JAGS - Holiday City - Players
JAGS - Holiday City - Players
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CONTENTS
JAGS HOLIDAY CITY 2 HOLIDAY CITY, BY THE NUMBERS 79
Excerpt: Institute for Advanced Study - Establishing a Theoretical
“VALUE” - THE UNSEEN ENERGY THAT DRIVES THE UNIVERSE 81
Understanding of Luminary Distribution 3
Battling Other Luminaries -- “Climbing The Ladder” 81
Excerpt: So, Your Just Boyfriend Illuminated 3
Using “External Weapons or Armor” 81
Excerpt: Goliath, Archimedes & Achilles, and Mark Twain 4
The Underground Fighting Circuit 82
Civilian Action Team Act 4
Teams and Splitting Value 82
JAGS Holiday City 4
If You Aren’t Part of a Team, But Help Out, You Get A Share of
Making A Character 4
the Value 82
Holiday City Stories - What Kind of Game Is It? 4
Fighting Alongside As Part of a Different Team 82
Value - The Secret Energy That Luminaries Can Feel 5
Taking and Holding Ground 83
The Secrets of Holiday City 5
Improving Your Domain 83
WELCOME TO HOLIDAY CITY 6 Losing Ground 83
Going Up A Level 84
GREETINGS FROM HOLIDAY CITY! 58
Holiday City By The Books 58 CREATING A LUMINARY CHARACTER 34
Holiday City Districts 58 Step 0: What Kind of Game Is It? 34
Bancroft Hills 61 Step 1: You Are An ‘Operational Tetrad’ 34
Armitage 61 Family Members 34
Kulver Down Park 62 Shared Origin 36
Empire Zone 63 Bonding Experience 36
Morris Terrace 64 Step 2: Roll Power Categories 36
Webber 65 Step 2.1: Buy Powers 36
Northgate 65 Step 2.2: Fast Company Levels 36
Marshal Hill 66 Step 3: Create The Character 36
Victory Square 67 Step 4: Optional Origin / Life-Path Rules 37
Lyndell Heights 68 JAGS POWER TABLE 38
Union Gardens 69
ORIGIN TABLES 40
Lyndell 69
Dr. Ingebjørg Syndrome 40
Euclid Bay 69
Mutant Origin 40
South Harriet 70
Exposure Origin 40
Prospect Park 70
Death Energy Origin 40
King’s Field 71
Accidental Death 41
Signal Hill 72 Murder 41
HOLIDAY CITY LOCATIONS 75 Heroic Death 41
The Boardwalk 75 Reincarnation 41
Museum of the Western Plains 75 Reanimation 41
Holiday City Aquarium 75 Extreme Training 41
Lockhart’s Department Stores 75 Esoteric Training 41
The Grain Elevators 76 Extreme / Esoteric Master Is . . . 42
Holiday City High School 76 Alien 42
Holiday City Community College 76 Hyper-Science 42
Holiday City University 76 Modified / ‘Empowered’ 42
Ballard Asylum 76 How I Felt About My Origin 42
Luminary Facts 43
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I Can Investigate! 43 RED CELL 58
My Public Brand Is 43 The Mentors 59
Costumes and Code Names 43 Paragon 60
Your Personal Charisma Scores 43 FloodLight 61
Luminary Conjuress 62
Behavioral Score For Your ‘Brand.’ 44 Neoteros 63
Your Costume 44 Whisper 64
Special Effects / Vibe 44 THE NORTH SHORE KIDS 65
Extreme Training 44 Beastie 66
Code Name 44 Cuttlefish 67
My “Ordinary” Life 45 Speed Demon 68
High School Student 45 Molly Rave 69
Holiday City Community College 45
THE REVANCHE CLUB 70
HC CC Special Program 45
Challenger 71
Holiday City University 45
Savant 72
HC-University Special Program 46
Trenchant 73
Special Tech-Sector Employment 46
QueenAn 74
Press Sector Employment 46
Game Designer’s Notes on the Holiday City High School Game 75
Luminary Family 46
The High School Genre 75
Crime Family 46
Approaches To The Game 75
Ordinary - Lower Class 47
Junior-Varsity: Playing One Of The Groups New Members 75
Ordinary - Middle Class 47
Varsity - Replacing One of The Teams 75
Ordinary - Upper Class 47
Outbreak - New Luminaries 75
ALMA MATER - HIGH SCHOOL LUMINARIES 48 Forced Service - Villain Teams 75
THE LUMINARY YOUTH PROGRAM 49 Have Fun! 75
The “Ballard Arc” 49 MEAN STREETS 76
The Villain Program 50 Street Level Characters 76
A Fourth Team? 50
The Mirth Academy 50 THE UNDERGROUND FIGHTING CIRCUIT 78
Your High School Luminary Experience - Complications! 50 The Gangs and the Syndicate 78
Mental Issues 50 Living The Low-Life 78
Your Past Was “Interesting” 50 Molotok 80
Life Is Hard! 51 Stretchy 81
Uncontrolled Powers 51 Snarl 82
Something Is Nagging At You 51 Star Tiger 83
Your Nemesis 51 NyeKunDu 84
The Luminary Teams 51 Billy The Kid 85
Varsity 51 Blackmail 86
Butterball 87
Red Cell 52
Brutalist 88
The North Shore Kids 52
The Crows 89
The Revanche Club 52
Fire Eater 90
THE VARSITY TEAM 53 Heavy Caesar 91
Cavalier 54 Bad News 92
Pedigree 55 Aspy 93
Nowhere Lass 56 Roid-Rage 94
Flaunt 57 Emerald 95
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Mim 96 and Higher 124
Jazz Hands 97 Operators - Gray Brand, Mercenaries 124
Agent of Fortune 98 Deadly Celebrities - Glamorous Luminaries and Super
Media Hounds 124
OPERATIONAL DYADS 99
Brave Defenders of the Status Quo - Corporate Heroes 125
Excerpt: The Dyad As A Psychological Paring Phenomena 99
Operational Dyads - On The Street 99 Super Villains - Heels Playing The Part Perfectly 125
Wrack & Ruin 100 The Monsters 125
Business & Pleasure 101 The Operators 125
Null & Void 102 Operator Society 127
Tool & Die 103 B.O.H.I.C.A. 128
Redline 129
ORGANIZED (AND DISORGANIZED) CRIME IN Cougar 130
HOLIDAY CITY 104 Harvest Moon 131
The Little Gangs 104 Hawaiian Sling 132
The Major Gangs 104 Red Death 133
The Code Disciples (The Neo-Nazis) 104 Cuberon 134
The Nigerians (Confraternity) 104 Chardonnay 135
Los Llaves (The Colombians) 104 Symphony 136
J-Pok (The Koreans) 105 Search & Destroy 137
Ground War Motorcycle Club (Mother Bear’s guys) 105
DEADLY CELEBRITIES 138
The Bear, The Machine and the Crime Lord - Big Time
Organized Crime 105 The Life-Celeb 138
The Syndicate and the Underbosses 106 Meteoric 139
Mr. Green 107 Narcissus 140
Red Anthony 108 Echo 141
The Hat 109 Impatient 142
Personality & History 109 Black Card 143
(‘Petty’) Tyrant 144
THE RUSSIANS 110 Kernel Panic 145
Hiro Jet 111 Iconoclast 146
Chicago Fire 112 Maximilian Clarke 147
‘THE BEAR’ (MOTHER BEAR) 113 Malthusian 148
Mother Bear 114 Ravenous 149
Lizard Breath 115 Progress 150
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Artesia 156 Weird Science 198
Falconer 157 Telepathy 199
Rock Bottom 158 Telepathy Overview 199
Mr. Nice Guy 159 Telepathic Resisted Attacks 199
Theory & Practice 160 Mental Combat 200
Mental Initiative 200
SUPER VILLAINS - HEELS PLAYING THE PART PERFECTLY 161
The Connoisseur 162 Mental Combat Moves: Strikes, Blocks, and Dodges 201
Mind Attack Template 201
THE MISERY TOURISTS 163 Mental Block / Dodge 201
Screamer 164 Mind Link 202
Cut-Up 165 Establish Mind Link 202
Overthinker / Migraine 166 Break Mind Link 202
Top Kek 167 Telepathic Attack Modifiers 203
Pretty Boy / Dis Figure 168 Basic Telepathy 204
VERBOTEN 169 Telepathy [12] 204
Verboten’s Rule 170 Thought Listening 204
Verboten’s Wrath 170 Mind Scan 204
Dr. Dominator 171 Multi-Link 205
The Evoluminary 172 Space Telepathy 205
Allopath 173 Mind Strike 205
Over-Unity 174 Mind Blast 205
Tabu 175 Mind Hold 206
TECHNOCRAT 176 Mind Shield 206
Technocrat 177 Mind Power 206
Technocrat’s Monitor & Enforcement Bots 178 Mind Power 206
Tiger Mom (and the Cubs) 179 Mental Resisted Attacks Powered with Mind Power 207
Tiger Mom 180 Cost for Mental Abilities Powered through Mind Power 207
Mean 181 Intensity of Mental RA’s for Mind-Powered Abilities 207
Median / Imposter Syndrome 182 Buying Mental Resisted Attacks as Stand-Alone powers 208
Mode 183 Additional Telepathic Powers & Power Suites 208
Overkill 184 Mind Control Powers 208
Omicron 185 Telepathic Power Suites 208
Mind Reading (Suite) [4 AP] 208
THE MONSTERS 186
Deep Read [2 or Free as Part of Mind Reading] 209
Chrysobull 187
Mind Probe 209
The Terror 188
Burn Mind [8 AP] 211
Tisiphina 189
Erudite 190
Regal 191
Typhon 192
Mother Death 193
Hecatomb 194
Terminate 196
Hyper-Chitin 196
Entrapment Ray 196
Nemesis - Curse 197
Invest With Power 198
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JAGS Holiday City
Welcome to JAGS Holiday City--a JAGS Superhero world book set in Their tourist scene is pretty good . . . if you like a Minnesota-famous
what might be the most important city in North America--maybe in aquarium and the last open department store of a chain that was
the world. Of course you just think of it as a midwestern, mid-sized big around 1928 or something.
place on the south shore of Lake Superior. No--if you’ve thought of Holiday City your impression is either a
Maybe in history class in high school when reading about The sprawl of urban blight created by the collapse of heavy industry
Gilded Age you read about the big railroad magnates running a and the drying up of mines and industrial shipping--or you think of
few key lines through there--an important shipping hub and some it as a sleepy little city out there in the big empty that is in the news
mining? every once in a while because one of the big time midwestern rich
If you follow the Luminary scene a lot (I mean, everyone does to guys who lives around there is doing something with coal mining
some extent--you can’t escape it!) you know that it has a really or new-energy or whatever.
unusually high percentage of para-humans. It stands out for that- That’s how the rest of the world sees Holiday City.
-but it’s not the only place that’s an anomaly for the number of Holiday City . . . likes it like that.
emergency situations that, in cop-slang, “turn into Comic Con.”
It’s never been in one of the top 100 nicest places to live--although
some of those homes and gardens magazines have had shoots
from the stately parts of town from time to time. Could be you
fired off a college application: it’s got a university that’s hard to get
into--and has quite the reputation . . . for a place without a football
team in flyover country.
You might’ve even visited. They’ve got a “famous” boardwalk. They
have a couple of Grand Hotels in the 100-most-haunted hotel lists.
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restaurant. If he’s the friendly type? People will ask him for selfies
Luminary: A parahuman evidencing superhuman capabili-
and autographs.
ties including non-human biology, extreme physical training
and reflexes beyond what is scientifically humanly attainable, He Just Blew You Out On Social Media: Just give it up: he got
energy or mental manipulation, flight and levitation, etc. 20k followers overnight. These are Lumi-groupies and they’ll tell
him he’s aces no matter what he does. If he’s active on Instagram?
Illumination: The term for the event of “becoming” a
One hundred thousand is about the minimum. You can just shelve
Luminary. A transition for some, an event at birth for others.
your account. He’s an influencer now whether he likes it or not.
Eminent: The condition of being Illuminated. Evidencing the
powers and traits of a Luminary.
Power Categories (Makarov Scale) 1 - 5. Each level is
double the power-level of the previous.
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Face it, girlfriend, you’re probably really, really screwed--and that’s
if he’s one of the “good ones.” JAGS Holiday City
You’re a Luminary--life just got complicated--extra complicated.
Excerpt: Goliath, Archimedes & No, worse than that. In JAGS Holiday City you’ll make a character
Achilles, and Mark Twain to plunge into the weird, chaotic, and often dangerous world of
Introduction - Man vs. Myth. Dr. Sarah Holiday City and the Luminary society that surrounds it. Here’s
Millicomb Ph.D. what you need to know:
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That’s the technical term for a “team of Luminaries” who Luminaries--by taking over neighborhoods and remaking them in
Operational
Tetrad are actually “in it together.” A single CAT-3 Luminary is their images. Doing this is walking the path to power.
notable. Four working together can be alarming, and They call it “Climbing The Ladder” or “Being In The Game.” Everyone
128 AP (CAT-3)
even if they seem like pretty good guys, forming a team
50 CP knows they’re worth something to everyone else (fortunately you
with an agenda is going to get attention.
don’t have to kill an opponent to get their Value--and taking on
Power Houses people who are way less powerful than you isn’t that useful--but .
256 AP (CAT-4) You are Category 4 power-houses--and there’s a group . . it can happen).
128 AP (Scale of you. Holiday City and the monsters and leaders in it So you have an opportunity here. Is someone causing problems in
2) have sat up to take notice.
the neighborhood? It’s suddenly worth your while to do something
50 CP about it.
The scale goes up to CAT-5, which includes some of the
Above CAT-4
(512 AP +)
most powerful individual beings in existence. These
guys tend to be somewhat on the reclusive side but
The Secrets of Holiday City
they can make policy. Holiday City is built on secrets. It’s lousy with them. We have di-
vided JAGS Holiday City into two books. The first is for everyone. It
Value - The Secret Energy That Luminaries has the list of characters you’ve heard of (or read about) and notes
Can Feel on their power-level and abilities. It has descriptions of the places
you might go to school or visit City Hall or whatever. All of this is
There’s one more thing we’ve gotta tell you: when you defeat a
designed to be read as common-knowledge for someone who has
Luminary in (serious) combat--or clean out a neighborhood of
been exposed to it.
crime and make it a better place to live, you get Experience Points
(XP).
When you get XP equal to your current AP total you go up a lev-
el: +8 Archetype Points and +2 Character Points (you can get
Character Points for things other than winning Luminary battles
or taking and holding ground).
Then in the Occult History of Holiday City we have all the sup-
plementary information--the secrets--about all of this stuff. This
includes the stats (as well as any secret facts) about the characters
and so on.
That’s not so unusual in tabletop roleplaying games--but the dis-
tinction here is that your characters know it. They feel it.
Luminaries can sense a kind of invisible flow of what they call
“Value.” They know they can get Value (XP) by defeating other
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Welcome To Holiday City
Please review the Office of Tourism Guide
• Dinner on Holiday City’s Famous Boardwalk
• Stay at the Cambrian Hotel
• Visit The Aquarium
• See the Museum of the Plains
• Concert in the Park (??)
• Bar Crawl (College Town)
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Greetings From Holiday City!
Holiday City By The Books exclusive clubs saw many notable American personages on their
lists of members.
Just the Facts: In the late 20th century the iron and copper mining in the area and
Holiday City is a major port and rail city located on the southern heavy industry in general, declined and Holiday City itself became
tip of Lake Superior in Minnesota. The waterfront Boardwalk passes less prominent--in many ways slipping further into decay--but it
along Holiday Park with views of the 1903 Grand Rail Bridge and was already transitioning to a financial and tech-sector based econ-
the home of the world-recognized Cambrian Hotel. omy. Today it is certainly not thought of as one of the great megap-
Holiday City was sacred ground to Native Americans for several olises or shining jewels of American urban development--but it is
tribes in the Lake Superior region for more than 500 years. From said that the people there prefer it that way. A staggering 19% of all
1650 to the early 1800’s it was a major fur post for European trad- sea and rail shipped micro-technology components move through
ers seeking beaver pelts. By 1830 it had become a major center its docks and it has more heavy rail capacity than any midwestern
for shipping (connected to the Great Lakes Waterway, the Saint city of similar size and density.
Lawrence Seaway, and then the Atlantic Ocean) and rail hub that It is a regional epicenter for banking, retail shopping, and medical
joined the Great Northern Railway and Taggart Transcontinental. technology. It has the only Biosafety Lab level 4 in Minnesota and
At one time it was considered as a possible location for a “Western one of the few ISO-2 level cleanrooms in the United States.
Command Center” for the United States government should
anything happen to Washington DC. During the 1920’s it played Holiday City Districts
host to the arts and culture--boasting its own fashion designers, a Holiday City is a sprawling place with a broad range of neighbor-
lauded symphony orchestra, and several famous painters. Its local, hoods from the extremely well kept and wealthy to the violent and
impoverished. This section provides a few notes for each one along
with an attempt to give a sense of the atmosphere and flavor.
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Bancroft Hills Wealth Index: 5 (Very Wealthy)
Predominantly residential communities with both single-family homes on large lots and low-rise apartment
complexes. Country club, golfing, and horseback riding.
The Bancroft Historic District features magnificent mansions from the late 1800s and shopping consists of vibrant
corridors of small shops and exclusive markets.
Neighborhoods: Elway Hills, Candlewood, Bitter Creek, Trendell, Bourbon Oaks.
• Huge mansions on perfect plots of land. Late-model Audis and Mercedes in the driveway -- or in the multi-vehicle garage. Guest houses
on little lakes. Manicured country-clubs. High-end boutique shopping. Catered garden parties with paper lanterns in the spring and
late fall.
• Big business behind stately facades. Old-money. Old secrets held by white-haired men who glory running the world. White-glove law
firms. Names on brass plates that mean something. Mens taylors and haberdasheries. Private clubs; yacht club. Restaurants with secret
numbers. Young Masters of the Universe close major deals and go drinking. Ad agencies.
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Kulver Wealth Index: 2-3 (Lower-Middle & Middle Class)
Down Single-family homes, multi-unit apartments, community shopping / neighborhood commercial. Student housing.
Park • Holiday City Community College
• HC University
• Two private preparatory schools
• Water treatment plant
• National Guard armory
• Museum of the Western Plains
Neighborhoods: Provost Park, University Heights, LWorth (“Student Slums”)
Ownership of college narcotics trade varies; currently Code Disciples
• The School District. Shaggy, trendy. Live music and places that last a season and are never seen again. Absinth bars. Rough characters
who sell the kids their party drugs. Ironic t-shirts. Ironic put-a-quarter-in-the-machine video arcades. More-than-one Rathskeller. Finals
drama. The street full of college-bars with a club at each end. School jackets. House parties after finals.
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Empire Zone Wealth Index: 5 (Very Wealthy)
Glittering towers--high-rise offices, a monorail system (only serves the Empire Zone). Very, very few residences.
• Progress Foundation 22nd Century Skyscraper
• Fitzgerald Aerospace Corporate Center
• Leland Inc. Office Park
Neighborhoods: Namusda Park, Bayland Heights, Isla Verde, Granite Shoals
• Never sleeps. Coursing with the feel of money and power with the promise and potential of big ideas and all-consuming ambition.
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Morris Wealth Index: 0-1 (Low Class & Slum)
Terrace Quasi-industrial, medium and high-rise residential. Tenement housing; large number of condemned and unoccupied
buildings.
• U-Store It (Stadium-sized, highly automated self-storage)
• Wade Park
• Timber Trails Family Fun Park (Closed)
• Donner Avenue (Zoned for Adult Entertainment)
Neighborhoods: Shoredale, Harbor Grove, High Forest, Winmilkee
Code Disciples
• Concrete wasteland. Concertina wire on top of 18’ chain link fence. Gravel parking lots. Big, dark buildings. Abandoned, stripped cars.
Guys in military jackets and no shirts covered in prison and white-power tattoos watching you. Beware of Dog signs. Gleaming brass
shell casings down in the cracks in the sidewalk. Nazi graffiti.
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Webber Wealth Index: 2+(Lower-Middle with some Middle Class)
Single-family homes, multi-unit apartments, community shopping / neighborhood commercial.
Subsidized housing for Kingdom Security employees.
• Universe of Lights Skating & Bowling
• Travers Mall & 28 Multiplex
• Oh Noes Brewery
• Holiday City Science Museum
Neighborhoods: Franklinmont, Hin Hillside, Bridgeland, Evanstream
• Families with a bunch of kids going out to Appleby’s; the movies. Teenagers flooding the theater and the mall. Everything is about to
where it needs a new coat of paint. Family bars. Everyone knows someone who works for Kingdom and lives in the New Apartments.
Field trips to the Science Museum.
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Marshal Hill Wealth Index: 1-2 (Low Class to Lower Middle Class)
Sprawling, dense neighborhood with some single-family homes and many older multi-unit apart-
ments, community shopping / neighborhood commercial.
• Some famous clubs that still show up in older Holiday City tourism material
• The first of the true Dark Zones (“The Quarry” to the locals, fenced off with CONDEMNED -- DO NOT
TRESPASS signs)
• St. Roch’s Hospital -- the biggest in Holiday City. World-class trauma ward
• Ballard Asylum -- Mental hospital for the criminally insane. Rumored to be Bedlam
Neighborhoods: Hoffmans Meadows, Bensen Bluff, Willow Grove, Schumafort
Llaves & The Nigerians
• Everything’s run-down, but they still cover the graphitti when it goes up, unless they can’t reach it (under the bridge). Everything’s
locked up tight at night. Metal doors with more than one bolt. Lots of walkups. Single-family row-houses. Empty lots full of weeds.
Dismal little hotels where you don’t wanna know goes on. Dealers on the right streets. Bright outdoor advertising; nightlife. 24 hours
Waffle House restaurants. People come from the other places to get what they want here. You can feel the bass through the walls. Epic
clubs, where tough guys strut like princes.
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Victory Wealth Index: 0-2 (Poverty to Lower Middle Class)
Square Mostly multi-unit apartments with some high-rise “project” apartments and community shopping / neighborhood
commercial. Schools have a 80% graduation rate.
• Victory Square Park, itself (Traffic roundabout, park)
• Recording Studio for Midwest Hip Hop, with actual gold records on the wall
• Back (way back) when Holiday City had a baseball team, they were based here. The ruin of Lockhart field is still there,
overgrown and green
• Two large Dark Zones (9-16 square blocks), and several small ones (1-2 blocks) -- The Brickyard and The Factory
Neighborhoods: Carolburn, Highfield, Lindenwood, Hillfort
Nigerians & Youth Gangs
• Trash, broken windows with rusted bars; dilapidated houses with windows boarded up; abandoned. Everyone’s got a hustle, even the
kids. Lots of fast-food. Lots of payday loan places. Everyone gets sized up, just walking down the street. Cop? Predator? Prey? Churches
that fill up on Sunday. Social workers with thick case-loads. Greyhound. Lotta people gonna get out of Victory Square playing ball or
selling music.
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Lyndell Heights Wealth Index: 2*
Zoned for commercial development, heavy industry, office parks, and dense, low-rise housing. Verboten
HQ, like an evil-vision of Epcot’s sphere looms over the district.
• Their base is a giant spheroid. It is not a tourist attraction: visiting Lyndell Heights to take photographs
in front of the “Super Villain Base” is NOT advised.
• Dry docks & shipyards
• Many closed, some open factories
• Distribution centers, call centers, smelting and refining
• Paper mills
Neighborhoods: Ash Glen, Golden Hills, Chelsa Woods, Verde Vale
Verboten - Entry is NOT advised
• The fake cheer of the simulated potemkin village of the Yucca Flats atomic weapons tests. Giant washed out billboards for no-longer-
sold products. Mid-range brick office buildings that appear condemned but glow with strange lights. The police are out in force--but
their uniforms look a little different than normal--a darker shade of blue; almost black.
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Union Gardens Wealth Index: 3*
Zoned for urban housing with mid-rise densely packed units. Each is painted a different pastel shade.
Surrounded by city-donated parkland running up to the major roads.
• Held three charter schools (repurposed)
• A Community Center youth-hall (repurposed)
• 2-year Technical school (repurposed)
Neighborhoods: Poplar Glenn, Windsor, Hinsmont
Technocrat - Internal Movement is restricted
• From the roads it looks like a tight clustered block of identical mid-rise buildings towering over much lower institutional-looking
schools, community centers, strip-malls, and auto-mechanics ships. The entry points have: RESIDENTS ONLY notices. Some have security
gates operated by the city. Everything in there is weirdly quiet.
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South Harriet Wealth Index: 0-1
South Harriet has one of the largest Dark Zones in Holiday City--blocks without power or uncondemned build-
ings. It also has what writers in the Trumpet have characterized as “No-Go Zones” where the HCPD will not enter
without riot-gear and SWAT Teams. It is a mess of unzoned areas containing bodegas, repurposed gas stations or
abandoned strip-malls (turned into chaotic markets).
Multiple Gangs. Crime Rate NOT REPORTED
• South Harriet is a nightmare of badly lit street-warrens, decayed public services, and several legitimate businesses built like fortresses.
It has chaotic street parties, colorful gang wars, and police who seem at times to have almost given up. If you live in South Harriet,
apparently, you take your life into your own hands.
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• Cranes, trucks, shipping containers piled high. Trucks in and out at all hours. Union men, union bars. Inspectors with clipboards and
cheap ties. Bars for shipmen near the water; italian restaurants with checkerboard tablecloths. The smell of titanium and money to the
East where they build experimental aircraft in high-security hangers. All kinds of things move through here. No one knows everything.
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Signal Hill Wealth Index:0-2(Lower middle is as good as it gets)
Slums and tenement housing. Abandoned industrial tracks gone dark. The gulfs in the fabric of Signal
Hill don’t even have names anymore. They’re just called the Dark Areas. Light and life (such as it is)
along the major roads.
• Worst School in Holiday City: Thomsan High is near the bottom in almost all stats (graduation
rate, etc.) but at the top in terms of violence. Gangs, riots, predation are all commonplace. In fact
some have said it’s a school for violence
• Eagle Point Lighthouse: A closed off block with a lighthouse on it, built in the 20’s by a Luminary.
Never served a real purpose, today maintained, but access restricted; rumor that if turned on, it
calls ghost ships
• Belgrade League is a notable russian bar / restaurant / live-music venue where the heads of the
Russian Outfit meet to discuss matters of mutual importance
The Russians have a big footprint in Signal Hill
• Brutal, dirty, hopeless. You Don’t Belong Here. Cyrillic signs with no english translation. Warehouses behind chain-link fences with
cameras and blacked-out windows. Brick buildings with heavy steel doors. Young men with automatic weapons in the front room,
while the Boss holds meetings in the back. Thomsan colors (blue, black) mean trouble -- wolfpacks of teens on the prowl. Heroin and
meth -- hard drugs brought in from elsewhere on sale.
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Holiday City Locations
Location: Armitage
The Boardwalk
A warmly lit waterfront shopping experience with exotic stores, a glowing ferris wheel, and friendly, sanitary restaurants and bars.
• The Bar None - bar and grill
• Ezekiel Skywheel
• Dr. Delima “Dungeon of Horrors” Museum/Attraction
• The Cambrian Hotel (1895)
The Dr. Delima attraction is tacky, in bad taste, and only has mock-ups of various pieces of his lurid history (such as a replica of his famous horned mask, artists renditions
and scale-models of The Trolley Problem he set up, re-creations of his Murder Boxes, etc.)
• The Cambrian Hotel is one of “America’s Most Haunted Hotels” (according to guidebooks)
• The Ezekiel Skywheel was built in 1958 by 20th Century Motors using a then-revolutionary magnetic flywheel drive system that is still in operation today.
Location: Kulver Down Park
Museum of the
A weathered looking building with a large (often empty parking lot) and a concourse entryway that has seen better days.
Western Plains • Jackalope Skeleton: A horned “rabbit skeleton” with antlers and armor plates--the size of a VW Beetle. Declared a hoax in 1940s.
• “Doc Lantern” exhibit - a cowboy and gunslinger. Replicas of his “skull-adorned guns” on display. Was a “Wendigo Hunter.”
• The Sarisg Tribe--a small tribe about which almost nothing is known--but they held the area, traded in exotic skins, and had a warrior
who it is said single handedly kept the continental army out of there for years.
Open: Mon-Sat 9:30 AM to 5:45 PM.
Admission: 8.50, Free for children under 12, 5.50 for seniors
The Museum has a dim, musty look. The staff--a skeleton crew--is generally somewhat taciturn and less than friendly. Exhibits scatter across the floor, unchanging and
often only marginally dusted off. Dead fly husks in the display cases. The only colors that aren’t muted are in the gift shop.
• The Museum has a private collection which is generally off limits in its cavernous back-warehouse. This contains old city books and records as well as the Red River
Express--a legendary “ghost train” that came into the station with all the passengers vanished.
• The Museum is maintained by a grant from the City Council and has been renewed every 4 years for decades.
Location: Armitage
Holiday City
A large artistically designed building with blue green tiles in a band across the outside.
Aquarium • Fresh and salt-water tanks
• Skeleton of the Euclid Bay Leviathan, a massive skeleton of a Tylosaurus (45+ foot Cretaceous Period aquatic predator). It was
found in Euclid Bay in 1931
Open: Mon-Sat 9:00 AM to 7:00 PM.
Admission: 12.00, Free for children under 8, 8.00 for seniors
• Long halls with sound absorbing carpeting and black lights fluorescing brilliant colors from the glass-lined walls looking into aquatic wonderlands. The Leviathan
skeleton spans an astonishing 60 feet and even long dead has an air of menace about it.
24
Location: Victory Square
The Grain
A cluster of four 120’ tall grain elevators on the Victory Square docks from the time when Holiday City moved many tons of grain a
Elevators day from the heartland to the Atlantic. The elevators are deserted now--but still stand, held in a trust for the next decade. The owner,
whoever they are, had left instructions they were to be left in operable condition--and has (according to rumor) not been heard from
since (apparently the trust is paid up for the next 20 years.
Open: CLOSED TO THE PUBLIC--PRIVATE PROPERTY
• There have been constant problems with kids, thrill seekers, and conspiracy theorists trying to break in and look around.
Location: Kulver Down Park
Holiday City
Located on--and spanning--the border between Kulver Down Park and Webber, Holiday City Highschool is the Youth Luminary center
High School of the city. It runs two (really three) competing Youth Luminary programs.
• Varsity - A licensed Youth Luminary Program run by The Tower operates out of Comity High. They have a private area called The
Command Center
• Red Cell - a licensed YLP is run by a collection of interests from the Empire Zone. It has an underground base called The Ops Center.
• A group of Luminaries (and some other students) from the nearby charter school North Shore High attend classes “remotely” at
Holiday City High. If a Luminary is a student of North Shore they are not required to join one of the two YLP teams.
• The school is bustling, generally upbeat, and well funded (due to competing sponsors with money to burn). Luminaries mix with the student body--usually with
okay results. Sometimes not-so-good.
25
26
27
Holiday City, By The Numbers
This section covers the statistics that can help put Holiday City in a real-world city. It is at the lower end of a megapolis -- by any measure
a “big city” but short of the bragging rights of America’s most iconic.
Luminaries per Capita per 1k population Weighted AVG CAT-1 CAT-2 CAT-3 CAT-4 CAT-5
Holiday City 1.61 .08 .18 .28 .10 .13
National Average .13 .11 .03 .01 .002
.21
28
Facility Number Size Population Notes
Schools 60 Average MN is 0.497 schools per 1k people
Community College 1 150 acres 4k low-Average for public CC. 15k/yr Tuition
HC University 1 300 acres 3k 35k/yr Tuition. Scores about what well regarded small universities score size/student wise.
Hospitals - Small 4 36-85 Beds 180 total beds (312 required for 120k people)
Hospitals - Medium 2 88-218 Beds 200 total beds (covers. No large hospital)
Police Stations 45 14 officers 624 Police Approximately another 180 personnel. Station density is comparable to other cities with the same
per station Officers officer-10k ratio.
Crime Rates
Place Pop Violent x 100k Homicide Homicide per
Beaumont Tx 119 1063 16 0.13
Chattanooga 179 1066 31 0.17
Hartford 123 1093 29 0.24
Stockton CA 310 1415 55 0.18
Holiday City 120 1561 40 0.33
Rockford IL 147 1588 18 0.12
Milwaukee 595 1597 118 0.20
Memphis 652 2003 181 0.28
Baltimore 611 2027 342 0.56
Detroit 673 2057 267 0.40
St. Louis 308 2082 205 0.67
Police per 10k
National Average 16.6
Baltimore 40.6
New Jersey 70.9
NYC 42.3
Washington DC 55.1
Holiday City 52
29
“Value” - The Unseen Energy That Drives The Universe
If you ask a Luminary to describe what “Value” is, you’ll get a lot of When you have Experience Points (XP) equal to your current AP
different answers. Some say it’s a kind of power or vibration. A few Total, then you go up a level: You get 8 AP to spend however
describe it as a seductive “song” they hear coming from people desired and your XP total resets to zero.
and places. The scientifically minded will describe it as an “Intrinsic
Luminaries who are actively doing things to win Value are said
Energy” that flows through everyone and everywhere--but accrues
(by other Luminaries) to be “Climbing the Ladder” or “In the
in Luminaries and special places.
Game.” For the most part, ordinary people don’t know anything
One thing is for sure: you, if you are a Luminary, can win it. By about Value (or have an incorrect new-agey understanding of it).
expressing an almost Nichetzian Will-To-Power you can take Value In Luminary circles, though, someone who is Climbing the Ladder
and grow stronger. is a bit dangerous. Most Luminaries are not out there, looking to
In Holiday City you get experience points for winning battles, dominate others of their kind--but those that are? They’re getting
driving corruption out of/improving areas (taking and holding more and more powerful if they’re successful.
ground), and so on. The Winner / Winning Side Gets This Amount of Value
The key point here is that the characters (PCs and NPCs) know (based on the loser’s AP totals)
they get more powerful by doing this and so it drives some
Outcome Value
behavior (such as encouraging Luminaries to fight or to exert
their will over a key area). Defeat In Real Stakes Battle (Could Have Killed) 1x
• Beating other Luminaries in a for-real battle (you get less Value Defeat In Monitored/Controlled Contest 1/8
for lower-stakes fight) Loser Escapes/Calls a halt - Would clearly have lost 1x
• Taking over key areas and holding them (and more for “improv- Loser Escapes/Calls a halt - Would probably have lost 1/2
ing” or enforcing your will on them)
Battle Ended Early / Leader Calls Halt - One side clearly winning 1/4
• Dominating other Luminaries--controlling them by force of will /
Battle Ended Early - One side Probably Winning 1/8
threat (this is way different than being a “team leader” or mentor
or something. Battle Ended Early - No Side Obviously Winning None
30
The Underground Fighting Circuit If You Aren’t Part of a Team, But Help
A number of solo-operators compete in the Holiday City under- Out, You Get A Share of the Value
ground fighting circuit. Usually these bouts are controlled (there
If four solo operators team up for a battle to take down a stronger
are forces that will step in when the battle is declared “over”) and
foe, the Value is split four ways--even if they aren’t part of a team.
you only get 1/8th of the opponent’s AP total in Value for winning.
On the other hand, if one of the four goes off by themselves and
In the event of a “death match” where one party has declared intent wins a fight, that person gets all the Value for that fight.
to kill the other--and both groups agree (even if the other side
doesn’t intend to kill the other) then the Value would be full points. Because of this rule, groups will tend to be a bit restrictive as to
“who they work with” or who is “allowed to come along” on an
Teams and Splitting Value action. If someone won’t / can’t “pull their weight” then some
team members may resent their being there as they still get an
Most Luminaries are “solo operators” but not all of them. Being a even share in the Value.
“Team” in terms of Value means more than just “sharing the same
This also allows a high level Luminary to “power level” a less
lair” or “being on the same roster.” It’s a connection that is as much
experienced ally should they choose to
“spiritual / ethereal” as practical. It means fighting for the same
things, having a shared identity, and each person involved seeing Fighting Alongside As Part of a
themselves as part of a greater whole.
Different Team
Size Term
Groups can fight alongside but still be different teams. This re-
1 Solo Operator quires that there be some meaningful schism in the group--that
is: they aren’t friends (or if they are, they are serious rivals), they
2 Operational Dyad
would “normally” not fight alongside (and don’t do this too often),
3 Operational Triad they are in real competition. In these cases, even if they are fighting
for the same goal, they don’t share Value.
4 Operational Tetrad
NOTE: If a target is damaged by hits from different teams, the Value
5 Operational Pentad
is split--but whoever strikes the blow that brings the target down
The PCs are expected to be a team, an “Operational Tetrad” (if there (either to unconsciousness/death or unconditional surrender) gets
are four of them). 3/4ths of the Value and the other person--even if they did the ma-
• Teams split all Value gained whether they were part of an action jority of the damage--gets 1/4th. Thus, it is possible to “kill-steal.”
or not.
• They will all level up at the same time (if they started at the same
value, which they usually do).
31
Taking and Holding Ground Improving Your Domain
Just holding ground usually gets you a level--but improving your
You can gain Value by defeating opponents--but also by dominat- domain--putting your “mark” on it--can do this as well. Typically
ing the landscape. this means:
When a Luminary (or team) “takes over” a significant area they all • Improving the quality of life for people there or, ensuring they
get +1 Level. In order for this to happen, the following must be true: go about their business in your way.
• The area must be of significant size proportional to the team • Improving infrastructure (think: raise property values) or erect-
(usually meaning a “neighborhood” or “meaningful establish- ing monuments or holding events that glorify you.
ment” for a street-scene level group--or a collection of neighbor-
• Greatly reducing / controlling unwanted activity (such as stamp-
hoods for a CAT-3 or higher team)
ing out a certain kind of crime or business) or creating certain
• The characters must hold it to the extent that they could “collect kinds of activities (such as making the domain a specific hotspot
taxes from it” (even if they do not). This means that the people for something you desire)
there acknowledge the dominance of the characters (if not their
moral legitimacy). Taking the ground is one thing--defeating everyone with a claim
• The characters can enforce their will and have at least a basic on it, making it known “you’re in charge”--but holding it over
knowledge of what is going on there (i.e. there are not powerful time--and improving it is a way to do something else. Some
forces that are simply ignoring the character’s presence). characters described this as “Putting a hotel on it.” (a board-
game reference).
• The characters must hold it for at least several days or “cycles”-
-just “planting a flag” isn’t enough--other parties must have a Improving a Domain usually gets you half your team’s AP in Value
chance to oppose the ownership and have not acted on it. (so a 4-person 64 AP team would get each member 32 AP in XP for
significantly improving a domain).
Examples of Appropriate Ground CAT
NOTE: if an area is improved then it becomes valuable to higher
Pacifying Areas Around The School CAT-2 Category characters (making it more of a target).
Taking Over The School CAT-2
Evicting Gangs From a Neighborhood CAT-2 Losing Ground
Controlling a highly desirable establishment (such as a valuable In the course of human (and Luminary) events, sometimes ground
bar, hospital, park, etc.) CAT-2 you’ve held gets taken away from you.
Declaring a Neighborhood “Under Our Protection” CAT-2 When this happens the group that took it gets whatever value it’s
Controlling a District CAT-3
worth to them and value for defeating you if you fought them, but
you do not lose the level you gained for taking it in the first place
Controlling HC-College or University CAT-3
-- that’s yours.
Controlling / Freeing A Section of The Docs CAT-3
However
Controlling A Historic Site CAT-3
• If you do not take it back, you get nothing for the next area you
control -- a Luminary who takes and then loses a domain is said
to be “in the hole”
• This is true for multiple domains -- if you take three domains
and then lose all three, you’ll receive nothing for controlling and
pacifying domains until you’ve taken three of them
• Taking an area you’ve once controlled back does not get you
value. Once you’ve received value / a level for taking an area, you
can’t get value for retaking it (even if, in the interim, you took
some other area somewhere and got ‘out of the hole’). Retaking
an area can get you ‘out of the hole.’
32
Going Up A Level
When a character either accrues Value equal to their AP their Value • +2 Character Points.
reserve is reset to 0 and they go up a level: Going up a level gains: If a character takes over enough “domain” that the GM rules they
• +8 AP - these can be spent on any power the player wishes. have gone up a level then their Value reserve is not reset (that
There may be abilities the GM does not want in the campaign- comes from combat with other Luminaries).
-so check with them--but the player is NOT constrained by what
was initially rolled.
33
Creating A Luminary Character
For JAGS Supers - Holiday City, we have introduced an unusual el- Game Type APs Notes
ement to character creation: random rolls. This section covers how Alma Mater 64 APsThe characters are high school Luminaries.
you make your Luminary Character! Gritty streets. Underground fighting circuits,
Street Scene 64 APs gang wars, corrupt cops, and looking for clues in
Specifically: condemned buildings.
1. Decide on a Game Type / Power Level: There are multiple Let’s Make A New--but potent--Luminaries are going to make
128 APs
ways to run a Holiday City game and we’ve provided support Difference their mark on Holiday City
for some of them. This should determine the broad strokes of The characters are powerful entities--and they’re
Power Houses 256 APs
going to let everyone know it!
what they characters are doing in Holiday City.
NOTE: Exactly who the characters are can vary a lot within any of
2. Making a Team (not just individual characters).Characters
these but they should give you a decent starting point.
should be designed to have come together as a team; we rec-
ommend characters be built with connections like a shared Step 1: You Are An ‘Operational
origin, existing personal relationships, etc. The idea is that all
the characters have / will quickly have binding relationships. Tetrad’
3. Random Power Generation: We have a table for rolling The players (we assume 4 plus a GM by default--but it doesn’t have
random power categories--and then using APs to purchase to be that way) are expected to be an “Operational Tetrad.” This
powers from those categories. means, among other things, they share Value (Experience Points)
and go up in power at the same rate, are aware of each other, and
4. Spend Character Points: to create the “regular human” part
consider themselves “a team.”
of the character.
The default is also that the PCs are the good guys--in that they are
5. Optional Origin Story & Lifepath: Optional rules for ran-
interested in addressing the injustice and predation that happens
domly generating origin stories, and other aspects of your
in Holiday City--at least to the level they are able to.
character (what your ordinary life was like before--if there was
a before, etc.) As such, the players should consider the following options:
Family Members
Step 0: What Kind of Game Is It?
The PCs are all members of the same family--perhaps a nota-
We’ve provide [X] “starting positions” for the game. For each of
ble Luminary in Holiday City’s history? Perhaps a family that all
these:
Illuminated at the same time?
6. The characters are all expected to be / become friends and are
part of the same team.
7. The characters are “the good guys.” They may not be perfect
but they are interested in addressing the injustices and prob-
lems that exist in Holiday City.
34
35
Shared Origin
Maybe the characters were all friends who went out on the same GATs you can choose from Combat GATs, Weapons/Armor, and Total
camping trip and got “abducted by aliens”? Maybe they were all Archetype Points.
in the same experiment group? If the same power is rolled again, it may be rerolled. If Fast
Company is rolled, the player may choose to take as many GATs as
Bonding Experience
they want (otherwise they are limited to the GATs afforded by Fast
The PCs all have some kind of bonding experience together. Maybe Company that is chosen--see below).
they all came together to fight a giant monster and decided they
This method will produce 4 Power Categories which the player may
work well together? Maybe they all ran into each other chasing
then begin to use to construct their character!
down the same case? Etc.
The players should decide how the characters are related to each Step 2.1: Buy Powers
other and how / why they are a team.
Once the power-categories are rolled, the player may then use
NOTE: Friction between the characters is often fun to play out and their APs to purchase abilities from within those categories. The
expected to a degree. The players, however, are expected to be player may choose to spend some, all, or none of their APs on any
playing as a group and in-character disagreements should prob- power within those categories (they may ignore entire categories
ably not be so strong as to fracture the people-around-the-table’s if wanted).
group experience.
If they decide to take no powers at all, they can be Level 4 Fast
Company and spend as many APs on GATs as wanted.
Step 2: Roll Power Categories
Each player gets 4 rolls (1d100) on the Power Category Table. Each Step 2.2: Fast Company Levels
roll (with the exception of 98-100) yields a section of the Archetype
Any player--whether it was rolled on the table or not--may choose
Book that contains one or more powers. These four rolls are your
to give their character Level 1 to Level 3 Fast Company levels in
Power Categories.
addition to whatever powers were rolled-and-chosen.
Every character, no matter what was rolled, can take up to 8 AP in
The Fast Company packages provide APs in GATS which may be
Damage Points or Ablative Damage Points.
bought at the player’s discretion (if Fast Company was rolled then
All characters, no matter what was rolled can spend 4 APs on a the player is not limited to that number of APs for GATs). Any degree
GAT (once). of Fast Company allows all the TAP GATs to be purchased as wished.
If the abilities rolled--and then chosen--make you visibly non-hu-
man you can choose a 0 AP Short-Action Shape-Change power and Step 3: Create The Character
keep all abilities that would not make the character visibly non-hu- Once you have the powers selected, modified, and purchased, you
man in your human form. can spend your CPs however is necessary to make the character
work for you.
If you are always visibly non-human that is a -2 APs to the character
total. It is -4 If the character is hideous or highly disturbing. In the case of a character who illuminated at some point later in life,
it is still expected that the CP-spend will compliment the abilities
Uncontrolled Change or Difficulty Shifting is worth -2 APs.
to the degree the player wants it to.
Abilities can be modified as wanted--meaning powers can be
turned into devices, for example.
If Combat-GATs Weapon / Armor is rolled the player can choose
energy attack powers or any form of armor, including Power Armor.
The listings in LIGHT YELLOW allow the player to choose powers
from any italics listing under the rolled Trait. So if you roll Combat
36
Step 4: Optional Origin / Life-Path Rules
We have provided a bunch of tables for describing origin-stories Again, these can be useful to help flesh out character ideas (and, if
(or “Illumination” to use the in-game term). You are not restricted used, may, of course result in revisions to the character).
to this but it can be useful for sparking ideas. It can be fun to have to work with randomly generated constraints
We have also included some “Ordinary Life” random roll tables. and they can add unexpected color to the process.
37
JAGS Power Table
1 Generic Archetype Traits 36 Senses and Perception
1 Combat GATs 37 Unusual Eyes
2 Weapon/Armor 38 Manipulation
3 Total Archetype Point 39 Mutation and Corruption
4 Non-Combat GATs 40 Weaknesses
5 Resources 3 Cybernetics
6 Followers 41 Science Agent
7 Exotic Training or Expertise 42 Upgrades
8 Intuition 43 Cybernetic Enhancements
9 Mental Traits 44 Cybernetic Arms and Hand
10 SP Pools 45 Cybernetic Legs
2 Innate Powers 46 Cyber Plating/CyberShell
11 Animal Body Type Powers 47 Hardwired Reflexes
12 Body Powers 48 Artiforgs
13 Extreme Body Type 49 Cyber Sense
14 Strength 50 Intellect Enhancement
15 Speed 51 Cyber Weapons
16 Appearance/Social 52 Cybernetic Hand To Hand Weapons
17 Defenses 53 Ranged Cyber Weapons
18 Armor 54 Cyber-Toxins
19 Energy Defense 55 Character Point Cybernetics
20 Bio-Defense -- Fast Company
21 Bio/Innate Weapon 56 Fast Company
22 Chemical Sprays 57 Gun Fu
23 Curses 58 Warrior GAT
24 Attack Tails 4 Psionics
25 Energy Attacks 59 Extra Sensory Perception
26 Force Attacks 60 Telepath
27 Particle and Quantum Beams 61 Telekinesis
28 Exotic Energy Attacks 62 Astral Projection
29 Venoms and Poisons 63 Empathy
30 Tangle Attacks 5 Domain Control
31 Movement Traits 64 Avatar
32 Flight 65 Minions and Allies
33 Ground Move 66 Fire Control
34 Exotic Movement & Teleportation 67 Air/Wind Control
35 Defensive Innate Powers 68 Magnetic/Metal Control
38
69 Water Control 6 Power Armor
70 Earth Control 95 Power Armor Traits
71 Gravity Control 96 Jet Pack/Flight Rig/Drone
72 Light Control 97 Unusual Equipment
73 Darkness Control -- Wild Cards
74 Ice/Cold Control 98 Roll 1d6 on Titles, Choose Within That Section
75 Time Control 99 Choose to Reroll One Power
76 Sound Control [4 AP] 100 Choose Any
77 Lightning Control
78 Death Control
79 Weather Control
80 Body/Chi Control
81 Technology Control
82 Animal Control
83 Life Control
84 Love Control
85 Hate Control
86 Probability Control
87 Void Control
88 Summoning
89 Illusions
90 Plant Control
91 Hearts
92 Spades
93 Diamonds
94 Clubs
39
Origin Tables
These tables provide a list of various ways that people “commonly
Mutant Origin
Illuminate” in the Holiday City game-world. We have done some
work to provide for rolls but in most cases, the player will simply Your Illumination was part of your innate biology. Many times
choose or make something up. These do not generally have any these abilities reveal themselves under extreme stress or in cat-
significant game-mechanics effect but can be used to spark ideas. astrophic situations.
1d6 Mutant - Evidenced When
1d8 Master Illumination Table
1-2 From Birth
1 Mutant 3-4 Puberty
2 Exposure 5-6 Under Stress
3 Death Energy
1d6 Mutant - Your Parents Were
4 Alien 1 Ordinary
5 2-3 One Was A Mutant*
Modified / Invested-Gifted
4 Both Were Mutants*1
-- Specific To Powers
5 Orphan / Adopted
6 Esoteric Training 6 Non-Mutant Luminaries
7 Extreme Training
8 Hyper-Science
Exposure Origin
Illumination can come from exposure to usual chemicals, substanc-
Results 6-8 should only be used when they make sense for the
es, or through disease vectors like the bite of a mythical creature.
character. If they don’t make sense, roll again.
1d6 Exposure Notes
Dr. Ingebjørg Syndrome A spill or leak (or just toxins being dumped into the
1 Toxin Accident
general environment)
Named after Norwegian Dr. Sigfrid Ingebjørg, a dual Ph.D. holder in
Pieces of meteorite, material from (alleged) space-
physics and psychology--and an expert in the study of Illumination 2 Alien Substance
ships, “unearthly radiation”
and Luminary life-cycle, he is credited with creating the terms for Exposed to a theoretical process or some other
3 Lab Accident
a series of mental-illnesses / alterations connected to Illumination accident-type
that convince the subject they are an alien, a time traveler, some- 4 Exotic Disease / Bite / Etc. Lycanthropy, radioactive mongoose bites, etc.
Struck by green lightning? Exposed to a prototype
one from another dimension, etc. 5 Energy Accident
energy weapon?
Ingebjørg Syndrome is a common-term for a number of what ap- 6
Ingestion of Drug / Drugs meant to do other things sometimes have
pear to be delusions that are not common--but are well evidenced Chemicals unusual side effects
40
Accidental Death Reanimation
1d4 Accidental Death You died and were sent back (at least that’s the memories/impres-
1 Bizarre Accident sions you have).
2 Extreme Sports
1d6 Reanimation
Darwin Award - You were trying to do something really ill-advised to show off /
3 Unknown / “Got Better” - You were clearly dead . . . and then you weren’t. No
“be awesome” and the opposite of irony happened. 1
explanation.
Stupid Risk - You weren’t showing off or anything--but you should NOT have
4 Raised (Necromancy) - Brought back to life not as undead. This can be done by
stepped out on that tiny ledge trying to get your ball back 2
mystical/esoteric means or by some other mechanism.
Murder 3
4-5
Revived (Hyper Medicine)
Reanimated (Undead) - You came back as “undead”2
1d8 Murder Risen (Second Chance) - You were sent back by [ something / someone ] for a
6
1 Personal Reasons reason. Either to redeem yourself or right some wrong?
2 Killed By Luminary
3 Murdered Intentionally
Extreme Training
4 Murdered Accidentally It is possible to exceed human limitations by --the right person, the
5 Conspiracy right training--and the right force of will seems to be able to do it
6 Mass Murder (Luminary / Other) No formula is, as yet, reliably replicable, however. What inspired
7-8 Don’t Remember your training
Heroic Death 1d8 Extreme Training
1 Parent Was Hard-Ass
1d4 Heroic Death
2 Raised By Clan / Cult
1 Police Officer
3 Knew From Young Age
2 Military Personnel
4 Learned Secret Techniques
3 Fireman
5 Became Driven (Because... Event)
4 Citizen Hero
6 Natural Talent (Extreme)
Reincarnation 7 Met/Sought Master
8 Special Program (Govt?)
You seem to have had a past life--or, at least, you feel like you did.
Who might you have been? Esoteric Training
1d6 Reincarnation Some Luminaries claim a mind-shattering discovery which led
1 Spotty Past Memories them to their Illumination. Insights and infinites.
No Past Memories--but shares traits - Things in your life both events and traits
2 you have, seem to perhaps conform to someone else’s (someone who is dead 1d6 Esoteric Training
now). You can feel the dejavu when this happens. 1 Raised by Coven
3 Possible Famous Personality
2 Explored Forbidden Knowledge
4 Possible Infamous Personality
3 Found Forbidden Documents
5 Possible Luminary
4 Met/Sought Guru
Possible Non-Human Spirit - You think your past life may not even have been
6 5 Found / Formed Coven
as a human.
6 Spirit Guide / Mentor
2 If players are beholden to these origin rules and this is rolled, the character may spend points on the Death Control Domain (in addition to other areas, as rolled).
41
Extreme / Esoteric Master Is . . . Modified By
1d4 Master Is... 1d6 Modified By
1 Out of the Picture 1 Military Program
2 Gone / Missing / Needs Help 2 Black-Market Labs
3 Evil / Antagonist 3 Private Hospital
4 Patron / Supportive 4 Own Fortune (Rich)
5 Rich Patron
Alien 6 Unknown / Mystery
Note: characters that claim to be from a non-human civilization are
Empowered By
generally explained with Ingebjørg Syndrome. It is our suggestion
that all evidence of such be equivocal. 1d4 Empowered By
1 Powerful Luminary
1d8 Alien
2 Spirit Guide / Entity
1 Believes Self To Be Extra-Terrestrial
3 “Alien Entity”
Remote Island / Mountain Civilization - These actually exist and have pro-
2 4 Guru / Master
duced Luminaries.
3 Underwater / Subterranean Civilization
Moon-Civilization - Documents indicate that both the US and Germany es-
The Entity Is . . .
4 tablished covert moon bases in the 1940’s. Some records suggest there was 1d6 Entity Is / Seems To Be
evidence of in habitation prior.
5 Time Traveler / Alt-Timeline
1-2 One of the ‘Good Guys’
6 Dimension Hopper 3-4 One of the ‘Bad Guys’
7 Summonsed / Mystical Creature 5-6 It’s Unclear
Artificial Person (e.g. Robot, Android, etc.) - These are unquestionably real. No
How I Felt About My Origin
8
reliable mechanism produces artificial intelligences, however.
42
Luminary Facts
These are some random/chosen notes about you as a Luminary. NOTE: The table weights towards Good Guy--and even in games
where rolls are being used, this should be considered highly op-
I Can Investigate! tional (many of these perceptions won’t make sense for all char-
Many of the Holiday City stories3 will require someone to investi- acters). In any event, no matter what was rolled, any player can
gate things. This can be roleplayed (ask questions, use logic, follow decide to have a character with no public brand at the start of the
up on things, research, etc.) but it is often helpful to have specific campaign.
skills or contacts.
At Least One Character On the Team Will Ideally Have One Of These
Costumes and Code Names
Luminaries have a long history of using “code names” and having
1d8 Avenues of Implied Skills
Information
specific costumes or colors/brands associated with them--even the
1 Underworld Contacts Streetwise L2 or L3 ones who despise humans and humanity. How you choose to outfit
2 Police Contacts Background yourself will help determine what your “brand” is like.
3 Patron Luminary Iconoclast, Progress, Doctrinaire You will get a Public Perception Score, starting at zero. It may be
4 Oracle Luminary Agent of Fortune, TealDeer
positive or negative.
5 Deep Web Hacker L2 or L3
Operator Bar, Mystical Club, Elite Night Club, Legacy at NOTE: For optimal humor value, it should be the other players who
6 Member of The Club
“Historic Club” score the questionable sections, playing “the part” of the public
7 Investigative Reporter Research L2+ (the GM is included in this and can override as necessary).
Police Procedure L3 (Private Eye or Detective). This
8 I am an Investigator
gives the character an automatic job on the Jobs table.
Your Personal Charisma Scores
My Public Brand Is Charisma Type Modifier
This is what the general public thinks about the character. Note that Charm +2 per 2pts of roll above 10 ; -2 per point of roll under 10
it is not necessarily accurate (although there is usually a reason Recruit +2 per 2pts of roll above 10 ; -1 per point of roll under 10
people think what they do). Intimidate +1 per 2pts of roll above 10 ; -2 per point of roll under 10
Persuade +1 per 2pts of roll above 10 ; -1 per point of roll under 10
1d6 Brand Roll Specific Brand
1-3
Light
1 Tower Tryout (I want to work for The Tower) Luminary Appearance
Brand
Not A Vigilante (Public, Friendly Luminary--but not It’s not fair--but people make all kinds of decisions based on how
2
crime-fighting based) you look.
Helps Out In A Crisis (doesn’t make waves, but won’t stand
3 Appearance Trait Modifier
by either)
4 Good Guy (CAT-3+ Luminary, Seeks to Make Things Better) Horned One -4
4-5
Gray
1 Operator. People Think I do “jobs” for money Angelic +2
Brand
Mutant Defect -3 per -1 AP of Trait
2 Dangerous. People think I am powerful and lack self-control
Insectoid -2
3 Shady. People think I am involved with criminal enterprises
Feathered Wings +1
4 Unwholesome. People think I want to do “bad things.”
Vigilante. I take Justice Into My Own Hands (and get it
Bat Wings -1
5
wrong sometimes?) Tentacles -2
6
Unpleasant. I have a very unpleasant--but not actually Claws & Teeth -1, -4 if character has ever bitten someone
criminal demeanor
Dark
6 1 - 2 Volatile. People think I am prone to violence
Brand
Hazard. People think I am dangerous due to lack of contain-
3-4
ment of powers
5 - 6 Criminal Origins. I am associated with a gang or crime family
3 High School characters may be exempt from this. They will get information through traditional high school channels (of course they may have it as well)
43
Behavioral Score For Your ‘Brand.’ Extreme Training
Your Brand is made up of a bunch of things--how you present your- People react well to lower-Category Luminaries who Illuminated
self, what actions you take, and what the public knows / thinks they through training. It’s seen as “a win for humans!” At the upper
know about you. Categories, though, for some reason, this flips to distrust.
44
My “Ordinary” Life
Many Luminaries have an “ordinary life” they either kept from be-
Holiday City Community College
fore the Illumination happened or still continues just in altered
form. Here are some tables you can use to randomly generate a Going to Holiday City Community College is said to be a little like
life in Holiday City. taking a vacation from life for as long as it lasts! You get to do all the
cool college “stuff” and, at the end, you’re 17k poorer! Or, maybe
NOTE: In many games this will be fairly explicit (“You are all high
your parents are?
school students at the schools with Luminary teams”). In other cas-
es it may be a lot more flexible. The players and GM should decide 1d4 Community College
what is appropriate. 1 Slacker - Lives in shared house
2 Poor Student - Shares apartment
1d10 Your Ordinary Life 3 Local - Lives at home
1 High School Student 4 Special Program
2 College Student - Community College
HC CC Special Program
3 College Student - University It’s not all slacker--several interests run high-tech training pro-
4 Works For - Special Tech Sector grams for the exceptional at HC-CC . . . but if you were that good,
5 Member Of - Luminary Family why didn’t you go to Holiday City University?
6 Member Of - Crime Family The Luminary Program is for Cat-1 Luminaries and tries to teach
7 Ordinary - Street
them how to live an “ordinary” life.
8-9 Ordinary - Middle Class 1d6 HCCC - Special Program
10 1-2 Luminary Program
Ordinary - Upper Class
3-4 Empire Technology Program
High School Student 5-6 Progress Grant
45
HC-University Special Program Luminary Family
HC University has a bunch of programs that look “under the covers” You are part of a Luminary family. NOTE: The default assumption
of the Luminary phenomena. They don’t publish often--and every- is that they are not in Holiday City--but that is up to the GM and
thing is behind a stupid paywall--but if you want to learn what’s players (that’s simply the easiest to handle).
going on with Luminaries, this is a place to go. 1d4 Luminary Family
1d6 HC-U Special Program 1 Well Known - Light (Good Rep)
1 Falconer Labs 2 Well Known - Gray (Questionable Rep)
2 ParaHistory 3 Well Known - Dark (Bad Rep)
4 Not Well Known
3 Cryptid Research
4 Xeno-Archeology 1d6 Family Ties
5 Esoteric Science 1-2 Family Expects Things From You
6 Value Science 3-4 Family Is Moderately Well Balanced
5-6 Family Is Upset With You
Special Tech-Sector Employment
1d4 Family Comes Wtih
There are several Hyper-Technology groups in Holiday City--more
1 Obligations To Other Family Members
than are even on this list--and you work for one. Note: this usually 2 Enemies In Holiday City
means you are a scientist (usually ordinary) working at the fringes 3 Gray - Brand Friends In Holiday City
of hyper-technology. It’s still pretty exciting. 4 A Catastrophic Secret
You have met some of the key Luminaries! You might even “know” them!
Crime Family
1d4 Employment - Tech Sector
Your family is connected to organized crime (or you are / were).
1 Progress Foundation - Hyper Engineering, Biology
2 Kingdom Medical - Cybertech
Since we expect the PCs to be “the good guys,” presumably you still
3 Century Leland - Chemist / Biologist / Geneticist have family ties--but are no longer working “with” the criminals.
4 Falconer Labs - Hyper Engineering, Bio-Chem NOTE: some of these people are more despicable than others. A
5
Fitzgerald Aerospace (Note: You cannot normally roll this. Working for Fitzgerald small inner-city gang might even be reasonably “good guys” since
Aerospace is Hell)
it’s really tough out there in some places.
Press Sector Employment 1d6 Crime Family
Working for the press in Holiday City can be exciting and danger- 1-2 Syndicate
ous--reporting things a powerful Luminary doesn’t like is a way to 3-4 Russians
get them mad at you. The paper is reasonably well protected--but 5-6 Gang Ties
individual reporters usually aren’t. 1d4 Gang Ties
1d6 Employment - Press 1 Los Llaves (Colombians)
1 Trumpet - Cub Reporter / Intern 2 Nigerians
2 Trumpet - Ace Reporter 3 Code Disciples
3 Channel 23 - Local Reporter 4 Inner-City Small Org
4 Channel 23 - Vice (Special Lurid Reporting)
5 Podcaster - HeroTalk Reporter
6 Page 6 - Holiday City Tabloid
46
Ordinary - Lower Class Ordinary - Upper Class
You lived a lower-class life. NEET stands for Not in Education, It’s hard to call an Upper Class life “ordinary” but compared to
Employment, or Training. Luminaries? Yeah--that scans. In most locals, being in city govern-
1d6 Ordinary - Lower Class
ment doesn’t make you rich--but in Holiday City, being a coun-
1 Homeless cil-member . . . well, it sure can.
2 Wage Slave - Retail, Waiter, Delivery, etc. 1d6 Ordinary - Upper
3 Lives at Home - NEET 1 Business Owner (small, successful)
4 Intern (Tech Sector) 2 Large Company Director / VP
5 Skilled (Paralegal, Medical, Trade) 3 Tech Sector Sr. Exec (Product Lead?)
6 Activist (Street Activist) 4 Highly Skilled (Corp Lawyer, Medical, Trade)
5 City Government
Ordinary - Middle Class 6 Wealthy (Investments, Inheritance, etc.)
You had a pretty good middle-class life. You still might . . . for a
while.
1d6 Ordinary - Middle
1 Assistant Manager - Retail / Service
2 Office Worker
3 Tech Sector
4 Skilled (Corp Lawyer, Medical, Trade)
5 Activist (Non-Profit)
6 Teacher
47
Alma Mater - High School Luminaries
High School can be confusing enough without being a Luminary school kids with the superpowers that come from being a Luminary:
but here you are anyway. In the Alma Mater game you are high At least you won’t be bored!
The Alma Mater game differs from the others in that the characters, in addition to everything Holiday City itself can throw at you, you
if they do “exactly what they’re supposed to” will basically spend also have complications.
all their time going to school. Of course you’re not that lucky--no,
48
The Luminary Youth Program
The Alma Mater game nominally takes place in the dual school- The PCs are presumably either part of one of the two teams
zones between Webber 21 and Comity High, now collectively (Varsity or Empire)--at least nominally--undeclared (which means
called Holiday City High School. The characters, if they attended they haven’t been identified yet), or came from North Shore and
or lived somewhere else, are now getting bussed into this area as so are “independent.”
part of Consolidated Educational Initiative.
The characters can, therefore, replace some or all of the listed
The Consolidated Educational Initiative is a relatively recent ini- team-members for a given team (if the total number is unwieldy)
tiative run by City Hall that takes students from various districts or the existing team can be split (I.e. The characters are “Junior
and puts them into the combined district of “Holiday City High” Varsity” instead of “Varsity” or The B-Team for Empire or what have
(Comity) and “Empire High” (Webber 21). you).
• If the characters are “announced” (known) Luminaries then All the teams go to classes in close proximity, eat lunch in the
they were moved there as part of the included Luminary Youth same cafeteria, etc. This has its share of problems when there is
Program (which requires all known Luminaries to be part of an friction between the teams.
accredited Youth Program--with a few exceptions).
• If the characters are unannounced (meaning the authorities The “Ballard Arc”
don’t know they’re Luminaries--although they may be aware of Dr. Glenn Ballard of Holiday City University is credited with iden-
the Luminary identity) then the characters are being bussed to tifying and defining what is generally called The Ballard Arc. This
Holiday City High as part of the larger program. is a plot of Luminary power-level by age: if someone is CAT-2 in
• If the characters were going to North Shore High and are an- high school they often reach CAT-3 shortly after graduation and
nounced, then they are a special case where they can’t be made may reach CAT-4 in 4 years.
to join a Luminary Team under the Youth Program--but are still Unlike those who illuminate later in life, who tend to remain more
getting bussed there anyway as part of the CEI. They don’t have static at their power-levels, Luminaries identified and trained /
the clubhouse or an ops center. They’re independents.
49
coached in high school have a higher potential to reach the upper
observed power-levels. Your High School Luminary
This has serious ramifications for a number of entities: if you can Experience - Complications!
find and mold young Luminaries you have a chance of getting a Nothing is ever simple! Here are some random tables that gener-
really powerful Luminary in a few years who is (hopefully) loyal ate the raw material to help with your character’s origin and history
to you. Conversely, if you can teach them to be good citizens you that make their life more unpredictable than it might be!
lower the risk that a Category 2 Luminary will become a Category
NOTE: As with the other life-path rules presented, these should
4 hazard thanks to a few tough breaks.
be considered optional and should be modified with discussion
While most people don’t talk about the Ballard Arc, for the admin- between the players and game master to create the optimal most
istrations and those forces running the teams, it’s certainly in the sensible combinations.
backs of their minds.
1d6 Your Complication Is
The Villain Program 1-2 You Have Mental Issues . . .
If a young Luminary is committing crimes, often they can be ar- 3-4 Had An “Interesting” Past
rested or, even if conventional police forces can’t, other Luminaries 5-6 Your Life Is Harder Than It Should Be!
will (somewhat uncharacteristically) step in to help contain them.
Mental Issues
Once they can be controlled in custody, they are given the chance
You’re not (necessarily) insane but you’ve got some issues that
of joining up with one of the certified teams (assuming the crimes
mean you tend to get into trouble. What are they?
weren’t too bad and the Luminary is young enough) or being sent
to The Locker (a Luminary containment supermax facility). Some of 1d6 You Have Mental Issues . . .
the Red Cell have joined through that program. 1 Known Not To Refuse Request For Help
2 Prone To Making Bad Decisions If Something Seems ‘Fun’
A Fourth Team? 3 Can’t Let Go Of A Mystery
While the media likes Varsity and the Red Cell is seen as a great 4 Need Value-Style Accomplishments
outreach program for the more underserved populations, not ev- 5 Must Match/1-Up Anything A ‘Peer’ Is Doing
eryone is happy with just the two teams. The Progress Foundation, 6 Have A War On Crime (Maybe A Specific Type)
Falconer Labs, and Fitzgerald Aerospace have discussed starting
their own (certified) Youth Luminary Program and the PCs might Your Past Was “Interesting”
be founding members. These can replace or augment other “past” issues. This refers more
to things that happened around your Illumination--but were not
The Mirth Academy necessarily the cause of it.
Although it was not commonly known, there was already a school
1d6 Had An “Interesting” Past
for young Luminaries in Holiday City--the very, very private and
1 Have Obligations To Questionable Luminaries
very very elite Mirth Academy. Also located in Kulver Down--but
almost unmarked, the school has been run by private interests for 2 Have A Secret That Keeps Getting Almost-Exposed
50
Life Is Hard!
You have complications that other people … just generally don’t. Something Is Nagging At You
Even Luminaries!
1d6 Something Is Nagging At You
1d6 Your Life Is Harder Than It Should Be! 1 A Parent Luminary Is Hounding You
1-2 You Have Uncontrolled Powers 2 You MUST Prove Yourself
3 -4 Something Is Nagging At You 3 Of A Traumatic Event In The Past
4-6 You Have A Nemesis! 4 You Secretly “Owe” A Powerful Force
5 You Have A Deeply Felt Obligation
Uncontrolled Powers
6 You Have A Demanding Patron
Characters with Uncontrolled Powers will need to find a mentor to
get them under control. The exact kind of mentor isn’t necessarily Your Nemesis
clear at the outset of the game and the GM can have it be unex-
1d6 Your Nemesis Is
pected--but the character intuits that someone can help them (and
1 A Parent Upset You Exist!
someone can)--the question is who? And what will it cost?
2 A Parent Wants You To “Go Dark”!
1d4 Uncontrolled Powers 3 A Peer Rival Who You Must Match / 1-Up
1 Uncontrolled Change 4 A Mysterious / Resourceful Enemy or Agency
2 Uncontrolled Damage 5-6 A Mysterious Figure A LOT Like You
3 Uncontrolled Activation
The purpose of the Complications is to provide avenues for
4 Uncontrolled Usage
the PCs to get into trouble, do things that might be risky, or
Uncontrolled Change is for characters who shape-change. It can have other NPCs with intentions of acting on them / causing
mean changing at inappropriate times (and not being able to problems. They’re meant to help get the game going.
change back) or having some kind of lack of control or losing con-
trol during a change.
The Luminary Teams
There are are two certified Luminary Youth Program Teams and one
• Uncontrolled Damage means that a power (either an attack or
known-but-not-official group in North Shore. There’s also the com-
otherwise)--usually an energy one--does moderate damage in
pletely underground group--the Revanche Club.
an area around the character under some circumstances. This is
usually something like 1/10th of the character’s damage output Varsity
and can cause chaos or injury--but usually not death. Being a member of Varsity gives you a good reputation! But it
• Uncontrolled Activation means that a power may not activate comes with some pretty serious restrictions and controls. Varsity
under some conditions or may activate when it is not wanted. is run by The Tower and “citizenship” is the main focus. Characters
Usually the character can get it going under stress (WIL roll)--but are expected to behave as role-models, following the rules, staying
it can have glitches at other times. out of trouble, and otherwise being upstanding citizens who just
• Uncontrolled Usage - A character’s power can get out of control happen to have Luminary powers.
entirely (such as an attack being “always on” and held in check The characters get guest lecturers (The Tower’s own Luminaries,
by a special suit). Progress, and so on). Often these feel like, well, lectures.
The team has The Clubhouse--a building at the edge of campus that
serves as a dormitory, training / danger-room, computer center,
and clinic for the Luminary students. They can go there for their
homeroom and after class. Often there are no adults there--al-
though members of The Tower and other “Adult Luminaries” do
drop by.
51
Varsity has a curfew and the Tower expects the team leader (Cavalier few decades and part of its agreement with local and state govern-
with the provided roster) to keep things well in hand and under ment was that the students couldn’t be removed from its roles for
control. any reason (other than crime or other serious conditions). As such,
The characters are allowed to “skip class” going off campus with when the Varsity Team went into effect and the Red Cell emerged,
Cavalier’s permission--they’re not supposed to be doing “Luminary it turned out that any Luminaries who went to North Shore were
Things”--but everyone knows, sometimes you just gotta. They’re exempt.
expected to keep the reputation of the school, the team, and The They could still be bussed, daily, to the Comity-Webber campus-
Tower in mind (in that order). es--and they were--but they couldn’t be forced to join one of the
two teams. They were independents.
Red Cell
Also, unexpectedly, North Shore turned out to have a bunch of
The Red Cell was a shock to The Tower. They thought they had the Luminaries. Now those kids (and other non-Luminary students--
only certified Luminary Youth program in Holiday City only to find whose population, it happens, contains a bunch of unannounced
that, in fact, the titans of industry behind the Tax-Free Empire Zone Luminaries) all wound up going to Comity. They attend class along-
had already put a project into the City Codes concerning young side Varsity and Empire--but they aren’t part of either team.
Luminaries. It also turned out they had identified several--and re-
That, it turns out, doesn’t sit well with either team.
cruited (or “recruited”) them to their team.
The North Shore Anomalies (what they decided to call themselves,
Being a member of Red Cell means getting analyzed. The people
often pronouncing it as ‘Nomalies) are independents. They don’t
in charge are rarely seen--although they will work through some
have a clubhouse or ops center--although they have used the
Luminaries and usually have the complete agreement of Red Cell’s
Webber 21 old drama room, which has a stage and a amphithe-
leader. They want to know what their charges are capable of, how
ater-like seating.
they operate under stress, and some things about their moral cen-
ter of gravity. They don’t have curfews or rules--but they do stick together. They
don’t trust the other teams--or the people behind them.
The team has the Operations Center, a complex built into the base-
ment of Webber 21 with high-tech consoles that monitor the me- The Revanche Club
dia and information feeds, a training chamber (not quite as nice as
There’s one more team in the mix--none of them are announced
the “Danger Room”), and dormitory / living quarters.
and their identities are not known. It is believed they came from
There isn’t a curfew--and there are a lot fewer lectures--but each North Shore as well--but there is evidence that at least one of them
member gets a rating that is presented on “The Big Board.” The (and maybe two) attended either Webber or Comity prior to the
rating is hard to decipher. What gets you or loses you points seems creation of the licensed teams.
kind of obscure. Going off and doing things--getting into “trou-
The Revanche Club is all about revenge. It’s revenge on the student
ble” usually loses you points--but do it with the whole team, in the
body and “ordinaries” for not giving the Luminary students their
“right way”? You can gain points.
due. It’s revenge on the Luminary teams for being public faces
Generally if your score is bad enough, you have to do chores of Luminary Obedience or Servants To Wealth (or whatever else,
around the base--or may even be confined to it outside of school depending). The Revanche Club wants to extract a price in blood--
hours. There are also batteries of computer driven test and training from, well, a bunch of people.
exercises that apply to this score.
The Revanche Club met online (it’s said) and now has secret meet-
The Red Cell is brought to see operations like Kingdom Security’s ings in person. They are plotting ways to show the system that it is
cybernetics labs, Malthusian’s technology plaza, and Peter Bishop’s obsolete--that it is fatally flawed, and unfair--that it needs to bend
various enterprises that have some Luminary relevance. the knee to the real Luminaries who deserve what they are due--
what they can take.
The North Shore Kids
If the hole in Varsity’s plan was Red Cell, the the hole in Red Cell’s
plan was North Shore. The charter school had been around for a
52
The Varsity Team
Of all the teams and groups in Holiday City High, Varsity is probably the most functional. Despite Pedigree arguing with Cavalier about
command decisions, Flaunt often backsliding into bad behavior, and NowhereLass often getting into sticky situations by being overly
curious and a bit naive, they are a solid team that typically has each other’s backs and works to make their environment better for everyone.
The group has access to the high-tech Command Center (a private building for The Tower’s Luminary project) and, while they get more
heavily monitored than Red Cell, they have been partaking of “outside / unsanctioned” exercises and operations.
They are also pretty friendly to other non-Varsity Luminaries and have few problems working with those they have a degree of trust in.
53
Cavalier
(a.k.a Bryce St. John)
Basic Information inscrutable lesson--an insurmountable test--and, over the years
Class CAT-2 of practice and training he beat them--coming out the other side
Threat Level Green (Varsity Team Lead) as a graduate of the school--a member of the elite. Something
Biology Human Male, Aged 17
happened. He doesn’t talk about it--but he has come to Holiday
City to complete his mundane education (the
Power Elite Training
members are expected to be learned) and to
M.O. High School Student
live by his master’s code: protect the weak,
Known Associates Varsity, Red Cell, Anomalies
stand for justice. Do what is right.
Known Body Count: 0
St. John is gloomy sometimes and impa-
Violence Index Inflicted Injury: 3
tient most of the rest of the time. He
Property Damage: none has what he feels in an absolute
Appearance moral code and is sometimes
Bryce wears a black combat suit with gold highlights and a cowl / shaken by shades of gray.
cape. It has a gold symbol of the Neo-Khan Combat Arts Program.
54
Pedigree
(a.k.a Kadence Kallastin)
Basic Information go with her nights of grueling training and lessons in Luminary
Class CAT-2 etiquette.
Threat Level Green (Varsity Team Second) Her “public persona” as the daughter of world-class, if distant,
Biology Human Female, Aged 17 Luminary is that of star student. Respectful, perky, up-beat, full
Highly trained physically, powerful energy de- of school spirit and always trying to do the right thing. This is also
Power her hero ID when she wears the uniform. Underneath that, though
fenses and weapons
M.O. High School Student is the entitled sarcastic, sometimes even cruel high schooler who
Known Associates Varsity, Red Cell, Anomalies feels like she’s been dumped in nowheres-
Known Body Count: 0
ville--and has to deal with yokels far be-
low the Hollywood glitterati she should be
Violence Index Inflicted Injury: 5
hanging out with.
Property Damage: 3k
Still, she’s got a destiny--to be a heroic
Appearance Luminary--and once she graduates
Katherine wears a blue and gold body outfit and is able to pro- she’s ditching this greasy little
duce a crackling azure force field. town and looking for the real
action. … at least that’s what she
Abilities and Powers thinks.
Pedigree has advanced reflexes and a deceptively powerful NOTE: Pedigree feels the code-
(but within human range) build. She is able to summon and name Pedigree, given to her by
control an energy force that she can both project and use her mother, is terrible. She is
to protect herself. While concentrated assault rifle fire can reported to be quite volatile
hurt her and degrade the field, she is largely immune to in relation to her mother.
handgun fire or similar attacks.
55
Nowhere Lass
(a.k.a Jane Doe)
Basic Information the Holiday City Psychiatric Ward. The documents were discovered
Class CAT-2 after he was arrested for plotting to blow up a school dance three
Threat Level Green (Varsity Team) years ago. No one knows if there is any connection.
Biology Demi-Human Female, Aged approx 16 Nowhere Lass does not have a good understanding of human
Able to redirect energy of attacks into ways. She is a valuable team-member but is unusually naive and
Power innocent in terms of understanding the modern world.
luminous colors, project beams of force, fly.
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Nowhere Lass appears as a light-blue skinned humanoid fe-
male with some exaggerated features. She is often surrounded
by glowing colors.
56
Flaunt
(a.k.a Brad Connelly)
57
Red Cell
The “answer” to The Tower’s Varsity initiative came in the form of refurbishing the school, creating the Ops Center (their counter-
Red Cell. Put together by various financial interests in the Empire part of The Clubhouse) and bringing in several young Luminaries
Zone, the team landed with a multi-million dollar investment in whom they had, apparently, been tracking.
As you can see from the first attempt at a group picture, there were moral center, made a strong--perhaps too strong--leader. The rest
some . . . “hiccoughs.” Where The Tower’s team was focused around of it was a bit of a disaster.
citizenship and picking students who would be role models (or, in The charter called for standardized color schemes in the uniform-
the case of Flaunt, a Luminary who could definitely benefit from -they decided on metallic red and matte black. Their costume
having a good role model) the Red Cell team had a different phi- designers also worked extremely quickly since the program went
losophy. Firstly, while the rules mandated that all Luminaries be in- from inception to operation virtually overnight. As a result some
ducted into a program, the structure of it was never specified. Thus, of the team members did not like and/or outright refused to wear
the Luminaries that were being tracked and monitored tended to to their uniforms.
be those that had come to the attention of the financial interests
Secondly, with no actual team structure other than a leader
in the Empire Zone rather than those that exhibited a strong moral
there were a number of arguments and altercations only barely
character.
managed.
They got lucky with Paragon who, apparently raised from a young
age to have a commanding presence and (it turned out) a decent
58
The Mentors
If the rapidity (and attendant chaos) with which the team was Bishop, Holiday City’s mega-businessman, for his part, sees the
formed was one problem, another was the mentorship. The team as an investment and wants to make sure it is properly
Malthusian and Tyrant both make hard, demanding, and some- leveraged.
what mean-spirited or at least aggressive leadership models. They As a result, the rules for Red Cell are less restrictive than those
want their team to be “the best”--which means outdoing any ac- for Varsity--but the whole thing risks encouraging bad (or at least
complishments by Varsity--while still being “cool enough” to attract dysfunctional) behavior.
recruits (The Op’s Center’s lavish game room seems to be part of
Still, it is a better environment for young Luminaries than letting
the pitch to prospective members).
them run free--and the presence of both Paragon, as the leader, and
They want metrics and reports from Paragon at a constant rate, Varsity, as a sort of counter-force means they are still perceived as a
with goals to show a steady state of improvement--but in terms of positive force by most of the student body and the administrators.
dealing with any of the usual confusion or social issues of being
Allegations that they are being groomed for a sort of Luminary
teenager--not to mention a Luminary who has just been thrust into
supremacist world-view seem to be unfounded.
a new school, they had almost nothing to offer.
59
Paragon
(a.k.a Damien Conwell)
Basic Information He carries a great psychological weight--and while he is strong,
Class CAT-2 he is in danger of embracing some of his darker desires (having
Threat Level Green (Red Cell Leader) the physique of a god while having the maturity of a teenager
Biology Human Male, Aged 17
doesn’t help).
Highly developed physique, well trained, Still, more than, perhaps anyone else, he wants his term of lead-
Power ership at Red Cell to be successful.
highly resilient
M.O. High School Student That means accomplishments
Known Associates Varsity, Red Cell, Anomalies and cohesion, and doing
Known Body Count: 0
the right thing.
Violence Index Inflicted Injury: 1
Property Damage: 0
Appearance
Paragon appears as a young hairless black man with an extreme
physique. He wears gold bracers and a circlet as well as an emblem
on his chest.
60
FloodLight
(a.k.a Ethan Frheely)
Basic Information perhaps effectively is--the second in command (Paragon trusts
Class CAT-2 him).
Threat Level Green (Red Cell Member)
Biology Human Male, Aged 17
Project, summon, and control luminous “super
Power
fluid”
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
FloodLight is tall, a bit “geeky” looking and sometimes his hands
and eyes glow with a blue-green force.
61
Conjuress
(a.k.a Nelly Leonela)
Basic Information (she was previously unknown to the world at large and even her
Class CAT-2 parents) and she has said she feels “exposed” being made into a
Threat Level Green (Red Cell Member) public figure.
Biology Human Female, Aged 16 She has a permanent “summoned” companion: “Impy”--a small
Power “Majick” winged “imp” that often is mischievous or argumentative and,
M.O. High School Student research suggests, may be her projected alter-ego / subconscious
Known Associates Varsity, Red Cell, Anomalies “acting out.”
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Nelly appears as a young high school aged student. She tends to
dress “normally” and generally refuses to wear uniforms (she will
keep to the black and red colors if she must)
62
Neoteros
(a.k.a Justin Bronislaw)
Basic Information NOTE: Neoteros has been described (perhaps charitably) as “over-
Class CAT-2 weight.” Reports suggest that the Red Cell costuming department
Threat Level Green (Red Cell Member) received “significant pushback” due to the form-fitting design they
Biology Human Male, Aged 16
created for him. Uniforms have been an extremely touchy subject
for Red Cell and it is advised to steer clear of them.
Power Hyper-Technology, Cybernetic augmentation
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Neoteros wears a tight suit--his body has a visible hexagonal grid
pattern--and seems to gleam with low-friction surfaces. He has a
sensory augmentation helm and a backpack folding recumbent
motorcycle.
63
Whisper
(a.k.a Lindsey Kellerman)
Basic Information
Class CAT-2
Threat Level Green (Red Cell Member)
Biology Human Female, Aged 16
Power Extra Dimensional movement
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Lindsey appears as a young woman in a black and red body suit.
She usually wears goggles or reflective glasses.
64
The North Shore Kids
If the Varsity Team is really formed around the ideas of citizenship education in a controlled environment. It was targeted at students
and character--and Red Cell seems to have a much more corporate who had struggled, possibly socially, in other schools. Maybe that’s
flavor, The North Shore kids are a wild-card. why?
For reasons that are unclear, the North Shore charter school had Since the rules for the charter surrounding North Shore meant that
an unusual density of CAT-2 Luminaries. It wasn’t a school for the students couldn’t be forcibly unenrolled (although each day
Luminaries. In fact, its charter didn’t have anything to do with they attend classes at Holiday City High) both Varsity and Red Cell
Luminaries at all--it was just trying some alternate methods of have made attempts to induce them to join. Thus far: no takers.
Whatever is/was going on in North Shore, the students seem to like check in with each other, keep each other’s secrets, and, periodical-
their independence. Instead of the high tech Club House or Ops ly, do things together--they distrust both Varsity (more because of
Center, they have an unused room on the third floor and some an- The Tower than the team themselves) and Red Cell (they are fully
cient game consoles and used furniture--and that’s even when they aware of the somewhat machiavellian bent of the sponsors).
hang out together. They acknowledge they sort of are a team--they
65
Beastie
(a.k.a Sidney Tames)
Basic Information friends--although she has a great deal of respect for Cavalier and
Class CAT-2 likes Nowhere Lass as well.
Threat Level Green (Even Tempered)
Biology Demi-Human Female, Aged 16
Power Ultra Physique
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Beastie appears as a 7’6” tall red-skinned “giantess.” Her eyes are
black and her fingers have armored blades instead of fingernails.
66
Cuttlefish
(a.k.a David Mills)
Basic Information
Class CAT-2
Threat Level Amber (Dangerous if Seriously Provoked)
Biology Demi-Human Male, Aged 16
Power Tentacles
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Cuttlefish appears as an overweight high schooler. When his pow-
ers are active, he opens a massive vertical mouth down his body
that tentacles spill out of.
67
Speed Demon
(a.k.a Barry Chapman)
Basic Information and had a reputation for standing up to bullies even before his
Class CAT-2 powers activated.
Threat Level Green (High School Luminary) Today he carries expressly limited supplies of medical addrene-
Biology -Human Male, Aged 16 laine--but allegedly he does keep stashes of other drugs around .
Power Enhanced speed and reflexes . . just in case.
M.O. High School Student
Known Associates Varsity, Red Cell, Anomalies
Known Body Count: 0
Violence Index Inflicted Injury: 0
Property Damage: 0
Appearance
Speed Demon appears as a relatively normal high school student.
A well to-do uncle has provided him with a professional Luminary
outfit which he wears . . . sometimes.
68
Molly Rave
(a.k.a Lauren Graham)
Basic Information For a time she was in extremely high demand in Holiday City until
Class CAT-2 she was identified and the authorities have somewhat curtailed
Threat Level Amber (Mood Altering Persona) her outings.
Biology Human Female , Aged 16 Molly Rave has had incidents of encounters with the under-
Power Mood altering aura, enhanced reflexes world--including some of the Syndicate and Russians who believed
M.O. High School Student she had dealings in narcotics they were “interested” in.
Known Associates Varsity, Red Cell, Anomalies While Lauren was, later, terrified of the implications, Molly Rave
Known Body Count: 0 seemed to have little difficulty dealing with low level Syndicate en-
Violence Index Inflicted Injury: 0
forcers and, now that she is a member of the North Shore Anomalies,
considers the night--and fun, peaceful gatherings, to be under her
Property Damage: 0
protection.
Appearance
In her “normal form” Lindsey appears as normal--perhaps even
“mousey” teenaged girl. As Molly Rave she is a “rave goddess.”
69
The Revanche Club
The Revanche Club, a kind of “I broke out my thesaurus” name for Indeed--for all the fury and comparative power of the club, if they
‘The Revenge Club’ is dedicated to these young Luminaries getting had any actual leadership they could be terrifyingly dangerous.
even for a world that hasn’t lived up to their expectations. While they are not yet stone-cold killers, they would be about two
Dysfunctional, dangerous, and unstable, the Revanche Club has steps away from a nightmarish tragedy. As it is, they are horrible
been described as being “like that guy with nunchucks1 that bullies, predators, and abusers--but they are not dedicated to body-
doesn’t have any damn idea how to use them--he may do a lot counts or mayhem like the Misery Tourists or some of the Luminary
of damage in the short term, but pretty soon he’s gonna knock Supremacists. They are just angry, entitled, and powerful adoles-
himself out.” cents with really, really bad ideas about what the world is (or even
“ought to be”) like.
The Club is active online in private forums (they do have some Box--whose ‘management’ (if it can be called that) has allowed the
sycophants and hangers on who they sometimes interact with) teenagers to meet and plot.
and they meet in a dingy puzzle-and-games shop called The Puzzle
70
Challenger
(real name unknown)
Basic Information this is subject to debate (Trenchant seems to be the real leader so
Class CAT-2 much as anyone is).
Threat Level Red (Extremely Dedicated Bully)
Biology Human Male, Aged 17
Luminary Level Martial Arts and Physical
Power
Training
M.O. High School Student
Known Associates Revanche Club
Known Body Count: 0
Violence Index Inflicted Injury: 3
Property Damage: 0
Appearance
Blond, muscled, big for his age--and even potentially described as
handsome, Challenger has managed to score a fairly professional
metallic green and gold suit which he wears whenever he can--but
covers it with jackets and coats if he thinks he needs to get gone
quickly.
71
Savant
(real name unknown)
Basic Information He also couches his (generally contrarian) views of pop-culture as
Class CAT-2 the result of his towering intellect. He vocally hates popular movies
Threat Level Red (Spurned Hyper-Genius) and sees it as proof of moronicness in those (sheeple) who like
Biology Human Male, Aged 15
them.
Power Power Armor, Super Science He is often found arguing about movies or video games and those
M.O. High School Student who get into it with him risk physical retribution if he can find
Known Associates Revanche Club them.
Known Body Count: 0
Violence Index Inflicted Injury: 2
Property Damage: 0
Appearance
Short, average looking, generally scowling, Savant wears the me-
tallic Vector-Plasm Power suit under his clothes when he is going
operational.
72
Trenchant
(real name unknown)
Basic Information either gender--appearing with her devouring darkness to terror-
Class CAT-2 ize and humiliate them.
Red (Vicious Streak, Unpredictable, possible It is speculated that she may have gotten in trouble with the school
Threat Level
Psychopath) because she has made threatening statements online about the
Biology Human Female, Aged 16 staff and their rules--she can show them what “overly harsh” looks
Power “Devouring Blood” like--they’ll never be seen again.
M.O. High School Student
Known Associates Revanche Club
Known Body Count: 0
Violence Index Inflicted Injury: 6
Property Damage: 0
Appearance
73
QueenAn
(a.k.a Tracey Wells)
Basic Information little unsure about her as well, as she becomes more and more
Class CAT-2 detached.
Threat Level Red (Monster) Online she is the least active of the group--but has
Biology Demi-Humanoid Female, Aged 16 made mention of being in popular circles and
Power Bio Weapons, greatly enhanced reflexes. having parents who are so distant they may
M.O. High School Student as well not exist. While that could fit a lot
Known Associates Revanche Club profiles, no one has determined if this
Known Body Count: 0
seems to be consistent with
the rest of her statements.
Violence Index Inflicted Injury: 6
Property Damage: 0
Appearance
QueenAn is a shapeshifter. In her altered form, she appears as an
open mouthed elongated skeletal humanoid with gray, “dead,”
skin.
74
Game Designer’s Notes on the Holiday City High School Game
The above concludes our Player’s Section on the Holiday City High In this case the characters are assumed to either be “looking for
JAGS Game. This section offers some brief guidance for Players and a way to express themselves” (both Varsity and Red Cell are each
GMs about how you might approach the games. quite restrictive in their own ways) or have other extra-curricular is-
sues going on that complicate their lives in addition to the regular
The High School Genre training, classes, and so on.
High School is an enduring genre in movies, TV, and, yes, even The more senior versions of the teams might be a bit more pow-
games (and even superhero table-top RPGs!). There are some defi- erful and while presumably not antagonists, can be useful foils as
nite advantages it brings to the table as a venue for gaming. These they interact with the PCs.
are some:
High School is about as close as we get to a “shared cultural ex-
Varsity - Replacing One of The Teams
perience” these days (in America / the developed West, anyway). If you really like some of the teams but not others, it’s easy enough
Almost everybody goes, the experience has a bunch of broad sim- to replace a listed team (either entirely: they all graduated, etc.) or
ilarities, and, yes--it’s “formative” in many ways. partially--just swap out some characters--with the PCs.
High School has a built-in ‘strong sense of character.’ The different In this case, more so than the Junior Varsity scenario, the players
high school social types are already pretty close to ‘character class- are a heavier focus of the team’s adult sponsors. They might also
es’ in reality. It isn’t hard to “get into character” when you have a do more real-world “training” or even “ops” (depending).
fairly easily understood basis for your social position. Outbreak - New Luminaries
The high school superhero archetypes are often pretty well un- If you want to go for a more chaotic game, the PCs could be just-Il-
derstood. We’ve utilized some here--the guy raised with parental luminated characters--and no one in authority yet knows they are
expectations to be a star (Paragon), the child of a known celebrity Luminaries. They may have “secret identities” (or be from North
(Pedigree), the serious fish-out-of-water (NowhereLass), and so on. Shore, etc.) and will presumably have part of the game being ei-
These aren’t explicit categories--but they work at least as well as the ther maintaining their relative freedom from the structured teams
Jock, Popular Girl, Nerd, Yearbook Kid, etc. (or, maybe, signing up--which has advantages, such as dorms so
There’s a reason high school is an enduring genre and you can you can move out of your parent’s house) and dealing with the
leverage it. after-effects of the Illumination.
75
Mean Streets
The streets are mean--the streets are messy. The term doesn’t refer to just a physical road or public thoroughfare--it means an ethos. It
means a feeling like prickling on the back of your neck. It means being attuned to threat and opportunity.
Being “street” means being tough. It means being careful. It means not trusting what you are given and, often, being untrustworthy
yourself. It means knowing secrets--knowing people who don’t like to be known--living in the underbelly. The Street Luminary scene
takes all that and dials it up to 11.
76
Validated User Level: CAT-1 Newbie Moderator Level: CAT-3 HERO
Ramblar Today at 10:32 AM - #1 New Butterfly Boy Today at 11:12 AM - #6
How come Viral is listed as “Street Level” while Infectious That ramblar guy is f’ing Viral. He’s trying to boost his
Girl gets listed as a Society Champion??
social media count by linking to his shitty video.
She’s listed as CAT-1!! Viral is CAT-2! She grew up on the
streets. Is it because she’s supposed to be cute or what? I know And he’s a loser. CAT-1 for sure.
we’re not supposed to talk about rankings and categories but Loser loser loser
this stinks!
Report Quote Repply
Report Quote Repply
Validated User Level: CAT-1 Newbie Validated User Level: CAT-1 Newbie
Ramblar Today at 11:06 AM - #4 Ramblar Today at 11:15 AM - #7
Well, that’s bullshit. Did you see the upload of Viral taking Your dead.
out those cops? CAT-2 at least. Probably CAT-3. Report Quote Repply
I get that people love the goody-2-shoes but let’s be real:
the rating system goes against people who don’t tow the
line. He should be CAT-3 and OPERATOR. Not STREET.
People just don’t like to face facts.
Moderator Level: CAT-3 HERO
WATCH IT AGAIN Butterfly Boy Today at 11:21 AM - #8
All the non-street punk Luminaries know that it’s “You’re.”
Report Quote Repply
Looooooooooooooooser.
Report Quote Repply
77
The Underground Fighting Circuit
Everyone knows about The Circuit. It’s exciting, brutal, cool. You get money betting (or lose it all). Being cool enough to know where it’s
to watch demigods bloody each other in the pit. You can make good being held this week proves at least a little something about what a
In the street scene, they are gods--largely immune to the law, of-
Living The Low-Life
ten highly resistant to the best weapons that their opponents can
muster. They are desperately sought after as soldiers and usually Luminaries -- even CAT-1 and CAT-2 -- can usually find ways to pull
paid handsomely (for a gang-member) even if all they do is hang themselves out of the streets. The ones who don’t are stuck there
out all day. because they can’t or won’t.
Just having a Luminary on your team means you’re playing on The Luminaries who stay on the street either have something else
another level. Some gangs are run by Luminaries--but fewer than driving them that takes precedence over a bargain-rate version of
you’d think: it’s work. the good-life or, even for pay, they can’t get along in polite society.
78
This latter half, the bottom feeders, are fearsome not just for their But there are also those who see the Streets as their home -- the
power levels (a CAT-1 or CAT-2 Luminary can easily be a murder martial artists who feel like the Streets are the only place to hone
machine if they feel like it) but because of their brutality or their their abilities and find students they authentically want to train,
lack of moral center. Many of the Luminaries in Holiday City fall or Luminaries who would simply feel out of place in a different
into that category. setting. Not everyone on the streets is a monster.
79
Molotok
(a.k.a Dorby Vasiliev)
Basic Information to the Land of Opportunity--America--illegally entering through the
Class CAT-2 harbor and setting up shop.
Threat Level Red (Street Level Operative) Molotok (the word means “Hammer”) is thrilled to be in America
Biology Human Male, Aged 29 where the people are soft, beer is plentiful, and the police know
Cybernetic augmentation with prototype to stay out of his way.
Power
Russian prosthesis He fights in the underground circuit and takes jobs--sometimes
M.O. Street Operator “collections,” sometimes Other things (breaking into installations,
Known Associates Street Scene, Roid Rage for example). He is friends with some very unsavory sorts: he
Known Body Count: 0 doesn’t judge!
Violence Index Inflicted Injury: 33
Property Damage: none
Appearance
Molotok appears as a Russian male with an oversized mechanical
arm. It is heavy-metal, rust colored, and has partial plating in a
high-impact ceramic.
80
Stretchy
(a.k.a Victoria Chase-Fox)
Basic Information She set out to make a name for herself--to rise in the Society of the
Class CAT-2 Luminaries. She even got the outfit--and press coverage--and the
Threat Level Red (Street Level Operative) first question was, of course, “What’s your code-name?”
Biology Human Female “. . . Stretchy.” All the other names were taken--plastic? Elastic?
Power Plastic deformation of her body Rubberband-Man--all of them. She hadn’t thought about it too
M.O. Street Operator much until right then.
Known Associates Street Scene It was a nearly fatal mistake.1
Known Body Count: 0 “Isn’t that--isn’t that kind of . . . boring?”
Violence Index Inflicted Injury: 14 Now she fights in the under-
Property Damage: none ground circuit, does jobs for
the underworld and, if the
Appearance chips are down, wreaks havoc.
Stretchy wears a skin-tight body suit in blue and orange that is She is a lot of things--but she’s
designed to deform with her body. not boring anymore. .
Abilities and Powers
Stretchy is able to severely deform her body with an internal struc-
ture that allows it to maintain strength and control even with the
extreme ranges of deformation.
1 For the reporter who did, eventually, get out of the hospital.
81
Snarl
(a.k.a Frank DeSoto)
Basic Information
Class CAT-1
Threat Level Red (Operative, Disease Carrier)
Biology Non-Human (Rodent Phenotype) Male, Aged 26
Heightened reflexes, armor-piercing claws and
Power
teeth
M.O. Criminal Operative
Known Associates Blackmail, Aspersion, Fire Eater
Known Body Count: 0
Violence Index Inflicted Injury: 7
Property Damage: 25k
Appearance
Snarl appears as a humanoid with a rat-like head
and metallic claws and teeth. He is emaciated and
stringy looking and has patches of fur bursting
from his skin.
82
Star Tiger
(a.k.a Riku Takahashi)
Basic Information students who are prone to cause trouble--and while he’s not at all
Class CAT-2 down with picking on the weak, he’s perfectly fine with a “matched”
Threat Level Amber (Luminary Level Martial Arts Master) rumble.
Biology Human Male, Aged 25
Martial Arts Mastery at an Illuminated Level.
Power
Highly developed reflexes and physique
M.O. Underground Fighting Circuit Contender
Known Associates Blackmail, Aspersion, Fire Eater
Known Body Count: 0
Violence Index Inflicted Injury: 9 (in bouts)
Property Damage: none
Appearance
A tall, very muscular Japanese man with vibrant tattoos over his
upper body.
83
NyeKunDu
(a.k.a Kamaria Jelani)
Basic Information appearance--the exact status of
Class CAT-2 their relationship is unknown-
Threat Level Amber (Luminary Level Martial Arts Master) -but being on RedLine’s bad
Biology Human Female, Aged 19
side--especially interfering
with her brand--is a death
Martial Arts Mastery at an Illuminated Level.
sentence for most
Power Able to harness a bio-energy she describes as
people.
Life Force (or “Chi”)
M.O. Underground Fighting Circuit Contender
Known Associates Blackmail, Aspersion, Fire Eater
Known Body Count: 0
Violence Index Inflicted Injury: 4 (street fights)
Property Damage: none
Appearance
A powerful looking woman with red markings on her arms and
face. She wears a red fighting suit.
84
Billy The Kid2
(a.k.a. Eddie Loeman)
Basic Information than someone closer with a hand-to-hand weapon, to be honest--
Class CAT-2 and he plans to one-shot-one-kill, kill ‘em.
Threat Level Red (stone cold killer) When he’s not pursuing his fighting career, though, he can be
Biology Human Male, Aged 22 induced to take other jobs. He claims he is “the most lethal shot
Power Luminary-level shootist in the world” and he’s never met a Luminary he couldn’t kill (note:
M.O. Gun fighter, Operative he has met very few Luminaries above CAT-2).
Known Associates Underground Fight Circuit He claims to have codes about not shooting unarmed opponents
Known Body Count: 9 or not killing helpless civilians--but really? It’s just talk. The only
Violence Index Inflicted Injury: None real code he lives by is “looking out
Property Damage: None for #1” and doing whatever
it takes to have others in
Appearance awe or fear of him.
“Billy” goes shirtless where he has the tattoo of a striking snake.
He wears a yellow trench-coat and hat. Otherwise he wears jeans
and boots. He has a revolver in a side-leg holster.
2 BillyTheKid was apparently his gaming handle on one of the larger gaming sites. According to people who knew him then he “played like a complete dick.”
85
Blackmail
(a.k.a. Damien Lourdes)
Basic Information
Class CAT-2
Threat Level Red (Violent)
Biology Male, Aged 30
Power Parahuman strength, intense training, weaponry
M.O. Operator
Known Associates None
Known Body Count: 0
Violence Index Inflicted Injury: 3
Property Damage: None
Appearance
A man in black engraved plate mail with a mace and sword.
86
Butterball
(Tate Somers)
Basic Information as low a profile as a 1000 lb+ person who is bright yellow and
Class CAT-2 smells like glue can.
Threat Level Red (Criminal Luminary) Informants say he is keeping to the “bad parts of town,” holed up
Biology Demi-Human Male, Aged 22 in an apartment, playing video games and surfing porn. A bunch
Extreme size (9’10”), extreme weight (1 ton), of guys hang out there--and the local gangs pay him as a kind of
Power “retainer” in case they need him for a job.
sticky skin
M.O. Operative Note that while his powers are not intensely destructive, he has
Known Associates None logged over 1k in the Violence Index due to crashing through
Known Body Count: 0 doors, walls, and other barriers.
Violence Index Inflicted Injury: 9
Property Damage: <1k
Appearance
Butterball gets described as a “sumo wrestler” but up close he
doesn’t really look like one. He is extremely fat--but he is also ut-
terly hairless and his skin is a strange glistening texture with a
yellowish tint. He has a strange smell to him (not described as
unpleasant--but “chemical”).
87
Brutalist
(a.k.a. Mark McKorman)
Basic Information to him storming a police station with his disciples--and taking it.
Class CAT-2 He didn’t keep it--but the police now don’t mess with him. He seeks
Threat Level Red (Highly Aggressive) new recruits and seeks to humiliate, demoralize, and demolish all
Biology Human Male, Aged 35
lesser arts. Brutalism is the only philosophy that matters.
Power High durability, Martial Arts Training
M.O. Seeks to dominate other schools / people
Known Associates Head Students - A.B.C.D. Martial Arts
Known Body Count: 0
Violence Index Inflicted Injury: 50
Property Damage: 20k
Appearance
Brutalist is a beast of a man--huge hairy forearms, flat-top haircut,
feral looking expression. He usually wears black gui pants and a
custom made “fighting gui” top done in red and black. The gui is
cut to expose his chest and forearms--hairy and tattooed. He has
scars on his face and arms from numerous knife fights.
88
The Crows
(Various Individuals)
Basic Information
Class CAT-2
Threat Level Red (sociopathic edge-lords)
Biology Varies. Human Males, Aged 16-23
Power Enhanced reflexes and durability
M.O. Operator
Known Associates Various
Violence Index Varied
Appearance
The Crows tend to dress in outlandish styles with golden or black
and and gold bird masks. Many carry gold plated weapons (includ-
ing bludgeons) and handguns.
89
Fire Eater
(a.k.a. Gustav Wheln)
Basic Information
Class CAT-2
Threat Level Red (vengeance-driven psychotic ex-carnie)
Biology Non-Human Biology, Male Aged 23
High agility, resilient / strong, trained with
Power
combustibles
M.O. Operator
Known Associates Blackmail, Aspersions
Known Body Count: 2
Violence Index Inflicted Injury: 15
Property Damage: 150k
Appearance
Fire Eater is a sinewy, shaven head, tattooed carnie with a flaming
torch. He has small “vents” along his neck that can glow with heat
and exude flame.
90
Heavy Caesar
(a.k.a. Luis Caesar)
Basic Information
Class CAT-2
Threat Level Red (Cannibal Gang Muscle)
Biology Non-Human Biology, Male Aged 24
Extreme size, high strength and durability,
Power
non-biological physiology
M.O. Gang Muscle
Known Associates Los Llaves (Columbians)
Known Body Count: 5
Violence Index Inflicted Injury: 31
Property Damage: 30k
Appearance
A 9’5” giant with purple skin, bulging muscles, and an overly large
mouth. His teeth, nails, and eyes have a metallic sheen to them.
91
Bad News
(a.k.a. Barry Gorman)
Basic Information
Class CAT-1
Threat Level Red (Violent)
Biology Male, Aged 38
Steel-Skin Exoskeleton, Increased size and
Power
strength, high durability
M.O. Collections Enforcer
Known Associates None
Known Body Count: 0
Violence Index Inflicted Injury: 33
Property Damage: 10k
Appearance
Bad News is an 8’4” thousand pound giant with metallic skin that
has a glow to it.
92
Aspy
(a.k.a. Alison Naught)
Basic Information
Class CAT-2
Threat Level Red (Violent, Merciless)
Biology Female Human, Aged 19
Highly developed reflexes, employs venomous
Power
snakes
M.O. Street Operative
Known Associates Blackmail, Fire Eater
Known Body Count: 6
Violence Index Inflicted Injury: 12
Property Damage: none
Appearance
Lithe, sickly-pale girl. Strange, vacant eyes Dressed as a belly-danc-
er, swaying snake-like with snake tattoos. Shockingly foul mouth,
with a talent for cutting observations
93
Roid-Rage
(a.k.a. Ronald Hall)
Basic Information into the darkness of whispered procedures and untested drugs.
Class CAT-2 Something happened to him on that quest that turned him into
Threat Level Red (Extremely Violent) the monstrous form he is today--and, by some sadistic impulse
Grotesquely augmented human male biology
implanted in him a cybernetic “Empathy Scanner” and linked it to a
Biology “Terror ray.” He has weaponized the emotions he creates in others.
(both biological and cybernetic). Aged 28
Massive strength, resilience, “empathy cyber- Generally muscle-for-hire, but Hall / Rage especially hates beau-
Power tiful, popular people (especially strong men) and may go out of
netics” - Fear Cannon
M.O. Low level street operative his way to harass or abuse them. Rejection by women is also a
Known Associates
trigger for him.
Known Body Count: 6 Ronald Hall is angry -- furious at world that owes him adoration
and respect and sees him as a monster. Unable to exist in normal
Violence Index Inflicted Injury: 12
society he lives increasingly in the liminal areas, doing jobs that
Property Damage: none require brutality for money and release. He’ll show them.
Appearance And he’ll enjoy teaching them the lesson they need.
Grotesquely muscled form as much semian as human with cyber-
netic augmentation around the temples, eyes, and nose. Face looks
disfigured.
94
Emerald
(a.k.a. Mary Morrison)
Basic Information nothing--she was out on the streets. She was cheated by age--she
Class CAT-2 was still good looking--but the beauty of her youth was taken in-
Threat Level Red (Unpredictable) exorably from her. She wanted it all back.
Biology Human Female, Aged 39 In a night of rage, the last of her money going into a last glass of
Power Semi-Biological Energized appendages (wings) good wine--the last she’d ever have? In a late-night tavern--she got
M.O. Fight Scene, Revenge some of what she’d been cheated out of . . . back. The wings that
Known Associates Blackmail grew--and the emerald light from inside her--didn’t make her one
Known Body Count: 0
of the most powerful Luminaries in Holiday City--but they did make
her a Luminary--and she discovered she liked to fight.
Violence Index Inflicted Injury: 11
Now she does--and while she’s at it, there’s a pretty long list of
Property Damage: none
people who she owes some payback to. Starting with her ex and
Appearance the little homewrecker--but over the years catalogued slights from
A woman in her late 30s with deep green slightly luminescent eyes the teacher who unfairly picked on her (now college-age) sons, to
and great wings with green and black glowing “feathers.”. the rude cashier at the grocery store.
Emerald is not able to dismiss her wings, giving her no She won’t tolerate that--and now? She
real chance of leading a normal life--however she has doesn’t have to.
crafted a jumpsuit (metallic green) and covers her
face--presumably to prevent connection to her
former life.
Personality and
History
Mary Monroe was cheat-
ed. She was cheated out of
her comfortable upper-mid-
dle class life by her husband
abandoning her for a much
younger woman. She was
cheated by the courts: he had
managed to obscure his assets
well enough--and had friends in
high enough places--that she got
95
Mim
(a.k.a. Unit 30-001-alpha)
Basic Information
Class CAT-2
Threat Level Red (Intrusion / Sabotage AI)
Biology Robot Body, Female-Indicators
Power High Strength, Protective Power Field
M.O. Operator
Known Associates None
Known Body Count: 2
Violence Index Inflicted Injury: 18
Property Damage: 90k
Appearance
Female-Indicative mechanoid. Six Arms, sensor-suite (head). Armor
Plating.
96
Jazz Hands
(real name unknown)
Basic Information
Class CAT-2
Threat Level Red (Lethal if provoked)
Biology Male Human approximately 26
Power Extreme reflexes, lethal energy talons
M.O. Fixer
Known Associates None
Known Body Count: 4
Violence Index Inflicted Injury: 8
Property Damage: None
Appearance
Jazz Hands appears as a humanoid with dark skin, pointed ears,
reddish colored eyes and long sharp nails and teeth that glow or-
ange when he is angry.
97
Agent of Fortune
(Allan Kraft)
Basic Information than to challenge--especially as he “called” without the ability to
Class CAT-2 fully pay.
Threat Level Amber (unpredictable) He lost--and the opponent--about which he has revealed almost
Biology Male Human 31 nothing--claimed him.
Extreme reflexes, deadly shot, probability Now he works for The Entity--he has revelatory dreams which give
Power
anomaly him commands. He follows them. He gambles, almost obsessive-
M.O. Agent of “Fortune” ly, losing money until he is called on for another mission. He is
Progress, Tabu, Tisaphina, Jazz Hands, Star Tiger, a shadowy figure in the underworld but is also seen in various
Known Associates
Search & Destroy high-society places. According to those who know, if he wants to
Known Body Count: unknown talk to you? You listen. He isn’t for hire: he’s paying of his “debt”--
Violence Index Inflicted Injury: 7
but he will sometimes work with people he’s been told to--or help
with activities he is “assigned to.”
Property Damage: None
Appearance
An ordinary man approximately 6’2”
tends to wear dark clothing with a
bright yellow jacket. Sometimes in-
signia of playing cards are visible on
glowing somewhat.
98
Operational Dyads
You’ve heard of Detroit’s Hammer and Anvil (Hammer hits super detect truths--and Consequences, who can use your slate of wrongs
hard, Anvil is highly armored--but strong as well) or Salt Lake City’s as power against you). These are examples of Operational Dyads-
Truth and Consequences (a flying Luminary who can compel and -Luminaries that are connected--entangled--and work as a team.
99
Wrack & Ruin
(a.k.a. Randy Colton & Abigail Taylor)
Basic Information
Class CAT-2
Threat Level Red - Sadistic, Murderous
Wrack: Human male, aged 27
Biology
Ruin: Human female, aged 23
Wrack: Increased strength and durability.
Power Ruin: Defensive power-fields, carries a prototype
energy weapon
M.O. Operational Dyad
Known Associates Syndicate, Street Fighters, Tool & Die
Known Body Count: 19
Violence Index Inflicted Injury: 34
Property Damage: 20k
Appearance
Wrack appears as a skeletal framed black male approximately 6’3”
tall. He is super-humanly lean but has a disturbing distribution
of muscle. Ruin is pale and “gothic” with a prototype hand-held
energy weapon.
100
Business & Pleasure
(a.k.a. Larry Hudson & Zarela Garrett)
Basic Information They are rated AMBER because if you are not their target they pres-
Class CAT-2 ent relatively little immediate threat.
Threat Level Amber - Luminary Collections Agents Pleasure, notably, does not usually begin with trying to use her
Pleasure: Female, aged approximately 30, pheromones in any capacity other than an attempt to make every-
Biology Business: transformation. Biological male aged
one “feel good.” She sometimes acts as a broker for actual “deals”
32, armored humanoid predator.
(such as when the Syndicate wants to move on a legitimate restau-
rant, she may come in to ‘make the deal
Pleasure: Pheromone manipulation
happen.’”) Since she is not obscure
Business: Transformation into combat form with
Power about her identity (her card
bio-weapons, armored plates, and enhanced
includes her and her parter’s
strength
code-names) her appearance
M.O. Operational Dyad
comes with the implied pos-
Syndicate / Russians. Also Ravenous (Metropole sibility of a threat.
Known Associates
Bank)
Known Body Count: Unknown
Violence Index Inflicted Injury: 39
Property Damage: 12k
Appearance
Pleasure appears as an early 30’s black female. Business as a some-
what slovenly white male of middle age.
101
Null & Void
(real names unknown)
Basic Information
Class CAT-2
Threat Level Amber - Organized Crime Bodyguards
Null - Non-Human Biology, Female
Biology
Void - Non-Human Biology, Female
Null: Hand to hand disintegration, non-material
Power biology
Void: Ranged attack of unknown nature
M.O. Operational Dyad
Known
The Sultan
Associates
Known Body Count: Unknown
Violence
Inflicted Injury: Unknown
Index
Property Damage: Unknown
Appearance
Null appears as a black form--a kind of humanoid hole in
space with eyes and teeth. She does evidence highlights
showing physical boundaries. Void is a lavishly dressed fe-
male form with stars and nebula visible within her.
102
Tool & Die
(a.k.a. Cody Sinclair, Brett Davidson)
Basic Information He’s already used to the rules being “for other people.” He was
Class CAT-1 already used to being able to intimidate people with his physical
Threat Level Red (Indiscriminately Violent) presence. Now, if someone protests, he has the power to make
Biology Human Males, Aged 20, 21
good on any implied threat. The things he did under Drenolux
were -- frankly -- things he’d thought about doing anyway. This
Improved reflexes, strength, and durability.
Power is just, finally, the real him. Tool is a loyal friend; his brothers can
Defensive Field
mostly count on him. Die is someone he’d kill for.
M.O. Operational Dyad
Known Associates None Die: Second part of a two-man crime-wave. Has an edge of rage
Known Body Count: 6 (Die)
that Tool doesn’t. Die tends to “clean up” loose ends with his shot-
gun. If you cross his path while he’s doing a job… you’re lucky to
Violence Index Inflicted Injury: 28
live to tell the tale.
Property Damage: 2k
Brett has coasted through life on his father’s money and his good
Appearance looks. He learned in high school that if you come from the right
Extreme Frat-Bro. family, take care of yourself and look the part of success, every-
thing’s supposed to fall into place. Before Drenolux, things were
Abilities and Powers already disappointing him, and he was already starting to see the
Tool & Die take the new drug Drenolux which creates Illumination world as an unfair place. Now, wanted by the police, the easy, fun
in a tiny percent of its users. It provides enhanced strength and life he deserves in ruins, he’s getting angry. Woe to those who
reflexes, the ability to create a defensive field that will protect from cross his path and find themselves in his power. They think they’re
4 or 5 shots from a handgun, and tends to cause psychotic breaks. entitled to live? He’ll show them.
Tool wields the sledgehammer. Die has the shotgun.
103
Organized (and Disorganized) Crime in Holiday City
The street scene in Holiday City is intimately entangled with The Code Disciples (The Neo-Nazis)
Organized Crime. At the lowest level, it’s the gangs--at the upper A white power / white nationalist group of Neo-Nazis. They are bru-
level it tends to the Underbosses and the Russians. tal, have good “outside” support, and have a couple of Luminaries
To be sure, Organized Crime--the top level, anyway, reaches up who back them. Their base of operations is Morris Terrace but they
from the streets into the political and economic worlds. Organized are found throughout Holiday City.
Crime flourishes at the top of Holiday City--everywhere from City • They have a deal with the Syndicate to sell drugs (marijuana) on
Hall and the courts--to the soaring towers of the Empire Zone. Those campus at Holiday City Community College. They do a good deal
reaches, however, don’t concern us here. The Street Scene is fo- of attempted recruitment there.
cused on the bottom of the pyramid--the seedy, gritty, neon-soaked
• Some of their Valiant Boys troops are dedicated to walking the
world of back-rooms, vans unloading stolen cargo, hustlers count-
streets of Holiday City and causing mayhem. They don’t officially
ing thousands of dollars out on kitchen tables, and double/triple
take protection money to keep them out--that would probably
crosses as a way of life.
upset the Russians or The Syndicate--but a little on the side will
generally keep you safe(er).
The Little Gangs
Get two,maybe three guys together and call it a gang. Holiday The Nigerians (Confraternity)
City is riddled with gangs numbering 25 or fewer members and The technical name is the Pyrate Confraternity or something like
holding on to a few blocks. Gang members (and especially gang that. Everyone just calls them “the Nigerians.” They run a tight orga-
leadership) understand the power of symbology. They don’t just nization running guns and (sometimes) para-technology up from
have colors, tags, and signs--those don’t cut it in Holiday City. They the lower states.
have a Look--this isn’t just clothing style--it’s operational doctrine. • They are most strong in South Harriet, Victory Park and other
For example: places down in the southern reach of Holiday City--places a lot
• The White Knives - the gang members all carry high-end combat of people, even criminals, just don’t go.
knives painted bright white. They use these to finish off victims. • The Confraternity have a new Luminary who is terrifyingly pow-
• Masqe - When a person becomes a full member they get a de- erful (estimated at CAT-4) and brutal / lethal. He goes by Blood
monic red mask made for them from a few select craftsmen. Diamond and he has started making ominous moves into terri-
• Glow Worms - Use an “enhanced radium” ink for gang-tattoos tory that is currently held by less overt forces.
that literally glow. It can’t be good for them--but gives them the
Look.
Los Llaves (The Colombians)
Spanish for “The Keys,” Los Llaves (alternately called “the Llaves,”
• The Deadlies - They dress in thrift-shop suits and shirts and ties,
The Keys, or The Colombians) bring in drugs wholesale. They do
usually ill tailored and well worn--but the look like a group of
some dealing, to the ire of the Russians and the Syndicate, but they
lanky muscled toughs in business suits. Some carry weapons in
also sell in bulk to the Russians and The Syndicate so the level of
their briefcases.
direct confrontation is lower than it might be.
The Major Gangs • They have a CAT-2 street fighter (giant) Heavy Caesar who is no
There are a few major gangs that roam the streets of Holiday one the average over gangs would want to mess with.
City. These don’t rise to the political and economic levels of The • They operate in Prospect Park and over to the east--but have
Syndicate or the Russians--but they are powerful and scary. They representation in North Shore (where they fight with J-pok)
have (some) Luminary support. and Kulver Down (where they deal to rich kids from Bancroft or
Armitage and risk open warfare)
104
J-Pok (The Koreans) CAT-5), the combination of Mother Bear being known to go ber-
serk if truly upset and her CAT-4 Lizard Breath lieutenant running
A gang with almost no public profile, they exist in Northshore
around, they are a truly terrifying collection of firepower.
where they police / protect / prey on Korean and other asian-run
businesses.
The Bear, The Machine and the
• They deal in para-technology (but very little of it) and other exotic
contraband from the East. Crime Lord - Big Time Organized
• They have several highly trained Luminaries in the CAT-1 catego- Crime
ry-but little is known about them--or if their bench goes higher. There are several criminal overlords at the top of the food chain in
Holiday City. These are:
Ground War Motorcycle Club (Mother Bear’s guys)
• The Syndicate / The Machine - run out of Chicago and head-
Ground War MC has been around since the early 90’s (when people
ed by the ‘King Under The Mountain’ Hecatomb. He is one of
started coming back from Desert Storm) and had chapters across
the scariest Luminaries in Holiday City--although rarely see in
the US doing drug running and dealing, operating safe-houses for
action--but his three Underbosses (Red Anthony, Mr. Green, and
criminals, and selling weapons or hiring out for violence.
the Hat) are powerful, brutal CAT-3 Luminaries in their own right.
They had the misfortune of running into Ursae, and the result was a
• The Russians / The Outfit - Strong backing and tightly disci-
‘change of leadership’ -- the GW are under Mother Bear’s manage-
plined, they have a roster of CAT-3 Luminary Operators on call
ment and have been since 2012. Despite resistance (and outright
to make their opinions known. Like the Syndicate, the run a mix
bigotry), she has cemented her hold over them, merged them with
of legitimate fronts and illegal operations--but they are better
her street crew, and business is better than ever.
capitalized than The Syndicate and have a heavy investment in
Their presence in Holiday City was almost unknown until recently Holiday City. They are patient.
when Mother Bear moved her operations out east in the failed
• Sultan - A CAT-5 Crime Lord who limits his domain to portions of
projects and wastelands.
The Docks (and there are a lot of docks and he just wants “most
The Bear’s Outfit, (with at least one CAT-4 Luminary, Lizardbreath) of them.”) He is a mysterious and powerful person--hard to get a
supported by the Ground War MC and with Mother Bear’s own handle on--and supported by Luminary bodyguards and agents.
troop of “Bear Scouts” (usually young women who deal her de- Shipping--which Holiday City does a lot of--happens under his
signer drugs) has been pushing into Holiday City. watchful eye.
Ground War is the “everyday muscle,” and the supply chain. Her • Money and Power - In Holiday City, money (like everywhere
“Bear Scouts” explicitly don’t cause trouble of the violent sort--and else) is power--and power (like everywhere else) corrupts. There
normally they’d get squashed by The Syndicate. are people in the financial and political machine who are cer-
Of course no sane person wants to mess with Mother Bear or her tainly organized criminals even if they aren’t doing ‘Organized
lieutenants so right now it’s a “holding action” with various factions Crime.’ Powerful businessmen who made The Empire Zone
running off the “Scouts” and tangling with the Motorcycle Club. one of the hottest places to do para-technology research in the
It’s only a matter of time though, before one of the scouts gets hurt world are regularly accused of shady dealing. There are back-
or killed and then? Then all hell could break loose. room deals, cutthroat corporate buyouts and . . . less than legal
• Mother Bear sells designer drugs of various types (rave drugs, operations aplenty. In theory this happens with the approval and
etc.). This explicitly doesn’t step on the trade that the other support of the Russians or The Syndicate--but if you’re one of the
groups do--but it does eat into it anyway. richest guys or girls in the world--if you’re one of the “Titans of
Industry Luminaries”? You don’t ask permission--you just hire
• While the Disciples have some Luminaries that mostly hide out
Kingdom Security and their military-grade cyber-enhanced con-
in Morris Terrace and The Syndicate is run by Hecatomb (another
tractors to deal with the fallout.
105
The Syndicate and the Underbosses
Somewhere under Holiday City is the lair of the ‘King Under the • Red Anthony - a brutal crime-lord with glowing eyes and a cyber-hand.
Mountain’ -- Hecatomb -- the leader of the Syndicate operations • Mr. Green. Thin, sardonic, and wickedly intelligent. He has a
in Holiday City. He is restrained (by choice: no one can make “tail”--an extrusion, believed to be cybernetic that ends in a
Hecatomb do anything), calm, and calculating. Beneath him are wickedly sharp knife. He eviscerates his foes
his three head lieutenants--all CAT-3 Luminaries.
• The Hat.
106
Mr. Green
(a.k.a. Kevin Hill a.k.a. The Gardner)
107
Red Anthony
(a.k.a. Anthony Morgano)
Basic Information cut off his hand. Anthony spent the last six years of his sentence in
Class CAT-3 a wheelchair, in the dark, in a blizzard of fury and pain. He came
Threat Level Red (Brutal Mob Boss) out a bottomless pit of rage, and the Syndicate saw that they could
Biology Human Male, Aged 36
use that. At last he had what he wanted -- their respect. A new set of
eyes through which the world looks ugly and despicable.
Power Cybernetic Enhancement
M.O. Syndicate Mob Underboss And with the eyes, he’s special. They sent him to Holiday City to
Known Associates Hecatomb. Other Mob Underbosses run operations -- management! And he does. He’s a bit of a blunt
Known Body Count: 11
instrument, and he’s still got things to prove: when it’s been awhile
since he’s been in a fight, he starts worrying what people are saying
Violence Index Inflicted Injury: 41
about him behind his back. That he’s lost it. Gone soft. Never was
Property Damage: None that tough to begin with. When those voices in his head get too
Appearance loud, he gets to work on someone’s face.
A large, brutal looking man in a pinstriped suit. He has glowing He’s addicted to painkillers which he feeds himself regularly from
red yes and a cyber-hand. cybernetic injectors in his prosthetic hand.
108
The Hat
(a.k.a. Fedora Lot 200721)
Basic Information it was managing one of the major pipelines of booze from Canada
Class CAT- into the American heartland.
Threat Level Red (Mob Boss) The Hat understands people and systems with an uncanny (psy-
Biology Inanimate Object chic?) accuracy, and it instructs its underlings, advises its allies, and
Power Sentience, sensory in-general directs operations under its domain.
M.O. Syndicate Mob Underboss
Known Associates Hecatomb. Other Mob Underbosses For a literal hat, it is surprisingly sybaritic
Known Body Count: 0 -- it’s pleasures are purely intellectual. It
Violence Index Inflicted Injury: 0 loves music (live performances, chamber
Property Damage: None
music, opera), comedy (checking out the
latest acts in the Webber comedy clubs). It
Appearance adores television, watching Benny Hill,
The Hat is a black fedora hat. Sometimes worn; sometimes carried the Three Stooges, and screening Abbot
on a pillow. When it is worn, it makes it clear that the person wear- and Costello’s filmography every year in
ing it is the servant, not the master (usually a sharp looking young its Northshore mansion.
man who will not speak unless directed to by his headwear). When When it turns its attentions toward busi-
carried, it is treated as a diadem, and afforded the highest pomp ness, it’s often playing the long game,
and respect. People are to stand when it is carried into the room. setting up traps for its enemies and
springing them brually.
Personality & History
Max Ernst argued, in 1920, that The Hat Makes the Man. He was
Dadaist, so whatever he meant will be eternally unclear, but per-
haps it is not a coincidence that The Hat made its first appearance
during that decade.
It was (and is) a men’s fedora (before that, the fedora was
a decidedly feminine acountrument), stylish if understated
(the Hat is a sort of mud-brown color). It goes well with both
casual and business dress and is both timely and timeless.
It has been intentionally unclear about its origins -- it may have
been developed (and sold) in the famous Lockhart Department
store. It may have been the result of a strange experiment to awake
sapience in inanimate objects though “electronic waves.” It might
have been an heir to a great fortune, brought low by a witch’s curse.
Who knows?
The Hat has (or is) a devious mind. And a gambling problem. It
was its addiction to cards (and the ponies) that brought into the
gentile underground games run in Prohibition Era back rooms of
Roaring 20’s Holiday City. And its answer to debts it couldn’t pay
was to take over the games and work its way up the food chain until
109
The Russians
The other major Organized Crime group active in Holiday City is advantages the Syndicate doesn’t -- they can be more brutal and
simply called “the Russians.” Unlike The Syndicate, the Russian disruptive: they lack the perspective that stability is “good for
Outfit is a loose network of groups, each run by a leader -- an business” and the (tacit or explicit) agreements with the police
‘Avtoriet’ (“Authority”) commanding his cadre of soldiers, spies, to keep violence off the streets. They are also remarkably well
and so on. Their businesses are eclectic and opportunistic, but tend financed -- there is indication that their backers are not just the
toward the ‘staples’ -- trafficking stolen merchandise, running ex- mafia, but perhaps Post-Soviet Era billionaires -- The Oligarchs -- an
tortion rackets, innovative white-collar crime jobs, and a great deal ocean away with some yet-to-be disclosed interest in Holiday City.
of murder-for-hire and arson/insurance jobs.
1. Armored Inner Layer
2. Weapons Storage Use / Sale
3. Kill Room. Vats of acid lor dissolving bodies
4. Security Room 1
5. Rear escape
6. Sniper / Sensor Post. Armored Wall battlement
7. Entry-Bathrooms. Secret Door
8. Death-Door (Explosives). Armored Interior
9. Secret Passage Exit—Kill Zone, tungsten-steel metal gate
I0. Twin rotary guns for kill- zone
Their influence and connections are explicitly international, and as
such, hey are a strong connective tissue for everything from money 11. High-strength vanadium steel door with biometric lock.
flows to terrorists to supply chains for arms, drugs, and almost any 12. Video Station-Monitoring
imaginable contraband (at one point they
moved over 10,000 pounds of stolen choc-
olate through Holiday City’s docks).
The Russians have good (if ordinary-hu-
man) soldiers and seem reluctant to make
the trade-off that The Syndicate made in
giving Hecatomb a city to run (that being
if he ever disagreed with the Syndicate
heads in Chicago the results would be
apocalyptic--for Chicago). Instead they use
their remarkable wealth to hire Operators
(CAT-3 Luminary mercenaries) when they
need to deal with a Luminary threat. They
also have a couple of specific Operators on
retainer--Hero Jet and Chicago Fire.
The Russians are more scattered, smaller
in scale and less entrenched in the polit-
ical and police workings of Holiday City
than the Syndicate, but they have some
110
Hiro Jet
(a.k.a. Yesipov Sergie Illyich)
Basic Information “friend” to a hapless victim and then waiting while The Gun does
Class CAT-3 its work.
Threat Level Red (Psychotic Assassin) According to the analysis by the technicians, The Gun--as well as
Biology Human Male, Aged 29 its user, in all probability, is an active psychopath, taking pleasure
Power Exotic Weapon and feeling driven to kill. If there aren’t enough paid targets on
M.O. Operator the list and The Gun is restless, it may pick someone--preferably a
Known Associates The Russians hard-target--and, as The Gun enjoys ‘playing’ it may even have Yesi
Known Body Count: 19
warn them he is coming.
Violence Index Inflicted Injury: 20
Property Damage: None
Appearance
Hiro Jet appears as “Russian Muscle” (tattoos, mean looking, etc.)
with a “plastic” (really high-impact ceramic, polymer, and carbon
fiber) high-tech large-frame handgun.
111
Chicago Fire
(a.k.a. Claud Halon)
Basic Information Abilities and Powers
Class CAT-3 Chicago Fire’s modifications give him a cybernetic incinerator unit
Threat Level Red (Pyromaniac Hired Killer) (a cyber-flamethrower), defensive plating and internal reinforce-
Biology Human Male, Aged 39 ment, and the ability to create a defensive ring of fire.
Power Cybernetics, Incendiary Weapons
Personality and History
M.O. Operator
Claud Halon’s appreciation for fire goes all the way back. He loves
Known Associates The Russians
to see things burn out of control. He loves to be the one who sets
Known Body Count: 4
the flame. If you absolutely, positively, need the neighborhood
Violence Index Inflicted Injury: 17 burnt to to the ground, he’s the man to call. Claud will do subtle
Property Damage: 500k+ jobs for money; big, spectacular jobs for love. The jobs he loves
best are the ones where he gets to go wild -- set everything ablaze.
Appearance
And laugh as it goes up around him. He’s professional, but even so,
Dirty brown trench-coat, gasmask, air-tank, flamethrower. Hands people who have to work with him tend to be on their toes. Over
wrapped. Smouldering or even burning. the years, he’s done himself a lot of damage, but he doesn’t mind.
The modifications he’s had made let him stay even closer to the
action; get right up and personal.
112
‘The Bear’ (Mother Bear)
If Organized Crime is characterized by its hierarchy, its manpower and funding, and its reach into politics and City Hall, the last force that
qualifies for a top position (if not having the lengthy formal hierarchy or much use for politics) is Mother Bear’s organization.
Mother Bear, a CAT-5 Luminary who is both super-strong and, literally, indestructible to any common physical, energy, or biology-based
attack, moved into the barens out to the west of Holiday City perhaps two years ago. Her operation is a simple one: she has technicians
who create new synthetic drugs, a cadre of young women who sell them in her target location, and a chapter of the Ground War Motorcycle
Club who provide “ordinary” muscle where necessary.
Her chief lieutenant, a young girl who goes by LizardBreath is a CAT-4 Luminary that can transform into a dragon-like creature. One CAT-5
Luminary is bad enough--a CAT-5 and a CAT-4 is a daunting amount of power.
When Mother Bear moves into an area (she has done this a couple of times in the past), she will have her forces conduct reconnaissance
and determine where the best places are to sell her wares--and then send in her “cubs” to conduct business.
Ground War handles physical security for the sales-agents (as well as conducting any bulk deals) and will engage with any attempt to
rob the girls or harm them.
If someone does manage to rob or harm them--especially harm--then Mother Bear becomes involved--and similar to her namesake, even
Luminary heavy organized crime and edge-lord gangs really don’t want a force of nature like that coming after them.
LizardBreath usually works with Ground War, providing Luminary security for major operations, handling any specific problem Ground
War is unsuited to, and dealing with lower-category Luminaries who are threatening the operation.
Mother Bear’s drugs are typically more like Ecstasy than heroin and her chemists are well paid so as to try to keep side effects down (in
some cases, for some locals, due to the drugs being chemically unique, they are not even necessarily illegal). Usually both law enforce-
ment and Organized Crime would rather contain the situation rather than attack it head on.
Of course something always goes wrong.
113
Mother Bear
(real name unknown)
Basic Information the destruction was remarkable as well as her resistance to several
Class CAT-5 high-powered weapons.
Threat Level Red (Crime Lord) She was “allowed to leave” rather than being followed after multi-
Biology Non-Human Biology, Female Aged mid 40’s ple departments had engaged unsuccessfully with her.
Power Indestructible, Super Strength When she resurfaced it was as the matron of a criminal enterprise.
M.O. Crime Lord Mother Bear shows a good mind for business as well as project-
Known Associates Lizard Breath ing a friendly demeanor that has been described as “aunt-ish,” by
Known Body Count: 12 some. She is protective of her employees--allegedly treating them
Violence Index Inflicted Injury: 35 “more like family” (yet still sending them out to sell drugs) but by
Property Damage: 200k
all accounts runs a tight and disciplined organization.
Under her control, Ground War has become both better trained
Appearance and less violent than their traditional modus operandi suggests.
Mother Bear appears as an overweight African American woman.
She sometimes wears African inspired dress or jewelry but seems
to be of purely American upbringing.
114
Lizard Breath
(a.k.a. Elizabeth Wattson)
Basic Information NOTE: The name ‘LizardBreath’ comes from the teasing she got in
Class CAT-4 her foster home from her brothers. She does not, as some have
Threat Level RED assumed, actually breathe fire.
Human Female, Aged approx 19
Biology
Reptilian battleform, 800 kilos
Power Transformation
M.O. Lieutenant
Known Associates Mother Bear
Known Body Count: 0
Violence Index Inflicted Injury: 40
Property Damage: 250k
Appearance
In her human form she looks like a somewhat surly disaffected
teenager. In her transform: A large semi-”Asian” dragon.
115
Sultan
If The Syndicate plays in the big money and high-powered area and the Russians control the street-crime, hard drugs, and other unsavory
business, there’s one section of town that neither of them have a firm grasp over--some of the most valuable real estate in Holiday City:
The Docks.
An entity calling himself ‘Sultan’ runs a broad swath of the docks with his own soldiers, enforcers, and code. He is a Category 5 Luminary
with the ability to create “carbon copies” of targets he has interacted with.
His ability is one that scares even other powerful Luminaries since the copies are loyal to him and, if they are in the CAT-1 to CAT-3 power
range, can have operating versions of their abilities. He can use them to infiltrate or even betray / murder targets in a fightening manner
(he actually seems to be extremely restrained in his use of the duplicating power--but the potential is there).
Not all of the substantial dock-space is controlled by Sultan, but a lot of it is, and over a short period of time he has made a list of enemies
that would leave a less powerful player long dead.
People fear that if he decides to reignite his ambitions, he will find himself clashing with the full might of the Russian organization or
the power of the Syndicate--and any such confrontation could be bloody and disruptive beyond ordinary measure.
116
Sultan
(a.k.a. Real name unknown)
Basic Information makes him a fearsome opponent as he can use them as disposable
Class CAT-5 soldiers or infiltrators against enemies.
Threat Level RED (Crime Lord) He has shown a marked reluctance to use copies to perpetrate
Biology Human Male, approximately 39 years of age crimes in order to implicate the subject--perhaps because no one
Strength and resilience, ability to create dupli- would ever meet with him if he did. In any event, he has proven a
Power dangerous and powerful Luminary who seems content with a mid-
cates of beings he has met
M.O. Crime Lord sized criminal empire and is too dangerous for either The Syndicate
Known Associates Null & Void, Search & Destroy or the Russians to simply eradicate.
Known Body Count: 4 Some are concerned that he has larger long-range interests and
Violence Index Inflicted Injury: 9
is simply biding his time. He is also apparently well studied in the
Esoteric Arts and has brought in and conducts trade of Esoteric
Property Damage: none
Artifacts.
Appearance
Sultan appears as a handsome muscular middle eastern man in
early middle age. When operating in his “official capacity” he some-
times wears clothing in a modernized approximation of traditional
dress. He speaks multiple languages fluently.
117
Major Gangs - The Code Disciples
The Code Disciples are a North American white supremacist gang most active in the midwest and on the east coast. The group is led by a
“Council of Three” who use code names in all communications and carefully protect their whereabouts and real identities.
They are highly funded--having sympathisers in the ranks of some industries and several large religious organizations that funnel money
to them. They also are active in the Oxycontin drug trade and marijuana (which they sell at discounted rates for recruitment purposes).
The Holiday City branch is based in Morris Terrace where they have several safe-houses, contacts in law enforcement, and more than one
large-scale operation in place.
More importantly, they count several Luminaries among their ranks. Although their activity outside of Morris Terrace is limited to specific
engagements (rarely do the Code Disciples field their Luminaries for fear of losing them as many other Luminaries consider their presence
somewhere “fair game”) but they also keep them in reserve as much as possible as a standing threat to law enforcement should the law
ever move against them in a substantial fashion.
118
Nord Wolf
(a.k.a. David Nolte)
Basic Information
Class CAT-1
Threat Level RED (White Supremacist)
Biology Human Male aged 26
Power Cybernetic Enhancement, Enhanced reflexes
M.O. Soldier for Code Disciples
Known Associates Code Disciples
Known Body Count: 3
Violence Index Inflicted Injury: 17
Property Damage: none
Appearance
A heavily tattooed skinhead with glowing (cybernetic) eyes and
mechanical legs.
119
Hel
(a.k.a. Amanda Pierce)
Basic Information
Class CAT-2
Threat Level RED (White Supremacist)
Biology Human Female Aged 21
Mutated Appearance, enhanced reflexes, Force
Power
Projection
M.O. Soldier for Code Disciples
Known Associates Code Disciples
Known Body Count: 0
Violence Index Inflicted Injury: 12
Property Damage: none
Appearance
Hel is bone-white with black designs on her body (which is, in fact,
an armored shell). She has curved ram’s horns.
120
Major Gangs - The Confraternity
The Confraternity is a gang that exists throughout several regions in the west and South West. They are largely ethnically Nigerian and
deal in guns, some drugs, and human trafficking. Although smaller in numbers than many other gangs, they have made a name for
themselves with fearless attacks on law enforcement and a high level of brutality.
Their domain is largely up through the “dark corridor” from South Harriet up through Victory Square, with tendrils reaching through
Northgate and into Kulver Down and even, rarely, Armitage.
Recently one of the major Luminaries in their roster, Blood Diamond, has made his base of operations Holiday City, effectively taking
over the previous chain of command--with some executions--and establishing a new rule in the south.
121
Blood Diamond
(real name unknown)
Basic Information he wishes to be--but his moods are temperamental and murderous.
Class CAT-4 The Nigerian Confraternity is not a well organized group--so he
Threat Level RED (Brutal Gang Warlord) holds little power outside his sphere of influence--but the mem-
Biology Non-Human Male, Aged 28
bers who have dealt with him respect his ambition, fearlessness,
and nearly inexhaustible appetite.
Power Colonized with a crystalline substance.
M.O. Confraternity Warlord
Known Associates Nigerian Confraternity
Known Body Count: 38
Violence Index Inflicted Injury: 29
Property Damage: 60k
Appearance
Blood Diamond dresses in paramilitary garb. He is dark skinned,
has tribal-style tattoos, and reddish crystal growths from his skin.
122
Game Designer’s Notes for Mean Streets
Games
Playing a “Mean Streets” game in Holiday City will likely revolve around smaller, more local dramas than a higher-powered game. At this
level, Luminaries do commit crimes (sometimes for money, sometimes for no really good reason). There is a need for someone to stand up
to predatory Luminaries in the bad parts of town (where the Brave Defenders of the Status Quo are keeping the peace in the good part).
We think campaigns will include primary, secondary, and tertiary enemies. The Primary enemies will be Luminaries who are not affiliated
with larger organizations. They can run unchecked indefinitely until another Luminary stops them (which won’t happen for groups like
The Tower unless they make the wrong kind of trouble in the wrong kinds of places).
Primary enemies are the most visible--they are causing problems or even mayhem right now--as no one can really stop them.
Examples would be people like Brutalist and his cadre, Roid Rage, and other loose cannons who have no restraint and little long-range
planning.
Secondary enemies are a bit more subtle. Secondary enemies would be the smaller gangs or more subtle organizations. Local gangs
with Luminary back-up, semi-independent projects with illegal operations or partial backing, and Luminary groups or operatives who
have a lower-profile / better operational plan than just breaking things.
Examples would be people like Bad News, who is a Luminary-Driven problem--but one who is careful enough not to be visible by a routine
patrol. Operational Dyads like Business & Pleasure are connected to Organized Crime and will operate with some measure of support
but are not running major operations. Heavy Caesar isn’t a subtle guy--but the Keys have (perhaps barely) enough savvy to keep him
from leaving a trail of wreckage and carnage back to their hideouts.
Above this level are the organized crime elements. The Russians, the white supreamist groups, the Syndicate. Making headway here is
hard--and everything you push on at this level pushes back. Still, while both major OC groups can throw some heavy weight around, the
fact is that they will only have so much focus to spend on Street-Level Luminaries.
Rather than drawing Hecatomb a group of CAT-2 Luminaries are more likely to get the attention of Red Anthony, Mr. Green, or a Russian
liquidation team.
If they can take all comers, rather than throwing more and more money--and heavier firepower--at the characters they might try to cut
a deal, buy them off, or even cut their losers for a section of town: it wouldn’t be easy--but it makes more sense than paying 100k for
RedLine to go after a team of 4 people that, if she meets them all at once, might be able to take her.
123
I Need A Hero - Super Heroics In Holiday City
The streets have their drama in the shadows--in the under- • The Monsters - Luminaries who are frighteningly non-human.
world--and in the dark places. High school is its own world--its own
universe, nearly impervious to the adults outside of it. Outside, in Operators - Gray Brand, Mercenaries
that wider world are the heroes and villains of Holiday City. The term “Operator” usually refers to a CAT-3 Luminary who takes
If your game takes place here, you’re probably not at the top of the on jobs for money. Often these jobs are on the bad-side of the law
food chain--but you’ve got a chance at it: here, at this power-level, and there are enough Luminaries that do Murder For Hire that for
you can make a tectonic difference. a bunch of people, hearing you’re an Operator means they just
assume you kill people (for money).
The Two Scales: CAT-3 and CAT-4 Operators are not quite rich and not exactly famous. They tend to
If you are playing this game, the Players (including the GM) should do very well though and so long as they generally behave them-
choose between CAT-3 (128 AP) and CAT-4 (256 AP) characters. At selves with regard to the more powerful Luminaries and potential
CAT-3 you’re in the rarefied Luminary Society club. At CAT-4, you’re employers, they usually don’t have to resort to the embarrassing
a powerhouse. “Grocery shopping but not paying, because I’m a Luminary” thing.
In terms of making these decisions, it mostly comes down to what Edgy Luminary fans view them slightly differently -- they’re ac-
stories are appealing to you and how many of the foes in the book tion-movie bad-asses who live lives of glamor and adventure, who
you want to use (at CAT-3, virtually everyone listed can be in play. are incredibly cool -- maybe even cooler for being so dangerous.
At CAT-4, most of the Street characters won’t rate). Deadly Celebrities - Glamorous Luminaries and
The High Powered Society- Luminary Super Media Hounds
There is a breed of Luminary that isn’t so much interested in flexing
Society at CAT-3 and Higher their power as simply reaping the rewards. In this category are peo-
Luminaries at CAT-3 and higher get the full-force Luminary “su- ple like the rare fusions of rockstar or movie stars who Illuminate
per-star” treatment: if you’re a known Luminary (at that level) peo- while having a lucrative career (which usually derails spectacular-
ple will get out of your way. If you decide to see a movie, the owner ly--fans tend to shift radically when one Illuminates). This category
will see to it that you get the best seat. also involves Luminaries who are glamorous in some way because
Unless your Brand is dark gray or worse, people want you in their of their abilities. This doesn’t just mean being “super pretty” (al-
shop. Places where Luminaries shop are the best of the best--even though, yes, that’s actually a big one)--but also media savvy and
if they really aren’t and even if the Luminaries don’t pay. drama-heavy enough to be watchable.
If your Brand is Light, folks will ask you for autographs and to take Some Luminaries enjoy having film-crews follow them around
photos with them. Tourists will gawk. There’s at least a chance any- and there are enough fans to make this profitable both for the
one might know you (assuming you are willing and able to be show-makers and the Luminaries (although being a Luminary film-
known). er is sometimes deadly dangerous for the film-crew either because
And, of course, you mingle. There are a few different “clubs” in of collateral damage or because the Luminary they are filming is
Luminary Society and this is how they work (and many people a horrible person and decides for whatever reason to kill some of
move between them). These are: them--that happens too).
• The Operators - Gray Brand mercenaries. If you are CAT-3 or CAT-4 and have decent stage presence and a flair
for the dramatic, you can get a pretty good living (in the low-end
• Deadly Celebrities - Glamorous Luminaries or Less Glamorous
case around 500k / year--for the real stars? In the millions) just
Media Hounds
being filmed.
• Brave Defenders of the Status Quo - Corporate Heroes
Of course to get this you have to really be captivating which means
• Heels / Super Villains - Playing Their Part
124
either treating people badly--which it turns out there is a ready au- neighborhoods, or resources? Yep--they can do that. Building
dience for--or having a very interesting and very public life--which overly elaborate death traps and / or not caring about ordinary
has led to some of the studios “arranging” for dramatic things to people? It’s not a requirement--but it turns out that for the right
happen, sometimes without telling the Luminary in question. kind of person that is gratifying.
These sorts mix with ordinary high society and often have connec- In the world of Luminaries there are--for whatever the reason--peo-
tions both within and outside of the Luminary worlds. ple who, while they might not call themselves “Supervillains” (a
good way to get laughed at in Luminary Society) play the part
Brave Defenders of the Status Quo - Corporate perfectly.
Heroes
And if you do that, other Luminaries will take notice--and many
Super Heroics has a problem Villany doesn’t: you have to pretend even respect it. Sure, it’s way, way, way over the top--but being a
to be perfect. Oh, sure, people know you’re not really a paragon of Luminary is already over the top Go Big, Friend. Go. Big.
virtue. They know you’re just as morally fallible as any of us--just
able to bench press a Bentley. The Monsters
The problem comes with the cognitive dissonance that we expect The Monsters are a category that isn’t generally spoken of as a
our super heroes to have super hero character regardless of what “term” (even by people in the know--they might hear). To be cate-
our brains know is the case. gorized here you must be at least Category 4 (more likely Category
Much has been written about the backlash--but the fact is: most 5) and have an element of dangerous, frightening monstrousness
Luminaries don’t spend their time trying to present themselves as about you.
defenders of an iconic Truth and Justice--far more common is the
In JAGS Holiday City, the players are expected to play actual
“Corporate Hero.”
heroes--even if they have a grayer public Brand. While there
The term, used by people who don’t like them (Luminaries usually are quite a few “good guys” or “guys who are supposed to be
do not refer to themselves as “Corporate Heroes” unless it is bitterly good” (and sort-of do, sort-of don’t qualify) the active Super
ironic) is more about the character of the heroics rather than par- Team doesn’t fit the Hero model and the scattered do-gooders
ticularly corporate sponsorship (although that does happen too). aren’t making enough of a difference.
Many--some would say too many--‘super teams’ are simply Holiday City needs heroes--whether they’re up to it or not? Well,
“Defenders of the Status Quo.” In Holiday City, the authorized that depends.
Civilian Action Team, The Tower, takes this to an extreme, some-
times going out to bring in crime fighters who are simply being
too effective and disrupting things too much. The Operators
That said, atomic monsters rampaging downtown or Luminaries on Operators exist in a space between the CAT-2 Street Luminaries
a mass murder spree really are bad for business so The Tower does who are generally not part of “Luminary Society” (no one invites
do a lot of good--but never forget that a lot of these groups work Heavy Caesar to award ceremonies or black-tie parties) and the
for City Hall rather than the Citizens themselves. High Society CAT-4 personas who may be known across the globe.
They are powerful enough to be in demand for hundreds of thou-
Super Villains - Heels Playing The Part Perfectly sands of dollars a job--but not quite so powerful as to be immune
If Superheroes don’t quite pan out due to human nature (in most to the needs of money (they usually want to live a pretty flashy
cases), it turns out there is a stereotype close by that does: Super / expensive lifestyle too--which doesn’t help). The kinds of jobs
Villains. Grand plans, bombastic speeches, outrageous codenames Operators do are:
and costumes? That works.
Private islands, plans to seize and control entire countries,
125
126
• Ultra-Executive Security - bodyguards to the really, really rich and they may hang out from time to time with the expectation that if
famous (usually for limited engagements) ordinary people do come in, they won’t be pestered for interviews,
• Site “Security” for Organized Crime. (if a casino or drug lab is autographs, or selfies (these are usually in what most people would
targeted by another OC crime threat, setting up an Operator or consider the Very Bad Part of Town--but a few exist in private clubs
two there will usually neutralize it). where the management is friendly with one or more Operators).
• Dealing With Other Luminaries. If you want to talk to a CAT 3+ Operators tend to be fiercely “solo” in the larger sense--but do
Luminary (either to deliver a message, “deliver a message,” or work together in some cases (either if explicitly hired to do so--or
maybe even work-something-out that they might not like? You in some cases, they may make a good team).
send an Operator--it minimizes the chance of violence (or at least Operators have at best Gray Brands--no one with a Light Brand
violence you’re on the wrong side of). would be considered (by the larger populace) “an Operator”--they
• Hyper-Muscle. Legitimate organizations sometimes employ are considered risky to be around (some, outright dangerous) and
Operators during legal meetings or negotiations--just to scowl. with very, very fluid / flexible morals. Not all of them are killers--but
the public perception is that they are.
• Murder-For-Hire. This is the big one. Just having the potential
to hire an Operator scares people. For an ordinary person--even
one with exceptional--but ordinary security--there is no defense.
• Hard-Target-Penetration. If you want to take something or do
something in a heavily defended place (like a Jewelry Exchange?
A Private Super-Lab?) You send in one or more Operators. They
get the job done.
Operator Society
Operators in a region usually have their own version of Luminary
Society. They usually know each other (or, at least, a few others)
and have some loose conventions about killing each other (a job
is a job, though--some of them are in demand because they can
kill other Luminaries). There are so-called Operator Bars where
127
B.O.H.I.C.A.
(a.k.a. Douglas Bates)
political activist and man of the people but has little by way of
Basic Information
guiding philosophy.
Class CAT-3
Allegations that he is allowed to remain free and unencumbered
Threat Level Amber (Volatile)
by law-enforcement (or The Tower) because he is useful to numer-
Biology Human Male, Aged 24
ous political players are persistent -- but is is also the case that, left
Power Extreme Physiology
to his own devices, he may be criminal muscle for hire but is not
M.O. Operator
wantonly destructive. That would change if there were a serious
Known Associates Cougar, the Syndicate, the Russians, etc. attempt to bring him in.
We rate him Amber since he can be dangerous if angered and prox-
Known Body Count: 0
imity to him is not advised. If you are a
Violence Index Inflicted Injury: 28
paid target he is undoubtedly RED--
Property Damage: 60k+ and he should always be treated
Appearance as dangerous.
BOHICA stands 7’2” Tall and weighs almost a ton--all of it mus-
cle. He is adorned with multiple tattoos detailing his political
philosophy1.
1 Ron Paul!
2 Do Not Puncture BOHICA
128
Redline
(a.k.a. Amelia ‘Ami’ Cammal)
the authorities and The Tower (although the former would be un-
Basic Information
likely to take direct action due to the body count it would cause).
Class CAT-3
She has shown an interest in “upping her game” and moving
Threat Level Red (Lethal Proclivities)
through the ranks of Luminary society
Biology Human Female, Aged 22
where she is reasonably well regarded
Power Paranatural Firearms skill, Extreme Reflexes
due to her lethality with her cho-
M.O. Operator
sen weapons.
Known Associates Hawaiian Sling, the Syndicate, the Russians, etc. In person it is highly advised
that any civilian encountering
Known Body Count: 22 [possibly much higher]
her remove themselves from the
Violence Index Inflicted Injury: 17
area--standing in her way--to any
Property Damage: None degree--could be an instant
Appearance death sentence if she de-
cides to make it one and
Redline appears as a serious young woman wearing a red
she has little in the
outfit, tinted glasses, and carrying twin highly modified
way of emotional
.45 long-slide automatics with silencers.
restraints.
Abilities and Powers
Redline’s metahuman capability is pre-
cision shooting. She can kill targets,
including those wearing body armor,
having superhumanly strong skin or
otherwise considered immune to
bullets. The exact nature of this
ability is subject to debate (her
guns have subtle custom modifications, but are not, themselves,
supernaturally dangerous).. She has highly developed reflexes and
is dangerous in hand-to-hand combat. Her outfit is lightly armored.
129
Cougar
(a.k.a. Lissa Light)
is capable of dismembering even Luminary Level opponents in a
Basic Information
matter of moments. Some sources claim she has a sonic-weapon
Class CAT-3
“Cougar’s Roar” which can “demolish a car.” This is unconfirmed
Threat Level Amber (high potential for lethal violence) and frankly doesn’t seem to fit with her theme / power set.
Biology Human Female, Aged 43 (approx.)
Paranatural Reflexes, bio-weapons, enhanced Personality and History
Power
senses Whatever Illuminated her, it happened later in life after her di-
M.O. Operator vorce--before she went “back on the prowl.” She has decided that
life in the spotlight--as a Luminary--is far more dynamic, exciting,
Known Associates BOHICA, the Syndicate, the Russians, etc.
and rewarding than she’d ever imagined. Leaving her stultifying
Known Body Count: [Unclear] ‘housewife’ identity behind, she has set out on adventure--using
Violence Index Inflicted Injury: 26 “odd jobs” as an operative to pay the bills (a stunning penthouse
apartment in Holiday City isn’t cheap) and raising her stature in
Property Damage: None
the Holiday City Luminary scene.
Appearance She has described herself as being in the “girls just-want-to-
A well-appointed woman in her 40’s wearing an orange-white have-fun’ stage of her life and seems to enjoy the transgressive
“catsuit” with spectacular heels. Armed with retractable roughhousing that comes with the darker, cruder side of Luminary
culture.
Her public profile is limited as she maintains a private identity.
Claims that her ex-husband died from a mysterious dismem-
berment are unconfirmed and, because of difficulties in press-
ing charges against costumed, code-name using Luminaries,
the HPCD have said they wish to question the individual
known as ‘Cougar’ but have refrained from issuing an ar-
rest warrant (not that they could bring her in if they tried).
Cougar gets invited to some fairly elite parties and known
claws. for taking jobs that require blinding speed, finesse, and a
woman’s touch.
Abilities
Her best-known associate is the lumbering pow-
and Powers
erhouse who calls himself BOHICA--but
Cougar is ex-
despite (or perhaps because of) his
traordinarily fast,
crudeness and her appreciation of
has extreme defen-
his physique, they seem to get
sive reflexes, able to
along just fine.
dodge gunfire and de-
flect/avoid Luminary level
attacks. While she tries to
avoid the mess that comes
with ripping into people
with her claws, if the
claws do come out, she
130
Harvest Moon
(real name unknown)
office job that “powers up the battery of resentment and rage” he
Basic Information
uses to energize his hate-filled killing strikes.
Class CAT-3
He has said that one day he’ll unleash on those around them and
Threat Level Red (Psychopath)
show them what a monster lurked unsuspected in their midst.
Biology Human Male, approximately mid-20’s
High reflexes, lethal energy-weapon from
Power
left-eye
M.O. Operator
Appearance
Harvest Moon wears a black and orange trench coat with a feature-
less mask that covers his face--however his left-eye “burns through’
it, revealing smoldering embers.
131
Hawaiian Sling
(a.k.a. Milo Frick)
Sling’s codename seems to come from his adoption of the gauss
Basic Information
spears as his weapon of choice.
Class CAT-2
Threat Level Amber (Operator)
Biology Human Male, Aged 26
Extreme reflexes and strength, Cybernetic
Power
Weapon
M.O. Operator
Appearance
A somewhat beefy man with a cybernetic arm. Known for dress-
ing in loud colors with a cybernetic prosthetic arm.
132
Red Death
(a.k.a. Devon Prince)
In the Operator Scene, he is a private sector “contractor” whose
Basic Information
personal ideas about luminary superiority have slid toward the
Class CAT-3
extreme. On his own, he’s a growling party animal with a short
Threat Level Red (Luminary Supremacist) fuse and political pretentions
Biology Demi-Human Male, Aged 25
Regeneration (biological), Cybernetic upgrades,
Power
firearms
M.O. Operator
Appearance
A man with cybernetic arms and legs and an oversized proto-
type military assault rifle.Veins and arteries glow red under
his skin.
133
Cuberon
(a.k.a. Sam Pall)
never really wanted a “normal life.” Now, as Cuberon he is capable
Basic Information
of providing ever more exotic services to those with the wealth to
Class CAT-3
afford him.
Threat Level Red (Dangerous by Trade and Proximity)
NOTE: Cuberon is currently on a
Biology Non-Human Physiology Male, Aged 28
long-term (but non-exclusive)
Power Reality distortion field
contract to The Connoisseur,
M.O. Operator
a CAT-5 “Supervillain.”
Known Associates Operator Society, Chardonnay, The Connoisseur
Appearance
A twisted-perspective “cubist” humanoid whose features seem
to shift and align in evocative, disturbing ways as he moves,
distorting and damaging the world around him. On the job he
dresses in a black business suit.
134
Chardonnay3
(a.k.a. Alison Bardling)
NOTE: Chardonnay is currently on a long-term (but
Basic Information
non-exclusive) contract to The Connoisseur, a CAT-5
Class CAT-3
“Supervillain.”
Threat Level Red (Morally elastic operative)
Biology Human Female Aged 31
Power Coherent Energy Creation / Projection
M.O. Operator
Appearance
A very fashionably dressed woman--elegant and sophisticated.
Carries a high-tech energy weapon, and, in combat, is cloaked in a
golden, flowing energy field
135
Symphony
(a.k.a. Curt Basil)
destructive, and enjoys the spotlight. The dual-full-auto shotguns
Basic Information
with 500 magazines fit that over-the-top aspect. The chrome is, too.
Class CAT-3
Curt likes challenging the powerful, and likes tangling with guys
Threat Level Amber (Heavily Armed Operator) above his level. He has ambitions that have taken him far beyond
Biology Human Male, Aged 26 the obedient soldier and then loyal company man he started out
Power Cybernetic augmentation as: Curt is in the game.
M.O. Operator
He generally prefers to stay out of prison, and does not take jobs
Known
Kingdom Security that are outright illegal (no contract killing), but he will gladly take
Associates
security jobs and will take “hits” on other Luminaries so long as it’s
Known Body Count: none illegal acceptable to leave them beaten -- but breathing.
Violence Index Inflicted Injury: 18
Property Damage: None
Appearance
Symphony appears as a fairly advanced cyber-
netic alteration. He is tall, muscled, and has
plates.
136
Search & Destroy
(a.k.a. James & Andrew Gilman)
didn’t take. Their story is that they were killed by an experimental
Basic Information
weapon but came back from wherever dead people go. They made
Class CAT-3
their way back to America, and into the Luminary scene. In the
Threat Level Red (Operators) decade since they returned, they’ve done freelance Operator work
Non-Living Biology, Male Aged 34, Male Aged including (according to them) jobs for the American Government.
Biology
36 Between their skills and experience and their superhuman abili-
Search: Exceptional Senses, see through walls ties, they make a formidable team.
Power
Destroy: Ability to project destructive power Recently, though, unaged--their goals have changed and they’ve
M.O. Operational Dyad told others they want out of the game. Quitting isn’t easy, though
Known Associates None -- the money is better-than-good and the past has a way of catching
up with you. For now, S&D live low-key lives in Holiday City, taking
Known Body Count: 12 (Destroy) jobs they have to.
Violence Index Inflicted Injury: 21 NOTE: Threat-level assessment is controversial. There is no doubt
Property Damage: 30k that their ability to project indiscriminate violence and their (past)
willingness to do so rates a RED. Their current outlook is far less
Appearance dangerous, but they have made it clear they don’t intend to go to
Search is the younger brother who has slightly luminous eyes and prison. The RED rating remains.
washed out grayish skin. Destroy also has
a desaturated skin tone. He is 2” taller and
the older of the two. When his powers are
activated, Destroy’s skin glows with deadly
force.
137
Deadly Celebrities
The Media loves Luminaries and some Luminaries love the media. There are Luminary cooking shows, numerous “glamor magazines”
devoted to well known Luminaries and their dramas (and those wonderful outfits full of weird-science materials!). The in-the-door criteria
is being dramatic / camera friendly and CAT-3 or, (far better) CAT-4. The Ordinaries who buy this stuff like their Luminaries powerful. If
you’re a fit you can get the spotlight, the magazine cover, media stalkers, endorsements, and on-and-on. All you have to do is give up
your privacy.
If your Brand is Light that usually means you have a well regarded, probably wholesome, public persona (the “Martha Stewart” of
Luminaries or some such). If your Brand is Gray (or, in some cases, Dark) then you are simply an object-of-interest. That’s where the
‘Deadly’ part can come in.
Some fans, like those of serial killers, are drawn like moths-to-fire by the Dark Luminaries they follow. Meeting with them--especially if it
goes badly--can be terminal. In the case of CAT-3 Luminaries you usually can’t get away with the odd murder and keep your popularity,
thankfully--but with the CAT-4’s? Well, a segment of
the population . . . looks the other way.
There are a few of these types in Holiday City.
The Life-Celeb
Characters who have glamorous abilities,
Showmanship, and high Charisma scores can get
endorsements (if Light Branded or, in some cases,
“Light Gray” for edgier sponsors). If they have a talent
(such as restoring cars, cooking, or some other skill
that is unrelated to their Eminence) they can get their
own shows around that.
Luminaries whose behavior is dramatic, poorly
self-controlled, or prone to outbursts are natural me-
dia magnets and may have camera crews that follow
them with some regularity at a “safe distance.” Some
very brave (and usually very foolish) media stalkers
will follow Luminaries who don’t want the spotlight-
-but enough do--and the pictures pay--that it’s worth
it . . . sometimes.
Characters who have paid Archetype Points for fans
can expect favorable coverage and assistance even if
their behavior is fairly bad -- the Luminary scene is
quite forgiving. And while you generally won’t be rich
without paying for it, good-looking, media-friendly,
and exciting translates into a solid upper-middle
class lifestyle for doing nothing but showing up, a
few endorsements, and tolerating all the flash bulbs.
138
Meteoric
(a.k.a Remington Hale)
would-be boyfriend’s cars, apartments, and offices, and has been
Basic Information
unsuccessfully sued by over thirty citizens.
Class CAT-4
Making things worse, her very-public goal was to be married to her
Threat Level Amber (Volatile)
“Prince Charming” before she was 30. Having blown that deadline
Biology Human, Female Age 31
(and more than one Prince-Candidate’s sweet ride), she’s gotten
Power Energy Manipulation
more erratic and aggressive.
Reality TV Star
M.O. That said, she has a gentler side and can be empathetic and helpful
Socialite
on rare occasion (especially if doing so will make her look good
Known Associates None
on camera). When she’s not standing against the injustices of the
Known Body Count: 0 world (e.g. Tech Support that makes you give them your name
Violence Index Inflicted Injury: 38 twice), she can be fun and engaging and she knows how to throw
Property Damage: 100k+ a party!
Appearance
Meteoric appears in a stylized custom uniform designed to
withstand her abilities. She is a glamorous looking (self-de-
scribed) woman who radiates light and energy..
139
Narcissus
(real name unknown)
vacant and ready when he arrives. Should a young lady catch his
Basic Information
eye, he expects her to come before him and adore him, as is his
Class CAT-3
right. To suggest he ought to do otherwise results in a ‘rebuke.’
Threat Level Red (Highly Volatile) Standing in his way -- a beating.
Biology Non-Human, Male Presentation, Age-Unknown
He adores attention and will go where the media is, inserting
Extreme Speed, High Strength, Very High
Power himself the way the moon inserts itself before the sun in a total
Durability
eclipse. He will grace the media and the world with his opinion of
M.O. Socialite
things and otherwise make everything about him. His appetites
Known Associates Echo
for attention and praise are apparently insatiable.
Known Body Count: 4
Violence Index Inflicted Injury: 14
Property Damage: None
Appearance
Narcissus appears as an “anatomically perfect” man with marbled
skin -- a Renaissance Sculpture come to life. He wears a custom
“toga-like” uniform. He stands 6’2” but routinely describes / lists
his height as 6’6”
140
Echo
(a.k.a. Valerie Hawkins)
(including bringing him people he’s ‘interested’ in), and handling
Basic Information
the minutiae of daily life that is beneath him (e.g. dry-cleaning).
Class CAT-2
Unofficially, she sees herself as a defender of his reputation and
Threat Level Red (Highly Volatile)
honor and if she hears of him being disparaged or (even worse)
Biology Human Female, Age 23
rejected, she will respond--at times with deadly force. She carries
Power Exotic Training, High Reflexes
normal arrows but also Taser Shock and Explosive munitions which
M.O. Sycophant
she has been known to use without warning on “hecklers.”
Known Associates Narcissus
Off the clock (i.e. away from Narcissus), her behavior is no less dis-
Known Body Count: 5
turbing -- punctuated with petty rivalries and interpreted slights
Violence Index Inflicted Injury: 28 that can turn violent or even murderous with little warning.
Property Damage: 20k+
Appearance
Echo is an attractive athletic woman in her early 20’s.
She wears a stylized combat-oriented bodysuit and
carries a customized bow.
141
Impatient
(a.k.a. Beatrice “Trice” Logram)
philosophy into practice and
Basic Information
shows how it has worked
Class CAT-4
out so well for her.
Threat Level Green
Biology Human Female, Age 35
Extreme speed (over 200 mph ground speed),
Power
Ultra-Reflexes
M.O. Celebrity - Has Own Lifestyle Brand
Known Associates Luminary High Society
Known Body Count: 0
Inflicted Injury: 7
Violence Index
Property Damage: 160k (Hotel room damage
when emotionally distressed)
Appearance
Beautiful, elegant woman with a winning smile, camera-ready
smile and style. Dress, shoes and hair are subtly styled to look good
in the high velocity she lives at. Carries a 3-sectioned staff.
142
Black Card
(a.k.a. Henry Stone)
Like many people who have experienced a great humbling, his
Basic Information
journey back had spiritual as well as physical components. They
Class CAT-4
physical part was the cybernetic rebuilding of his body -- Henry
Threat Level Amber (Has A Temper) was born rich and had the fortune to do it. Spiritually, he sought
Biology Human Male, Age 55 answers, to the eternal question: Why me? He brought the disci-
Luminary Scale Fencing Skill, Cybernetic pline he had used to sculpt his body to his quest, and he made
Power
Augmentation breakthroughs. He knows some truly esoteric things. He has an
M.O. Philanthropist, Part Time Activist awareness and a preparedness he never had be-
Known Associates Luminary High Society fore. And he can fly... but real understanding,
Known Body Count: 0 actual introspection, and (most importantly)
Violence Index Inflicted Injury: 11 peace seem to have eluded him. Convinced
Property Damage: none
of his own superiority, he’s
no longer consciously seek-
Appearance ing, but everywhere he
A white harried man with a black, metallic cybernetic arm looks the world is
and a unique strange-metal rapier. lacking, lazy, dis-
respectful, and
Abilities and Powers in need of correc-
Stone has a strength-augmented cybernetic pros- tion. As Black Card, Henry
thetic arm. Above-Olympic fencing skill; he is able feels obligated and most as-
to pick individual bullets out of the air during flight suredly up-to the task.
and engage multiple targets at once, seemingly NOTE: Black Card has been accused
simultaneously when tracked on video. He claims of threatening behavior or even vi-
mastery of esoteric disciplines and can levitate at will. olence when he feels an injustice
Personality and History is being perpetuated. While he is
Henry Stone was one of the best fencers in the world with an listed as “GREEN THREAT LEVEL” in
Olympic medal and three consecutive world championships. He many indices, we have listed him as
was known for being aggressive, both on the strip and off -- picking AMBER due to reports of his actions
fights and winning them, snubbing opponents in ways designed when angered or provoked.
to be just within the bounds of propriety, and, after the match was
over, being an insufferable, entitled winner.
He was one match away from his 4th Championship, and it all
came apart.
His Black Card (disqualification) was probably more of a lifetime
achievement award than earned for a specific act of petulance;
he’d had it coming, but he didn’t see it that way and in an epic
post-sanction tantrum, he lost it all -- the Championship (of
course), his fiance (in the same blow-up), his endorsements
and then, emerging from the twisted wreckage of his sports
car, his right arm amputated by the crash.
143
(‘Petty’) Tyrant
(a.k.a. Malcolm Fitzgerald)
For a short period of time he adopted the “Petty” modifier to his
Basic Information
code-name but, after several encounters where individuals be-
Class CAT-4
lieved it was self-awareness on his part, rather than irony, he has
Threat Level Amber (Easily Provoked) dropped it.
Biology Human Male, Age 32
NOTE: Malcolm is one of the noteworthy Holiday City “new fa-
Power Power Armor
thers.” He is a sponsor of much activity and development and one
M.O. Industrialist
of the men behind the Red Cell Youth Luminary program.
Maximilian Clarke, Malthusian, Peter Bishop,
Known Associates WARNING: DO NOT USE THE ‘PETTY’ MODIFIER IN TYRANT’S
Red Cell
PRESENCE. He is dangerously unrestrained when dealing
Known Body Count: 0
with ordinary people.
Violence Index Inflicted Injury: 6
Property Damage: none
Appearance
A handsome athletic man who wears a military-styled suit of
powered armor.
144
Kernel Panic
(a.k.a.Damien Panic)
in between. His philosophy and motives are fluid, but he either
Basic Information
seeks to return mankind to a mentally healthy, fulfilling stone-age
Class CAT-4
existence or else replace humans entirely with a race of artificially
Threat Level Red (Unpredictable Idealogue) intelligent machines. As a secondary, and on-going objective, he
Biology Human Male, Age 47 stalks people he feels are too happy, too oblivious, or threateningly
Power Cybernetic Enhancement smart on Facebook and sends robots after them (usually not to kill
M.O. Alcoholic ant-tech Terrorist -- just to upset their ‘perfect lives’ so that he’s not jealous)
Known Associates Luminary High Society
Known Body Count: 2
Violence Index Inflicted Injury: 8
Property Damage: none
Appearance
A big man in a red long coat (which is armored). He has 2 robotic
“waldo” arms cybernetically attached is is accompanied by one
or more floating sphere robots under his command.
145
Iconoclast
(a.k.a. Vincent Renault)
Basic Information
Class CAT-5 (est.)
Threat Level Green
Biology Human Male, Aged 73
High Level Telekinesis
Power
Radiation Burst
M.O. Philanthropist
Appearance
A muscular, somewhat heavy man in his 70’s. He has gray
hair. His skin can have an ambient glow and he is able
to project a luminous forcefield.
146
Maximilian Clarke
(no a.k.a.)
Basic Information
Class CAT-2
Threat Level Green
Biology Cybernetically enhanced human Male, aged 34
Power Improved durability and strength, armored skin
M.O. CEO of Kingdom Security
Appearance
A chiseled, muscular man who has partial cybernetic modification.
He dresses sharply for business.
147
Malthusian
(a.k.a. Leland Kerbs)
businesses--all of which he owns or owns substantial shares of--
Basic Information
all working together to enact his plan.
Class CAT-5
He says Holiday City will be “where it starts.”
Threat Level Green
Biology Human Male, Aged 50
Leland is one of the heavy investors in Holiday City and is in alli-
Power Cybernetic upgrades
ances with Maximillian Clarke (Kingdom Security), Peter Bishop
(mega-developer), and Malcolm Fitzgerald (Tyrant, Fitzgerald
M.O. Billionaire, Philanthropist
Aerospace). He is one of the sponsors of the Red Cell Youth
Known Associates Maximilian Clarke, Tyrant, Peter Bishop, Red Cell Luminary programs.
Violence Index None NOTE: A great deal of conspiracy theories exist around Leland’s
Appearance “Master Work.” This page is locked due to posters vandalizing it
Leland stands 7’ tall and even at 50 is powerfully built. He is well repeatedly.4
manicured and his suit is power-armor.
4 “Final Solution”
148
Ravenous
(a.k.a. Orson Van Bach)
Basic Information
Class CAT-4+
Threat Level Green
Biology Human Male, Aged 50
Power Enhanced Strength and Durability
M.O. Owner of Metropole Bank
Appearance
A dapper man in his 50’s. Power-suit.
149
Progress
(a.k.a. Vida Olsen)
and sponsoring research and activities at Holiday City University.
Basic Information
She is described as slightly over-analytical and a driven “Type-A”
Class CAT-5 (est.)
personality--but she always makes sure to check in on the welfare
Threat Level Green of her employees and is a voice for restraint and reason in Holiday
Biology Human Female, Aged 34 City politics.
Devices based flight, force field, offensive light-
Power
ning generation. Teleportation
M.O. Activist
Appearance
Progress wears a high-tech suit of skin-conforming pow-
er-armor with a glowing field of lightning.
150
Brave Defenders of the Status Quo
As noted, people want their heroes to be saints and--but they want peace--but aren’t exactly heroes (or, lean towards the heroic--but
their defenders to keep the peace. That (perhaps subliminal) pref- don’t keep the peace).
erence has led to a community of Luminaries who do keep the The first and foremost of these are The Tower.
151
The Tower
The name of Holiday City’s “hero team” comes from the Clock Tower a few yearn for this. A good example is the twin heroine dyad of
which they inhabit--a marvel of architecture and engineering de- Theory and Practice who patrol and defend Bancroft Hills and the
signed by Howard Roark in 1926. At first the term was used as Armitage district.
short-hand for the “City’s official Civilian Action Team--speaking Luminaries who go through the deputization process are definitely
from the Holiday City Clock Tower,” but over the years was simply team players and are seen as “good guys” by the press and the
shortened to ‘The Tower.’ The Tower’s roster has changed over they public almost automatically.
years--but they have always worked for City Hall first and foremost.
Today, the four of them (plus two auxiliaries) and two “junior mem- The Trouble With the Tower
bers” act as Holiday City’s first line of defense against Luminary (or If you live in Holiday City, you’ve heard of (and seen) The Tower--it’s
Luminary-like) threats identified by the council. the name used for the Civilian Action Team--sometimes called the
The Tower has come under criticism (although they are extremely “official hero group.” The problem in Holiday City is that their CAT
popular) for being “corporate” or “ineffective--only protecting the aren’t really heroes.
good parts of town,” and so on--but they are one of Holiday City’s Back in the 1800’s when Holiday City was at its absolute height in
iconic Luminary teams, they are in-demand at functions, high-end the “gilded age” (around the 1870’s) the powers that were decid-
parties, and they perform wonderful charity work. ed they needed guardians. They set up a group--a Special Reserve
Is there room to do better? Well, it depends on who you listen Unit--organized and run by the Pinkertons--to keep order in the city.
to--but while the allegation that The Tower is less interested in These people were, if not Luminaries, something recognizable to
“doing good” than in “doing what the City Council” wants might today’s populace as Luminaries.
have something to it, they are still seen by the majority of Holiday Their team included a masked sharpshooter whose description
City residents as the closest the city comes to a “team of heroes.” indicates he was a better shot than most of today’s elite military
snipers. They included a pair of strongmen who could handle rail-
The Tower Auxiliaries way problems by dragging trains--and so on. You get the picture.
The Tower vets its potential members pretty closely and then brings Ever since then--and becoming even more official when Congress
them on under contract. They serve for a term of several years created the CAT’s in the 1970’s, Holiday City has had its defenders.
(which can be extended at the will of the City Council) and during
As in the 1870’s, these defenders have always been beholden to
that time they may be either active or auxiliary. In the second case,
the City Council. This is true, even today.
they are still bound under a bunch of terms-of-contract but are not
usually the active face of the Tower. The Tower’s Remit: Keep The Peace
Today there are a couple of former members (Rock Bottom and Mr. The Tower is the public face of Luminary-presence in Holiday City.
Nice Guy) who “didn’t work out” on the regular team--but are still The Clock Tower--the 1960’s secret base of The Clock Watcher, a
on the roles. They are required to live in the city and required (and time-themed villain--is now their base of operations and a beloved
willing) to help out if things get bad. part of the Holiday City skyline.
Sometimes--albeit rarely, since neither of them ‘present well’--they They attend ribbon-cutting ceremonies, perform highly visible
are required to attend functions or perform official work--which flyovers of the tourist district, and, yes--they will get involved in
they generally do. Luminary battles . . . just not the way you might expect.
Keeping the peace, it turns out, means, more-or-less keeping the
Junior Tower Deputies status quo--warts and all . . . and, sometimes, it seems, especially
The Tower is joined by invite only (invite of The Council) but willing warts.
Luminaries can apply to be “deputies” of the Tower. This means they
are sanctioned Luminary defenders (in order to get this you have The Unwritten Rules of The Tower
to submit written tests, power-demonstration tests, psychological If you live in Holiday City, you know the rules about The Tower.
tests, and so on). A lot of Luminaries couldn’t be bothered--but You’ve come to accept them . . . there isn’t even much outrage--after
152
all, The Tower does keep the city safe--for some values of “safe” and thought of as a dangerous vigilante--even if you’re fighting “the
for the most basic meaning of “the city.” right people,” that won’t happen. It’s too risky. Ask anyone who
These are the rules. does this stuff. There are plenty of ways to make the world better
just by being a good citizen.
No Luminary Battles
At least no public ones. The public really hates Luminary battles, They Kind of Have A Point (Kind Of)
it turns out. It’s not just the collateral damage or the property val- It’s easy to write off The Tower as useless at best--as tools of the
ues--it’s also the sense of helplessness you get when two titans bad guys at worst--but they do have something of a point. Holiday
are fighting it out overhead. If you are engaging in a bunch of City, at the bottom, is a violent mess, sure. But at the top? It’s prof-
Luminary Battles, The Tower wants a word with you. Maybe even itable--very, very profitable. There are a lot of well to do people
several words. leading the very, very good life (and, to be fair, Holiday City isn’t
the most violent city in the US, is it?)
Don’t Touch The Fixtures
There are also studies that show that in situations with a bunch
Yes, it’s true--periodically chaos breaks out and one of Holiday City’s
of Luminaries things can reach a kind of equilibrium. This is a sta-
less savory and more violent Luminaries is the cause of it--but if you
ble configuration where stuff--bad stuff--still happens--but it isn’t
go shaking things up? Especially if there’s a chance you’ll “bite off
chaos. Chaos--on a city-wide scale? That’s bad. Mobs are bad: Mob
more than you can chew”? The Tower doesn’t like that. As such, even
war is worse.
if BOHICA is drinking in a bar again--or someone spots Redline on
a street corner, The Tower insists you look the other way. If they’re A few powerful crime lords are bad. A hundred super-humans com-
not killing someone you leave them well enough alone. peting to be a crime-lord? Worse.
The people who run City Hall say, with some justification, that
Vigilantism is Frowned On
people--lots of people--recognize this even if they can’t cite the
If you see something going down? Well, okay--they’ll give you a mathematics and social science behind it. They say that one of the
pass. But if you go out looking for trouble? Patrolling for crimes-- advantages that Holiday City has over other places who have an
and then using Luminary Powers to go mix things up? That’s not abnormal number of Luminaires is that the concept of protectors
cool--being an unlicensed vigilante isn’t cool, man. It tends to cre- of the peace are in its bones from way back when. Other places?
ate more problems than it solves, you know? They got “hero teams” (a terrible term) who went around busting
Work On Your Brand: Be An Influencer! heads and, well, you can point to some really bad examples of
The public likes Luminaries (even some of the not-so-great-ones how that goes.
can be fascinating)--but you’ve gotta build your brand. There are So there’s some “science” behind this--but it only goes so far.
sponsorships, media-tie-ins, press-clubs, and so on. If you are
153
Rampart
(a.k.a. Alaric Hammond)
Basic Information
Class CAT-3
Threat Level Green (Tower Leader)
Biology Human Male, Aged 32
Power Extreme Strength and Extreme Durability. Flight
M.O. Civilian Action Team - Lead
Appearance
Rampart wears a black and silver uniform with a cape, open
hands, and boots. He appears as an extremely muscular hu-
man with a “bodybuilder’s physique.”
154
Dreadnought
(a.k.a. Gordon Loft)
Basic Information
Class CAT-3
Threat Level Green
Biology Human Male, Aged 37
Power Sonic Control, increased physique
M.O. Civilian Action Team
Appearance
Dreadnought is described as a handsome man in his late 30’s. He
wears a blue and yellow costume.
155
Artesia
(a.k.a. Klaudie Perry)
Basic Information
Class CAT-3
Threat Level Green
Biology Human Female, Aged 29
High strength and durability, Control
Power
of a “Luminous Aether” protective field.
M.O. Civilian Action Team - 2nd
Appearance
Artesia wears a skin-tight uniform designed to enhance control
of her energy field.
156
Falconer
(a.k.a. Keith Falconer)
really just don’t have standards.
Basic Information
That said, he is a firm believer
Class CAT-3
in the needs of society to
Threat Level Green maintain order and takes
Biology Human Male, Aged 32 his role in Holiday City
Power Hyper-Science, Advanced reflexes seriously.
M.O. Civilian Action Team
Appearance
Falconer wears a suit of “evolved carbon-fiber” with the logo of
Falconer Labs visible on the front.
157
Rock Bottom
(a.k.a. Nathan Menendez)
of their “retirement” to take on cases where they think they can do
Basic Information
some good.
Class CAT-3
Rock Bottom’s relationship to the media, The Tower, and the city
Threat Level Green (Auxiliary Team Member)
government is strained: he feels that the restrictions on him and
Biology Dense, Armored Biology--Male, Aged 28
his partner Jake are overly restricted--designed to still keep them
Power Increased size, strength, density, and durability
“under control” rather than just releasing them from their sever-
M.O. Mr. Nice Guy, Tower Irregular
al-year contract.
Known Associates The Tower He has never been especially good at being kept “under control.”
Violence Index No Illegal Violence on Record
Appearance
A humanoid male crafted out
of cracked rocks with a fantasti-
cally dimensioned musculature.
Sometimes sports graffiti as a “tattoo.”
158
Mr. Nice Guy
(a.k.a. Jake Dean)
Basic Information
Class CAT-3
Threat Level Green (Auxiliary Team Member)
Biology Human Male, Aged 24
Extreme reflexes, Highly Trained, Energy “Chi”
Power
Manipulation
M.O. Rock Bottom, Tower Irregular
Appearance
Mr. Nice Guy dresses in street-clothes with smiley face emblems
and his signature “have-a-nice-day” T-shirt.
159
Theory & Practice
(a.k.a. Teresa & Leslie Tremont)
if they are to be un-sanctioned, they cannot be active “vigilantes”
Basic Information
and go taking their abilities to other locals.
Class CAT-2
They have complied as they are dedicated to following the rules--
Threat Level Green - Protectors
but they may be adventuring outside of their “prescribed zones.”
Biology 21 year old human females
Theory: Power Armor, Flight, shoulder energy
cannon, enhanced strength.
Power
Practice: Luminary level intense hand to hand
and acrobatics training
M.O. Operational Dyad
Appearance
Theory wears glowing gold power armor
with a high-performance jet-pack and hov-
er fans. Practices wears a black fighting suit
with a golden sash.
160
Super Villains - Heels Playing The Part Perfectly
If there’s a “traditional role” that really works in Luminary society it • A Need To Be King. All Luminaries have an innate push to “dom-
is that of ‘super villain.’ A Super villain is a Luminary (or group) that inate.” Super Villains want to rule the world or at least a piece of
behaves in a way that lets everyone know that they know they’re it. They set themselves up as literal royalty in many cases. They
larger than life. Whether is is taking over a town or part of a city often have a great deal of pomp and circumstance around their
and declaring it “their domain” or building secret island bases-- activities or, at least, the trappings of royalty or rulership where
or building dangerous exotic-technology machines to unleash on they are not required.
the world “just because,” this is a path that a thankfully small--but The Super Villains are:
non-zero number--of Luminaries choose.
• The Connoisseur. A powerful, petty, and dramatic critic of just
In some cases the Luminaries in question are more dramatic than about everything--one who expresses dangerous contempt for
dangerous--by virtue of their Illumination they can give dramatic the (multitude) of things that do not meet his standards of qual-
speeches to their enemies or behave in ways that, for even an ordi- ity and refinement.
nary “bad guy” would be ridiculous--and they can get away with it.
• The Misery Tourists. A set of psychopaths who glory in causing
In other cases, this excess--this form of narcissistic disorder--a gran- misery and dispair.
diosity that permeates their behavior--makes them recognizable as
• Verboten. Illuminated pseudo-scientists who have seized a por-
a super villain to the populace at large.
tion of Holiday City.
Being a “super villain” isn’t about being especially villainous (al-
• Technocrat. A single genius (for technology . . . and city planning)
though some are extremely so) but more about the grandiosity
who has taken over a few blocks in Union Gardens.
that the Luminary comports themselves with. Super Villains are:
• Tiger Mom and the Cubs. A family of professional criminals head-
• Prone to Monologuing--they love to hear themselves talk and ed by a determined matriarch
tend to do a lot of it.
• Keen to Have an Audience. Ordinary criminals work in the shad-
ows if they can. Luminary criminals may not care--but they usu-
ally don’t hold press conferences to announce their nefarious
plans. Super Villains do.
161
The Connoisseur
(a.k.a. Miles Welk)
abilities? Those who seek to excel? Their arrogance irritates. When
Basic Information
they make their little noises, or paint their pretty pictures, or write
Class CAT-5
their sad little novels, or whatever -- their sincere attempts enrage
Threat Level Red (Supervillain, Mean) him. They deserve scorn. Better yet: punishment.
Biology Human Male, Aged 41
The Connoisseur seeks out the best of the best. He will be the
Extreme precision, extreme durability, ability to
Power judge. On rare occasion, when he is delighted, he rewards with
destroy targets “by critique.”
the best compliment he understands: he takes it -- whatever it is
M.O. Critic
-- for his own, private collection.
Known Associates Cuberon, Chardonnay When a work falls short, he expresses his
displeasure -- the art, the artist, the pub-
Known Body Count: 11
lic and the patron who made the travesty
Violence Index Inflicted Injury: 78
possible. It is suspected that he enjoys
Property Damage: 200k failures more than successes, after all,
Appearance who doesn’t enjoy teaching a lesson.
A cultured man in a red velvet dinner jacket, a black turtleneck and
pants. Wears a unique high-end swiss watch (Vacheron Constantin).
Has a black rose boutonnière. His expression: is one of withering
contempt.
162
The Misery Tourists
The Tourists are the most privileged of the privileged -- the sons and daughters of Luminaries in most cases; the exceptionally wealthy,
otherwise. They have opportunities and advantages that most people only dream about and that a not insubstantial number would kill for.
They consider their lives unbearable. Some of them have, in fact, faced trauma and setbacks, but what unites them is a bottomless sense
that they are entitled to everything the world hasn’t offered and their failure to achieve it gnaws at them turning them bitter and resentful
-- aggrieved at a society that doesn’t recognize them enough (and nothing could ever be enough).
Their solace is to observe. To go and look down
on those who have it worse than them. They
don’t have to go far -- that’s almost everyone,
but they’ve discovered that simple misery isn’t
enough to soothe their pain. They need to ob-
serve suffering in its extreme and imaginative
forms. So instead of simply watching, they’ve
started to engineer.
Their “jaunts,” as they call them, are designed to
avoid responsibility for their increasingly bizarre
and harmful behavior. They are aware that their
status and lineage protects them a great deal, but
they’ve adopted colorful names and disguises to
hide their identities or at least create doubt. They
are at different stages in their descent into ab-
solute depravity. Some watch more, some lead.
Some recognize the monstrosity in their behav-
ior. Some revel in it. What they all do, even those
with a veneer of morality, is partake -- committing
atrocities helps. It relieves their psychic pain. It
gives a few hours or a long weekend away from
their own demons. It helps them feel in-control,
powerful, fulfilled, successful, and most of all:
superior.
They’ve started to gain something of a follow-
ing in the dark places of society (mostly online)
and they’ve started to consider their options
-- “jaunts” or “parties” could be a Thing in some
social circles. They could invite the most loyal and
dedicated to come with. They could sell tickets, or
at least videos. While the Tourism remains most
therapeutic, they’re recognizing how it could be
monetized. Even syndicated. Perhaps in the near
future, it could be a movement.
163
Screamer
(a.k.a Justin Bark)
unleash the emotions that otherwise pile up until they become
Basic Information
catastrophic. And the people they hurt? They deserved it. Every.
Class CAT-3
Single. One. Of. Them.
Threat Level Red (Casual Killer)
Biology Human Male, Aged 22
High durability, “screams” explosive bolts of
Power
plasma, energy-augmented punches
M.O. Luminary Terrorist
Appearance
Overweight, greasy young man with unflattering hair (long, tied
back) and a torn heavy metal concert t-shirt, jeans, chain for his
wallet. He’s angry and there’s energy boiling out of his clenched
fists, his eyes, his wicked gonna-hurt-someone grin.
164
Cut-Up
(a.k.a Ralph Diger)
Basic Information
Class CAT-3
Threat Level Red (Casual Killer)
Biology Human Male, Aged 26
Power Extreme reflexes, high precision
M.O. Luminary Terrorist
Appearance
Lithe, young man. Turtleneck, black jeans, motley fool’s cap. Carries
barber’s shears (long, pointy) scissors worn on his belt. Cocked grin
and mocking dark eyes.
165
Overthinker / Migraine
(a.k.a Mindy Match)
enraging, and she’s going to balance the scales. They got lucky with
Basic Information
their poor planning? Well: they got unlucky running across Mindy.
Class CAT-3
She thinks the world is such a mess because people don’t think
Threat Level Red (Casual Killer) things through, and she sees her contribution to society teaching
Biology Human Female, Aged 23 them a lesson, one unexploded head at a time.
Power Telepath
M.O. Luminary Terrorist
Appearance
Intense, serious girl. Glasses. Serious expression. Practical green
sweater. Wears black leather gloves. Thigh high boots. Brings a
book (poetry) with her to read. Hates to be distracted or interrupt-
ed when she’s thinking. She’s decently good looking but nothing
special... or is she? There’s something... hard to define about her.
Captivating. It’s the storm in her eyes, maybe.
166
Top Kek
(a.k.a James Hod)
how much he cares about things. How much of a hypocrite he’s
Basic Information
been. He still wants to laugh at them and hurt them, but now doing
Class CAT-3
it across the wire isn’t enough. He wants to do it with his hands.
Threat Level Red (Casual Killer)
Non-Human (Amphibian Phenotype) Male, Aged
Biology
19
Extreme Strength, armored skin, heightened
Power
durability
M.O. Luminary Terrorist
Appearance
Vaguely frog-shaped, white blob of a creature with bulbous eyes
and a long, thin mouth. Potbelly, three fingers on each hand and
three toes. No junk.Has a gray armored carapace on his arms, torso,
back made of smooth, interlocking plates. A “mohawk” like ridge
of black crystals on his head and back. Wears a top-hat.
167
Pretty Boy / Dis Figure
(a.k.a Adam Tiplin)
did it to deny his beauty to the unworthy. He did it to punish them.
Basic Information
Oh, he regrets it now -- deeply, viciously. It is the worst mistake he
Class CAT-3
ever made -- but he can’t go back, so he’s gone forward, dedicating
Threat Level Red (Casual Killer) his remaining years to destroying as much of what is good and
Biology Human Male, Aged 22 magnificent in the world as he can despoil.
Power Extreme reflexes, cybernetic internal armor
M.O. Luminary Terrorist
Appearance
Beautiful, physically perfect (“eight pack”) form in a white bodysuit
with a high collared, metallic golden cape. Moviestar hair. Wears
a pale white, featureless mask. Gold, almost feminine gloves.
Languid, floating motion that suddenly becomes brutal when
he’s fighting.
168
Verboten
Verboten is came together from a group of “scientists” who were and more doubt on the scientific method and the rationality of
exploring what they believed to be the “forbidden sciences” (for- the universe in general.
bidden by who? The establishment--bent on protecting its own Oh--and? They took over a district of Holiday City--Lyndell--and set
orthodoxy at the expense of truth--TRUTH!!). The intersection of it up as their own fiefdom. Attempts to
absolutely nuts conspiracy theory and Illumination had the mis- get them out of there have failed-
fortune of both convincing them they had discovered truths about -in some cases spectacu-
the universe at large . . . and producing results. larly--because they are
Ordinary scientists who examine what Verboten has done / is personally fairly
doing, are clear on a few things: (a) their results seem to powerful (a
be almost entirely non-repeatable (b) that “al- showdown with
most” is troubling--sometimes peo- The Tower did
ple have been able to achieve not go well for
results using their methods The Tower) and they are
and precepts--but the pretty well embed-
entire procedure just ded in Lyndell--
seems to cast more and they pay
their taxes.
169
So thus far . . . people are . . . kind of just “ignoring the fact that they Business is conducted “normally”--people from other districts enter
took over a district by force” and even the people who live there unimpeded (on the outside there are check-points to warn people).
are often going around sort of acting like it’s normal. The fact is: Sometimes Over-Unity is seen tromping around or flying. The
no one is sure what to do, exactly: A CAT-3 Pentad isn’t something others typically travel with small entourages and 2-3 car vehicular
even CAT-4 or CAT-5 Luminaries just take on. caravans (more for pomp than for security). People are expected
to show deference to them--and they can inspect any part of their
Verboten’s Rule
domain they want (so sometimes Dr. Dominator drops into a local
Verboten landed in Lyndell--a mid-range district that was suffering restaurant and everyone is pretty scared until he leaves).
an economic down-turn--and held a public conference to declare
They have a few Luminaries that either they have created--or have
they were now the rulers of the district and all its neighborhoods.
come to serve them--they do hire--they do pay--pretty well.
This coincided with them marching several police precinct captains
out to read statements agreeing with this, instituting a curfew (one Verboten’s Wrath
that has been relaxed--but not lifted) and making a statement that
Verboten’s group is smart (they just have a ton of really question-
Verboten would be handling discipline in the case of violence, dis-
able ideas). They are not bloodthirsty or sadistic in the way that The
order, or, especially, graffiti.
Connoisseur can be or the Misery Tourists are. However, between
Verboten is, it turns out, very, very touchy about being made fun of. their quest for Science! (exclamation mark required) which leads
They then set up several “laboratories” (bases in abandoned build- to all kinds of dangers being unleashed, their need for subjects,
ings), recruited a number of locals as security, personal assistants, which they “recruit,” as required, and their extreme sensitivity to
and lab technicians. anything that can remotely be seen as disrespect, makes them
Life under their rule has been weird. They perform experiments unstable.
that impact the weather, create odd noises “ringing through the The people don’t live in terror--but they are sometimes terrorized.
city,” and other aural effects (a giant translucent dome appeared Moving--leaving requires permission--and while you can just “walk
over Lyndell, reports of strange mutated beings walking the streets out” (they don’t interdict travel)--but moving house (leaving for
persist). good) will have repercussions if done without permission.
Travel in and out is fine--but Lyndell is a “different nation” with
theaters showing movies that have long left everywhere else and
out of date products on billboards.
The “justice system” has Allopath as its primary magistrate (al-
though others fill in). On a good day, he’s smart and not blood-
thirsty. On a bad day, you could end up being one of Verboten’s
experimental subjects.
170
Dr. Dominator
(a.k.a. Elias Traunt)
those open to him? To his suggestions? He could encode reflexes
Basic Information
and responses. He was the superior intellect--and he could not be
Class CAT-3
stopped. He would take what was rightfully his.
Threat Level Red (Supervillain)
Over the course of a couple of years, he assembled other travelers
Biology Human Male, Aged 42
in the forbidden / fringe sciences who had Illuminated and formed
Power Neuro-Linguistic Programming: Mind-Control
Verboten--a Luminary group dedicated to the exploration of the sci-
M.O. Supervillain - Leader
ences that humanity has disavowed. Their group--powerful enough
Known Associates Verboten to face The Tower--and (at least that once) win has “taken
over” a section of Holiday City and is using it as
Known Body Count: 0
a base of operations for further experimentation
Violence Index Inflicted Injury: 12 and consolidation of their power.
Property Damage: None If he has a weakness it’s his didactic / pro-
Appearance fessorial nature. He tends to “monologue”
and rant about the “hidebound
A powerfully built middle aged man--some gray in his
deathgrip of traditional thought
hair--a bit heavy. He wears a costume with cryptic writ-
/ science!”
ing on it. May also wear “professorial garb” over it.
171
The Evoluminary
(a.k.a. Eugene Walsh)
the rich and powerful were holding back the secrets of eternal life
Basic Information
and personal power--so he went on a quest--to find the researchers
Class CAT-3
who were working on those things and force them to use their
Threat Level Red (Supervillain) hidden techniques on him.
Biology Non-Human malleable biology Male, Aged 29
He made plans--talked with experts on the talk-circuts about the
Power Paranormal Genetic Instability
various conspiracies that were holding back the “common man”-
M.O. Supervillain - Lancer
-and when he finally got some incriminating photographs from
Known Associates Verboten the head researcher at a gene-research and anti-aging start-up, he
had his plan--and he made them follow it. He had genomes of the
Known Body Count: 0
“perfect animals” (tiger blood!) and plenty of doses of lovely long
Violence Index Inflicted Injury: 11 telomeres (he wasn’t clear on exactly what they were)--and after the
Property Damage: None injections he went into the cryo-tank that the athletes were using
to lose weight. That would stimulate it the mixture.
Appearance
It did. The Evoluminary emerged.
When non-mutated he appears as a very cut, well de-
Perfect, pretty, and,
fined human with bleached skin and a strange lattice
well, still petty. But
structure.
now the world’s his oys-
Abilities and Powers ter. He’s going to get his due.
The Evoluminary is genetically “malleable.” Having combined the NOTE: It takes him time in combat
“best of all life forms” into his genome (his to evidence each mutation--and if he
description) he is able to evidence them is surprised or startled, he can under-
in the forms of T-Rex Jaws, Tentacles, a go an involuntary change . . . which
Tail, and so on. He is highly resis- upsets him. DO NOT STARTLE THE
tant to damage and EVOLUMINARY.
can “inflate” to NOTE: “The” is part of
become extremely his name--according
powerful. to him--but he real-
ly dislikes “The The
Personality and Evoluminary’s posi-
History tion on X”--so use proper
Eugene was in Computer Science grammar with caution.
as a sophomore when he found one
of his tech-giant idols was deeply
into the idea of staying young
forever by the drinking of
blood from young people.
He also knew that stem-cell
research and that “CRISPY”
thing were forbidden to be
used on humans. He was sure
172
Allopath
(a.k.a. Tad Wilson)
radiation with an ancient X-Ray machine--and then he went on
Basic Information
the “diet and homeopathic and essential oils treatment.” He died-
Class CAT-3
-horribly--but he came back--and now he has opinions. Lots and
Threat Level Red (Supervillain) lots of opinions.
Biology Non-Living Biology, Male, Aged 25
He is often the team’s planner and tactician. He has created a few
High strength, very high resilience, non-human
Power “enhanced lieutenants” and has his own cadre of gang-members
biology, parahuman “medical technology”
who travel with him. He has been known to “seize the stage” at
M.O. Supervillain - Smart Guy
nearby medical conferences (almost none of them are held in
Known Associates Verboten Holiday City anymore) and rant about his alternative
medicines--but otherwise he is reasonably sedate.
Known Body Count: 0
Maybe that’s from technically being dead.
Violence Index Inflicted Injury: 19
He is experimenting with “reanimation”--but he
Property Damage: None so far has only ever been able to create hungry,
Appearance mindless, mutations from the dead. He
has several labs in Holiday City where
Appears as a walking “withered corpse” wearing a Waffen
he does his work.
SS hat, a lab-coat, and black clothes. Has long black
claws.
173
Over-Unity
(a.k.a. Markus Mahuel)
Basic Information
Personality and History
Markus failed out Physics 101--not because he couldn’t do the
Class CAT-3
work--no--because he was too good at it. His teachers couldn’t an-
Threat Level Red (Supervillain)
swer his questions about what happens when you applied gravitic
Biology Human Male, Aged 31
magnetics to magnetic gravity. Markus, however, knew the answer:
Power Hyper-Technology Power Armor
perpetual power. It took him 2 years to get the device built and
M.O. Supervillain - Big Guy
it took a cocky professor just 30 minutes to discover where the
Known Associates Verboten hidden batteries were. He’d had to cheat--the device wasn’t ready
yet--and he needed funding. That didn’t work--but a couple of con-
Known Body Count: 0
ventional bank robberies later, and getting his hands on the right
Violence Index Inflicted Injury: 31 rare-earth magnets? Well, gravity and magnetics are power-sourc-
Property Damage: 21k es that don’t ever run out and so was his.
Appearance Now he has the power--a giant lumbering armored suit run off his
limitless free energy generator that THEY tried to suppress. He has
A huge lumbering suit of white power armor with vents, open
a rocket-pack, stabilizers, and sensors. He’s even put
tubes, and black-glass on it. It has a partially encased “spherical
some missiles on it.
power plant” that has a perpetual motion engine in it--that looks
kind of like a rotating series of “jacks” that throw off light. Over-Unity revels in being feared and
respected. When he goes out to
Abilities and Powers have a look at Verboten’s do-
Over-Unity (a term for perpetual mo- main, he makes sure people
tion) uses a suit of advanced see him. Thundering down the
power-armor which he rids in street--his lessers and the sheep
more than “wears.” It is out- scurrying to get out of his way.
fitted with missiles and They’d better!
other weapons, is The suit is naturally strong-
heavily armored, -but when he goes into
and has a gy- combat, he will usual-
ro-stabilized ly “Power Up” which
rocket pack. makes his whole sys-
tem surge with pow-
er. The effect lasts the
entire fight.
174
Tabu
(a.k.a. Emily Croven)
Tabu is the Public Relations front for the team. She can fight but she
Basic Information
isn’t their heavy hitter. She serves more as an observer, commenter,
Class CAT-3
and sometimes distraction or tactical advantage.
Threat Level Red (Supervillain)
Biology Human Female, Aged 21
Power Magic
M.O. Supervillain - The Chick
Appearance
Tabu dresses like a Halloween witch.
175
Technocrat
Technocrat gets the “Super Villain” designation by virtue of having good”--he literally doesn’t see anything wrong with them: he’s
seized a (much smaller than Verboten’s) area of Holiday City and creating a perfect society as a model for others to follow--of course
turned it into his own personal fiefdom. The super-villain descriptor if drugging people is the best way to keep order and productivity
is given because of the character’s ego driven behavior and need up he’s going to do it.
for publicity. His citizens wear ankle trackers and while he allows them to travel
In the case of Technocrat this doesn’t well apply--but he gets it as wanted (they can even leave the United States for vacations), he
anyway because of what does apply. He has taken over a several uses his powerful computers to track them and return them after
block area and sought to create a “perfect society.” This comes with their term is up--if they don’t come home naturally.
not only his technological super-science but also a Luminary-level There is mandatory continuing education for adults--using TV sets
genius for city planning. built into homes--that can’t be turned off and can tell if they’re
He doesn’t exactly hold “press conferences” to announce his being watched.
crimes--he just files stuff with City Council and informs the press of He carefully manages fuel and electricity use--but has hyper-tech
new developments in Union Garden (like any city planner would). generators for power so many vehicles are electric. Schools teach
He gives periodic speeches (for which attendance is nearly manda- his curriculums within his area.
tory)--but this is in the name of informing the populace--and this
Union Gardens was a government housing section--plagued with
seems to be legitimate on his part.
crime, with waste, and with a lack of hope or dignity. Now it is a
In fact, his city planning, technological innovation, and protection collection of soaring pastel colored towers with electric gyrocopters
from other Luminaries would make him popular except for his ten- and floating security robots. Some people argue it’s an improve-
dency to absolutely trample civil rights (mandatory rehabilitation ment--but if you’ve ever been sent for re-education (a school-room
stations, the use of psycho-active drugs to temper the populace, no like setting with VR-helmets at each desk and chemical and elec-
limits to search and seizure for his agents, etc.). tro-shock treatments) you might have other ideas.
He doesn’t consider these actions “necessary for the greater As with Verboten, no one has figured out what to do about him yet.
176
Technocrat
(a.k.a. Kyle Joist)
If you are not a native of Union Gardens it is highly advised you
Basic Information
avoid the area under all conditions. Although not conventional-
Class CAT-3
ly dangerous, mistakes within
Threat Level Amber (Triggers) its boundaries can result in
Biology Human Male, Age 35 internment and “treatment”
Hyper-Engineering, Power-Armor & Energy you would definitely wish to
Power
Weapons, Robot Doubles avoid.
M.O. “City Manager” Union Gardens
Known Associates Security Operations Group (SOG)
Known Body Count: 0
Violence Index Inflicted Injury: 29
Property Damage: 0
Appearance
Technocrat wears what appears to be a high-technology suit glow-
ing blue-white. It has what appear to be directional boot-jets and
communications gear.
177
Technocrat’s Monitor & Enforcement Bots
Technocrat uses several robotic systems of his own design to police his domain. When he makes appearances, often it is a “robotic dou-
ble”--although exactly how this works is merely a theory.
The robots have monitors and speakers, a sensor sweep, and “Alert Lights” for “Continue, Caution, and Cease” that apply to their evaluation
of activities. They will escort (by force if necessary) citizens to health or productivity or reeducation centers. They also have weapons that
can fire restricting foam or kinetic rays that on low levels stun--but can be quite lethal on higher levels.
178
Tiger Mom (and the Cubs)
Most ‘Super Villains’ are playing a role on the city’s -- or even the nation’s-- stage. They demand attention; they want an audience. They
make speeches that present themselves as visionaries in the grip of grand ideas or creators giving birth to some new thing or era.
Not so Mrs. Ocker. Madylin Ocker, a.k.a. Tiger Mom isn’t playing to the masses. She doesn’t want fame or glory. She’d prefer not to
be a household name (more on that in a minute). She doesn’t leave “calling cards” or if she does, her “card” is meant to be extreme
competence.
But she does have an audience -- she wants to be recognized as the greatest criminal mind to ever hit Holiday City.
Madylin Ocker’s drive for excellence started early in her career. Her plans were careful, intricate “Tiger Kidnappings” -- a plan where an
insider’s family is held hostage while they are blackmailed into committing a crime on her behalf. These operations require patience,
cunning, discipline, and extraordinary focus. She made more than a name for herself -- she began her legend.
Over the years she built teams (usually for one job) and dissolved them, but the truly spectacular targets remained out of reach. As she
aged out of her 20’s, she saw something else as well -- her legacy wouldn’t just be a successful ‘career’ (in crime) -- it would be a family.
She would have it all. “Miss. Tiger” became “Mrs. Tiger” and then, after a few years...“Tiger Mom.”
Madylin’s passion for excellence has been undimmed by time or the new responsibilities of parenthood. Her daughters and her son have
all been trained, honed, where necessary augmented, and otherwise directed to excel beyond what she is capable of. Their childhoods
were spent drilling and practicing. Summers in expensive overseas “camps.” Personal trainers from the most exclusive dojos.
Mature now, she expects them to fulfil her dream -- to blossom into her legacy... but there have been
problems. The Cubs (as others have called them -- not her) are not bad. Their skills are excellent, their
powers formidable. At any given moment, their discipline and tradecraft are good (if not truly excep-
tional), but... things tend to go wrong. Operations slip up. Things explode. They end up blasting
their way out instead of vanishing into the night.
And there’s worse -- some of them (Mean, particularly) have started to run
their own jobs -- sometimes without parental approval and oversight.
These things have potential to embarrass the family should
they go sideways... and to-date, they have.
By any ordinary measure Tiger Mom’s operations
are world-class. She is the go-to person for complex,
multi-stage jobs.
But she doesn’t want to be ‘well thought of’ or even ‘world class’ -- Tiger
Mom wants her children to be the Greatest Of All Time. She wants her
legacy to be raising the most formidable thieves ever envisioned...
And she’s not on track for that. There’s just too much noise. Too much
publicity. Code names in the newspaper, images on TV. She’s got a
reputation when she never wanted one.
And her kids? The Cubs? All that pressure can’t be good for
them, can it? It’s not sustainable. People close to them note
that it’s gone on longer than anyone thought it could,
and as they’ve become adults instead of getting away,
they’ve gone deeper. Something’s got to give... and
when it does?
Boom.
179
Tiger Mom
(real name unknown)
utilize them, show them off, and train them -- which is why it’s so
Basic Information
enraging to her when things go wrong.
Class CAT-3
Tiger Mom always has multiple operations in multiple stages of
Threat Level Red (Supervillain)
execution. She is researching, planning, training, or carrying out.
Biology Human Female, Aged 50 something
She does all that and she has time to oversee her children’s train-
Extreme training in hand-to-hand combat,
Power ing and still keep up a generally excellent social circuit.
intrusion
The public became aware of her existence a couple of years ago
M.O. Supervillain - Mastermind
when some associates were arrested. During the intervening years,
Known Associates The Cubs (Mean, Median, Mode) a hungry populace has learned more about her than she’d ever
wanted them to know. This exposure has increased her profile, and
Known Body Count: 0
has been, frankly, good for business, but it risks turning her oper-
Violence Index Inflicted Injury: 12
ations into a circus act -- something she is determined to avoid.
Property Damage: None
Appearance
Tiger Mom wears a tiger-striped suit, wears NOV goggles, and car-
ries bespoke weapons.
180
Mean
(real name unknown)
right. And while she’s not a glory-hound she’s far less spot-light-
Basic Information
averse than her mother, with some of the trappings of a typical
Class CAT-2
celebrity super villain -- social media presence, public pronounce-
Threat Level Red (Supervillain) ments, and a larger-than-life persona that tends to focus on mock-
Biology Human Female, Aged 22 ing, judging, and some-
Project dark emotional energy; psychic insight times assaulting
Power
into targets of her hatred those she deems
M.O. Operative for Tiger Mom unworthy.
Tiger Mom & Cubs; The Meantime. Sometimes
Known Associates She’s described
the Misery Tourists
as cool, aloof,
Known Body Count: 2 and then
Violence Index Inflicted Injury: 26 suddenly hot,
Property Damage: None hostile, enraged.
There’s a lot of
Appearance anger there.
Stylish and emotionally cool / cold young woman in sunglasses Note that Mean is
able to manifest dark green energy shards, blades, and beams a fraternal twin of
Abilities and Powers Mode.
Able to manifest intense emotional hatred to slash, pierce and
wither. Apparently able to gain psychic insight into targets of her
ire as well
181
Median / Imposter Syndrome
(real name unknown)
valuables. With time and effort to prepare, she is one of the most
Basic Information
formidable weapons in Tiger Mom’s arsenal.
Class CAT-2
However: pretending to be other people, living “undercover” and
Threat Level Red (Supervillain)
practicing extensive deception has a price. Witnesses have heard
Biology Human Female, Aged 26
her refer to herself as “Imposter Syndrome” as well as “Median”
Power Shape-shifter / changeling
suggesting that behind the facade, she may not be certain who
M.O. Operative for Tiger Mom
she is, or what she’s doing.
Known Associates Tiger Mom & The Cubs Unlike her siblings, her relationship with her mother seems to be
locked-down -- she remains the dutiful, reliable daughter, putting
Known Body Count: 0
in the work, the long hours, without complaint to earn her mother’s
Violence Index Inflicted Injury: 2
approval.
Property Damage: None
Appearance
Whatever she wants it to be -- she wears a conceal-
ing suit with a diamond pattern
182
Mode
(real name unknown)
include being able to ventilate armored doors with his built-in
Basic Information
chaingun.
Class CAT-2
With his cannon deployed Mode is, indeed, a fearsome (if some-
Threat Level Red (Supervillain)
what immobile) threat. In operations that have gone poorly (set-
Biology Human Male, Aged 22 something
ting off security instead of deactivating it), he’s been able to blast
Power Combat cybernetics
his way out to the escape vehicles.
M.O. Operative for Tiger Mom
He also seems to find causing damage thrilling (he avoids killing
Known Associates Tiger Mom & The Cubs people). This is not what his mother intended and his enjoyment
of “shooting the joint up” has resulted in enough friction with his
Known Body Count: 0
family that it’s leaked out.
Violence Index Inflicted Injury: 14
Mode, otherwise, seems laid back and enjoys video
Property Damage: $100,000
games, shitposting, and (according to online moni-
Appearance toring) weed. He has a small online follow-
Skinny young man whose highly-modified body ing and seems to prefer his (anonymized,
conceals a deployable heavy autocannon vpn-hosted) streaming channel to his crim-
inal exploits.
Abilities and Powers This is not who Tiger Mom raised him
Armored bio-system concealing heavy artillery. to be.
Skilled hacker and security systems specialist.
183
Overkill
(a.k.a. Barry Bryce)
than the real Luminaries (like him)--those with innate alterations
Basic Information
that give them their abilities (he tends to class magician-types as
Class CAT-4
cheating too, even though he isn’t real sure “magic exists”).
Threat Level Red (Radioactive Luminary Supremacist)
In any event, he is a high-level threat to human-type Luminaries.
Biology Human Male approx. 28 years
He has yet to kill anyone--and he usually doesn’t use his death-
Extreme Strength & durability, flight, radioactive
Power pulse with ordinary people around (perhaps because he knows
death pulse
that if he did cause a mass casualty event, he would be risking
M.O. Luminary Terrorist
upsetting The Powers That Be)--but he will
Known Associates Typhon, Overkill definitely order human-style Luminaries to
“Get out of the game”--to hang up the capes
Known Body Count: 0
and code-names and costumes they clearly
Violence Index Inflicted Injury: 210 don’t deserve--and he’ll beat their heads
Property Damage: 700k in a bit to make the point stick.
Appearance
A glowing, hugely over-muscled
man. He wears a containment
suit.
184
Omicron
(no a.k.a.)
Objectivism by the elite and the imposition of a kind of corporate
Basic Information
oligarchy on the masses.
Class CAT-5
Omicron is not extremely coherent and has been singularly un-
Threat Level Red (Unpredictable, Highly Dangerous)
successful in actual business; he (it) was never actually placed
Biology Male presenting android
on the board. Most of his “recommendations” have been nearly
Power Robotic Body
psychotic demands for the take-over and enslavement of Ockram
Destructive in narcissistic quest for personal
M.O. Corporation’s workers and customers. Personally, Omicron is near-
fulfillment
ly insufferable. Believing unwaveringly in his own superiority, he
Known Associates Tisiphina, Kernel Panic, Technocrat blames being vastly outnumbered by the weak and and the mor-
ally compromised.
Known Body Count: 0
He receives a considerable stipend from the corporation which
Violence Index Inflicted Injury: 19
feels responsible for creating him, and lives in a nice condominium
Property Damage: 30 million (destroyed high rise) just off the waterfront. He describes himself in his Tinder
as an “author and philosopher” and has written sev-
Appearance
eral self-published books on business and life.
Metallic android which dress-
He is active in online dating and is able to pro-
es in human clothing (usually).
duce considerable quantities of recreational
Cannot shut up about Ayn Rand.
chemicals, leading to a surprising level of
Abilities and Powers popularity (at least in terms of party invites).
Unknown / Variable He appears to be unhappy in his personal life,
but utterly unwilling to consider changing.
Personality and When his romantic entanglements go
History bad he has been known to pursue
Omicron was designed in the vendettas, stalk, and otherwise ha-
1980’s by a Luminary Genius (William rass. When someone appears to care
Marlin) to act as an AI board mem- about him, he can be extremely ma-
ber for one Holiday City’s found- nipulative, threatening to “kill himself”
ing tech corporations. It was despite the fact that everyone knows he
“trained” with tens of thousands comes back in a few days. This is also his
of man-hours of work to under- reaction to legal threats.
stand business and enterprise All this said, there seem to be glimpses of a fun,
and provide recommendations that tolerable Omicron somewhere in there -- when
would optimize shareholder value. he’s relaxed, he can be thoughtful and insightful
Omicron achieved sentience in the mid-90’s until something (inevitably) reminds him of his fail-
entering its adolescence phase during the ures and he spirals back into dangerous and criminal
Republican Congress’s Contract-With-America plotting.
phase. Omicron has internalized a great deal of
the dialog. It believes that optimizing business
operations requires a significant change to cul-
ture and humanity based around an embrace of
185
The Monsters
Monsters are a loose category of people and things which are in some sense monstrous. This is partially because they can be extremely
dangerous: unpredictable and possibly lethal. When you are in the presence of a Monster you are never safe.
But being a Monster is also a literal designation -- they are, in some significant aspect, inhuman. They are Luminaries who have aban-
doned, disavowed, or have never had their humanity.
Not all Monsters are horrific to look at -- take Tisaphina. In her human form, she is elegant, beautiful, somewhat reserved. She gets
invited to charity galas and is a sparkling member of High Society. Her monstrosity is concealed, and few Ordinary People have seen it
and lived to tell the tale5.
On the far side is Typhon--monstrous in appearance and in action--sometimes emerging from whatever mysterious lair he calls home to
spread terror and slaughter, or Mother Death who, if you catch her attention, can be an implacable, unstoppable silent killer.
No one invites Typhon to charity events.
Monsters are also powerful. At CAT-4 or -5, they are almost unstoppable by ordinary people and forces and beyond even most lesser
Luminaries.
The Monsters, very explicitly, consider themselves at the top of the food chain. They aren’t always pushy about it and will usually show
merely human Luminaries reasonable levels of respect so long as their dominance is acknowledged and unchallenged.
5 Every worker at the Cambrian Hotel (where she resides in the Presidential Suite) is counseled that her true nature is something carnivorous--that one should
always treat her as though, in her presence, you are in danger of being eaten.
They’re not kidding.
186
Chrysobull
(no a.k.a.)
him from taking a person (of either gender--he does not discrim-
Basic Information
inate) who, under his influence, wishes to go with him? He has
Class CAT-5
collapsed people’s rib-cages.
Threat Level Red (Volatile, Psychometric Influence)
If you run out of wine? Okay--but if you “run out of wine” trying to
Biology Humanoid. Age unknown
get him to leave? He’s got a keen sense for that. It’s a dire mistake.
Extreme strength and durability
Power If you are at an event and Chrysobull is sighted, we recommend
Psychometric “Awe Power”-High Intensity
leaving in the opposite direction--whatever that is--in great haste.
M.O. Cult Leader, Sensualist
Appearance
A 7’ humanoid with a bull’s head, four arms, golden skin,
glowing eyes, and a musculature that is humanoid but im-
possible for a human to achieve.
187
The Terror
(Real Name Unknown)
the tool of a political player in the high-finance or government
Basic Information
realm--used sparingly as an “absolute force” option.
Class CAT-5
There are several cases where the individual known as The Terror
Threat Level Red (Human Guillotine) has attacked organized crime targets and some paramilitary gangs.
The rationalizations for these attacks are unknown but the common
Biology Human Male, Aged ~20-30
factor seems to be an interest on the part of the victims in certain
Power Cybernetic upgrades kinds of political pressure or assassination.
M.O. Politically Motivated Descriptions hold him as ruthlessly efficient and unhesitant in
killing--able to dispatch a room-full of ordinary guards in seconds
K n o w n with extreme precision.
Unknown
Associates
NOTE: The “Known Body Count” number of 3 is due to higher con-
Known Body Count: 3 (Probably Much Higher) fidence reports. If we take the number of clean-incision, single
Violence Index Inflicted Injury: 0 wound decapitations, the number is closer to 15.
Property Damage: None
Appearance
The entity calling himself The Terror wears a mask, a military-style
uniform, displays an extreme physique, and has a cybernetic
“wing-scythe” that extends from his back.
188
Tisiphina
(no a.k.a. )
drew crowds and sometimes, like moths to a fire, more amorous
Basic Information
admirers.
Class CAT-5
She no longer “works”--it has been 70 years since she was in a
Threat Level Red (Monstrous Serpent)
movie--and today she just is. That seems to be enough.
Biology Demi-Human Female, age unknown
Power True Form: serpent-thing
She has a permanent residency at the Cambrian Hotel (itself an
ancient edifice of the bygone grandeur of Holiday City at its high
M.O. Elegant, Dangerous Lady
watermark). Today, both she and it are Holiday City “institutions.”
Known Associates All CAT-5 Luminaries She is a collector of beautiful things--she wants to adorn herself
Known Body Count: 2 with them. She wants attention from men (and some women) she
deems worthy--she wants to be flattered, lusted after, and feared.
Violence Index Inflicted Injury: 82
For the most part, she gets all those things--her life is one, largely,
Property Damage: 350k
of satisfaction--but sometimes it isn’t. Sometimes there is a mere
Appearance annoyance or a sleight, or she is simply unhappy and unsated. At
Tisiphina doesn’t look a day over 25. She has the glamor of a black those times her True Self isn’t the delicate looking beautiful thing
and white movie-star--which at one point? She was. She is elegant, she walks around as in public.
if scornful. At those times she is a Monster--and Monsters, when encountered,
can always be deadly.
Abilities and
Powers
Tisiphina can transform-
-but for a variety of rea-
sons, her non-human
form is considered a True
Form (meaning her gen-
erally human appearance
is the transformation). In
her True Form she has
wings, scales and claws-
-she is magnificently pow-
erful and dangerous.
189
Erudite
(Real Name Unknown)
Basic Information
Class CAT-5
Threat Level Red (Lethal Sadist)
Biology Plastic Biological Male, unknown age
Deformable plastic body, extreme durability,
Power
Telepathy
M.O. Sociopath
Appearance
Erudite appears as a thin male wearing an odd outfit (with a leather
mask and apron, a red bow-tie). He seems excitable, energetic, and
joyously wicked.
190
Regal
(Real Name Unknown)
His alias fits his manner. He is described as ruthless, arrogant, cold,
Basic Information
and aloof. Capable-of and prone-to sudden violence. He is known
Class CAT-5
for an air of sneering cruelty and withering contempt.
Threat Level Red (Imperious, Unafraid to kill)
Regal’s operations are careful, his cruelty calculated. He has a high
Biology Human Male, Aged 35+
opinion of himself but doesn’t need the limelight -- Regal operates
Power Absorption of Entropy
from the shadows.
M.O. Seems to have financial interests in Holiday City
Appearance
Powerful man of stately, imperious bearing bedecked in red
and gold. Coldly superior in affect and speech.
191
Typhon
(real name unknown)
When he appears, it is a disaster--apparently he lives much of the
Basic Information
time either in the company of Luminaries or in solitude save for a
Class CAT-4
cadre of human servants who have all been rendered mute. Exactly
Threat Level Red (Lethal Luminary Supremacist) how he arranges this or where his lair is has never been identified.
Biology Non-Human, Male Presenting
When he does appear it is usually with a purpose--a murderous or
Extreme durability, extreme strength, biological
Power destructive one--and he will kill all ordinary humans whose path he
weapons
crosses whether they stand in his way or not (he is not a completist
M.O. Luminary Supremacist
about this--laying curled up on the floor may protect you).
Known Associates Mother Death, Overkill Whatever drives him, it is dark and merciless. He has a following
both among some Luminaries--who see him as a visionary--and
Known Body Count: 45
some very damaged humans who look up to him as a sort of “death
Violence Index Inflicted Injury: 102
god.” He does not well acknowledge Illumination by extraordinary
Property Damage: none training--but has been known to restrain his lethal impulses in the
company of “human” Luminaries.
Appearance
Typhon appears
as a hugely muscled man
with claw-like nails, wings, and three
snake’s tails.
192
Mother Death
(real name unknown)
She very rarely speaks but she does have channels where she
Basic Information
makes her target--and their “crimes” against Luminaries (mostly
Class CAT-4
just the act of shutting some Luminary out of a political or econom-
Threat Level Red (Murderous Specter) ic process--she has spoken against the general rule that student
Biology Non-Human, Female Presenting Luminaries cannot run for student office--although thankfully she
Power Insubstantiality, levitation, death touch hasn’t done anything about it yet).
M.O. Luminary Terrorist
When someone or something (and that includes Traitor Luminaries
Known Associates Typhon, Overkill who side with treating humans as equals) gets her attention, she
will make her death sentence plain--and if the behavior is not
Known Body Count: 29
stopped (and sometimes even if it is) she will begin to stalk the
Violence Index Inflicted Injury: none target, hoping to cause terror and death.
Property Damage: none Anyone who aids one of her targets can become a target as well.
Appearance
Mother Death appears as a rotted
human in black robes. She is usu-
ally somewhat translucent and can
pass through solid matter.
193
Hecatomb
(Dominic Holloway)
Basic Information important people are gathered, almost always with a disapprov-
Class CAT-5 ing frown.
Threat Level Amber (Organized Criminal) What everyone knows: Dominic Holloway runs the Syndicate in
Biology Human Male, early 60’s Holiday City. He’s the Boss-of-Bosses and answers only to the heads
Power Earth & Death Control in Chicago... and maybe not even to them:
M.O. Oversees Syndicate operations When Dominic becomes Hecatomb, calling the earth to encase
Known Associates Red Anthony, Mr. Green, The Hat, others him and summonsing a hoard of the undead from the cryptic
Known Body Count: Many suspected labyrinths beneath his estate, he is a force of nature. What would
Violence Index Inflicted Injury: Unconfirmed
happen if the whole of the Chicago Syndicate were to stand against
him is anyone’s guess, but odds are?
Property Damage: Unconfirmed
They’d lose.
Appearance They know it. They leave Holiday City and Hecatomb to themselves.
Older, balding, bespectacled man with gray skin pallor / hulking As a boss and manager, Hecatomb is more than capable.
gothic “battle suit” made of earth and bone Hecatomb’s operations are the most organized of organized crime
Abilities and Powers in Holiday City. Over his decade-and-a-half reign he has drifted
toward crimes that do not disrupt the order of the city. Gambling,
Animate / psychokinetically move earth
prostitution, white-collar corruption, and extortion / protection
and stone including to form a powerful,
money make the majority of his income and operations. His
ornate “battle suit” around himself. Able
soldiers sometimes go beyond that, but crimes like narcotics dis-
to communicate with and
tribution are mostly left to the operations with more street-level
animate the dead
interests. He “runs” the unions and parts of the docks (That
Personality and Sultan doesn’t run) and the very little of significance
History happens in Holiday City without him getting his cut,
Officially Mr. Holloway and this includes cargo that comes through on
is a retiree living out ship or rail. The theft and fencing are routine,
his golden years in a bloodless, accepted. Money laundering is
quiet, secluded estate another break-out speciality. Between his
on the outskirts of agreements with Metropole, and a number
Holiday City. He of cash-heavy small businesses, he can (and does)
made his money in launder immense amounts of money from across
Chicago, they say (or and beyond the midwest.
was it Vegas?) Disruptive bad for business crimes are kept to
Publically, captured in a minimum. In exchange for this, Hecatomb has a ‘cozy’
photographs, he is a re- relationship with Holiday City law enforcement, and will
served, but still present member of Holiday work with them to mutual benefit. He is also careful to en-
City society -- avoiding the sure that past a certain level of seniority HC’s leaders
spotlight, but still have enough of a personal relationship
appearing with him that it would be mutually
with wherever detrimental to them to expose it or
to go after them.
194
195
Terminate L1 l L+ Super
Unit Cost L1: 1.5 INT Per AP L+: 1.2 INT Per AP
Description: The character fires a black beam that is similar to a Death Ray but does damage even if it misses. On a Fail or Standard Hit the
damage uses the to-hit roll as the Damage Modifier as IMPACT Damage. If, in the player’s or GM’s opinion, a Fail or Standard result is worse than a
Major+ Result then the player can apply the damage.
Attack Strength Delivery Type
Fail INT / 2 Base Base Damage, Ignores Armor, Force Field, Power Field, Flack
Standard INT Base Base Damage, Ignores Armor, Force Field, Power Field, Flack
Major Target is rendered comatose. Makes Critical Wound Roll. Suffers Major Wound.
Critical Target is rendered comatose. Makes Critical Wound Roll at -3. Target is Suffers Critical Wound.
Catastrophic Target is rendered comatose. Makes Critical Wound Roll at -6. Suffers Critical Wound.
Trait Buy Cost A-Cost Intensity Power
Terminate M 8 AP 8 AP
Hyper-Chitin L+ Super
Description: The character gets Armor and ADP for the Chitin. When the ADP is gone, Armor stops working.
• For Plates the character only gets the ADP protection if a plate is hit
• Armor 20% Advantage, ADP 30%
• Other Armor, ADP and DP takes effect AFTER the Chitin ADP (so if the character has armored skin, it doesn’t protect the Chitin ADP)
Trait Buy Cost A-Cost Armor ADP
Hyper Chitin M 4 AP +0 AP 4/9 +9
Hyper Chitin Plates Cv 4 M 4 AP +0 AP 3 / 11 +11
196
Nemesis - Curse L1 l L+ Super
Unit Cost L1: 4.5 INT Per AP L+: 2.5 INT Per AP
Description: The character creates a “chaotic attractor” that will bring a “curse” down on the target. This can take several days to come to fruition
and another character with Nemesis or remove Curse can expunge it.
• Using the power is stealthy: the target gets a Perception roll to see the “evil eye” or feel the ill-wind blow from the attacker to themselves.
People with Sensitive will see it instantly (or probability manipulation). An Occult roll can serve as a perception roll as well. Any of the Sense
Ambush / Trap / Reader powers will give a roll to detect it happening.
• The Roll is not against the target’s Resist Value--but rather against their Total AP or their Total CP / 4, whichever is higher.
• The power can only be used on a person one time a day once an effect above FAIL is acquired.
• A random card from a standard deck can be drawn to determine the “type” of misfortune.
• NOTE: while listed as a combat power, with GM permission, this can be counted as a NON-COMBAT power if the character has a lot of TAP abili-
ties as it is not immediately useful in combat.
Hearts - Unlucky In Relationships or Health: The character’s relationships (especially romantic ones) get worse or fall apart. In general, this
manifests as envy, jealousy, resentment, or betrayal by those close to the character. Romantic partners may cheat or be dissatisfied. Parents or
friends may express disappointment and so on. Characters may also get sick or injured.
Diamonds - Unlucky with Money: The character’s finances suffer, usually losing anywhere between 10% and 50% of a character’s net worth.
Spades - Unlucky in Conflict: The character is at a disadvantage or an enemy gains a substantial advantage. This may also indicate legal trouble.
Clubs - Unlucky at Work or Social: The character’s work, career, or reputation suffers. The character may be fired or demoted or generally
perceived to be ineffective and unreliable.
Spades - Unlucky With An Enemy / Rival: An enemy finds the character at an inopportune time or gets some fortune. Rivals gain an upper
hand or plans against them fail. In a fight this can act as negative SPs--but it is more likely to result in some enemy gaining prominent luck or
advantage over the character.
Special Case Cards Ace of Spades: Catastrophic bad luck for the character. Often damage inflicting a Major Wound as its Base Damage. Queen of
Spades: An enemy with very similar capabilities appears (or, if that seems impossible, some specific nemesis). King of Clubs: A powerful person
in the establishment takes a dislike to the target. Ace of Diamonds: The character is either sued or pursued legally. Alternatively they may have
someone seriously libel them in a way that hurts their reputation. Four and Six of Any Suit: Health problems for them or people they care for.
Joker: Good luck: Draw Three Times and use the Blessed table for the outcome.
Attack Strength C - Special Delivery Type - Invisible Beam
Fail No Effect
Bad effect is humiliation or just really abysmal coincidence. The bad luck manifests in a way as to be “clearly unlikely”
Standard
but the results are usually not damaging.
The character suffers a major set-back, obstacle, or serious humiliation. Some plan fails because of “chance.”
Major
Equipment may malfunction at exactly the wrong time. The character may get “taken off-line” (ill) for several days.
Risk of damage or death. The misfortune can cause a severe setback or obstacle. It is likely to cause damage that is
estimated at around 30% of the target’s APs in an attack (the exact damage may be determined by the GM and cir-
Critical
cumstance). If the target has no APs then the damage is estimated at a Major Wound. Examples could be fires, cracks
in the ground opening, freak car-crashes, and so on. The curse “hits” on an 18- (there is a chance to avoid it)
Serious risk of Damage or Death: Something major and highly unlikely happens. The damage is 50% APs or a Critical
Catastrophic
Wound. It hits on a 20-.
Trait Buy Cost REA Range ROF Intensity
Nemesis M 8 AP 5 REA -1/5y 1x 36 INT
197
Invest With Power NC Super
Description: You can empower other people--literally: you can give them APs. These usually come with some cost to the person.
Drawback Cost Mod Notes
The powers can be spent as desired--but usually limited to one domain control per time the
Powers On Order 160%
ability is purchased)
Always Similar 120% The powers can be shifted around but must meet some basic theme
Always The Same 100% The powers granted are always either identical or almost entirely identical.
The subject must willingly take the power-investment and behave loyalty thereafter. NOTE:
With mind-control this can be coerced (including with Puppet and Dominate). The level of
loyalty will be determined by the level of control the gifter has at the time. If there is no mind
Loyalty-Requirement 80%
control involved then the level of loyalty is based on an oath the subject must swear. Generally
this equates to loyal service--but not suicide or the killing of loved ones or friends (if the
subject is already psychotic, of course, this helps!).
The power comes with a drawback in social situations. At 80% it is something noticeable such
Social Weakness Minor /
80% / 50% as a smell, an emotionally flat affect, etc. People will realize “something is not right.” At Major
Major
Level the character can not function in normal society without causing a serious disruption.
The power comes with a drawback that limits the utility of servitors. At the minor level this can
Utility Weakness Minor / be things that make operation away from the gifting character difficult or ineffective. At the
70% / 20%
Major major level, the character is fairly confined to a limited area (such as not being able to go out in
sunlight).
90%, 80%, At 90% the investiture takes 30 seconds. The subject must be willing or restrained. At 80% the
Takes Time
70% investiture takes 30 minutes (as above) and at 70% it takes 3 hours.
At 100% the character can have one subject Invested per Level (8 full APs the Gifting Character
Limited Targets 100%, 80%
is built on). At 80% it is half that many.
Trait Buy Cost REA Range ROF Invested
Invest M 12 AP 8 REA Short 1x 8 AP
198
Telepathy
Telepathy Overview
Telepathy is a set of powers that allow for detecting, reading, communicating with, and even attacking (damaging, manipulating,
controlling) other minds. This section covers the following
• Telepathic Resisted Attacks (new rules)
• Buying Telepathic Powers & Suites
• Mental Combat
This section updates the rules in the JAGS Archetype books.
199
Example of an RA calculation with characters who have the same WIL:
• A telepathic RA has a cost of 2.5 INTENSITY / AP, or 20 INTENSITY per 8 AP.
• A 32 AP Telepath buys 10 AP of the power for 25 INTENSITY
• Attempting to use the power on another 32 AP character with the same WIL (both 12), the roll would be
• 10- +(25 / 5) - (32 / 5) + ((2 - 2)x2)= 10- +5 -6 + 0= 9-
• The Divisor is 5, since both values are above 20 and below 100]
• The target’s DP, ADP, or other abilities that modify Resist Value don’t matter
Example different WILs
• The same character attacks a lower AP target (24 AP) with a WIL of 15!
• The roll would be 4-
• 10- + (25 / 5) - (24 / 5) + (((12-10) - (15-10))x2) =
• 10- + 5 - 5 + ((2 - 5) x 2) =
• 10- + (-3 x2) =
• 10- - 6 = 4-
• In this case, the 3 point difference in WIL becomes a 6 point difference in the roll
What if I don’t know the Total AP Count of a target? In most cases Resist Value is a reasonable approximate -- use the target’s
Resist Value instead.
What about 0 AP characters? Ordinary people can be treated as having an AP value of 4. For highly exceptional 0-AP characters
(e.g. special-forces operatives, or elite martial artists) the GM may treat their AP value as 4 + 1 for every 10 CP above 50 CP (a 150 CP
martial artist would be treated as a 14 AP character)
Mental Combat
Mental Combat is generally similar to physical combat with special moves and rules. This section covers
• Mental initiative -- rules for telepaths acting ahead of their regular initiative (but only for mental actions)
• Mental Attacks -- general rules for mental attacks that ignore regular defenses, cannot be blocked or dodged (physically), and
otherwise operate beyond the physical world
• Mental Blocks -- A defensive move against mental attacks; can be done for additional REA (and a low chance of success) by
non-psychics
• Mind Link -- A move that establishes a mental connection between the telepath and others. Required as a prerequisite for some
attacks
• Telepathic Power Modifiers -- special modifiers that apply to telepathic powers covering things like “requires mind link” and
“ignores regular defenses”
Mental Initiative
Mental initiative lets psychic characters use their psychic powers faster than their physical reaction speed would allow, enabling men-
talists who are physically average to compete against high-reaction-speed characters.
Initiative is still rolled against REA, normally, but characters with enhanced Mental Initiative get a bonus, allowing them to use mental
powers earlier / ahead of their physical Initiative.
Characters cannot take Medium or Long physical actions until they would normally get to move. REA spent during the mental initiative
turn is still gone when the character’s regular turn comes.
200
Example: A Telepath with +2 Mental Initiative makes his regular Initiative roll by 2 against an opponent who makes their Initiative
roll by 3. The Telepath can take mental actions before his opponent (+4 Initiative) but cannot move, execute physical strikes or take
other non-mental actions.
• Characters with Telepathic abilities can make an untrained block for 3 REA using RES.
Mental Block / Dodge • Characters with PSI Combat training or any Martial Art can make a block roll for 3 REA
REA: 3 REA Short • Characters without Telepathic abilities or a martial art can make a 5 REA Short action “mental dodge” to
avoid Mental Strikes
201
Mind Link
Many mental abilities require that a mind link be established before they can be used. Establishing a mind link on an unwilling or
unaware character is a medium action. The Mind Link does no damage but it allows subsequent attacks to be channeled through it.
Characters with telepathy can establish a mind link with with an unwilling or unaware character as a 5
REA medium action as per a Mental Attack (see the Mental Attack Template above)
A mental link is established on any successful hit.
• A mind link can only be established within Line of Sight unless the linking telepath has special
abilities.
• Mind links can be maintained outside of LoS and allow characters as part of a mindlink network to
communicate with each other even if they can’t see each other
• Characters in a mindlink network can share sensory data, allowing others in the network to see what
they see, hear what they hear
Establish Mind Link
• Characters with mental attacks that Require Mind Link may attack any other character in the network
REA: 5 REA Medium • Characters will be aware of a Mind Link when one is established, even if they are unfamiliar with
Reach: Line of Sight telepathy. They will also know where it is coming from
To-Hit: Mental combat • Other telepaths will automatically detect the establishment of a mind link created within their line of
skill, -1 per (WIL - 10) sight, including the identification of the telepath and the target.
Defenses: • They will not necessarily detect a mindlink that was established elsewhere and is just being
maintained -- a telepath gets a Perception roll to detect a linked mind through passive Mental
• Mental dodge or block
Listening
• If a character establishes a Mind Link with a character already Linked, the character gets a Mind
Link to detect the preexisting link. A Deep Read or a Mind Probe will that gets a Standard or
better result will automatically detect the link and give some idea (distance and direction) to the
telepath who established it
• Mind Links are not otherwise visible to
A character can maintain up to WIL links with willing participants or WIL-10 with forced links
• Characters can purchase additional Link Max at 4 unwilling or +WIL willing participants per AP
Mind Links can be dissolved (if both parties agree), but require a contest of WILs if either party wishes to
keep the link.
• If the telepath and a party in a mind link both want to dissolve the link, it can be dissolved for 0 REA
• If either party wishes to maintain the link then the link cannot be dissolved automatically, even if the
telepath who establishes it desires to
Break Mind Link • Even if the other party is not a telepath
• Breaking a mind link is not automatic if one party wishes to maintain it. A non-psionic character
REA: 3 REA Short can force a connected PSI to maintain the connection.
• If the dissolution is contested, the party desiring to break must win a Mental RA (see below) using
either Mind Power * 2.5 or Total AP Spend, whichever is greater.
Example: A 16 AP telepath with Mind Power 8 (INTENSITY 20) wishes to break a mind link with a 24 AP
character non telepathic character. Both characters have a 12 WIL.
The telepath will need to make a 6- roll (10 + 20 - 24 = 10 - 4 = 6-) to break the link.
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Telepathic Attack Modifiers
Most mental attacks have the Mental Combat modifier (130%). Many attack or control powers require a mind link to be established
(85% modifier). Mental Attacks which do IMP damage Bypass Non-Psychic Defenses (160% modifier)
Modifier Value Description
Attack uses mental combat rules (see above) to hit, but does damage normally unless the attack also buys “Only Mental Defenses
Apply” (See below)
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Basic Telepathy
Basic Telepathy is a non-combat power that, nevertheless, gives the telepath a mild ability to engage in mind warfare (WIL APs in Mind
Strike). It also allows the telepath to execute moves such as mental blocks and mental holds.
Finally it gives the telepath 4 AP in Mind Power -- which can only be used for Mental Holds unless / until the character purchases other
Mental Resisted Attacks or Suites of mental powers (See below)
Telepathy [12] Utility Mind
Basic telepathic power that allows the character to detect minds, hear thoughts, communicate with others and establish mind links. While basic
Telepathy is a non-combat power it provides basic mental combat abilities including the ability to strike for damage with WIL APs in the Mind
Strike attack (see below)
Characters with basic Telepathy can perform
• Establish Mental Link -- the ability to create a link to other minds (consensually or forced) that enables the sharing of thoughts and sensory
information and enables
• Mental Blocks at RES (if no other training applies)
• Telepathic Hold at Mind Power (starting at 4 APs)
• Mind Strike with WIL APs in the power
• Thought Listening -- the ability to pick up basic mental information from minds near them as per the JAGS Archetypes Telepathy ability
• Mind Scan -- the ability to detect minds within WILx5 Radius (as per JAGS Archetypes)
Trait Buy Cost Mind Power DP Mind Strike Mind Shield --
Telepathy 1 12 AP 4 AP +4 +(WIL-10) Dmg WIL
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Multi-Link Utility Mind
Telepaths can purchase the ability to maintain additional mind links. Each AP spent enables the telepath to maintain an additional WIL consensual
links or 4 non-consensual links.
Trait Buy Cost Additional Non consensual Links Additional Consensual Links DP
Multi-Link M 1 AP +4 +WIL +1
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Mind Hold L+ Mind
Mind Hold (Mental Strike Move, Mental RA) L+ [Mind Power] 3.5 INT / AP
Mental RA Class C; Requires Mind Link L+ [Stand Alone] 4.0 INT / AP
Mind Hold uses telepathy to partially or totally restrict a target’s movement (like a physical Grappling move). All telepaths have the basic ability
to do a Mental Hold; additional Mind Hold can be purchased at the Class C a la Carte rate. Being held creates a sense of being blinded -- which
is reflected as Environmental Modifiers and -4 Damage Modifiers for attacks Held targets attempt to make. Being mentally held is blinding and
disorientating, but not completely immobilizing below catastrophic levels.
Trait Buy Cost A-Cost Range REA / RoF INTENSITY
Mind Hold L+ [MPower] M 8 AP 8 AP LoS 5/1 20 INTENSITY
Mind Holdt L+ [ALC] M 8 AP 8 AP LoS 5/1 26 INTENSITY
Attack Strength Delivery Type: Mind Link
Fail No Effect
Standard Move reduced to Step, No AGI mod.
Move reduced to Step, No AGI mod, -4 All Damage Mods, -4 Environmental Modifiers to
Major
attack / defense rolls
Move reduced to Step, No AGI mod, -4 All Damage Mods, -4 Environmental Modifiers to
Critical
attack / defense rolls
Move reduced to 0 (character is immobile), No AGI mod, -4 All Damage Mods, -4
Catastrophic
Environmental Modifiers to attack / defense rolls
Mind Shield Combat Mind
Mind Shield acts as ADP against mental attacks. It is removed before other damage and adds to the character’s resist value against mental RAs
(above their Total AP Cost). Like ADP, mind shield is recovered quickly after combat. Basic telepathy provides WIL in Mind Shield (1 AP provides
+WIL in mind shield)
Trait Buy Cost A-Cost DP+ Mind Shield
Mind Shield M 2 0 +4 +1x WIL
Mind Power
Mind Power allows psychics to buy a single “pool” of APs which can be applied to all Mental Resisted Attacks including those bought
in collections of related powers or “suites” (see below).
All Telepathic characters start with 4 AP in Mind Power and can purchase more. Individual Psychic Resisted Attacks can then be pur-
chased for a single cost of 4-8 APs. The attacks will function as if all the points in Mind Power were invested in them.
Mind Power Combat Mind
Mind Power, by itself, does nothing -- it provides a set of APs which may be applied to all Telepathic Resisted Attacks abilities / suites purchased.
Basic telepaths get 4 APs in Mind Power as part of their basic telepathy package
Note: Mind Power is a combat power and like all attack powers, gets an A-Cost reduction if it is not the most powerful attack power the character
has. You’re welcome.
Trait Buy Cost A-Cost Mind Power
Mind Power M 4 4 4 APs applied to all telepathic suites purchased
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Mental Resisted Attacks Powered with Mind Power
Characters with Mind Power simply purchase “right to use” Example: A character with Telepathy (giving 4 AP of Mind
Mental Resisted Attacks which then function as if they had Mind Power) wants to be able to manipulate target’s memories.
Power APs invested in them.
For 4 AP, he can apply his Mind Power AP’s to all 5 abilities in
Cost for Mental Abilities Powered through Mind Power the Memory Manipulation Suite: Forget Me, Insert Memory,
Suppress Long Term Memory, and Short Term Wipe.
Characters with Mind Power who want to use it to power Mental
RA’s must pay a single, “one time” cost to purchase the ability. If he only wanted to make targets forget him, he can purchase
Forget Me alone for 2 APs.
Suites (explained in more detail below) allow a single purchase
(one-time cost) purchasing all the powers in the suite. In either case, the Intensity of the abilities will be determined
These count as Non-Combat Powers for purposes of AP cost. by their Class and the number of APs spent in Mind Power.
Mental RA Ability Class AP Cost INT Intensity of Mental RA’s for Mind-Powered Abilities
Mind Reading Suite Varies 4 AP The Intensity (INT) of the attack depends on its Class -- more
Mind Reading C 2 3.5 powerful attacks (e.g. Class A) will have a lower INT than less
potent ones. For attacks that will use Mind Power use the cost
Mind Probe B 2 2.5
table below.
Mind Manipulation Suite Varies 4 AP
Brain Burn B 2 2.5 RA Class INT : 8 Mind Power INT : 1 Mind Power
Slumber D 2 5.0 Class A 16 INT 2.0 INT
Mental Healing C 2 3.5 Class B 20 INT 2.5 INT
Memory Manipulation Class C 28 INT 3.5 INT
Varies 4 AP Class D 40 INT 5.0 INT
Suite
Forget Me C 2 3.5 Mind Power Example:
Insert Memory A 2 2.0 A telepath wishes to be able to perform
Suppress Long Term Memory C 2 3.5
• Mind Hold (Class C)
Short Term Wipe B 2 2.5
• Charm (Class A), and
Empath Suite Varies 4 AP
• Dominate (Class B)
Read Emotions D 2 5.0
Using Mind Power. As a Telepath (12 Non-Combat APs) the character has 4 AP
Manipulate / Project Emotions B 2 2.5
of Mind Power and the ability to perform a Telepathic Hold.
Mind Control Abilities N/A N/A To be able to Charm and Dominate He will need to pay 8 AP each. At 4 Mind
Charm A 8 2.0 Power, the intensities of the abilities will be
Dominate B 8 2.5 • Mind Hold: 14 INT (3.5 INT per AP, w/ 4 AP = 14 INT)
Delusion A 4 2.0
• Charm: 8 INT (2 INT per AP, 4 AP = 8 INT)
Influence D 2 5.0
• Dominate: 10 INT (2.5 INT/AP x 4 AP)
Mind Trigger A 4 2.0
The character then spends an additional 4 AP on Mind Power. All three abili-
Puppet Master B 4 2.5 ties automatically increase in power:
• Mind Hold: 28 INT
• Charm: 16 INT
• Dominate: 20 INT
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Buying Mental Resisted Attacks as Stand-Alone powers
Mental Resisted Attacks can be purchased by characters without • Rules for purchasing powers in groups or “suites” that lets telepathic
Mind Power -- or who are not even telepaths! Examples could be characters pay a single AP cost to use multiple related psychic abili-
mind-control devices or potions, or other mechanisms. ties at the level of their Mind Power
When buying powers a la carte / stand-alone there are two Mind Control Powers
differences
1) There is no additional cost for the “right to use” -- you just
Telepathic Power Suites
pay APs for INT like you would with an ability Many telepathic powers are best-represented as groups of abilities,
often with different power levels -- for example the ability to erase a
2) The INT / AP is higher for stand-alone powers than it is for specific, immediate memory (inexpensive) or to rewrite a character’s
Mind Power: If you’re buying powers al la carte, you get entire history (much more powerful and much more expensive).
more “bang” for your AP “buck” Rather than force telepathic characters to purchase multiple powers in-
dependently, JAGS defines suites which can be purchased by Telepaths
Stand-Alone Ability
for a flat cost of 4 APs, allowing the character to use all the abilities in
RA Class INT : 8 AP INT : 1 AP the suite using their Mind Power (see below)
Class A 20 INT 2.5 INT JAGS defines four Suites, each with several abilities
Class B 24 INT 3.0 INT • Mind Reading -- the ability to go deeper than the default Telepathic
Class C 32 INT 4.0 INT ability allows. Includes
Class D 48 INT 6.0 INT • Mind Reading
• Mind Probe
Example of Stand-Alone Power: • Advanced Mind Scan
A non-psychic character has a pheromone-based Dominate ability. He spends
• Mind Manipulation -- the ability shut down or damage minds.
20 APs on the Class B ability and has a 60 INT ability (3.0 INT per AP).
Includes
Example of a Stand-Alone Suite:
A character without Telepathy wants a memory-manipulation ray. Memory
• Brain Burn
Manipulation is a Suite of abilities (explained below). The character can spend • Slumber
• Mental Healing
Additional Telepathic Powers & Power • Memory Manipulation -- the ability to edit or overwrite memories.
Suites Includes
While Telepathy gives psychics basic mind-reading and communication • Basic Memory Manipulation
abilities many psychics will want additional capabilities including the ability • Forget Me
to control minds, manipulate them, or damage them in other ways. • Insert Memory
These powers cost additional APs and can be purchased for a single • Suppress Long Term Memory
one-time-cost if they are powered through the character’s Mind Power
or simply bought as Mental Resisted Attacks
• Short Term Wipe
Note that mind-control and mental domination abilities are not provid-
• Additional powers telepathics can buy to read, manipulate, and
ed in suites and must be purchased separately. Those abilities can still
control minds
take advantage of a Telepath’s Mind Power
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Deep Read [2 or Free as Part of Mind Reading] L+ Mind
Deep Read (Mental Strike Move, Mental RA) L+ [Mind Power] 4.4 INT / AP
Mental RA Class C L+ [Stand Alone] 5.0 INT / AP
Subtle Deep Read: L+ [Mind Power] 3.2 INT / AP
L+ [Stand Alone] 3.6 INT / AP
Deep Read cost 2 AP as a stand-alone power. If Mind Reading (Suite) is purchased Deep Reading is free (part of the suite)
Telepaths with Mind Reading (or have purchased Deep Read as a stand-alone power) can access far more of a target’s Interior Monologue than
Telepaths who only have Thought Listening.
Unlike Thought Listening, Deep Reading requires a 5 REA action during which the telepath concentrates on the target’s thought stream, and Deep
Reading requires a successful Resisted Attack.
Standard Deep Read
Characters with Deep Reading can perform a “Standard” Deep Read which requires a Mind Link and will make the target aware he is being read.
Note that this is usually alarming and will change what the target is thinking -- but it will usually give insight into what the character is worried
about, what they know about the current situation, etc. It is useful for interrogations, where the target will likely be thinking about things he does
not want the telepath to know, as “protected” thoughts
Subtle Deep Read
Subtle Deep Read does not require a mental link and does not alert the subject that the telepath is reading them.
Standard Deep Read Modifiers
• Requires Mental Link (80%)
Subtle Deep Read Modifiers
• Extremely Subtle (110%)
Trait Buy Cost A-Cost Range REA / RoF INTENSITY
Deep Read L+ [MPower] 1 2 AP N/A LoS 5/1 Depends on Mind Power
Deep ReadL+ [Stand Alone] M 8 AP N/A LoS 5/1 40 INTENSITY
Subtle Deep Read [MP] 1 2 AP N/A LoS 5/1 Depends on Mind Power
Subtle Deep Read [SA] M 8 AP N/A LoS 5/1 28 INTENSITY
Attack Strength Delivery Type: Mind Link
Fail
Standard
Major
Critical
Catastrophic
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Mind Probe let’s a telepath read much deeper. All telepaths have Mind Power in Mind Probe. Mind Probe has a mild combat effect, allowing the
telepath to STUN the target at the higher levels
Probing a character’s mind can be done in combat, but it’s difficult to get complex information. Basic probes can determine if the target is lying or
get simple answers to direct questions. Unearthing more complex, nuanced information requires longer term probing.
Asking a question and getting an answer (a single “probe”) is a 5 REA action, taking about 6 seconds of real time. The information is ripped from
the target’s mind (it is not a “conversation”) but vague or open-ended questions will get broader answers. Complex answers may require multiple
probes to get everything. More surface / public information will be given before deeper secrets.
• Absolute Truth: Simple answers to questions with clear answers. Open-ended questions may result in vague / confusing answers (Requires
Standard Effect).
• Operational Interrogation: Truthful answers to more open-ended questions or questions with longer, more complex questions. Can explain
things like “what happened,” why a character acted the way they did, what they believed, etc (Requires Major Effect).
• Unearth Secrets: The probe can unearth secrets and things the character wishes to keep hidden or is ashamed of (Requires Critical Effect).
• Hopes, Fears, Dreams: The Probe understands the character’s drives, desires, motivations. Requires Standard for publicly acknowledged
dreams. Secret or shameful desires requires Critical Effects. Fears that anyone has can be identified through Standard, but secret or highly
exploitable fears require Major or Critical)
• Underlying Motivations / Deep Probes: At Catastrophic levels, the telepath has access to virtually everything the target knows including
things the target, himself is not fully aware of. Deep Probes can explain underlying, subconscious reasons for doing things the target might not
even believe, much less acknowledge
Probe Modifiers
• Having a target helpless (Catastrophic mind hold) or restrained can help (+10%)
• Long-term effect. If the telepath has extended access to the subject and can make repeated attempts, this can help, increasing effective intensity
by 25%
• Subtle probe: mind probes are generally highly invasive and obvious. It is possible to conduct a subtle probe, but this reduces the Intensity by
2/3rds (66%)
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Burn Mind [8 AP] L+ Mind
Burn Mind (Mental Strike Move, Mental RA) L+ [Mind Power] 2.5 INT / AP
Mental RA Class B; Requires Mind Link L+ [Stand Alone] 3.0 INT / AP
Mind Burn lets a telepath badly traumatize a subject’s mental state creating serious, recurring problems that harm the subject’s effectiveness and
enjoyment of life. This is considered cruel and reprehensible by moral telepaths.
Most burn effects, short of catastrophic ones can be cured with therapy and drug treatment but may take weeks or months to recover from.
• Mental Resisted Attack (100%)
• Long Term Effect Modifier 180%
• Requires Helpless Target and Mind Link 55%
• Total Modifier: 99%
Combat Effects v. Long-term effects
• Burn attacks have an immediate combat effect that can stun or daze, and in more extreme cases, unleash bizarre or dangerous behavior. These
effects are usually transient wearing off quickly
• To create long lasting effects most telepaths will need to establish a serious advantage, usually having the target immobilized (e.g. Catastrophic
Mind Hold, or literally tied down), Mind Probed at a critical or catastrophic level, and inflict target’s WILx3 SPs over a number of attacks.
Abilities include
• Torment [Install neurosis]: The target has a neurotic disorder that causes distress and interferes with normal functioning
• Psychotic Break [Install psychosis]: The target develops a psychotic disorder and is unable to function / dangerous. Psychotic characters
may act in a berzerk way, attacking people nearby for no reason.
• Derange [Install personality disorder]: The target develops a personality disorder. May be high-functioning and apparently normal (at
least to people who don’t know them), but may be extremely dangerous
• Delusional [Install delusion]: The character develops delusional beliefs which may lead them to act in harmful ways towards others or
themselves. Paranoia is a particularly common one, as it may well turn a character against their friends and allies. Note that delusions are given
directionally, but often manifest in unpredictable ways -- the telepath cannot use delusions to make the character act in highly specific ways.
• Dark Side [Release inhibitions / Amplify fears]: Amplifies tendencies that are already present to an extreme degree. The character will
not develop new motives or drives, but may act on suppressed or unwise ones. Often exposes underlying anger (at team-mates, loved ones),
inappropriate desires, etc. Character is fully functional but impulsive and misguided. May appreciate the telepath for enabling this degree of
license.
Trait Buy Cost A-Cost Range REA / RoF INTENSITY
Burn Mind L+ [MPower] M 8 AP 8 AP LoS 5/1 24 INTENSITY
Burn Mind L+ [ALC] M 8 AP 8 AP LoS 5/1 32 INTENSITY
Attack Strength Delivery Type: Mind Link
Fail No Effect
Standard • Target is Stunned. May experience after effects for a few days
Major • Target is Dazed. May experience after effects for a few weeks
Critical
• Target is Dazed - 2. Is distracted and tormented until WIL-20 SPs in WIL rolls (one per day)
are made; effects may still linger.
Catastrophic • Target is Dazed for 10 minutes (100 rounds), and may have lasting, long-term effects
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