The Modern Dispatch 126 Vigilance Force


THE MODERN DISPATCH
VIGILANCE FORCE:
AMERICA S HEROES OF WWII FOR SUPERS20
BY CHARLES RICE
For centuries meta-humans have used their
abilities to aid causes that inspired them.
St. Francis of the Flaming Sword, regarded
by many historians as the first mutant, used
his abilities of flight and fire projection on
behalf of the knights of the First Crusade in
#126
1095.
America s first meta-human appeared
during her first war, when the Minuteman
used a small time-altering device to appear
CONTENT MANAGERs:
and disappear at will, serving as the
CHARLES RICE AND CHRIS DAVIS
ultimate scout for General Washington. The
Minuteman appeared again during the Civil
LAYOUT:
War, fighting against fellow Americans, for
CHRIS DAVIS
the Union Army.
During WWI, meta-humans fought
PROOFREADING:
for several nations. Nautilus fought for
CHRIS DAVIS
America, protecting her ships from German
U-Boats, sinking at least 15 over the course
WWW.RPGOBJECTS.COM
of the war. Excalibur served Great Britain,
wielding the magic sword of legend and
exposing a German plot to bring Mexico
Modern20
into the war in an attack against the United
Charles Rice s
States. Russia was served by Hammer and
Sickle, peasant twins who championed their
next evolution
country, and later Communism. Finally
in modern d20
there was Le Verdun, a mysterious French
gaming!
hero who appeared, healed thousands of
wounded French soldiers in a single day
after a terrible battle and then disappeared
Modern
just as mysteriously.
Mayhem and
Notably, no heroes fought for Germany
Mystery to the during WWI. After the war, with its
humiliating end at Versailles, many within
20th Power!
Germany blamed this lack of meta-human
Vigilance Force: America s Heroes of WWII for Supers20
PAGE 1
THE MODERN DISPATCH
support for the German defeat. Thus, as he rose the road, tracking down leads of unusual activity Skills: Academics (Genetics) 13 (+20), Academics
to power, Hitler was as keen on making sure that looking for meta-humans to fight for America. At (Robotics) 13 (+20), Chemistry 13 (+20), Computers
Germany had powerful meta-humans as he was on their strongest, Vigilance Force would contain eight 13 (+20), Crime 13 (+20), Engineering 13 (+20),
making sure Germany had a powerful air force and members: Captain Miracle, Deuce, Freight Train, Firearms 13 (+15), Leadership 13 (+12), Legal 13
navy. Hornet, Marauder, Minuteman, Old Glory and Talon. (+20), Perception 13 (+14), Power Control 13 (+15),
What made Germany s force of meta-humans Read/Write Language (Ancient Greek, English,
unique however, and what has heralded in the German, Japanese, Russian), Speak Language
NEW POWERS
beginning of the modern meta-human age was the (Ancient Greek, English, German, Japanese, Russian),
number of meta-humans Germany employed. Whereas Stealth 8 (+10), Streetwise 13 (+14), Vehicles 13
the heroes of WWI had been lone figures of mystery CONTROL TIME (+15)
and romance, WWII saw Germany employ over half a You can control the flow of time. Feats: Blast (PL +3, device, can be disarmed,
dozen meta-humans, trained to function together as a Duration: 1 round times your power level personal), Gadgetry, Power Level x7, Smart Defense,
team. The sum being greater than the whole, this team, Range: 20 ft. times your power level Superhuman Intelligence, Teamwork (Vigilance
the Kampfgruppe Eugenik, or Eugenics Brigade, Effect: One opponent moves down in the Initiative Force): +3 attack rolls, Unique Vehicle (Night Flyer,
proved frighteningly effective during the early order by an amount equal to your power level. modified supersonic jet, possesses Armor and Life
campaigns of the war. It was clear the other nations of Stunts Support powers)
the world would need to respond. Fast Forward: You gain a bonus to Initiative equal Access/Contacts/Followers: Secret Access, Supply
In fact, American President Franklin Roosevelt to one-half your power level. The duration of this Contact (Tuskegee Institute): 15 wealth
considered Germany s team a crisis, stating in an early power is permanent and the range is you. Wealth: 12
memo that America needed an  emergency response Haste (requires Fast Forward): All allies within Possessions: Fusion Rifle, Night Flyer
to the Eugenics Brigade. Thus, but Executive Order, range of this power gain a bonus to Initiative equal Character Disadvantages: Code: Loyal to Old
the United States Headquarters for Emergency to one-half your power level. Use of this power is a Glory (DSR 5), Code: Intellectual Arrogance (DSR 2)
Response, or U.S.H.E.R. was created. move action. Background: Status Report #37: Dr. Mitchell
At first this  agency consisted of a single man, Time Stop: You gain teleportation with a range of 10 Westfield to Dr. Cameron Forster
a meta-human hero of Prohibition: Deuce. This ft. times your power level. I am writing to formally request the removal of test
still-busting vigilante had caught the imagination of subject #3, Fred Williamson, a.k.a.  Captain Miracle
America and Franklin Roosevelt had appointed him from the Tuskegee Project. Subject Williamson is
VIGILANCE FORCE
 National Crime Overseer , with national jurisdiction uncooperative during tests, making frequent claims
to help combat the rising tide of organized crime. It that he should be running them, despite being a 16
Captain Miracle a.k.a. Fred Williamson (Brainiac
was this man that the President charged with finding year-old former carnival huckster.
10): HD 10d8+20; HP 80; Init +2; Spd 30 ft; Defense
and training America s response to the Eugenics Williamson also invents things that would be vital
25, flatfooted 17 (+2 Dex, +6 Int, +7 Class); BAB +7;
Brigade. to the war effort, such as his jet fighter and energy
Atk +9 melee (1d4+0, knife), or +9 ranged (10d4+0,
Unlike Prohibition, this time Deuce would not rifle, that he then refuses to explain or demonstrate
fusion rifle); SQ Thinker; AL Old Glory; SV Fort +5,
be working alone. He would have the full support to base scientists. Sometimes he claims he cannot
Ref +7, Will +8, Rec +5; Rep +5; Str 10, Dex 14, Con
of the United States government behind him. His repeat the construction process and other times he
15, Int 22, Wis 12, Cha 8.
first task was to set up the Superhuman Testing and claims base scientists could not be made to understand
Background: Criminal
Training range, located at Maxwell Air Force Base his inventions. Neither is believed by this scientist
Occupation: Super team Perks 2+2 power stunts
in Tuskegee, Alabama. While many of America s top or a majority of the base staff (names available on
(Called Shot, Pilot; Mechanics, Electronics)
scientists tried to create a training program for unique request).
Hobby: Stealth
individuals who were more than human, Deuce hit
Vigilance Force: America s Heroes of WWII for Supers20
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THE MODERN DISPATCH
He listens to one person and one person only, his Character Disadvantages: Code: Scrupulously Freight Train a.k.a. Raymont Jefferson
friend, test subject #1, Christian Thomason, a.k.a. Honest (DSR 3), Code: Dislikes Killing (DSR 2) (Powerhouse 10): HD 10d10+60; HP 130; Init
 Old Glory . Except for this one person, Williamson Background: Cameron Forster was born into +8; Spd 175 ft; Defense 22, flatfooted 17 (+5 Dex,
seems completely out of control and narcissistic wealth. At a young age, his parents died and Cameron +7 Class); BAB +10; Atk +16 melee (2d6+6 NL,
and quite likely possesses a borderline personality was raised by his uncle, wealthy nightclub owner unarmed), or +16 melee (2d6+11 NL, unarmed charge
disorder. Howard Forster, who encouraged the young man to attack), or +15 ranged (2d6+3, M-1 Garand); SQ
Response to Dr. Westfield from Dr. Foster pursue the hobbies of the idle rich: philanthropy and Melee Master; AL Vigilance Force, United States; SV
The boy s arrogant. He s also a genius. We need perhaps the occasional polo match. Fort +13, Ref +8, Will +4, Rec +11; Rep +5; Str 23,
him. Learn to get along with him or a transfer can be Cameron had higher ambitions, though no sense Dex 20, Con 22, Int 10, Wis 12, Cha 8.
arranged. of purpose, and set out to see the world immediately Background: Athlete
Quote:  I d explain it to you but I just don t have after graduating medical school. When his airship Occupation: Super team Perks: 2+2 power stunts
the time. crashed while going over the Himalayas, the boy and (Precision Strike, Forest Stealth; Hypervelocity,
his entire party was presumed dead. When he returned Power Slam)
Deuce a.k.a. Dr. Cameron Forster (Empath 10): to Chicago over a year later, everyone could tell there Hobby: Firearms
HD 10d8+20; HP 80; Init +4; Spd 30 ft; Defense 27, was something different about Cameron. He saw the Skills: Acrobatics 4 (+9), Athletics 13 (+19),
flatfooted 17 (+4 Dex, +6 Wis, +7 Class); BAB +7; world through different eyes. Firearms 4 (+9), Outdoorsman 13 (+14), Perception
Atk +8 melee (2d6+1 NL, unarmed), or +13 melee To this day he doesn t talk about what he 4 (+5), Power Control 13 (+19), Streetwise 4 (+5),
(2d6+6 NL, unarmed w/ Strength Enhancement), or experienced there but as he looked around Chicago, he Unarmed 13 (+19)
+11 ranged (2d4+2, Enfield revolver); SQ Resolute; saw a different city, one controlled by gangs using the Feats: Move-By Action, Power Level x7, Super
AL Law and Order; SV Fort +13, Ref +11, Will hand grenade the pistol to extend the control of their Running, Superhuman Constitution, Superhuman
+13, Rec +11; Rep +5; Str 12 (22 w/ Strength illegal enterprises. Using the eastern martial arts and Dexterity, Superhuman Strength, Teamwork
Enhancement), Dex 18, Con 14, Int 10, Wis 22, Cha 8. exotic chemistry lore he had learned in the Himalayas, (Vigilance Force): +3 attack rolls
Background: Dilettante Forster adopted a new identity, Deuce, using the Access/Contacts/Followers: Secret Access, Supply
Occupation: Vigilante Perks 2+2 power stunts Deuce of Spades as his calling card in a one-man war Contact (Tuskegee Institute): 15 wealth
(Precision Strike, Urban Stealth; Swinging, Gliding) against the city s crime lords, including, eventually, Wealth: 12
Hobby: Firearms his own uncle. Possessions: M-1 Garand Rifle, 32 rounds
Skills: Firearms 4 (+8), Legal 13 (+13), Medicine His exploits did not go unnoticed and Franklin ammunition
13 (+19), Perception 13 (+19), Power Control 13 Roosevelt appointed Deuce to the position of Federal Character Disadvantages: Code: Loyal to Old
(+15), Streetwise 13 (+19), Unarmed 13 (+19), Crime Czar, intending him to take on the Mafia Glory (DSR 5)
Vehicles 4 (+8) nationwide. However this was not to be, for as the Background: Status Report #27: Dr. Cameron
Feats: Ability Enhancement (Strength), Empathy, world edged ever-closer to global war and Hitler s Forster to President Roosevelt
Enemy (Criminals): +3 damage, Mind Over Body, Kampfgruppe Eugenik rampaged through Europe, Mr. President, our core group of three has really
Poise, Power Level x5, Superhuman Dexterity, Deuce was given a new mission by the President: gelled with the addition of Raymont Freeman,
Superhuman Wisdom, Wealth locate Americans with meta-human abilities and discovered during a high school football game when
Access/Contacts/Followers: Complete Access mold them into a fighting force capable of defending his mutant abilities surfaced, causing the injuries
(Federal Crime Czar, reporting directly to President America if war proved inevitable. of three boys on the opposing team. Freeman, who
Roosevelt) Quote:  Crime is a cancer in this country and as a has taken the code name  Freight Train can run at
Wealth: 30 physician, I know just how to deal with cancer: cut it speeds of 70 mph for extended periods, possesses
Possessions: Enfield Revolver out. superhuman strength, speed and endurance.
You should have seen them attack the combat range
Vigilance Force: America s Heroes of WWII for Supers20
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THE MODERN DISPATCH
today, Sir. Exercise involved the three meta-human Character Disadvantages: Phobia- trypanophobia: Background: Military
STT (superhuman testing and training) subjects fear of medical procedures involving needles (DSR 3) Occupation: Super team: Perks 4+2 power stunts
against  C Company, strength 100 men. Vigilance Background: Follow-up investigator s report from (Professional Reputation, Bulletproof, Environmental
Force achieved victory in 4 minutes, 39 seconds. Groom Lake RE:  The Atrocity Incident Seal, Resist Radiation; Resist Heat, Resist Cold)
Commander of  C Company estimates that in a live Previous report mistaken concerning complete loss Hobby: Leadership
fire setting his casualties would have been 70% or of life among project scientists. One scientist found Skills: Athletics 10 (+13), Firearms 13 (+14),
higher. alive, the team entomologist, who was experimenting Leadership 7 (+6), Perception 4 (+4), Power Control
Quote:  Too slow! with modified insect strains as a possible biological 13 (+19), Stealth 4 (+5), Unarmed 13 (+16), Vehicles
weapon. Mutagen explosion mixed with Dr. Starling s 4 (+5), Weapons 13 (+16)
Hornet a.k.a. Dr. Clair Starling (Brainiac 5/ experiments, mutating both her and the entire ant Feats: Absorption, Armor, Career Advancement,
Speedfreak 5): HD 10d8+20; HP 80; Init +7; Spd 30 colony she was working with. Power Level x7, Regeneration, Superhuman
ft, Fly 80 ft; Defense 25/27 with shrinking, flatfooted Subject was found unconscious, at extreme small Constitution, Teamwork (Vigilance Force): +3 attack
18/20 with shrinking (+7 Dex, +8 Class, +2 Size size. Medical procedures to wake subject and allow rolls
with shrinking); BAB +6; Atk +5 melee (1d8-1 NL, her to resume normal size were very traumatic, Access/Contacts/Followers: Secret Access, Supply
unarmed), or +13 ranged (8d4+0, bio-energy blast); perhaps resulting in permanent psychological damage. Contact (Tuskegee Institute): 30 wealth
SQ Thinker; AL United States; SV Fort +6, Ref +14, Insects also mutated and seem to exhibit above normal Wealth: 11
Will +6, Rec +4; Rep +8; Str 8, Dex 24, Con 14, Int intelligence and respond to Dr. Starling as though she Possessions: Machete, Thompson M-1928 SMG, 3
14, Wis 12, Cha 10. were some sort of  super-queen . 100-round drums, M-1911A1, 16 rounds ammunition
Background: Academic Insects seem to be aggressively attempting to Character Disadvantages: Code: Believes he s
Occupation: Super team: Perks 2 (Professional expand control over neighboring colonies, suggest invulnerable (DSR 5)
Reputation, Pilot; Insect Messengers, Insect Steed) confinement or extermination of mutated ants rather Background: Initial Report from Groom Lake RE:
Hobby: Acrobatics than allowing them to spread into the wild. Dr.  The Atrocity Incident
Skills: Academics (Entomology) 8 (+10), Starling seems to have an affinity for these creatures So far only one subject has been found alive, test
Academics (Genetics) 4 (+6), Acrobatics 4 (+11), though, so she might resist extermination. subject Max Morley, United States Marine Corps.
Chemistry 8 (+10), Crime 8 (+10), Engineering 8 Following intensive therapy and testing of abilities, Subject appears to be nearly impervious to every
(+10), Outdoorsman 8 (+9), Perception 8 (+9), Power it is recommended subject be transferred to Tuskegee type of injury. Though dazed, he was able to give a
Control 13 (+15), Read/Write Language (Ancient Institute for combat and covert ops training. detailed account of the lab explosion and subsequent
Greek, Arabic, Chinese, French, English, German, Quote:  Sorry if I m pushy. I ve been told I m a bit transformation of several test subjects into, in Sgt.
Italian, Japanese, Latin, Russian, Spanish), Speak of a queen bee. Morley s words  atrocities . Recommend immediate
Language (Ancient Greek, Arabic, Chinese, French, recall of Vigilance Force from Europe until this
English, German, Italian, Japanese, Latin, Russian, Marauder a.k.a. Sgt. Max Morley (Tank 10): situation can be dealt with.
Spanish), Stealth 13 (+20/+24 with shrinking), HD 10d12+60; HP 140; Init +1; Spd 30 ft; Defense Quote:  C mon! You can hit harder than that!
Unarmed 8 (+7), Vehicles 12 (+19) 18, flatfooted 17 (+1 Dex, +7 Class); BAB +7; Atk
Feats: Blast, Control Insects, Power Level x8, +10 melee (1d6+6, machete), or +8 ranged (2d8+8, Minuteman a.k.a. Samuel Mason (Powerhouse 10):
Shrinking, Superhuman Dexterity, Teamwork Thompson M-1928 SMG w/ 100-round drum) or + HD 10d10+30; HP 100; Init +5; Spd 30 ft, Fly 180 ft;
(Vigilance Force): +3 attack rolls 8 ranged (2d6+3, M-1911A1); SQ Resilience, 7 DR Defense 18, flatfooted 17 (+1 Dex, +7 Class); BAB
Access/Contacts/Followers: Secret Access, Supply vs. physical and energy attacks, +3 to saving throws +10; Atk +18 melee (2d6+7 NL, unarmed), or +11
Contact (Tuskegee Institute): 20 wealth against radiation, heat and cold; AL Old Glory, United ranged (Control Time); SQ Melee Master; AL United
Wealth: 16 States; SV Fort +13, Ref +6, Will +3, Rec +13; Rep States, Brotherhood of the Hourglass; SV Fort +10,
Possessions: None +10; Str 16, Dex 13, Con 22, Int 12, Wis 10, Cha 8. Ref +4, Will +4, Rec +8; Rep +5; Str 24, Dex 13, Con
Vigilance Force: America s Heroes of WWII for Supers20
PAGE 4
THE MODERN DISPATCH
16, Int 10, Wis 12, Cha 8. weapon through the ages will not be enough. Instead Forster to President Franklin Roosevelt
Background: Dilettante of the handheld timepiece we have used in the past, Mr. President, for my first  find I have to say, with
Occupation: Super team Perks: 2+2 power stunts the clockwork mechanism has been built into the chest three more like this one we will send Hitler s  master
(Professional Salary x2; Fast Forward, Time Stop) plate of a mighty suit of armor, brought back by my race straight to hell so fast they won t know what hit
Hobby: Outdoorsman brothers from the far future.  em. I heard about the boy, Christian Thomason, on
Skills: Legal 13 (+13), Outdoorsman 4 (+5), May it prove sufficient to protect this great the radio of all places. Supposedly he had walked right
Perception 4 (+5), Power Control 13 (+16), Unarmed Republic. through an enormous forest fire unharmed, parting
13 (+20), Vehicles 13 (+14) Quote:  I am the Minuteman. I fight for freedom. the fire before him. Since this is the sort of bunk I
Feats: Armor (PL +2, worn device, personal, investigate now, I went and talked to the firemen
Minuteman Mk I Battlesuit), Attack Focus (Unarmed), Old Glory a.k.a. Christian Thomason (Speedfreak directly and their stories lined up right in a row.
Control Time (PL +2, worn device, personal, 10): HD 10d8+20; HP 80; Init +6; Spd 30 ft, Fly 140 So I brought the boy back to Tuskegee and by the
Minuteman Mk I Battlesuit), Flight (PL +2, worn ft; Defense 27, flatfooted 20 (+7 Dex, +10 Class); time we got there I was half convinced that he was
device, personal, Minuteman Mk I Battlesuit), Power BAB +7; Atk +6 melee (2d6-1 NL, unarmed), or +6 just a regular kid, a little skinny, with a good mind
Level x7, Superhuman Strength (PL +2, worn device, melee (9d4, fire aura), or +13 ranged (9d4+0, fire and strong character but nothing too unusual. Then
personal, Minuteman Mk I Battlesuit), Teamwork blast); SQ Need for speed, +7 saving throws vs. fire, the docs started working on him. They started slow,
(Vigilance Force): +3 attack rolls 14 DR vs. fire; AL United States, Vigilance Force, heating pieces of metal to a level that should have
Access/Contacts/Followers: Complete Access Mutant Rights; SV Fort +7, Ref +13, Will +4, Rec +5; been uncomfortable and placing them on his skin. It
(member of an elite secret society with contacts at all Rep +6; Str 8, Dex 22, Con 15, Int 10, Wis 12, Cha took awhile before he even felt it and when he did, he
levels of government) 14. would just give the metal this sort of look and it would
Wealth: 30 Background: Military cool right down.
Possessions: Minuteman armor Occupation: Super team Perks 4+2 power stunts They also checked his heart rate, it was off the
Character Disadvantages: Code: Protect the (Group Cohesion, Inspire Courage, Immunity to Fire, charts. He should have been having a heart attack
United States from all threats foreign and domestic Resist Fire; Fire Bolt, Quench Fire) every 30 seconds and he moves like a cat. The boy
(DSR 5), Nemesis: The Chronicler (DSR 3) Hobby: Vehicles is 13 and if this whole war thing never happens, we
Background: From the private journal of Samuel Skills: Acrobatics 13 (+19), Influence 4 (+6), should just put him in the cockpit and make him a test
Mason Leadership 13 (+15), Legal 4 (+4), Perception 4 (+5), pilot.
For generations my brothers and sisters have Power Control 13 (+15), Unarmed 13 (+12), Vehicles But today, well, all I can say sir is you need to come
protected this Republic. For every war, one of 4 (+10) and see this for yourself. Today the boy lit up like a
us has stepped forward to accept the mantle of Feats: Aura, energy (PL +2, limited energy type, roman candle, complete spontaneous immolation. But
the Minuteman, using the enchanted clockwork fire), Career Advancement, Control Fire, Flight, he s fine. In fact, he seemed to like it, especially when
mechanism that allowed us to speed up or slow down Power Level x7, Superhuman Dexterity, Teamwork he took off like a rocket. He can heat objects as easily
time. Ezekiel Mason served as a special agent for (Vigilance Force): +3 attack rolls as he can cool them, causing them to burst into flame
General Washington during the Revolutionary War, Access/Contacts/Followers: Top Secret Access, with a look, or just projecting fire from his hands.
and Janine Mason served as a scout for the North Supply Contact (Tuskegee Institute): 16 wealth And the soldiers, they love this kid. At first I
during the Civil War. Wealth: 12 thought he was like the camp mascot, but it s more
And now, as this nation faces perhaps its greatest Possessions: None than that. They re following him. At 13. If I keep this
test, I have been called to prove myself worthy of Character Disadvantages: Code: Protect the  talent search going for 20 years I will never find
this great legacy and have been entrusted with the Innocent and Helpless (DSR 5), Code: Defend Mutant another one like him. He s a national treasure.
enchanted timepiece. But desperate times call for Rights (DSR 5) Quote:  Hand me the gun before I melt it in your
desperate measures and my brothers feel that even our Background: Status Report #1: Dr. Cameron hand.
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PAGE 5
THE MODERN DISPATCH
Talon a.k.a. Dr. Jonathan Swiftriver (Empath 10):
Access/Contacts/Followers: None
HD 10d8+30; HP 90; Init +5; Spd 30 ft; Defense 22,
ADVENTURE HOOK:
Wealth: None
flatfooted 17 (+5 Dex, +7 Class); BAB +7; Atk +8
Possessions: None
melee (2d6+1 NL, unarmed), or +12 melee (1d4+2,
THE ATROCITY INCIDENT
Character Disadvantages: Disability:
knife), or +12 ranged (2d6+3, M-1 Garand); SQ
On January 7th, 1942 the Groom Lake Metahuman
Animalistic- no background, occupation, hobby,
Resolute; AL Vigilance Force, Animal Companions;
Research facility experienced a major disaster,
access, wealth or possessions (DSR 5)
SV Fort +10, Ref +12, Will +13, Rec +8; Rep +10; Str
killing 40 of the 50 geneticists and test subjects
12, Dex 20, Con 16, Int 10, Wis 22, Cha 8.
working at the facility and transforming the
Atrocity (Tank 20): HD 23d12+253; HP 437; Init
Background: Rural
other 10 into meta-humans. Only two of those
+1; Spd 30 ft, Leap 300 ft; Defense 26, flatfooted
Occupation: Super team Perks 4+2 power stunts
transformed would remain mentally intact, joining
25 (+1 Dex, +15 Class); BAB +15; Atk +25
(Professional Reputation, Forest Stealth, Darkvision,
the Vigilance Force as Hornet and Marauder. The
melee (2d12+10 NL, unarmed), or +16 ranged
Hivemind; Eyes and Ears, Super Followers)
other eight were transformed into horrible creatures
(by weapon); SQ Resilience, 15 DR vs. physical
Hobby: Weapons
dubbed  atrocities by the first soldiers to arrive at
attacks, +7 saves vs. fire, cold and radiation; AL
Skills: Athletics 4 (+5), Firearms 4 (+9), Medicine
the scene to investigate. Eventually the full roster
none; SV Fort +23, Ref +10, Will +8, Rec +23; Rep
13 (+19), Outdoorsman 13 (+19), Perception 13 (+33),
of Vigilance Force was recalled from operations in
NA; Str 30, Dex 12, Con 33, Int 6, Wis 14, Cha 8.
Power Control 13 (+16), Streetwise 13 (+19), Stealth
Europe and the Pacific to capture the eight escaped
Background: None
4 (+9), Unarmed 13 (+14), Weapons 4 (+5)
atrocities.
Occupation: None Perks 0+4 power stunts
Feats: Animal Empathy, Career Advancement,
Seven of the eight creatures are transformed
(Bulletproof, Resistant to Cold, Resistant to Heat,
Enhanced Senses, Esprit de Corps* (Animal
into lesser creatures, called Verhexte by German
Resistant to Radiation)
Companions), Followers, Power Level x7,
eugenicists after the racist slang term for mutants:
Hobby: None
Superhuman Dexterity, Superhuman Wisdom,
a jinx. The statistics for these jinxes are included
Skills: Power Control 23 (+34), Unarmed 23
Teamwork* (Animal Companions)
below for convenience. The eighth creature
(+33)
Access/Contacts/Followers: Confidential Access,
becomes The Atrocity, detailed below.
Feats: Armor, Die Hard, Diesel 1, Diesel 2,
Pack of 4 timber wolves (6th level Powerhouse x4), 1
Diesel 3, Power Level x15, Superleap, Superhuman
Bald Eagle (2nd level Empath)
Verhexte  Jinx (Empath 5): HD 5d8+10; HP 40;
Constitution, Superhuman Strength
Wealth: 12
Init +3; Spd 30 ft; Defense 16, flatfooted 13 (+3
Access/Contacts/Followers: None
Possessions: Knife, M-1 Garand, 32 rounds
Dex, +3 Class); BAB +3; Atk +6 melee (1d8+6,
Wealth: None
ammunition
claws); SQ Resolute; AL none; SV Fort +6, Ref +7,
Possessions: None
Character Disadvantages: Code: Distrusts
Will +5, Rec +5; Rep NA; Str 17, Dex 16, Con 14,
Character Disadvantages: Disability:
Authority (DSR 5), Code: Loyal to Old Glory (DSR
Int 6, Wis 12, Cha 8.
Animalistic- no background, occupation, hobby,
5)
Background: None
access, wealth or possessions (DSR 5)
Background: Status Report #84: Dr. Cameron
Occupation: None Perks 0+1 power stunt
Background: This geneticist has been
Forster to President Roosevelt
(Regrowth)
transformed into a raging creature, barely human,
I keep saying this but I never believed it was
Hobby: None
lashing out in pain and anger at the world around
possible. We got reports of a  boy raised by wolves
Skills: Power Control 8 (+10), Unarmed 8 (+11)
him.
tramping around the Yukon. Well the locals were
Feats: Claws, Enhanced Senses, Power Level x4,
Quote:  Atrocity smash!
partially right anyway. Turns out he s a man, a
Regeneration, Superhuman Strength
medicine man of all things and he wasn t raised by
them so much as prefers their company to the two-
legged animal.
Vigilance Force: America s Heroes of WWII for Supers20
PAGE 6
THE MODERN DISPATCH
Took us 18 days to track him down. Scratch that, Talon s Eagle (Empath 2): HD 2d8+2; HP 14; Init Talon s Timber Wolves (Powerhouse 6): HD
we didn t ever track him down and I don t think we +2; Spd 30 ft, Fly 40 ft; Defense 13, flatfooted 11 10d10+30; HP 100; Init +1; Spd 35 ft; Defense 15,
ever would have. He knew we were in his woods long (+2 Dex, +1 Class); BAB +1; Atk +2 melee (1d4+3, flatfooted 14 (+1 Dex, +4 Class); BAB +6; Atk +9
before we had the slightest inkling we were close. claws); SQ Resolute; AL Talon; SV Fort +4, Ref +5, melee (1d8+9, claws); SQ Melee Master; AL Talon;
Luckily he found us curious and came to see what we Will +5, Rec +3; Rep NA; Str 12, Dex 15, Con 13, Int SV Fort +8, Ref +3, Will +3, Rec +6; Rep NA; Str 14,
wanted. 8, Wis 14, Cha 10. Dex 13, Con 16, Int 10, Wis 12, Cha 8.
Further reports on the extent of his abilities are Background: None Background: None
forthcoming, but he seems to be able to communicate Occupation: None: Perks 2+1 power stunt (Forest Occupation: None: Perks 2+1 power stunt (Forest
and form psychic bonds with higher animals, Stealth, Precision Strike; Enhanced Vision) Stealth, Precision Strike; Enhanced Smell)
especially mammals and birds. Reflexes and senses Hobby: None Hobby: None
are also well into the superhuman range. Further Skills: Outdoorsman 5 (+7), Perception 5 (+11), Skills: Athletics 9 (+11), Outdoorsman 9 (+10/+20
testing might be difficult. John has an aversion to Power Control 5 (+6), Unarmed 5 (+6) for tracking), Perception 0 (+11), Power Control 9
authority and half the time he s off base, with no one Feats: Claws, Enhanced Senses, Esprit de Corps* (+12), Unarmed 9 (+11)
having any knowledge of his whereabouts. But when (Talon and Timber Wolves), Flight, Power Level x2, Feats: Attack Focus (Claws), Attack Specialization
we need him, he s always there. Teamwork* (Talon and Timber Wolves) (Claws), Claws, Enhanced Senses, Esprit de Corps*
Quote:  Enemies approach, fifteen miles due south, Access/Contacts/Followers: None (Talon and Eagle), Power Level x5, Teamwork*
German commando group. Wealth: None (Talon and Timber Wolves)
*Free feats granted by Hivemind power stunt Possessions: None Access/Contacts/Followers: None
Character Disadvantages: Disability: Cannot Wealth: None
speak or use items, no Background, Occupation, Possessions: None
Hobby or Reputation (DSR 5) Character Disadvantages: Disability: Cannot
*Free feats granted by Hivemind power stunt speak or use items, no Background, Occupation,
Hobby or Reputation (DSR 5)
Background: None
Quote: None
*Free feats granted by Hivemind power stunt
Vigilance Force: America s Heroes of WWII for Supers20
PAGE 7
THE MODERN DISPATCH
or registered trademark clearly identified as Product COPYRIGHT NOTICE portion of this License to
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identity by the owner of the Product Identity, and include the exact text of the COPYRIGHT NOTICE
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1. Definitions: (a) Contributors means the copy- Distribute, copy, edit, format, modify, translate and 7. Use of Product Identity: You agree not to Use
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PAGE 8
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11. Use of Contributor Credits: You may not market or John Tynes, Andy Collins, and JD Wiker. Advanced True20 Adventure Roleplaying, Copyright 2005,
advertise the Open Game Content using the name of Player s Guide, Copyright 2004, White Wolf Publish- Green Ronin Publishing; Author Steve Kenson.
any Contributor unless You have written permission ing, Inc.
from the Contributor to do so. Caliphate Nights, Copyright 2006, Paradigm Con-
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to statute, judicial order, or governmental regulation Future: Heroes -- Cyborgs, Copyright 2004, Philip livan, and Derrick Thomas.
then You may not Use any Open Game Material so Reed. Published by Ronin Arts.
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termination of this License. right 2005 The Game Mechanics, Inc.; Authors: Gary Modern20, Copyright 2008, RPGObjects; Author
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14. Reformation: If any provision of this License Wiker.
is held to be unenforceable, such provision shall Modern Dispatch #126 Copyright 2008, RPGObjects;
be reformed only to the extent necessary to make it Future Player s Companion: Tomorrow s Evolution, Author Charles Rice.
enforceable. Copyright 2005 The Game Mechanics, Inc.; Authors:
Gary Astleford, Neil Spicer, & Rodney Thompson. END OF LICENSE
15. COPYRIGHT NOTICE Future Player s Companion (Print), Copyright 2005
The Game Mechanics, Inc.; Authors: Gary Astleford,
OPEN GAMING CONTENT
Open Game License v 1.0 Copyright 2000, Wizards of Neil Spicer, Rodney Thompson, & JD Wiker.
the Coast, Inc.
Designation of Product Identity: The following
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terms are designated as product identity as outline in
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Dispatch, PRDA, Splinter Radicals, Modern20.
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