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