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MR. FANTASTICTM , scientist Fighting: GOOD Agility: TYPICAL TM Strength: TYPICAL Endurance: EXCELLENT Johnny , adventurer Reason: AMAZING TM Intuition: EXCELLENT INVISIBLE GIRL Fighting: GOOD Agility: EXCELLENT Psyche: REMARKABLE Susan Storm Richards, adventurer Strength: GOOD Health: 42 Fighting: GOOD Endurance: EXCELLENT : 100 Agility: GOOD Reason: GOOD Resources: REMARKABLE Strength: TYPICAL Intuition: GOOD Popularity: 80 Endurance: EXCELLENT Psyche: TYPICAL Powers: Reason: GOOD Intuitlon: EXCELLENT Health: 60 ELASTIC BODY. Reed can make his body mal- Karma: 26 leable at will. and in this state can deform, Psyche: GOOD expand, stretch. or compress all or part of his Resources: REMARKABLE body. Reed can Stretch up to four areas away Health: 46 Popularity: 60 Karma: without making a FEAT roll. and is able to snack 40 Powers: Resources: REMARKABLE or pick up objects at that range. Reed must GENERATE AND CONTROL FIRE. Johnny can make an Endurance FEAT roll to stretch five or Popularity: 60 generate flame from all or part of his body. He six areas. He never can stretch more than six Powers: can also control external fire with Unearthly abil- areas. By stretching, Reed can attack several ity. He can shoot flame with Remarkable Agility opponents who are no, all adjacent. INVISIBILITY. Susan can make herself invisible to normal sight by bending tight around her up to three areas away, and can cause up to BODY ARMOR. Reed’s provides Remark- Unearthly damage. able protection from physical damage (bullets. body. She can make other people or things FIRE RESISTANCE. Johnny has Unearthly knives, explosives, and punches). but not invisible (or visible) if she makes a green Psyche FEAT roll. resistance to fire and heat. against energy rays and holds. He can FLIGHT. When flaming, Johnny can at Amaz- absorb damage from (up to) Incredible explo- . Susan has the ability to create ing speed. He can carry up to 180 lbs., but this sions. but must make a green Endurance FEAT and use an invisible force field. Used as a , the force field absorbs Monstrous dam- reduces his speed to Remarkable. roll afterward or fall unconscious. BODY ARMOR: Johnny’s flaming surface is Reed does no, have wrestling tal- age from any attack. Sue can shape the field WRESTLING. Incredible body armor against all shooting, ent, but his slippery, stretchy body makes him a however she wants. Used as a cushion. it can throwing, and hack & stash weapons. except difficult opponent. He grapples as though his absorb Monstrous damage. If any single attack those of Amazing or better material. All slugfest, Strength was Excellent. but he causes damage causes more than Monstrous damage, the field grappling, and charging attacks cause normal using his actual Typical Strength. He can collapses and Sue must make a green Endur- damage, but the attacker suffers incredible escape from a wrestling hold with a green ance FEAT roll or pass out for 1 to 10 rounds. damage automatically. Strength FEAT roll. She can use the field to lift as much as 10 tons (as if her Strength was Incredible). BLAST. When ‘flamed on’. Johnny can Talents: Reed is a master of many sciences. FLIGHT: By creating a column of force beneath explode in a super-heated blast of flame. caus- He excels in electronics and , and his herself and allowing it to topple, Sue can ‘fly’ at ing 150 points of damage to everything within Reason is Monstrous in these matters. Typical speed. She can carry along up to 10 five areas. Johnny’s flame dies out immediately tons of passengers or material. after this attack and his powers are reduced to Background: Years ago, Reed designed an Feeble. He will pass out for 1 to 10 rounds experimental spacecraft which he launched Talents: none. unless he makes a red Endurance FEAT roll. secretly with pilot and Sue and Johnny Storm. The ship encountered massive Background: Sue Storm was a passenger on Talents: Johnny’s Intuition and Reason are cosmic radiation, which altered the passengers Reed Richards’ unauthorized experimental Excellent concerning cars and racing. space flight that created the . and gave Reed his pavers. As MR. FANTAS- Background: Johnny is the youngest mem- TIC, Reed is the of the FF and chairman She married Reed in a wedding ceremony that was attended by most of the heroes (and vil- bet of the FANTASTIC FOUR. He accompanied of FANTASTIC FOUR, Inc. Reed is married to his sister Sue. her fiance Reed, and pilot Ben Sue Richards, the INVISIBLE GIRL. They have lains) of the day. The pair have one child, a son named Franklin. Grimm on an unauthorized space mission that one son, Franklin. met fortuitous disaster when it flew into a belt of cosmic radiation. THE FANTASTIC FOUR:

Several years ago, four friends took an ture is designed for a Judge and four play- His place is taken by Jennifer Walters, the experimental spacecraft on a secret test ers. The Judge should read the entire Savage SHE-. The adventure is fliiht into the Earth’s upper atmosphere. module before starting to play. designed with SHE-HULK in mind, but There they were bombarded with cosmic If there are fewer than four players, THE THING can be used instead. His stats radiation that altered their forms, gave either let the players control more than are Included for dyed-In-the-wool THING them strange powers, and changed their one hero, or run those heroes yourself as fans. lives forever. They became the FANTAS- NPCs. The heroes can form a Karma pool if TIC FOUR. If there are more than four players, add they want, but when they get separated in Now one of their enemies has brought in additional heroes from the boxed set, or Murderworld, divide the Karma in the pool a hired gun to finish the FF, a from other MARVEL SUPER HEROES evenly among the heroes. Each hero is on murderer called . But who hired products from TSR. If more heroes are his own in Murderworld. ARCADE, and why is his employer so added, you’ll have to increase the So, without further ado, we present to interested in the . strength of their foes, too, and give them you, ladles and gents, heroes and villains. Murderworld is an adventure for the more Karma: add 100 points for each and NPCs of all ages-the four and only MARVEL SUPER HEROES Role-Play- extra hero. FANTASTIC FOUR, in the depths of Mur- ing Game, featuring the FANTASTIC At the time of this adventure, THE derworld! Face Front! FOUR and a host of their foes. This adven- THING has left the FANTASTIC FOUR.

Credits: Authored with artistic flair by Jeff Grubb TSR Inc. Edited with talent rare by Steve Winter tm Graphically arranged from Intensive cam by Ray Silbersdorf POB 756 Cover rendered over them by Lake Geneva, WI 53147 illustrated beyond compare by Jeff Butler TSR,Inc. Maps drafted on a dare by Dave “Diesel” LaForce 0-88038-129-9 PRODUCTS OF YOUR IMAGINATION Chapter 1:

VON DOOM'S Express!

includes such famous siblings as the dow, heading for the roof. It looks like the Campaign late Lord of , ! Read the following to the players: INVISIBLE GIRL and HUMAN TORCH. Seconds later an explosion shakes the The student’s name is Sally Flack, building, and the hangar level security alarms howl to life. After many months of emptiness, the and she looks like a typical student on Baxter Building is again humming with an interview. wearing a sensible suit Ask the players running Johnny and life. Sue and brother Johnny are being and skirt and a pair of oversized amber Sue what they are doing, then leave them interviewed on the residential level. bracelets that rattle annoyingly as she for a moment and read the following to the Reed is conducting a maintenance pro- writes. She is taking notes on a yellow player running Reed. gram on the portal mon- legal pad in her lap, and recording the itors. SHE-HULK, the building’s new conversation for further reference. She The Negative Zone monitors and por- resident, is lifting weights on the gym- seems genuinely interested in the FF’s tal, like all machinery, need careful nasium level. The Richards’ son Frank- past, and the two heroes’ part in it. maintenance to ensure maximum lin also is on that level, playing games safety. The new system, installed after with HUBERT, his robotic companion. Sally’s questions are general on the ANNIHILUS’ recent rampage’, can FANTASTIC FOUR: how did they get only be opened from the Earth’s side, Sue and Johnny start in the lounge on started. why they stayed together, the diffi- and can survey a large area of the other level 1 with the interviewer, Sally Flack. culties of fighting alongside someone you universe. Reed starts in the Negative Zone Monitor care about, the interference of an older While engaged in a routine survey, Area on Level 4. SHE-HULK and Franklin sister on your social life, etc. your probes record a battle raging a start on level 2, Franklin in the playroom, During the interview, make a secret few thousand miles from the entrance SHE-HULK in the weight-lifting area. Intuition FEAT for Johnny. If it succeeds, to the Zone. A group of pirates- Read the following to the players run- inform him that while Sally knows a lot twisted, mutated things-are swarming ning Sue and Johnny: about the FF, and seems familiar, he can’t over the hull of a crippled ship. Due to remember ever seeing her before. Of the time distortion in the Zone, the bat- course, his interests in college ran toward tle seems short and merciful. The request came in the mail about a much flashier young ladies. If he is wor- week ago. A fellow student from John- ried, reassure him that the building’s scan- One of the pirates seems to be firing ny’s Metro College days is working ners would have picked up any threat of force bolts from his hands. Have Reed toward her doctorate in sociology. Her danger. thesis is about children who remain After about five minutes of interview, an (* FF #251, for those who’d like to refresh together in adult life. This obviously armored, caped figure flies past the win- their memories-Steve)

2 make an Intuition FEAT roll. If he suc- tough body). Her pride probably will be ceeds, he recognizes this pirate as BLAS- hurt more. Aftermath TAAR, the living bombburst, an old foe of After she climbs out from under the ram, If the gets lucky and beats the FF. the building is rattled by an explosion that the FANTASTIC FOUR (it shouldn’t, but Whether Reed does or doesn’t recog- makes the ram seem minor. The alarm who knows?), it calls in ARCADE’s heli- nize , tell him that these klaxons ; something has broken copter, which hauls the unconscious pirates, so close to the Negative Zone por- into the Baxter Building through the roof! heroes to Murderworld. In that case, skip tal, pose a potential danger. A set of dou- Chapter 2 and go directly to Chapter 3, ble locks kept in the monitor room cabinet Battle Raiders of the Lost Arcade. If the heroes defeat the DOOMBOT, a would reduce the danger. Reed could The heroes start in the areas mentioned install them in two rounds. close examination (and a Reason FEAT above: Reed in the Negative Zone monitor roll) shows that it’s a standard diplomatic Immediately after you mention the room, Sue and Johnny in the informal din- locks, the top four floors of the building DOCTOR DOOM robot that has been ing room, and SHE-HULK in either the rewired to perform this specific task. The shake from the force of a massive explo- weight-lifting room or the formal dining sion on the hangar level. The security rewiring, while expertly done, is more room. primitive than the original design, and has alarms sound off as the automatic defense A robot duplicate of DOCTOR DOOM systems springs to life. robbed the robot of its speech and higher has ripped open the hanger doors, mental functions. The robot’s inherent Ask Reed’s player if Reed is going to shorted out the security monitors on the install the safety locks, or go check the repair facility is attacking the rewiring like roof. and is currently trashing some valu- a human body attacking a disease. explosion. Make a note whether Reed able FF machinery. When the first hero installs the lock, because his decision While examining the DOOMBOT, the arrives on that level, DOOM chucks the heroes find a calling card inside the mask. affects later chapters. If he chooses not to short-range Fantasticar (“the flying bath- install the locks, don’t mention it again, The card, printed on fireproof plastic, tub”) from the area marked “Hangar” at reads “DeCara Electronics-We Do but note whether he comes back to it on the hero. his own. Robots! Located above the 8th Ave. Bak- This DOOM replica is not obviously a ery. Call after 4 p..” If the heroes don’t Meanwhile, read the following to the robot. He fights without speaking, and SHE-HULK player: examine the robot, this card flutters down attacks from a distance by tossing vehi- from the as the heroes are looking cles and machinery (something the real over the rubble. Pumping iron is the wrong phrase. DOOM couldn’t do) or by firing his blasters If the heroes choose to check out Supporting a hydraulic press over your whenever possible. If he gets tangled up DeCara Electronics, Sally Flack (the inter- head is just plain foolish. Especially if in a close fight with one of the FF, he blows viewer) volunteers to sit Franklin while the press is set up to tax THE THING to a hole in the floor with his blasters and they are gone. If this offer is refused. she his limits. You’re less powerful than drops to the next level with his attacker, asks to stay at the building until the FF Ben Grimm, but you’re the best the FF leaving the others behind. His blasters return. Failing that, she says goodbye, but has in the strength department. Now, can’t punch through the armor above the tries to hide in the building. (The com- as your arms get more and more tired Negative Zone and trophy room areas. puters will have no record of her depar- and the sweat drips down your face, This DOOM robot was originally built in ture). you wonder if setting the press to maxi- Latveria by the deceased monarch, and Sally Flack is actually a sent to mum was such a good idea. rebuilt by ARCADE and his employer at a observe the FF and report when the team more primitive level. The rewired DOOM- is out of the building on a long mission. BOT has one simple directive: break Her clunky bracelets are jammers; they THE THING’s hydraulic press is set up through the roof of the Baxter Building and to place an ever-increasing amount of disguise her Skrull chemistry so com- fight down through it, causing as much pletely that even the Baxter Building secu- weight on the subject, up to a preset max- damage and knocking out as many of the imum. The machine is set for a maximum rity devices read her as a human woman in of 100 tons, about twice what SHE-HULK her late twenties. Reed could recognize can normally handle. There are three DOOMBOT the bracelets as Skrull technology if he ways to get out of this mess: examined them closely, but Sally would be F A S E R I P very reluctant to let anyone examine or 1) Hold up the press. This requires three Ex Ex In In Gd Pr Pr handle them. If Sally’s true nature is some- red Strength FEAT rolls while the press Health: 120 Karma: 0 how revealed, she tries to flee. completes its cycle. After this chapter, let the heroes regain 2) Jump out from under the press. This Powers: flight, energy beams, body armor. as many Health points as their Endurance requires a yellow Agility FEAT roll. The FLIGHT is at good speed. rank number. sudden release will cause the press to ENERGY BEAMS cause Amazing dam- ram into the floor, and it will smash age with Excellent range (5 areas). Table 1: Von DOOM’s Express Karma through the floor and into the formal BODY ARMOR is Remarkable. Sue or Johnny are cooperative and dining room on a roll of 5 or less on one The DOOMBOT is not controlled by out- polite during the interview +10 die. side transmissions, but its eyes transmit Reed installs and activates the 3) Call for help. Franklin is on this floor, pictures of the battle to ARCADE. If a hero Negative Zone double lock +10 and either he or HUBERT could toggle hits one of the jammer buttons located SHE-HULK gets out from under the the wall switch and turn the dang thing throughout the building, these transmis- hydraulic press without damage +10 off. Franklin will come if called. sions are cut off, and ARCADE will not SHE-HULK gets knocked through If SHE-HULK tries one of the first two know how the battle turns out until his paid the floor into the dining room -20 options and fails, the press rams her observers on nearby buildings report back The DOOMBOT defeats the FF -20 through the floor into the formal dining to him. The DOOMBOT is defeated +40 room. She takes 10 points of damage (50 The DOOMBOT is cut off from for the ram minus 40 for SHE-HULK’s ARCADE +5

3 Chapter 2:

MOVEMENT: A tower moves 3 areas par Campaign Battle round. Once it has captured someone, it At this point, the heroes probably will The water towers start in the map areas uses rockets to fly away at Amazing speed check out DeCara Electronics. It is above where they’re marked: Olson’s, the Gas- to the Murderworld complex. the 8th Ave. Bakery (see side 1 of the ton Building, Overton Storage, the Arthur MARVEL SUPER HEROES map). The Street apartments, and the Randolf Build- Aftermath phone is answered by a female voice on ing. If some heroes are captured and others an answering machine, saying, “This is The towers are programmed to knock are not, the free heroes receive a ransom DeCara Electronics. I’m sorry, but Mr. out and capture the FANTASTIC FOUR. demand: “If you want to see your friends DeCara is in the lab at the moment, work- They can do this two ways: by beating the again, get over to Murderworld. Now.” ing on a bomb. Please call again later.” heroes unconscious (no easy feat), or by The message is delivered by a Willy The top floor of the bakery is empty knocking them out with a powerful sleep Lumpkin* robot built by DeCara Indus- except for a phone and an answering gas. tries, and includes directions to Mur- machine. The owner of the bakery, Mr. derworld. Sousa, admits that he rents the upper floor WATER TOWER ROBOTS If the heroes trounce the robots, to DeCara. but says DeCara never seems F A S E R I P ARCADE falls back on Plan B: kidnap Ali- to do any business. Sousa can describe In Gd Rm Un Pr Gd Pr cia Masters, a sculptress and close friend Mr. DeCara as “short, red-haired. wears of the FF, and hold her for ransom. The white suits and really loud bow ties.” Health: 180 Karma: 0 ransom demand will be delivered the DeCara, of course, is ARCADE, and he Powers: stun cannon, water cannon, same as above. has turned this neighborhood into a trap. scoops, knock-out gas, body armor. Those heroes who were captured by the All of the water towers in the area have WEAPONS: Each tower has a built-in Stun water towers wake up with their Health been replaced with special robots that cannon (treat every hit as a possible Stun) completely restored. Those who escaped look like water towers. They still carry and a water cannon (same as a fire hose). regain only their Endurance rank number water, but also can walk on their spindly HERO SCOOPS: The sides and floors of before proceeding to the Lost Arcade. legs, shoot water and energy stun-beams, the towers have trap doors which can Table 2: The Road To Karma and are programmed to capture the FAN- scoop up an opponent by getting a Slam TASTIC FOUR. Once the heroes leave the or Stun result in a slugfest. Once inside All the robots are defeated +100 bakery or enter an area containing a water the tower, the captured opponent is sub Player-hero is captured -30 tower, ARCADE activates the water towers jected to an Amazing potency knock-out Each teammate captured -20 (from his office in the Elliot Building) and gas every round. The surrounding area is dam- orders them to attack. ARMOR: The water towers have Incredi- aged -20 ble body armor. (* The FANTASTIC FOUR’s mailman. Shame on you if you didn’t know.)

4 roars through the tunnel, causing 20 points of damage to everything in its way. A successful Strength FEAT roll prevents the character from being swept back four areas. Pressing ahead against the flow is a red Strength FEAT. As Judge, feel free to change the colors of the passageways. You may use the color indicated on the map, or change it to keep the players guessing. To be fair, you should decide on any changes before a player decides which passage to enter. If the heroes enter Murderworld on their own, you can either lead them to the fun house by making up directional clues for the characters to find in the amusement park, or simply tell them that the clues lead to the abandoned fun house. ARCADE’s fun house is designed to split up the FF and force them to fight indi- vidually. Just inside the entrance is a wide corridor. If one of the heroes gets within 10 feet of this corridor, he gets sucked into the corridor as if it was a giant vacuum cleaner. If other heroes are within 10 feet, they get sucked into the tube, too. Any hero who dives in to save someone else gets caught in the suction, too. Heroes who were standing back or who jumped clear could do any number of things: fol- low their companions, or look for another way in. The suction in these tubes is Mon- strous, so Johnny can’t fly against the wind. The walls are almost frictionless, so the other heroes can’t grab on or pull themselves back toward the entrance. In a matter of seconds, ARCADE’s computers sort out the heroes and shunt them Chapter Three: through automatically-sealing side chutes into their respective ‘games’. Once the heroes are separated, each must deal with his or her own special trap. Before starting to run these battles, decide whether you will run the heroes through their deathtraps one at a time; or fight everyone simultaneously, one round at a time. The first keeps players from commu- nicating with each other, but the second keeps everyone involved. ways. These passages can’t be seen from Battle 1: Castle Hideous! inside the various traps unless a wall is Read the following to the MR. FANTAS- Side 2 of the map from this module is a knocked open. TIC player. schematic drawing of one of ARCADE’s The ducts are coded red, green, blue, Murderworlds. This version is located on and yellow. Only one type of duct is safe. an island off the Jersey shore. The Statue RED-Safe. You awaken and find yourself in the of Liberty can be seen on the horizon. The GREEN-Pinball Return. A large metal highest tower of a huge, medieval cas- Murderworld is beneath a deserted sphere made of Incredible strength mate- tle under . The plains beneath you amusement park. The map doesn’t show rial rolls down the passage, causing are swarming with an army of foul crea- the entire Murderworld. just the sections Incredible damage to anything it hit& The tures in gleaming black armor. Giants that the heroes are fighting their way ball moves two areas par round. stride through the ranks, wielding through. BLUE-Gas Trap. Pressure plates in the mighty clubs and spears. The tower In each corner of the map is one of the floor activate Amazing potency knockout trembles as the main gate is shattered games/traps designed for one of the FF. In gas. Heroes who are knocked uncon- by the giants, and the furious horde the center is ARCADE’s headquarters, scious by the gas are picked up five streams into the keep. hidden among several dummy HQ’s. rounds later by Mr. Chambers and Behind you, a sword is wedged into The traps and headquarters are con- returned to their trap. nected by ventilation ducts and passage- YELLOW-Water Pipe. A wall of water

5 range. The two drummers just keep thun- Battle 2: Mr. Fireman! dering away on their drums. Read the following to the HUMAN Johnny can try an Intuition FEAT roll TORCH player. when he reaches the top of the pyramid to see if Alicia is the real McCoy or an ARCADE double. Lower his Intuition by Your head is still thumping a melodic three ranks if the the drummers are still rhythm when you come to. Slowly you pounding away (10 points of damage realize that it’s not the blood pounding silences a drummer). in your forehead. but the steady beat of If Alicia is fake, it is booby-trapped to many drums. You are at the base of an explode, causing Monstrous damage and Aztec step-pyramid. The three tiers of wiping out the top two levels of the pyra- the pyramid are manned by robots in mid. The duct entrances are inside ths Aztec dress, wielding large poleaxes pyramid. that look like fire axes. At the pinacle of the pyramid, a robotic high chief flanked by two drummers is conducting Battle 3: Intruder! a sacrificial ritual. Behind the high Read the following to the Sue Richards priest, the sacrifice is tied to a large, cir- player. an anvil. Diamonds gleam on its hilt. A cular stone. The sacrifice is Alicia Mas- voice from nowhere declares, “To ters! defeat your enemies, you must Your head is spinning as you come to in unsheathe the Sword of the Ancientsl” a featureless room. At the far end of the The voice dies out, lost in the rising room is a door marked “EXIT” in warm, clamor of the raging armies. friendly colors. Moving around the room are four tank-creatures with the heads of bulls. Instead of horns, each Richards is facing a marauding army of ‘minotank’ sprouts a pair of heavy goblins, who snack in waves of five gob guns. lins each. After five waves(25 goblins), the lights flare and another set of five waves prepares to attack. The goblins are Sue starts in the marked corner. The ARCADE’s instant androids. All of the first four robots start in the areas labeled group have Typical abilities (Health=24). “tank." The area boundaries are intermit- The second group of 25 has all Good abili- tent, invisible force walls of Incredible ties (Health=40), and the third and all fol- Strength. Whenever Sue crosses a bor- lowing groups have all Excellent abilities der, roll one die: (Health=80). The goblins try to rush in and 1-7 The border is a force wall; Sue cannot grapple MR. FANTASTIC. cross. If Reed tries to fight, he will eventually 8-9 The border is open; Sue can cross. be overwhelmed. ARCADE can keep 0 The border is changing from wall to At this point, Johnny doesn’t know throwing goblins at him for hours. The only open, or vice versa. Sue can cross, but escape is to break through the walls and whether this Alicia is real or one of suffers 10 points of damage unless she short out the system. The walls are Amaz- ARCADE’s androids. The decision makes a green Agility FEAT roll. ing material. There are also several elec- whether Alicia is real or artificial is up to trical outlets in the walls. Reed can the Judge. All other figures on the pyramid squeeze through an outlet by making an are obviously robots. Agility FEAT roll. If the FEAT fails, If Johnny tries flying to the top of the pyr- Richards still gets through the Outlet, but amid, he’s in for a surprise. Each side of suffers Excellent electrical damage on the the top step is equipped with three power- way. ful water cannons, manned by little robot The situation is worse if Reed uses the firemen. These water cannons attack with sword. Pulling the sword from the anvil is a Incredible accuracy and cause Excellent Strength FEAT The sword can be used damage to normal men, Amazing damage against more than one opponent.* It auto- to the Torch when he’s flaming, and douse matically destroys any Good or Typical his flame for three rounds. These cannons androids it hits, and causes Incredible only attack flying targets. damage to Excellent androids. The sword The robot Aztecs have all Good abilities, is electronically booby-trapped to attack and Health scores of 40. They attack with MR. FANTASTIC’s nervous system. how- their poleaxes (Hack & Slash), and cause ever, so Reed loses 5 Health points every Excellent damage (these poleaxes are time he destroys an android with the much larger than spears). sword. Once Johnny reaches the top step, he Once Reed defeats the system, all the must confront the chief. The chief has androids shut down. The projection of the Excellent abilities across the board, 80 If Sue uses her power to make the walls army-filled plain fades away, and entry Health points, Excellent body armor, visible, she can cross any area at will. hatches appear on the wall adjacent to the Incredible resistance to fire, and force Minotanks are very complex vehicle- various ducts. blasters in its palms. The blasters cause robots, with the following abilities: Remarkable damage and have Excellent (*Check page 12 of the Battle Book.)

6 MINOTANKS The entire scene is a hologram, with the she was kidnapped) and ARCADE. Cham- exception of the area that SHE-HULK is bers and Locke shoot at ths heroes imme- B S C A E R I standing on. The floor of the room is 30 diately, while ARCADE escapes down a In Fb Ex Ex Ex Fb Fb feet below the central spur. The floor of the pneumatic tube that opens into the New Each minotank has a gun that causes canyon is part of the holograph. If SHE- Jersey sewer system. ARCADE heads for Remarkable damage and has Poor range. HULK jumps or falls, she will fall 30 feet his escape chute as soon as one of his Check for walls whenever a tank fires and then appear to hover in mid-air. employees is knocked unconscious. Once across an area border. The strafing run is intended to get Jen in the sewer system, ARCADE has Each minotank has both visual and heat into the fighter. The fighter doesn’t move, escaped. He can and will use Karma to detectors. If the INVISIBLE GIRL but the hologram gives the illusion of escape. becomes invisible, the minotanks can movement. Conduct the battle as if it was track her, but their Agility is reduced to ‘real’ vehicle combat. The ships have Aftermath Typical. Remarkable Control, Amazing Speed, and Typical Body. If the heroes are getting wiped out, the The Minotanks are programmed to fire heavy hand of fate must intervene in their 'Ben Grimm’s’ ship attacks with a series their guns at the INVISIBLE GIRL. They behalf. When the heroes are on their last never ram. If Sue gets on one of the mino- of computer-controlled lasers in the walls that firs with Incredible Agility. Jen’s ship legs, about to go unconscious, the power tanks, the others don’t hesitate to open fails-ARCADE has overloaded his cir- fire on it, and a shot that misses Sue hits can absorb five hits, but when it takes the cuits and blacked out part of New Jersey. sixth hit it explodes with Monstrous force. the minotank. All the traps shut down for five rounds, The EXIT is a booby trapped section of Ben’s ship is destroyed by four hits, but a until Chambers gets the emergency gen- new ship appears on the horizon when- wall. The only thing behind it is enough erators running. During that time, no traps explosive to cause Monstrous damage. ever one is destroyed. The walls of this trap can be breached to work, holograms disappear, and the The way out is through the walls and into androids are deactivated. If the heroes reach the ducts. Since the ship doesn’t the duct system described earlier. must be rescued this way, they get no really move, Jen must be in the open to Karma for the chapter (oh, the shame, to break through the wall. She can determine Battle 4: Mach Wars! be saved by Con Ed!). the room’s limits by throwing rocks (or the If the heroes capture ARCADE, he will Read the following to the SHE-HULK ship). Once a wall is breached, the room player. shuts down. spill the beans to save his hide. He is being paid $4 million to kill the FF, or $2 million if he keeps them occupied for the You regain consciousness in Arizona. Battle 5: afternoon. If none of the FF are seriously At least, it looks like Arizona: the Grand hurt, ARCADE stresses that he meant no Canyon to be precise. You are on a ARCADE’s Sanctum ARCADE has been beaten before by real harm, it was all in fun! weathered spur of rock about a quarter- ARCADE is reluctant to reveal who his mile from the north rim of the canyon. heroes who got into the works of his Mur- derworld. To prevent this, he has set up employer is. Make a reaction check for The spur is empty except for you, a few ARCADE as if he was a good guy, shifted scrub pines clinging to the vertical the deadly ducts and four false HQs. One two columns to the right if the FF promises sides of the rock, and a gleaming, of the HQs (Judge’s choice) is real. him safety. If ARCADE reacts favorably, he hawk-shaped ship, its jet engines shin- ARCADE, Locke, and Chambers are watching the fun from that room. The reveals his employer to be the . ing in the midday sun. who helped him rebuild an old DOOMBOT. Suddenly, the air is split by a high- other HQs contain dummies which The WIZARD is interested in something in explode when someone enters the room, pitched whine as another jet swoops the Baxter Building. but he didn’t say low out of the east. The far section of causing Monstrous damage. When a character reaches any HQ, read the fol- what, and wanted the FF out of the way- the rock spur is reduced to rubble permanently if possible, for several hours under the enemy fighter’s guns. The jet lowing aloud: at least. banks left and dips behind a butte, but At of this chapter, each of the not before you see the pilot: a huge, Looking through a ventilation grid, you heroes regains his or her Endurance rank rocky, orange monster. see ARCADE’s headquarters. Video number of Health points. They’ll need it! screens show the other heroes battling Lost Arcade their traps. A short, red-haired man Table 3: Karma cackles at their plight and slaps his knee in joy. His two assistants, Mr. The hero escapes his or her trap +40 Chambers and Miss Locks, move The hero deactivates his or her calmly about the room checking read- trap +10 outs. Johnny figures out Alicia is phony +30 ARCADE is captured +30 Murderworld Is damaged +/- 0 If the HQ is a fake, the dummies repeat The hero is rescued by teammate -10 the same actions every two minutes, Johnny doesn’t check to see If unless they’re interrupted, in which case Alicia is real -20 they explode. If a character finds the real The hero does what ARCADE HQ and defeats ARCADE and his assist- wanted (Reed takes sword, ants, the Murderworld traps can be shut Sue tries EXIT, Johnny flies up down by making either a Reason or an pyramid, Jen gets into ship) -0 Intuition FEAT roll. If the heroes make their way to the right HQ, they see Chambers, Locke, Alicia (if Paste-Pot Pete). This pair was behind the The ’ agent is Sally Flack. If she Campaign DOOMBOT attack, and hired ARCADE to was left with Franklin, the Richards’ young keep the FF busy. The WIZARD is after the son is their hostage. Murderworld lies ruined with the technology used in the Negative Zone por- Two Skrulls are posted watching the dreams of its mad architect, ARCADE. tal. He wants to set up a portal of his own. stairs, two watching the ship on the The battered heroes return to the Bax- to plunder the riches of that alternate uni- hydraulic lift, and the remainder in the ter Building for some well-earned rest verse. time machine monitor room. and recuperation. The WIZARD and the stay The Skrull ship arrived after the WIZ- As you approach the building, you in the Negative Zone monitor area ARD knocked out the Baxter Building notice that it still needs a lot of repairs. throughout this chapter. They won’t leave defense systems and broke into the main A large, gaping hole stares out where it, because they retreated to this room computer. The WIZARD couldn’t repro- the hangar door once was, and the sen- under fire from the second invading gram Reed’s systems; the best he could sor devices are not working, though group, the Skrulls. When any of the FF try do was shut them down. A small battle they are deployed. The automatic to enter the Negative Zone monitor room. broke out when the two bumped devices in the building are not reacting go to Chapter 5, “Recruiting Drive.” into each other. The Skrulls managed to to your approach. It’s as if the building The group of Skrulls is a detached com- reactivate the SUPER-ADAPTOlD, held is dead. mand under the leadership of Captain in a stasis field in the FF’s trophy room. Sk’yll. Their objective is to capture DOC and the WIZARD and TRAPSTER judi- DOOM’s time machine (which was once ciously barricaded themselves inside the The top floors of the Baxter building are, used to defeat a group of Skrull Negative Zone monitor room. in effect, shut down. The elevators will not invaders*). With this machine, Sk’yll The FF are returning to a building with- rise above the 30th floor, and there are no intends to travel back to Throneworld out defense systems, held by two hostile lights visible in the upper building. Once before its destruction by ** and groups. Depending on how the heroes inside, the halls are lit by a weak emer- rescue the royal family: empress R’KiII investigate the building, they will discover gency light and natural light from the out- and daughter Anelle. By rescuing (and the following things: side. The Negative Zone and time controlling) the royal family, Captain Sk’yll machine monitor rooms are brightly lit, but would become a major power in the ROOF LEVEL this light can’t be seen from outside. Andromeda Galaxy. Repairs on the roof have not been The Baxter Building has been invaded made. by two groups. The first to arrive was the (* FF Annual #15) Security eyes are deployed, but any WIZARD and his current compatriot in (** FF #257) crime, the TRAPSTER (once known as careful examination reveals there is no FIRST LEVEL and BELOW The SUPER-ADAPTOID has already power going to them. Elevators and power are working in the taken the abilities of the WIZARD and lower part of the building. TRAPSTER, and still has the abilities of FIFTH LEVEL Roberta, the robot receptionist, was THE THING. Its template Rubble from the DOOMBOT’s attack is shut down with the main computer. has been erased. It appears at the start as still cluttering the floor. The FF’s large freight elevator doesn’t a human figure with Ben Grimm’s rocky An alien spaceship is parked on the work. hide, the WIZARD’s helmet and antigrav- hydraulic lift. Reed can identify it immedi- Nothing has been disturbed in the resi- ity disk, and TRAPSTER’s paste-gun. Its ately as a Skrull shuttle. All other charac- dential area. stats are currently: ters recognize it only as an alien vessel, and must make a green Reason FEAT roll As mentioned before, Sally is a dis- F A S E R I P to identify it as a Skrull shuttle. The ship is guised Skrull. She stayed with Franklin in In Gd Mn Mn Gd Ty Ty his playroom once the power went out, guarded by two Skrull soldiers (see the Health: 150 (No matter what abilities the Battle section). both to calm the child’s suspicions and to SUPER-ADAPTOID has absorbed. it keep his latent power in check. She has FOURTH LEVEL orders to kill him if he starts glowing (he always has a Health of 150, minus dam- The walls are marked by blaster burns won’t, but Sally doesn’t know that). Sally age.) and large patches of glue. left Franklin once to “reconnoiter.” Actu- Powers: body armor, flight, power gloves, Many of the patches of glue have ally, she reported to Sk’yll and got involved paste-gun, and whatever powers it imprints of Skrull faces in them. One has in the fight with the WIZARD and TRAP- absorbs from the FANTASTIC FOUR. the reversed features of Sally Flack, but STER. She was trapped by some glue, but characters must make a green Intuition BODY ARMOR. Incredible. from THE escaped by changing shape (and by get- THING FEAT roll to recognize the face. ting some help from her comrades). HUBERT, the small mobile extension of FLIGHT Typical, from WIZARD. Franklin doesn’t know Sally is a Skrull, but the security systems, is stuck to the ceiling HUBERT, stuck to the ceiling, saw her POWER GLOVES. Also from the WIZ- above the stairway entrance, pinned by ARD, these can fire Incredible energy one of the WIZARD’s anti-grav disks. change shape and will identify her as a blasts with Poor range. HUBERT calls attention to himself if any of PASTE-GUN. Identical to TRAPSTER’s. the FF pass beneath lt. Fires Monstrous adhesive with Typical The doors to the Negative Zone area are Battle range. stuck. The first character to check the This Battle section deals only with the Skrulls and their allies. When the FF head Skrull soldiers will fight to the last. The door notices glue all around the doorjamb. SUPER-ADAPTOID will fight until it has 50 If the heroes press on through the door, go for the Negative Zone area, refer to Chap to the Recruiting Drive section. ter 5, Recruiting Drive. or fewer Health points, then try to escape. The door to the back-up computer is All Skrulls are armed with blasters capa- It smashes through an outside wall and ble of delivering Incredible damage. Cap flies straight up out of the atmosphere. If blasted open. The computer is salvage- most of the Skrulls are down, Captain able with 10 minutes of ‘kit-bashing’ (as tain Sk’yll also packs a blast-rifle that does Sk’yll sets the time co-ordinates and trans- described on page 19 of the Campaign Amazing damage. All of these weapons have Good range (3 areas). Sally Flack ports himself to the Skrull ship five min- Book). utes earlier, escaping with the ship and The door to the trophy room Is blown off carries a small blaster disguised as a pen, two guards unless the ship was disabled its hinges. A check of the room reveals which causes Excellent damage at Typi- by the FF. that the SUPER-ADAPTOID is missing cal range. The Skrull ship carries no arma- from its stasis bonds. ment, but has Amazing speed, Good Two Skrull guards are in the stairwell control, and Remarkable body. Aftermath (see the Battle section). Despite all their firepower, the Skrulls If the heroes are defeated by the Skrulls are not here to fight, but to discover the and the SUPER-ADAPTOlD, the Skrulls THIRD LEVEL secret of the time machine and steal any finish their mission by stealing the design Captain Sk’yll and two Skrull techni- cians are in the time machine monitor hard-to-reproduce parts. and components of the time machine and The two Skrulls in the ship are confident depart in their shuttle. The SUPER-ADAP- room, copying schematics. They have a portable generator with them. The that the FF are far away, so they aren’t TOID escapes. TRAPSTER and WIZARD being very vigilant. If the heroes make no stay in the Negative Zone area. SUPER-ADAPTOID is guarding the door sudden or loud noises, they surprise the If the FF win the fight, the Skrulls can be to the time machine itself. Skrulls. If the Skrulls have time, one will imprisoned temporarily while the authori- The computer room is a mess. Some- attack while the other radios Captain ties are called. The SUPER-ADAPTOID one tried to break into the system, but Sk’yll, warning him of the heroes’ return. must be returned to his stasis . managed only to fry most of the equip The two guards in the stairwell are snip- Holocaust ment. ers, ordered to pick off WIZARD and Table 4: Karma The DOOMBOT is in the assembly area. Repairs have been TRAPSTER or anyone else who tries to Super Adaptoid is defeated +75 move up or down the stairs. If these Skrulls are defeated +30 started. guards are hard pressed, they have orders Franklin is rescued +30 SECOND LEVEL to fall back to the time machine room. HUBERT is rescued +10 Sally Flack and Franklin Richards are Besides Captain Sk’yll, the Skrulls in Computers are reactivated +10 hiding in Franklin’s playroom. Franklin is the time machine room are technicians Skrulls are prevented from unharmed, but Sally looks a little banged checking out the machine. Unless they’ve escaping with the plans +10 up. Her injuries are from battling the WIZ- been warned or alerted by noise, their FF are defeated by Skrulls -30 ARD. She had to change shape to escape weapons are holstered and their backs are TRAPSTER's glue, but hasn’t changed in to the door. Captain Sk’yll always has his front of Franklin. Sally calls to the first FF blast-rifle in hand. member who reaches this level. Chapter 5:

escape by retreating into the Negative get past the second lock in three rounds. If Campaign Zone. Reed tries to see what the WIZARD is Eventually, the heroes must deal with the What happens next depends on doing and makes a yellow Reason FEAT WIZARD and TRAPSTER. who are in the whether Reed mounted the safety locks roll, he realizes that something else is try- Negative Zone monitor room. on the Negative Zone Portal back in Chap ing to get past the portal from the other If the building’s security systems are ter 1. If Reed activated the locks, TRAP- side! reactivated, scanners detect two intruders STER and WIZARD are still in the room; If the WlZARD has already opened the still in the Negative Zone monitor area. TRAPSTER is watching the door while portal when the FF break in, the TRAP- and a huge power drain to the Negative WIZARD tries to break Reed’s lock sys- STER sends a recall signal and tries to Zone portal. TV cameras in the area show tem. If Reed neglected to install the locks, hold the FF back by spraying a wall of glue nothing. Tapes made earlier show the the WIZARD has broken through and is in between himself and the heroes. The WIZ- WIZARD and TRAPSTER running into the the Negative Zone; TRAPSTER is alone in ARD returns from the Negative Zone three area and sealing the doors, and then go the monitor room. rounds later. If the portal is resealed blank as TRAPSTER sprays glue over the before then, the WIZARD is trapped in the cameras. Battle Negative Zone until the heroes rescue him If someone looks at the doors to the Any Skrulls that are discovered still in or he finds his own one-way exit from the Negative Zone monitor room, they notice the building head for the hills, preferring to Zone. that the doors are stuck shut by TRAP- flee rather than fight. STER’s paste. Sounds of operating If Sally Flack’s disguise is penetrated, Aftermath machinery and moving people can be she tries to reason with the heroes rather Timing is crucial in this chapter. The heard from inside the room. than fight or flee. She explains that giving heroes must stop the TRAPSTER and the The paste holding the door closed is of the secret of time travel to the Skrulls will WIZARD before the portal is opened or Monstrous strength. There are three ways atone for their loss when Galactus something escapes from the Negative into the room. The TORCH can generate devoured Throneworld. If Sally’s entreat- Zone. The effects of the heroes’ success heat (not flame) for five rounds, making ies to the players fail, she resorts to vio- or failure is detailed in Chapter 6: the glue brittle so it breaks easily; a char- lence, taking a hostage if possible. Accentuate the Negative!. acter can try to break through the doors or If the FF break into the monitor room Recruiting Drive a wall; or a character can quickly invent a before the WIZARD opens the porta/, the Table 5: Karma fluid that will dissolve Monstrous glue. WIZARD is captured +40 TRAPSTER and WIZARD originally TRAPSTER tries to keep them busy while the WIZARD bypasses the second portal TRAPSTER is captured +20 intended to steal the portal design. The lock. The TRAPSTER fights until he is WIZARD is stopped before he sudden arrival and vicious attack of tha overpowered, but WIZARD attacks only if opens the portal +10 Skrulls have left WIZARD and TRAPSTER someone attacks him. The WIZARD can badly shaken, and they’ve decided to

10 Chapter 6: Accentuate The Campaign If the SUPER-ADAPTOID is still in the If the FF prevented the Negative Zone por- The portal control board explodes in a tal from opening in Chapter 5, read the fol- building, it investigates the noise and lowing paragraph to the players: deafening, rainbow shower of sparks. attacks BLASTAAR on sight (SUPER- The lights flicker, and the already taxed ADAPTOID wastes no affection on his power systems fail throughout the former ally!). The threat at the portal has been building. Out of the smoking wreckage averted, but the Negative Zone moni- of the Negative Zone portal strides a tors are still jumping off the top of the huge humanoid figure, power erupting Aftermath scale! Something is expending an from his great hands. BLASTAAR If any Skrulls are still hiding in the build- incredible amount of power trying to walks the earth once more! ing, they flee during this fight. (It’s obvious force itself back through the portal. Vis- that the FF are home again.) ual probes located just beyond the por- If the FANTASTIC FOUR defeat BLAS- tal reveal that something to be Battle TAAR, they can return him to the Negative BLASTAAR, the Living Bombburst! BLASTAAR begins in the Negative Zone Zone without further incident. If the FF are portal, the heroes in the monitor room. lf beaten by BLASTAAR, the living bomb- the WIZARD was in the Negative Zone, burst escapes into the city. BLASTAAR will break through in six BLASTAAR carries the inert, beaten WIZ- If the WIZARD and TRAPSTER help rounds unless the heroes can electroni- ARD back with him. fight BLASTAAR. they argue that they cally beef up the portal locks. Each round, BLASTAAR's first concern is blowing should be set free as a reward for their the character at the portal control board away the FANTASTIC FOUR, then taking help. Let the players decide whether to must make a Reason FEAT roll. Reed, who control of the world. All through the fight, turn the two over to the authorities. designed the system, must make green BLASTAAR crows about how he intends to Table 6: Negative Karma FEAT rolls to keep the portal closed. If Sue control Earth and plunder it until nothing or Johnny are at the controls, they must remains but a hollow shell. WIZARD and WIZARD is captured +40 make yellow FEAT rolls. She-hulk, the TRAPSTER must make Reason FEAT TRAPSTER is captured +20 group’s newest member, needs red FEAT rolls Find the result below: BLASTAAR is captured +100 rolls. If the character at the controls makes White-fights with BLASTAAR against FF. BLASTAAR is returned to the all six Reason FEAT rolls, BLASTAAR is Green-runs away. Negative Zone +50 contained in his dimension and Earth is Yellow or Red-fights with FF against WIZARD and TRAPSTER are spared If not, BLASTAAR overpowers the BLASTAAR. released +/- 0 portal security and bursts into our dimen- If the WIZARD’s disks are used Any villains (including Skrulls) sion! to make BLASTAAR weightless, a well- escape -10 each Read the following to the players if one timed charge or throw can knock BLAS- of these FEAT rolls fails, or if the WIZARD TAAR back through the portal. opened the portal in Chapter 5. Chapter 7:

This chapter is to wrap up any loose ends version of the time machine and travel decide it may be an easier target (and they or undefeated villains, and let the FF start with the Skrulls to the area that was once are welcome to try and take it!). making repairs. Tarnax IV, the Throneworld. If the FF do Reed or his chosen representative is Sally Flack maintains her disguise and this. they will be away from Earth for asked to appear at a meeting for tenants of tries to bluff her way out of the building. If months. The Skrulls will constantly be try- the Baxter Building. The tenants are confronted, she tries to flee or rejoin the ing to steal or copy the device. Finally, they slightly irate about erratic service, power other Skrulls. She bargains for her free- must find a way to rescue the royal family failures, and continual super-villain dom, if Franklin is a hostage. while Galactus destroys the planet. After attacks. They demand a reduction in these If ARCADE escaped he will try again the rescue, Sk’yll and his soldiers will turn attacks, or a corresponding reduction in (hey, a contract is a contract). Disguised against the heroes. rent. Play this for laughs, Judge as Willy Lumpkin. the FF’s mailman, he If the FF leave the DOOMBOT in the Loose Ends tries to enter the building and plant a robotics lab it becomes active five days Table 7: Karma bomb that causes Monstrous damage in later. Its self-repair systems have undone ARCADE detected and caught +30 one area and all adjacent areas. The com- WIZARD’s rewiring. Its movements set off BLASTAAR defeated and sent puter, if operating, detects ARCADE for the security alarms immediately. The home +100 what he is immediately, and notifies the DOOMBOT moves to the nearest elevator, SUPER-ADAPTOID defeated and FF. Play this adventure rather light. rips open the doors, flies up the shaft to locked in stasis +75 If the SUPER-ADAPTOID and/or BLAS- the roof, smashes through the roof, and DOOMBOT recaptured +30 TAAR escape a police report comes in sev- leaves. Its ultimate goal is the Latverian DOOMBOT allowed to “go eral days later on super-powered embassy. If questioned, it explains (in halt- home” +20 creatures demolishing large sections of ing phrases) that it “wants to go home.” If Skrull queen rescued +20 the park. If both escaped, this is a private attacked, it fights back, and summons Skrulls acquire time machine -300 battle between the two. If only one three identical companions by radio, Tenants are calmed and satisfied +10 escaped, this is a lure to draw the FF into a which arrive four rounds later. fight in the open, so the bad guy can get If any of the Skrulls escape, they won’t back to the Negative Zone portal and the try again to steal the FF’s time machine. Negative Zone. Their spies tell them that another such If the FF agree to help the Skrulls rescue machine is hidden in Latveria, whose lord their empress, Reed must build a portable and protector is deceased. The Skrulls

12 MISS LOCKE ARCADE assistant to ARCADE (real name unknown), assassin Flghtlng: GOOD Fighting: TYPICAL Agility: GOOD Agility: EXCELLENT Strength: TYPICAL Strength: TYPICAL Endurance: GOOD Endurance: TYPICAL Reason: GOOD Reason: REMARKABLE Intuition: GOOD Intuition: EXCELLENT Psyche: GOOD i!i Psyche: TYPICAL Health: 36 Health: 36 Karma: none Karma: 66 Resources: TYPICAL Resources: EXCELLENT Popularity: - mF ’ Popularity: 60 Miss Locke is responsible for the coordination of tr Powers: none. but ARCADE does carry a dart the Murderworld complex. She often accompa- pistol that fires darts tipped with Amazing poi- nies the red-haired assassin when he kidnaps son. Any body armor stops these darts. victims to take to Murderworld. Talents: ARCADE is a natural mechanic and architect. His Reason is Incredible when work- ing in these fields. Background: ARCADE was a bored, rich kid MR. CHAMBERS who turned to crime for kicks. He invested his assistant to ARCADE inheritance in a series of Murderworld traps. then sat himself up as a freelance killer, Fightlng: GOOD offering to off anyone for $1 million. Basically Agility: GOOD psychotic ARCADE enjoys tormenting his vic- Strength: TYPICAL tims in his deadly amusement park as much as Endurance: TYPICAL the money. Reason: EXCELLENT Intuition: TYPICAL Psyche: TYPICAL Health: 32 Karma: none Resources: TYPICAL Popularity: - Mr. Chambers is responsible for maintenance of the Murderworld systems. His Reason is Remarkable in electronics. BLASTAAR BLASTAAR, reaver Fighting: EXCELLENT Agility GOOD Strength: AMAZING BODY ARMOR: BLASTAAR has Remarkable Endurance: UNEARTHLY body armor, owing to his alien physiology. Reason: GOOD Intuition: GOOD Talents: BLASTAAR has Excellent Reason Psyche: EXCELLENT regarding military matters. Health: 160 Background: BLASTAAR once was the mon- arch of Baluur, a planet in the Negative Zone. Karma: 40 His own people rebelled against him and set Resources: EXCELLENT him adrift in the debris belt near the entrance to Popularity: 2 our universe. He was unknowingly released and led back to Earth by Reed Richards, and con- Powers: siders Earth easy prey. ENERGY BLASTS. BLASTAAR can shoot Mon- strous blasts of neutrons through his hands. to Excellent range (5 areas). FLIGHT: BLASTAAR can fly at Remarkable speed by releasing controlled blasts of neutrons from his fingers. 2) They can fire Incredible electron-beam blasts with Poor range; WIZARD 3) They can generate a Remarkable force field. (real name unknown), Talents: The WIZARD was once a world- criminal and Inventor famous physicist, and his Reason is Amazing Fighting: POOR when dealing with sub-atomic particles and Agility GOOD other dimensions. Strength TYPICAL Background: Alter becoming a celebrity for Endurance: EXCELLENT his ‘magic’ tricks. the WIZARD turned to crime Reason: INCREDIBLE in an attempt to discredit the HUMAN TORCH. Intuition: TYPICAL The HUMAN TORCH escaped from the WIZ- Psyche: TYPICAL ARD’s trap and brought the WIZARD to justice. Several such humiliations led the WIZARD to Health: 40 found the , who were Karma: 52 defeated by the FF on many occasions. Resources: varies Popularity: 10 Powers: ANTI-GRAVITY DISKS. The WIZARD uses anti-gravity disks of his own design as weapons. He throws them with Excellent Agility, and the disks adhere with Monstrous Strength paste (courtesy of the TRAPSTER). Any target struck by a disk floats upward at a rate of 10 feet per round. unless it’s fastened to something solid. FLIGHT. WIZARD wears an antigravity disk on his costume. This allows him to fly at Typical speed. POWER GLOVES. WIZARD developed a pair of power gloves that give him three powers: 1) They raise his Strength to Excellent;

TRAPSTER Peter Petruski, criminal Fighting: POOR Agility: GOOD WALL-WALKING. A recent wrinkle in TRAP Strength: POOR STER’s , the soles of his boots exude Endurance: GOOD glue, allowing him to walk on walls and ceilings. Reason: EXCELLENT He moves only 1 area per round in this fashion, and gets dizzy if upside down (he must make a Intuition: GOOD green Endurance FEAT roll to do anything dur- Psyche: GOOD ing the round). Health: 28 Talents: chemistry, especially when applied to Karma: 40 chemical adhesives. Resources: varies Popularity: 10 Background: Petruski was a research chem- ist who turned to crime after discovering a multi- Powers: polymer adhesive of Monstrous strength. PASTE GUN. TRAPSTER’s main weapon is a Calling himself PASTE-POT PETE, Petruski ran gun which shoots glue. This glue sets immedi- afoul of THE THING and HUMAN TORCH. He ately as a Monstrous material. It is flameproof, renamed himself the TRAPSTER after improv- but exposure to ultra-violet rays degrades the ing his weaponry and joining the Frightful Four. glue and makes it brittle. It can be crumbled He is not the bravest of the foursome. and usu- after 5 hours of exposure to sunlight. Pete’s ally follows WIZARD’s lead. Agility is Excellent with this weapon. The gun has Typical range (2 areas). TRAPS. TRAPSTER also carries a number of mechanical traps that he throws to ensnare vic- tims or impede pursuers. These devices are made of Excellent material. The SUPER-ADAPTDID can retain the powers of up to five heroes for two years. At the SUPER- start of this adventure, the templates of the AVENGERS have been erased, leaving only its ADAPTOlD THE THING template. android Talents: none. Fighting: TYPICAL Background: Created by A.I.M. (Advanced Agility: TYPICAL Idea Mechanics) in what may have been a freak Strength: TYPICAL accident, the SUPER-ADAPTOID has fought Endurance: TYPICAL the AVENGERS on a number of occasions. Reason: TYPICAL Intuition: TYPICAL Psyche: TYPICAL Health: 150 SALLY FLACK Karma: varies Onalla, Skrull spy Resources: none Fighting: GOOD Popularity: 5 Agility: TYPICAL Powers: Strength: GOOD DUPLICATION. The SUPER-Adaptoid can Endurance: EXCELLENT imitate and retain physical abilities and powers Reason: GOOD of any super-powered beings that he can see Intuition: EXCELLENT and that are in his area. The SUPER-ADAP Psyche: GOOD TOlD can instantly and completely imitate up to five seperate heroes. Health: 46 The SUPER-ADAPTOID duplicates the Fight- Karma: 40 ing, Agility, Strength, and Endurance of its tar- Resources: - gets, and physical manifestations of power. It Popularity: - cannot duplicate Reason, Intuition. or Psyche. It can pick and choose which abilities and powers Powers: it wants. It has duplicated androids, aliens, and SHAPE-SHIFTING. Same as Sk’yll. abilities. as well as material objects such GROWTH and SHRINKING. Same as Sk’yll. as ’s bows and ’s armor. BLAST PEN. Onalla’s blaster, disguised as a pen, causes Remarkable damage and has Typi- cal range. Talents: acting. SKRULL Background: Onalla is an experienced Earth CAPTAIN SK’YLL spy. She will not give up her disguise unless Sk’yll, Skrull military officer SOLDIERS forced to. Fighting: EXCELLENT Fighting: GOOD Agility: GOOD Agility: TYPICAL Strength: TYPICAL Strength: TYPICAL Endurance: GOOD Endurance: GOOD Reason: GOOD Reason: GOOD [EXCELLENT] Intuition: GOOD Intuition: TYPICAL Psyche: TYPICAL Psyche: TYPICAL Health: 46 Health: 32 Karma: 26 Karma: 22 [32] Resources: - Resources: - Popularity: - Popularity: - Powers: (Ranks in brackets apply only to Skrull 1 SHAPE-SHIFTING. All Skrulls are natural Unearthly shape-shifters. Changing shape does technicians.) not alter their basic abilities. This change Powers: requires a conscious effort from the Skrull. SHAPE-SHIFTING. Same as Sk'yll. GROWTH and SHRINKING. Along with their GROWTH and SHRINKING. Same as Sk'yll. shape-shifting, Skrulls have Feeble Growth and BLAST PISTOLS. These pistols cause Incredi- Shrinking powers. enabling them to grow to 1.5 ble damage and have Good range. times their normal volume. or shrink to 0.75 times their normal volume. BODY ARMOR. Sk’yll wears a protective suit that gives him Remarkable body armor. BLAST RIFLE. His blast rifle causes Amazing damage at Good range. Talents: none. Background: Captain Sk’yll is a veteran of the Skrull- war. He wears an eye-patch as a result of a war wound. consumed in a ball of flame where the combined urge to conquer came from the belief that he powers of Tyros and the collided was the most fit man to rule the world, not from In Loving Memory with his immobilized form. an insatiable for power. His super-germs The passing of the monarch of Latveria has and army-crushing devices could easily be not been commemerated in the fashion tradi- overshadowed by his developments in time tra- DOCTOR DOOM tional to the deaths of heads of state. There vel and artificial intelligence. VICTOR VON DOOM, have been no eulogies, no somber funeral. The All that emerged from the planet-shaking Monarch of Latveria Latverian Embassy denies the monarch’s that took DOOM's life was his mask, a demise. mask that covered a twisted face and a human Fighting: REMARKABLE Undeniably, DOOM was the most dangerous soul. The world is both richer and poorer for his Agility: EXCELLENT national leader since the fall of the Third Reich. presence, and the same for his absence. May Strength: REMARKABLE Yet this obsessed man was driven by a fierce he rest in peace. Endurance: INCREDIBLE love of his people and respect for humanity. His Reason: AMAZING Intuition: INCREDIBLE Psyche: AMAZING Health: 120 Karma: 140 Resources: AMAZING Popularity: 40 Powers: BODY ARMOR: DOOM wore a suit of armor that provided him with Incredible body armor. FORCE FIELD. DOOM's armor also generated a Monstrous force field. It had no effect on magi- cal or psionic attacks. FORCE BEAMS. DOOM’s gauntlets shot beams of Amazing force to a range of 7 areas (Remarkable). FLIGHT. DOOM could make Excellent speed by using the jet-pack built into his armor. Talents: DOCTOR DOOM was a scientific genius who built time machines, space craft, robot duplicates and servants, mind-control devices, and innumerable super-weapons. He received one column shift to the right when 1 inventing things. Background: VICTOR VON DOOM was the son of Latverian Gypsies, and was raised in that small Balkan country. He was fascinated by sci- ence, but also learned a smattering of Gypsy magic. I As a young adult he traveled to America and attended Empire University with Reed Richards. There, DOOM attempted an experi- ment to contact his mother in the afterlife. The experiment ended in an explosion that disfig- ured DOOM’s face and caused his expulsion from the University. Fleeing civilization, he took refuge in Tibet, where a group of holy men helped him to cast his mask and armor. Returning to his native Lat- veria, DOOM overthrew the existing monarch and set himself up in that place, guarenteeing a healthy, prosperous land at the price of individ- ual freedom In the years since his rise to power, DOOM fought most of the world’s “SUPER HEROES” at one time or another, but came back time and again to bedevil the FANTASTIC FOUR. DOOM held a deep hatred for Reed Richards, who had warned him about the danger of his disastrous experiment and an error in his calculations. DOOM was always in the forefront of the FAN- TASTIC FOUR’s enemies. VICTOR VON DOOM met his physical end as the result of one of his machinations against the FF. lmbuing into one of Galac- tus’ former heralds, Tyros, DOOM was himself

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FRANKLIN RICHARDS Franklin Benjamin Richards, child Fighting: POOR Agility: TYPICAL Strength: FEEBLE Endurance: POOR Reason: TYPICAL Intuition: GOOD Psyche: MONSTROUS Health: 16 Karma: 91 Resources: none Popularity: 10 Powers: Franklin Richards has exhibited extremely potent mental mutations. dwarfing the powers of great beings such as ANNIHILUS and NICHOLAS SCRATCH. These powers are cur- I rently under a self-imposed mental block because Franklin cannot control them, and they SHE-HULK will only surface again when the child reaches maturity. Jennifer Walters, adventurer THE THING Talents: none. Fighting: REMARKABLE Benjamin J. Grimm, adventurer Agility: EXCELLENT Background: With his powers dampened, the Strength: AMAZING Fighting: INCREDIBLE Only child of Reed and Sue Richards is vulnera- Endurance: AMAZING Agility: GOOD ble to attack by the FF’s foes. Reed and Sue Strength: MONSTROUS have adopted civilian identities (Reed and Sue Reason: TYPICAL Benjamin) to protect Franklin. Intuition: GOOD Endurance: MONSTROUS Psyche: EXCELLENT Reason: GOOD Intuition: GOOD Health: 150 Psyche: REMARKABLE ALICIA MASTERS Karma: 36 Alicia Masters, sculptress Resources: EXCELLENT Health: 200 Popularity: 30 Karma: 50 Fighting: POOR Resources: REMARKABLE Agility: TYPICAL Powers: Popularity: 80 BODY ARMOR. SHE-HULK’s thick hide gives Strength: POOR her Incredible body armor. Powers: Endurance: POOR LEAPING: Jennifer has powerful leg muscles. BODY ARMOR. Ben’s orange, rocky hide Reason: GOOD though not as oversized as her cousin the Hulk. serves as Incredible body armor. Intuition: GOOD She can make Remarkable leaps. ALTER EGO. THE THING has changed back to Psyche: EXCELLENT ALTER EGO. SHE-HULK can change to her his original form of Ben Grimm on several occa- weaker, original form intentionally or because of sions, either by accident or experiment. Follow- Health: 18 an overdose of gamma radiation. She must ing the SECRET WARS, Ben learned he was Karma: 40 make a red Endurance FEAT roll to avoid chang- able to effect that change at will, and chose to Resources: TYPICAL ing as an effect of radiation. Jennifer Walters’ remain Ben as often as possible. Ben Grimm’s Popularity: 20 abilities are listed below. abilities are listed below. Powers: none. F A S E R I P F A S E R I P sculpting, art. Ty Ty Pr Gd Gd Gd Ty Ex Gd Gd Gd Gd Gd Rm Talents: Health: 26 Karma: 26 Health: 50 Karma: 50 Talents: Jennifer Walters was a lawyer Talents: Ben can fly any airplane or spacecraft licensed to practice in California. Her Reason is of terrestrial design. He can dope out the work- Excellent on legal matters, but as the SHE- ings of any alien craft with a green Reason FEAT HULK she has less patience for legal intrica- roll. His Reason is Incredible when applied to Background: Alicia has been a close friend of cies. flying craft. the FANTASTIC FOUR for many years, and has faced many dangers at their side. Blind from Background: Lawyer Jennifer Walters was Background: Ben was the pilot of the flight shot by gangsters, and saved by a blood trans- that gave the FANTASTIC FOUR their powers. age six, Alicia has developed her artistic abili- fusion from her cousin Bruce (the Hulk) Banner. Despite his basically soft-hearted and under- ties and talents to the point where she is a Banner’s irradiated blood transformed the mild- standing temperament, Ben hated what he had respected sculptress in the New York area. mannered lawyer into the 6-foot-7-inch green become, and only recently has begun to accept Lacking any super powers. Alicia has often amazon. SHE-HULK worked briefly with the it. His short temper often leads him to act before been a target for those wishing to strike at the AVENGERS, and now is a member of the FAN- thinking, particularly when he’s frustrated or FANTASTIC FOUR. TASTIC FOUR (and reserve AVENGER). annoyed. At the time of the MURDERWORLD adventure. Ben is not a member of the team.