*Note that Chris Goodwin in Clinton Chard have chosen to keep Bob Ramsey's and Zuunal's pages (respectively) on their own websites,
and so there may be some (mostly minor) glitches in formatting and continuity. Where there are conflicts in the
latter case, use the information found here.
Her first encounter was with Starr Edwards, who was already active as a superpowered bounty hunter, using the nickname Rattler. Since she and Starr have offices in the same complex, she thought that him joining her team would be a natural. However, while he did agree to help out whenever he was in town, his job would keep him from becoming a regular member. He also suggested the group's name, based on the principles that she said she wanted to uphold; she liked the Justifiers name enough to use it.
The next member-to-be that she spoke to about her plans was her cyberneticist, Dr. Antony Bartocimus. The young prodigy was, at first, shocked that "his creation" would be put at such risk, but then decided that it would provide a perfect opportunity to test out the reliability of his equipment, to say nothing of using it to help people other than the patient. However, he wanted to keep an eye on Cassandra (both out of a sense of protectiveness of his creations and a sense of responsibility for her as a patient), so he built the Cyberbug battlesuit, registered with OPAB, and joined Cassandra's team.
Soon afterward, Bob Ramsey, a client of Cassandra's came up for parole, and she proposed a new parole subsystem to apply to his case: in exchange for an early and reduced parole, he would serve Oregon as a superhero, under her close supervision. With reservations and some relatively tight restrictions, the Oregon Parole Board agreed, and Bob became the newest member of the Justifiers (though with no code-name).
As a part of Ramsey's parole agreement (among other things), the Portland Police Department (in cooperation with OPAB and other law enforcement agencies) assigned a liaison officer to simultaneously work with the Justifiers, act as Ramsey's parole officer, and specialize in crimes committed by superhumans. This officer was Sam Weber. After some discussion between Sam, his superiors, and Cassandra, it was agreed that, since Sam had a skill that could be classified as a paranormal power, he could be equipped well enough to be competitive with supervillains (thanks to a contribution from local hero Captain Glory) and made a member of the team. So Target X joined the Justifiers.
Most Recently, the alien scientist Zuunal heard of the Justifiers' formation, through connections with Orrad at METE (who had himself gotten the news from a contact at the Atlanta US Marshal's Office, who in turn had heard from Rattler). Seeing an opportunity to make an important contribution to this society he'd learned to love, he made his way to Portland to request membership in this new group, and was accepted.
The team is still a brand-new one, and has done little more than make press announcements about their existence. As a team, they operate out of Cassandra's law office; any decisions about building a separate base have yet to be made.
So far, however, they have worked well in their initial contacts with other superteams in the region, and with local and Federal law enforcement, thanks in large part to Sam Weber's efforts to that end. In particular, Captain Glory, who has long since "graduated" from the "street-level" investigations that marked the beginnings of his superhero career and which the Justifiers now conduct, has given them support in the form of computer equipment, encouragement, and professional recommendations, to say nothing of Target X's shield.
For one thing, any one of them could appear to act in their professional functions. Rattler is a bounty hunter; Cassandra Steele is an attorney; Bob Ramsey is a private detective (albeit a beginner, working for Ms. Steele's office); Cyberbug is a cyberneticist, with medical and technical skills; and Target X is a police specialist in paranormal crime. Any of these people could show up (the latter two in either their civilian or super identities) to perform these functions in your campaign. You could even "tone down" the characters, or depower them altogether, to make them normals who call on the PCs for help.
As a team, the Justifiers make a good Oregon encounter. In the high paranormal population of the four-color Champions Universe, they would probably be mostly limited to the Portland area and the north Oregon coast, but there's not much reason that they would necessarily stay in Portland (after all, if your PCs can track a villain to Portland, why couldn't the Justifiers track one to your area?). In that respect, they can serve the same function as any NPC superhero team, that of rescuer and allies in need of rescue.
If your campaign actually takes place in the Portland area, then the Justifiers can act as a sort of "excuse" for the PCs to not handle a certain type of adventure. For example, if you want to run a game where the PCs are all superpowered mutants who spend most of their time fighting Genocide and IMAGE, but you want to have groups like the Ultimates and VIPER in the background so they can occasionally influence your campaign, then the Justifiers can be the team that "usually" handles all that pesky non-mutant stuff.
Of course, since virtually any campaign takes place with a melánge of published and original characters, and nearly all GMs (myself included) have some sort of house rules they use, you're going to have to do some adapting for your campaign if you want to use them as NPCs (in addition to whatever editing you may need to do to fit them to your campaign setting). This is to be expected. The main thing with these characters is their background and function in the campaign, and I think you'll find something interesting for everyone to do.
Also, You may notice that each character has, in addition to the five basic sections given to all of Hero Games' published characters (Background, Personality, Quote, Powers/Tactics, and Appearance), each character has a section on Daily Life, Associates, and Personal Tastes. This is to better define each character, and how he or she fits into the world around him or her. It's information that I requiring for each player character; I recommend that you do something similar in your campaign. I'm also using a section titled Design Notes to clear up any unusual design practices, house rules, and similar issues on the character sheet for the individual characters.
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MapBlast! Logos and other special graphics courtesey of Pixelsight. All other material on this page and its
subsidiary pages is © 1996-97 by Bob Greenwade, except where noted otherwise. E-mail me if you have
any comments or questions.