Firestar (Public ID Beth Nicholson)
The Mighty Gauss (Secret ID James Winthrop)
- Firestar is a long-time member of the Berkeley Mob in relatively
good standing, although she has occasionally been reprimanded for use of
excess force. She is one of the few Mob members without a secret ID, so
often serves as liaison with the press and local authorities. When she
goes on patrol, she watches over the San Francisco finanical district (a
popular supervillain target).
- Firestar is tall, blonde, and attractive, about thirty, and
dresses fashionably. She normally wears backless tops, because she has three
pairs of tentacles growing from her shoulders, each as thick as her arm
at the base and tapering to the width of a finger, and long enough to
hang to her feet when relaxed. On the job, she wears soft armor blazoned
in bright orange and yellow.
- Firestar's tentacles are fully prehensile, but only with human
strength. However, each can either project a stream of fire several
meters, or produce a narrow blowtorch-like flame, or can produce a
choking cloud of smoke. (With her tentacles spread in fighting position,
the origin of her name is obvious. )She is also very resistant to fire
damage, and somewhat to cold.
- Firestar appears to need a great deal of air, which makes her
susceptible to suffocation attacks, and means she gets a greater dosage
of airborne toxins and such. Also, she has a special hatred of rapist
and child molesters, and doesn't necessarily give them the chance to
- Extra Limbs. 10d6 EB, autofire6, reduced by range. 3d6+1 EHKA,
autofire6. 4d6 NND, AE Hex, no range. ED 20/10 against temperature
attacks, 30/20 against fire, plus 10/6 armor OIF. IR vision. LS:
heat/cold, breathe smoke. 1.5*Stun from air deprivation, 1.5*effect from
airborne toxins, etc.
Inverse (Secret ID Marisa Toramez)
- The Mighty Gauss is one of the guardians of downtown San Jose, and
is often seen striking fear into the hearts of evildoers. James Winthrop
is a mild-mannered accountant who flees the faintest intimation of
danger, even though he is physically capable of dealing with many
nonparanormal threats; the division approaches the status of a split
personality, although The Mighty Gauss has not started doing things
without letting James know. Yet.
- James is a large, well-muscled black man in his early thirties who
normally dresses both conservatively and unflatteringly, as one would
expect of a geeky accountant.
The Mighty Gauss is an imposing figure in shining metal armor crackling
with sparks, a sight to strike fear into the heart of any evildoer.
- The Mighty Gauss' superpower is to move metal around with strong
magnetic fields. Besides flinging about cars and mailboxes in the
expected fashion, he can create fields strong enough to shoot small
metal objects at bullet-like speeds. He prefers darts made from
magnetically-imploded soda cans (aluminum shaft for the fields to grip,
steel point for piercing armor), but can make do with coins and the
like. He also has a suit of armor which, in addition to keeping bullets
from entering his flesh, can be manipulated by his powers to give him
Gauss can sense magnetic fields as well as generate them, giving him an
MRI-like sense, but one that is easily detected by its effects on
magnetic materials and fields in the area.
As a secondary effect, his body has developed immense reserves of energy
and recuperative ability to support the energy requirements of his
- The Mighty Gauss' enhanced body contains enough metal to set off
metal detectors and suffer extra damage from electrical or
- 30 Str TK, metal only, reduced by range. 17" Flight, needs
metal, usable by others AE Hex with enough metal. 8d6 PB/2.5d6 PRKA/2d6
PRKA AP, requires metal. Str 40 Def 25/12 in armor. Spatial awareness,
NRay, visible. Regeneration. 60 End, 10 Rec. 1.5*Stun from
Kelpie (Public ID Francis Chan)
- Inverse is one of the newer members of the Berkeley Mob, but has
already proven herself in battle several times. Her day job as a
free-lance journalist gives her an excuse to wander all over the
Peninsula, although she mostly haunts downtown SF.
- Marisa is a thin somewhat Hispanic woman in her early twenties who
dresses in black and carries a laptop. Her eyes are vivid, inhuman
blue, but she wears black contacts (which have to be replaced after
using her powers). She carries a black full-face mask to don in case of
supervillainy; the rest of her is not distinctive from anyone else in SF,
which helps her evade publicity. She does not succumb to the temptation
to write about her own (superheroic) exploits.
- Inverse can shoot bright blue laser beams from her eyes. As side
effects, she has an optical nervous system and can see through any part
of her skin (which is now mostly silicates).
- Bright light interferes with Inverse's nervous system, as do light
suppression/distortion powers. In neither case is the effect pleasant.
- 3d6 ERKA +1 Stun reduced pen/3d6+1 ERKA/2.5d6 ERKA AP, linked
3d6 sight flash. Dex 23 Spd 5. +4 OCV with laser, +2 vs range, +2 DCV.
360-degree vision. 12/6 defenses. 5 Flash def. 1d6 Stun per point of
sight flash (max 3d6), some amount of Stun from other light-affecting
- Frank always loved the ocean, and after the horrible fishing
accident, he can appreciate it even more fully. Although he does his
part to prevent desecration of the ocean in a socially responsible,
non-violent way, he is always available to the Berkeley Mob and the
legitimate authorities when underwater heroism is needed.
- When dry, Frank is a pretty ordinary-looking Chinese man of medium
height and middle age who dresses like the office worker he is. When soaked
in water, he becomes a nightmarish mass of brownish-purple tentacles and
fronds radiating 6 or 7 meters from a conglomeration of gas sacs,
multitudinous tiny, stalked, eyes, and less identifiable organs.
- In his kelpish form, Frank is able to survive and function perfectly in
any natural oceanic environment. He can swim as fast as a powerboat and has
many tentacles strong enough to lift one out of the water, and can shrug
off the sharpest propellors. His sense of smell is as sensitive as a
shark's, and his sonar as acute as a dolphin's. When dry, he is only
- Most of his powers only work in water, and when they're on, he looks
pretty bizarre. He does not have a choice about changing forms when
soaked. If wounded in his dry form, his insides are clearly non-human;
they much like his soggy form.
- Dex 14 Spd 4. 15/10 squishy defenses. In water: 2 levels Growth. 3"
Stretching. Extra Limbs. Str 40 (counting Growth). Body 20 (counting
Growth). LS: breathe water, cold, pressure. 12" Swimming. Sonar. 360
degree sight. Discriminatory & tracking scent, +4 Per.
Golden Bear (Public ID Alison Veloviy)
Faultline (Public ID Andreas Santonelli)
- Alison is one of the superheros who founded the California Defenders in
1983, after the disappearance of the Golden State Guardians, and has served
as team leader since 1995. Since immigrating from Russia, she has devoted
almost her entire adult life to protecting the people of her adopted land,
and she is very good at it.
- Alison is well over six feet tall, well-built in both senses of the
word, and golden of skin and hair. Although she is well over 40, she looks no
more than a healthy, beautiful 25, and has done so for her entire
career. She normally dresses lightly and casually, as befits a
Californian, but is not lacking in fashion sense. Golden Bear is larger
than any natural bear, with a thick golden coat and long
- Normally only slightly superhuman in strength and toughness, Alison
can transform herself into a gigantic golden bear able to toss around
semi trucks and shrug off machine-gun fire.
- After years of superheroics, Alison has overcome or compensated for
most of her flaws. Her biggest problem is that she doesn't always have
all her powers, and when she does, she can't talk.
- Dex 23 Spd 5. +3 overall, +2 all combat, +2 HtH combat. Lots of
skills. Discriminatory scent. Regeneration. LS: temperature, aging. Human:
Str 25. 10/5 defenses. 15 Body. 19 Con. 37 Stun. Bear: 3 levels Growth. 50
Str (counting Growth). 25 Body (counting Growth). 23 Con. 61 Stun. 1.5d6
HKA. 9" Running. 25/15 Defenses.
- Given his name, it was probably inevitable that Andreas, the son of
Italian cobblers who immigrated to San Francisco in the 1950s, would get
seismic powers. This didn't actually happen until the Loma Prieta
earthquake of 1989, however. The newly empowered Faultline immediately
set about rescuing those not fortunate enough to get life-preserving
powers, which is where he met the Defenders. The rest, as they say, is
- Andreas is a thin, not terribly-imposing man in his late 20s, with
dark hair in a fashionable ponytail and sallow skin that never seems to
tan. He dresses elegantly, and radiates charm at men and women alike; he
is rumored to have carried on affairs with every one of his teammates at
one time or another, as well as with several supervillains.
Faultine is an impressive figure of jagged stone, magmatic red showing
at the cracks when he moves. He tends to disappear into and emerge from
the earth at surprising but dramatically appropriate moments.
- In a fight, Faultline can wrap himself in the living earth, which
protects him, strengthens him, and gives him sharp nasty pointy bits.
Whether armored or not, he can make the earth open to give him passage
or convey him at the speed of seismic waves, spit streams of lava or
lava bombs that explode to release mephitic vapors, cause earthquakes
that knock over people and damage buildings over an area of kilometers,
and perceive vibrations through the solid earth.
- Andreas can't activate his forcefield or regenerate unless he's
touching natural earth or rock.
- Dex 20 Spd 4. +2 levels all combat, +3 levels OCV. 5/0 Def, plus
25/15 FF, only when touching earth. +30 Str (40) linked FF. 1d6+1 PHKA
linked FF. 13" Tunneling through 8 Def, no tunnel, *256 NCM (4.4 km/s),
instant acceleration on NCM. 10d6 EB. 5d6 NND, Exp. 2d6 PB, *4 KB (only
knockdown), plus 1d6 PRKA AP only vs buildings, up to 3km radius, only vs
targets on ground. Sonar, N-ray, only through solid objects. Regeneration,
only when touching earth.
Bay Area Villains
PsykoKinetik (public ID Jaime Jackson)
- PsykoKinetiK is just plain bad. He got his start at 13, when he carved
up a girl for not putting out, and decided he kind of liked it. With
the overconfidence of youth, he quickly got himself slammed into juvie,
where he met the girl's brother and his hulking sidekicks. On the verge
of death, he suddenly manifested powers and cut his way to freedom
through the prison's population.
Five years later, he's a famous and fully-employed paranormal thug.
Although he had to leave the state for a while after the MacAdams job,
rumor has it that he's back in town.
- Psyko-K, as he likes to be called, is a scrawny man of medium-brown
ethnicity who looks considerably older than his
calendar age: nearly thirty. On the job, he dresses in red and black
leather with sharp edges and skull motifs; off duty he moderates his
costume only slightly. Even when a job requires him to dress square, the
light of sadism in his eyes is unmistakeable.
- PsykoKinetiK thinks fast and moves faster. His body is tough enough
to handle the stress of superhuman motion, and his senses acute enough to
avoid superspeed collisions.
- Mostly psychological: impulsiveness, bloodthirst, overconfidance,
addiction to stimulants, lack of imagination.
- Dex 26, Spd 7, +2 HtH, +1 DCV. 30 Str + 4d6HA/4d6 PHKA/2.5d6
PHKA AP/2.5d6 PRKA. 15" Run, 21" Superleap. 20/10 Def. Int 8, +3 Per. 16
Rec, 1 Body Regen.
Thunderhead (real name Jason Feather)
Guderian (Formerly "Spirit of Guderian", real name
Michael Lynch or Linsch)
- Thunderhead is one of those paranormals whose motivation was easily
accomplished given some hard cash, which he quickly obtained by renting
out his services as a rainmaker in the arid American Southwest.
Occasionally people have waved enough money under his nose to get him to
produce other weather conditions for possibly unsavory ends, but his
powers are in general more suited to honest work than to a life of crime.
- Jason is a tall, handsome man in his mid-20s with very obvious
Native American ancestry, who normally dresses in chinos and a work-shirt.
As Thunderhead, he wears a dark grey and black costume with swirling
- Thunderhead has traditional weather powers: flight, wind blasts,
lightning bolts, fog, control of weather patterns over a wide area.
- Thunderhead's powers do not protect him from harm to any significant
- Dex 14. Spd 3. 19" Flight. CE: any weather, 13km radius (more with
cleverness). 6d6 PB, 2x KB. 4d6 ERKA, explosion on 2d6, indirect, full
phase, +3 OCV, +3 OCV if target grounded/highest point/etc. Darkness to
sight & IR, 6" radius, somewhat uncontrolled. Spatial Awareness. LS:
temperature. +2 DCV.
- Although unquestionably a mercenary, Guderian does display some
ethics in the clients he takes and the methods he uses. He
preferentially works for revolutions against despotic dictators
(although sometimes supports moderately-despotic dictators against even
more corrupt revolutions), and has definite professional standards as
regards the treatment of civilians and prisoners. His origins and
background are obscure; he may have served in the German special forces
in the 1970s and 80s, but certainly not under the name he uses now.
Out of the ~120 000 paranormals in the world, in a stand-up fight
Guderian is unquestionably within the top 120, probably within the top
12, and conceivably within the top 1.2. He has killed at least twenty
and possibly as many as fifty paranormals, and hundreds of normals.
- Guderian is a tall, well-built, but unexceptional looking Caucasian
man, with slightly greying dark hair and a military bearing. He usually
dresses in paramilitary fashion, in subdued colors.
- Guderian has tank powers. He can shrug off almost any attack, run at
70 mph, and wreak untold devastation. From his right arm he can fire
heavy fin-stabilized flechettes comparable to armor-piercing tank gun
rounds; his left fires streams of smaller bolts like a machinegun. (Both
sorts of projectiles vanish as soon as they come to rest inside the
target; apparently they are composed of the same sort of psuedomatter
than so many other paranormals create). He has evinced other
modern-tank-related powers, such as the ability to see at long ranges in
the dark, and to withstand poison gas; some have claimed that his powers
increase and expand every time a new model of tank is built.
- It is unclear whether Guderian has any weaknesses except pride.
There are some reports that he is less resistant to fire attacks than to
others, but his kill record includes a proportionate number of fire
- Horrifying. Dex 20 Spd 4, but +4 OCV. 5.5d6 PRKA double AP, +8 vs
range. 3d6 PRKA, autofire10, +2 OCV at full rate of fire. Defenses 40/20,
double hardened, leaky against continuous fire attacks. 23" Running, +22"
for halfmove (ie, may fullmove and fire). Str 30, +20 slow (for shoving
or crushing). IR vision, discriminatory, +8 vs range. Radio R/T. LS:
radiation, filtered air, pressure, temperature. Flash Defense. Probably
The Eighth Generation
In Eden, Adam and Eve had great power over the world around, nigh
unto that of their Creator; they did not name the beasts so much as
create them. When they fell, however, God denied those powers to them
and their progeny "unto the seventh generation" (a metaphor for "a very
long time"). Now that time is past, and humanity's curse of powerlessness
At least, that's the belief of the interdenominational Christian
group called The Eighth Generation. Their goal is to promote the godly
use of paranormal powers, but they have no official position on matters
of theology other than the above: members are encouraged to follow
their own understanding of God's will, in accordance with the Bible and
their pastor's interpretations.
8G has, officially, no specific agenda: they just encourage their
members to use prayer and faith before using superpowers. However, it is
pretty clear which way the leaders of the group feel a good Christian
should vote on any given paranormal issue. This usually translates to
more government action against supervillains, regardless of possible
infringement on the rights of law-abiding paranormals. After all,
they're good people; the authorities would never hassle them.
The chairman of 8G is Reverend Leland Baxter, a somewhat famous
Baptist preacher/superhero from Tennessee with sonic powers. He is
assisted by twelve councillors, who represent all the major Christian
Protestant denominations in North America, plus a couple of minor ones
and one Catholic. Total membership is about a thousand, which is quite
large for a paranormal organization, but it is unclear how many of those
memberships are more than nominal.
The Navigators are the moderate end of the spectrum of paranormal
supremacy. They believe that paranormals are just plain better than
normals, and should be in charge, but do not advocate a violent
take-over of any kind. Their position is that paranormals will
naturally rise to the top if the playing field is at all level, and no
specific action needs to be taken except in against unlevelling of the
Although the Navigators have gotten considerable good press by
helping the authorities against violent paranormal supremacists, they
are regarded with considerable suspicion by the general public, and none
of their candidates have ever been elected to any office above the
municipal level. Every paranormal officeholder has at one time or
another been accused of being a front for the Navigators, but no such
allegations have ever been proven.
Official members of the Navigators number only about ten, led by
Harold York, a New York brick and former PR director for the Republican
Party of New York.
This file was last modified at 1635 on 22Jun99 by firstname.lastname@example.org.