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The Good, The BadThe Good, The Bad 2 The Truly VillainousKage Mathew Simpson used to be a member of the local police force, but now he survives off of the money he takes from the criminals

Feb 05, 2021

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  • The Good, The Bad 1 The Truly Villainous

    The Good, The Bad

    Writer: Tony Gomboc

    Cover Artist: Tammy Swan

    Layout Design: Tony Gomboc

    Interior Illustrations: Kevin Adamson, Paul Daly, Brandi Murray,Tony Perna, and Tammy Swan

    Playtesters: Russ Bates, Shawn Meston, Dave Smith, and Dean Strohm

    Special Thanks: Shawn Meston, and Tara Strepaniuk

    This product is a work of fiction. Any similarity to actualpeople, places, organizations or events is purely coincidental.

    IGM GAMES, 2004, Tony Gomboc

    Visit our Website at www.igmgames.com

  • The Good, The Bad 2 The Truly Villainous

    KageMathew Simpson used to be a member of the

    local police force, but now he survives off of the money hetakes from the criminals he captures. As a member of thepolice force, Mathew loved his job, but he always wishedthat he could do more.

    At the age of 28, and after a near deathexperience, Mathew started to develop these uniqueabilities. Mathew did not understand what was happening,but he liked the changes and he did his best to developthem. Thankfully there was no change in Mathew’sappearance, and he was able to keep the changes a secret.

    After Mathew had a handle on his powers hestarted to apprehend criminals while off duty. A further 2years passed and Mathew’s black trench coat andfacemask became the bane of many criminals. During thistime Mathew’s alter ego earned the name Kage. As timepassed Mathew changed even more, he no longer loved hisjob, and the persona of Kage consumed him.

    Today, Mathew no longer works as an officer,and the level of disgust that he has for the flawed legalsystem has risen to new heights. The constant release andthe lack of convictions against the criminals that Kagecaptured frustrated him beyond his mental limits. Becauseof this Kage no longer uses his powers to hold a criminaluntil the authorities arrive. He now uses his superpower tolock his victim into the force cage with him. This wayKage can make sure that the criminal gets the justice theydeserve.

    Kage’s black trench coat and mask still strike fearin most criminals, but he has a couple of new tools. ‘Elsie’,his custom aluminum baseball bat that he uses to deliverjustice, and ‘Angel Maker’ a pair of garden sheers thatKage reserves to use against sex offenders.

    Special FXWhen Mathew activates his displacement power

    he becomes Kage. The level of displacement is enough toconceal Mathew’s features, allowing him to operatewithout jeopardizing his identity. The force cage that heuses is composed of thin blue glowing bars that cacklewith energy. Touching the force bars will make a deephumming sound, and force the individual’s hair to stand onend.

    Kage’s general method of attack is to capture hisopponent in a smaller force cage (15’x15’x15’). Then athis leisure, Kage would create a second force cage aroundboth him and the victim (20’x20’x20’). Once both prisonsare set, Kage dispels the first barred enclosure, trapping histarget in the remaining cage with him. Within the enclosedconfines, Kage administers his level of justice, beforeleaving.

    Plot HookWhile in pursuit of a purse-snatcher, Kage

    captures a character or two, a civilian, and the thief, all inthe same force cage. During the next round Kage creates asecond force cage encompassing the first before dispellingthe original cage.

    Now locked in with his target and the others,Kage wants to grab the purse and give the thief a few goodhits with “Elsie”. Kage ignores any comments fromonlookers, while he dispenses justice. Afterward, if allgoes well, Kage will drop the force cage and return theladies purse.

    Kage truly believes that he is doing the rightthing, and that he is a hero of the people. If one or all ofthe characters attack Kage, he will defend himself withforce, but he will not be overly aggressive. Kage wouldrather leave the scene knowing he left another job welldone, then fight people with misconceptions of reality.

    KageAlias: KageReal Name: Mathew SimpsonAge: 33 Height: 6’ 3”Gender: Male Weight: 220 lbs.Superpower Path: MutantCR: 11; (Strong 2, Fast 3, Vigilante 6)HD: 5d8 +6d10 +22 (81)Mas: 14Initiative: +3Speed: 70 ftDefense: 28 (+3 Dex, +10 Class, +2 Armor, +3 Natural)

    Touch: 23Flat-footed: 25

    Base Attack Bonus: +8Grapple: +16Melee: +16 (1d6+9, Baseball Bat)Range: +11 (As per Weapon)Full M: +16/+11 (1d6+9, Baseball Bat)Full R: +11/+6 (As per Weapon)

    Fighting Space: 5 ft. by 5 ft./ 5 ftAllies: NoneEnemies: PRFSaves: Fort +8, Ref +10, Will +5Action Points: 11Reputation: +4Wealth Bonus: +9Abilities:Str 17/27, Dex 17, Con 14, Int 10, Wis 14, Cha 9Occupation: Law EnforcementSkills: Balance +7, Climb +7/12, Drive +7, Escape Artist+7, Gather Information +2, Intimidate +10, KnowledgeStreetwise +4, Knowledge Current Events +2, MoveSilently +5, Profession +8, Sense Motive +6.Talents: Evasion, Increased Speed, Melee Smash.Feats: Agile Riposte, Armor Proficiency Light, Brawl,Dodge, Engage Opponent, Mobility, Personal FirearmsProficiency, Power Attack, Simple Weapon Proficiency.

  • The Good, The Bad 3 The Truly Villainous

    Superpowers: Force Cage, Displacement, IncreasedMovement Land, Resistant to Massive Damage, RhinoHide, Superior Human Strength.Possessions: Clothes, personal possessions, black trenchcoat, mask, “Elsie” custom baseball bat, and “AngelMaker” a pair of garden sheers.

    Night FlyerNight Flyer is the cities name for a bat-girl that

    has become a local legend. She has been seen moving fromroof-top to roof-top by many of the cities late nightcommunity. For years her presence has been know, but shehas left everyone alone, and in return she has been leftalone.

    Recently something has changed, now NightFlyer is rumored to have killed some of the citieshomeless. It is said that she has tracked and hunted herhuman victims, running them down and feasting on theirentrails.

    In fact Night Flyer has been attacking thehomeless of the city. She scares them and chases them,forcing her prey’s heart to beat faster, and then, when thetime is right. She gathers her victim in her wingedembrace, and feeds upon their blood. Night Flyer does notneed much blood to subsist, and she no longer kills herprey like she did in the past. Now she releases her victimto regain its strength, so that she can feed again later.Because of her seductive appearance and her bloodsucking ways, Night Flyer has a few fans in the city thatwant to be hunted, and even crave her attention.

    Plot HookLate at night a shadowed figure might be noticed

    crossing overhead from building to building. At the sametime the sounds of someone running, their feet splashing in

    the odd puddle can be heard echoing up the ally. This isNight Flyer chasing her latest victim through the darkallies of the city. Do the characters get involved? Do theypursue the sounds of running footsteps? Just to see a bat-Like creature descend from a rooftop and wrap its wingsaround a terrified young male. What do the characters do?

    Night FlyerAlias: Night FlyerReal Name: UnknownAge: Unknown Height: 5’ 5”Gender: Female Weight: 105 lbs.Superpower Path: Mutant Animal (Bat)CR: 6; (Fast 2, Strong 5)HD: 14d8 +28 (42)Mas: 14Initiative: +5Speed: 30 ft (120 ft, Fly)Defense: 22 (+5 Dex, +7 Class)

    Touch: 22Flat-footed: 17

    Base Attack Bonus: +6Grapple: +7/+2Melee: +7 (1d4/ 20, Straight Razor)Range: +11 (As per Weapon)Full M: +7/+2 (1d4/ 20, Straight Razor)Full R: +11/+6 (As per Weapon)

    Fighting Space: 5 ft. by 5 ft./ 5 ftAllies: NoneEnemies: The PRFSaves: Fort +4, Ref +8, Will +3Action Points: 12Reputation: +1Wealth Bonus: +6Abilities:Str 13, Dex 20, Con 12, Int 12, Wis 15, Cha 13Occupation: AdventurerSkills: Balance +9, Climb +4, Escape Artist +7, Intimidate+11, Knowledge Streetwise +7, Listen +6, Move Silently+15, Profession +6, Spot +7, Survival +3.Talents: Advanced Melee Smash, Evasion, ImprovedMelee Smash, Melee Smash.Feats: Agile Riposte, Archaic Weapons Proficiency, BlindFight, Combat Martial Arts, Combat Reflexes, Dodge,Simple Weapons Proficiency, Stealthy.Superpowers: Ageless, Increased Movement Flight,Superior Strength, Telepathy, Unusual Body Type: Wings(Bat like), Vigor (Blood, Power Booster: The Embrace).The Embrace: With a successful grapple check, NightFlyer automatically hits with a Life/Blood Draining attack,causing 1d4 temporary constitution damage.Special: Light Sensitivity, Vigor requires 4 points ofconstitution every 96 hours, otherwise it is the same as thepower listed.Possessions: Clothes, personal possessions, and a straightrazor.

  • The Good, The Bad

    The Good, The Bad, and The Truly Villainousis an expansion pack for IGM Games ModernSuperHeroes. In this pack you will find a largenumber of Non-Player Characters (NPC’s)complete with backgrounds, and statistics.

    Each NPC has its own plot hook, so that it can beintegrated into your campaign easily andeffectively. This book also contains newcybernetics, feats, superpowers, and the CyberSoldier advanced class.

    The GBV includes over 30 Heroic Encounters;these stand-alone scenarios allow the GameMaster spice up any Superhero campaign.

    The Good, The Bad and The Truly Villainouscan be a stand-alone product offering countlesspotential to any Superhero or Modern D20 game.Although this product is best suited for theModern SuperHeroes campaign setting.

    IGM GAMES, 2004, Tony Gomboc

    Visit our Website at www.igmgames.com