Sample - Crimenet AoV Teams (Xion)

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  • 8/10/2019 Sample - Crimenet AoV Teams (Xion)

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    Current Members:Kit-Bash, Mister Crime, Miss Information, Payback

    Former Members:Jury-Rig

    Base of Operations:Mobile

    First Appearance:Acts of Villainy: Teams #1

    Formed by the enigmatic Mister Crime (see Mister Crime), Crimenetserves as a shadowy, membership-based agency that provides a variety

    of resources to its villainous clientele. Primarily, the organization acts as a

    temp agency for supervillains, outsourcing their particular abilities to pay-

    ing customers, and networking members with others. In the past, this has

    created teams (both temporary and permanent) and has also bolstered

    organized crime throughout North America and parts of Europe and Asia.

    Additionally, Crimenet works to provide and protect its clients so long as

    they maintain the agencys enigmatic nature and pay their membership

    dues. This aid often comes in the form of legal help or access to other re-

    sources such as loans, henchmen and gear that may otherwise be barred

    to them due to location or reputation.

    While many people only associate Mister Crime with Crimenet, there are

    actually several people around the world that are employed by the agency.

    Miss Information, the agencys intelligence specialist and Mister Crimes

    go to gal, often coordinates missions and helps with signing new clients

    and employees, Kit-Bash, the young director of Crimenets research anddevelopment branch, and Payback works exclusively with the enforcement

    arm of the agency, often in the eld as one of Crimenets most feared

    agents. Together, these four form whats known as Management, who

    work to ensure the agency stays in their shadowy corner of the world.

    Directly under them are the Capos, Crimenets lieutenants that serve as

    contact and command for a region. There are currently capos in most

    major cities, with each commanding a small army of thugs and criminals

    when needed. Additionally, the agency also employs several underlings

    such as hackers, informants and brokers, that help keep the information

    and jobs owing. Many of these agents are undercover, with only a few

    knowing their true purpose and identity, allowing them to discreetly gather

    intelligence on their area for their secret masters.

    Unknown to the general public, Crimenet keeps several holdings through-

    out the world. Some are businesses that the agency used its illicit gains to

    buy out, while others are valuable real estate and copyrights that theyve

    managed to get a hold of. This has afforded them an international platformwhere they can conduct business under the watchful eyes of organiza-

    tions such as W.A.R.D. or A.C.T.I.O.N., while also granting them legitimate

    funds to use more openly through public channels. As of this writing, Cri-

    menet holds business interests within the elds of technology, medicine,

    law and travel, with holdings in most countries and major cities, allowing

    them and their customers a way to cover their less than legal dealings,

    while also keeping a clean facade.

    Being a member of the organization has its perks as well as some minor

    disadvantages. Primarily, criminals join Crimenet to gain access to their

    resources and, like any job, to get a steady paycheck. At the primary level,

    criminals work on a freelance basis, granting them freedom to pursue

    their own agendas, while also getting job offers from the agency. This

    level of service extends from supervillains to hired thugs, and offers basic

    services as dened above. But, most importantly, it also offers payment

    upon job completion. And, while the percentage is usually cut in favor of

    those with the plans or most active participation, payment always comesfrom Crimenet itself, minus a slight fee based upon the agencys involve-

    ment and services rendered. Any payment is usually laundered through

    legitimate holdings, and paid using non-traceable, electronic accounts,

    for which, any participants are given a debit card to access. This allows

    Crimenet to maintain their anonymous nature, as they may stop payment

    at any time or void out the debit card in the event that it gets lost or taken

    into custody. While the agency doesnt intercede on many jobs, it does

    make one thing very clear: all freelancers must stay loyal to the job and

    Crimenet. There can be no dissension in the ranks. A few of the primary

    ways to get blacklisted from their system is to be a snitch or to be abusive

    of your employees. Everyone who works at Crimenet, from the freelance

    thug up to those in Management, know and understand what will happen if

    Many villains have membership with Crimenet, often keeping them handy

    just in case they need a resource the organization can offer them. For most

    of these, Benet: Membership (Crimenet) is only the tip of the iceberg.

    As a gamemaster works them into their campaign, other villains may nd

    themselves working with, or for, Crimenet. In return, the agency gets a cut

    of the take, along with monthly membership dues which have to be paid

    promptly and discreetly. What follows is a breakdown on what this new

    advantage offers members and why villains might take it in the rst place.

    Benet: Membership (Crimenet):At the base level, the villain is given

    access to Crimenets servers and may make requests within the agency

    for services required. Like a temp agency, having access to Crimenets

    servers allows a villain to scout for work or for people looking for work. This

    allows villains to hire on non-powered lackeys, team up with like-minded

    criminals, or even plan a more permanent partnership or team. The server

    also lists crimes looking for the right criminals to commit within specic

    areas. In game terms, this allows a villain to use such skills as Persuasion

    or Expertise: Streetwise to get work easier. Additionally, Crimenet offers a

    variety of services to their members, even at the base level, and includes

    legal help, discreet banking in offshore accounts, tailor ing, healthcare,

    image consultation, and equipment needs. To access these services, amember needs to make a Persuasion check (DC 20), with each degree of

    success adding a +1 to the required need.

    For example: Sportica has been injured and needs treatment. Using her

    membership, she makes a call to Cr imenet and manages to succeed with

    two degrees of success, granting the doctor she sees a +2 to his Treat-

    ment or Expertise: Doctor roll. These services are not always available,

    as people take vacation (sometimes permanent), and are sometimes

    transferred to another city for work. This is usually represented by degrees

    of failure. For each degree of failure that someone gets, they lose access

    to a particular service for a week. So, in the above example,if Sportica

    had failed her check with two degrees of failure, the doctor on Crimenets

    payroll wouldnt be accessible for two weeks.

    Benet: Membership 2 (Crimenet):With two ranks in the benet, the

    villain is no longer a freelancer, but is on Crimenets payroll instead. At this

    level, the villain has proven himself to be a powerful asset for the agency

    and works exclusively for them. While getting all of the benets of rank 1,

    criminals at this level also receive a +1 to any request check, as well as

    a +1 to social skills when dealing with someone within the agency (these

    bonuses do not stack, however).

    Benet: Membership 3 (Crimenet):At this rank, criminals are considered

    ofcers of the agency and usually work directly under a Capo, often as a

    personal bodyguard that helps with the day-to-day management. While

    this villain usually doesnt speak to management themselves, they usually

    accompany their boss to meetings unless ordered otherwise. Ofcers are

    one of the next in line to become Capo when a position is available. While

    getting all the benets from the previous rank, their bonuses are increased

    to +3 on both request checks and business-related social skills.

    Benet: Membership 4 (Crimenet):At four ranks, members are con-

    sidered capos and have ranking directly under management. All capos

    are assigned an area (usually with a city serving as their base) and are

    expected to keep Crimenets interests safe within that area. With this rank,

    you typically have a greater access to Cr imenet funds and resources to

    work within your area, as well as an ofcer or two to help you manage

    things. Youre expected to report back any problems to management and

    have at least one meeting a month with fellow capos to report on your

    areas business. At this rank, all bonuses are increased to +5 when dealing

    with request checks and all business-related social skills.

    Benet: Membership 5 (Crimenet):Youve made your way into manage-

    ment. You work alongside the other managers to ensure Crimenets hold

    on the world is a solid one. You help command the worlds most elite crimi-

    nal organization, and work to the same goal as the rest of management:

    to gain riches beyond belief. At this level, you gain a +10 to all business

    related rolls and may requisition any item that Crimenet holds. Few people

    make it to this level, and fewer still make public that theyre in management

    unless needed.

    they rat out the agency or disobey their simple rules. There are no second

    chances, and, in extreme cases, failure to comply may warrant a visit from

    Payback to deliver any nal notices.

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    History:Shrouded in mystery, Crimenet was rst discovered on the

    web a few years ago by Ofcer Aaron Lester who worked in Motor Citys

    Cyber-Crime division. While searching for some information to incriminate

    James Batroski, then the citys major crime boss, Lester ran across some

    strange coding that was communicating with Batroksis computer. Follow-

    ing the code back to its source, he received a black screen that asked for

    a login and password. Attempting to hack the site, he was forced out with

    a personal threat on his life that came across his screen before the whole

    computer shut down. Reporting the activity to his superior, Lester was

    given the rest of the day off and told to go home. But he couldnt seem to

    let it go. How did they know who he was? The threat was specically to

    him, using his rst and last name, and including his badge number and ad-

    dress. Heading to an internet cafe, he tried the site again, hacking in using

    a different code this time. And, like before, the screen lit up with com-

    munication. Only this time, the warning was no longer there. No, instead,

    the message asked him to step into the alleyway near the cafe and await

    a contact. Feeling he was on to something, he called one of his fellow

    ofcers in his division and told them what had happened, explaining every

    detail and including his address. Unfortunately, that was the last time

    anyone had heard from Lester alive. Three weeks later, his dead body was

    found in a dumpster a few blocks over with a note attached to his chest

    that read Dead Men Hack No More.

    This led to an uproar in Motor Citys police department, with every avail-

    able man hunting down clues and angles. Originally their rst suspect,

    Batroksi was quickly released into his own recognizance after a lawyer

    proved he was out of town the week Ofcer Lester disappeared. Through

    the next six months, police scoured the city, interviewing every possible

    witness, and pressuring every two-bit crook that might know something,

    but no one knew anything, or so they said. Thats when rumors of a man in

    black started popping up. There had been talk about him before, but most

    police and criminals thought he was an urban myth, a criminal bogeyman

    that made deals in the shadows and could appear anywhere at any time.

    At rst he was on the west side, but an hour later, he was across town in

    a coffee shop. Someone would follow him into an alley and nd only a few

    bums, none of which t his build or description. Shortly after, the name

    Crimenet was heard being bantered around the criminal grapevine. But

    not only in Motor City, but in most major cities, with appearances from the

    man in black that impossibly coincided with other appearances across the

    nation.

    Embarking on their own investigation, A.C.T.I.O.N. (see A.C.T.I.O.N.)

    began looking into the man, using their resources to track his various

    appearances and the shadow organization he seemed tied to. However,

    at every turn, they ended with a dead end. That is until he came to them.

    During a meeting in the Washington, D.C. central ofce, the man in black

    marched in and introduced himself as Mister Crime. While the agents

    read him his rights and detained him, he explained that his company,

    Crimenet, couldnt be stopped by the likes of A.C.T.I.O.N. or any other law

    enforcement agency for that matter. In fact, the only reason he showed

    his face was because he could. With that said, he was taken to a holding

    room until he could be tried by a federal court. Unfortunately, their catch

    was only temporary, as they found a desk clerk standing in Mister Crimes

    stead with no idea how she got there.

    Over the years, Crimenets grip tightened ever so slightly over its vastly

    expanding empire, with Mister Crime in the forefront as the groups public

    face. Several heroes and groups have tried taking Crimenet down, but of-

    ten end up either empty handed or with more questions than before. This

    has led A.C.T.I.O.N. to form a Crimenet Task Force whose sole purpose

    is to investigate the agency and gain whatever foothold they can againstthem, while also sharing such information with other national agencies

    as well. Presently, Crimenet employs several criminals internationally,

    with the bulk of their employees presiding within the United States and

    Canada. While their main goal is to get rich and stay that way, one of their

    long-term objectives is to control crime on a worldwide basis, which, at

    their rate of growth, could be more an eventuality.

    Crimenet utilizes an assortment of criminals in their day-to-day business,

    often hand-picked by Miss Information or, in the enforcers case, Payback.

    Every agent has standard equipment, which is listed in their stats, with a

    few specialist templates offered to apply over the appropriate stats. The

    builds below represent the common member of each division and game-

    masters are encouraged to build off from them to create unique individu-

    als that their heroes may encounter, especially if theyre a reoccurring

    character.

    Under the direct supervision of Miss Information, brokers are commonly

    the face most villains and criminals will see more than anyone else. When

    a villain signs a contract with the organization, hes assigned a broker who

    delivers the contract for signing, acts as their handler while under contract

    and ensures that they get paid (with a percentage going to the broker for

    their troubles). When the job is done and the contract is complete, the

    broker commonly moves on to a new employee, though there have been

    instances where the broker/employee relationship has been reinstated

    in an attempt to please an employee or in the case of particularly volatile

    villains. Brokers are combat trained, though they are instructed to only use

    said training in defense of themselves or their charge. In all other cases,

    they are to contact Crimenet and request back up.

    STR0, STA0, AGL0, DEX0, FGT0, INT2, AWE2, PRE2

    Skills:Deception 3 (+5), Expertise: Business 3 (+5), Expertise: Criminal 3

    (+5), Expertise: Current Events 2 (+4), Insight 3 (+5), Investigation 2 (+4),

    Perception 2 (+4), Persuasion 3 (+5).

    Advantages:Benet: Membership 2 (Crimenet), Contacts, Equipment 1,

    Well-informed.

    Equipment:Cell Phone (Smartphone)

    Offense:Init +0, Grab +0 (DC Spec 10), Throw +0 (DC 15), Unarmed +0

    (DC 15).

    Defense:Dodge 0, Parry 0, Fort 0, Tou 0, Will 5.

    Totals:Abilities 12 + Powers 0 + Advantages 5 + Skills 11 (21 ranks) +

    Defenses 3 = 31

    The elite thug of Crimenet, enforcers are advanced trained soldiers, oftenalready disciplined as a former member of the armed services or special

    operations branch of law enforcement. Unlike many of the other branches

    within Crimenet, enforcers answer only to Payback and work under her

    command while in the eld. Each member is put through rigorous training

    with hand-to-hand, rearms and melee weapons, as well as undergoing

    team-building enhancements and fail safes to insure Crimenets autonomy

    remains intact. Enforcers typically are equipped with a high-powered,

    automatic rie, body armor, automatic pistol and survival knife, though this

    has been known to change depending on the mission.

    STR 3, STA3, AGL1, DEX 1, FGT5, INT0, AWE0, PRE0

    Skills: Athletics 3 (+6), Close Combat: Paramilitary Training 2 (+7),

    Deception 3 (+3), Expertise: Criminal 4 (+4), Expertise: Soldier 4 (+4), In-

    timidation 4 (+4), Perception 2 (+2), Ranged Combat: Blaster Rie 6 (+7),

    Stealth 4 (+5), Technology 3 (+3), Vehicles 2 (+3).

    Advantages:Benet: Membership 2 (Crimenet), Contacts, Equipment 5,

    Teamwork.

    Equipment:Blaster Rie, Combat Armor (+4 Toughness), Club, Com-

    mlink, Restraints.

    Offense:Init +1, Blaster Rie +7 (DC 23), Club +7 (DC 20), Grab +5 (DC

    Spec 13), Throw +1 (DC 18), Unarmed +7 (DC 18).

    Defense:Dodge 7, Parry 7, Fort 5, Tou 7, Will 5.

    Totals:Abilities 26 + Powers 0 + Advantages 9 + Skills 19 (37 ranks) +

    Defenses 15 = 69

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    Part street contact, part information broker, informers are the backbone

    of Crimenets operations. Like brokers, informers work under the careful

    eye of Miss Information, though most of them work from a remote location,

    often never seeing anyone else that works for the company. Like most

    hackers, informers use a codename that hides their true identities and al-

    lows them the autonomy to gather their ill icit data in peace. In most cases,

    they will gather information on potential clients and employees, targets, or

    people of interest and upload any intelligence to one of many servers thatCrimenet utilizes in criminal affairs. All informers use specially modied

    computer systems with masked IPs, the best in hacking software, and

    dedicated wi- that Crimenet provides for them once they prove them-

    selves worthy in Miss Informations eyes.

    STR0, STA0, AGL0, DEX0, FGT2, INT2, AWE2, PRE3

    Skills:Close Combat: Unarmed 2 (+4), Deception 4 (+7), Expertise:

    Criminal 4 (+6), Expertise: Current Events 2 (+4), Insight 5 (+7), Investiga-

    tion 3 (+5), Perception 3 (+5), Persuasion 4 (+7), Ranged Combat: Blaster

    Pistol 6 (+6), Sleight of Hand 5 (+5), Stealth 5 (+5).

    Advantages:Benet: Membership 2 (Crimenet), Connected, Contacts,

    Daze (Deception), Equipment 4, Fascinate (Deception), Hide in Plain

    Sight, Second Chance: Deception Checks, Skill Mastery: Deception, Well-

    informed.

    Equipment:Audio Recorder, Blaster Pistol, Cell Phone (Smartphone),

    Concealable Microphone, Lock Release Gun, Mini-tracer, Undercover

    Shirt (+2 Toughness).

    Offense:Init +0, Blaster Pistol +6 (DC 20), Grab +2 (DC Spec 10), Throw

    +0 (DC 15), Unarmed +4 (DC 15).

    Defense:Dodge 3, Parry 3, Fort 0, Tou 2/4, Will 5.

    Totals:Abilities 18 + Powers 0 + Advantages 14 + Skills 22 (43 ranks) +

    Defenses 7 = 61

    STR 2, STA2, AGL0, DEX0, FGT2, INT3, AWE2, PRE4

    Skills:Deception 2 (+6), Expertise: Criminal 8 (+11), Expertise: Current

    Events 2 (+5), Expertise: Streetwise 7 (+10), Intimidation 6 (+10), Percep-

    tion 2 (+4), Persuasion 4 (+8), Ranged Combat: Blaster Pistol 5 (+5),

    Technology 4 (+7).

    Advantages:Benet: Membership 4 (Crimenet), Benet: Wealth 3 (mil-

    lionare), Connected, Equipment 3, Well-informed.

    Equipment: Blaster Pistol, Cell Phone (Smartphone).

    Offense:Init +0, Blaster Pistol +5 (DC 20), Grab +2 (DC Spec 12), Throw

    +0 (DC 17), Unarmed +2 (DC 17).Defense:Dodge 2, Parry 3, Fort 4, Tou 2, Will 6.

    Totals:Abilities 30 + Powers 0 + Advantages 12 + Skills 20 (40 ranks) +

    Defenses 9 = 71

    Captains of crime, these administrators are under the direct command

    of Mister Crime himself. While most Capos are ordinary men, there have

    been some powered recruits that Crime places in these trusted spots.

    At any time, there are usually anywhere between 20 to 50 Capos, each

    responsible for a specic area denoted by their title that can span several

    states or small countries depending on how the division works. Any agents

    of Crimenet working these areas usually meet and respond to its Capo,who then reports to Mister Crime or Miss Information. At any one time, a

    Capo may command several thugs and have access to Crimenet technol-

    ogy or agents upon request. All Capos have at least one Informer and Bro-

    ker within their sub-organization, and may have their own advanced guard

    if needed. These guards may or may not be Crimenet Enforcers, with

    some other examples being trained assassins, gunmen, armored troops

    and meta-gang members. Some Capos are described below, each with a

    nutshell background and information on their particular sub-organizations.

    Gamemasters should feel free to create their own Capos as needed, using

    these examples as ideas to create their own.

    Capo of Lake City, NY

    Born into organized crime, Joseph Camenelli is the current patriarch ofthe Camenelli crime family, with his headquarters in Lake City, NY. More

    of a traditional mobster, Camenelli has his ngers dipped in various elds

    of business, while also keeping tight connections with Crimenet and

    H.A.D.E.S., the latter of which hes used to keep his men equipped with

    the latest in high-tech weaponry. While not a big fan of the various cos-

    tumed villains, hes been known to employ them as the need arises, which

    usually means some hero has stuck their nose in his work. Camenelli is

    on good terms with Crimenet and, though he believes his dealings with

    H.A.D.E.S. are unknown to the agency, they are quite aware of the mob

    bosss dealings. For now they dont have an issue with it, but that could

    change if he continues on the track hes on.

    Capo of New Avalon, NJ

    Married into the family, Viggo Jorgenson took over the Mannix crime family

    when his father-in-law, Wilfred, passed away last year. While new to the

    family dealings, Jorgenson is anything but a neophyte in criminal dealings

    as his company, JorgenSci, has been dealing with Crimenet for quite

    some time, supplying them with technology that has been used by more

    than one of their exclusive clientele. Originally from New Amsterdam,

    Jorgenson had made a play against Andrea Pierce, the capo of that city,

    but was thwarted when she had him almost killed. Surviving by a thread,

    Jorgensons body was rebuilt, using some of the bio-tech that his companyhad access to, before he was offered his current role in New Avalon. Deep

    down, he has a strong resentment towards Pierce and may one day at-

    tempt to take her city once again.

    STR 4, STA4, AGL1, DEX0, FGT2, INT3, AWE2, PRE4

    Skills:Close Combat: Unarmed 4 (+6), Expertise: Business 6 (+9),

    Expertise: Criminal 8 (+11), Expertise: Streetwise 4 (+7), Intimidation 6

    (+10), Investigation 5 (+8), Perception 2 (+4), Persuasion 4 (+8), Ranged

    Combat: Pistols 6 (+6), Technology 3 (+6).

    Advantages:Assessment, Benet: Membership 4 (Crimenet), Benet:

    Wealth 3 (millionare), Connected, Equipment 2, Fearless, Well-informed.

    Powers:Nanite Repair System 5 (Every 2 rounds; Persistent), Synthetic

    Body, Enhanced Ability 3 (+3 STR; Limited to Lifting), Immunity 7 (Aging,

    Disease, Poison, Sleep, Starvation & Thirst, Suffocation (All)), Senses

    4 (Communication Link: Radio, Direction Sense, Distance Sense, Time

    Sense).

    Equipment:Cell Phone, Heavy Pistol.

    Offense:Init +1, Grab +2 (DC Spec 14), Heavy Pistol +6 (DC 19), Throw

    +0 (DC 19), Unarmed +6 (DC 19).

    Defense:Dodge 6, Parry 6, Fort 6, Tou 4, Will 6.

    Totals:Abilities 40 + Powers 24 + Advantages 13 + Skills 24 (48 ranks) +

    Defenses 15 = 116

    Capo of New Amsterdam, NY

    A self-made woman, Andrea Pierce is the CEO of Paragon Power New

    Amsterdam and the self-styled Queen of New Amsterdam. While not part

    of a crime family, Pierce has taken over criminal activities in the city, using

    both Paragon Power and Crimenet in her ascension to the citys crime

    boss. Having substantial funds and contacts, she had David Fontana, the

    citys former crime boss, assassinated and managed to stave off an attackby several underlings (including Viggo Jorgenson). While not powered

    herself, shes been known to keep several meta-human enforcers on her

    payroll and isnt afraid of getting her hands dirty if need be.

    STR0, STA1, AGL1, DEX0, FGT2, INT3, AWE2, PRE4

    Skills: Deception 3 (+7), Expertise: Business 8 (+11), Expertise: Criminal

    5 (+8), Expertise: Current Events 2 (+5), Expertise: Streetwise 5 (+8), In-

    timidation 4 (+8), Perception 2 (+4), Persuasion 5 (+9), Technology 4 (+7).

    Advantages:Attractive, Benet: Membership 4 (Crimenet), Benet:

    Status 4 (CEO Paragon Power), Benet: Wealth 3 (millionare), Connected

    Equipment 1, Well-informed.

    Equipment:Cell Phone (Smartphone).

    Offense:Init +1, Grab +2 (DC Spec 10), Throw +0 (DC 15), Unarmed +2

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    (DC 15).

    Defense:Dodge 5, Parry 5, Fort 3, Tou 1, Will 6.

    Totals:Abilities 26 + Powers 0 + Advantages 15 + Skills 19 (38 ranks) +

    Defenses 13 = 73

    But that was his old life, and Patchwork only thinks forward, killing anyone

    who brings up his old life. Now he works with Crimenet and runs Motor

    City like it should be, at least in his mind.

    STR5, STA6, AGL2, DEX1, FGT5, INT1, AWE2, PRE1

    Skills:Athletics 2 (+7), Close Combat: Electrical Melee 4 (+9), Close

    Combat: Unarmed 3 (+8), Deception 7 (+8), Expertise: Business 5 (+6),

    Expertise: Criminal 7 (+8), Expertise: Streetwise 7 (+8), Intimidation 9

    (+10), Perception 3 (+5), Persuasion 4 (+5), Ranged Combat: Heavy

    Pistol 7 (+8), Stealth 2 (+4), Technology 4 (+5), Vehicles 4 (+5).

    Advantages:Benet: Membership 4 (Crimenet), Benet: Wealth 3 (mil-

    lionare), Contacts, Diehard, Equipment 3, Fast Grab, Fearless, Improved

    Critical 2: Unarmed, Improved Grab, Improved Initiative, Power Attack,

    Startle, Takedown 2, Well-informed.

    Powers:Bulletproof:Impervious Toughness 6, Inhuman:Immunity 6

    (Aging, Critical Hits, Disease, Poison, Sleep), Taser Touch:Afiction 9

    (1st degree: Fatigued, 2nd degree: Stunned, 3rd degree: Incapacitated,

    Resisted by: Fortitude, DC 19; Alternate Resistance: Parry), AE:Damage

    9 (DC 24; Grab-based), Well Grounded:Immunity 10 (Common Descrip-

    tor: Electrical Effects).

    Equipment:Cell Phone (Smartphone), Heavy Pistol, Knife.

    Offense:Init +6, Grab +5 (DC Spec 15), Heavy Pistol +8 (DC 19), Knife

    +5 (DC 21), Shocking Grasp: Damage 9 +9 (DC 24), Taser Touch: Afic -

    tion 9 +9 (DC Dog 19), Throw +1 (DC 20), Unarmed +8 (DC 20).

    Defense:Dodge 6, Parry 6, Fort 6, Tou 6, Will 6.

    Totals:Abilities 46 + Powers 32 + Advantages 23 + Skills 34 (68 ranks) +

    Defenses 9 = 144

    Capo of Oceanus, FL

    A former gang boss, Terrance Hipp had done everything from drug run-

    ning, smuggling and even took down a precinct house before he was

    taken in and arrested by Aquarion (see Aquarion). While stewing in prison,Hipp was approached by Gerard LeVeau, a hacker of some renown and

    lackey of Gordon Kingsher Monnette, the big sh in Oceanus under-

    world. LeVeau had his eyes on Kingshers empire and needed someone

    who knew the trade a bit better than himself to take down the big sh.

    Someone like Hipp. Agreeing to help out, the two managed to get released

    from prison due to a loophole and made their move against Monnette.

    However, after the deed was done, Hipp turned on LeVeau as well, dump-

    ing both bodies in the swamp and taking the empire for himself. While

    his role as Oceanus Capo has been a tumultuous one, hes managed to

    stabilize his area with the help of his bodyguard, Mister Mako, a large,

    mutated being with razor sharp teeth and super-strength.

    STR1, STA1, AGL1, DEX0, FGT2, INT3, AWE2, PRE4

    Skills:Close Combat: Unarmed 3 (+5), Deception 3 (+7), Expertise:

    Criminal 7 (+10), Expertise: Current Events 2 (+5), Expertise: Streetwise

    8 (+11), Intimidation 4 (+8), Perception 2 (+4), Persuasion 4 (+8), Ranged

    Combat: Heavy Pistol 5 (+5), Stealth 4 (+5), Technology 1 (+4).

    Advantages:Attractive, Benet: Membership 4 (Crimenet), Benet:

    Wealth 3 (millionare), Connected, Equipment 3, Fearless, Well-informed.

    Equipment:Cell Phone (Smartphone), Heavy Pistol, Undercover Shirt.

    Offense: Init +1, Grab +2 (DC Spec 11), Heavy Pistol +5 (DC 19), Throw

    +0 (DC 16), Unarmed +5 (DC 16).

    Defense:Dodge 5, Parry 5, Fort 3, Tou 1, Will 6.

    Totals:Abilities 28 + Powers 0 + Advantages 14 + Skills 22 (43 ranks) +

    Defenses 13 = 77

    STR5,STA5, AGL0, DEX0, FGT5, INT1, AWE2, PRE2

    Skills:Athletics 3 (+8), Close Combat: Wrestling 3 (+8), Expertise: Body-

    guard 6 (+7), Expertise: Criminal 6 (+7), Intimidation 7 (+9), Perception 3

    (+5), Persuasion 1 (+3), Ranged Combat: Heavy Pistol 6 (+6).Advantages:All-out Attack, Benet: Memebership 3 (Crimenet), Choke-

    hold, Connected, Equipment 2, Fast Grab, Fearless, Improved Critical

    3: Razor Teeth, Improved Grab, Improved Hold, Languages 1 (English,

    Hawaiian), Power Attack.

    Powers:Amphibious 1 (Suffocation: Underwater), Fast Swimmer 5

    (Speed: 16 miles/hour, 250 feet/round), Razor Teeth 5 (DC 25, Advantag-

    es: Improved Critical 3; Penetrating 10; Grab-based), Tough Skin 5.

    Equipment:Cell Phone (Smartphone), Heavy Pistol.

    Offense:Init +0, Grab +8 (DC Spec 15), Heavy Pistol +6 (DC 19), Razor

    Teeth: Strength-based Damage 5 +8 (DC 25), Throw +0 (DC 20), Un-

    armed +8 (DC 20).

    Defense:Dodge 5, Parry 5, Fort 5, Tou 5, Will 4.

    Totals:Abilities 40 + Powers 27 + Advantages 14 + Skills 18 (35 ranks) +

    Defenses 7 = 106

    Capo of Motor City, MI

    Once known as Richard Rocky Weisz, Patchwork has since become an

    iconic gure in Motor Citys underworld. Taking a violent route to ascend to

    his current status, Patchwork approaches things with the sensibility of an

    old-school gangster, but with new-school ideas and technology. Originally,

    Rocky was a leg-breaker under James Jimmie the Bat Batroskis reign,

    but during a collection job, he disappeared when he was bringing the

    money in. Somewhere along the line, someone leaked a false rumor that

    he was going to kill Jimmie, so the mob boss had him taken care of.

    Unfortunately for Jimmie, Rocky didnt die. Instead he was found by an old

    man that stitched him back together, making him stronger in the process.

    Capo of Isla Dorado, CA

    Olivia is her fathers daughter. Renado Vega was with Crimenet from

    the beginning. In fact, it was partially his money that helped fund Mister

    Crimes original venture, and, in return, the crime boss was always good to

    him and his family. Considered weak by other bosses, Renado didnt be-

    lieve in violence unless it was absolutely necessary. More often than not,

    his reputation spoke for him, causing most of the people under his charge

    to concede in arguments or deals. But thats not saying he didnt have a vi

    olent side. Unknown to many, Renado was personally responsible for kill-

    ing more than a dozen police ofcers, and had even killed a few costumed

    buffoons in his time. And, while he had no powers, he was always able to

    stare down an opponent. But even he got older and eventually conceded

    defeat against illness, leaving his daughter, Olivia, in his place. Thoughnew to the job, she knows the life all too well and has taken it upon herself

    to live up to her fathers memory.

    STR1, STA2, AGL2, DEX1, FGT2, INT2,AWE2, PRE4

    Skills:Acrobatics 3 (+5), Close Combat: Unarmed 3 (+5), Close Com-

    bat: Whip 5 (+7), Deception 5 (+9), Expertise: Criminal 5 (+7), Expertise:

    Current Events 2 (+4), Expertise: Streetwise 6 (+8), Intimidation 4 (+8),

    Perception 2 (+4), Persuasion 4 (+8), Ranged Combat: Machine Pistol 5

    (+6), Stealth 4 (+6), Technology 2 (+4).

    Advantages:Attractive, Benet: Membership 4 (Crimenet), Benet:

    Wealth 3 (millionare), Connected, Equipment 4, Fascinate (Persuasion),

    Fearless, Well-informed.

    Equipment:Cell Phone (Smartphone), Machine Pistol, Undercover Shirt,

    Whip.

    Offense:Init +2, Grab +2 (DC Spec 11), Machine Pistol +6 (DC 18),

    Throw +1 (DC 16), Unarmed +5 (DC 16), Whip +7 (DC 16).

    Defense:Dodge 6, Parry 5, Fort 4, Tou 2, Will 6.Totals:Abilities 32 + Powers 0 + Advantages 16 + Skills 25 (50 ranks) +

    Defenses 13 = 86

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    Capo of New Horizon, ON

    Most wouldnt believe that a medical doctor could be a crime lord, but in

    the case of Hieronymus Finch, it was all he could ever be. Born an orphan

    and raised on the streets of New Horizon, young Hieronymus, or Harry

    as most called him, did whatever he could to survive. While working as

    a runner for a local gang, he was discovered by Jean-Phillip Bordeaux,

    one of the lieutenants in the Allard crime family that ruled over the city.

    Bordeaux took the kid in and started showing him a different life, one lledwith wealth, education and prosperity. By the time he went off to college,

    Finche was going a different direction with his life, away from crime and

    into medicine. However, after a mob war started and nearly wiped out the

    Allard family outright, Finche headed to Bordeauxs aide, only to nd him

    dead with the others. Vowing vengeance and just out of medical school,

    Harry began rebuilding an empire, with Crimenet right alongside the whole

    time.

    STR1, STA2, AGL1, DEX1, FGT1, INT3, AWE3, PRE4

    Skills:Close Combat: Knife 6 (+7), Close Combat: Unarmed 3 (+4),

    Deception 5 (+9), Expertise: Criminal 5 (+8), Expertise: Doctor 7 (+10),

    Expertise: Streetwise 2 (+5), Insight 2 (+5), Intimidation 3 (+7), Perception

    2 (+5), Persuasion 4 (+8), Stealth 4 (+5), Technology 1 (+4), Treatment 7

    (+10).

    Advantages:Benet: Membership 4 (Crimenet), Benet: Wealth 3 (mil-

    lionare), Connected, Equipment 2, Fearless, Skill Mastery: Treatment,

    Speed of Thought, Well-informed.

    Equipment:Cell Phone (Smartphone), Knife, Undercover Shirt.

    Offense:Init +3, Grab +1 (DC Spec 11), Knife +7 (DC 17), Throw +1 (DC

    16), Unarmed +4 (DC 16).

    Defense:Dodge 4, Parry 4, Fort 4, Tou 2, Will 7.

    Totals:Abilities 32 + Powers 0 + Advantages 14 + Skills 26 (51 ranks) +

    Defenses 12 = 84

    Capo of London, UK

    Born into crime, Arthur Higgins is the great-grandson of golden age villain,

    The Gentleman, and has reinvigorated the family business by teaming

    with Crimenet. Calling himself The Gentleman, hes managed to take

    over most of Englands criminal holdings by having the right resources

    at hand. But Arthur is also playing a Faustian gambit, as hes workingwith Crimenet, while also having dealings with S.I.N. and the Pentacle of

    Shadows, with only Mister Crime knowing of his ulterior networking. While

    he handles many of Britains supervillains, The Gentleman isnt afraid of

    getting his hands dirty, especially if its to prove a point.

    STR1, STA2, AGL1, DEX1, FGT1, INT3, AWE3, PRE4

    Skills:Close Combat: Boxing 6 (+7), Deception 5 (+9), Expertise: Busi-

    ness 7 (+10), Expertise: Criminal 5 (+8), Expertise: Streetwise 2 (+5),

    Insight 2 (+5), Intimidation 3 (+7), Perception 2 (+5), Persuasion 4 (+8),

    Ranged Combat: Heavy Pistol 5 (+6), Stealth 4 (+5), Technology 1 (+4).

    Advantages:Benet : Membership 4 (Crimenet), Benet: Wealth 3 (mil-

    lionare), Connected, Equipment 3, Fearless, Skill Mastery: Treatment,

    Speed of Thought, Well-informed.

    Equipment:Brass Knuckles, Cell Phone (Smartphone), Heavy Pistol,

    Undercover Shirt.

    Offense:Init +3, Brass Knuckles +7 (DC 17), Grab +1 (DC Spec 11),Heavy Pistol +6 (DC 19), Throw +1 (DC 16), Unarmed +7 (DC 16).

    Defense:Dodge 4, Parry 4, Fort 4, Tou 2, Will 7.

    Totals:Abilities 32 + Powers 0 + Advantages 15 + Skills 23 (46 ranks) +

    Defenses 12 = 82

    Hieronymus FinchFirst Appearance:Acts of

    Villainy: Teams #1

    Arthur Higgins IVFirst Appearance:Acts of

    Villainy: Teams #1

    Joseph CamenelliFirst Appearance:Acts of

    Villainy: Teams #1

    Olivia VegaFirst Appearance:Acts of

    Villainy: Teams #1

    Viggo JorgensonFirst Appearance:Acts of

    Villainy: Teams #1

    Mister MakoFirst Appearance:Acts of

    Villainy: Teams #1

    PatchworkFirst Appearance:Acts ofVillainy: Teams #1

    Andrea PierceFirst Appearance:Acts ofVillainy: Teams #1

    Terrance HippFirst Appearance:Acts of

    Villainy: Teams #1

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    Real Name:Unknown

    Occupation:Criminal mastermind

    Identity:Secret

    Legal Status:Unknown

    Former Aliases:None

    Place of Birth:UnknownMarital Status: Unknown

    Known Relatives:None

    Group Afliations:Crimenet

    Base of Operations:Mobile

    First Appearance:Acts of Villainy: Teams #1

    History:The actually history of Mister Crime is a mystery, as is almost

    everything about him. His rst known appearances were a few years ago

    in Motor City. At rst, it was believed that his appearances were differ-

    ent people, as he would appear across town only seconds after his last

    appearance, but eye-witness accounts soon proved otherwise. With his

    appearances becoming more frequent and spread out among the United

    States, A.C.T.I.O.N. (see A.C.T.I.O.N.) took over the investigation from

    local law enforcement and began taking steps to procure information

    about the man. As time passed, they met obstacle after obstacle, with no

    one giving up information and the man in black leaving only an odd smellbehind as he eluded agents time and time again.

    Finally, after tiring of the game, Mister Crime appeared in A.C.T.I.O.N.s

    D.C. ofce, introducing himself and challenging those present to stop him

    and his organization, Crimenet (see Crimenet). And, while he was impris-

    oned for his bravado, they couldnt keep him for long, as he shifted from

    that body to another outside the building.

    Since then, Mister Crime has used his vast resources to go international

    with his agency, recruiting more criminals on a daily basis and offering

    them the perks of being a Crimenet member. In the few years that hes

    been active, hes not only created his illicit network, but has also managed

    to thwart a hero or two in the process. During recruitment of Patchwork

    in Motor City, he was faced with a makeshift team of heroes attempt-

    ing to halt his enterprise. Fortunately, there was also a H.A.D.E.S. (see

    H.A.D.E.S.) cell located in the city and, using his contacts, he was able to

    redirect their attention to their activities instead. In one other instance, he

    went head-to-head with The Watch (see The Watch), only to use some oftheir own foes against them.

    Though he never does the crime himself, hes been known to borrow the

    bodies of heroes, government ofcials and even children to achieve his

    goals. Mister Crime is a ruthless criminal and business man that wants

    nothing more than to bring about an age of crime, no matter the cost.

    Height:61 Weight:181 lbs.

    Eyes:Black Hair:Black

    Strength Level:Mister Crime possesses the normal strength of a man his

    height, weight and build that engages in regular exercise

    Powers:Mister Crime has the odd ability to not only take possession of

    any living being, but also to alter their appearance to look just like his,

    thereby overriding who they are and borrowing their body to make room

    for his own. This unsettling ability doesnt appear to have a range of any

    sort, nor does it seem to be easily resisted. It does, however, leave an odd

    odor around him, not unlike the smell of a new car. Additionally, his mindseems to be closed

    to even the most powerful of psionic attacks and he doesnt appear to take

    much physical damage, if any, leaving behind his injuries on his hosts

    body instead.

    Paraphernalia:Mister Crime normally carries a black cell phone with no

    markings on it that goes where he does. When leaving a body, theres no

    trace of this phone left with the host.

    would further their own story and campaign.

    Ancient Evil:While his motives seem rooted in greed, its very possible

    that Mister Crime could be an ancient evil that can possess human bod-

    ies. Such spirits, like Mammon, may have risen up due to the state of the

    world, or perhaps by a ritual gone wrong (or possibly right). The only way

    to make him stop would be to imprison him once again. Easier said than

    done

    Spirit of Crime:Like an Ancient Evil, perhaps Mister Crime is the Spiritof Crime, a metaphysical representation of crime that wants nothing more

    than to spread its idea so it may live on. The easiest way of stopping him

    would be to stop crime. Everywhere.

    Cosmic Evil:Perhaps Mister Crime is grander than just a spirit. Perhaps

    hes crime itself personied to keep himself busy? Or maybe a cosmic

    being looking for something more? Stopping him could be a bit complex,

    like encountering the being on his own scale or convincing him to leave

    the world alone.

    Extradimensional Villain:It could be that Mister Crime exists outside

    our dimension and only possesses others because he needs a foothold

    into our world. In this instance, nding the right frequency may be able to

    uncover the villains orgins.

    The actual nature of Mister Crime is intentionally left to the Gamemaster

    to decide. Below are a few options and suggestions, but by all means not

    a denitive list. Creative GMs should feel free to make him anything that

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