0:

Requirements: Must be B-List or higher. Must choose Philomena as a Territory.
Reward if Requirements Met: 2 R.P.

Construction has begun. Philomena falls into the modern category of “Civilization 2.0” cities, ones designed by engineers, scientists and architects with every possible consideration in mind. As apartment complexes, courtyards and light rails are finally coming to fruition, the Ministry of Superhuman Affairs has begun to express concerns about the only thing such advanced technology can’t account for: the presence and conflict of Supers. Appropriate architectural reinforcements have been made to allow for the cataclysmic presence of Titans, but a team whose sole duty is to protect Philomena still hasn’t been decided yet. That’s where you come in.

Rapid-fire interviews, power compatibility assessments and team composition meetings will all be conducted in the coming weeks as the Philomena Super Command Center is frantically assembled before a carefully curated resident population finally moves into the city. They’re willing to pay an extremely competitive salary for a team of Supers, veteran or otherwise. Accommodations will be included in the PSCC, along with all of the benefits that come with being a resident of Philomena. On the flip side, a city that’s waited this long to assemble a team of Supers might provide lucrative opportunities for enterprising Supers who are willing to work outside the system. Some less than savory individuals are more than willing to slip you into the resident population of Philomena to act as muscle for their criminal operations. Alternatively, you might be able to bribe your way in yourself, if you have the right connections.

However, neither villain or hero in this city could anticipate what the underlying objectives of Philomena’s designers really are. Menathon Corporation’s paperwork has been conveniently approved by the MSA without oversight from other federal agencies, and the money for the project appears to have come out of thin air. It would appear that someone is willing to slip billions of dollars under the table for some clandestine operation within the city’s borders, though what those objectives are remains to be seen. Perhaps “Civilization 2.0” has a more sinister meaning than you anticipated.

To Fear the Reaper:

Requirements: Must be B-List or higher.
Reward if Requirements Met: 3 R.P.

When the news that Redline had been murdered hit the news, nobody knew what to think. The blame was at first put on local villains, but the otherwise proud gangs denied any involvement in what would have otherwise been an astounding victory. When his wife and fifteen-year old son were killed next, the Super community broke into sweats. Even villains avoid drawing that kind of vengeful fury in their direction. Going after someone’s family is a sign of a purposeful attempt to end their legacy, almost always committed by anti-Super radicals.

News coverage about the psychopathic hero-hunter skyrocketed, under the pseudonym “The Reaper”. Whoever the killer was, they struck anywhere and everywhere: Britain, the Soviet Union, Saudi Arabia, the United States and many more across the globe lost a hero or two. When villains started biting the bullet too, the conversation shifted. The Reaper clearly wasn’t just some hired hitman or a crazed killer. It seemed as if they had a principle, some demented vendetta against the Supers that a dozen lives still didn’t satiate.

In a rare show of solidarity, premiere heroes and villains have agreed to form a joint investigation and capture team. Interested parties will need to be ready and willing to face deadly odds in order to bring the killer down. Special priority will be given to Supers with abilities that let them maneuver around truly enigmatic powers or investigate the crimes more effectively. Given that Redline and other targets were extremely capable Supers with all manner of protective abilities, it’s without question that powers far more sinister than anyone is ready for will be at play. Succeed, and you’ll earn the kind of reputation reserved for living legends. Fail, and you’ll only add to the body count.

The Fifth Titan:

Wrath from On High:

Power in a Bottle:

Requirements: Must have either the Ministry of Superhuman Affairs or the KPF as an ally.
Reward if Requirements Met: 3 R.P.

The Ministry of Superhuman Affairs, and moreover the human race, have long coveted the only technological advancement that seems to matter anymore: the elixir to make of man a god, the Magnum Opus, the power in a bottle, The Induction Flask. Billionaires want it to leave mankind behind and subjugate them into slavery, the Ministry wants it in order to create a superhuman fighting force loyal only to them, and the Committee wants it in order to create a totalitarian superhuman society free of scarcity, mortality and human limitations. None of these are likely to pass anytime soon, but billions of dollars have been poured into research on the subject. The MSA recently succeeded in creating the first lab born Super in-vitro under the auspices of project GC-PLATINUM, much to the horror of the Committee. The two organizations regularly clash over access to the only true Flask, the fluids generated by Revenant’s resurrection cocoons, though only a handful of doses can be recovered from each cocoon, the resulting powers are quite weak, and far more resources than its worth are required to extract them.

Rumors have spread, however, of an Induction Flask unlike any of these. Interrogations and mind-readings have proved useless. The few people who’ve seen and heard of these Flasks either don’t know where they came from or have had their memories wiped of incriminating details. Mundane investigation, it seems, is going to be fruitless in tracking whoever has discovered a true Induction Flask. Testing of those who’ve obtained superhuman abilities through these mysterious Induction Flasks reveals a few key differences in how they operate. The subject will have no mutations whatsoever unless a Mutation Flask applies, the powers granted by the Flasks are not heritable, and the resulting power is always a copy of some existing power already possessed by another Super.

On the Run:

Requirements: Must be A-List or higher. Must choose Mirage City as a territory.
Reward if Requirements Met: 2 R.P.

The stability of society depends on the fact that most Supers aren’t strong enough to seriously endanger the safety of the world, and heroes are generally stronger and more numerous than villains. Unfortunately, there are exceptions to this rule which the MSA must take great steps to cover up and dispatch quietly. These exceptions are recorded on the Blacklist, and either serve the interests of the MSA directly, rot in hidden containment facilities, suffer immediate execution, or miraculously escape capture and survive on the lamb. Near the Hawaiian islands, the Harpy Archipelago has long served as an island of refuge for escaped blacklisters from Room Six, a hidden MSA containment facility nestled miles beneath the waves. They subsequently smuggle themselves by various criminal elements into Mirage City, where they wreak total havoc on the population. Should you accept the MSA’s generous commission, you will be sent to Mirage City to neutralize escaped blacklisters and subsequently uproot those still hiding in the jungles and abandoned facilities on the Harpy Archipelago.

Be aware, the Supers you’ll be facing aren’t like other Supers. Their powers can vary from totally innocuous abilities the MSA doesn’t want to exist up to and including powers so strong that they haven’t even been completely measured yet. You’ll need to prepare yourself to face some very, very unusual abilities in order to succeed. Furthermore, if certain moral compunctions prevent you from executing blacklisters, especially ones who’ve done nothing but receive dangerous powers by sheer bad luck, the MSA might put your name on that dreaded blacklist too.

War Among Dynasties:

Requirements: Must be at least D-List or higher.
Reward if Requirements Met: 0 R.P.

Peace can only last so long. The past century has lacked all formal warfare, and the likes of a superhuman war has never been seen or even considered. Unfortunately, the time for such hypothesizing is over, and it seems increasingly inevitable that a superhuman conflict between international organizations is coming to its head. Since nuclear weaponry only reached its most nascent stages before the superhuman was discovered, nuclear deterrence is no longer a suitable incentive for peace. It’s time to pick a side.

The Soviet Union and its allies, long disenchanted by the Ministry of Superhuman Affairs as a globally dominant anomalous agency, have officially instituted their own global control organization, the KPF (The Committee for Superhuman Staff, literally translated). The MSA’s fraught history as UNCEM certainly warrants this hostility, though this division is seen by many western powers as a deliberate attempt to fragment international resources and politicize what should be the universal protection of humankind. With the funding to back it, the KPF is increasingly proving itself to be just as effective as the MSA under the right leadership. As adversarial sabotage is traded between the two, violence is becoming inevitable. Containment compounds are mutually raided under the pretenses of insufficient security or human rights abuses, casualties are inflicted, and enigmatic objects and entities trade hands. This proxy war between the U.S. and the Soviets demands superhuman actors to achieve its objectives, and the two richest nations on Earth are more than willing to make it worth your while if you’ll fight for their sake.

Regardless of which side you take, you will be placed as a special accompanying operative among elite control squads, tasked with covert assignments amenable to your special abilities and expertise. This can range from infiltration, intelligence operations via telepathy, translocation of key information and objects via extreme speed or spatial distortion, or even as a measure of last-resort when your team encounters an enemy Super in the midst of armed conflict. Be warned that the opposition is certain to utilize every resource at their disposal to stop you, including other Supers. Furthermore, the kinds of threats you will face at the hands of the enigmatic and anomalous cannot be understated: Morphic entities possessing powers that defy the descriptive tools of language, objects and locations where holes in logic itself allow for the total collapse of reason, and vile abominable half-formed biological abortions that Morphic entities have cobbled together as physical bodies will be around every corner.

The Living Cosmos:

Cybernetic Revolution:

Black Market Commission:

Requirements: D-List or Higher
Reward if Requirements Met: 2 R.P.

Unfortunately, the work of heroes is not the most lucrative way a Super can get along in this world. The income provided by small-time hero work is nothing compared to the enormous resources that flow into the hands of Supers willing to work under the commission of corporations, criminals and clandestine agencies. Villains need heroes busy on a night of robbery and chaos, companies need executives and politicians guarded, cartels need teleporting smugglers, and the Ministry needs whistleblowers killed. So long as the results aren’t connected back to your benefactors, they really don’t care who gets the job done, hero or villain or otherwise. This sometimes leads to the awkward situation of a triple life split between heroism, civilian life, and villainy to make enough money to support the original heroism. For some, it’s work that compromises their principles too greatly, but for others it opens opportunities to build rapport with criminals and take them down from the inside while staying financially viable.

Of course, not all black market Super work consists of bounty hunting, assassination and theft. Corporate espionage, technology development and human testing are all areas where Supers are needed under the table due to their enhanced stealth, inventiveness or regeneration respectively. Still, the more exciting side of this marketplace is usually what’s most profitable: anything from single handedly taking down entire teams of rival Supers, stealing confidential documents, raiding enigmatic containment compounds or producing superhuman offspring on behalf of otherwise puritanical bloodlines may prove far more profitable to you. The choice is yours, if you can quell your conscience’s protest.

Hostile Environment:

Requirements: Must be D-List or Higher
Reward if Requirements Met: +2 R.P.

To the east of Glenovo lies a four meter tall chain-link fence enclosing the so-called “Rust District” from public access.

The Dating Game:

Requirements: None
Reward if Requirements Met: None

While romance among Supers who work together or who lie on opposite sides of the heroic/villainous coin is scandalous and frowned upon, it's inevitable that Supers want to eventually settle down, date, or marry. Unfortunately, there are some very strict expectations surrounding these activities, even among villains. Bloodline Supers will unquestionably demand that your prospective partner provide a compatible set of powers to your offspring in order to better the family’s legacy. Sullying one’s family by intermingling with unrelated or weak abilities is a sure path to disownment. Recommendations are often provided by the MSA who, through various tests behind closed doors, can determine how compatible a given couple’s powers may be for the sake of offspring. As the fate of the world depends on strong Supers, love must unfortunately take a back seat.

For Supers that don’t come from heroic lines, the game is considerably more favorable: established families of Supers pine after new blood that can enhance the standing of their progeny without watering down the bloodline they’ve so carefully bred into existence. If your powers aren’t in some way valuable to the world, society could care less who you end up with. Feel free to marry and date as you please if your powers are in the well of D and C-Listers. If they aren’t, you might be the subject of some very convincing pressures to go along with arranged partnerships. The MSA might treat you more favorably if your romantic opinions tend to align with their recommendations,

Race to Fame:

Requirements: Must be B-List, A-List or S-List.
Reward if Requirements Met: 4 R.P.

A certain type of Super is able to achieve true celebrity status in the modern industry. They must be powerful (but not too powerful), have abilities that aren’t too complicated to explain, participate in high-profile Super work, and must be very, very attractive. In the ideal case, marketing staff collaborate with suit providers to maximize sex appeal, offer diet and exercise advice, and ensure that a client’s name is not tainted by scandals and bad interviews. Strange enough, this kind of marketing is not merely limited to heroes. Villains also care about their public image: they want to be feared, they want their ideals to spread to the public square and the voting booth, and they want their heroic counterparts to look like overbearing girl scouts by comparison.

If you have aspirations to that kind of glamorous limelight, you’ll have to do that kind of laborious image cultivation yourself. No amount of power can make the whole world fawn over you: instead, you’ll need to sharpen your charismatic edge in order to win over the public by attending Super-outreach galas, endorsing political candidates, and completing substantive work towards goals that at least a large subsector of the public might find agreeable. If infamy is closer to what you’re searching for, you’re in luck: all you have to do is kill or harm everyday people for your own gain or for no reason at all, and everyone will speak your name in anger and fear. Of course, both fame and infamy make you a target. Fame will inevitably pull seducers, compulsive accusers, and competitors towards you, eager to see you crumble to the hilarious ire of the world. Infamy, perhaps more obviously, will make you a target for swift and punitive judgment.

Overcome Kali Yuga:

The Jailbreak:

Utopian Visions:

Requirements: Must not have the Ministry of Superhuman Affairs as an ally.
Reward if Requirements Met: None

The KPF has a very different vision of the future than the Ministry puts forward. Characterizing themselves as an organization sympathetic to Supers restricted by cruel western agencies, the KPF attracts many defectors from the United States and other western nations with promises of freedom from the MSA’s reproductive restrictions, extensive blacklists and manipulative tactics. As Osminin is a man of Soviet principles, he instead wishes to see a world in which Supers are utilized to their fullest potential to reach true post-scarcity conditions. If you wish to share in this prosperous vision, the Committee is more than willing to accommodate you. Many cities in the Soviet Union have begun to embody the Civilization 2.0 model set out by Philomena, albeit with far less clandestine motives. They’ve created a model for hiring outside Supers into a room-and-board-supplied arrangement, rather than using commissions as the MSA does. Supers in restricted relationships with one another, defectors from bloodlines, and blacklisters all flock to the KPF’s jurisdictions, calling into question for the whole world whether the MSA can avoid becoming UNCEM by another name.

Their idealistic vision requires Supers and resources, especially to prevent

The Superhuman Arms Race:

Requirements: Must have either the Ministry of Superhuman Affairs or the KPF as an ally.
Reward if Requirements Met: +1 R.P.

Territory:

Select however many territories you intend on regularly working in within this section. These eight cities represent large hubs of superhuman and/or criminal activity across regions with highly concentrated Super populations. Listing Recommendations and Active Super populations are provided to help you estimate the general range of Supers who occupy the region. You’re free to ignore these recommendations if you see fit, but be aware that you may face drastic odds against you or problems more delicate than your overwhelming powers are equipped to deal with by force if you choose an unsuitable location.

New Arcadia: (In Britain)

Recommended Listings: B, A, S
Population: 2,471,890
Active Supers: 144

Gelenovo: (In Russia)

Recommended Listings: A, S, X
Population: 1,987,292
Active Supers: 219

Glenovo serves as the de-facto home of the Soviet Supers, originally built as a KGB front for psychedelic research during the Cold War. Inevitably, the resulting superhuman population spread across the region, and the rest is history. Thanks to post-scarcity conditions the resident Supers provide, Glenovo’s innermost district is a bustling metropolis brimming with classical Russian architecture and magnetizing defectors and blacklisters hiding from the MSA. While the days of the Iron Curtain are long gone, the grandiose image of the communist party certainly remains in sprawling courtyards and swirling revivalist towers, paying homage to a time when the USSR sought to cement its utopian vision on the world stage.

Thanks to the presence of the Romanov bloodline and a large population of blacklisters, Glenovo’s Supers are among the most powerful in the world. In its poorer districts, great monoliths of concrete pack residents in like sardines among graffiti and the lingering smell of cigarettes. In the age of Supers, large populations of punks and delinquents can prove disastrous. As waves of unfavorable economic tides wash over it, the city once dominated by government heroes must now ask itself how to deal with the disaffected poor and violent radicals who are becoming empowered at unsustainable rates. Importing blacklisters from the west is unpopular, psychotronics operations are unpredictable, and government-enforced couplings between Supers are immoral. For this reason, Glenovo offers significant incentives for heroes willing to work under contract with the local government, making it one of the few places on Earth where hero work is a feasible full-time career path. Of course, agreeing to these terms also means that Soviet authorities will have full discretion in where, when and how you will keep the peace, however violently they see fit.

Much of Glenovo’s main territory, where once the extremely poor lived, has been abandoned due to the significant encroachment of Enigma Environs. The Carnation Enigma has claimed much of the Soviet housing complexes that once sheltered the poor, leaving the entire Rust District hauntingly empty, save for a desperate few in gas masks and gloves. Bodies, preserved by the uncanny progression of Iron Necrosis, lay like rusted statues along roads and soundless highways.

Philomena: (In France)

Recommended Listings: A, S, X
Population: 1,048,576
Active Supers: 256

The Menathon Corporation’s decade-spanning project is finally coming to fruition. Unearthly architecture complementing magnificent natural fixtures and meticulously designed districts will ensure that Philomena is the shining example of Menathon’s vision of “Civilization 2.0”. Their resident population has been intensely curated for a variety of attributes, though they have not disclosed why. What is evidently clear, however, is that almost all of the residents are healthy young people, with almost 60% of the population being between the ages of 20 and 35. In addition, most of the population can attest to at least one Super on their family tree, if not more. How this would contribute to futuristic ideals is anyone’s guess, but the culture they’ve produced is certainly Superphilic. People follow superhuman celebrity culture rabidly, and the city’s architecture is intentionally designed for cinematic wall-running, high-flying contests of strength between superhuman actors. Furthermore, the MSA seems involved at every level of the city’s development, whether by contributing their own operatives as the city’s police department or by actively providing financial incentives for teams of Supers to work in the city. They’ve even provided such incentives to villainous or otherwise dangerous Supers under the table for purposes that still aren’t clear.

If this kind of secrecy doesn’t bother you, Philomena is going to be a perfect utopia, a playground to flex your abilities among a public that unconditionally supports you. Celebrity culture practically worships Supers, the economy is booming, and ubiquitous technological advancements provide nearly every good thing under the sun. If you get too curious, a sea of countermeasures will meet you at every turn, grappling against dissidents and conspiracy theorists like you when the cameras aren’t looking. Nobody knows why the MSA and the Menathon Corporation are fighting so hard to keep their true intentions under wraps, but the looming possibility of clandestine operations makes a rebel out of nearly anyone. Is Philomena’s secret merely a matter of public relations, or a conspiracy to rival MKULTRA in its breadth? Only time will tell.

Vista Dorada: (In Southern United States)

Recommended Listings: D, C, B
Population: 768,972
Active Supers: 56

Mirage City: (In Hawaiian Islands)

Recommended Listings: A, S, X
Population: 3,278,451
Active Supers: 218

The gleaming neon jewel of the terraformed 9th island of the Hawaiian archipelago, Mirage City was built out of necessity as an interconnection between Eastern Asia and dense superhuman populations in the United States. Perhaps less intentionally, it has also become a hub of organized crime, villains on the lam, and ethically dubious corporatism in its cultural and legal separation from the Hawaiian Islands proper. Some of the strongest heroes and villains across the Americas and East Asia are drawn to the challenge Mirage City presents, and it’s proximity to the Harpy Archipelago makes it a prime location for criminal Supers who have escaped Room Six, the MSA’s prime superhuman containment facility. It’s location, natural beauty and loose migration policies also ensure flowing population channels from Korea, China and Japan.

Mirage City’s population density and corporate hegemony demands a constant stream of imports and exports, cramped apartment complexes and a culture of endless consumption that keeps money in the hands of powerful corporate moguls and criminal syndicates. For now, Hokushin Cybernetics rules the underground with the Yakuza, frequently exchanging high-end cybernetics and network infiltration technology to the Takahashi-Gumi in exchange for copious illegal substances, trafficked test subjects and protection from government oversight. Billions of dollars flow between the two and the Supers they employ as muscle, fueling the exponential expansion of the cybernetics industry and drug dependency across all economic fields.

If you aren’t prepared to face a sunless culture of government and corporate corruption, unchallenged criminal operations, sexual depravity and narcotics abuse, all held up by an ever-increasing population of Supers that have either joined in on the enterprise or accepted criminal payroll, you’ll be in for a cold shower when you arrive. If that kind of place is where you thrive, Mirage City will be nothing less than a concrete, neon-slathered paradise. No matter what side you’re on, the Supers you’ll be up against are some of the strongest the world has to offer, and only the best rise to the top.

Cypress Cove: (In New England)

Recommended Listings: C, B, A
Population: 822,959
Active Supers: 88

Eigenfeld: (In Germany)

Recommended Listings: D, C, B
Population: 767,922
Active Supers: 60

Eigenfeld is a city of fog, rain and gothic spires left over from centuries past, stained by the years and eternally under reconstruction. You’d be remiss if you judged its character by its eerie beauty, however; a malaise whafts in with the fog, bringing the dull burden of a city ruled by the underground which weighs upon its residents. Eigenfeld is a hub of human trafficking, harlotry and homelessness in Germany and across western Europe. Many people are indebted to criminal elements of some kind, and those that aren’t merely try to keep their heads low. The Marconis, among many such organizations, reign supreme here. Few Supers have the means to keep them in check, and those that do are often on their payroll. Police corruption and a constant inflow of bribe money means that law enforcement is equally ineffective for the everyday citizen.

If you’re willing to work with the most violent and undesirable elements of society, there’s millions to be made in Eigenfeld. If you want to root them out, you’ll find little help among the world’s blockbuster Supers. Places like Mirage City, Glenovo and New Arcadia have far too many powerful villains to be left unprotected for long. It’s the tragic fate of smaller organizations and individual Supers to struggle against the criminal underground here, and they lose more than they win. Maybe with a new piece on the board things could change. As it presently stands, everyday lives will continue to decay down into the filth and rot on the streets, forgotten beneath mountains of others just like them.

Organizations:

Echelon:

Operating in Mirage City

Echelon, like its sister organizations of the Master League and Citadel, is extremely selective with regards to its choice of membership. Unlike these, however, Echelon does not have multiple designated teams of equal Supers. Instead, it is organized into Echelon Y and Z. Echelon Z consists of only five veteran members, usually selected from among previous members of Echelon Y, a subdivision made up of the most talented young Supers in the United States, usually in their late teens or early twenties.

Echelon’s primary base of operation is located in the United States, with their region of operation extending all the way from Mirage City in the Hawaiian Islands to the Gulf of Mexico. They serve as a strong bulwark against Titan attacks along the populated eastern seaboard, and as countermeasures against major regional and international villains. They have a long-standing rivalry with Citadel, their most elite Soviet counterpart, and mutual sabotage is an accepted part of international relations between these two teams.

They have no regional or power preferences, but only accept members with a track record of multiple high-profile engagements already under their belt. They are known among quiet whispers for being absolutely ruthless towards members of Echelon Y both physically and psychologically. To the membership of Echelon, if saving lives means threats, physical violence, public slander, or verbal revilement against its recruits, then they’ll do it without so much as a blink. All of this abuse, of course, occurs behind closed doors: black eyes are makeupped over, tears stop with a swift slap in public, and pearly smiles show themselves only before cameras. When the members of Echelon Y take on the responsibilities of their veteran counterparts, the cycle continues. Some are willing to do whatever it takes to be the best. Being that they represent the best Supers in the United States, their only equal in merciless adherence to excellence is Citadel.

The Master League:

Operating in Philomena and New Arcadia

The Master League serves as the premiership European league of heroes, whose territory extends from the British Isles to the Soviet Union’s border. They, like other high-level international leagues, accept only the best of the best, not only in power and talent but also in experience and track record. However, just as much emphasis is put on nobility of character: they seldom take on world-renowned celebrity heroes, instead recruiting largely unknown Supers doing great things outside the limelight and turning them into the next generation’s blockbusters.

The Master League consists of one main team of eight divided across their regional jurisdiction, often splitting into sub-teams of five and three who particularly complement each other. Each member, as such, has their full team, their five-man team, and their three-man team, all of which have been optimized over years of operation and serve as impenetrable, dynamic cores for the team. The first team has its primary base of operations centered in northern England, while the second is centered in France. The two occasionally trade members where need requires, usually when a deficiency is brought up.

Though the Master League is considered to represent the ideal balance between nobility of heart and excellence at completing their objectives, there is immense internal conflict between members. At points, outside observers could be forgiving for mistaking internal rivalries for outright warfare. When someone steps too close to the limelight, the others push against them, escalating further and further until both have suffered in the eyes of the public. Meanwhile, villains can count on only a select subset of heroes working with each other, and optimize their gameplan around this critical weak point. This only further forces more and more member trading to throw villains off, spawning yet more conflict.

Citadel:

Operating in Glenovo

Originally a government-sponsored team of Soviet Supers, Citadel is the largest and most well-equipped professional team in the east. Their detachment from the administration of the USSR has by no means excised their previous influences, and many of their operatives are ex-KGB or otherwise trained by the military. There are no sidekicks in Citadel. There is no press allowed in Citadel. There are no celebrity Supers in Citadel. There is only the mission and those who are able to complete it. Their tactics are often radically efficient, merciless both to their opponents and their own members. A lot of bad publicity tends to follow them, but publicity is, like everything, secondary to brutalizing their enemies. In that sense, they’re heroic by formal occupation alone. Additionally, they have a long-standing rivalry with Echelon, their most elite U.S. counterpart, and mutual sabotage is an accepted part of their operative equation.

Their unflinching loyalty to protecting humanity has both its boons and its pitfalls: on one hand, Citadel is by far the most active force against Horseman attacks and rogue Supers on Earth. However, their willingness to do whatever it takes to complete the mission means that they closely align with the objectives of shadowy institutions with potentially nefarious aims. Citadel has a very close relationship with the Committee and often works directly with the KPF in high-level superhuman takedown operations. Their involvement with the clandestine operations of the Committee has yet to be fully disclosed, and it’s very likely to stay that way. Youthful rebelliousness and inquisitive curiosity are the penultimate faux-pas in Citadel, surpassed only by failure to complete the mission. As a service to their most loyal kill-squad, The KPF provides constant Magnitude Evaluations, training facilities, performance enhancements and growth accelerants to the members of Citadel, skyrocketing their development with hundreds of millions of dollars in power-building treatments.The KPF also provides recommendations regarding marital arrangements to produce ideal Supers, and members are generally expected to follow these in spite of personal feelings. When the world depends on the next generation being stronger than the last, these are small prices to pay.

The Overseers:

Operating in Solomon Bay and Vista Dorada

Vildhund:

Operating in Eigenfeld

The Worldwide Heroes Association:

Operating Globally

Darkhorse:

Operating in Mirage City and New Arcadia

Darkhorse is the undisputed boogeyman of the western world. They take all stripes, as long as you’ve got something to offer to their objectives. The fact that most of their members are hard-hitting rivals of blockbuster Supers only enhances their sinister image: Warsmith is Arbiter’s nemesis, Lady Lagoon is Firefly’s, Nightwave is Silver Sentinel’s, and so on. Career Super-hunters, Darkhorse’s members serve as the most definitive nuclear option for any criminal or corporate client who needs an operation to go without heroic or legal interference. The Marconis, the Yakuza, and the Cartel are among a few of their least savory customers, though you’d be shocked how low the likes of Hokushin Cybernetics and the MSA are willing to stoop in order to protect their clandestine interests. However, working in the underground is just a side gig fueling their greater ambitions.

Though Darkhorse’s members come from all walks of life, they share one common ideal: that at least in part, the heroic institutions of the world have failed. Any inquisitive person can watch the MSA slowly rotting into a bastardized UNCEM, and the petty internal conflicts of Echelon, Citadel, and the Master League only exemplify how bloated these “premiere” teams have become. The grandchildren of true heroes like Morpheus, Theodore and Cosmos are mediocre stand-ins for their predecessors, and the people deserve better. Until things change, Darkhorse will loom like a vulture, ruthlessly picking off Supers one-by-one until swollen teams and corrupt agencies finally pop under their own weight. If you still believe in the ideals of the great Supers of the golden age, Darkhorse doesn’t discriminate. If you still cling to the carcass of modern heroism, you’re on the menu.

Divine Comedy:

Operating in Solomon Bay

Divine Comedy, as the name might imply, are for the most part villain-hobbyists. Making millions off of extortion and larceny levied against the mafia, celebrities and even heroes is just icing on the cake. They have the decency to use violence as a last resort, though they certainly aren’t pushovers, especially when it comes to tactics outside of sheer physical power. They’ve acquired the scandalous secrets of so many heroes and villains alike that Solomon Bay is practically their oyster.

In some ways, their presence is actually a benefit to local law enforcement. Their sabotage operations check the Marconi’s influence in the inner cities, and they tend to victimize the reputation and personal fortune of corporate moguls and blockbuster Supers instead of everyday people. Reporters stick to them like leeches, eagerly awaiting the next sensational embarrassment to afflict Hollywood superstars and talking heads. On the other hand, it means only a very select set of heroes are willing to stop them when their criminal stunts get out of hand. They can get away with broadcast hijackings, dangerous pyrotechnic displays from the top of the Crucible Building, streaking through sports events, and much, much worse to the embarrassment of police and heroes everywhere. If you’d care to join in, they’re always looking for another motley fool. But if you aren’t willing to play by their rules, prepare to be laid bare to the public eye (sometimes literally).

Madhouse:

Operating in Glenovo

The Nobility:

Operating in Philomena

The Super-supremacist Nobility rests firmly in a sector of politics the world has thus far refused to consider. Their ideals don’t reflect any disenchantment with the status quo, nor do they care for populist or anarchic objectives so popular with other teams. Monarchists, aristocrats, oligarchs, and the global elite flock to Nobility as their personal clique of like-minded moguls and politicians. Their objective is a superhuman society of the wealthy, enhancing themselves with mutations, powers and transhumanist technology and leaving mankind to rot as their subservient thralls. Many already have found ways to transfer genes such as the Eternal mutation in order to extend their lifespan beyond its natural terminus, and still more are relentlessly funding artificial ways to induce superhuman abilities for an exorbitant price.

While some among them may or may not possess superhuman abilities, all members of The Nobility share in exorbitant wealth, a quality they view with the same kind of reverence as superhuman empowerment. That wealth has jointly flowed into all manner of decade-spanning projects, most conspicuous among them being the secret support of Philomena’s construction. They’ve been silencing rumors and buying off political favors for years to ensure its development is smoothed over, and questions about their purposes and motives have been reduced to noise among a sea of outlandish (and likely fabricated) conspiracy theories. If you want to share in their dream of a world where Supers rule unchallenged, and you’ve got the wealth to back up your status as a new god, The Nobility will gladly accommodate you. If you’re a peasant Super, or worse, an unpowered human, The Nobility will play no games in ensuring you don’t live to oppose their enigmatic plans.

Sarcophagus:

Operating in Vista Dorada and Mirage City

The Iconoclasm:

Operating in Glenovo and Mirage City

Hypnosis:

The Suits:

Operating Globally

The Ministry of Superhuman Affairs:

Operating Globally

The KPF:

Operating Globally

Crucible Corp.:

Operating in Mirage City and Philomena

Hokushin Cybernetics:

Operating in Mirage City and Philomena

The Hotel:

Operating in Solomon Bay

Takahashi-Gumi:

Operating in Mirage City

The Marconi Mafia:

Operating in Eigenfeld and Cypress Cove

The Crótalo Cartel:

Operating in Vista Dorada

The Tomov Bratva:

Operating in Eigenfeld, Glenovo, and Cypress Cove

Resurrected Cult of the Pale Lord:

Operating Globally

COMPANIONS:

Supers:

Arbiter:
Archetype: Hero
Affiliation: Echelon Z, the Oath Bloodline
Listing: S-List
Generation: 2nd Gen.
Powers: Extreme Strength and Durability (Mag. 14), Lightning Manipulation (Mag. 12), Flight (Mag. 8) Arbiter’s raw strength is practically unmatched among contemporary Supers, and though his durability is less impressive, he can still survive almost anything thrown at him without a scratch. His equally impressive lightning manipulation offers him a devastating array of means to destroy his opponents, short-circuit technological weaponry, and remain at a distance from especially unpredictable foes. While his flight only allows him speed within the modern aircraft range, it provides sufficient mobility for almost all practical purposes.
Special Mutations: Eternal 1, Airbrush 1, Mental Blocks 2

Arbiter is the world’s premiere hero. Grandson of Morpheus and nephew of Theodore, he represents an undisputed familial lineage of the greatest Supers the world has ever known. He’s no pushover either. His regular escapades include going toe-to-toe with Horsemen, facing off with the likes of Warsmith and Skullscream, and providing assurance to the world that good triumphs over evil.

However, Arbiter’s life has not been without significant hurdles. The expectations placed on him by his lineage have resulted in his first marriage, arranged by his parents and the MSA, failing shortly after having children of his own. It would seem the childlike enthusiasm of his prime left him just as readily. What’s worse, the rivalry between his own family and the Romanovs practically guarantees he can never remarry to his childhood sweetheart, and any secret dalliance between them must be completely hidden from the world. While his enduring, selfless and compassionate exterior remains, he’s become cynical towards the heroic enterprise and exhausted by his generation-spanning career. His only real hope is that his own children, or perhaps his ward, can succeed in Echelon Y and finally take his place. A worthy apprentice to succeed him, one he can see his bright, indestructible younger self in, might finally give him the peace he deserves.

Firefly:
Archetype: Paragon
Affiliation: Echelon Z, The Zora Bloodline
Listing: S-List
Generation: 3nd Gen.
Powers: Anomalous Energy Generation (Mag. 12), Dynamic Energy Physiology (Mag. 8), Hard Light Projection (Mag. 8)
Special Mutations: Airbrush 1, Mental Blocks 2

Description: The Screaming Beam herself, Firefly is the devastating arm of Echelon’s core team. Though the grating work culture of high-level professional heroism has ground down many of her teammates, she retains her optimistic spirit and the belief that their duty is to protect and serve others. Her nieces, Europa and Ganymede, take after her in that respect. Her priority in most engagements is the protection of everyday people and property through hard light force fields, which she has chosen as a means to make up for her past mistakes.

Early in her career, she made a fatal error of communication resulting in five civilian casualties. The case has been debated to death, and Echelon’s reputation suffered immensely. While she was not found legally at fault, she’s never truly forgiven herself and keeps in close contact with the families of those involved, and in her suit she carries their photos just above her heart. This event pushed her training to its utmost limits for over a decade, resulting in her eventual status as a great asset for mankind. While she’s an invaluable member of Echelon, her hesitancy to act on her own terms means she’ll likely never form her own team or work alone. Even so, she’s expressed eagerness to leave Echelon if the opportunity presents itself. She frequently butts heads with the likes of Astrathena and Arbiter, whose insistence on brutalizing new recruits has resulted in the team’s fragmentation and cynical public reception. If another team presented itself, one which stuck more closely to the ideals she believes in, she feels she could be more effective at changing the world for the better. Unfortunately, in the modern age, such a team is just a fantasy.

Astrathena:
Archetype: Antihero
Affiliation: Echelon Z, The Romanov Bloodline
Listing: S-List
Generation: 2nd Gen.
Powers: Lattice-Structure Durability (Mag. 11), Superhuman Strength (Mag. 9), Telepathy (Mag. 8), Linear Thermal Conduction (Mag. 8), Autokinetic Strategy Sense (Mag. 4) Astrathena’s enormous array of tightly-wound powers makes her the versatile strategic core of Echelon, serving as a leader in battle where Arbiter serves as a leader in more practical decision-making. Her body’s cells form dense, triangulated structures that can be spotted if one looks close enough at her skin, granting her immense durability both internally and externally, while her superhuman strength accents her close-quarters combat abilities. Her telepathy allows her to communicate across vast distances with her teammates and confirm their intentions, and her ability to form long, thin lines of pure thermal energy allows her to create white-hot spears, whips and bolts of burning death which she wields at supersonic speeds. Finally, she possesses a natural sixth sense for battle and danger, which can automatically move her body to deliver the most devastating blows and avoid the most threatening strikes. All she really lacks is supernaturally enhanced speed, though her teammates and her preemptive reflexes tend to make up for this.
Special Mutations: Power Sense 1, Eternal 1, Noctis Cape 2, Polytype 1, Mental Blocks 2

Description: Astrathena is the brutal, Machiavellian corner of Echelon’s trifecta, foregoing all empathy and compassion in exchange for cold, perfect efficiency. Her stare could cut through steel, and whatever was left of the destitute Soviet girl who once felt love, joy and sorrow is long gone. She’s been frequently caught grabbing her wards by the back of the neck at outreach events, whispering brutal threats to them outside of earshot, and formally banning them from ever associating their name with Echelon ever again under legal threat for even the slightest imperfection. She has no illusions about the responsibility afforded to heroes, and anything short of absolute success in every metric means lives lost and reputations sullied.

She wasn’t always like this, of course. Having the love of her life taken away from her by the petty bureaucracy of conflicting bloodlines has turned her from a woman whose life goal was motherhood into an unrestrained killing machine. She’s funneled a lifetime of heartbreak, loneliness and parental abuse from the Romanovs into her work, and the results speak for themselves. There has never been a Super like Astrathena, and there likely never will be. If she could be reunited with the one she loves, maybe that could change for the better: in a secret place in her heart, she longs to hang up her cape forever, to finally be free of the monster her cold, brutal life has turned her into. For now, beating villains and recruits bloody will have to be an outlet enough. She’s pushed many promising young Supers far enough to make them quit hero work or even become villains themselves. Lady Lagoon, her villainous nemesis, is one such example, though she hardly even gives these bad eggs a second thought.

Kismet:
Archetype: Paragon
Affiliation: The MSA
Listing: Blacklist
Generation: REDACTED
Powers: Power Distribution (Mag. 12), Telekinesis (Mag. 12), Adaptive Regeneration (Mag. 10), Intangibility (Mag. 9), Flight (Mag. 8), Aerokinesis (Mag. 7), Force-Reflective Field Generation (Mag. 7), Clone Generation (Mag. 6), Paralysis Touch (Mag. 6), Infra-Red Vision (Mag. 5), Danger Sense (Mag. 4), Electronic Device Manipulation (Mag. 4). Kismet is considered to possess the most versatile and enormous set of powers on record, though they vary greatly in strength and utility. What makes her so unique and dangerous is her primary ability to give and take these powers at will. As such, she can heal others by granting them her Adaptive Regeneration, prevent a devastating blow by temporarily granting her teammates intangibility, give Supers aerial advantage by granting them flight, and keep out of danger herself via Danger Sense, Intangibility, Clone Generation, and much more. For a time, she was the most valuable player in Echelon’s team composition, and without her the team’s cohesive ideals seem to be slowly eroding.
Special Mutations: Airbrush 2, Aura, Noctis Cape 2

Description: For most of her career, Kismet was the fourth corner of Echelon’s premiere team, but was blacklisted in her prime due to concerns that she has the potential to make almost anyone into a deadly superhuman killer. She now works for the MSA on a tight leash, the only real option for legal hero work as a blacklister. Additionally, she works with the Friends in Capes Foundation, a philanthropic organization of Supers who perform non-combat work for charity. This might include using her Adaptive Regeneration to heal chronically ill patients, fundraising by auctioning off her less dangerous powers for a day (usually flight), and contributing to superhuman research.

Kismet’s adjustment to our Earth after living on the alternate world of Aran was somewhat fraught. Cultural introduction programs weren’t properly planned at the time, and her English sometimes falls apart under pressure. She’s able to live a reasonably stable civilian life as a teacher, but desperately misses the spotlight she once held. Fame, romantic adoration, and the opportunity to flex her powers to their fullest extent is something she craves like nothing else. If there were a way to convince the Ministry to put her back on the X-List, she could finally return to the life she’s wanted to live for half a decade.

Magnate:
Archetype: Hero
Affiliation: Echelon Y
Listing: A-List
Generation: 4th Gen.
Powers: Indestructible Metal Transmutation (Mag. 10), Tactile Density Manipulation (Mag. 7) Magnate can, via touch or immediate contact, transmute any material back and forth into an indestructible metal that can only truly be destroyed by matter erasure, spatial distortion, and other esoteric means. Additionally, he is able to manipulate the physical density of any object or person he comes into contact with, including himself. This allows him to create massive momentums for his own strikes while remaining firmly planted when struck by another.
Special Mutations: Core Instinct 1

Description: Magnate is a haughty, testosterone-fueled meathead, overcome with competitive drive to beat out his own teammates and secure the approval of Arbiter, his mentor. Of course, in Echelon that’s no easy task. The result is a spartanic facade that shields his pride from being constantly chipped away by the abusive standards of the team, and his familial ties to Arbiter through his grandfather, Theodore, warrant him no special treatment or sympathy. In fact, it only makes Arbiter hold him to exponentially higher standards. Despite how uniquely gifted he actually is, being surrounded with constant reminders of how high the bar is has left him feeling uniquely incompetent. His drive to succeed and his frustration when he doesn’t have put him at odds with his teammates on Echelon Y, only further contributing to the problem.

If Magnate were given the opportunity to fight and succeed against truly fearsome opponents and earn fame and undisputed renown, he might finally be able to cool his jets. He’s even willing to do so in a mock scenario, if the opportunity presents itself. Strangely, his characteristic ruthlessness doesn’t extend to villains, as he sees them more as opportunities to prove himself than ideological opponents. With that kind of mentality, Magnate could easily be swayed towards villain work under the table, or worse. Alternatively, he’d leave Echelon in a heartbeat if he were finally given the opportunity to crack skulls like he’s always dreamed of on another team.

Europa and Ganymede:
Archetype: Paragon
Affiliation: Echelon Y, the Zora Bloodline
Listing: A-List
Generation: 4th Gen.
Powers:
Special Mutations: Natural Harmony 2, Airbrush 2, Subtlety 2

Void Vision:
Archetype: Paragon
Affiliation: Echelon Y, the Voss Bloodline
Listing: S-List
Generation: 4th Gen.
Powers:
Special Mutations: Mental Blocks 2

The Mayan:
Archetype: Radical
Affiliation: Sarcophagus
Listing: S-List
Generation: 1st Gen.
Powers: Weather Control (Mag. 13) The Mayan is able to manipulate weather patterns on a global scale, more specifically with respect to atmospheric conditions. As a result, she can ensure certain locations are given ample rainfall or sunlight while others are blanketed in month-spanning blizzards or unending droughts. Her beneficiaries have received utopic weather conditions for the past five decades owing to her influences, and for the most part natural disaster, climate change and crop failure have been eliminated as serious concerns thanks to millions of dollars paid as tribute to her.
Special Mutations: Eternal 2

Description: The Mayan’s temple on the Harpy Archipelago is truly something to behold. Possessed by the delusion of godhood, The Mayan’s monolithic house of worship is adorned with gold and precious stones so numerous that one’s eyes can scarcely believe it. Using her planet-altering abilities, The Mayan demands tribute from the nations of Earth in order to secure her favors. In exchange, she guarantees idyllic weather conditions and a total cessation of all climate change. Those who fail to properly sacrifice upon her altar (usually on the order of several hundred million dollars) are afflicted with typhoons, blizzards and droughts unlike anything seen on record. As a result, she and Sarcophagus enjoy an enormous influx of wealth that allows them to live among fan-waving servants and sky-scraping ziggurats of their design. Fatally, her pride is as fragile as glass. Her delusions of divine power are constantly reinforced by her entourage of servants and worshippers, and anything less than total praise and reverence will stir her anger. As long as her incredible power goes unchallenged by anyone with the ability to influence the world like her, she’ll remain on that throne being fed grapes at the expense of the world’s taxpayers for millenia to come.

The High Priestess:
Archetype: Independent
Affiliation: The Voss Bloodline
Listing: S-List
Generation: 2nd Gen.
Powers:
Special Mutations: Mental Blocks 2, Low Frequency 1, Power Sense 2
Powers: Global-Level Telepathy (Mag. 14), Causal Calculation (Mag. 12) Possessing no telekinetic or physical powers, The High Priestess has spent her entire natural life steeped in meditation, speaking without words and acting without motion. Around her, the women of the Voss bloodline feed her endless streams of information from their own telepathy, providing the raw data necessary to predict billions and billions of potential futures at a time, and the puppeteering control to steer the world away from catastrophe. Only a few blind spots in her incredible foresight exist, such as the actions and thoughts of Supers with special mutations and training. To these variables she gives special attention, usually because they offer the potential for solutions to future calamity she sees as inevitable given the knowledge she has.

Description: The veiled head of the noble House of Silence is seldom one for visitors. As the unquestioned queen of telepathic Supers, she is a strong candidate for one of the most influential human beings on the planet, singlehandedly steering the world away from apocalyptic circumstances through morally dubious and liberally applied telepathic manipulation. She’s skilled enough at pulling the strings that the population at large doesn’t even perceive her influence, and those that are trained to resist her are led along by less intrusive mental controls, such as through her connections with the MSA and other Supers. Those who she truly has no power over are conversely worthy of her special attention. Her calculations of the future cannot tolerate such unpredictability, and these individuals are often personally addressed by a rare audience in her misty chamber. If you are such an individual, you will hear of secret truths that the world can never know, of a thousand narrowly avoided futures where the human will is subjugated unto eternity, where the sapient races devour themselves and all the lights in the sky. You will then be given the great tasks necessary to prevent such calamity. They could be as impossible as singlehandedly defeating a Horseman, or as innocuous as never visiting a certain country. Whatever the case, it’s in your best interest to follow her directions and remain in frequent contact with her. There are things so horrible, visions of futures so abominable that the mortal mind cannot bear the thought, and the Priestess is She Who Bears the Yoke.

Baba Jaga:
Archetype: Rogue
Affiliation: None
Listing: D-List
Generation: 3rd Gen.
Powers:
Special Mutations: Low Frequency 1

Goldheart:
Archetype: Hero
Affiliation: The Master League, The Romanov Bloodline
Listing: S-List
Generation: 2nd Gen.
Powers:
Special Mutations: Eternal 1, Noctis Cape 2, Polytype 1

Mastermind:
Archetype: Villain
Affiliation: Darkhorse
Listing: A-List
Generation: 2nd Gen.
Powers:
Special Mutations: Mental Blocks 2, Noctis Cape 2

Lady Lagoon:
Archetype: Villain
Affiliation: Darkhorse
Listing: S-List
Generation: 3rd Gen.
Powers:
Special Mutations: Power Sense 1, Natural Harmony 1, Mental Blocks 2

Thunderbolt:
Archetype: Hero
Affiliation: The Master League
Listing: A-List
Generation: 3rd Gen.
Powers:
Special Mutations: Core Instinct 1

Skullscream:
Archetype: Monster
Affiliation: Darkhorse, The Epona Bloodline
Listing: S-List
Generation: 3rd Gen.
Powers: Rapid Possessive Clone Generation (Mag. 12), Decay Touch (Mag. 11), Short-Range Sight-Based Teleportation (Mag 8) Skullscream can generate autonomous clones of himself, and he may choose which one he is consciously inhabiting at any time. When not inhabited, they will act as if they were the original. He may create up to six of these clones at a time. If the clone he is inhabiting is killed, he will automatically be transferred to another living one. Upon touch-based contact, Skullscream induces rapid material decay that cannot be stopped except through removal of the affected area. Flesh, metal and clothing alike will rapidly disappear into nothingness, spreading to anything within direct contact. Finally, he possesses the ability to teleport to any location he can physically see.
Special Mutations: Concealed 2, Noctis Cape 2, Low Frequency 1

Description: Nobody likes fighting Skullscream. From the painful amputations to the constant struggle to establish which clone is your target, he’s one of the most frustrating combatants in the modern pantheon, and one of the most deadly if you aren’t careful. Skullscream strongly leverages this to fight psychologically as well as physically, breaking the mind of his opponent as they fail to hit their mark again and again. He primarily joined Darkhorse because he simply wants to hurt people indiscriminately. As long as people die, he’s happy, and Darkhorse is more than willing to direct his psychopathic violence towards their enemies.

He’s often frustrated by the inherent limitations of following orders from Nightwave. If he had the resources that Darkhorse does, he’d leave them in a heartbeat to torture and maim anyone he pleases without end, but things like money, prison breaks and legal favors don’t come easily. He’d need someone who can take care of all these petty concerns before he’d leave Darkhorse’s inner circle. If you have need for a mindless, thoughtless agent of violence to do your dirty work, Skullscream will gladly stand beside you for the right price.

Artisan:
Archetype: Independent
Affiliation: Sarcophagus
Listing: Blacklist
Generation: 2nd Gen.
Powers:
Special Mutations: Mental Blocks 2

Palisade:
Archetype: Antihero
Affiliation: Citadel
Listing: S-List
Generation: 4th Gen.
Powers:
Special Mutations: Airbrush 1, Eternal 2

Sanjuro:
Archetype: Vigilante
Affiliation: The Tsukumo Bloodline
Listing: D-List
Generation: 3rd Gen.
Powers:
Special Mutations: Vanilla 1

Maiden Heaven:
Archetype: Hero
Affiliation: Citadel
Listing: B-List
Generation: 3rd Gen.
Powers:
Special Mutations: Natural Harmony 2, Airbrush 1

Saboteur:
Archetype: Rogue
Affiliation: The Crótalo Cartel
Listing: C-List
Generation: 3rd Gen.
Powers: Power Disruption (Mag. 9) Saboteur’s powers disrupt the effects of anomalies and superhuman abilities within a radius around her, with the effect becoming exponentially stronger the closer an effect approaches her. This ability can weaken Superhuman abilities by up to 9 levels of Magnitude, assuming Paragon Aberrants aren’t involved. Beams of energy dissipate into nothingness as they approach her, mind control fizzles as it attempts to unlock her mind, and so on. For most Supers that deal with the Crótalo Cartel, this effect is sufficient to ensure there is no trickery involved, or at least that an opponent can be put down with a bullet to the cranium.
Special Mutations: None

Description:

Noble:
Archetype: Hero
Affiliation: Citadel, the Leon Bloodline
Listing: A-List
Generation: 4th Gen.
Powers: Noble Gas Manipulation (Mag. 10):
Special Mutations: Airbrush 2, Subtlety 2

Vesper:
Archetype: Antihero
Affiliation: Citadel, The Voss Bloodline
Listing: S-List
Generation: 4th Gen.
Powers: High-Level Telekinesis (Mag. 12), Mind Control (Mag. 8)

Dramaturge:
Archetype: Villain
Affiliation: Divine Comedy, The Evelock Bloodline
Listing: B-List
Generation: 4th Gen.
Powers: Sapien Shifting (Mag. 7), Hammerspace (Mag. 4)
Dramaturge has the ability to shapeshift into any human form she sees fit, taking on the physiological advantages such forms grant and any suitable clothing she finds amenable to that form. In addition, Dramaturge can store any non-living objects in an unreachable space up to her own volume, where they can be retrieved at will, so long as they enter and exit this space in contact with her body.
Special Mutations: Airbrush 2, Noctis Cape 1, Concealed 2, Agility Augment

Description: While Dramaturge’s criminal escapades have made Divine Comedy a force to be reckoned with across Solomon Bay, her real passion is the narrative created in the process. Miserly investment bankers suddenly duped out of millions by a mysterious doppelganger, politicians seen by eyewitnesses at crimes they couldn’t have committed, and police officers so moved to tears by her ever-changing backstory that they couldn’t bear to lock her away: all of these tales in hilarity and tragedy are the only thing she’s really after, but the money extorted from corporate moguls and blackmailed drug lords certainly doesn’t hurt. Her civilian career as a playwright has certainly benefited from her villainous alter ego, though out of costume she’s too squeamish to try acting in them herself. The irony isn’t lost on her.

Rhyme and Reason:
Archetype: Villain
Affiliation: Divine Comedy
Listing: C-List
Generation: 4th Gen.
Powers: Telepathic Communication Network (Mag. 4), Binary Foreknowledge (Mag. 6)
Rhyme’s primary ability is the power to act as a node for telepathic communication for any number of people she deems fit, so long as they aren’t more than a few city blocks away from each other. Reason, on the other hand, has a much more tantalizing power: though he doesn’t understand the meaning or the reasons behind his answer, Reason can accurately answer nearly any yes or no question so long as that question has a definitive, non-paradoxical and sensible answer. These usually can’t predict the future, since to answer a question about the future can prevent that future from happening, resulting in a paradox. In almost any other application, this power is invaluable.
Special Mutations: Mental Blocks 2

Description: The twins typically play on the sidelines of Divine Comedy, hidden away in some secret getaway vehicle, alcove or air vent to allow Rhyme’s abilities to take hold during an operation. Reason, on the other hand, is the last remaining brain cell of their operation, keeping the logistics of their escapades within rational bounds. They really wouldn’t have it any other way, as they typically don’t engage directly in any sort of combat scenario. Action and fighting are likely never going to be their strong suits, though they’re the indispensable linchpin of Divine Comedy’s operation. Rather uncharacteristically for Divine Comedy, they’re reserved around anyone but each other, but get quite the kick out of watching Freakshow and Dramaturge’s escapades from the rafters. Their increasingly fatal paranoia about being unmasked will likely keep them in that position for the foreseeable future.

Freakshow:
Archetype: Villain
Affiliation: Divine Comedy
Listing: A-List
Generation: 4th Gen.
Powers: Abomination Form (Mag. 9), Rapid Regeneration (Mag. 6) Freakshow has the ability to distort his body into a mass of writhing eyes, tendrils and appendages that can vary from the size of a minivan to a commercial airliner depending on how long he’s allowed to transform unimpeded. Crawling, clawing and gnashing through human opponents and taking bullets like a sponge, Freakshow is the stuff of nightmares when he’s prepared. If he’s caught in human form, however, the time he requires to fully transform is a significant limitation on his powers. In whatever form he’s in, his regeneration practically ensures that anything short of military-grade pyrotechnics won’t put him down permanently.
Special Mutations: Core Instinct 1, Airbrush 1

Description:
Freakshow’s jaded, cigarettes-and-beer attitude towards life only gives way when the opportunity for hilarity presents itself. Being a delinquent highschool dropout and a personal nightmare to his wealthy parents ensures his only real priority is having a good time. Fortunately for him, that kind of tomfoolery is what Divine Comedy is all about. The muscle he provides to the team is an excellent complement to an otherwise combat-shy group of hooligans, and with no great ambitions towards heroism, his cut of their criminal enterprise goes towards multi-million dollar stunts that have made Divine Comedy a modern symbol of teenage rebellion. He’s had entire superhero summits realistically fabricated to have nights of unimpeded street racing and vandalism; he’s shot firecrackers into the U.S. Congress; he periodically sends credible sexual and/or violent threats to his heroic rivals, artistic depictions included. To say he has a cult following would be an understatement.

Warsmith:
Archetype: Monster
Affiliation: Darkhorse
Listing: S-List
Generation: 3rd Gen.
Powers: Extreme Strength and Durability (Mag. 13), Heat Manipulation (Mag. 9) Warsmith represents one of the most brutal and durable assets on Darkhose’s roster. Only a few feared weapons of unparalleled destruction have so much as scratched him, and among Supers he is considered one of if not the most durable to ever live. While his strength is less peerless than his endurance, Warsmith is capable of lifting buildings like paperweights, tossing cars like softballs, and far more. His heat manipulation abilities allow him to focus and exert enormous thermal energy, often in explosive bursts that boil air into a hazy mirage around his body. Capable of cremating human bodies in an instant, destabilizing support beams with an errant twitch, and boiling asphalt underfoot, this ability makes him far more dangerous than a hulking strongman. To achieve gliding flight, he creates columns of hot air in combination with a folding wingsuit integrated into his costume.
Special Mutations: Airbrush 2, Polytype 2, Core Instinct 1, Natural Harmony 2, Mental Blocks 2

Description: Warsmith’s invincible durability has, for all practical purposes, removed any possible threat against his life. Nightwave and the membership of Darkhorse only seem willing to put up with his ruthless violence, directionless fury and collateral damage because he’s so unquestionably powerful. Murderous without restraint and completely unpredictable, Warsmith is Darkhorse’s strongest link in power and their weakest link in cooperation. He often makes an appearance only in the most desperate of situations, or whenever his colleagues have a sudden need for a storm of chaos.

Xavier Al-Faysal:
Archetype: Independent
Affiliation: The Al-Faysal Bloodline
Listing: A-List
Generation: 2nd Gen.
Powers: Enhanced Optimization Calculation (Mag .11) Xavier Al-Faysal’s incredible mind has the ability to find and pursue any physical or digital design in such a way as to maximize a numeric variable of his choosing. If he chooses to maximize profit, he will inevitably work towards the design people are most willing to spend capital on. If he chooses to maximize lives saved, he’ll inevitably work towards a cure for the most salient disease of the time. This ability can’t predict the future, but it can make deductions far in advance of what should normally be possible in order to achieve the desired optimization. For instance, if another inventor secretly creates a cure for cancer, his own power won’t stop him from pursuing the same cure anyway.
Special Mutations: Mental Blocks 2, Eternal 1, Noctis Cape 1

Description: Xavier Al-Faysal is among the richest and most influential men on the planet, owing to billions of dollars accrued through prolific investments and the fruits of intensive near-market research. His business ventures have made him and his likewise gifted family an economic force to be reckoned with across the globe, and investors wait hand and foot on his next revolutionary technology. Medicine, sustainable energy, agriculture, metropolitan planning, superhuman combat resistant architecture, anti-superhuman countermeasures and many more of the world’s principal concerns have been assuaged by his brilliant research. What he spends all of that capital on is anyone’s guess, to the great suspicion of conspiracy theorists and the media alike. For the time being, his image as a global savior remains intact.

Madame Macabre:
Archetype: Radical
Affiliation: The Nobility
Listing: B-List
Generation: 1st Gen.
Powers: Hyper-durable Skeletal Structure (Mag. 7), Cell Control (Mag. 5) Madame Macabre’s only “true” body is her extremely durable skeleton, which insofar has endured magmatic temperatures, conventional firearms, and much more. So long as this skeleton remains relatively intact, Madame Macabre is able to individually control every cell of her own body independently, and can regenerate from damage by drawing on cells from others that have been separated from their original body. If blood is exposed to the air through a wound, she can fatally draw it out of its owner. Her abilities have evolved even further to allow her to place her own cells in the exposed bloodstreams of others, slowly taking over their body and puppeteering them as her thralls.
Special Mutations: Airbrush 2, Eternal 2, Noctis Cape 2

Description: Madame Macabre has only become more powerful and ruthless with age. Now well into her 90s and looking no older for it, she is the defining case for the Eternal mutation, and it seems unlikely that the world will be rid of herscarlet reign any time soon. Her immense wealth resulted in the establishment of her elitist Super-supremacist group, The Nobility. With the resources at her disposal, she has dipped her fingers into the inner operations of political lobbies, corporate investors and much, much more. Her objective in all of this is the establishment of superhuman aristocracy, with humanity serving the purposes of their betters like cattle, living and dying at the behest of their beautiful and eternal gods. She has respect for only the wealthy and the powerful, with preference given to those who have both. She can scarcely bear to speak to her lessers, and is always seeking to acquire powerful blood and assets for The Nobility. If you share in her dream of humanity on a leash kissing your feet and can prove yourself worthy of her attention, you’ll find the vampiress will gladly butter you up with tales of mansions, concubines and superhuman godhood. If not, you’ll be faced with an opponent whose deadliness is only matched by her cunning.

Eurydice:
Archetype: Radical
Affiliation: The Nobility
Listing: A-List
Generation: 2nd Gen.
Powers: Vision-Based Illusions (Mag. 9), Teleportation (Mag. 7) Eurydice can create audible, visible, and tactile illusions in anybody who has her in their field of vision. These illusions do not change people’s memories or intentions, but can induce sensory experiences far in excess of what should be possible via mundane sensory organs. She can create visions more horrifying than a nightmare, lights blinding enough to put the sun to shame, and much more. Most often, this ability is used to allow her to appear blindingly beautiful to onlookers for vanity’s sake. She can additionally teleport both short and long distances, so long as she knows where she will appear, able to take anyone in contact with her to her destination. She uses this ability to appear in people’s line of sight and act as a literal human flashbang in combat scenarios.
Special Mutations: Concealed 2, Core Instinct 1

Description: Eurydice’s only real goal is to be adored. Originally a hero, she sought the limelight as a blockbuster Super before turning to The Nobility when it all proved unsatisfactory. She no longer cares about what the world thinks of her, as long as they are endlessly enraptured by her illusory beauty. Fame or infamy, loved or hated, as long as she’s regarded as the most beautiful creature in existence, she could care less about humankind. The Nobility offered her the tantalizing opportunity to be fawned over as a goddess of beauty, cooled with palm leaves and fed grapes by helpless worshippers, for the rest of her natural life.

Of course, this obsessive compulsion to vanity has corrupted her personality beyond recognition. Her narcissism can hardly be overstated, and The Nobility must constantly appeal to her egotism in order to keep her in line. She could just as easily be pulled towards any other villainous organization, assuming she’s sufficiently buttered up with complements and confessions of love. She might even return to heroism under a different name if she can quickly acquire crowds of adoring fans. Alternatively, if you can erode her ego by making her seek your own approval, she’d likely realize how foolish and vain she’s been.

Donna Serene:
Archetype: Villain
Affiliation: The Marconi Mafia
Listing: C-List
Generation: 2nd Gen.
Powers: Clone Generation (Mag. 6): Donna Serene is capable of creating up to seventy-two clones of herself at any time, and is able to create another immediately upon the death of any one of them. As a skilled hand-to-hand fighter, fighting this never-ending army is practically impossible without strategic genius on your side. Furthermore, you’ll find she’s always got another clone hidden away somewhere to continue the onslaught. She can only produce these clones in places she can physically see, though she can do so through cameras or binoculars from a distance.
Special Mutations: Airbrush 2, Eternal 1

The Archivist:
Archetype: Independent
Affiliation: The Hotel
Listing: C-List
Generation: 4th Gen.
Powers:
Special Mutations: Mental Blocks 2

Wheeler:
Archetype: Rogue
Affiliation: The Hotel
Listing: C-List
Generation: 3rd Gen.
Powers:
Special Mutations: Airbrush 1, Human Limit

Nightwave:
Archetype: Villain
Affiliation: Darkhorse
Listing: S-List
Generation: 2nd Gen.
Powers: Waveform Technology Mastery (Mag. 13) Nightwave has a natural and instinctual understanding of how to create and design wave-based technologies, including those that affect the anomalous waveforms emitted by superhuman abilities. In addition to creating sonar-based propellant suits, light-emitting superweapons, resonant frequency devices that can shatter every shard of glass in an entire city and matter displacement technologies which can grant him near-intangibility, his most common technologies disrupt the anomalous effects of superpowers or mimic their effects in a weakened form. With time and familiarity, he can develop specialized emitters to protect himself and his teammates from nearly any power he can gather enough data on.
Special Mutations: Airbrush 2, Eternal 1

Description: Nightwave’s visionary inventions have won the begrudging thanks of the globe, forcing the population at large to acknowledge Darkhorse’s disenchantment with the status quo. Superhuman counterinsurgent kill squads in the MSA and KPF openly use his technologies, and frequently commission his expertise in fabricating effective containment methods for rogue Supers and anomalous entities. Few people actively support Darkhorse’s violent and radical mission, but the planet actively relies on Nightwave’s genius to maintain relative order in the face of superhuman threats. The ludicrous income these inventions bring is funneled directly into Darkhorse’s pockets, where it fuels the engines of political bribery and favors from the criminal underworld which allow Darkhorse to effect radical change in the world.

Nightwave’s intelligence is only matched by his wicked charisma, which has formed a cult following in niche online communities and among aspiring villains, anarchists and copycats alike. Like all ideologues, he relies on disenfranchised people to meet his goals, and his decade-spanning career has brought more villains into the modern pantheon than can be counted. Among tattooed adolescent idealists and newly empowered college students, no name under the sun is more revered than his. While this certainly isn’t his target demographic, if you’re among this cohort of punks and radicals, you’ve likely already heard of him. If you’re planning to take him down, you’d better do it in one shot. Nobody beats him twice.

The Reaper:
Archetype: Monster
Affiliation: None
Listing: Blacklist
Generation: REDACTED
Powers:
Special Mutations: Noctis Cape 2, Concealed 2, Low Frequency 1
Powers: Visual Temporal Flow Distortion (Mag. ?), Intangibility (Mag. 12) The Reaper can reverse, slow, accelerate, loop and stop time in any location and for any beings and objects within his line of sight. This power makes him practically invincible against targets he catches by surprise, and can be used to heal wounds he suffers, entrap entire rooms of opponents, and much more. His intangibility allows him to selectively experience gravity, causing his body to become a ghostly shadow. When he becomes tangible again after being intangible, matter where his body would be is violently expelled to suit his position, a property he uses as a weapon against extremely durable Supers.

Description: With nothing left to lose, The Reaper wants to deface and horrify the world, to take away the people that represent their highest and most treasured ideals. Live or die, he wants to leave a pile of corpses behind him. His only ideal is vengeance, and he doesn’t care what he has to do to get it. His voice isn’t that of a grizzled convict or a terrorist, but a terribly tired man at the end of the line. When he speaks, he keeps it brief. If you ask him why he lives by his anger, he won’t attempt to make a moral grandstand to defend himself. He’ll tell you about the world before the Supers, before the Ministry, before capes and masks were anything but comic book fairy tales. And he’ll tell you of the beautiful dream that was taken away from him.

The Reaper is unlikely to ever join a team, much less follow the leadership of another Super. In fact, the proposition might be your death sentence. If you can offer him a way back to the days before all of this, it might be enough to win his cooperation. He’s been endowed with so much power, far more than he knows what to do with. If there really is a chance that he can return to his own time, nobody and nothing will stand in his way. Provide that chance, and you’ll make a friend out of the world’s deadliest Super.

Sentinel:
Archetype: Hero
Affiliation: The Master League
Listing: A-List
Generation: 3rd Gen.
Powers:
Special Mutations: Polytype 1

Autopsy:
Archetype: Radical
Affiliation: Hokushin Cybernetics
Listing: C-List
Generation: 3rd Gen.
Powers: Human Biology Replication Technology (Mag. 6) Autopsy has uncanny skill in creating simulated replicas of human body parts or even entire human beings. Under the employment of Hokushin Cybernetics, Autopsy has designed synthetic replacements for nearly every major organ in the human body, reducing cancers and organ failure from a death sentence to a recoverable malady. Autopsy also uses this power to enhance his body far beyond what mere exercise and chemical enhancements can provide, becoming an eight foot tall behemoth of stitched muscles and redundant organs. Most disturbingly, he has a pension for creating equally vile monstrosities of cobbled limbs and organs that often escape from his secluded laboratory.
Special Mutations: None

Description: Something in Autopsy’s power has radically altered his perception of human life. Being able to tear apart and reassemble living flesh with ease, he’s slowly come to the conclusion that any individual human life is meaningless, since it can be readily replaced a-la ship of Theseus and be indistinguishable from the original. As a result, Hokushin Cybernetics has locked him away to work as he pleases, disposing of any escaped abominations and allowing him to live among his flesh puppets so long as he provides the technology they’ve profited so readily from.

His synthetic organs are so accurate to the original that powers like durability and intangibility can extend to them if Supers receive a prosthetic arm. As such, villains often commission him to give them fast and effective surgery when injured, as they can’t rely on everyday hospitals as wanted criminals. He even does so for free, if they remain on good terms and put up with the disturbing menagerie of humanoid creatures in his laboratory. If you aren’t gifted with effective regeneration, and the law is no friend to you, he’ll likely save your life more times than you can count.

Monitor Muse:
Archetype: Independent
Affiliation: The Ministry of Superhuman Affairs
Listing: D-List
Generation: 2nd Gen.
Powers:
Special Mutations: Power Sense 2

Marrow:
Archetype: Radical
Affiliation: Madhouse
Listing: B-List
Generation: 3rd Gen.
Powers:
Special Mutations: Core Instinct 1

Hex Hurricane:
Archetype: Radical
Affiliation: Madhouse, the Grimlore Bloodline
Listing: A-List
Generation: 4th Gen.
Powers:
Special Mutations: Mental Blocks 2

Cossack Corsair:
Archetype: Radical
Affiliation: Madhouse
Listing: B-List
Generation: 2nd Gen.
Powers:
Special Mutations: None

Cataclysm:
Archetype: Monster
Affiliation: None
Listing: Blacklist
Generation: REDACTED
Powers: Dynakinesis (Mag. 15), Stable Antimatter Manipulation (Mag. ?): Cataclysm’s true ability is the acquisition and distribution of powers from dead Supers, up to a certain maximum Magnitude. The two powers he’s acquired for himself are the Dynakinesis once possessed by Morpheus and the Stable Antimatter Manipulation once possessed by his nemesis, Harbinger. Through the former, he can manipulate nearly any type of energy up to enormous magnitudes, while with the latter he can fire and create enormous objects which annihilate any matter they come into contact with. The result is an unmatched killer, who is currently contained through extensive procedures by the Ministry of Superhuman Affairs. In order to acquire new abilities, he would have to give up one or both of his current ones, but for the right power he could easily do so.
Special Mutations: Core Instinct 1, Eternal 2. Possesses the Fractal Morph.

Description: Cataclysm presents a threat to the human race like no other. The once great leader of the Iconoclasm lies trapped in containment by the MSA for the last 20 years, experimented upon, tortured and broken by the decades, swearing retribution against the ones who have wronged him. If he ever escapes, he will gladly stoop to any means to ensure that the MSA and all its staff are reduced to gore. To this end, he is even able and willing to side with the Horsemen in order to get what he wants. Through his Fractal Morph, he has waited long years communicating through strange channels of subspace, telling the Morphic Entities of the evils of humanity’s defenders and the depths of his hatred. Through these interactions, they slowly grow more hostile, no longer targeting populated areas to face powerful opponents but instead becoming more malicious and sadistic in their methods.

If Cataclysm escapes his intricate containment measures, he could potentially wreak havoc without end, reducing cities to nuclear wastelands on a daily basis without so much as a second thought. However, his efforts seem to be far more directed than just mindless chaos. More specifically, he wants Madeline Ambrose, and the Ministry of Superhuman Affairs will expend every resource at its disposal to stop him from reaching her. With the connections he’s established among Morphic Entities, and his previous connections to the Iconoclasm before he lost his mind, he could even organize a simultaneous attack of the Horsemen and other Morphic Entities in order to leave the Ministry open to sabotage. That is, if he ever escapes.

Revenant:
Archetype: Monster
Affiliation: None
Listing: Blacklist
Generation: REDACTED
Powers: Recurrent Resurrection (Mag. ?): Revenant, at any given time, possesses a random power or set of powers with a collective Magnitude of ?. If she is killed, an extremely durable cocoon will form ex nihilo at a random location on Earth which is conducive to her survival. Over a period of 18 to 24 hours, her body will reform within, and acquire a new power or set of powers with a collective Magnitude of ? if she is not interrupted. If the cocoon is destroyed before she can be resurrected, (usually requiring nuclear forces of specialized powers), another will form at another random location. The anomalous fluid from within this cocoon, if distilled and injected into a human subject, will grant minor superhuman powers if the subject doesn’t already possess powers. These powers are usually no greater in Magnitude than 6, with 4 being the most common. Additionally, only about 2 to 3 doses of the fluid can be distilled from a single cocoon’s fluid. As a minor part of this power, Revenant has the ability to instantly kill herself at will.

Special Mutations: None

Description: The eternal, inevitable and vengeful Revenant awaits hungrily in the thralls of death, never defeated and only contained. When alive, she is an ever-present threat that few heroes dare to challenge. When dead, the world is in a constant wild goose chase to keep her that way while securing her cocoon, the only true Flask that can be reliably manufactured by any known means. She never, ever forgets those who cross her, and she is always biding her time for an opportunity to take vengeance upon the Ministry and humankind. After decades in an eternal cycle of death and rebirth, her twisted mind can only think of reprisal. Many organizations throughout history have sought to channel her wrath towards their objectives, but all too often they find themselves fighting against the monster they’ve unleashed to protect the world she no longer cares about preserving. If you think you can keep the beast leashed, by all means try, but if you fail and are forced to fight, you’ll be running from her for the rest of your life.

It can take months for Revenant to acquire the ideal set of powers she needs to take down a particular grudge, but her arrival is unflinchingly persistent. Any time not spent hunting her cocoons is another chance for her to acquire the perfect powers to annihilate key opposition that might otherwise keep her in check. On the other hand, hunting her cocoons, especially for Supers with the ability to break it, can prove immensely profitable. Millions of dollars from eccentric moguls and royalty are spent acquiring surefire, safe powers in a bottle, however minor. A risky payday, to be sure, but for some the fruit of her pod is too tempting to resist.

Dysnomia:
Archetype: Radical
Affiliation: The Iconoclasm
Listing: Blacklist
Generation: 3rd Gen.
Powers: Simulacrum Team (Mag. ?), Detection Avoidance (Mag. 6) Dysnomia’s powers create and project a trio of Supers, usually possessing significant physical mutations that differentiate them from normal humans. Upon creation, each Simulacrum Super is given a set of powers that are random but designed to work in tandem together. Additionally, the trio of Supers are also designed to work well together, usually having powers that support each other in combat and cover significant weaknesses. These Simulacrum Supers are all capable of independent thought and deduction, indeed capable of true strategic genius, though they can share thoughts, memories and perceptions among one another and follow the will and objectives of Dysnomia. They cannot harm one another, and when any of them die, a new Simulacrum Super is created to replace them, possessing a completely new set of optimized powers altogether, usually with the intent of combatting whatever power destroyed the previous Simulacrum. Dysnomia’s Detection Avoidance makes it difficult to single her or her Simulacrums out through the use of superhuman abilities like extrasensory perception or future sight, requiring manual investigation without enhanced senses or deduction to reach her.
Special Mutations: Eternal 2, Low Frequency 1. Possesses the Obscura Morph.

Description: Dysnomia’s faux teams are so varied and blend so well among other Supers that it’s almost impossible to effectively root them out. Insofar, she’s used these powers to infiltrate and dismantle multiple teams of heroes, lying in wait for years and revealing herself only when someone arises that is strong enough to challenge her. To say nothing of their strategic efficiency, the Supers her powers generate are mind bendingly strong. Strong enough that she’s only ever allowed them to die in order to establish new abilities and identities. Strong enough that she hasn’t needed to use them all together in over a decade.Strong enough that she’s been comfortably waiting for the next great Super to arise for many, many years.

Why this game of charades and infiltration? In part, it’s because she desperately craves a challenge. More than that, she holds to the ideals of the Iconoclasm, seeking to dissuade the public away from the infantile mortality heroes and villains present and blind dependency upon them. Under Cataclysm, Dysnomia came to deeply understand the intricate inner mechanisms of the Morphic Entities, the secrets of superhumanity, and the enigma at the heart of their purposes which none may probe. To those such as her and Cataclysm, the chosen possessors of the Noble Singularities, there is no greater indignity, no greater misunderstanding of the Morphic Entities' hidden messages.

In the absence of Cataclysm, Dysnomia is the de facto leader of The Iconoclasm by seniority. Since she is a team in and of herself, she tends to avoid directly working beside them unless circumstances demand it. She is a worker behind the curtains, communicating to the young idealists of the Iconoclasm through raspy phone calls and written letters. Using her Simulacrum Supers too brashly might reveal their position in decade-spanning plots, or worse, reveal her only true vulnerability: her location and identity at any given time. When the time comes for her to close the game, however, a trinity of Supers will join the Iconoclasm’s joint mission of ruin.

If the Blacklist is active, one or more Supers from among this list of companions is a Simulacrum.

King Crypt:
Archetype: Rogue
Affiliation: Sarcophagus
Listing: B-List
Generation: 2nd Gen.
Powers:
Special Mutations: Eternal 1

Caligula:
Archetype: Radical
Affiliation: Sarcophagus
Listing: C-List
Generation: 3rd Gen.
Powers:
Special Mutations: Eternal 1

Gildspace:
Archetype: Paragon
Affiliation: Echelon
Listing: S-List
Generation: 4th Gen.
Powers: Spatial Leyline Manipulation (Mag. 14), Geometric Intelligence Enhancement (Mag. 10) Guildspace can bend spatial bounds to achieve relativistic speeds, teleport, open portals between locations, distort the volume of objects, and much, much more. This allows her to run, react and glide at superliminal speeds due to temporal warping, teleport herself and others instantly, and fly across the cosmos. Her mind is drastically enhanced to perceive and calculate these spatial geodesics and the geometries she operates with down to subatomic, attosecond accuracy. In addition to these enhancements giving her incredible strategic insight and calculative intelligence, they also allow her to use these complex powers in the first place, as without cognitive enhancement the average person would find them almost impossible to navigate effectively.
Special Mutations: Mental Blocks 2, Subtlety 2

Description:

Platinum:
Archetype: Hero
Affiliation: None
Listing: Blacklist
Generation: 4th Gen.
Special Mutations: Airbrush 3, Eternal 1, Concealed 2
Powers: Self-Directed Kinetic Manipulation (Mag. 14), Energy Physiology (Mag. 14) Platinum is the artificial genetic offspring of Valkyrie and Morpheus, and, at least genetically speaking, the aunt of Arbiter and Theodore. She inherits Valkyrie’s incredible kinetic manipulation, resisting and exerting enormous forces and leverages with as much as a single finger. Her energy physiology, inherited from Morpheus, allows her to convert her mass to energy and vice-versa, absorbing ambient light and heat to regenerate herself, expending portions of her body to create massive blasts of energy, and becoming physically intangible at will.

Description: The sole survivor of the MSA’s Project GC-Platinum, Sarah X was psychically implanted with false memories and raised by the Ministry to act as their personal superweapon in the event that the Earth’s heroes ever turned against humanity. When she discovered her childhood memories were fake, she became a serious liability, and remained in MSA custody for years before finally being permitted to work as a hero under strict supervision. Her immense resentment towards her upbringing, her total lack of real friendship or childhood socialization, and her harsh transition to civilian life have left her bitter and exhausted. Madeline Ambrose, her only real mentor and adoptive guardian, is not a good case study in dealing with either of these, and their relationship is fraught to say the least.

Really, what she needs is someone other than Alexander Krause to talk to about the frustrations and insecurities of youth. While Krause is nice and all, he’s neither a Super nor a young adult. Anyone she could call a friend, especially someone who shares these qualities, could probably see the benefits of her immense powers on their side of the table, though it's equally likely that malicious parties could take advantage of the situation and manipulate her. It’s a very delicate situation, and demands a certain type of person to act as a mentor and a guide into the world of everyday people.

Apostate:
Archetype: Radical
Affiliation: The Iconoclasm
Listing: Blacklist
Generation: 4th Gen.
Special Mutations: Airbrush 2, Core Instinct 1.
Powers: Modular-Density Dark Matter Manipulation (Mag. 13) Apostate possesses the power of a once legendary hero known as Cosmos, granted to her through the effects of Cataclysm. This power allows her to create and manipulate dark matter, a vantablack material taking on nearly any density she chooses. Using this, she can create nearly indestructible shapes and surfaces to protect herself and entrap her foes, or fire shards of dark matter like bullets at speeds and forces she may dynamically vary through density alteration. Breaking through these constructions would require almost nuclear forces, and the damage they can inflict is just as serious with enough kinetic force behind them.

Heretic:
Archetype: Radical
Affiliation: The Iconoclasm
Listing: Blacklist
Generation: 4th Gen.
Special Mutations: Airbrush 1, Noctis Cape 2
Powers: Plasma Manipulation (Mag. 14), Plasmatic Physiology (Mag. 9), Flight (Mag. 8) Inheriting the powers of the legendary hero Odyssey through the influence of Cataclysm, Heretic is among the most dangerous Supers on the MSA’s blacklist. The sheer energy he is capable of producing through plasma manipulation is sufficient to boil entire city blocks or reduce skyscrapers to liquid in seconds. Physiologically, his body can become and reform via contact with plasmas, allowing him a great deal of protection from mundane physical force and stray damages. Finally, he is capable of flight speeds appreciable to modern aircraft, giving him a bird’s eye view of the battlefield where few other Supers can effectively challenge him.

Anathema:
Archetype: Radical
Affiliation: The Iconoclasm
Listing: Blacklist
Generation: 4th Gen.
Special Mutations: Natural Harmony 2, Low Frequency 1
Powers: Tactile Force Control (Mag. 14) Receiving the powers of the legendary hero Valkyrie via the influence of Cataclysm, Anathema has abused the powers of the once great icon to become one of the most feared Supers on Earth. His powers make his physical body utterly indestructible and unable to be changed by outside forces. He does not age, does not become sick, does not eat, and is practically untouchable, save by some truly esoteric powers. Fundamentally, his powers allow him to multiplicatively reduce or enhance any forces acting on his body, allowing him to soar into the air with a single bound, hold up buildings with a finger, and strike with unimaginable strength.

Fleur Iris:
Archetype: Rogue
Affiliation: The Evelock Bloodline
Listing; A-List
Generation: 3rd. Gen
Powers: Plant Life Manipulation (Mag. 12)

Neonoir:
Archetype: Independent
Affiliation: Hokushin Cybernetics
Listing; A-List
Powers: Cybernetic Body Morphing (Mag. 12) Neonoir’s body immediately integrates and constantly generates new cybernetic components to interface with her physical body, generating silicon, titanium, copper wiring and other component materials ex nihilo. As long as a cybernetic augment is feasible given non-anomalous materials, her body can generate such an augmentation at will if given enough time. The only remaining part of her body which is purely biological is her mind, swimming with wires and neural enhancements that orbit in her cerebral fluid like satellites. With this ability, she’s able to double or halve the volume of her cybernetic body around once every twenty-four to thirty hours.
Special Mutations: None

Description: The most valuable asset of Hokushin Cybernetics, Neonoir’s abilities ensure that the only engineering their secretive team needs to do is reverse-engineering. In a matter of less than a week, a new cybernetic augmentation snakes through her body, an x-ray and a full evaluation is performed on the technology, and a lab sets out to fabricate the design en masse. Like a shining jewel, Neonoir’s power has brought billions of dollars into the hands of Hokushin Cybernetics, and lives cloistered away in lavish but ultimately suffocating conditions. The corporation’s greatest asset is imprisoned at the top of Hokushin Tower in Philomena, enjoying every luxury under the sun but human contact. Anyone who could free her from these conditions, if only for an occasional adventure into the glamorous world of the Supers, could easily bring into any team or organization they’d like, but would inevitably incur the legal and punitive wrath of one of the wealthiest and most influential corporations on Earth.

Drossel:
Archetype: Rogue
Affiliation: Vildhund
Listing: D-List
Generation: 3rd Gen.
Powers: Enhanced Reflexes (Mag. 3), Enhanced Strength and Flexibility (Mag. 4). Drossel has become a master of martial arts, infiltration and hand-to-hand combat. Easily bench-pressing five plates and equipped with a ten-foot vertical, Drossel is well equipped to make quick work of human targets. Her enhanced reflexes allow her such incredible precision as to bob and weave through gunfire with only minor abrasions at best.
Special Mutations: Airbrush 2, Noctis Cape 2, Power Sense 2, Low Frequency 1

Description: Drossel is a fast, efficient killing machine for hire, fuelled along by a continuous flow of money from assassinations, narcotics dealings and MSA commissions. She plays muscle for whoever the game favors, and all the money goes into something she’s yet to disclose. Her civilian life is lived far below what her means would suggest, indicating some method to the madness, though it’s anyone’s guess what she could be doing with it all. Sick relatives, crippling substance dependence, or an inability to stomach life as a white collar worker are all likely, but it could very well be all three. Outside of work, she’s a terribly lonely soul, save for the company of Vildhund. As she’s the oldest and most level-headed member of the mercenary band, she’s the de-facto voice of reason to the team. Frequently leading the gaggle of hotheads into deep water, risking her own life flippantly, and distancing herself from anyone who might give her real company, a private pit has formed in her soul which she fervently declines help in dealing with. If you can penetrate through her hardened exterior, she might finally stop using her life as a Super to escape from real problems.

Hundebiss:
Archetype: Independent
Affiliation: Vildhund
Listing: C-List
Generation: 3rd Gen.
Powers: Beast-Jackal Transformation (Mag. 7), Acidic Bodily Fluids (Mag. 2): Hundebiss can take on the form of a humanoid monster with drastically enhanced strength, size and durability, at the cost of immense pain and drastically increased aggression. At will, his cheeks split into rows of razor-sharp teeth, the bones of his fingers sprout retractable claws that burst painfully from his skin, and his height and weight nearly double. In this state, anything less than an elephant gun would likely be insufficient to put him down, and with a single swipe of his hand he can slash through skulls and chests like butter. All of his bodily fluids, saliva included, are an extremely caustic acid that can burn through even reinforced steel, making a single bite enough to disintegrate limbs.
Special Mutations: Airbrush 3, Noctis Cape 2. Possesses the Biodependent Morph

Description: Able to brutalize others with impunity and vent his aggression into literal animalistic carnage, Hundebiss is unnapproachable even by Super standards. Most of his free time is spent lifting weights and blasting death metal through the Vildhunde’s collective dwelling. As an unfortunate side effect of his powers, he’s in a constant state of fury and hunger, giving way only when satiated to a cold, brash personality that puts most people off from trying to befriend him. His team members try to avoid calling on him in anything but emergencies, as it’s quite hard to talk him down from his blood-crazed fever when his powers are needed. Perhaps the one throughline to him is his unflinching care for his friends, whom he routinely risks his life for and brushes off just as quickly. He might easily turn down a dead-end road he can’t come back from if these violent tendencies continue any further. When he’s the muscle of drug dealers and criminals, it isn’t hard to see what future is waiting for him.

Marionette:
Archetype: Rogue
Affiliation: Vildhund
Listing: B-List
Generation: 3rd Gen.
Powers: Sympathetic Body Control (Mag. 9), Total Skeletal Contortion (Mag. 3): Marionette can force anyone with a direct line-of-sight to her location to copy her body movements. This can easily immobilize anyone within visible range of her, or move the target into a perilous or deadly situation, but can only affect one person at a time. To make the best use of this ability, her secondary power allows her to dislocate and independently move any of her bones at will, allowing her to break necks and spines in anyone she obtains control over while possessing unnatural and horrifying flexibility and providing herself with built-in splinting when injured.
Special Mutations: Core Instinct 1

Description: Brought into Hundebiss’s team by a shared love of all that is gothic and metal in school, Marionette has come to call the criminal underworld her home, working with anyone willing to fork over sufficient monetary incentive. She’s got quite a morbid, violent streak to her personality that rarely shows, but when it does, it’s as crimson as a flag can be. A good bit of her spare time is spent searching dark corners of the internet for violent or depraved imagery, which she finds both fascinating and hilarious. All fine enough, until that violent exposure leads her to twist her victims into pretzels. Like Hundebiss, she’s well on the path to becoming a villain if her violent sensibilities get much worse.

Zeitgeist:
Archetype: Paragon
Affiliation: None
Listing: C-List
Generation: 2nd Gen.
Powers: Invisibility (Mag. 6), Probabilistic Deduction (Mag. 6) Zeitgeist is able to become completely transparent at will, with this effect also applied to his clothing. Additionally, his powers allow him to immediately calculate the probability of events based on the information he is currently aware of. By investigating crimes and mysteries, even without any particular deductive skill, he is able to slowly come to probable conclusions as more information presents itself, merely by viewing enough evidence that would suggest as much.

Description: After excluding heroes who only stay for temporary crime waves, heroes who are paid off by the mafia, and heroes who have adverse relationships with the local police, Zeitgeist is the only real champion of good left in Eigenfeld. Like many heroes of his generation, he is a ghost of times past, still holding to ideals that the modern world has called into question, such as religion, karmic retribution, and faith in the justice system. He has long since sent his family to live in Munich, where they are safe from the cruel arm of the mafia he so frequently opposes, but far away from him in anything but a phone call. As with so many heroes in smaller cities, there is no glamor or fanfare in his work: his days are spent in an apartment no larger than a closet, his nights are spent in coffee-addled insomnia, and his walls are marred with pins and probabilities scrawled on a thousand napkins and photographs. His most puzzling trait, however, is his sincere belief that living any other way would be immoral: to give up on his quest to stop human traffickers and murderers in Eigenfeld would make him just as responsible as those he apprehends. In his mind, you are not only responsible for not acting evil yourself, but you are also responsible for any evil you choose not to prevent. If he had just a little more muscle on his side of the field, the Marconis would flee from Eigenfeld like rats on a sinking ship, but for now, he’s resigned to working with the few police officers who still believe in law and order anymore.

Equilibrium:
Archetype: Independent
Affiliation: None
Listing: A-List
Generation: 1st Gen.
Powers: Equivalent Exchange (Mag. 10): Equilibrium has the ability to exchange any power at or under Magnitude 10 for a completely random and unpredictable power of equal Magnitude. He may only perform this action once per day, and the altered power will eventually return to its original state if mutations such as Power Lock 1 and 2 are in play, though the effect will usually last long enough to see significant usage. With no loyalties but the dollar, Equilibrium is willing to service both heroes and villains alike, swapping out powers and abilities to give the element of surprise or conceal one’s true abilities and moonlight with a totally new identity.
Special Mutations: Eternal 1

Description: To get in contact with Equilibrium, you’d have to know a guy who knows a guy. He is infamously secretive and highly paranoid, with good reason. If his civilian identity were ever to be exposed, he would certainly either be taken into MSA custody or killed by his clients for providing services to rival Supers. It really can’t be understated how influential his services can be in the grand scheme of superhuman conflicts: without him, Supers couldn’t work in deep cover in other countries or criminal organizations, conflicts would reach standstills as heroes and villains find the most optimal strategies to work around each other’s powers, and villains would run rampant through the streets with powers allowing them to easily evade capture. His existence adds enormous complexity to superhuman conflict, for better or for worse, and the advantage his services bring could make you and your team totally unpredictable. For the right price, his daily exchange can be to your benefit or to your enemy’s downfall.

Non-Supers:

Don Marconi:
Archetype: Villain
Affiliation: The Marconi Mafia
Generation: 2nd Gen.

Patrón Crótalo:
Archetype: Villain
Affiliation: The Crótalo Cartel
Generation: 2nd Gen.

Shigeo Takahashi:
Archetype: Rogue
Affiliation: Takahashi-Gumi
Generation: 2nd Gen.

Carmine Shaw:
Archetype: Independent
Affiliation: The Nobility
Generation: 3rd Gen.

Description: Carmine Shaw is the reclusive CEO of the Menathon corporation, specializing in genetic and infrastructure technologies to the advancement of mankind, providing ergonomic housing designs to suit the ever-growing population of Earth and gene therapies for some of mankind’s most stubborn diseases and birth defects. Behind closed doors, Carmine has connections both to the MSA and The Nobility, a fact he’s thus far hidden from all but the most crackpot conspiracy theorists. His overall philanthropy, good nature and unassuming appearances serve to assuage these fears even further. For most people, the idea of an unpowered person being connected to a Super-supremacist organization is too absurd to even entertain.

His latest project has drawn up more controversy than he typically likes to create. Philomena’s motivations, as advertised, are to create a utopian city with technological marvels and economic leadership that will pave the way for a brighter future. It would seem those objectives are largely interconnected with the Supers, considering the billions spent drawing in a population of heroes to rival the densest cities on Earth. As a result, his connection to The Nobility has come into question yet again, and he needs a way to defuse the situation without drawing attention to himself. A new controversy, a sudden diversion, or the approval of a beloved heroic figure could make or break his hidden enterprise. If you share his opinions and are willing to accept millions of dollars under the table, Carmine might prove a great and continued friend, one willing to help you move up the ladder in Philomena faster than anyone could anticipate. He’s got the connections to establish you as a feared villain or a beloved and worshiped hero with a snap of his fingers. Of course, if you’re the type who can’t exercise professional discretion, he can also bring you down to the bottom of the barrel just as easily.

The Middleman:
Archetype: Independent
Affiliation: None
Generation: 3rd Gen.
Special Mutations: Mental Blocks 2

Description: The Middleman is your shadowy confidant in the trade of sensitive substances, technologies, information and services. If you’re a villain in need of a new suit, but can’t openly do business with the big manufacturers, he’ll fabricate a plausible identity and have it in a matter of hours. If you’re a hero looking for secret MSA documents, The Middleman can talk to the right insiders. If you’re peddling Flasks, narcotics or any other unlawful goods, he can skim a small percentage and have clean money in your pockets by the end of the week. If you need something truly devious, like the secret identity of your rival, a silenced whistleblower, or a prison break, he’ll gladly give you the right phone numbers, but probably won’t care to get involved personally.

Like all good middlemen, his true superpower is discretion. He knows the right people and what to say to them, a skill which is sometimes far more valuable than any superhuman strongman or mind reader. His only condition is that he’s paid on time and that his other dealings stay private. In exchange, he’ll ensure the same guarantees for you. If you take serious opposition to his dealings, rest assured that his enormous clientele will not take kindly to you. If you’re willing to put aside your curiosity and work within his conditions, you’ll get away with murder with his help. Maybe even literally.

Madeline Ambrose:
Archetype: Independent
Affiliation: The Ministry of Superhuman Affairs
Generation: 1st Gen.
Special Mutations: Eternal 2, Mental Blocks 2, Human Limit

Alex Krause:
Archetype: Independent
Affiliation: The Ministry of Superhuman Affairs
Generation: 2nd Gen.
Special Mutations: Mental Blocks 2. Host of the Knight Morph.

Grand Thetan Mikhael:
Archetype: Paragon
Affiliation: Resurrected Cult of the Pale Lord
Generation: 2nd Gen.
Special Mutations: Mental Blocks 2

Silhouette:
Archetype: Radical
Affiliation: None
Generation: 3rd Gen.
Special Mutations: Mental Blocks 2, Human Limit

MSA Kill Team Leader Phosphorous Five:
Archetype: Independent
Affiliation: The Ministry of Superhuman Affairs
Generation: 3rd Gen.
Special Mutations: Mental Blocks 2

Description: Phosphorous Five is one of seven members of the Phosphorus kill team, one of many MSA black ops units trained in the containment and neutralization of superhuman and enigmatic threats. Rogue mutants, monstrous entities, and untold mountains of superhuman corpses have fallen before him, along with far too many teammates to count. His unusual ability to survive when he is hopelessly outmatched has differentiated him and his team from the rest, earning him great distinction. They specialize in the MSA’s most suicidal operations, consisting of elite gunmen that have survived the impossible, blessed with enough life-and-death experience to handle themselves against even the most powerful superhuman threats on record.

If you work closely with the Ministry, Phosphorous Five might be working very closely with you. To appropriately wage war against the KPF, certain elite Kill and Contain Teams have been assigned to MSA Supers, providing the necessary firepower to face similar Super-led teams organized by the KPF. Your role on such a team would be as Phosphorus’s second strategic lead and last-resort contingency when confronted with enemy Supers. Alongside Five, you’ll lead raids against KPF containment facilities, repel breaches, fight on equal footing with rogue or escaped Supers, and combine your expertise in superhuman combat with Five’s extensive knowledge of military strategy and covert operations. Five is highly professional and a born manhunter, and you’ll find that his ability to keep a cool head in almost any scenario is invaluable when the odds are stacked against you. His sense of camaraderie inevitably falters before you, however. You’re a Super, a being he’s been trained for over a decade to neutralize and dismantle with the practiced efficiency of a butcher carving pigs. To call you a friend, for now, is a pretty big stretch.

Doctor Jane Candella:
Archetype: Hero
Affiliation: The Ministry of Superhuman Affairs
Generation: 3rd Gen.
Special Mutations: Mental Blocks 2

Description: The more powerful a Super is, the greater the danger they present to society if they ever go rogue. For that reason, appropriate funding has been allocated to ensure psychological treatment for especially powerful or otherwise influential Supers. After all, for most, professional hero work is a mentally and physically strenuous occupation: compatriots die, standards are astronomically high, and the public is always keeping a watchful eye on your activities.

Doctor Jane Candella is the MSA-trained specialist assigned to you. Like it or not, the Ministry requires that Supers operating within the law attend a reasonable number of therapy hours or submit to psychological evaluation at regular intervals. You aren’t Ms. Candella’s only patient, but you’re probably one of the most intriguing. You aren’t required to say much of anything, but Ms. Candella is sworn to confidence if you do.

MSA Representative #189:
Archetype: Rogue
Affiliation: The Ministry of Superhuman Affairs
Generation: 2nd Gen.
Special Mutations: Mental Blocks 2

Adam D’Fontaine:
Archetype: Independent
Affiliation: None
Generation: 3rd Gen.

Description: The legendary inheritor of the D’Fontaine monopoly, Adam is the premiere suit designer, public relations agent and Super-culture expert on the European continent. Despite this, he hasn’t had the opportunity to work with a Super client until now, owing to a sudden change to part-time supersuit design. Now he is eager to carry the next Morpheus into the public spotlight and ensure the image he’s always wanted to hand-craft. Of course, if you’d like to be the beneficiary of these efforts, fame and fortune only follow a rigorous exercise routine, public outreach and flashy abilities. If you think you’ll fit the bill, Adam will gladly chariot you into the realm of modern gods.

Sr. Director Osminin:
Archetype: Independent
Affiliation: The KPF
Generation: 2nd. Gen.

Description: Osminin is executive head of the Committee for Superhuman Staff, a rising international organization born out of suspicions levied against the MSA and their storied corruption as UNCEM in decades past. With military and technological resources to spare, the KPF offers its protections, like the MSA, to nations who offer sufficient funding for its management operations. Osminin’s philosophy as director has always been grounded in cold, unflinching principles and an unwillingness to compromise his ideals for anything, even when lives are on the line. He sees a second golden age on the horizon, one in which the appropriate authorities direct the enterprise of the superhumans towards utopia and the stars without depriving them of life and limb as the MSA is so readily willing to. His human capabilities are the subject of constant training and enhancement, resulting in one of the most competent unpowered human beings on the planet. Unlike Madeline, Osminin’s eyes carry no serpent-like Machiavellian ambition, and though his means are often objectionable, the results speak for themselves. His organization’s superhuman countermeasures have proven at least as effective as the MSA, albeit within a smaller effective region, and he’s able to do so with adequate oversight from the nations he protects. Somewhat contrary to that ideal, he is willing to offer reasonable collaboration with the MSA where necessary, even while at war: they both imprison Supers in Room Four and Room Six and both share research results and containment practices to ensure their methods are the most efficient available. Still, war is war, and the two have a particularly heated rivalry.

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Pub: 17 Nov 2024 14:46 UTC

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