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Flamethrower


This week's first COTW is another from my mytho-supers Chaos Continuum campaign... He's one of the team-mates of Shark (who appeared last week), the first who joined the team that would become known as the Elementals Elite.


Flamethrower; headstrong pyrokinetic and pyromaniac super-villain

(c) copyright 1984-2001 andi jones

Total Points: 69,250 Points

Age about 40; 6'2"; 220 pounds; a tall and lanky man with tanned skin, shaggy reddish-brown hair and brown eyes, and wearing a costume - something in bold reds and yellows, with either hotrod-style flame patterns on the arms, or maybe racing stripes.

ST 10   [-] - thrust 1d-2, swing 1d, fatigue 12
DX 13  [30] - basic speed 6.25, move 6, dodge 7*/16*#
IQ 13  [30] - senses 15
HT 12  [20] - hit points 15, stun 100
WL  9 [-10] - fright check 12**
 *includes bonuses from Combat Reflexes
 **includes +3 from Composed
 #includes +6 from Passive Defence and +3 from Flight

ADVANTAGES: Absorption x100 (Fire/Heat; Points may only go into Extra Fatigue, -20%) [640]; Alertness +3 [15]; Ally Group (Elementals Elite, 15-) [150]; Alternate Identity x2 [30]; Appearance (Attractive) [5]; Charisma +2 [10]; Collected [5]; Combat Reflexes [15]; Contacts (Various) [50]; Costume [15]; Extra Fatigue +2 [6]; Extra Hit Points +3 [15]; Extra Stun +40 [80]; Flight (Only while in Body of Fire, -10%; Cannot fly underwater, -5%) [34]; Multimillionaire x4 [100]; Musical Ability x1 [1]; Patron (Shark, 15-) [90]; Super-Flight x3 [60]; Thermographic Vision [20]; Wealth (Filthy Rich) [50].

SUPER-POWERS: Animate Fire (Power 25; Extended Duration x3, +90%; Rapid Fire, x9, +360%; Nuisance Effect, requires 3 hexes of fire per animation, -15%) [1,204]; Body of Fire x250 (Instantaneous, +20%; Link, to Passive Defence, +10%; No Obvious Effect, +20%; Selective Effect, +50%; Costs Fatigue to Activate, 2 points, -5%) [2,438]; Control Fire (Power 5000; Wall x2, +60%; Temporary Disadvantage, Overconfident, -10%) [22,500]; Fireball (Power 25; Armour-Piercing (100), linked to Costs 9 Fatigue, Emergencies Only, Full-Damage Only, No Knockback and Reduced Range x3, +0%; Continuing Damage, +50%; Continuous Beam, +50%; Doesn't Harm User, +20%; Homing, +50%; Hotshot, +30%; No Obvious Effect, +20%; Rapid Fire x5, +200%; Nuisance Effect, must have 1 "on fire" hex per attack, -10%) [765]; Firestorm (Power 25; Area Effect, +50%; Continuing Damage, +100%; Doesn't Harm User, +20%; Hotshot, +30%; Increased Area, +20 hexes, +400%; Movable Area, +40%; Selective Effect, +50%; Wall x2, +60%; Costs Fatigue, 2 per use, -10%; No Knockback, -10%; Nuisance Effect, area must be at least 33% "on fire", -15%; Takes Recharge, 5 seconds, -25%) [1,185]; Neutralise Fire (Power 9000; Rapid Fire x4, +160%; Requires WL roll, -40%; Temporary Disadvantage, Edgy, -5%) [38,700]; Passive Defence +6 (Instantaneous, +20%; Link, to Body of Fire, +10%; No Obvious Effect, +20%; Costs Fatigue to Activate, 2 points, -5%) [218]; Smoke (Power 250; Doesn't Harm User, +20%; Movable Area, +40%; Limited Use, 3 per day, -20%; Nuisance Effect, area must be at least 33% "on fire", -15%; Takes Recharge, 10 minutes, -25%) [750].

DISADVANTAGES: Bad Temper [-10]; Callous [-6]; Compulsive Carousing [-1]; Delusion ("Fire is alive") [-1]; Enemy (The Phalanx, 6-) [-15]; Enemy (Law Enforcement worldwide, 6-) [-15]; Greed [-5]; Migraine (on 6-) [-5]; Odious Personal Habit (Capricious and Mercurial) [-5]; Pyromania [-5]; Reputation -4 (as especially vile super-criminal and terrorist, to all citizens) [-20]; Secret Identity [-30]; Sense of Duty (to the Elementals Elite) [-5]; Very Unfit (Unreliable, on 5-, -70%) [-4].

QUIRKS: Hates the nickname "Firebug"; Hasn't played the guitar since the night his powers manifested; Enjoys chemical stimulants, but dislikes narcotics and depressants; Fond of gambling, especially poker and blackjack. [-4]

SKILLS: Acrobatics-12 [2]; Area Knowledge (Los Angeles)-13 [1]; Area Knowledge (Ibiza)-14 [2]; Beam Weapons/TL12-14* [.5]; Brawling-12 [.5]; Carousing-14** [8]; Dancing-12 [1]; Disguise-11 [.5]; Driving/TL7 (Automobile)-11 [.5]; Ecology/TL7-10 [.5]; Electronics Operation/TL12 (Communications)-12 [1]; Electronics Operation/TL12 (Sensors)-12 [1]; Flight-15 [8]; Gambling-16 [8]; Intimidation-14 [4]; Karate-12 [2]; Motorcycle/TL7-12 [.5]; Musical Instrument (Guitar)-11*** [.5]; Musical Composition-9# [0]; Scuba-13 [2]; Sex Appeal-14** [4]; Singing-8**## [0]; Stealth-13 [2]; Streetwise-16 [8]; Swimming-14 [2]; Throwing-13 [4].
 *includes +2 from IQ
 **skill is at -2 when Very Unfit is active
 ***includes +1 from Musical Ability
 #default from Musical Instrument (Guitar)
 ##default from HT

LANGUAGES: English (native)-13 [0]; Spanish-11 [.5].

SUPER SKILLS: Animate Fire-15 [16]; Control Fire-15 [16]; Fireball-18 [28]; Neutralise Fire-16 [20]; Smoke-16 [20].

EQUIPMENT

When preparing for a confrontation, Flamethrower will be equipped with a few handy items. First, his costume is a fire-proof sheath of ballistic battle-cloth made of advanced non-metallic fibers; it provides PD 4, DR 40, and weighs 10 pounds. (This armour was not purchased as advantages; it is covered as equipment from his Patron.) He'll also carry a small TL12 hand-held micro-computer that serves as a neutrino communicator, multi-scanner and navigational tool. And finally, he will be equipped with as many as a half-dozen TL12 plasma grenades (see p.UTT66) which he will used to start fires. (And in a real pinch, he knows how to use a TL12 blaster weapon, though he's not in the habit of carrying one.) Under more relaxed circumstances, he'll not wear the armour nor carry the grenades, but he usually has the micro-comp. He is only ever without these items when he is spending a night on the town, bar- or club-hopping; in these cases, he'll have only a wallet (containing one of his false identities, cash, credit cards, etc.), hotel keys and as much cash as he might spend (possibly a few thousands dollars).

BIOGRAPHY

Born in the early 1960s to a mundane, middle-class family in Encino Valley, California, Stevie Jones grew up leading a normal life. Fond of music and not fond of working hard in school, Stevie spent his afternoons and summers absorbing the sounds of rock-n-roll; by the time he was in high school, he had taught himself to play guitar and formed a band with some classmates. In the spring of 1978, Stevie's band performed at their high school, and afterwards went out to a popular all-night diner to celebrate the gig. Stevie - always a bit of a hot-head, and critical of his performance - was in a foul mood. Spoiling for a fight, Stevie saw his girlfriend talking with a boy from school, and had words with the boy... Harsh words quickly turned into a fist-fight, and just as the boys hit the floor, a gas line in the kitchen cracked and a massive fireball erupted over the grill. But rather than flaring up and quickly dying out, the fireball continued to expand. In a matter of a few seconds, the entire diner was engulfed in flames. And over the course of less than a single horrific minute, every person in the diner was burned to death - except Stevie. Unscathed and not so much as singed, Stevie knew instantly that he'd made the fire rage through the restaurant... He'd felt the sensation of being the fire, like it had been a part of him. And he'd seen the footage on the news of mutant riots in New York, Mexico City and Rome, and he knew what mutants could do.

Stevie fled, hoping his involvement would not be discovered. In that, he got his wish; many of the bodies in the diner were burnt beyond identification, and Stevie was assumed to be one of the dead. And for the next six months, Stevie led the life of a runaway, living in the canyons outside Los Angeles and scrounging for food. On more than a few occasions - either when angry, or frustrated - his fire-controlling powers erupted, and the authorities clued in that they had a transient "pyro mutant" on the loose. Stevie realised that he would eventually be caught, and feared what would happen if confronted by the police. But he never had to contend with that reality; one night - as he was breaking into a deli to score some food - Stevie encountered the creature the press was calling "the Shark", a mutant who had been attacking ships in Atlantic ports like New York and Boston. Stevie was terrified, but quickly regained his composure when Shark informed him that he was a type of mutant metahuman known as a pyrokinetic. Shark also said he would help Stevie develop his "abilities", and learn to use them effectively. Stevie thought about it for only a matter of seconds, considering the depressing alternatives. He joined Shark on the spot, and has never looked back.

By late in 1980, Stevie was calling himself Flamethrower, and he and Shark were making a name for themselves as super-criminals. (Flamethrower's tempestuous and pyromaniacal personality was more than evident to the press, and he was dubbed "Firebug" in some of the tabloids, much to his chagrin.) Before long, they encountered a fellow mutant called Stratos, who helped form the identity of the group that would be known as the Elementals Elite. It was also at this time that Flamethrower and his team-mates made it public knowledge that they were not only mutants, but "mutant supremacists", metahumans convinced of the superiority of the 'home superior' race, and pledged to nothing less than the domination and subjugation of obsolete, mundane humans. That wasn't entirely true, of course, but it made good headlines. In early 1982, the Elementals rounded out their roster with the geokinetic villain Landslide, and adopted the alien space-craft Shark discovered on the ocean-bottom (which they named Atlantis). Everything came together, and the quartet threw themselves into a crime-wave that cemented their reputations as cunning, bold and brutal. They ran circles around the police, stayed two steps ahead of the governmental agencies, and over-powered or out-gunned every super-hero who crossed their paths.

In the mid-1980s, the U.S. Government turned up the heat; their super-agency C.H.E.S.S. (the Central Headquarters of Espionage and the Secret Service) was transferred to NATO jurisdiction. But it didn't make any difference; Shark was able (and willing) to engage military forces, and the Elementals Elite as a team seemed to be unstoppable. They were responsible for hundreds of deaths, caused billions of dollars in theft and damages, and were wanted by law enforcement from every corner of the globe. And they kept it up until 1988, when they finally retreated to enjoy their wealth and revel in their notoriety. When not "working" with his team-mates, Flamethrower travelled the world and enjoyed the night-life in places like Hong Kong, Paris, New York, London and especially Ibiza, a resort island in the Spanish Mediterranean known for its hedonistic night-club scene. For Flamethrower, it had been a frenzied ten years, and he had enjoyed every hot-headed, fiery, explosive moment of it. His entry into the world of Metahumanity seemed like a lifetime distant, which was just as well; it seemed that the more distance he put between himself and the spring of 1978 - psychologically speaking - the better he felt.

After a couple years of relative obscurity, the Elementals Elite returned to their lives of crime in dramatic fashion. In early 1992, Shark abducted a United States Navy nuclear attack submarine, and took its Trident missiles. In June, Shark appeared at the Earth Day celebrations in Rio and delivered an ultimatum to the industrial nations of the world: stop polluting the environment, or pay the ultimate price. For six months, the Elementals awaited results, but got nothing. And so, on 29 December, a small handful of Shark's stolen warheads destroyed the city of Sao Paulo, Brazil, and 12 million people perished. In the wake of the blast, Shark and Stratos used their super-abilities to contain the radiation, but Flamethrower became enthralled by the burning ruins and walked into the heart of the firestorm, pushing his fire-controlling powers to their limits. Whether it was the radiation mutating his metahuman abilities or merely extra-effort on his part, he found himself capable of controlling fire in an area more than a half-mile across, and able to consume fire in an area of several square miles... He had never felt more in touch with the fire, and had never felt more alive. He revelled in it. By the middle of 1993, however, it was clear that his expanded metahuman talents had come at a price: he developed head-aches and bouts of weakness, symptoms determined to stem from radiation poisoning.

But a little sickness wasn't enough to stop Flamethrower. Through 1993, he continued to indulge in the high-life while the United Nations wrestled with the issues of Shark's demands. At the end of the year, the progress on the environment was stalled and the Elementals destroyed Helsinki, Finland (and another two million people). Flamethrower again bathed himself in the glorious fires at ground zero, pushing his metahuman powers to even greater levels and risking further exposure to radiation in order to re-experience the same primal connection to the fire he had felt in Sao Paulo. He was exultant as the Elementals headed into 1994 - feeling invigorated and full of life, even as his radiation sickness worsened. Soon, the Elementals would face a new challenge in the form of the Phalanx, a powerful new team of super-heroes pledged to stopping Shark's acts of terrorism. Flamethrower was immediately swept into an intense rivalry with Hotspur, a fire-using member of the Phalanx whose powers manifested in the fiery nuclear death of Sao Paulo. In part, Flamethrower's renewed ardor helped the Elementals evade capture. In December, after another year of inactivity from the United Nations, the Elementals tried to destroy Seattle, Washington, but were foiled by the Phalanx. That event led to a encounter with US warships in the Pacific, a clash which saw a half-dozen vessels sunk by Shark - including an aircraft carrier and a destroyer, and thousands of deaths.

Although they escaped with only moderate injuries, the Elementals chose to abandon their ultimatums and clumsy political gambits, and return to what they did best: hands-on savagery. They embarked on a campaign of eco-terrorism targetted on the industries doing the most damage to the environment. For Flamethrower, this was a return to the good old days; the Elementals were destroying businesses, confiscating wealth and leaving a trail of victims. Despite renewed efforts by the authorities, C.H.E.S.S. and super-heroes like the Phalanx, the Elementals waged their guerrilla war through 1995 and into 1996, evading capture and successfully throwing the global economy into turmoil.

By late in 1996, however, the issue of the economy was upstaged by a super-natural disaster occurring in the atmosphere, an extra-planar storm-system known as the Demon Winds corrupting the Earth's weather. Saturated with chaos, the weather became increasingly extreme and violent, and each year the length of winter grew. The Elementals relaxed their campaign of industrial sabotage, and Shark even volunteered his weather-controlling super-powers to the efforts of a super-hero battling the Demon Winds. In 1999, after close to two years of solid winter, it looked as though Earth was nearing Ragnarok. The threat of an impending Apocalypse didn't bother Flamethrower. Flamethrower's fire-based powers were of little use against the Demon Winds, so he has spent much of the past couple years revelling in the pre-Apocalyptic chaos, engaged in extravagant partying in the few places in Europe and the United States where wealth and hedonism still provide shelter for those with money and connections. He remains ready to move the minute the Elementals need him, but in the meantime he's carousing like there's no tomorrow (which, given the circumstances, may well be true).

ENCOUNTERED

Flamethrower, as a man, embodies many of the characteristics of the fire he controls (and adores). He is animated and vibrant, and tends to run hot. His demeanour isn't consistent - he can be friendly, or critical, or aloof, or mean-spirited, or even (admittedly rarely) jovial and kind. But lurking beneath that surface is an intensely touchy anger, and however reasonable Flamethrower might be before an outburst, the moment he loses his temper, he can be as furious, cruel and violent as anyone.

Deep down, the root of Flamethrower's disturbed mental state is no doubt a direct result of the fiery tragedy he caused that night in 1978, when he killed several dozen classmates, numerous other innocent people, and - in a sense - himself. Clearly, he's never taken the time to properly deal with the emotions that catastrophe stirred up, and his inability to look inward has resulted in a tempestuous personality constantly in flux, and externalised in a fixation with fire - which he sees as something almost alive, a rapacious and indefatigable entity with which he identifies...

It should noted, however, that despite his temper, Flamethrower is not a raving madman, nor a complete loose cannon. He is more inclined to lose his temper in circumstances in which there is real pressure. In his civilian life - which primarily involves anonymous carousing and socialising in dance clubs, bars and discos around the world - he is markedly more relaxed, and seldom loses his cool. In these environs, Flamethrower (who will be using one of his false identities) is still unpredictable and touchy, but capable of controlling himself in all but the most trying circumstances...

FLAMETHROWER'S POWERS

Technically, Flamethrower is not a pyrokinetic; while he has an impressive control of fire, he doesn't have the ability to actually create fire or heat in other things. He can set his own body ablaze, at temperatures approaching 7000 degrees F; this provides DR 125 against fire and heat attacks, and DR 50 against bullets. The intense heat increases his unarmed damage to 21d, and even standing in his hex deals 25d of burn damage. (Note that Flamethrower's control over his fiery corona is quite fine. He can burn at lower temperatures; this will, of course, reduce DR and burn damage appropriately. The "No Obvious Effect" enhancement allows him to burn without visible flame or shedding light, if desired. With "Selective Effect", the proximity burn damage is also under his control, and only affects those he chooses.) When on fire, the heat shield surrounding him adds to his ability to manoeuver out of the way of danger; Passive Defence is linked to Body of Fire. The heat shield's thermals also give him the power to fly in this mode, at speeds up to 190 miles per hour (Move 96). Igniting his Body of Flame is instantaneous, but tiring (it costs 4 Fatigue total).

Once he's in the presence of fire, Flamethrower's power to manipulate it is near-total (and far-reaching since his mutation at Sao Paulo and Helsinki). Using Control Fire, he can contain any blaze within a radius of 1,000 yards, or rearrange the pattern of burning hexes in the same area (the latter modelled with the "Wall" enhancement). Flamethrower enjoys this power, and the rush it gives him inflates his already near-foolhardy confidence. Using Animate Fire (LC 9), he can create up to ten animated "living fires"; treat these as living shadows as per Animate Shadow (p.SU55) except that they inflict 25d burn damage instead. And using Neutralise Fire, Flamethrower can quench or suppress fires within a radius of 1,800 yards - an area of 3.25 square miles. The "Rapid Fire" enhancement was added to allow fires to be neutralised faster; see p.SU63. (This power can also be used to increase his DR vs Fire by 3.2 million points, if necessary.) Note that the act of absorbing fire is unattractive to Flamethrower, and something he is loath to do; it makes him edgy, and he must convince himself to do it by making a WL roll.

Offencively, Flamethrower is equally capable. His principle attack is Fireball, which allows him to cause fire to leap at enemies. He can launch up to six such 25d attacks per turn, but each attack must have a single "on fire" hex to fuel it. The "No Obvious Effect" enhancement models the fact that these attacks do not come from Flamethrower's hands or person, but from the hex of fire he must extinguish to make the attack; the fireball could come from the side or behind the opponent, as long as both the origin hex and target are within his range of 250 yards. Which enhancements he uses will depend on circumstances, though Continuing Damage and Homing are almost always used. With effort, the Fireball can be made hot enough to burn armour away; the Armour-Piercing enhancement is linked to a group of limitations, however, and will be use sparingly. (It is reserved primarily for use against vehicles and structures.) Flamethrower's other major attack is the Firestorm, which is much like the Fireball except that it covers an area of effect (up to 1800 hexes, in any shape he wants). Note that both Fireball and Firestorm are enhanced with "Doesn't Harm User"; aside from the obvious benefit, this prevents Flamethrower from using his own attack powers to fuel his Absorption battery. And finally, Flamethrower can use Smoke to make the fires in burning hexes intensify and consume their contents quickly, producing vast amounts of smoke - an area 100 hexes across.

Lastly, Flamethrower's radiation sickness seems to have stabilised; he periodically suffers debilitating head-aches and bouts of weakness, modelled with the Migraines and Very Unfit disadvantages (the latter with the "Unreliability" limitation, such that it only applies on a 5- on 3d).

THE ELEMENTALS ELITE

Shark: Despite the fact that Shark is a monster in every sense of the word, Flamethrower is staunchly loyal to him, and is unconditionally devoted to the Elementals Elite. He sees Shark as the agency of his deliverance, since it was Shark who lifted him out of his life on the street and channelled his anger (and super-powers) into "worthwhile" pursuits. Flamethrower admires Shark's talent for survival, and of all his teammates, he is the most at ease with Shark (despite Shark's bestial nature and unsettling appearance).

Stratos: Flamethrower has nothing against Stratos - and completely trusts his teammate in a pinch - but they don't have a whole lot to say to each other, and don't spend much time together "off the job". At best, they're happy to keep out of each other's hair, and there's no friction. And at worst, Flamethrower is a bit touchy, and Stratos gets on his nerves... But even these flare-ups are minor, and are never enough to jeopardise the team's actions.

Landslide: Landslide is handsome, athletic and a gifted academic, and occasionally that's a bit more than Flamethrower can tolerate. He knows, on some level, that he's insecure about it, but that doesn't prevent feelings of bitterness and envy. But if there's any friction, it's akin to sibling rivalry; when the chips are down, Flamethrower and Landslide work together without issue. And every once in a while, they even enjoy a night out pub-crawling together.

CANONICALITY

Flamethrower includes a handful of house-rules. He uses the "Will as fifth attribute" option, with the addition that WL is bought from 10, and at same cost as all other attributes. (It is used more predominantly, most notably in Cinematic skills, none of which Flamethrower has.) Flamethrower uses a house variant of the Stun rules from "GURPS Supers", available at the address below. His Ally Group advantage has a base cost of 50 points (for allies built on more than 100 points); the Elementals are built on well in excess of 100 points each, but it's probably not necessary to increase the price of the advantage. Flamethrower's Contacts are left unspecified, so the GM can assign them as he sees fit; for the most part, they are criminal contacts that provide help fencing, laundering and banking illicit funds, and other financial services. Flamethrower's Patron models the benefits of Shark's space-craft Atlantis. Some of his super-powers have some enhancements applied which are not technically legal, but which get the job done well enough; the effects are covered above (see FLAMETHROWER'S POWERS). Note that two of his powers - Fireball, and Firestorm - are both based on the Fireball power; Flamethrower bought it twice just to keep the enhancements and limitations clearer. Both use the Fireball skill. Finally, a couple of Flamethrower's disadvantages are not worth full value; this is largely because they don't affect him as adversely as they did when he was younger, but are still more severe than Quirk-level.

Variant Stun Rules

Variant Ablative DR Rules

Variant Armour-Piercing and Hardening Rules

WHAT IF?

Flamethrower exists in a high-powered supers setting, and would demand powerful player characters to be used as a recurring NPC. That's possible, in both a gritty or four-colour campaigns, but it's more likely that Flamethrower will be beyond the reach of most PC heroes. He is, after all, meant to be one of the most capable super-villains in the world, and has a career spanning two decades. But even if the heroes aren't in Flamethrower's weight-class, he can still be put to use in the campaign, either as a behind-the-scenes operator (serving as a background leader for lesser villains) or in a background role to establish atmosphere.

ADVENTURE SEEDS

Revenge, Best Served Hot: The FBI (or some other appropriate agency) has caught a very lucky break: they've arrested a small-time swindler in a racketeering bust, and he's offered up some intriguing evidence in exchange for consideration from the prosecutor. He claims he knows who Flamethrower is, and that he's helped him sidestep certain legal problems in the past. (The man would be one of the underworld operatives that Flamethrower has access to through his Contacts advantage.) Suddenly, they have an opportunity... But how will they go about it? Going through formal channels will take too long, and bring numerous other agencies and organisations into the mix. Will they go by book, risking all those cooks in one kitchen? Or might they try to handle it their own way? The PCs could get involved in this off-the-books operation at any level... They could be investigators in the racketeering case, now frantically searching for other criminals who also know something. They might be secret agents in the espionage community, tasked to find some of Flamethrower's other contacts, or to locate capable assassins, or procure equipment and weapons. Or they could be freelance metahumans - not quite super-heroes, more like mercenaries for the good guys - who get hired to bring Flamethrower down. Sure, he's very powerful. But with the benefit of inside information and the element of surprise, could the right group take him? Without Shark and his other teammates, is Flamethrower manageable? There are a massive number of people in the world who want to see Flamethrower dead, and part of the fun of this adventure might be collecting help from a stunning variety of police forces, law enforcement agencies, super-heroes, super-villains and corporate interests.

Balance of Power: The PCs are super-heroes. But even super-heroes have rent to pay, so periodically they hire themselves out as body-guards, couriers and security personnel. Their newest job is in a small ultra-tech research lab tucked into a factory complex in the city. The scientists there have invented new fire-fighting equipment, including a nozzle that sprays super-foam which extinguishes fires instantly, and a ray-gun that projects an energy beam which inhibits combustion. The researchers have had several break-ins by a gang of street-toughs in the employ of a local mob captain who thinks some ultra-tech hardware will give him an edge... So the PCs are hired on as security. And sure enough, in one of the nights following, the PCs respond to alarms indicating an intruder in the building. They get to a security terminal, and use close-circuit video to size up the gang that's broken in. They're shocked to see that it's not thugs, but Flamethrower himself, no doubt come to confiscate the fire-fighting gadgetry before its adopted by law enforcement agencies eager to see his capture. The PCs are way out of their league, but they have one chance: if they can get into the main lab before Flamethrower does, they can use the fire-fighting gadgets against him. They're just prototypes, of course, and not fully tested, but they'll even the score against the dangerous villain they face. Is Flamethrower resourceful enough to defeat the heroes without his full range of flame-powers? Are the heroes brave enough to face him, even with the flame-stopping tech? What other gadgets might be found in the labs to spice things up?

- written & formatted by andi jones (andi@angelwerks.com)
- thanks to jack herman and jeff dee for C.H.E.S.S.

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