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Expert Net Edition Judges Handbook Welcome to the next step.

The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the evolution of one of the most popular heroic RPGs of all time. While Original Set (MSHOS -the yellow box) was a down-anddirty, cola-and-pretzels, dirt-simple introduction to role-playing, this product is different.

This product assumes you know what you’re doing.

Unlike the Original Set, this set starts with the basic assumption that you have played RPGs before, most likely the Original Set. (For those who have wandered into this book despite the big letters declaring that this is an Advanced set, don’t worry — we summarize the major points from the previous set as we go along, both for your benefit and players of the Original who don’t want to be flipping between two books.) You know what role-playing is. You’ve had characters that could web-spin up a , could wall-crawl with the best of them, and those that were the best at what they did (snikkt!). Now you’re ready for more than your standard going toe-to-toe with the . This set of two books (a 96-page Players’ Book and a 64-page Judge’s Book), along with additional cards, maps, and stand-ups is for you.

Don’t let the size of this product, the amount of text included, put you off. Some is familiar ground, further explanations of FEAT rolls and abilities that have developed in the two years since the creation of MSHOS. Ideas that have worked their way in by a variety of support products, by a number of different hands, are brought together here, clarified, and codified. Most are new expansions on the rules of the game, retaining the basic mechanics of the game but breaking them out into a fuller campaign sense, Resources. Popularity. The new Contacts section, All of these are brand new, designed to add depth to your characters and campaigns.

The nature of your own heroes is changed, as we fill in the gaps in the Universal Table, allowing for more rapid advancement, and concentrating on the hero that YOU want to create. New combat strategies are dealt with, along with the use of Powers in combat.

But before I spin off into comic-book hyperbole, let me state: this is an expansion, not a revision. Certain game mechanics have been modified, but the game is designed to retain the flavor and basic rules of the original, and any adventure written previously for the Original Set should be equally at home with the Advanced Set, The only difference is the players have a lot more options available to them, The Original Set is neither reduced nor outdated by this product, and will remain as an introduction to Role-Playing, the starting point from which this only offers new frontiers and options.

This new book provides a lot of options. New combat tactics, including blindsiding, shockwaves, and the ever-loving fastball special. New equipment, new weapons, and new vehicles, New ways for the characters to spend their money, New things to build. A lot of new Powers, and more information on the old ones,

All in all, there is enough in here to give you, the players, a new lease on your super-heroic lives, and enough ideas to keep you, the Judge, hopping. Of course, the Judge’s Book contains a similar amount of information on how to handle the players. Fair is fair.

As noted above, this book comes from the thoughts, comments, and input of a number of sources. Kim Eastland developed the magic system in the form which you see here and beyond, Jerry Epperson provided the basis for the section on building and invention. David E. Martin provided the ideas for Plant Control. The Turning Page and Comics gave us help with support materials, Chris Mortika supplied us with one of our favorite sections — and least-known super-heroes, Kate Novak, Roger Moore, Joe Karpierz, Dave Collins, Ed Sollers, Steve Winter, and Harold Johnson provided feedback in an incredibly short time. Margie Neville and Peter Sanderson of Group provided review, comment, and official approval. Most of the Mighty Marvel bullpen fielded questions ranging from the mundane to the bizarre. Karen, Jeff, Dennis, Diesel, Colleen and Betty slaved away through the long hours to convert the original manuscript into a readable, presentable form,

And most important of all, thanks to those who have sent comments and questions, wrote long epistles, and button-holed me at conventions, who offered support and ideas and started me thinking on this project in the first place. A special thanks to you. This is the result of your effort and input as much as mine, The MARVEL SUPER HEROES Role-Playing Game is a growing entity, a game that should continue to grow as long as people are interested in telling the tales of their favorite heroes.

This is the next step in that growth.

Jeff Grubb 10 March, 1986

Game design by Jeff Grubb Editing by Karen Martin Graphic design by Dennis Kauth Typography by Betty Elmore Cartography by Dave LaForce Cover art by Alex Ross Interior art by Jeff Butler and the Marvel Bullpen Layout by Colleen O’Malley JUDGE’S BOOK

TSR, Inc. PDF Version 1.5 ISBN 0-88038-368-2 PRODUCTS OF YOUR IMAGINATION 6871XXX1902 Table of Contents 1: What is a Judge?...... 3 Judging Situations ...... 4 FEATs and Intensities`...... 4 Judging Combat ...... 7 Judging and Healing ...... 10 Judging Power Stunts ...... 11 Fire and Ice ...... 12 Contacts and Resources ...... 13 Judging and Building Things ...... 14 Special Requirements ...... 14 Judging and Other Dimensions ...... 15 2: Campaigns...... 17 The —An Overview...... 17 Running a Marvel Universe Campaign . . . . . 17 A Marvel Universe of Your Very Own ...... 17 Running Adventures ...... 17 Night of the Dreadnoughts ...... 18 Running the Bad Guys...... 19 Villains and ...... 20 Villains, Popularity, and Resources ...... 21 Random Events...... 21 Final Summary for Judges ...... 22 3: Characters ...... 23 Heroes ...... 23 Villains...... 42 Entities of Great Power ...... 54 Animals, Aliens, and Supporting Cast...... 58 Character Sheet ...... 64 Index ...... inside back cover

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein Is prohibited without the express written consent of TSR, Inc., and Marvel Comics Group. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group, MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Game design copyright ©1986 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, INC. POB 756 Lake Geneva WI 53147 1: WHAT IS A JUDGE?

game can see. In the above example, the player may ask "Do I see any other robbers in the bank?" The Judge would respond, "None that you can see." Such literal answers have the dual purpose of creating the illusion of reality (the players are not omnipotent) and driving the players crazy (the players are not omnipotent). As a rule of thumb, if a player looks for exact details, changes position to gather more information, or asks more than three general questions, the Judge can rule that that character's action for that round is observing and go to the next round.

Role-Play the NPCs: A non-player- character is any character not controlled by the players. This includes all the bad guys, as well as the innocent bystanders, the forces of the law, animals, and other heroes as well. In role-playing the NPCs, the Judge gets a chance to do a little play- Any role-playing game, adventure, or • Answer the player's questions and acting, so have fun. Use different voices store-bought module or accessory is only as clarify statements. and accents, try to sound like the character good as the Judge that uses it. The Judge • Role-play the various non-player you are portraying (be it or is the key to the entire operation; without characters (NPCs) the player-characters the Irish Chief o' Police). Voice can transmit him (or her, for there are excellent judges of encounter. clues as well as anything else. both genders), the best RPG in the world • Handle game mechanics. Often the decisions of the NPCs are becomes no more than interesting reading. • Make rulings when called upon in game determined by die rolls, particularly in the situations. So, what is a Judge? A Judge is the case of Popularity FEATs. Work these results into your character. If a character stage-setter, the tale-teller, the mediator, Describe situations: The Judge is the eyes, has been Friendly to the players throughout and the narrator. The Judge fills in the ears, and other senses of the players. The the adventure, and suddenly gets a bad die background, describes what the player Judge tells the players what they see from roll, that character does not suddenly characters see, and operates the the viewpoint of the characters. If a hero become Hostile (in most circumstances). non-player characters, ranging from walks by a bank in the middle of a hold-up The character would like to help, but does ultimate menaces to the universe to the Judge might say, "You see a brown not know the information, cannot give it out, small-time crooks to innocent bystanders to sedan in front of the Last National Bank, its is uninterested, has a pressing engage- other heroes and forces of the law. The engine running. Looking through the plate ment, or simply changes the subject. Judge decides if a character's action is glass window into the bank, you see a pair successful or if a villain escapes. The of men in stocking masks with handguns Finally, when role-playing NPCs, use the Judge provides the challenges for the making an illegal withdrawal. The bank same approach for what they know as for heroes and the information that lets patrons are lying on the floor." From the what the players know. Their information is them triumph. players' viewpoint, a third robber just inside limited as well. A low-level flunky might not the door is not visible, so the Judge makes know exactly what is up to To say that the Judge works against the no mention of him until the player-character players, since he (or she) runs the bad and no matter what prodding the players is in a position to sense him (or the third bring to bear he cannot reveal more. guys, is misleading and downright wrong. robber makes himself known by attacking Rather, the Judge works with the players to the hero). Handle Mechanics: The Judge runs the produce a pleasing, entertaining tale that combats, determines what everyone is can be related later with a smile ("Hey, Answer questions and clarify statements: In doing in a single round, and handles the remember the time I had Teflon Kid and any described situation, there will always be attacks for the NPCs. The Judge also challenged Spider-Man to a duel?"). questions. It's the nature of the game for determines what FEAT rolls need to made players to try to gather as much information at which time. The standard mechanics that Entertainment is the key. The Judge and as possible because it a) gives them the players, working together, produce the are the Judge's province are handled in the best chance to understand the situation and next section. script for their own comic book. Together, react accordingly, and b) it eats up time until Judge and players produce a final product they or their comrades can come up with an Make Rulings: This is the hardest of the worth talking about. idea to handle the situation. With both of Judge's jobs, since there will always be these practices in mind, the best type of The specific roles of the Judge are: decisions where the Judge must make a answers to give are clear and brief, again, judgment call, where the rules could permit • Describe the situation to players, from based upon what the characters in the the player-characters' viewpoint. either of two results. Whether actions are

3 JUDGING SITUATIONS

possible, whether a character can attempt a characters already have their limitations modified Powers. Power stunt, what type of result is required, stated in their character descriptions (for whether a character can add a Power, example, 's "Blending" Power Character Modeling: Modeled characters Talent, or Contact, all are judgment calls the only functions in dark locations). Suggested are probably the most difficult to create. Judge must make in ordinary play. The thing limitations, and the maximum rank to which a because they are a joint project between about such calls is that what you allow and Power should be raised by these limitations, the Judge and the player. Either the player do not allow is up to you. You can have a are detailed on page 9 of the Players’ Book. has some favorite hero that has not been "wa-hoo" campaign with every character covered. or has created one of his own performing all manner of Power stunts, or a In general, when assigning limitations, the with Powers beyond the bounds of those hard. gritty game where character interaction Judge should think of them as difficult but covered in this text. is supreme and characters do not try to use not impossible. Wall-crawling that only their Powers in new and strange ways. works in deep space is nearly useless to As noted in the Players' Book, the player the player with that Power. in particular if can "set" the abilities of a hero by checking The other thing about making such rulings the player is creating a character for an the character's abilities against those of the is that the Judge should be fairly conversant urban-style campaign. Use the limitations characters and descriptions listed in the in the rules. The Judge does not have to be to form the tenor of your own campaign, Power Roster Tables. The Power Rosters an absolute expert in all manner of Powers, and to prevent Powers that are too strong are a guideline only. but should be knowledgeable about what from upsetting the balance. they do (especially the ones the players For characters native to the Marvel control). Being able to find the rule you are If a player is raising a Power by accepting Universe. this table is fairly complete. Just looking for in the books is more important limitations, the player may reject the about everyone has fought everyone else than remembering the rule verbatim. The Judge's limitation and choose to have his in the Marvel Universe, so a good idea of players will quickly become absolute Power at the original unenhanced level (no comparative strengths and weaknesses experts on their characters' Powers. and, in second chances). A player may not so has already been established. For the case of those running denizens of the reject a limitation when the limitation is completely original characters, no such Marvel Universe, will acquire examples of called for by the Power. Powers that history of their actions exists. As a their characters pulling off some incredible require limitations are generally more recommendation to Judges, be prepared to Power stunt or another. powerful than most. The Judge should set knock down the initial abilities of these the restriction according to the initial Power "new" characters by one rank each. This is While there will be self-appointed experts rank of the limitation-requiring power. (This for no reason other than to provide some on all manner of Powers, there will also be is a case where taking a Power at a growth for the character in the campaign. those playing the game who have read just relatively low rank — with a minor limitation enough to know what is going on, and — and increasing it through experience is Powers for modeled characters may be enjoy playing the game. This is the other in the player's best interest.) similar to those listed in the Players’ Book, reason the judge should be aware of his derived from those Powers. or similar to ruleset—not every player will inform the To determine the limitations on a character Powers that are noted specially for Judge of what he or she can and cannot attempting to raise multiple Powers with a particular Marvel Super Heroes. Totally do, until (perhaps) after the fact. Being single limitation. take the highest maximum original Powers may be developed, but it is aware of your players' potential and how it rank and raise it by +1CS for each highly recommended that such Powers affects your campaign is critically important. additional Power being raised to determine have a limitation equal to the initial Power a suitable limitation. If a character had three rank +1CS. Powers, the highest of which would be Judging Situations raised one rank to Excellent, but wishes to Finally, modeled characters should have raise all three Powers by a limitation, then their initial Karma and Health set as pre- Judging and Character the Judge would look under the Maximum generated characters if they have a "track Situations of Incredible table for suitable limitations. record" in the Marvel Universe (even so brief a one as the Osprey). If a modeled The first "hurdle" for a Judge is when the Judge's Option: If most or all of a character is completely new to the Marvel players begin to design their own character's super-human Powers are Universe, set initial ability scores at the characters. For first-time Judges it is combined under a single limitation, the minimum values, as for generated recommended that pre-generated characters Judge may assign as a limitation the Power characters (with the equivalent lowering of chosen from those listed on cards be used. Alter Ego. How can an Alter Ego. defined Health and Karma). After a few encounters to give you a feel for as a Power. be a limitation? In this case the the game, give your players the option of Judge controls the transformation from the creating their own heroes. Alter Ego to the hero and vice versa, either FEATS and by some action, word, deed. or situation. In Intensities Creating generated characters is fairly addition, there may be unique situations straight-forward. The Judge is called into (such as exposure to exotic radiation, or The success of character actions is based the process when dealing with limitations. being struck by lightning) that may a on the FEAT roll. A player may be trying for transformation from hero to alter ego a green, yellow, or red result on a particular Limitations are a method of controlling a involuntarily. The player may negate these FEAT to determine success. What color is powerful or enhanced Power in the player effects by "purchasing" the Alter Ego Power needed is determined by the Intensity of the character's hands. Pre-generated at the level equal to the maximum of the FEAT. So who determines the Intensity?

4 Power Rosters

Fighting Endurance Rank Description Rank Description FB No training or ability FB Reduced or impaired ability PR Normal human ability PR Minimal ability or exercise TY Minimal training or natural ability TY Occasionally exercise GD Some formal training GD Moderate exercise EX Regular, formal training EX Regular exercise RM Superior talent RM Intensive exercise IN Superior talent with training IN Enhanced abilities AM Master of several forms AM Enhanced and trained abilities FN Maximum human potential FN Super-human stamina SP Enhanced Human potential, Extensive experience SP Super-human stamina with training MN Super-human maximum potential MN Rarely tires, great fortitude WN Super-human with some training, master of all racial forms WN Godlike UN Super-human with intensive training UN Immeasurable, never tires

Agility Reason Rank Description Rank Description FB Physically limited FB Couch potato, uneducated PR Clumsy, inaccurate PR Primary school education. Limited exposure to technology TY Normal human reactions TY Secondary school education GD Some training in dexterity and accuracy GD Bachelor's degree equivalent EX Intensive training in dexterity and/or accuracy EX Master's degree equivalent RM Olympic athlete RM Doctorate equivalent IN Olympic gymnast IN Multiple disciplinary, advanced degrees AM Maximum human potential AM Genius: Level 1; can understand alien tech FN Super-human sense of dexterity or accuracy FN Genius: Level 2 (Multi-focus); create leading tech SP Enhanced human potential SP Alien genius MN Super-human sense of dexterity and accuracy MN Alien genius - Improve and modify alien technologies WN Super-human potential with extensive training WN Near Omnipotence UN Movement and reactions in a flash, rarely misses UN Knows all human and alien technologies

Strength Intuition Rank Description Rank Description FB Able to press up to 50 lbs. FB Unaware of surroundings, limited or impaired senses PR Able to press up to 100 lbs. PR A little slow on the uptake TY Able to press up to 200 lbs. TY Normal human levels GD Able to press up to 400 lbs. GD Above average intuition EX Able to press up to 800 lbs. EX Fine eye for detail RM Able to press up to 2000 lbs. (1 ton) RM Detective skills or background IN Able to press up to 10 tons IN Strong empathic sense; gut feeling AM Able to press up to 25 tons AM Deep intuition FN Able to press up to 50 tons FN In tune with all surroundings, strong hunches SP Able to press up to 65 tons SP Enhanced senses MN Able to press up to 80 tons MN Superhuman senses WN Able to press up to 90 tons WN Senses beyond extraordinary UN Able to press up to 100 tons UN In touch with universe, cannot be blind-sided

5 Psyche Popularity Rank Description Rank Description FB Easily dominated or programmed FB Reclusive, little known PR Young, untrained, or hampered in sense of will PR Known to law enforcement TY Normal human willpower TY Known to local populace GD Resist ordinary mesmerism GD Liked by law enforcement EX Some experience with mental control and/or mystic forces EX Known to mass media RM Trained in resisting outside will-dominating forces RM Liked by general public IN Highly trained, or possessing great strength of will IN Liked by mass media AM Intensive training with mental powers AM Household name FN Indomitable willpower FN Megastar SP Enhanced willpower SP Worldwide fame/acclaim MN Intense training in mental powers, with experience MN Living (or non living) legend WN Among the most focused wills WN Interstellar/dimensional fame UN a closed mind, practically uncontrollable by outside means UN Living Icon

Resources Rank Description FB Reduced circumstances, unemployed, on Social Security or allowance PR Freelance, poor credit risk, lower middle class, students TY Salaried employment, middle class GD Professional employment, middle class EX Small inheritance, small business, upper middle class, Avenger's stipend RM Large business or chain of businesses, established trust fund, upper class IN Small corporation, millionaire AM Medium corporation, multimillionaire FN Large corporation, small country SP Medium country, huge corporation MN Multi-national corporation, government branch or military of major country, billionaire WN Multibillionaire, Great Britain UN Major country, mega-corporation

The Judge does. • If time is of vital import to an automatic point the Judge has to wing it. action being permitted. Standard Intensities and the abilities to • If the action being impossible would As Judge, first determine in your mind what which they apply are listed on the Intensities result in certain death of the character. that FEAT Intensity should be, without Table. These are the basics, the default Example: If a hero had an Intuition of Mon- regard to the abilities of the character conditions, of these various objects and strous, finding a hidden passage would be making that FEAT. A rain-lashed surface situations. If the ability of the character is of automatic. But, since time is of the import, would be a bit more slick than a normal steel a higher rank (not rank number) than the the Judge can call for an Intuition FEAT, with surface listed as Good in the Intensity tables Intensity, a green or better result indicates failure indicating the door is found next and under wall-crawling), but less slick than success. If the ability of the character is of round. Similarly, if the entrance to the room is a surface coated with oil (Remarkable). equal rank of the Intensity, a yellow result or suddenly sealed and the room fills with toxic Hazarding a guess, the FEAT Intensity might better is needed. If the Intensity is greater gas, such that the only way for the player to be Excellent. In the second case, unless the than the ability or Power, then a red result is survive is to find the hidden door, the Judge character can Power stunt into the range of needed. There can be Automatic FEATs and may permit a FEAT roll to find the door even heat radiation, the missiles will find the Impossible FEATs as well. though the hero's intuition may be Typical or invisible hero. If the hero tries to Power less, making the FEAT impossible. stunt, he may have a Power rank -1CS Determining Automatic and Impossible chance of evading the missiles. FEATs: The Players' rules state that a This brings up one of the basic guidelines of FEAT can be considered Automatic if the Judges: "Give the Players an Even Break." In cases where there is too much information Intensity is three ranks lower than the This is not to say the Judge should give missing, go to a "default condition." This is Ability being checked, and Impossible if the them what they want on a silver platter— the last resort of Intensities, and states that, Intensity is more than one rank above the they have to work (and spend Karma) for it, it the Intensity is unknown and likely unknow- one being checked. This is a general rule only that situations will exist where the able, the Intensity of the FEAT is equal to the for handling FEATs, though the Judge may Judge may have to permit them attempts to ability of the character trying to make the bend it at his discretion. A Judge may ask survive. What happens in a situation which FEAT. In other words, a yellow FEAT roll for a FEAT roil for Automatic actions, or is unprepared or uncalled for, such as result is needed for success. Since most permit a FEAT for impossible actions under Spider-Man wall-crawling on a rain-lashed important Intensities are usually determined limited circumstances: steel surface, or an invisible character being in advance by the Judge or in the adven- pursued by heat-tracing devices? At this ture itself, this "default condition" helps to

6 JUDGING COMBAT

speed play while not slowing down the Example: Turk (NPC) and Daredevil (PC) raised to Remarkable (26), one of Poor (4) players. (Of course, there is no rule saying are in a fight in a barroom. There is a gun raised +2CS is Good (8)). A negative CS to your have to tell the players it is a default lying on the floor. You (the Judge) decide damage lowers the damage to the standard condition — this is merely a shortcut you Turk (the character you control) should rank number of the rank below. (An attack can use.) make a dive for the gun. The Daredevil of Excellent (17) damage that gets a -1CS player decides to kick the loose gun away to damage inflicts Good (10) damage.) Judging Combat and tells you so. The Daredevil player grabs initiative. Daredevil will likely kick the Column shifts that affect all FEAT rolls The greatest amount of judging involves gun away before Turk reaches it, so it is affect all FEATs in the noted round. conflict, in particular with the player- time to reexamine Turk's options. Using Damage is not a FEAT roll, so it is not characters on one side and the Judge- Daredevil's distraction to dive for cover affected, but Endurance FEATs, defensive controlled NPCs on the other. The basic sounds like a good idea. Make a yellow FEATs, and any Power stunts are. format for battling is laid out in the Players' Agility FEAT for Turk. Success indicates the section, but bears repeating here: attempt to change his action is successful, Special Situations in Combat: The table and Turk can try to dive behind a table also lists certain situations where external 1) The Judge determines actions. (Agility FEAT at -1CS). Failure indicates factors may affect the combat situation. 2) The Players determine and state that Turk dove for the gun, which was actions. kicked away by Daredevil. Turk is flat on Dancing in the Dark: There are two types of 3) Initiative is rolled. the floor in front of Daredevil. and -1CS on darkness — Night and Dark. A Night 4) Pre-Action rolls are made. any actions he takes that round. At the start situation is a reduction of available light, 5) Actions of the side that has initiative of next round Turk no longer has the -1CS, though light sources exist (city lights, the are made and resolved. but you, the Judge, should decide Turk's moon, the stars), while a Dark situation is 6) Actions of the side that lost initiative action in this situation. one involving the elimination or total are made and resolved. reduction of light (in a cavern or If, in the above example, the Judge deter- windowless building with the lights out, an When the Judge determines the actions of mined to go ahead with Turk trying for the overcast night in the country). the characters he controls, he is effectively gun, on the off chance that Daredevil might role-playing those characters. As such, the miss the kick, no penalty would apply, though Night is considered Typical Intensity Judge's actions are limited to what those if the gun were kicked away Turk would be in darkness for FEAT rolls. Maximum sight characters may know or see. The Judge the same general position as if he tried and range is 5 areas, so weapons and Powers may know that Spider-Man is hanging failed (on the floor in front of Daredevil). may not be fired beyond that range. Firing directly above the head crook in the in darkness is done at -1CS, though normal shadows of the warehouse, but since the The Pre-Action part of the turn is when melee combat may take place. head crook does not know this, said crook certain actions may occur that are not con- could not act on this knowledge until the trolled by initiative. These include timed de- Dark conditions are considered Excellent player running Spider-Man does something vices, such as bombs exploding, trap doors Intensity darkness unless stated otherwise to bring attention to himself. opening, and timed bank vaults unlocking. (by Darkness Generation Powers, for These actions can occur here because they example). Normal sight is limited to the The Judge mentally commits to his action may catch the villains and heroes alike off- immediate area of the character (about 2 before asking the players what their guard, negating their actions for a round. feet). All FEAT rolls are -2CS when in Dark characters are doing. The Judge can write conditions, including combat and use of down the actions if he wishes, either as a Column Shifts in combat: The Column Shift Powers. reminder of special actions the characters Table summarizes the various factors that should perform or to keep track of may shift the column in combat. Column Combat and Weather: Atmospheric character actions in long, multi-character Shifts may be applied to hits, to damage, or conditions may also affect fighting. as battles, The Judge should not change his to all FEATs. noted in the cases below. For intensities, mind after committing, even if the Players see the Intensity Table. pull some trick that destroys the villain's Column shifts that affect hits shift the plans. The simple fact is that the Judge results column used to the right or left, Fog: Fog reduces normal sight to 1 area. holds most of the cards, and has a large depending on whether the shift is positive Those firing weapons, using distance supply of bad guys, challenges, and or negative. An attack using Amazing Agility Powers. or throwing objects receive a -1CS troubles with which to besiege the heroes. that receives a +1CS will be resolved on penalty for fighting in fog. the Fantastic column instead. Make all There will be situations where the players may column shifts before the dice are rolled. Rain: Firing objects, using distance grab initiative and likely negate or foil the bad Powers. or throwing objects receives a guys' actions. In this case, the Judge may Column shifts that affect damage alter the -1CS penalty. A heavy rain extends this check to change actions in the Pre-action amount of damage inflicted depending on penalty to all FEATs. Rains slicken normal section of the turn. Such changes are always whether the shift was to the right (positive surfaces. so FEATs involving climbing or Agility FEATs, with the limitations as for player- CS) or to the left (negative CS). A positive wall-crawling and control FEATs for characters noted in the Players' section. Any CS to damage raises the damage to the vehicles are at -1CS. change of actions requires a yellow FEAT, and lowest rank number in the applicable rank any actions in that remaining turn are at -1CS, range Ian attack inflicting Excellent (17) Heat: High temperatures reduce the whether or not the action was changed. damage that gets a +1CS to damage is fighting effectiveness of those involved. A

7 Intensity Tables

Fighting FEATs Psyche FEATs Making 2 attacks/round Remarkable intensity Intensity of standard hypnosis and Good intensity Making 3 attacks/round Fantastic intensity mesmerism Intensity of standard mind control Remarkable intensity Agility FEATs devices Intensity of standard terran magic Incredible intensity Catching a falling object Feeble intensity Intensity of standard Asgardian magic Monstrous Intensity Walking a balance beam Good intensity Using a dodge manuever against bullets Excellent intensity Other Intensities Catching thrown objects Walking a tightrope Remarkable intensity A single Feeble intensity Attempting to dodge bursts of bullets Incredible intensity Campfire Poor intensity Catching arrows in flight Fantastic intensity Burning room Typical intensity Dodging laser fire of energy weapons Monstrous intensity Burning house Excellent intensity Catching bullets in flight Unearthly intensity Burning warehouse and supplies Remarkable intensity Burning non-explosive chemicals Incredible intensity Strength FEATs Inside of a blast furnace Amazing intensity Burning explosive chemicals Monstrous intensity Lifting up to 50 lbs. Feeble intensity Interor of a volcano Unearthly intensity Lifting 51-100 lbs. Poor intensity Surface of a star Class 1000 intensity Lifting 101-200 lbs. Typical intensity Common Cold Feeble intensity Lifting 201-400 lbs. Good intensity Common Flu Good intensity Lifting 401-800 lbs. Excellent intensity Lifting 801-2000 lbs. (1 ton) Remarkable intensity Radiation, Ancient A-bomb blast Feeble intensity Lifting 1-10 tons Incredible intensity Radiation, Recent A-bomb blast Excellent intensity Lifting 10-25 tons Amazing intensity Interior of an active nuclear reactor Spectacular intensity Lifting 25-50 tons Fantastic intensity Radiation of a vial of plutonium Incredible intensity Lifting 50-65 tons Spectacular intensity Radiation of A-bomb blast Monstrous intensity Lifting 65-80 tons Monstrous intensity Slickness of ordinary concrete Lifting 80-90 tons Wondrous intensity Slickness of ordinary brickwork Feeble intensity Lifting 90-100 tons Unearthly intensity Slickness of glass and steel Typical intensity Lifting 100+ tons Shift X intensity Slickness of polished steel alloys Good intensity Slickness of surface covered with ice Excellent intensity Endurance FEATs Slickness of surface covered with oil Remarkable intensity Air pollution alert Feeble intensity Slickness of non-stick surfaces Incredible intensity Tear gas Typical intensity Slickness of frictionless surfaces Class 1000 intensity Snake venom Good intensity Darkness under night conditions Typical Intensity Spider venom Excellent intensity Darkness under dark conditions Excellent intensity Exposure to vaccum Wondrous intensity Darkness under “typical” Darkforce Remarkable intensity through normal fog Typical intensity Reason FEATs Effects of normal rainshower Good Intensity Simple machines Feeble intensity Effects of normal thundershower Remarkable intensity Complex machines Poor intensity Effects of normal thunderstorm Incredible intensity Communication by gestures Effects of high winds Incredible intensity Appliances Typical intensity Effects of normal tornado Spectacular intensity Simple Electronics Good intensity Effects of normal hurricane Wondrous intensity Common Vehicles Excellent intensity Heat, 90 degrees F Good intensity Computer design and programming Remarkable intensity Heat, 120 degrees F Excellent Intensity Ability-modifying devices Incredible intensity Heat, 150 degrees F Remarkable intensity Stardrive, Time Travel Fantastic intensity Cold, 30 degrees F Good intensity Teleportation Monstrous intensity Cold, 0 degrees F Excellent Intensity Cold, -30 degrees F Remarkable intensity Intuition FEATs Cold, interplanetary space Monstrous intensity Corrosive, mild acid Good intensity Obvious items (number of people present, Poor intensity Corrosive, standard acid Excellent intensity condition of room) Corrosive, concentrated acid Incredible+ intensity Detail work (position of objects, Excellent intensity Stunning, ordinary house current Excellent intensity things missing or added) Stunning, “typical” protection devices Remarkable intensity Discovering “typical” hidden door Excellent intensity Stunning, Lightning bolts Incredible intensity or secret passage Sense "wrongness" about an area, Incredible intensity Stunning, High tension wires Amazing intensity person, or object Sense presence of others that may be Monstrous intensity hidden, concealed, invisible, or astral

8 Column Shift Table Sharp weapon attack with Sharp Weapon +1CS Modifiers to Hit Skill Oriental weapon atack wih Oriental Skill +1CS These are organized from negative CS to positive CS, in Shooting or Thrown attack with +1CS ascending order. Marksmanship Skill Melee weapon attack with Weapons Master +1CS If target dodges successfully -2CS, -4CS, Skill or -6CS Slugfest attack with Martial Arts B skill +1CS For multiple attacks on a single roll -4CS Grappling attack with Martial Arts C skill +1CS Target moving faster than 10 areas/round -4CS Thrown object attack with Thrown +1CS Agility attacks in Melee -3CS Objects Skill Target less than 1/4-inch tall -3CS Blindsiding attack +2CS Target between 1/4-inch and 1 inch tall -2CS Luring target +2CS Shooting through objects to hit target -2CS Specialized weapon attack +2CS Target moving between 5 and 10 areas/round -2CS Grappling attack with Wrestling skill +2CS Target between 1 and 6 inches tall -1CS Point Blank range +3CS With any weapon beyond 1 area -1CS Flying character who is Diving +4CS With any power beyond maximum range -1CS Target moving up to 5 areas/round -1CS Modifiers to Damage Underwater -1CS Distance attacks in rain -1CS Successful Block -6CS, -4CS, Firing bow without Bow skill -1CS or -2CS Distance attacks in night conditions -1CS Flames up to 2 areas away -6CS Distance attacks in fog conditions -1CS Flames up to 1 area away -3CS Charging attack, moving 1, 2, or 3 +1, +2, Attacks in Cold (-0) weather -1CS areas before striking or +3CS Weapon's material strength greater +1CS 1 round after successful evasion +1CS or +2CS than character's Strength Catching attempt that gets "miss" result +1CS Unsuccessful Block +1CS Target between 7 and 16 feet tall +1CS Specific attacks against Enhanced Senses +1CS Target between 17 and 22 feet tall +2CS Target over 22 feet tall +3CS Modifiers to FEAT Rolls Opponent Held or Partially Held +1CS Attack by ambush +1CS Unsuccesfful multiple combat -3CS Aiming attack +1CS actions attempt Shooting attack with Gun skill +1CS Character at less than full Endurance -2CS Thrown weapon with Thrown Weapon skill +1CS Dark conditions -2CS Firing Bow with Bow skill +1CS When in partial hold -2CS Bult weapon attack with Blunt Weapon +1CS When Dodging -2CS Skill Successful multiple combat -1CS actions attempt In Hot (90+ degrees) weather -1CS In Cold (-0 degrees) weather -1CS Aided by character of similar power +1CS

9 temperature over 90 degrees Fahrenheit, or the character was facing away from. Targets in the line of fire of missile attacks Good Intensity, results in a -1CS for all Straight right and left are at 90 degrees to are attacked if the original target is missed FEATs. Higher heats may result in those in that position, Back left and Back right are at -2CS to hit. Use common sense here. If the area checking every 10 rounds to avoid 45 degrees to that position. Straight up and the fires a fireball at a heat prostration if the Intensity of the Heat is Straight down are just what they sound like. Dreadnought standing in front of a broad greater than the Endurance of the character. Characters may take additional damage for side of a barn, a shot that misses the charging into walls and other obstructions Dreadnought will likely hit the barn. No roll Cold: Similarly, cold temperatures affect at high velocity, but do not take damage for is needed in this case. The -2CS is fighting ability. For temperatures below 0 being knocked through the floor in a determined only for small or movable degrees Fahrenheit (Good Intensity), all "straight down" result. If the force of the targets that could possibly be missed by FEATs and damage are at -1CS. Material blow is insufficient to knock a character the blast. strengths are also reduced by one rank due through the floor, the character is to cold (except for ice, of course). Staggered instead. In cases where stray shots hit windows, buildings, and fire hydrants, use a common Underwater Combat: Battle underwater Ranged Weapons — Unintended Targets: sense version of the FEAT roll to determine reduces thrown objects by half range, and A missile weapon that misses its intended if damage was inflicted. In general, if the missile weapons are useless unless target does not generally evaporate, but damage rank of the attack was greater than specifically designed to operate continues on its intended course to the the material strength rank, some damage underwater. Powers operate at half range limits of its range. Similarly, if a hero or was done. If not, no damage was done. If as well. Melee combat occurs as for Flight villain fires into a melee. missing one target the two are equal. roll (if it's important) a (more info in Players section), with all does not guarantee missing other targets. yellow FEAT for damage. limitations, and at -1CS to hit. Characters For this reason. the Judge may use the with Water Breathing or Swimming Power Unintended Target rules. The above paragraph notes "some damage are not limited in fighting and performing is done.” How much is some? If the actions underwater, and may act normally. When firing into a melee (group of situation is critical (the stray shot may characters fighting, grappling, or in close puncture a pressurized tank filled with Combat in space and zero gravity: Zero contact with each other), if a ranged attack volatile chemicals), figure damage normally. gravity situations place their own misses the original target, the Judge should If the situation is non-critical (just ripping up restrictions on combat. All missile attacks check other adjacent targets for a hit. The sections of New York in a general slugfest) and thrown objects have line of sight range. check may be made in any order available assume the material is sufficiently Any character may be stunned or slammed for adjacent characters, but any potential damaged to count against the character in in zero-gee. Certain characters can survive targets among those Friendly to the firer Bad Karma for destroying property. in deep space for extended periods of time, should come first, and then others. These not requiring to eat or breathe. Others must rolls are made at -2CS to hit (as the Example: fires a beam of his deal with Monstrous Intensity cold and total original firer was not aiming at them). Excellent Intensity eye-blasts at a dodging lack of air in space. Mastermind. The ruby beam continues up Example: Spider-Man is engaged in to its maximum 1 area range. then is no Judging Combat Results — Staggers, wrestling combat with three goons and the longer damaging. It strikes a window in that Slams, and Great Slams: Several results Fabulous Frog-Man. an "ally" of the web- range, it will break. If the beam hits a wall on the Battle Effects Table refer to the slinger. A fourth goon fires a handgun into of Incredible strength steel alloy, it will inflict chance of Staggering or Slamming an this melee aiming at Spider-Man. The shot no damage. If the beam hits a brick wall. opponent, or bestowing upon the character misses. The Judge then checks for one of and the strike may be critical (more than a Great Slam result. In these cases, if the goons (the order is up to the Judge — just damaging the neighborhood—say the damage was inflicted, the attacker gets to whoever is closest to the fourth goon, brick wall is holding up a decaying choose the direction of the stagger, slam or whoever is the biggest target, alphabetical building), check to see if the force beam great slam. Naturally the Judge may wish order. whatever) to see if he is hit. This roll knocks over the wall. to not slam his player-characters into walls is at -2CS. A miss indicates a check for the every time they get into combat. so the second goon on the same result column. If Area attack weapons (grenades, webbing, Judge can use the table below to a miss, then a check for the third goon. explosive devices) affect all targets in the determine direction of such attacks: Finally. if that one misses, check to see if area of the attack, friend or foe. the bullet hits the Fabulous Frog-Man, who Roll 1d10 Direction is not on the same side as the goon who 1-2 Straight back fired the gun. Judging and 3-4 Back and right 5-6 Back and left Similarly, if a missile weapon misses its Healing 7 Straight right target, it will continue to the limits of its Ten turns after taking damage, the 8 Straight left range, or until it hits something. Weapons damaged individual regains his Endurance 9 Straight up and Powers that are Line-of-sight in range rank number as Recovery. For every hour 10 Straight down diminish in potency as they travel farther, after that, the individual regains his so that if such a Power or missile leaves Endurance rank number as Healing Directions are taken from the target's point the area of play without hitting anything. (doubled if the character is undergoing of view. Straight back means the direction consider the missile to have caused no bedrest or medical attention). These rates the character came from or the direction additional damage. of healing and recovery are according to

10 JUDGING POWER STUNTS

the character's current rank number, or if those Powers. As judge, you monitor that Example: Several heroes with superior that character has lost Endurance ranks, door. and the types of stunts you permit in speed. like Quicksilver or , can according to the rank number of the your campaign will in part set the tone of run in a circle very quickly and generate a reduced value. your campaign. The kind of campaign you as a Power stunt. also has assemble depends completely on your a "speed" Power that he uses to sprint for The Judge may handle such recovery and nature and that of your players. short distances; The two Powers are both healing of Health in two fashions. Under Speed related, but Beast's is at a much the first method, the recovered Health is Power stunts should not be forced on the more severe and limited rank. For Beast to awarded in a block of points at the defined players by the Judge; rather, they should try the "create a whirlwind" Power stunt time. Ten turns after the damage is taken, be generated by players coming up with would make little sense. and the Judge Endurance is recovered. At precisely one unique answers to dangerous situations. or would reject it on that count—it does not hour, the Endurance rank number of Health experimenting with their Powers on their make sense the way the character points is healed. Being attacked by anyone own. operates. A character with a more powerful one turn before the healing or recovery speed factor might try it, but generate a takes place negates the effects until The player comes up with a Power stunt, less powerful column of air and as such be another similar period of time has passed, OKs it with the Judge, spends the Karma less successful than the two speedsters. but the hero regains Health in large blocks. and tries the stunt. The then is, how do you as the Judge determine if a The above example was an "easy call:' The second method states that the hero Power stunt is possible? creating a Power stunt that most characters recovers as stated at the ten turn mark, but familiar with the Beast would not try. There that healing occurs gradually over a period of A number of listed Powers have possible will be situations where it is purely a rest (no running around, jumping off buildings. Power stunts listed as potential abilities judgment call on your part. Rather than flying, or beating up agents of H.Y.D.R.A.). using that Power. These are only possible spend a lot of time weighing pros and cons Under this method, merely figure the amount stunts using these Powers, and are not (and delaying the game) to decide if a of time the hero has spent resting, and that "automatic" Power stunts for anyone who certain Power stunt is possible, use the amount of Health is regained. gains these Powers. The listed Power following method to determine its stunts are options available to characters possibility: Recovery/Healing by Resting with those Powers. Fb 2 pts/hr. 1 pt/300 turns (1/2 hr) • Take the Power rank of the ability being Pr 4 pts/hr. 1 pt/150 turns (15 min.) Players running pre-generated characters Ty 6 pts/hr. 1 pt/100 turns (10 min.) used for the Power stunt. Gd 10 pts/hr. 1 pt/60 turns (6 min.) with a history in the Marvel Universe can • Make a FEAT roll for that stunt, Ex 20 pts/hr. 1 pt/30 turns (3 min.) find a listing of their most common Power privately. Rm 30 pts/hr. 1 pt/20 turns (2 min.) stunts under those Powers. They are not • If the result is white, inform the player In 40 pts/hr. 1 pt/15 turns (1 1/2 min.) limited to those stunts alone, and often in that the hero may try the stunt. It will not Am 50 pts/hr. 1 pt/12 turns (72 sec.) their appearances in the Marvel Universe Fn 60 pts/hr. 1 pt/10 turns (1 min.) work. The 100 Karma point "price tag" is Sp 70 pts/hr. 1 pt/9 turns (54 sec.) exhibit other stunts that they may perform, refunded to the player Mn 80 pts/hr. 1 pt/8 turns (48 sec.) As a general guideline, if a pre-generated • If the result is green, inform the player Wn 90 pts/hr. 1 pt/7 turns (42 sec.) hero has performed a Power stunt at least that the hero may try the stunt, but it will Un 100 pts/hr. 1 pt/6 turns (36 sec.) twice in his own book, it indicates a true not work and he knows it. The Power ShX 150 pts/hr. 1 pt/4 turns (24 sec.) manifestation of that Power stunt (as ShY 200 pts/hr. 1 pt/3 turns (18 sec.) stunt will not work. ShZ 500 pts/hr. 1 pt/turn (avg) (6 sec.) opposed to one totally due to circumstance • If the result is yellow. inform the player or outside influences). and may be that the hero may try the stunt. Finally, note that Recovery can occur attempted by player characters. The type of Conditions exist that make it possible in normally for a single character once per FEAT result needed (green, yellow, or red) this specific situation, but these day. regardless of the number of times that is determined as noted on page 17 of the conditions may not exist the next time he character is attacked and wounded. The Players' Book. tries the stunt. character may still Heal normally, but a • If the result is red, inform the player that character may only Recover from injuries But what about situations outside those the hero may try the stunt. Determine once in a single 24-hour period. suggested for various random Powers or the result needed as noted in Power detailed in character's listings or their FEATs in the Players' section. adventures? At this point. the Judge earns Judging Power his keep and his name: he makes a Use the above method only when you, the judgment on whether the FEAT is possible. Judge, are stumped or willing to give a Stunts random chance for the attempted stunt Players are by and large as deviously This decision should be based upon the happening. It you rely on random die rolls creative and cunning a group of people as situation and what the player is trying to for every possible stunt. you will end up can be found, and the group that you as the have his hero do. As a general rule. the with a random number of Power stunts Judge encounter will likely be better than effects of a Power stunt should never be of working. In general, use common sense to most. As such creative and cunning souls, greater effect than the Power it is derived determine if a Power stunt is possible (or they will come up with as many ways to use from, and will usually be of one rank lower even needed), and rely on the random their abilities as possible. Power stunts open than the Power it is derived from. The method as a last resort. a door to a wide variety of abilities and Judge must ask the question, is what the duplication of other Powers without having player asking reasonable?

11 JUDGING SPECIAL SITUATIONS

(Good Strength) for greater thicknesses. effects and inflicts its damage in one shot. Fire and Ice Certain Powers such as Ice and Cold Long-term radiation deals with the after- The following sections deal with particular Generation may produce "stronger" types effects of atomic weapons, and conditions attack forms and endangering situations, of ice. This material strength is only found around radioactive materials and and how the Judge should handle them. effective against physical attacks. Against inside nuclear reactors. Long-term heat and fire attacks. Ice has Feeble radioactivity is a , and its effects are as Fire: As with most other generally harmful Intensity or material strength, and. in case noted for toxins and poisons above. A things, fire has different Intensities of ice produced by Powers or otherwise of check should be made once per hour after according to the size and combustible tougher material strength, of -2CS to the initial exposure. Chemical tags treated to material (use the Heat Intensity Table). This listed material strength. detect radioactivity normally detect that of is the damage inflicted to those in the fire. Typical Intensity or higher. Those up to an area away from the tire take Example: Ice of Remarkable strength is -3CS damage, while those up to 2 areas attacked by brute force, also of Diseases: Diseases fall into two general away take -6CS damage. Force fields can Remarkable Strength. The attacker has to categories: minor diseases and major resist the Heat energy, as can Body Armor make a yellow Strength FEAT to break the (debilitating) diseases. Minor diseases are (though it may make the owner of that ice. If the attacker had Remarkable Flame those that have a short term and. with rest protection uncomfortable), and in addition, Powers, a green FEAT would be needed, and normal healing, allow complete there are heroes with resistance to as the material strength would be Good recovery. These include colds, influenza, predetermined amounts of heat and flames. (Remarkable- 2CS). and most non-fatal illnesses. If the hero is, in the Judge's opinion, susceptible to a Fire spreads one area per round if there is Prolonged exposure to ice and cold is minor disease, have that hero make an sufficient combustible material. A fire set in detrimental to the Health of the character. Endurance FEAT against the Intensity of a protected hearth without nearby papers Those in icebound conditions may resist the disease (most minor diseases have an to ignite is not going anywhere, while a fire the cold for as many turns as their Intensity of Typical—for variety, use the in a hanger containing jet aircraft fuel has Endurance rank numbers. Past that point. Ability Modifier Table to raise or lower the explosive results. make an Endurance FEAT every ten effects). Failure indicates the hero has a minutes against Good Intensity (greater minor disease. A minor disease lasts 1-10 A fire's Intensity can be reduced by depriving Intensity if the characters are in colder days, the hero feels rotten. and all FEAT it of air, cooling its heat, or depriving it of fuel. areas. Check the Intensity Table). Failure rolls are at -1CS. Spending a full day Normal fire extinguishers are of Good indicates the character passes out, and has resting reduces the effects by two days. Intensity against fire (they reduce the fire's to make Endurance FEATs each round or Example: Spider-Man spends an afternoon Intensity by 10 points) in a single area. Nor- begin to lose Endurance ranks. chasing Doctor Octopus through the mal Fire Hoses have Remarkable Intensity sewers of New York in February. In the and a range of 1 area. Other amounts of Poisons and Toxins: The Intensity tables list Judge's opinion. this is a good time to water have effects according to the amount several noted or common toxins. but the check for a minor disease. Spider-Man fails of water used. ( summoning a Mon- heroes may encounter other poisons in an Endurance FEAT. Spidey's got the flu for strous storm to douse the flames will have dealing with forces of evil. Poisons have an (roll randomly) eight days — four, if he Monstrous success—he will also have a Intensity rank, and those subjected to toxin stays in bed for two full days. During this Monstrous-strength downpour on his hands.) must make an Endurance FEAT against time, all FEAT rolls are at -1CS. A fire deprived of fuel burns itself out in a that Toxin. Failure indicates immediate number of rounds equal to its intensity. unconsciousness for 1-10 rounds and loss Major diseases, on the other hand. are rarer. of an Endurance rank. At of 1-10 usually long-term, and often fatal. A major dis- Effects of fire on a material vary according turns, the hero makes a second Endurance ease may be the result of some radical event to the material in question. If the flames are FEAT at his lowered rank, with the effects that happened to the character, such as: lower than the material strength, the fire will halting if the hero makes the FEAT, and • Long-term exposure to radiation not damage the material, though it will continuing to lose Endurance if the hero • Exposure to carcinogenic substances carry the heat through its substance (hence fails. If the hero's Endurance reaches Shift • Exposure to diseases to which the an iron bar with one end in a fire can burn 0 as a result of toxins and poison, the individual was previously unexposed someone grabbing the other end). If the character dies. Losses of Endurance from • Exposure to alien environments flames are of a higher Intensity than the poisons override other Endurance losses In any case, major disease rolls should be material strength, then make a FEAT roll to (from losing all Health, or Kill results), and a rare, and limited to only the most extreme see if the material is "broken" (in this case character may only lose one rank of Health conditions for player-characters. (Spider- burned through or melted). The material per round, maximum, regardless of cause. Man walking through a crashed alien ship strength of a burning substance is reduced Poison damage cannot be negated by might not merit such a check, but Spider- by -1CS for FEATs against it. outside help unless that help has training Man fighting the in a burning (first aid or medicine) and available anti- asbestos factory might.) Ice: The effects of extreme cold on Combat toxins, but can be halted by the affected are discussed in the Judging Combat character making an Endurance FEAT. A major disease has a cycle of 1-10 section earlier. This section deals with the months. during which time the character properties of frozen water by itself. Radioactivity: Many attack forms are must make weekly Endurance FEATs. radiation-based, such as some of the Failing any FEAT results in loss of one Ice is a Typical-strength material in thick- energy attacks of Captain Marvel and those Endurance rank. If that rank drops below nesses of up to 6 inches. and is +1CS of . This has short-term Feeble, the character dies. With each drop

12 CONTACTS AND RESOURCES

in Endurance, all FEATs performed by that drowning starts will recover upon being White result—No information available individual drop by one rank as well (a two- removed with a successful Endurance Green result—Takes 1-10 hours to rank Endurance loss results in -2CS on all FEAT (at the reduced level). Otherwise. a discover: no or partial information FEATs). If the character is still alive at the character with Medicine or First Aid Talents available end of 1-10 months, he or she will make a may revive the character. Yellow result—Takes 1-10 hours to full recovery in 1-10 weeks. Player discover desired information characters also have a Typical chance of Vacuum: Similar in effects to Drowning, Red result—Information desired at hand catching a major disease (roll against save that normal functions resume once Endurance). the characters are brought back into a This table may be used for gathering viable atmosphere. In addition, airless information from individuals other than Holding Your Breath: In a great number of space has the effect of Monstrous cold, Contacts, by raising the colors required one situations. such as underwater, in space, or though any kind of Force Field negates that notch for Neutral NPCs, and two notches in a gas-filled room, the hero holding his or effect on those within. See under Judging for Unfriendly NPCs. This means the her breath is a good idea. This is obviously Combat in Space and Zero-Gravity. Unfriendly NPCs will at best lose your an Endurance FEAT, but how is it handled? request and misfile your information, but that is how a bureaucracy works. Based on what we know about automatic Contacts and and impossible FEATs, here is what we Use common sense with the table above. come up with: Resources Common or well-known information would • Each round a character holds his or her General Resource ranks are listed in the be available with no need to check (you breath, make an Endurance FEAT. Power Rosters as a guidepost for character don't have to roll to check time and Failure indicates the hero must breathe abilities. in addition, characters may have temperature). Similarly. a Contact will only in the next round or pass out for 1-10 access to additional Resources through know about things limited in his field or rounds (during which normal breathing their Contacts. experience. Calling up a Contact at the will take place, if possible). about an invasion from the • Take the number of rounds the hero The type of aid a Contact can provide Dark Dimension may be met with disbelief has been holding his or her breath as a depends entirely on the situation, the (if not howls of laughter). rank number. The Intensity of the Contact. and the kind of aid requested. The required FEAT is that Rank. (Holding types of aid are: Equipment: This is the good stuff. your breath for 8 rounds is a Good Borrowing a 747 on the strength of your Intensity FEAT.) Services: Services include things like a slightly-expired ID card. Dropping • More than three ranks below the hero's pilot flying the characters somewhere, the in on your old friend Nick and seeing if Endurance in Intensity is an Automatic doctor providing emergency surgery at the he has a lunar lander he can spare. FEAT. (A character with Remarkable drop of a forcep, or a newsman showing up Checking out the 's wardrobe closet Endurance can hold her breath for 4 to cover a super-market opening. Services for costume ideas. Getting hold of things rounds without any sweat.) in the line of the NPC's profession are in your money can't buy and you don't have • From one to three ranks below the the targets' best interest, and as such gain time to build. Hero's Endurance requires a green a +2CS for response from Contacts. FEAT. The amount and type of equipment will vary • Intensity equal to the Endurance Example: The Avengers need a doctor to from Contact to Contact and depend on requires a yellow FEAT. Intensity one diagnose Sub-Mariner's fainting spells. what the player-character is after and who rank greater requires a red FEAT. Jarvis has a Doctor as a Contact, so in his Contact is in the organization. • If the Intensity is more than one rank calling the doctor gains a +2CS to the Organizations are generally able to lend out greater it is an Impossible FEAT. If the FEAT. He needs a green FEAT since this is materials that cost less than their own hero has been holding her breath this a Contact. The tainting spells are a result of Resource rank (use the Power Rosters as a long, she will automatically have to the flu that's going around, and Subby guide). Organizations will have equipment of breathe or suffer the consequences. (In should be all right provided he rests and higher Resource rank, but this is the result our Remarkable example, this is 46 gets plenty of fluids. of long hours and years of work. Further, rounds. about 4-1/2 minutes.) any such item that exceeds the Resource Information: One of the invaluable sources rank is considered a Unique item for the Note that sudden exposure to vacuum or of data for the heroes is their Contacts, purpose of column shifts. (No, you can't submergence allows the hero to hold his or whether they are in the papers, the halls of borrow the S.H.I.E.L.D. . A bunch her breath. but being blindsided by a gas government, or the street. Information allows of cockroaches blew it up, anyway.) Within attack does not until the hero has resisted the heroes to pick up clues and understand these limits, the heroes may try to get as the effect of the gas for one round. what is going on behind the scenes while much as they can out of the organizations. they are out chasing bad guys. Drowning: A character that cannot breathe Judging Floating Contacts: A player may under water and can no longer hold his or Gathering information from Contacts is leave certain initial or gained Contact slots her breath starts to drown. Drowning modified by column shifts as for any other empty when first acquired. in order to fill involves unconsciousness and loss of one Popularity FEAT. In addition, when dealing them in later as the campaign exists. This Endurance Rank per round until Shift 0 is with a Contact, the type of information may result in the players suddenly turning reached and the character dies. Characters gained depends on the color-result of the up a long-lost uncle in the military, or a rescued from the water in that time after FEAT roll. friend from high school that works for the

13 BUILDING THINGS

character can get by with a little help from Neutral the next time the player-character his (or her) friends, and in general, needs help, and pointedly remind him that Contacts should be able to help the player- the hero was not willing to help when characters. The reverse should also be Puffin, his poodle, was kidnapped by mad true, and it is through Contacts that Judges dog-barbers). can draw heroes into adventures. Whenever a hero calls on a Contact for information, aid, services, or equipment, Judging and the Judge should make a second Popularity FEAT, in private, unmodified by Building Things Karma. If this FEAT is any color result (not The Hardware section breaks down the white), note the Contact on a piece of basic costs of research and development paper to the side of the game for later use. for the various and nefarious inventions the Do this for all Contacts called on as play heroes create. An invention (in particular, proceeds, noting if the heroes call on them one of great power) may need a certain more than once for aid. item, substance, or ability to power it. This is called a Special Requirement. Example: (Popularity 100—Unearthly) needs a skymobile to get A special requirement is both a safety valve across town quickly, and borrows one from to keep the hi-tech wonders from inventing his friend and Contact, . After everything under the sun and a way of rolling to see if there is one available Nick providing a basis for adventuring in much can spare, the Judge makes a second roll the same way Contacts serve. The Fantastic Daily Bugle. In other words, a fortuitous on the Unearthly column to see it the Head Four entered the in order to Contact appears just as the hero needs of S.H.I.E.L.D. will want something in get Annihilus' Cosmic Control Rod to help him. return. A green result comes up, and the the birth of young Franklin Richards, and Judge notes it to the side as a possible various organizations have tried to mine That's OK. start for a future adventure. from the (though for them to do so would require parkas and Developing Contacts as the game When creating his own adventures, the snow shovels after its recent destruction). progresses adds more dimension to the Judge can go to this Contact list for ideas characters than if the Contacts were thrust, and suggestions. Make a FEAT on the Shift Special Requirements fully formed, onto them at the start. It helps X column for each Contact noted. If the the Judge transmit information, and gives Contact has only been called upon once, a To determine whether a special the player-character some roots in the red result is needed to "activate" the requirement is needed, consider the reality of the campaign. Also, the player- Contact. If the Contact has been tapped function of the item. If it duplicates a Power characters will not generally have that twice by the players, a yellow result will that cannot be duplicated by "real life" many floating Contacts, so any one that is Activate, and if three or more, a green technology (Teleport, for example), there is tied down is one less that will suddenly pop result will do it. always a requirement for that item. If the up at a later date. effective cost is greater than Remarkable, An "activated" Contact reverses the there is a chance that a requirement will be Such "instant Contacts" should generally situation on the players in the next gaming needed. Make a FEAT roll for the effective be at a medium level. Putting an "old session or next adventure: that Contact will cost and look at the table below. friend" in Doc Ock's mob is dangerous to approach the heroes with a problem, idea, both the Contact and the Hero who must or emergency. Examples include: Result Remarkable+ Monstrous+ go in and rescue the Contact when Ock • A Journalist calls in a hot breaking story White No Special One Special finds out. Also, any Criminal Contacts may to the Hero HQ, asking for help. Green One Special One Special cross up the player-characters whenever • A Doctor-Contact is reported missing Yellow One Special Two Specials the Judge feels like it, leading them into a from his home. Red Two Special Three Specials trap in order to clear the Contact's own • A military experiment has gone awry. neck. • S.H.I.E.L.D. calls up the hero's secret ID, The Judge may always overrule the die saying there is a problem only the hero rolls in cases where the result contradicts If it is necessary to provide the abilities and can solve, and sends him on a mission. common sense. If the players are building statistics of a Contact (the Contact gets • sends the hero information on a a very large and expensive floating involved in a firefight), use the listed smuggling operation that is platform, and three specials are required, abilities under the Supporting Cast section cutting into his profits. the Judge may reduce that number. The as a guide, or, if you have the time, create Judge may also reduce or eliminate the a Normal Person from column 2 of the It should be clear that the more powerful specials required in cases where speed is Generating Primary Abilities table. The the Contact, the more trouble that Contact of the essence (as in kit-bashing). Contact will always have the talent that the can get the hero in. The Contact that character picked him for in the first place. approaches the hero will be expecting aid, When a special is called for, the Judge and if the hero does not help, that Contact should make up something that ties into the Contacts and Judging: It appears that a will be lost (the character will become device. Options include:

14 OTHER DIMENSIONS

• A special material or alloy—for (Example: The characters need extreme example. a sonic device may require cold to test a device, and they set out for Wakandan vibranium, or a device of Antarctica. There they find an alien space Unearthly material strength may need ship, still operational. And still inhabited…) secondary adamantium. • A specific component—for electronic devices, a certain tailored piece of Judging and Other circuitry may have to be developed as a separate invention of no less than Dimensions the effective cost -1CS, or acquired The Astral Dimensions are dimensions (villains get what they need the old- made of quasi-material ectoplasm as fashioned way—they steal it). opposed to physical matter, and as such • A consultant who is knowledgeable in are difficult for physical beings to enter. the field—in dealing with size control. These may be penetrated by individuals in Henry Pym may be called on. while in astral form, either by the Mental Power (as matters of radiation, Michael Morbius, with ) or mystical ability (as with Bruce Banner. or Doctor Octopus are ). the field experts. Getting these experts to consult is the players' problem. Individuals in astral form may enter an • A unique process to fire the reaction— astral dimension by making a Power rank zero gravity, solar flares, exposure to FEAT, Powerful mentalists and magicians cosmic radiation, even magic might be choose to duel in the Astral Plane when a requirement. Tell the players what is possible, as effects of the Astral Plane do required ("Gee, to finish the seals in not reach into other planes. and so allow plane is a Power stunt, and reaching a the spacecraft you need a heat them use of large amounts of Power different mystic dimension consists of a of at least Unearthly Intensity."). Let without inflicting peripheral damage. separate Power stunt. Just because a hero them figure out how to deal with it. can reach does not indicate he can • A device to use as a model—this is Magic operates in the Astral Dimensions as reach the Dark Dimension as easily. An particularly useful when trying to in the normal worlds, but at -1CS for astral form may reach another dimension, duplicate another invention, or a hero's effects. Magical items on the body of an but remains astral (though it may be visible Powers. The instruments needed to individual that enters the Astral Dimension in the mystic plane). analyze this model may be rather also have astral analogues, and may be Mystic dimensions are more amenable to expensive as well. used as well. Mental Powers are unaffected, but other super-human Powers magic-use, but mages from other planes must adapt their own magics to the natural One of the reasons for special may not be used. Any form of energy or magical laws of the plane. Hence a mage requirements is to put the inventor into matter control or telekinetic Powers may be in a non-native plane is -1CS on all magical adventure situations, as well as justify the used to manipulate the ectoplasm into attacks and FEATs. actions of the villains who commit major useful shapes (as a Power stunt). crimes in order to finish their doomsday Damage on the Astral Plane is reflected in Because dimensional travel allows the devices. Use the requirements as physical body to pass into another plane, springboards for further adventures. reductions of the individual's Health. As Health is reduced, the body the character ail abilities and Powers should pass into has left behind may perish, as may also that plane as well. The natural laws of a happen if he leaves the body unguarded for plane may affect Powers, increasing or too long. Should the body perish. the astral reducing them in specific cases. For form must make a Psyche FEAT or example, the solar energy in Asgard was dissipate as well, and may not reform intense enough to increase the New unless it has a suitable body to inhabit. The 's Powers there. late Waiter Langkowski had his astral form Microverses are alternate dimensions rescued but lost his body, and so for a brief reached by reduction in sire (through time he inhabited the Box armor. compressing the space between atoms) to Mystic Dimensions operate by natural laws an atomic or subatomic level. Once a that make the dimension amenable to certain point of reduction has been reached magical effects and mystic operations. (called the Pym barrier, in game terms Shift Asgard, Olympus. and the Dark Dimension X or higher), the shrinking individual is cast are all mystic dimensions. into another universe, where the reduction immediately stops. Mystic dimensions are accessed primarily through magical or mystical dimensional Microverses differ from the normal universe travel, though natural or mutated in that different physical laws are in dimensional Powers may also provide operation. Though the planets of these access. Access to any particular mystic micro-worlds may be Earthlike in nature,

15 their arrangement is not necessarily in the anti-matter and vice versa so that living Time Travel: The precise workings of time form of planets orbiting a sun, but may beings may travel between the two universes. travel in the Marvel Universe have not been appear as flat landscapes or twisted belts A Force Field will negate this distortion. fully explained, and there are several of planetoids resembling DNA molecules. theories currently under consideration. It The Negative Zone is the home of a does appear possible to travel into your Individuals can escape a microverse by number of races. Unlike our space, the own past, future, or into a past or future of rapid expansion of the same degree that space of the Negative Zone supports life. a similar Earth-like dimension (such as by originally reduced them. Several nexus- and various mutated monsters make their using the Time Machine of Doctor Doom or points have been discovered to various lairs in rocky areas of the Zone. The ). microverses, and certain individuals have Negative Zone is the home of Annihilus, access to technology that allows them to who lives to destroy our universe by linking A character operating in the past cannot travel between our continuum and theirs it with his own. change his own past, which continues to (such as Henry Pym and the Fantastic exist as it had before. Any actions the Four). Alternate Earths: There exist a wide variety character takes to modify the past instead of alternate and parallel Earths to that of cause a divergent timeline to exist, parallel Negative Zone: The Negative Zone is an the "mainstream" Marvel Earth (the one to the character's "original" timeline. A anti-matter universe that was originally that is home to most of the heroes in this future cannot be negated by moving into discovered and accessed on Earth by book). Several heroes have come into the past, and upon return to his own time, Reed Richards of the . The contact with the alternate universes through the character will find his world unchanged. devices by which he accessed this Zone visits. or by contact with emissaries (and were contained in the , and sometimes attackers) from these planes. Similarly, there are many "alternate futures" with that building's destruction, the Zone Travel between alternate Earths can be that a character may reach from the portal was placed in near-Earth orbit, and done by Dimensional Travel, each alternate present time, such as the divergent realities then finally dosed. Whether the zone can Earth being a separate Power stunt. of Phoenix and Deathlok. The main time be accessed by others is a matter of line of the Marvel Universe can take any debate. In running a Marvel Super Heroes number of alternate future paths. and the campaign, the players and Judge are fate of those who live in it has yet to be Anti-matter and matter explode when they creating their own Alternate Marvel Earth revealed. collide, so there is a distortion area between where the adventures of their characters the Zone itself and our universe. This take place. distortion area converts matter that enters to

16 2: CAMPAIGNS

At this point, you should have all the the existence of super-powered heroes and component pieces of the game— Running a Marvel villains, very similar to our own Earth. characters, combat, and the Judging to (Earth-Reality? No, that's too silly.) There is know how to run them. Now comes putting Universe Campaign a New York City in both Earths of similar all the pieces together into a full Campaign. The Marvel Universe is a rich tapestry with appearance and construction. There are In particular. a campaign based in or near a history that encompasses 25 years of also Chicagos, Pittsburghs, Birminghams, the Marvel Universe. hundreds of comic-titles, and finds its roots and San Franciscos in both Earths. If you in the Captain America comics of WWII. If want to run a campaign in a familiar area, you are new to this universe, here are a use the neighborhood you know. The The Marvel few things that will help you. The Marvel Original Marvel Super Heroes Game this Saga is a concise history of the Marvel designer ran was based in West Lafayette, Universe — An Universe. The Official Handbook of the Indiana. Overview Marvel Universe is an encyclopedic catalogue of major characters. The Marvel So if you are inclined in that direction, What makes the Marvel Universe, and the Indexes are a Summary of "what has gone create a Marvel-Universe version of your Earth of the Marvel Universe, so special? before" in the major titles of the Marvel home town. Any maps you have of the area Universe, an issue-by-issue summary of can be used to show locations of your First, there was a visit in mankind's dim the plots of such luminaries as Spider-Man heroes in battle (1 area = 1/20th of a mile). past by a powerful space-god race known and the Fantastic Four. Finally, there are There will be differences, of course, since as the Celestials. The Celestials took the Marvel Comics themselves—the Marvel the Marvel-city is not the real world. The primitive man and created two related Universe is a continually growing entity. Hero's secret base on the 23rd floor of an races, and Deviants. The filled with new ideas and adventures as the office building is in reality an Engineering Celestials also put a half-twist in one of the heroes develop and grow. office. and the Invading forces from Saturn genes of Marvel Universe humanity as well, tore up the Marvel Earth Version of the giving mankind the potential to mutate in a A Marvel Universe of riverside park, not the real one. positive manner under increased ambient radioactivity. The slight rise in background Your Very Own The City maps provided in this and radioactivity since the war accounts for the The old comic line of "?" played with previous products can be used to create ever-growing number of Mutants that are these possible variant universes, where the your own space for bad guys and good popping up in the Marvel Universe, as well Avengers never happened, Spider-Man guys to battle. The maps do not have to as the genetic potential that converted joined the Fantastic Four, or represent New York (though most of them Bruce Banner into the Hulk and created the found the Hammer of Thor. do in our encounters) but can simulate Fantastic Four. It may be speculated that anywhere you want to have the heroes the Celestials are unique to Marvel-Earth's Similarly, when you begin a Marvel Universe duke it out with villains. In addition, you can dimension, and similar dimensions, such as campaign, you are creating your own "What use the maps for models of your own that of the . evolved a If" line. Your player-characters are tree from campaign city. far fewer number of heroes as a result. what happens in the "mainline" Marvel Universe after the campaign has started, Using New York as opposed to a general Second, Marvel Earth is the home of more and in addition, you can add your own area is up to the Judge, and each has its than the human race. In addition to embellishments, villains, and actions. In your own advantages. In a known city you can Eternals and Deviants. there are the - universe, Doctor Doom may reform and use a well-known location that all the players spawned lnhumans and the aquatic people become a good guy, or the may are familiar with as a backdrop for a crime, of Atlantis. still be alive. And just because some great and tie in small crimes that occur about the misfortune occurs to a character in a comic city with the campaign. Using New York Third. Marvel Earth is aligned with the book, that same misfortune does not have to (assuming you the Judge are not a native of Cosmic Axis, a great wheel of inter- occur to the characters in your universe. New York) is advantageous in that it is far dimensional power that makes Earth critical Your universe can reflect actions in the away, and the battles are (for the most part) to other-dimensional beings, including Marvel Universe, and benefit from its history imaginary, plus the fact that New York is Asgard, Olympus. Limbo, and 's and heritage, but is not tied down to it. crawling with super-powered foes and realm, and the Dark Dimension of our own. felons. Either option works just as well. Now that you have a whole Universe to play Lastly, Marvel Earth is located neat a with, where do you start? It's highly recom- Running Adventures prominent natural warp nexus-point, a gap mended you start with the Heroes' main into hyperspace that makes it easy to travel stomping ground. wherever that may be. Once you have the world and the players, between the stars. This warp nexus-point is you need a script for them to follow: an used by the Shi'ar, , and Kree, Most of the heroes are grouped in New adventure. An adventure is a set of bringing them into interactions with the York City. with contingents on the West preplanned encounters that make up an natives of Marvel Earth. Coast and in Canada. You do not have to evening's (or several evenings') enjoyable run a New York-style campaign unless you playing of the Marvel Super Heroes game For these reasons, Marvel Earth is the place want to. In fact, you can base your heroes system. As Judge you can set up your own to be for a heroic campaign. It has a rich in your home town. adventures. or use ones that have been background and the potential for a great published by TSR as adventures or bases number of super-powered heroes and foes. The Marvel Universe Earth is, except for for your own designs.

17 NIGHT OF THE DREADNOUGHTS

TSR produces a wide variety of products secret IDs or in costume, and be expected only to the fact they must be on one of the for use with the Marvel Super Heroes game to do something about the situation. The two maps provided in the Original and system. The Adventure Module line problem can be an unexplained mystery Advanced sets (the two maps join along (signified by MH in the upper left corner) that the hero happens upon, such as a rash Hayes Street), The warehouse described in stars specific heroes in particular of disappearing buildings in the area. The the problem is the Overton storage facility, so adventures. The Accessory Line problem can be purely hero-oriented, such if you want to make sure they will be in that (designated MHAC in the upper left corner) as an old foe coming back to get area. go ahead. The heroes may be in their provides various rosters, Judge's Screens, vengeance or a new one seeking to prove secret IDs, "on patrol" in their costumed additional fold-ups, and non-hero specific he is the "top gun" by bouncing a big name identities, or making a connection with a adventures. The Special Line (MHSP) hero off an office building. Finally. the Contact. That part is up to them. features special adventures like those problem can be created by an invention based on Secret Wars and Secret Wars II. (Special Requirements) or by a Contact with The hero closest to the Overton Storage The Guidebook line (designated MA) is a problem (which may be another mystery). Warehouse will see a man running from the designed specifically for the Marvel Super building and down the street, shouting at Heroes Advanced Set and consists of full The conflict is the meat of an Encounter. the top of his lungs. He is followed by a guidebooks to the major groups of the where the heroes act and react. Conflict is huge, silvery robot that is studded with Marvel Universe (X-Men, Avengers, etc.) the action phase of the Encounter, but is not spikes. The man is very scared, but tiring, plus adventures for those groups in large- necessarily a fight scene (though it often is). and the robot is catching up. Ask the player scale source-book formats. Conflict may involve talking to NPCs, what his hero is doing. From the Overton gathering information. performing research Storage area there are loud explosions that All of the above products are compatible on clues, or seeking help. it also involves can be heard for blocks (notifying the rest with the Marvel Super Heroes Advanced fighting back against the villains that may of the assembled heroes that something is set. though only the MA series is designed have jumped you, walking into traps, and up). There are gunshots and the loud specifically for the Advanced Set. This avoiding the effects of deathtraps. ringing of alarms (the thug running means there is a wealth of information down the street sprung the alarm when available for the starting Judge to use. The resolution is the part of the encounter leaving the warehouse). that ties up the encounter. the aftermath of In running a prepackaged adventure, feel the battle or discovery of the mystery. At the There are three robbers who broke into the free to manipulate it as you like to fit the close of a session of conflict and action, storage warehouse through a skylight (their playing styles. character abilities, and Karma is awarded, wounds are healed, the ropes and tools are still there). They have capabilities of your players. An adventure status of Contacts, Popularity, and Resour- thug stats (page 62) and are named Morris. such as Murderworld (MH-3), designed with ces may be affected. The players should Lawrence. and Curly (or Hubert, Dewey, the Fantastic Four in mind, can be modified have a feeling at the end of an Encounter and Louis, if you prefer). They are armed to fit your own group of heroes in Omaha that they have accomplished something with handguns, and have found that these with a minimum of fuss. The basic plot (even if that "something" is to decimate most are woefully inadequate against outline, for those who missed it, was that "a of the East Side in a mistaken battle). Dreadnought armor. mysterious someone" hires , the master assassin, to put the heroes on ice, Heroes are often first assembled by a There are as many Dreadnoughts as there while that "someone" breaks into the hero's common threat they all respond to, such as are heroes involved on the map plus two. HQ --there are a few more twists. but that the Avengers were by a reported rampage The Dreadnoughts have the following is the gist. In addition, the adventures in of the Hulk. If you are pulling disparate programming: Eliminate anyone witnessing the MA books are created to be specific to heroes together for the first time, this is a their activation, then proceed to Guthrie a particular type of group (mutants, heroes recommended introduction. Mansion map in this set. corner of banded together as Avengers, etc.) but not Buchanan and 7th). They are to blast the to any particular heroes. Night of the Dreadnoughts cornerstone away and take that cornerstone to the fountain in Buchanan Park where When creating your own adventures, keep Problem: A group of small-time crooks they are to dump it into the Fountain. Two in mind that an adventure is basically a break into a warehouse. In searching Dreadnoughts are to remain behind to take string of encounters (combat or otherwise) through the materials stored there, they care of the thugs still in the warehouse, organized around a common theme. An open a few large crates. Inside they find a while the others move on the Mansion. adventure should have the potential for number of large, silvery robots resolution in the space of a few gaming (Dreadnoughts—their stats are on page Initial Conflict is saving the thug, Moe, who sessions. with a definite resolution. 45). Unable to find any way of operating is about to be killed in the middle of the the robots, they search the rest of the street by a Dreadnought Second Conflict is An Encounter is made up of three parts: a building. While their backs are turned, the to save Larry and Curly (let's assume they Problem, a Conflict, and a Resolution. eyes of the Dreadnoughts glow and the are hiding on top of a tall stack of crates disconnected robots slowly begin to move. with two Dreadnoughts toppling the base The problem is the "hook" that brings the when the heroes enter). How do you the players into the Encounter. and likely carries Getting started: Inform your players that it is Judge know this? You the Judge make it the adventure to the next encounter as well. a warm summer evening in the city, a perfect up, as the idea of providing background A problem can be made known to the hero time for long walks and theatres. Also a and what the heroes see—the key fact is through a number of means. Heroes can be perfect time for leisurely criminal activity. Ask that the other two thugs are not deceased in the area of a disturbance, either in their your players where they are limiting them (yet) when the heroes enter. If the hero (or

18 BAD GUYS

heroes) save Morris, he will tell them about • The cornerstone is hollow, and contains perpetrating his crimes and getting what he his friends in the warehouse being papers placed there by the late Sam wants out of the world (which sometimes is threatened by the big "Sentanels" (as Moe Guthrie. These papers show definite to rule it). calls them). If not. the alarms and proof of criminal activities by the Kingpin explosions (Dreadnoughts ripping the of Crime. Either the Kingpin or. more The point is, the Marvel Super Villains are building up looking for Larry and Curley) likely. one of his lieutenants. discovered as unique and individualistic as Marvel should bring the heroes running. the location of the papers and arranged Super Heroes. Only the most simple of to have the Dreadnoughts go after them. robots use nothing but brute force to reach The Dreadnoughts will engage the heroes • The cornerstone contains information their ends (which is why they were used in one-to-one, with any extra robots continuing about a Plodex survivor in the Mid- the example above). Doctor Doom's way of to move down the street to the Mansion. It West. The Master of the World is after handling a problem is not Doctor Octopus's will take them two turns to carve the block that information, and using his which is not Baron Mordo's. When running out of the wall. if they get to the fountain advanced technologies, activated the a villain, try to capture the flavor of that and dump it in, it will "mysteriously vanish" Dreadnoughts which were stored in the villain. Kingpin makes sure he is not the (dissolve? Be pulled through a secret warehouse by the Maggia, and bent one caught red-handed and acts through compartment? Be teleported away?). them to his will. his agents. Doctor Octopus is driven by • The Red Skull is alive (aw, come on), manic rages and pathological fears of (As an aside, the Advanced Set map does and setting up operations in the area. Spider-Man. serves the have some dandy areas where heroes can The cornerstone contains nothing, and Soviet State. And so on. When running a set up their urban bases, including the the purpose of the exercise was to test villain role-play that villain. just as you Guthrie Mansion and One Simon Tower.) the capabilities of the heroes in the expect the Players to role-play their heroes. area. Television spy eyes have been Doom may not take a certain action Resolution: If the Dreadnoughts defeat the planted along the battle route. because he is Doom. For example, he heroes, they will drop the cornerstone in • As above. save the Dreadnoughts were once spared the lives of the Fantastic Four the fountain and then return to their lairs in activated by a mysterious benefactor because a battle might damage his the Overton Storage area (now a who needs a team of super-powered priceless art collection. Doom may be a shambles, though Larry and Curley may heroes to handle emergencies in the world-dominating maniac, but he has class. have escaped). They are not interested in area. This mysterious benefactor paid Play him that way. killing or capturing any heroes, just getting to have the three thieves (actors) break them out of the way of their mission. in, and will cover the damages incurred Villains also plot. It is the villains' plots that in the battle, as well as provide a make up the mysteries the heroes must The three thieves can tell the police and the meeting place for the heroes. The solve. What is Doctor Doom up to? Why heroes what happened in the warehouse, Mysterious Benefactor is 1)a harmless are electrical supplies disappearing without but will not really want to hang around. All eccentric, 2) a golden age hero now a trace? A good way of planning an three will thank the heroes and try to fade retired, 3) a mad scientist, 4) a villain adventure is to figure out a villain's plot. into the woodwork as quickly as possible seeking to use the heroes as his Villain's plots have a number of options, (which gives the heroes the added problem pawns, 5) an alien or extra dimensional including: of defeating the Dreadnoughts and keeping student examining this race of beings • Defeating a hero that has defeated him an eye on the thieves—they are robbers, at close range, or 6) all of the above. before. after ail, and turning them over to the police • The whole thing was a terrible • Testing a hero's abilities in case he means additional Karma). Play the robbers accident; the robots were accidentally wants to use the hero, or the hero for humor value—they are obviously out of activated, and were not meant to trash fights him. their league messing with silver-plated most of the area. • Acquiring Material Resources for robots and guys in long underwear. further criminal activities. This should give you a few ideas on how to • Taking over the world (always a favorite). Defeating the Dreadnoughts leaves the handle the situation. Pick one or (noting • Acquiring some special requirement for heroes with their first victory as a team that players will probably be reading this as a particular invention, usually an (surely someone will suggest staying well), make up your own. invention that involves taking over the together—if nothing else, the press will world/defeating the heroes/increasing refer to them as Robot-busters or Running the Bad Guys the villain's own Powers to the point something). They also will have a lot of where he can rule the world. scrap metal and a bunch of questions. Who As Judge, you are responsible for running put the Dreadnoughts in the storage area? all the non-player-character in the Here are a few villain conventions. Who activated them? What was their campaign. all the individuals not directly mission? What was important about that controlled by the players. Of these The Cat's-paw: The villain has someone cornerstone? This is the grist for future individuals, the most interesting (and else perform his dirty work for him. This encounters that make up a full campaign. certainly the most deadly) are the villains. works best for planners with a large organization like Kingpin, but other villains OK, OK. not to leave you hanging. The The villains of the Marvel Universe are use cat's-paws as well. Doctor Doom has Judge can go in a number of directions among the mast nefarious and intriguing of created or modified a number of villains to with this beginning, according to the style those found anywhere. They span from the test and defeat the Fantastic Four. Often a of campaign he wants to run. Here are mischievous () to the sinister (Kingpin). cat's-paw is unaware of who is using who, some suggestions. Each of these villains has his own way of and this provides a level of mystery as well.

19 VILLAINS AND KARMA

The Proclamation: Villains are as aware of true identity is revealed. addition, being defeated reduces the their negative reps as the heroes are of villain's Popularity by 30 points, their positive ones, and many will go to Generated villains begin play with Typical regardless of whether it was a public or great lengths to maintain the negative Resources, unless other modifiers (or private defeat. This reduction is always Popularity. The Titanium Man broadcasting Judge's intentions) increase that amount. toward zero. (A villain with a -40 a challenge to from Rockefeller The Judge should modify the Resource Popularity is reduced to -10 Karma.) Center is such a proclamation. rank to fit his campaign, but the Resources • Being convicted for a crime, equal to of a bad guy should always be such that the amount of successfully carrying out The Deathtrap: Long-time readers are well the criminal has motivation to engage in that crime. aware that, once the villain defeats the robbery to maintain his standard of living. • The villain loses 10 Karma points per hero, the villain does not just rub the hero month in prison or other incarceration out, even if the hero is a long-time foe. The Finally, as for generated heroes, fill in the or restraint (in other words—out of villain places the hero in a Deathtrap blanks for your bad guy. Who is this guy, action). A villain cannot earn additional situation. A Deathtrap is any situation that anyway? Why does he want to take over the Karma when so incarcerated. places the hero's life in danger. The villain world/beat up the good guys/make himself • A villain loses 30 Karma points for gains Karma for putting the hero in a rich? Does he have any pet peeves or killing, including slaying lackeys, deathtrap, whether the hero escapes or not. phobias? Would he emulate anyone in par- henchmen, and other underlings that ticular in his criminal style? How would the have displeased them. (This flagrant Deathtrap design: Deathtraps are situations hero first encounter him? In answering these spending of Karma is the hallmark of where the Judge can threaten the hem and questions, the Judge should be able to make short-tempered villains such as Doctor force loss of Karma and Health, but should a villain that the heroes will not soon forget. Doom and the Red Skull.) not be air-tight killers. There should always be a way out a deathtrap (and, given the Villains and Karma A villain may form a special type of Karma ingenuity of the players, there usually is a Pool with his henchmen and cat's-paws that The Judge should not have to keep track of way the Judge did not consider). A are working for him. In this Karma pool, all Karma for every NPC in his campaign, only deathtrap that works too well bumps off the villainous Karma earned by the gang is for the major bad guys, as they are the ones player-characters, which is not very kept, but only the of the gang (the who spend it most often. Ordinary criminals entertaining. An ideal deathtrap should foil head villain or mastermind or the operation) will possess the Karma listed in their stats, the player's obvious forte and force the may spend it. Any member may leave the as will super-powered villains the first time player to think (and likely spend Karma) in pool, taking his "share" with him, though if they appear (or their actions and plots first order to escape (or to survive long enough the villain immediately disposes of the occur, for those using cat's-paws). to be rescued). traitor, that Karma is retained in the pool. Villains receive Karma as follows: The Judge may create his own bad guys to Villains spend Karma in four specific • Karma for committing crime equal to deal with the specialized heroes in his situations: the hero's total for preventing that campaign. Villains are generated in the • To build things. Hi-tech villains will crime. Mass counts of robbery assault, same fashion as good guys, and may be channel their Karma into the rapid or murder count as one total for Karma. pre-generated, generated, or modeled. completion of their latest world- • Defeating Heroes as for heroes threatening device, and in addition defeating the villain. Villains' abilities, Powers, and Talents are spend Karma to make sure it works • Placing heroes in Deathtrap situations. generated as for heroes, though the Judge properly. Villains therefore rob both to The villain does not receive Karma for may deliberately select particular abilities to acquire special requirements for killing heroes (surprise), but gets an fit his own situation or the opponents the inventions and to enhance their own amount equal to that for defeating villain will meet. (For example, make sure Karma to make them work. heroes if they are placed in a an opponent of Captain Marvel has • To reduce damage. A villain who may Deathtrap situation. The villain loses Darkforce Powers, or the guy squaring off spend Karma may spend 40 points to nothing if the hero escapes or is versus Sub-Mariner in the North Atlantic reduce the effects of an attack by one rescued from that deathtrap. can breathe water, or does not need to color rank. This spending must occur • Bragging. Villains are by and large an breathe at all!) before the attack is made, though the insecure lot, and feel they must share players do not have to be informed of the vital points of their recent decision The Judge selects the Contacts for villains. this expenditure. If such spending is to take over the world with listeners of If a villain has criminal Contacts, the Judge done, the villain reduces a red attack worthy caliber (usually heroes in may provide him with 1-10 henchmen to to yellow, and a yellow to green, but Deathtrap situations). Give the villain serve as the villain's goons and hired help. green and white results still apply. This 20 Karma points for doing so. prevents the heroes from destroying New villains start with 0 Popularity, though However, the Judge is obligated to the villains in one Karma-laden shot, may quickly drive it into the negative. Those pass on useful information to the forcing them to reduce the villain's with a secret identity (no one knows that Players in this fashion—such as where Karma total in battle. respected stock analyst Dennis McDennis is to find the villains when they have • To arrange an Escape or Mysterious really—The Corporate Raider!) may escaped the deathtrap. Death. Good villains are hard to come maintain normal relations and Contacts by, and if one is forced into a full-fledged through that identity, though the Contacts of Villains lose Karma by: retreat by the heroes, the Judge should the secret ID may be severed if the villain's • Being Defeated, as for the Heroes. In try to keep the villain among the living.

20 The Judge may spend all the Villain's as a guide) to purchase other items. This is 3) Burglary: It is night and a burglar alarm remaining Karma (no less than 100 points) a shorthand guide to what villains can siren goes off down the street. Looking in to effect an escape or mysterious death. acquire. Remember, villains also rob for that direction, the heroes see a group of The villain can escape by dropping through special requirements for their inventions, as seven quickly loading a truck with the floor on a previously unrevealed lift, this provides both the Resources and the goods from an open store (furs, jewelry, being teleported away by a third party, or requirement in one fell swoop. frozen meat, etc.). through a twist of fate (a collapsing wall) separating him from the heroes long 4) Media attack: A full fledged assault on enough to make good an escape. A Random Events the hero's good name by a paper or other mysterious death will vary according to the A plot that runs through several encounters media operation. -5 Popularity. villain in question. Some will find to a set resolution is entertaining, but the 5) Windfall!: A Resource Modifying FEAT. themselves in an inescapable trap of their Judge may want to spice things up with The hero has been named in the will of an own devising, others will be "crushed" by Random Encounters aimed specifically at admirer. Raise the Hero's Resources by falling debris or caught in an explosion with the heroes. MHAC6, New York, New York, one Rank (maximum Remarkable). Said no remains found, or, in cases of , provides one method of generating random inheritance may also include other items, almost totally destroyed to recreate events and presents a large number of such as an old house in the country said to themselves later. The good Doctor Doom is suggested encounters. These are small be ; a pendant that is a mystic a master of the mysterious death, as he "one-shot" adventures that should take up artifact with a powerful curse, sought by a has been irrevocably sent off to die at least an evening of play or less, and may deter more-powerful evil entity; or a clause in the a dozen times, but always survived. All the characters from moving too quickly will saying that the money is forthcoming super-powered villains will seek to maintain through the main adventure you have only if the hero performs a certain act. a 100-Karma-point buffer to make this form planned. of escape. 6) Police on the Beat: The hero encounters • Judge's Prerogative. This is a New York, New York concentrates on urban two of New York's finest on foot patrol, or a dangerous area, so treat it with care. encounters, mostly combat situations. A pair in a squad car. The police only hassle The Judge may have villains spend more free-form method of encounters is to the hero if he is wanted by the police, or Karma when it is absolutely essential create a group of small one-shot has a negative Popularity. Otherwise, they for the villain to perform particular encounters to throw at the heroes, alone or are friendly, and pass on information about actions successfully. Such actions in groups, to keep them occupied and the area (such as a rash of cat burglaries, cannot be directed against the player provide a good way of gaining Karma or the fact O'Malley thought she saw a heroes ("I' going to score a Kill result without fighting . You, the Judge, flying saucer three days back). on Spider-Man"), though they may can create a number of these for your endanger the hero ("I'm going to hit the heroes, as a list, similar to the ones below. 7) Rampaging Villain: Out of nowhere he button opening the cage of the When you feel you need a random Rogerian slime monster across the comes! (And to nowhere he may go.) Some encounter (say, at the start of the game, or villain is out to prove himself the A-Number- room"). Judges should use this option when the hero is heading home for the with the greatest care. 1 Head Honcho bad guy by beating up evening, or trying to get across town for an some hero. This can be any of the less- important appointment) roll a ten-sided die, powerful villains (such as Blacklash or Villains, Popularity, and look down the list, and run that encounter , but not someone like Kingpin or Resources the next time the hero or heroes are in a Doctor Octopus --they have better things to situation to which it applies (for example, As noted above, villains prefer the fear that a do with their time), or a character of your as Power Outage is better at night, when it own devising (creating your own villains is large negative Popularity provides, and as is rolled, wait until dark to spring it). Only such will try to maintain that rep. Villains' similar to hero creation, and has an one random event should be in operation at advantage in that the heroes don't know changes in Popularity are summarized below. a time. Here are some examples. Defeated by hero -30 Pop who this guy is). Defeating hero +10 Pop 1) The Robbery: The hero is in the vicinity 8) Power Outage: The lights go out in a Defeating other villain +5 Pop of a store (pick one) when the alarm goes three-block section of the map—a faulty Imprisoned -5 Pop off. Three thugs come out of the store, circuit. A mixture of helping people out of Making Proclamation or guns blazing, holding bags of loot. They elevators and general good deeds and challenge +5 Pop run to the end of the block, where a fourth arresting common criminals seeking to man is waiting with a car, the engine make hay while the lights don't shine. These numbers are larger than those for running. The car will head for the farthest player-characters, because villains get less edge of the map, and if it makes it, the trail These are only examples, and the Judge is play in general than player-characters. will be test. encouraged to come up with his own small encounters to season the campaign, Villains acquire Resources to make 2) The Contact: The hero gets a note from tailored to his particular operation and what purchases and fund inventions. A single one of his Contacts to see him. This can be the players are doing. robbery of a target will provide a one-shot a springboard for another adventure, as the use of that target's Resource rank. If the Contact may have some mystery to present villain robs a bank and gets away, he can to the hero, or disappear himself before the use that Resource rank (Judge-determined hero can reach him. according to amount—use the Power rank

21 SUMMARY FOR JUDGES

follow, or who to attack with what. This is part Powers are listed as “Known Powers”: that Final Summary for of the game, and there is no need to rush the which it is known the hero can do, and the players into your latest deathtrap—they will Power stunts that the hero normally per- Judges come along eventually of their own volition. A forms. An exhaustive list of Power stunts In summary, there are no fool-proof rules for Judge who provides the information and sits would triple the size of this section, so those judging the Marvel Super Heroes game, or back waiting for player response is as particular stunts that the characters have any other role-playing game. The best we effective (if not moreso) as one who rushes used on occasion are not listed, and left to can do is provide examples, instances, and the players into one slugfest after another. the players to develop. guidance in how to run combat, special situ- ations, and the campaign in general. Here are The remainder of this book is filled with a Talents are summarized and noted to the a few guideposts this Judge has used in his variety of characters from the Marvel Talents section of the Players’ Book when campaigns, which may work in yours as well. Universe, for use in your campaign, possible, When dealing with a Talent that including Heroes, Villains, Entities of Great does not exist in the Players’ Book, it is Give the Players an Even Break: This has Power (Big Guns), Animals, Alien Races, explained in full. been said before, and it applies. The Judge and members of the Supporting Cast. has all the cards and most of the Contacts are initial Contacts and based on information. He knows where the hidden The heroes are summarized on the card- the history of the character and those that traps are and how badly wounded both sheets provided, and are presented here in the character has relied upon in the past. heroes and villains are. Wiping out heroes full. The cards, which may be cut along the Other Contacts may be argued, but these wholesale is a problem, in particular with dotted lines, are for use by the players as a are the starting Contacts for such such world-destroying guns as Galactus handy reference, and include a few characters: others may be added as play wandering around. Give the players a way additional cards to be used by the players progresses. For example, Bruce Banner out of that infallible Deathtrap (Marvel for their own creations. Note that along the may retain some Contacts in the Military as Super Villains are not infallible, though base of each of these sheets is a range- a result of his long service on various Judges usually are), Send in the Cavalry if marker for those who use ranged distances projects including Hulkbusters, but that is the heroes are being too badly chewed up as opposed to area markers. not listed under his entry of the Hulk, and if (but reduce their Karma if they need Thor the player running Banner desires such a dropping by to handle a group of street While on the subject of the card-sheets, there Contact he must pay for ft. toughs), Remember that the campaign is are four panels that contain the Adventure only as good as the Judge and players. Fold-Up figures for use in the campaign. The Background section provides a These figures may be assembled as follows: complete a history as space permits for the No Buffaloes: Those familiar with the original • Cut apart each figure along the solid hero, villain, or entity, to give the players a books know this one. Just as you should not lines indicated in black. feeling of the character’s roots and his or ride roughshod over the players, do not let • To make it easier to fold the figure on a her motivations for role-playing. them ride roughshod over you, Your rulings straight line, you should “score” the line are just that—rulings. Decisions that you of the fold. “Scoring” is creating a crease The sections on Aliens, Animals, and have made under the circumstances of the in the paper on the line of the fold by Supporting Cast are similarly presented, game. Right or (perhaps proved later) using an artist’s stylus or an old ballpoint but in a shortened form to put as many as wrong, they are the way the game is played pen that has dried up. To score, use a possible in the text. in your campaign. You control the amount of ruler to help you draw a straight line and information in the campaign, and can restrict then, using the stylus or an old pen, Finally, it should be noted that the abilities, as necessary for your adventures. draw along the fold line pressing down ranks, and powers may be different from to leave a crease in the paper. This previous works, and that future mentions of Be Prepared: Players are a sneaky bunch, makes it easier to fold the paper. these characters may differ in small ways end will always surprise you with some • When gluing, spread the glue evenly from those that have appeared here. This action they believe you haven't thought of over the flap and then wrap the figure is because the Marvel Universe is not an (hence the Karma award when you are around. Place it against the indicated unliving thing that may be carved up and caught flat-footed), in such cases, be surface and hold it together. A paper clip examined, but a living creative entity that is sensible, be reasonable, and be prepared, if will hold the figure until it has dried. still evolving over time. Player characters a villain is going up against Captain Marvel using these heroes should not benefit from and knows it, perhaps a Darkforce-projecting The character stats listed here include a further changes after play has begun, but device or ally may be called for. Similarly, if summary of the abilities for each character. should not be penalized by further Spider-Man comes calling, shouldn't the The initial Power ranks for these abilities, reductions in abilities that may occur to the detection devices include the walls as well and all abilities and Powers of these char- characters in the future, (Just because as floors? Prepare your adventures so you acters, are set at the mid-point or average Storm loses her abilities in the have a good idea what should come next, value for when play begins. They may be “mainstream” Marvel Universe, does not no matter what the players do. increased through normal advancement, and mean that she will lose them in YOUR the character cards modified accordingly. version of the Marvel Universe.) As the Patience is a Virtue: Let the players come to Marvel Universe continues to evolve, TSR their own decisions, correct or not. With The Health, Karma, Popularity, and Resource products will try, with the help of the Marvel many players, there will always be an inter- ranks are similarly starting values and may Comics Group, to stay on top of the latest play between the player characters, as to change over the course of the campaign. developments, twists, and turns in the lives who will lead, which way to go, which clue to of people that make up that Universe.

22 3: CHARACTERS

ANGEL Warren Kenneth Worthington III Jeanne-Marie Beaubier

F EX(20) Health: 90 F EX(20) Health: 66 A RM(30) A EX(20) S GD(10) Karma: 26 S TY(6) Karma: 18 E RM(30) E EX(20) R GD(10) Resources: Rm(30) R PR(4) Resources: Ty(6) I TY(6) I GD(10) P GD(10) Popularity: 10 P PR(4) Popularity: 6

KNOWN POWERS: KNOWN POWERS:

Flight: Angel flies by means of two birdlike Flight: Though Aurora’s Powers are currently wings, aided by his aerodynamic body and greatly reduced, she may still at the speed bone structure. He can fly at Typical air of sound (Shift X Speed). While in flight she speeds (6 areas/round). Acceleration and has Good Body Armor. fatigue are handled as in Running. While in flight, he may carry up to 200 pounds without Light Generation: Beaubier can generate light straining, though greater weights require a of Monstrous Intensity. Targets blinded by this Strength FEAT roll. Angel’s flight is relatively light are -3CS on all FEATs for 1-10 rounds silent, such that he may blindside opponents afterwards. on the ground who are unaware of him. Non-Detection: Aurora cannot be as a mutant, TALENTS: Angel is skilled in Aerial Combat since those mental waves (psionic “signature” and Martial Arts B. Despite his control of a used by Professor Xavier, , and Sen- large corporation, Worthington’s business tinels) are suppressed with Class 1000 ability. skills seem minimal, as he depends on She registers as a normal human on mutant talented underlings to run things. detectors.

CONTACTS: Warren Worthington III is the LIMITATIONS: Jeanne-Marie is a classic case chairman of the board of Worthington of multiple personalities. Two distinct Industries, a major corporation. Worthington personalities have already appeared, and she Industries is the parent company of X-Factor is currently manifesting a third. The original Mutant Control Services, which is a cover for persona, Jeanne-Marie, is shy, reclusive, X-Factor, the original X-Men. Angel was the prim, stern, and speaks English with a heavy sponsor and part-time leader of two defunct accent. Her Aurora personality is more hero groups, the Champions of Los Angeles aggressive, fun-loving, and adventurous. Her — , , Black Widow, Darkstar, current persona is a mixture of these two (and and Rider (Johnny Blaze) — and the leans toward Aurora), but stress may result in — Iceman, Beast, , switching personalities (Psyche FEAT to avoid , Andromeda, and Cloud. this effect).

BACKGROUND: Angel’s wings and flying Jeanne-Marie loses the use of her Powers for ability appeared in his teens, and all of the 1-10 rounds upon contact with her brother, original X-Men, only Worthington had a Northstar. previous career as a crime-fighter before joining the team. As the Avenging Angel, CONTACTS: Aurora is a founding member of Worthington battled criminal activities for a . short time before being recruited by Cyclops and Iceman. Angel left the team after a BACKGROUND: Jeanne-Marie and her number of new recruits had joined, but his brother, Jean-Paul, were twins separated adventuring spirit encouraged him to form and soon after birth. Jeanne-Marie was raised in a fund other super-powered teams, including very strict religious school for girls, and it was the Champions of Los Angeles and the new there that her Powers first manifested Defenders, He is currently the major sponsor themselves, She was disbelieved and firmly of X-Factor (a division of Worthington punished for her tales of flying, and so the Industries), as well as a member of that team. super-powered persona fractured off in a split personality. Located by and recruited into Department H, Aurora was reunited with her brother (Northstar). Aurora and Northstar originally had similar Powers, but Jeanne-Marie’s were modified by her lover, Sasquatch.

23 HEROES

BEAST BOX Henry McCoy Dane Whitman Roger Bochs

F IN(40) Health: 130 F RM(30) Health: 70 F RM(30) Health: 220 A IN(40) A EX(20) A RM(30) S RM(30) Karma: 50 S GD(10) Karma: 22 S MN(80) Karma: 40 E EX(20) E GD(10) E MN(80) R EX(20) Resources: Rm(30) R GD(10) Resources: Ex(20) R EX(20) Resources: Ex(20) I GD(10) I TY(6) I GD(10) P EX(20) Popularity: 10 P TY(6) Popularity: 40 P GD(10) Popularity: 10/6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Modified Body Parts: Beast’s feet are well- Body Armor: Black Knight wears a full of Body Armor: All of Box’s abilities from his developed and may be used as hands to chain mail armor, providing him with Good Body Armor. When not in his armor, Roger Bochs has the following stats: handle objects or to attack. protection from physical attacks. FA S E R I P PR PR TY GD EX GD GD Climbing: Due to his simian stance and Unique Weapon—Ebony Sword: Merlin capabilities, Beast can climb with Remarkable himself forged and enchanted the Black ability. The armor provides Amazing protection from Knight’s sword. It is made of Unearthly physical and energy attacks, and Monstrous material strength meteoric iron, and in the Resistance to Heat, Cold, and Radiation, Lightning Speed: Beast can move at up to Black Knight’s hands inflicts 10 points Edged areas per round, accelerating to that speed in Bochs merges physically with the Box armor damage, or 16 points Blunt damage with the a single round. (takes 1 round), Remaining too long inside flat of the . The sword has special anti- Box may cause the merger to be permanent. magical properties, allowing it to deflect spells TALENTS: Hank McCoy is an expert in Make a Psyche FEAT for each hour after the and energy as if it were a of Unearthly Biochemistry, Genetics, and Electronics. He first three to leave the armor. Strength, as well as cut through mystic uses Acrobatics, Tumbling, and Martial Arts C in combat. barriers and ensnarements as if they were Flight: Box flies by means of jet-thrusters in normal materials. The sword has a blood- the legs, and can fly at Incredible speeds. If CONTACTS: The Beast is a current member curse on it: if the wielder takes a life, he used as a weapon, the boots inflict of X-Factor, and a former member of the becomes more violent and bloodthirsty Remarkable damage. Avengers and Defenders. His Contacts with (Psyche FEAT to avoid this effect). his former employer, Brand Corporation, and Recovery: The Box armor’s internal circuits with with universities where he has acted as a Limited Teleport: Through ceremony or allow it to regain lost Endurance ranks at a campus speaker, are tenuous at best. complete concentration (red Psyche FEAT), limited rate. In addition, , who the Black Knight may summon his sword to has the ability to manipulate metals, can BACKGROUND: Hank’s large feet and him or teleport himself to the sword with Class repair Unearthly damage to the Box armor. simian stature were noticable at birth, but 3000 ability, crossing time and dimensions to Hank led a relatively normal life, even do so. Computer Link: The Box armor allows the becoming a football star in high school. user to tap into available computer hardware Recruited into the original X-Men, Hank has Atomic Steed: Brought back from Mountain by with Remarkable ability. since served with the Avengers and the Beast, this device was repaired by Dane Sensors: Box has active detection gear that Defenders and is now a member of X-Factor. and is used as his mount, The vehicles’ stats ranges from microwave to hard radiation During his brief employment with the Brand are: detection. He has Amazing infravision, radar, Corporation, Hank was further mutated into a Control Speed Body Protection and radiation detection. His on-board radio blue-furred, ape-like form. He has since been RM ShX EX None has a 200-mile range across all standard given a more humanoid form through bands, and can jam other radio sources within experiments by a former co-worker. TALENTS: Dane is a Weapons Specialist with 5 areas with Incredible Intensity. his sword (+2CS), and has Horsemanship skills (used to control his Atomic Steed), TALENTS: Roger Bochs is an expert in Elec- Whitman is also an accomplished geneticist. tronics, He has Engineering and Repair/Tink- ering ability to help build and maintain Box. CONTACTS: Black Knight is a member of the Avengers, and a close ally of Doctor Strange, CONTACTS: Bochs was a member of Beta He still has ties to the extra-dimensional realm Flight and is a current member of Alpha of . Flight. He is also the owner of Bochs Elec- tronics, a private firm with Remarkable BACKGROUND: Dane Whitman inherited the Resources. persona of Black Knight from his criminal uncle, Nathan Garrett, Determined to use the BACKGROUND: Handicapped Roger Bochs’ Powers of the Ebony Sword for good, Whit- plans for a powerful robotic suit came to the man joined the Avengers following a long stay attention of James Hudson, who recruited in the 12th century, and is a member of the Bochs and his invention into Beta Flight. Box current team. later joined the main team.

24 CAPTAIN AMERICA CAPTAIN MARVEL Steve Rogers

F FN(60) Health: 150 F GD(10) Health: 70 A IN(40) A EX(20) S EX(20) Karma: 60 S TY(6) Karma: 22 E RM(30) E RM(30) R GD(10) Resources: Ex(20) R TY(6) Resources: Ex(20) I IN(40) I GD(10) P GD(10) Popularity: 100/6 P TY(6) Popularity: 20/5

KNOWN POWERS: KNOWN POWERS:

Unique Weapon—Shield: Cap’s chief weapon is Body Transformation: Energy, Monica can a disk made of adamantium and vibranium. The transform her entire body into any form of shield is Class 3000 material, and is immune to electro-magnetic energy, including visible harm from any damage save that of magic and light, cosmic radiation, gamma rays, X-rays, psionics, Captain America uses this weapon as a shield, though he is still subject to the effects ultraviolet and infrared radiation, neutrinos, of Stuns and Slams while using it. Captain and microwaves and radio waves, She may America may throw his shield up to 3 areas perform a number of Power stunts at up to away, inflicting Remarkable damage. One of Unearthly ability with these transformations, Cap’s established Power stunts is to bounce including: the shield off a number of hard surfaces and • Light of Unearthly Intensity have it return to him the following round. • lnvisibility of Unearthly rank • Projection of intangible illusions of herself Motorcycle: Cap’s motorcycle is a Davidson • Transmitting radio messages without a set Custom Special, built by Jonathan Coulson • Overloading sensor devices with and further modified by S.H.I.E.L.D. The Unearthly ability vehicle has the following stats: • Passing through objects as X-rays with Control Speed Body Protection Unearthly ability (may be blocked by GD RM TY None force fields) While in energy form Captain Captain America wears protective headgear Marvel may not be harmed by physical while on the road (lessens damage from attacks, but may be hurt by magical crashes by -1CS). attacks, psionic attacks, and energy attacks of the same type as her current Van: Cap’s van is a custom-built van modified energy state, She may shift energy by the Wakandan Design Group. The van has states at will. the following stats: Control Speed Body Protection Flight: While in her energy state, Marvel may GD EX RM EX travel at Class 3000 (near light) speeds, She The van contains first aid kits, a storage area may move up to 50 areas in a round, but for the cycle, fire fighting equipment, an on- attacking still takes a round. board computer with cruise control, auto- mobile information files, and a terminal which Energy Attacks: When in an energy state, allows him to tap into a national computer net. Captain Marvel may project a concentrated The van has changeable license plates and a blast of Force or Energy of up to Monstrous film paint job that allows it to appear strength. red, white, blue, or yellow.

TALENTS: Cap is a Weapons Specialist with TALENTS: Monica Rambeau has Law his shield, receiving a +2CS in FEATs using Enforcement as a talent. it. He is skilled in all the martial arts available, as well as having leadership, artist, and CONTACTS: Monica Rambeau is a former military skills. member of the New Orleans Harbor Patrol. She gained her Powers when rescuing CONTACTS: He is a vital member of the physicist Andre LeClaire, and is a current Avengers, has a long-standing relationship member of the Avengers. with the U.S. Army, and is a friend of Nick Fury of S.H.I.E.L.D. BACKGROUND: Monica Rambeau gained her Powers when she destroyed a discovery BACKGROUND: At the start of WWII, Steve of Prof, LeClaire’s that was being used as a Rogers was injected with the Super Soldier weapon. Taking the name Captain Marvel (no Formula, An accident at the end of the war relation to the Kree captain), she sought out froze him in an iceberg and he was later the Avengers for aid in controlling her Powers, rescued by the Avengers. Cap sees himself and is now part of the current team. as a hero for all of America.

25 CLOAK CYCLOPS Tyrone Johnson Peter Nikolaievitch Rasputin Scott

F TY(6) Health: 76 F GD(10) Health 150 F EX(20) Health: 76 A GD(10) A GD(10) A EX(20) S EX(20) Karma: 36 S MN(80) Karma 32 S TY(6) Karma: 80 E lN(40) E AM(50) E RM(30) R TY(6) Resources: Fe(2) R TY(6) Resources: Pr(4) R EX(20) Resources: Gd(10) I EX(20) I TY(6) I RM(30) P GD(10) Popularity: -3 P EX(20) Popularity: 0 P RM(30) Popularity: 6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Dark Dimension Control: Cloak’s of darkness Body Transformation: Peter Rasputin can Optic Blasts: Summers’ eyes constantly emit should not be confused with the Dark Dimen- transform his body into an organic form of a ruby-colored beam of pure concussive force sion, a extra-dimensional realm ruled by . osmium steel. His stats while in that form are from his eyes. These ruby beams inflict Cloak’s darkness is an extra-dimensional space listed above. His normal abilities are: Excellent Force damage at a range of I area, that may or may not be related to the Dark- force. He may ensnare victims in his cloak, FA S E R I P Using a specially-constructed visor, he may plunging them into his dark dimension, with a GD GD EX EX TY TY EX project a beam of up to Fantastic Intensity up successful wrestling attack. They may also to three areas distant. This beam can affect a enter if they make a charging or grappling Peter may transform in a single round. single target or multiple targets. Targets in attack on Cloak. Inside the dimension, the Damage taken in human form carries over into different areas are treated as multiple attacks character is confronted with his deepest fears of armored form. Damage taken in armored form and require a Fighting FEAT to hit. Cyclops Amazing Intensity, and in addition loses 1 En- is healed in transformation, unless Peter’s receives a +2CS to hit with his optic blasts, durance rank and 5 points of Health a round. Health in armored form is below 60, in which and may bounce his beam off materials of Upon leaving the cloak, the target must make a case that Health is used once transformed. If higher material strength than the current Psyche FEAT or be paralyzed by fear for 1-10 Peter is stunned or knocked unconscious Power rank used as a Power stunt (each turns. Health lost by targets is absorbed by while in armored form, he reverts to human target in the path of a multiple “bounce” Cloak to restore his Health, up to his maximum. form. While in armored form, Colossus has requires a separate Agility FEAT to hit; one minimal need to breathe, and as such can miss negates any other attacks or bounces). Body Armor: Cloak’s non-corporeality hold his breath for an indefinite time. Cyclops is invulnerable to his own optic blasts provides Amazing protection from physical (and the effects of his brother, ), but and energy attacks, He is still subject to Body Armor: Colossus’ steel-like hide provides may still be stunned and slammed by them. magical and mental attacks as normal, Amazing protection from physical attacks, and Incredible protection from energy attacks. TALENTS: Scott is an accomplished Pilot of Darkness Generation: Cloak can release his aircraft, As a member of the X-Men, he has darkness into our dimension, covering up to Resistances: In armored form, Colossus developed Leadership, Martial Arts A and C, three areas with Amazing Intensity darkness, Monstrous Resistance to Fire and Cold, and and Resist Domination Talents. Those unable to see in this total darkness and Remarkable Resistance to Electricity those without light-bearing Powers are -3CS (conductive) and Radiation. CONTACTS: Cyclops has led the present on all FEATS, team of X-Men as well as the original team TALENTS: In his career as an X-Man, (now known as X-Factor). He is not on good Teleport: Cloak may move within his dimension Colossus has Martial Arts A, B, and Resist terms with , the X-Men’s current of darkness, effectively teleporting with Un- Domination skills. He also has artist skill, and . Scott’s father, Alexander Summers, is earthly ability and a maximum range of a half- paints to relax. the leader of a group of intergalactic freedom mile. Unless protected by Dagger’s light (which fighters known as the . Scoff’s “feeds” the of the cloak), those teleport- CONTACTS: Peter Rasputin is a member of brother is the mutant hero Havok, a member ed with Cloak are affected by the dimension. the X-Men. His little sister, Illyana, is a of the X-Men. LIMITATION: Cloak’s darkness has a hunger member of the , His exact for the living light contained in living bodies. relationship with the Soviet government of his BACKGROUND: Scott and his brother were His effects on criminals, as well as homeland is unknown, pushed out of their parents’ plane when it was contributions from Dagger’s own Powers, feed attacked by a Shi’ar scout ship. The boys had this hunger, but if 24 hours pass with no such BACKGROUND: Piotr Rasputin first a parachute, but the fall injured Scott, light, Cloak will have to make a Psyche FEAT demonstrated his mutant abilities in crippling that section of his mind that would against Good Intensity desire to absorb that adolescence on the Ust-Ordynski collective in later be needed to control his mutant Powers. light from another, criminal or not. Siberia. He was recruited by Professor X to These Powers surfaced in his teens, and the form his second team of X-Men, and has youth was recruited by Professor X to be the CONTACTS: Cloak is Dagger’s partner, and served with the team since then. He has team leader of his X-Men. Scoff has served worked with Mayhem. He is not on good served as the team’s since then, as team leader for both old and new teams. terms with Father Delgado. but is often plagued by self-doubt as to his He left the group to marry Madelyne Pryor, abilities and contributions. who resembled his former love , BACKGROUND: Cloak’s origin is similar to thought dead, Upon Jean’s return, he left his Dagger’s, and he shares her vigilante attitude wife to become a member of X-Factor. (double all Karma awards for preventing/solving drug-related crime).

26 DAGGER DAREDEVIL Tandy Bowen Matthew Michael Murdock

F EX(20) Health: 76 F IN(40) Health: 110 A EX(20) A IN(40) S TY(6) Karma: 30 S GD(10) Karma: 96 E RM(30) E EX(20) R GD(10) Resources: Fe(2) R TY(6) Resources: Pr(4) I GD(10) I MN(80) P GD(10) Popularity: 2 P GD(10) Popularity: 6

KNOWN POWERS: KNOWN POWERS:

Light Generation: Dagger can generate light of Enhanced Senses: Murdock’s senses of taste, Remarkable lntensity, filling up to 2 areas, This hearing, and smell have been enhanced to light can stun opponents who fail an Endur- the Monstrous rank, He can identify ance FEAT for 1 round, and gives those who substances by taste, read raised printing on a are attacking her glowing form a -2CS to hit. page, or track by a specific odor on a Power rank FEAT roll, Overloading these senses Light Daggers: Dagger can generate and (excessive noise, for example) reduces his throw daggers of “living light.” These daggers Intuition by -1CS, and any FEATs against inflict Excellent damage, and can penetrate specific attacks are at -2CS, Murdock uses up to Good Body Armor (they have no effect his enhanced hearing in a Power stunt to on Body Armor of higher rank), The target determine if a character is lying (he listens for must make an Endurance FEAT against an erratic heartbeat) with Fantastic ability. Excellent Intensity. Failure indicates unconsciousness for 1-100 rounds and -3CS Radar Sense: In addition to his enhanced on all FEATs by the target for 3 days. Success senses, Murdock has developed an indicates only a -1CS for 1-10 rounds, omnidirectional sense that operates as primitive radar, He can “see” three- Targets hit by these light daggers are purged dimensional images up to 3 areas away, of foreign substances, provided those regardless of light conditions. Rapid substances are not long-term mutations or movements and chaotic conditions reduce this alterations (no effect on Hulk or Captain Power and Intuition by -2CS, Daredevil America), Individuals with negative Popularity cannot be blindsided. may “repent” while under the effects of the light daggers, This “repenting” reduces Weapon—Billy Club: Daredevil carries a billy negative Popularity to 0, and eliminates any club made of Incredible Strength material that Karma possessed by the target. NPCs’ he wields or throws for Excellent Blunt “repentance” is determined by a Psyche FEAT damage. Internal workings that permitted the against Excellent Strength, club to shoot a line have been removed.

Dagger may fire up to 4 daggers in a single LIMITATION: Murdock is blind. He is round at up to 4 separate targets in the same unaffected by light-based attacks, illusions, area. She may control the flight of these and hypnosis for this reason. daggers up to 4 areas away, TALENTS: Daredevil is a master of TALENTS: Tandy Bowen was a talented Acrobatics and possesses Martial Arts A, B, dancer before her transformation, and uses and E. He is a specialist with his Billy Club her Talents in a unique fighting style that and receives a +2CS to hit with it, Though combines Acrobatics, Tumbling, and Martial disbarred, Murdock retains his legal training. Arts C.

CONTACTS: Tandy is the partner of Cloak, CONTACTS: Murdock’s old partner, Foggy and the sometime partner of Mayhem, a super- Nelson, is still active in law, and Murdock is powered vigilante. Dagger and Cloak take also close to reporter of the Daily refuge in the church run by Father Delgado. Bugle. Daredevil also had extensive contacts in the criminal world, including a small-time BACKGROUND: Tandy Bowen was a young named Turk Barrett, runaway who was kidnaped and used as a human test animal for a new Maggia drug. BACKGROUND: Matthew Murdock lost his This drug modified her body, turning her into a sight in a truck accident involving radioactive creature of light. As Dagger, Tandy hunts material. This accident provided him with his down drug-related criminals and punishes radar sense, which he used to become them (double all Karma awards for Daredevil. preventing/ solving drug-related crimes).

27 DOCTOR STRANGE Cloak of Levitation: A magical device NICK FURY Stephen Strange presented to Dr, Strange by his mentor and Nicholas Fury later destroyed and reconstructed, the Cloak F GD(10) Health: 66 permits Flight of Shift X Speed (a small spell F IN(40) Health: 100 A EX(20) allows the doctor to breathe at this speed), A EX(20) S TY(6) Karma: 185 The Cloak may be commanded to perform S GD(10) Karma: 50 E RM(30) discrete actions, and in combat it has E RM(30) R GD(10) Resources: Gd(10) Incredible material strength and may act as if R EX(20) Resources: Am(50) I MN(80) it possesses Incredible Strength. I EX(20) P UN(100) Popularity; 10 P GD(10) Popularity: 50 Eye of Agamotto: An occult object contained KNOWN POWERS: within an amulet worn by the Doctor and KNOWN POWERS: controlled by a link. The Eye has Magical Ability: Doctor Strange is the Sorcerer several functions: Body Armor: Nick normally wears a protective Supreme of the Earth Dimension. He may use • Serves as a combination of all Detection vest of Kelvar armor at all times, giving him any listed Power as a spell, subject to the Powers with Class 1000 ability, and in Typical protection from attacks. limitations of Personal, Universal, and Dimen- addition reveals illusions, enchantments, sional energy restrictions. He uses these and disguises Weapons: Nick uses a variety of weapons abilities at the Amazing level, unless otherwise • Provides a +2CS on all Mental Powers available in the S.H.I.E.L.D. armory, including noted as Power stunts. In addition, Doctor used by the Doctor machine pistols and force pistols. His person- Strange regularly uses the following spells: • Places one unconscious target in same alized weapon is a needle gun, which shoots a • Alteration—Appearance (P)—as a minor area in suspended animation (no actions or stream of finely honed slivers up to 6 areas illusion of Fantastic Intensity that changes loss of Health) with Monstrous ability away for Excellent damage on the Edged the Doctor’s appearance and that of his • Opens a Dimensional Aperture with Throwing column, The needle gun contains companions, usually hiding their costumes Unearthly ability 300 rounds, is made of Excellent Strength • Astral Projection (P)—as Power of same materials, and has mother-of-pearl handgrips. name, with Unearthly ability Orb of Agamotto: Another powerful mystic • Levitation (P)—as Power of same name, artifact, the Orb has Class 3000 Magic TALENTS: Fury has acquired a number of with Incredible ability Detection (as the Power), and may be used to talents in his careers in the Military and • Shield—Individual (P) as Personal Force view any place known to the user. Espionage fields, He is a Pilot of air and space Field, able to repel magical attacks craft, a demolitions expert (+1CS on all • Telepathy (P)—as Power of same name, TALENTS: Doctor Strange was a noted matters involving explosives), is trained in First with Unearthly ability surgeon before becoming the Sorcerer Aid, is a skilled Marksman, and has Wrestling • Conjure (U)—a specialized Teleport of Supreme, and retains his Medicinal Talents, Talent and Martial Arts A, B, D, and E. Amazing Intensity that brings the item, He is an expert on Occult and Mythological character, or being to the caster. The being Lore, and has been taught Martial Arts A and CONTACTS: Nick Fury is the Executive in question may make a Psyche FEAT to E by his manservant, , Director of S.H.l.E.L.D. (Supreme avoid the conjuration Headquarters International Espionage Law- • Eldritch Beams/Bolts (U)—As Force or CONTACTS: Doctor Strange’s mentor was Enforcement Division), an espionage Energy Missile weapon, of Amazing power the , who has since merged with organization with Monstrous Resources. He and range the universe but on rare occasions has has ties with various parts of the U.S. • Dimensional Aperture (D)—Creates an returned to advise, Strange’s own pupil Clea Government, as well as old ties with OSS (now ClA), military, and M15 (England’s spy opening into, and permits passage to and is now the ruler of the Dark Dimension, organization). from, another stated dimension, with Among the beings that Strange calls upon to Monstrous ability, Requires a FEAT roll work his Dimensional spells are , BACKGROUND: Nick Fury first made only for unfriendly or hostile dimensions or Raggadorr, the Seraphim, and the Vishanti headlines during World War 11 as a Sergeant unwilling travelers (Agamotto, Hoggoth, and Oshtur), all of whom and leader of his team of “Howling • Mists of Morpheus (D)—Generates vapors are considered Friendly entities for the Commandos.” During that time he was of Wondrous Intensity, which induce sleep purposes of conjuration. injected with the “ Formula” — a serum in those failing an Endurance FEAT in two that has slowed down his aging process so he areas. Strange is unaffected, unless he BACKGROUND: Stephen Strange was a remains in top form today. Following the war, talented and egotistical surgeon who lost his chooses to undergo the mists, in which Fury engaged in numerous military and case he sleeps deeply for 1 -10 hours but fine motor skills in a car crash. Sinking into espionage operations, until he was contacted heals as it three days have passed under alcoholism, Strange heard of the Ancient One, by a still-mysterious Board of Directors to full hospital rest and sought him out for a cure. Instead, create and direct S.H.I.E.L.D. Since that time, • Spell of Silence (U)—Prevents subject of Strange became the Ancient One’s pupil and Fury has remained the head of S.H.I.E.L.D. spell from speaking of certain matters or inherited from him the mantle of Sorcerer operations, overseeing an espionage network subjects. Only characters of Amazing or Supreme. He operates out of Greenwich that includes major bases in most cities in the greater Psyche may receive a FEAT roll to Village, seeking out magical threats to the free world, an orbital space station, and, until avoid its effects Earth dimension. recently, a flying fortress known as the Helicarrier. The original was destroyed, but a smaller version, the Behemoth, is still in operation. Fury has recently discovered widespread corruption in his organization, and has been working toward eliminating it.

28 HERCULES Clint Francis Barton Heracles of Olympus

F GD(10) Health: 70 F UN(100) Health: 320 A RM(30) A EX(20) S GD(10) Karma: 22 S UN(100) Karma: 50 E EX(20) E UN(100) R TY(6) Resources: Gd(6) I GD(10) R GD(10) Resources: Ty(6) P TY(6) Popularity: 45 I GD(10) P RM(30) Popularity: 70 KNOWN POWERS: KNOWN POWERS: Enhanced Senses: Hawkeye has Remarkable vision. Body Armor: The natives of Olympus are denser and tougher than the inhabitants of Protected Senses: Hawkeye is 80% deaf the Earth dimension, Hercules has Excellent when not wearing his hearing aids, giving him protection from physical damage. Excellent protection from sonic attacks but making him unable to hear normal sounds Resistance to Fire: Hercules has Excellent more than one area away, Resistance to Fire.

Unique Weapons—Arrows: Hawkeye’s quiver Invulnerability: Like all Olympians, Hercules contains 36 shafts, 12 of these are standard does not age nor is he susceptible to disease shafts (Throwing Blunt — 20 points). 6 are (Class 1000 Resistance to Disease). broad-blade heads (Shooting — 20 points), and the remainder may be equipped with Immortality: Olympians are immortal in this specialty heads. Hawkeye has a range of 7 plane, and as such, if reduced to 0 Health and areas, and may call his shots as a Power Shift 0 Endurance, do not die, Their Karma stunt. His specialty heads are: reserves (including that in pools with others) • Explosive — Amazing Grenade damage are reduced to 0, and they automatically • Tear Gas — Excellent Intensity, 1 area begin healing, In the dimension of Olympus • Electro-arrow — Amazing electrical damage and in other planes, the immortal Olympians • Smoke Bomb — Covers one area in smoke (including Hercules) may be slain. • Sonic — Excellent Intensity sonic attack; stuns all in target area for 5 rounds Weapon—Golden Mace: This enchanted • Flare — Lights 2 areas with Remarkable adamantine weapon, forged for Hercules by Intensity light the Olympian Hephaestus, is made of Class • Acid Arrow — Remarkable Intensity 1000 material, and in Hercules’ hands inflicts • — Fired 3 areas, lncredible line Shift X damage. • Putty — Remarkable Strength adherence, carries line up to 2 areas TALENTS: Hercules is a master of wrestling, • Bola — Successful hit indicates target sharp weapons, and blunt weapons, and has grappled by Incredible Strength cable a +1CS when using these attack forms, In • Net — Successful hit indicates all targets ancient Greece he was also a master of the in area bound by Remarkable Strength net Bow, but now has a personal dislike for it, • Rocket — Range of 15 areas, may use with other heads CONTACTS: Hercules is the son of , • — returns to firer in one round ruler of the extra-dimensional realm of Olympus, home of the Greek “gods.” He is a Skymobile: Hawkeye’s sky-cycle stats are as former member of the defunct Champions of listed in the Player’s Book. Los Angeles and a member of the Avengers. TALENTS: Hawkeye is a Weapons Specialist with Bow and a Marksman, giving him +3CS BACKGROUND: The modern hero Hercules with his weapon to hit, He also is trained in is the same being who was written about in Martial Arts A and E. ancient Greece, Son of Zeus and a mortal woman, Hercules performed many tasks CONTACTS: Hawkeye is the leader of the before becoming a true immortal in Olympus, West Coast Avengers. Hercules today is a member of the Avengers, and lives for adventure to bestow his “gift” (a BACKGROUND: Inspired by Iron Man, mighty punch) on miscreants. Hawkeye decided to use his bowmanship for good. The brash bowman has made good, married the hero Mockingbird, and is leader of his own team.

29 THE HULK HUMAN TORCH ICEMAN Robert Bruce Banner Johnny Storm Robert Drake

F RM(30) Health: 220 F GD(10) Health: 60 F GD(10) Health: 66 A GD(10) A EX(20) A GD(10) S UN(100) Karma: 38 S GD(10) Karma: 26 S TY(6) Karma: 20 E MN(80) E EX(20) E RM(30) R FE(2) Resources: Fe(2) R GD(10) Resources: Rm(30) R GD(10) Resources: Ty(6) I TY(6) I GD(10) I PR(4) P RM(30) Popularity: -10/10 P TY(6) Popularity: 50 P TY(6) Popularity: 6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Body Armor: Hulk’s gamma-irradiated skin Body Armor: The Human Torch wraps himself Ice Generation: Iceman has Ice Generation provides him with Monstrous protection from in a sheath of flame that serves as Incredible abilities of Remarkable level, allowing him to physical attacks and Fantastic protection from Body Armor against all material weapons, generate ice in any region with sufficient energy attacks. unless those weapons have a material water vapor (including desert terrain). Drake strength of Amazing or greater, All energy, can perform a number of Power stunts. Astral Detection: Hulk may detect beings in blunt, grappling, and charging attacks affect • Create Shields of Remarkable protection the Astral Plane with Unearthly ability. Johnny normally, but the attacker may suffer • Create Weapons of Remarkable material up to Incredible damage if he touches the strength. Wielding such a weapon, Drake Invulnerability: Hulk is Invulnerable to Cold, flaming form, is +1CS to damage, making either an Heat, Fire, and Disease, giving him Class edged or blunt attack. 1000 Resistance to these items, Generate Fire: Johnny can generate flame • Create structures and supports of over all or part of his body, up to Unearthly Remarkable material strength, These ice- Leaping: Hulk can leap 40 areas in a single lntensity, without difficulty, He can shoot flame constructs have a basic lifespan of 5 round, with Class 5000 ability. up to 3 areas away. rounds (4 rounds in hot weather, 15 rounds in cold) +1-10 rounds, Adrenaline : The listed abilities are for the Control Fire: Johnny has Unearthly control • Project Cold with Remarkable ability, up to Hulk under “normal” circumstances. Hulk’s over all forms of fire. He may perform a 3 areas distant Fighting ability and Strength may be raised by number of Power stunts using this ability, • Create areas of Remarkable Intensity +1CS, to a maximum of Shift Z to hit and dam- including absorbing heat and flame, producing slickness age under special circumstances, Every round multiple flaming images, and creating flaming Hulk is in combat with the same opponent or cages. Invulnerability: Drake has Class 1000 group of opponents, he receives this shift. If the Resistance to Cold, Body Armor: By “icing opponent or opponents are defeated, Hulk’s Invulnerability: Johnny has Class 1000 up,” Bobby provides Remarkable protection abilities return to normal in the next round. Resistance to Heat and Flame. for himself from physical attacks. He has Good protection from energy attacks, but heat Special Detection: For some unknown reason, Flight: The Human Torch may fly at up to and fire-based attacks weaken his armor by the Hulk is able to locate the place he was Excellent speeds (10 areas/round). the rank number of the attack. “born” — Desert Base, New Mexico — with Class 3000 ability, Flame: As a Power stunt using his Fire Movement: By creating ice slides, Bobby can Generation Powers, Johnny can explode in a move at 4 areas/round (Typical ground Alter Ego: Hulk has been able to revert to his burst of super-heated flame, inflicting up to speed). alter ego, Bruce Banner, in the past, Banner’s 500 points damage to everything in his area, state are: and 150 points in every area up to 5 areas TALENTS: Bobby is skilled with thrown FA S E R I P away. His flames are reduced to Feeble for 1- weapons (+1CS to hit, usually snowballs). He PR TY TY TY RM GD TY 10 rounds afterwards, and unless he makes a also has training as an accountant. red Endurance FEAT, the Torch passes out for TALENTS: Hulk has no talents, Banner is an 1-10 rounds. CONTACTS: Iceman is a member of X- expert in physics and radiation. Factor, and a former member of the TALENTS: Johnny is an expert mechanic, an Champions of LA and the Defenders. CONTACTS: Hulk has no contacts, Banner is authority on automobile design, and a race the leader of the Hulkbusters, and has close car driver. BACKGROUND: Iceman’s mutant abilities ties with the Avengers and Fantastic Four (the surfaced in adolescence, and he became the latter through his cousin, Jen Walters). CONTACTS: Johnny Storm is a founding youngest of the original X-Men. Since then he Banner’s close friend is . member of the Fantastic Four, and also counts has served in a number of teams. He is more as friends the Avengers and Spider-Man. wary now of creating massive ice construc- BACKGROUND: Banner was caught in the tions, from the damage their weight and melt- blast of the first gamma bomb test, BACKGROUND: Johnny Storm was a off can cause. transforming him into a supremely powerful passenger on the rocket trip that created the but mindless creature called the Hulk. Banner Fantastic Four, Normally hot-headed and has been in varying degrees of control of the brash, Johnny was the youngster of the team, Hulk, but Is currently free of the being, with but has matured over the years. the result that the Hulk is a rampaging beast.

30 IRON MAN Susan Storm Richards Anthony Stark

F GD(10) Health: 46 F EX(20) Health: 160 A GD(10) A RM(30) S TY(6) Karma: 40 S lN(40) Karma: 66 E EX(20) E SP(70) R GD(10) Resources: Rm(30) R IN(40) Resources: Ex(20) I EX(20) I EX(20) P GD(10) Popularity: 50 P TY(6) Popularity: 20

KNOWN POWERS: KNOWN POWERS:

Invisibility: Sue Richards can make herself All of Iron Man’s Powers derive from his invisible with Excellent rank ability. She has state-of-the-art armor, Tony Stark’s normal performed the following Power stunts a stats are: number of times: Made others invisible, made FA S E R I P portions of an object invisible, and made TY TY PR TY IN EX TY invisible things visible. No Karma needs to be spent for these stunts. Body Armor: The Iron Man Mark VI armor is made of Remarkable Strength material Force Fields: The Invisible Woman can form a stiffened by a personal force field, This armor projected Force Field of Monstrous Strength provides Amazing protection from physical over one area, reduced by -1CS in strength attacks, Incredible Resistance to Corrosives, for each additional area it encompasses. The Amazing Resistance to Heat and Cold, Invisible Woman may project her force field Monstrous protection from energy attacks, around herself or others, and can soften it to and Unearthly protection from radiation and create a cushion that can absorb up to electrical attacks. Monstrous damage. Unless the field is mentally braced (1 round), Sue suffers a Stun Force Field: In addition to the force field and Slam results of attacks on the field. The stiffening the armor, energy may be shunted field drops if Sue is incapacitated. from other systems to provide the suit with a personal force field of Wondrous protection Flight: This is an established Power stunt of from physical damage and Unearthly Sue’s Force Field Power. By creating a protection from energy damage. column of invisible force beneath her and allowing that column to topple and elongate, Flight: The armor generates an anti-gravity Sue can “fly” at 2 areas/round. She may carry field. Stark uses thrusters in the boots and others with her, up to a total weight of 10 tons. backpack for steering, The armor can exceed Mach 1 speeds, and is considered to move at TALENTS: Susan has Performer abilities, Shift X speed, a maximum of 50 areas per and, due to the nature of her Powers, Martial round flying in clear areas. The boot thrusters Arts E. may be used as weapons, inflicting Remarkable damage at a range of 1 area, CONTACTS: Susan is a founding member of the Fantastic Four, and in addition has close Repulsors: The main armament of the suit is ties with the Avengers (who put up the group a pair of medium density plasma projectors, when the Baxter Building was destroyed) and located in the gauntlets, which may inflict up the Sub-Mariner (who still carries a torch for to Amazing damage at a range of 10 areas. Mrs. Richards). Pulse-Bolts: An intensified and experimental BACKGROUND: Sue Storm was a passenger version of the repulsors, the pulse bolts inflict on the flight that gave the Fantastic Four their Spectacular damage at a range of 10 areas. cosmic-ray-derived Powers. First as the Invisible Girl, and more recently as the Disruptor Field: A secondary weapon system Invisible Woman, Sue has been the backbone projected from the gauntlets, with a range of 2 of the team. She is married to Reed Richards areas, this is a wide spectrum and they have a son, Franklin. electromagnetic/gravitic beam that disrupts electrical devices with Remarkable Intensity.

31 Energy Absorption: Up to 400 points of MAGNETO MARVEL GIRL energy damage may be absorbed and stored Real Name Unrevealed Jean Grey for up to 4 rounds, and redirected through any available weapons systems as Monstrous F GD(10) Health: 120 F GD(10) Health: 56 damage or Intensity. Retaining such energy A RM(30) A GD(10) beyond 4 rounds requires an Endurance S GD(10) Karma: 100 S TY(6) Karma: 80 FEAT, or there is an involuntary discharge, E SP(70) E RM(30) inflicting Good damage to all within one area R IN(40) Resources: Am(50) R GD(10) Resources: Ty(6) (including the wearer, whose Body Armor is I GD(10) I EX(20) ineffective in this case). P AM(50) Popularity: P AM(50) Popularity: 0

Protected Senses: The armor provides KNOWN POWERS: KNOWN POWERS: Amazing protection from sonic and light- intensity attacks. Polarized lenses drop over Magnetic Control: Magneto manipulates iron Telekinesis: Jean has telekinetic Powers of the eye slits in event of a light-based attack, and iron-based alloys with Unearthly ability. Incredible Intensity, allowing her to move objects causing one round of blindness (no other He has used this ability to perform a variety of of up to 10 tons by force of her mind. She can effects). Power stunts. also perform precise detail work. Power stunts • Scrambling non-sentient machinery with she has exhibited using this ability include: Chest-beam: Another weapons system, this Unearthly ability • Flight at Remarkable speed by levitating one mounted in the front of the chest, can • Inflicting Shift X (126) damage to sentient herself and others perform several functions: Remarkable iron-based or alloyed characters • Levitation of others as an attack (Strength Intensity light, Energy beam of Amazing • Detect magnetic fields with Monstrous FEAT to avoid if opponent is able to hold damage, or Thermal (energy) beam of ability on to something) Incredible Intensity. All functions have a range • Use metal objects to attack or enwrap • Using objects as thrown weapons with of 3 areas. others (damage no greater than material Incredible range and inflicting Incredible or strength of the object manipulated) material strength damage, whichever is less Air Supply: The suit has an internal air supply • Use magnetic fields to manipulate non- that will last up to 2.5 hours. ferrous objects, with Monstrous ability Force Fields: By telekinetically deflecting attacks, Marvel Girl simulates a force field that ECMs: The armored suit has Remarkable Energy Control: Magneto may manipulate provides Incredible protection from energy protection from electronic detection, and other forms of energy to a lesser degree. He attacks and Excellent protection against Unearthly protection against hostile signals has in the past manipulated light, heat, radio physical attacks. She must will such a field (including disruption beams). A holographic waves, X-rays, and gamma rays with into being, and it lasts as long as she projector provides Remarkable Blending Monstrous ability and effects, but rarely does concentrates on it. ability (as the Power). so. Force Bolts: By projecting a wave of LIMITATION: Tony Stark is an alcoholic, Force Field: Magneto may use his magnetic telekinetic force, Jean can inflict up to though is currently not drinking. Powers to project a force field of Unearthly Incredible Force damage up to 3 areas away. strength over one area. Magneto may use his TALENTS: Stark is skilled in Electronics and magnetic and energy Powers through this TALENTS: As a former X-Man, Jean has Business, and has Engineering skill as well, force field. Resist Domination talent. In her brief periods which he uses to test new devices. when not a hero, she was a fashion model. Flight: By manipulating the magnetic/gravitic CONTACTS: Iron Man is a founding member lines of force, Magneto may fly at Remarkable CONTACTS: Jean is a member of X-Factor. Her of the Avengers, and Stark supports the (15 areas/round) speeds. former contacts from before the appearance of organization through a trust fund in his late Phoenix are negated and must be regained. mother’s name. He is the former head of TALENTS: Magneto’s Reason is +1CS in Stark International (disposition of that matters of Electronics and Genetics. In BACKGROUND: Jean Grey’s mutant abilities corporation is undisclosed), has set up a now addition, he has Engineer talent, allowing him were awakened early by trauma, and the girl aero-space company on the West Coast, has to construct new devices. was trained by Professor Xavier before the long-running contacts with S.H.I.E.L.D. formation of his X-Men. She later joined that through its director, Nick Fury, and is a well- CONTACTS: Magneto has cut most of his team and served as a mutant heroine known figure among the jet set. previous criminal contacts. He is a member of alongside Iceman, Beast, Angel, and Cyclops. the X-Men and the mentor of the New On one mission with the “new” X-Men, Jean BACKGROUND: Tony Stark was wounded by Mutants. chose to pilot a rescue shuttle through a solar Communist insurgents in Southeast Asia, and radiation storm. The shuttle crashed in Jamaica built the first suit of Iron Man armor to save BACKGROUND: Magneto began his career Bay, and while most of the team survived, Jean his own life. Since then the armor has been with the intention of protecting the mutant was apparently reborn as Phoenix. Actually, modified through 6 distinct models, though minority by dominating the human majority. this was an alien energy force that used Jean’s additional tinkering is always being done. The The XMen repelled several of his attempts. body and mind as a template. After Phoenix’s current suit is a recent development, following Coming to realize that his actions increased death, the energy cocoon protecting Jean was a period when Stark slid deeply into his the fear and hatred of mutants, Magneto has discovered by the Avengers who released alcoholism and passed his armor to another. changed his approach and has inherited the Jean. Her telepathic abilities were lost. Jean X-Men and New Mutant teams from Charles has been instrumental in the reforming of the Xavier. original X-Men as X-Factor.

32 MISTER FANTASTIC MOCKINGBIRD Reed Richards Barbara Morse Barton

F GD(10) Health: 42 F EX(20) Health: 56 A TY(6) A EX(20) S TY(6) Karma: 110 S TY(6) Karma: 32 E EX(20) E GD(10) R FN(60) Resources: Rm(30) R EX(20) Resources: Ty(6) I EX(20) I TY(6) P RM(30 Popularity: 50 P TY(6) Popularity: 30

KNOWN POWERS: KNOWN POWERS:

Plasticity: Mr. Fantastic has a pliable, Body Armor: Mockingbird’s costume is made malleable body, giving him Plasticity of of Kevlar armor backed by woven Beta cloth. Monstrous rank. He may use this Plasticity for it provides Excellent protection from physical a number of Power stunts, including Imitation attack and Good Resistance to Fire. at Incredible rank ability and Leaping (rather, bouncing) with Fantastic ability. Unique Weapons — Battle Staves: Morse carries a pair of hollow steel-alloy poles in Elongation: Mr. Fantastic may also stretch his holsters on her forearms. She receives a body up to 5 areas away (Shift X ability). He +2CS to hit with these poles. The poles are may attack non-adjacent foes in this fashion. made of Remarkable material, and may be used in a number of ways. Body Armor: Mr. Fantastic’s malleable form • Blunt weapons inflicting Good damage serves him as natural Body Armor of • Blunt thrown weapons, range of 4 areas, Remarkable protection against physical Good damage attacks and Good protection against energy • Fired from springs in the forearms up to 3 attacks. areas away, inflicting Excellent damage. She may bounce them off solid objects and TALENTS: Reed Richards is an expert in the have them return as a Power stunt. fields of Electronics and Physics. He is also, • Telescoped and fitted together, they form through long experience, an expert on an 8-foot-long vaulting pole. dimensions and dimensional travel (+1CS on all FEATs involving dimensional travel). TALENTS: Mockingbird is knowledgeable in Finally, he is a world-class inventor Biology, Law Enforcement, and Detective/ (Engineering Talent). Espionage Talents. In combat, she uses Acrobatics, Martial Arts B and C, and, as CONTACTS: Reed Richards is a founding noted above, is a Weapons Specialist with her member and current leader of the Fantastic staves. Four, and is on excellent terms with the Avengers. Reed’s father, Nathaniel Richards, CONTACTS: Mockingbird is a former is ruler of a kingdom in another dimension. operative of S.H.I.E.L.D., and a current member of the West Coast Avengers. BACKGROUND: Reed Richards was a brilliant scientist who invested the bulk of his BACKGROUND: Barbara Morse was fortune in an experimental star drive of his recruited by S.H.I.E.L.D. soon after her own design. When complimentary graduation. Soon suspecting corruption in the government funding was threatened, Reed spy organization, she adopted the identity of launched the ship early, despite warnings on Huntress (later Mockingbird — for a CIA the strength of the shields and cosmic operation involving Nick Fury), to seek out radiation, with a crew of , Reed’s that corruption. Following her revelations and fiancee Sue Storm, and her brother Johnny. reorganization at S.H.I.E.L.D., Bobbi became The ship encountered heavy cosmic radiation, a free agent. On one mission she crossed which pierced the shields and transformed the weapons with Hawkeye, the two fell in love, crew into the Fantastic Four. Determined to and eloped. Mockingbird is now a member of use their powers for the common good, the the West Coast Avengers. FF are the oldest super-hero group still in existence. Reed is the chairman of Fantastic Four, Inc., husband of the Invisible Woman, and has a son, Franklin.

33 NIGHTCRAWLER NORTHSTAR PHOENIX Kurt Wagner Jean-Paul Beaubier

F EX(20) Health: 106 F EX(20) Health: 90 F GD(10) Health: 70 A AM(50) A EX(20) A GD(10) S TY(6) Karma: 50 S EX(20) Karma: 22 S GD(10) Karma: 120 E RM(30) E RM(30) E IN(40) R GD(10) Resources: Pr(4) R TY(6) Resources: Ex(20) R GD(10) Resources: Pr(4) I EX(20) I TY(6) I RM(30) P EX(20) Popularity: 0 P GD(10) Popularity: 10/20 P MN(80) Popularity: 0

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Teleportation: Nightcrawler may teleport with Flight: Northstar can fly at near-light Speed Telekinesis: Phoenix may move objects with Shift X ability, with a range of 3 miles (Class 3000), though in atmosphere he Monstrous telekinetic strength, which north/south and two miles east/west or normally restricts that movement to Shift Z encompasses both fine motor skills vertically. Teleports at these limits require an (200 areas/round, or 16 areas/round in (manipulation of small items) and gross motor Endurance FEAT to avoid exhaustion and cluttered areas). While in flight Northstar has skills (throwing large objects). A frequent disorientation (no actions for 1 -10 rounds). Excellent Body Armor. Power stunt is to form a Telekinetic Force Teleporting into a solid object results in that Field of Amazing Strength. object inflicting material strength damage as Rapid Attacks: Northstar can land multiple an Edged attack. Nightcrawler’s Power stunts blows against the same target, gaining a Force Bolts: Using her telekinetic abilities to include: +3CS shift to damage and stunning (but not form bolts of pure force, Rachel may strike • Multiple ‘ports, allowing him to attack slamming) with that Intensity. (Treat Slam targets with up to Amazing damage and more than one non-adjacent target in the results as Stuns.) range. These bolts strike on the Force same area. Consider as Multiple Attacks, column. using Power rank instead of Fighting to LIMITATION: Contact with his sister negates determine success. use of his Powers. In addition, sudden contact Mental Screen: Similar to the Psi-Screen, this • Carrying others. Those being carried must forces an Endurance FEAT for both or they form of protection provides Amazing protection make an Endurance FEAT versus become unconscious. Both effects last 1-10 from mental and emotion-based attacks. Excellent Endurance to avoid being rounds. knocked out for 1-10 rounds. The X-Men Telepathy: While not on par with Xavier, may teleport with Kurt (I per round) without TALENTS: Jean-Paul is a world-class Rachel is an accomplished telepath, with harm. Kurt’s teleports are accompanied by championship skier. Amazing ability. Power stunts she has used in a sulfurous small and a bamfing noise. the past include Mental Probes, manipulation CONTACTS: Jean-Paul was a founding of recent memories, and telepathically linking Prehensile Tail: Kurt may use his tail as a member of Alpha Flight. In addition, in his a team’s minds. third hand with normal Agility. early years he was a member of a “free Quebec” Sepratiste movement. Mutant Detection: Similar to Xavier, Rachel can Wall-crawling: Kurt adheres to surfaces with detect mutant brain wavelengths with Amazing Amazing ability. BACKGROUND: Jean-Paul was separated range and ability. This ability made her useful from his twin sister Jeanne-Marie at an early in her dimension as a mutant-hunting “hound.” Blending: This Power is only used in dark age, and grew up without having been told areas, where Nightcrawler’s indigo skin about her. Jean-Paul discovered his mutant TALENTS: Her experiences in her own world cannot be seen. Power in his teens, and used his ability to have taught Rachel Acrobatics, as well as shift the kinetic motion of his atoms in one Martial Arts C and E. She has the Resist TALENTS: Kurt Wagner is a master of direction to win several medals and trophies Domination ability as well. Tumbling and Acrobatics, in addition to Martial in championship skiing. His records caught Arts C and Resist Domination talents learned the attention of James Hudson, who deduced CONTACTS: Rachel is a member of the X-Men, as an X-Man. He also has First Aid, that Northstar was a mutant and recruited him and may still maintain some contacts in the un- Electronics, Repair/Tinkering, and Sharp into Alpha Flight. Northstar, a vain, pompous, derground of her home world, should it still exist. Weapons (prefers the epee) talents. and pretentious individual, remains with the team mainly because of his love for his BACKGROUND: Rachel is a native of an CONTACTS: Kurt Wagner is a member of the rediscovered sister, Aurora, and concern for alternate timeline, the daughter of Jean Grey X-Men, but maintains a love of (and contacts her physical and mental health. and Scott Summers. In that timeline, the with) the circus world. He has recently left his Sentinels were reactivated and took over childhood sweetheart, but rescued the new North America. The remaining X-Men died Queen of Ruritania (Amazing Resources) trying to stop them, but Rachel was sent into soon afterwards. our dimension to prevent it from happening again. Rachel is a member of the X-Men, and BACKGROUND: Wagner was rescued from is rather high strung, not only because she is an irate mob by Professor Xavier to be a part among people she knows are dead in her of his “new” X-Men, and has served with the timeline, but because the past is not the same team ever since, including a brief stint as here as in her world, and her parents are leader. unaware of her.

34 PROFESSOR X PUCK Charles Xavier Eugene Judd

F PR(4) Health: 50 F RM(40) Health: 90 A GD(10) A EX(20) S TY(6) Karma: 180 S GD(10) Karma: 56 E RM(30) E EX(20) R IN(40) Resources: Rm(30) R TY(6) Resources: Ty(6) I AM(50) I EX(20) P WN(90) Popularity: 10 P RM(30) Popularity: 6

KNOWN POWERS: KNOWN POWERS:

Telepathy: Charles Xavier is one of the Mystic Prison: Puck’s body and psyche are world’s most powerful telepaths, with the prison of a powerful magical being known Unearthly Power rank ability. Due to a shift in as Razer. This is a Class 1000 mystic spell. the world’s magnetic field, his Powers are Razer cannot escape without Judd’s slightly reduced, but he can contact the minds permission. Razer can make his presence of others and read their surface thoughts at a known by inflicting pain on Judd (Psyche range of 250 miles without difficulty. He can FEAT to avoid being unable to perform other alter the thoughts of other beings (he is loathe actions in that round). Should Razer escape to do so — he loses all personal Karma if this his prison, his stats are: occurs), as well as generate mental illusions FA S E R I P and induce imaginary paralysis in sentient MN EX GD MN TY TY MN beings, all with Unearthly ability. Razer has Amazing Body Armor in his Mental Bolts: In combat, Xavier uses bolts of gaseous form, Remarkable Darkness mental energy that attack with a range of 2 Generation, and wields an ebony blade that areas, and inflict up to Unearthly damage on reduces Endurance by one rank and reduces the Force column. This form of attack ignores the target in size by half a foot each time it Body Armor but not Force Fields. strikes. Once released, Puck returns to his 7 foot stature and true age, and Razer may be Mutant Detection: Mutants project a distinct recontained on a successful Psyche FEAT by mental wavelength to which Xavier is attuned. Judd. While containing Razer, Judd does not Unaided, his Mutant Detection has Monstrous age or does very slowly. range and ability. Enhanced by his Cerebro machine, that range is worldwide. Xavier can TALENTS: Judd has picked up a number of identify those mutants who are known to him. talents in his long and checkered adventuring career, including Tumbling, Acrobatics, Occult Astral Projection: Xavier can enter the astral Lore, Languages, and Martial Arts B, C, and state with Wondrous ability. D. He also has a unique fighting style involving spinning himself in cartwheels and charging Psi-Screen: As the world’s premier telepath, the opponent. When making this attack, Puck Xavier has a psi-screen of Shift Z. In addition, makes a Charging attack using his Fighting he teaches his students the Resist Ability +1CS, and inflicts Endurance damage. Domination skill to increase their own survival Judd also has Detective/Espionage abilities. chances. CONTACTS: Judd’s early contacts in the field TALENTS: Xavier is skilled in Electronics, of espionage are not revealed, nor are his and is considered an expert in Genetics. He present standings with them. Judd has Engineering ability. through the ranks of Gamma and Beta Flights, and is now a member of Alpha Flight. CONTACTS: Professor X is the mentor of the New Mutants and X-Men, though he is BACKGROUND: Puck is the oldest member currently working with the Starjammers and of Alpha Flight, though he is apparently his ladylove, empress Lilandra of the Shi’ar, A ageless as a result of his curse. In 1939 he former love is research geneticist Moira sought to steal the Black Blade of Bagdad, MacTaggart. unaware it was a mystical prison for Razer. Accidentally freeing Razer, Puck sacrificed BACKGROUND: Professor X formed the himself to become a living container for original X-Men as a group of mutants banded Razer’s force. Since then, the now diminutive together for their own protection and to offset Judd has served various masters, finally public fears of a “mutant menace”. Xavier is ending up a recruit in Department H. Having currently fighting alongside the Starjammers, risen through the ranks, Judd is now a leaving care of his charges to Magneto. member of Alpha Flight.

35 SHADOWCAT Real Name Unrevealed Katherine Pryde Michael Twoyoungmen

F GD(10) Health: 100 F EX(20) Health: 56 F GD(10) Health: 50 A EX(20) A GD(10) A GD(10) S FN(60) Karma: 20 S TY(6) Karma: 46 S GD(10) Karma: 110 E GD(10) E EX(20) E EX(20) R TY(6) Resources: Pr(4) R RM(30) Resources: Ty(6) R EX(20) Resource: Ex(20) I GD(10) I GD(10) I AM(50) P PR(4) Popularity: 0 P TY(6) Popularity: 0/10 p IN(40) Popularity: 20

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Power Absorption: Rogue absorbs the Powers, Phasing: Kitty can move her body out of Spirit Magic: Shaman has magical Powers of memories, and Talents of other beings on phase with her surroundings with Incredible Amazing level, but is limited strictly to flesh-to-fiesh touch. She cannot control the ability, allowing her to pass through solid Dimensional energies spells and entreaties. absorption, and it occurs automatically against objects. The amount of time she may remain He may only cast spells by appealing to beings of less than Unearthly Psyche. Each round of contact results in 4 rounds of posses- out of phase is the length of time she can specific Indian and Inuit spirits. More sion, during which time the target is uncon- hold her breath. Shadowcat cannot be specifically, he may only appeal to spirits for scious. Contact beyond 1 round is dangerous: harmed when phasing by physical and most Powers that those spirits naturally possess Rogue must make a Psyche FEAT to avoid energy attacks, but can be harmed by multi- (asking house spirits for information about the effecting a permanent transfer. Failure of that dimensional, magical, psionic, or out-of-phase house, wind spirits for the Power of Flight). FEAT results in the target’s mind and Talents attacks. Force fields require a FEAT roll to Finally, he may only appeal to a particular being wiped clean, and the target’s Powers pass through. Kitty has developed a number spirit or group of spirits once in 24 hours. and persona are permanently Rogues. As a of stunts using this Power. Shaman has no Contacts among these spell- result, Rogue’s Psyche drops one rank: should • Moving on air as it solid ground. May granting spirits, and must deal individually that Psyche reach 0, she ceases to be avail- engage in normal movement regardless of with them, but as long as he has his familiar, able as a Player Character. If Rogue affects lack of floors. only Hostile spirits will attack him. multiple victims, she may take the best Powers • Disruption of electrical equipment. Non- and abilities. She may absorb body modifica- sentient equipment is disrupted on a Power Eagle Crest: Shaman’s hat transforms into the tions such as wings and tails. She may not rank FEAT roll. Sentient electronic beings shape of an eagle, which acts as a familiar. affect energy creatures or those protected by must make an Endurance FEAT or be The spirit eagle may fly at Monstrous speeds, artifical Body Armor. knocked out for 1-10 points and suffer 30 and enter the Astral Plane. Non-hostile spirits points of damage. Battle-suits, computers, will not attack Shaman (as the result of a Flight: Rogue has Excellent flight abilities, and and other systems with back-up systems failed entreaty) as long as the eagle is can move 10 areas/round. are out for 10 rounds. present. The eagle’s stats are as those of a • Reduce others to out-of-phase status, on normal bird, but it cannot be slain. Body Armor: Rogue’s flesh has Incredible touch. They remain out-of-phase as long protection against Physical attacks and as she is in contact with the character. Spirit Staff: By means of this staff Shaman Excellent protection against Energy attacks. • Wielding out-of-phase objects as may battle beings in the astral, spirit, or other weapons, then letting go, bringing them planes, including out-of-phase and intangible Combat Sense: Rogue has a Seventh Sense into phase. Such objects will inflict material beings. The staff has Monstrous material of the Incredible rank, that may be used strength damage on the target, rolled on strength, and in Shaman’s hands inflicts instead of Intuition in combat situations. the Edged Attack column, regardless of the Excellent damage, ignoring Body Armor. Rogue cannot be blindsided. type of weapon. TALENTS: Doctor Twoyoungmen retains his Psi-Screen: Multiple conflicting personalities LIMITATION: Kitty is near-sighted. Anything medical training, and in addition is a master of give her a Class 1000 Psi-Screen. beyond 3 areas is blurry and indistinct. She mystic lore, in particular lore concerning LIMITATION: Rogue’s Flight, Body Armor, and has yet to get corrective lenses. Canadian and Inuit (known as Eskimo) tribes. Seventh Sense abilities were originally Ms. Marvel’s, whom Rogue permanently drained. TALENTS: Kitty is a computer whiz and CONTACTS: Shaman is a founding member hacker par excellence, receiving a +1CS on of Alpha Flight and the father of . His TALENTS: Ms. Marvel had the following talents; matters of computers. In her training with the mystic abilities have given him the contacts of Military, Journalism, and Detective/Espionage. In XMen, she has developed Martial Arts C, E, the Inuit Pantheon, as he helped deliver addition, Rogue has Martial Arts E. and Resist Domination Talent. Snowbird into this dimension. The Inuit Pantheon is trapped behind a mystic force CONTACTS: Ms. Marvel had Contacts in CONTACTS: Kitty is a member of the X-Men, field and cannot directly interact with humans. S.H.I.E.L.D. Rogue is a member of the X-Men, and has contacts with the New Mutants via and a former member of the Brotherhood of her roommate, Magik. Her boon companion is BACKGROUND: Physician Michael Evil Mutants (now the ). an alien dragon named . Twoyoungmen turned to the mystic sorcery of his ancestors when his medical skills failed to BACKGROUND: Rogue left ’s BACKGROUND: was recruited save the life of his wife. Following a crisis of Brotherhood and sought out Professor X to into the X-Men following the death of Phoenix. his faith, he has returned with new abilities. help her control her Powers, and has The youngest of the X-Men, she has proved remained with the X-Men since then. her worth to the team time and again.

36 SHE-HULK Jennifer Walters Norrin Radd

F RM(30) Health: 190 F AM(50) Health: 330 A EX(20) A MN(80) S MN(80) Karma: 36 S UN(100) Karma: 140 E FN(60) E UN(100) R TY(6) Resources: Ex(20) R EX(20) Resources: Pr(4) I GD(10) I MN(80) P EX(20) Popularity: 30 P IN(40) Popularity: 20

KNOWN POWERS: KNOWN POWERS:

Body Armor: She-Hulk’s gamma-ray-thickened Power Cosmic: Silver Surfer has the ability to hide gives her Incredible Body Armor, with channel and manipulate huge quantities of Excellent protection from energy attacks. cosmic Power with Unearthly ability and effect, in Line-of-sight range. This Power is both great Leaping: She-Hulk’s powerful legs give her and far-reaching, in that a number of Power Shift Z Leaping ability, able to leap 4 areas stunts may developed using this Power. areas in a single bound. • Power Blasts of Unearthly Force or Energy • Raising any single ability score (his own Resistances: She-Hulk has Amazing or another’s) to Unearthly for 1 -10 rounds Resistance to Heat and Cold, and Excellent • Healing up to Unearthly damage (though Resistance to Disease. he has no effect on Endurance Rank losses) Alter Ego: (No longer in use) She-Hulk had • Reconstruct existing matter in his own the ability to transform herself from her green- fashion (he cannot transmute elements) hued state to Jennifer Walters. She had more • Perceive any energy source of more than recently chosen to remain in She-Hulk form, Unearthly levels, anywhere on the planet and was locked in that form when she Surfer has no need to eat or breathe. prevented the nuclear core of the crashed Other Power stunts may be developed. All S.H.I.E.L.D. Helicarrier from exploding. Karma losses to the Surfer are TRIPLED. Jennifer Walters’ stats were: FA S E R I P Flight: Silver Surfer can fly at up to Class 5000 TY TY PR GD GD GD TY speeds in space. In atmospheric conditions, he flies at Shift Z speeds maximum, He nor- TALENTS: She-Hulk retains her knowledge of mally uses a surfboard made of Unearthly the law from before her transformation, and in material to fly, which he may control mentally. addition is training in Martial Arts C. Body Armor: Surfer has Monstrous protection CONTACTS: A native of California, Jen from energy and physical attacks, which he Walters is still a member of the bar (legal may boost to Unearthly for 1 -10 rounds. He system), and her father is Sheriff of Los is Invulnerable to Heat and Cold (Class 1000 Angeles County. She is a joint member of Resistance) and may survive in space for long both the Fantastic Four and Avengers, and periods of time. remains close to her cousin Bruce Banner (the Hulk). LIMITATIONS: The Surfer is bound to Earth and cannot leave our atmosphere. BACKGROUND: Attorney Jennifer Walters was shot by hoods and saved from death only TALENTS: Norrin Radd was a space pilot. In by an emergency transfusion from her cousin, addition, his meditative practices give him Bruce Banner. Banner’s gamma-irradiated Martial Arts D. blood affected Walters, turning her into the She-Hulk. Though branded a menace initially, CONTACTS: Surfer is a native and hero of SheHulk eventually cleaned up her reputation Zenn-La. He is on good terms with the and established herself as a hero alongside Fantastic Four, as well as being on as good a the Avengers and Fantastic Four. set of terms as possible with Galactus.

BACKGROUND: Space Pilot Norrin Radd offered his services to Galactus the World- Eater in return for sparing his world, and was transformed by Galactus into the Silver Surfer. Rebelling against his master, the Silver Surfer joined forces with the Fantastic Four and protected Earth from the Eater of Worlds.

37 SPIDER-MAN STORM SUB-MARINER Peter Parker Ororo Munroe of Atlantis

F RM(30) Health: 170 F EX(20) Health: 106 F IN(40) Health: 190 A FN(60) A RM(30) A RM(30) S IN(40) Karma: 70 S TY(6) Karma: 36 S MN(80) Karma: 76 E IN(40) E AM(50) E IN(40) R EX(20) Resources: Pr(4) R TY(6) Resources: Pr(4) R TY(6) Resources: Gd(10) I GD(10) I EX(20) I RM(30) P IN(40) Popularity: 30/6 P GD(10) Popularity: 0 P IN(40) Popularity: 6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Wall-Crawling: Spider-Man can adhere to Weather Control: Storm had the mutant ability Body Armor: Sub-Mariner’s flesh can vertical and upside-down surfaces with to manipulate existing weather patterns with withstand the pressures of the deep ocean, Amazing ability. Fantastic ability. Power stunts she performed providing him with Good protection against with this ability included: physical attacks. Spider-Sense: Spider-Man has a Combat • Fog and rain of Fantastic Intensity Sense of Amazing at all times. This spider- • Amazing Strength winds Resistance to Cold: Namor’s physiology also sense determines potentially dangerous • Raise or lower temperature with Fantastic protects him from extreme cold. He has situations and warns the hero by a mental ability Excellent Resistance to Cold. “buzzing.” The Intensity of the buzzing is • Predict weather up to three days in determined by the rank of the potential danger. advance Swimming: Namor may maintain a speed of 4 Spider-Man cannot be blindsided while this • Reduce weather effects by Amazing rank areas/round while swimming (Good water form of Combat Sense is in effect, and may number Should Ororo regain her Powers, speed). perform defensive actions if he makes a she must relearn these Power stunts, at a successful Intuition FEAT roll. If this sense is cost of 50 Karma points per attempt. When Flight: Namor may fly at 4 areas/round (Poor denied him, then his Intuition is as listed, and using this Power, Ororo’s moods were Air speed) by unknown means. all Agility FEATs are at -1CS for success. often reflected by the weather. Water Breathing: Namor can breathe water as Web-Shooters: Hidden beneath the wrists of Flight: By using her wind Power, Ororo was able well as air. his costume are a pair of devices that shoot a to fly at Incredible speeds (20 areas/ round). stream of ensnaring webbing. The webbing She carried others by making a Weather Control LIMITATION: Dehydration. If Sub-Mariner is has Incredible Strength in the round it was FEAT at -1CS per person carried. not immersed in water, in a damp fired, and hardens to Spectacular Strength in environment, or partially wet, he suffers a — the next round. Spider-Man uses the webbing LIMITATION: At the time of this writing Ororo 1CS penalty per hour on each physical ability to restrain opponents, make swing-lines (can has lost her mutant abilities. Her Agility is and Power. His Health is unaffected. If totally travel 3 areas/round in this fashion), as Good, her Endurance Excellent, and her deprived of moisture (by artificial means — missiles inflicting Excellent Blunt Throwing Health is 56. She may not use her super- even a desert has some ambient moisture), damage, and make shields of Spectacular human Powers. Namor loses 1 Health point per hour, and may material strength. The webbing dissolves after perish of dehydration. Immersion in water one hour. TALENTS: Ororo is a skilled thief, escape restores the lost Health and eliminates the artist, and lockpick, and receives a +1CS to penalty. Spider-Tracer: Spider-Man carries a number Agility FEATs involving these actions. She has of small homing signals shaped like spiders, Martial Arts A and C, and is skilled in Aerial TALENTS: Namor is skilled in Underwater tuned to his Spider-Sense. He may track them Combat (+1CS versus other flying targets). Combat and suffers no penalties for fighting in with Amazing ability up to a mile away. She has the Resist Domination ability and has that environment. He is an expert with Edged developed Leadership. weapons, and is also knowledgable on the TALENTS: Parker is a graduate studies variety of sea life. chemist who supports himself by photography. CONTACTS: Storm is the team leader of the X-Men and titular ruler of the , a CONTACTS: Namor is the former Prince of CONTACTS: As Parker, Spider-Man has group of mutants living beneath New York City. Atlantis, and commands some respect in that contacts in the Daily Bugle and with his Aunt underwater kingdom. He is a current member May. As Spider-Man, Parker is a loner, but on BACKGROUND: Ororo Munroe is the of the Avengers, and an ally of varying worth good terms with Doctor Strange and the daughter of an American photojournalist and a to the Fantastic Four (he still carries a torch Human Torch as well as other heroes. Kenyan tribal princess. Orphaned in a war- for Sue Richards). related incident, Ororo learned to survive as a BACKGROUND: Parker gained his amazing thief on the streets, and in her teens traveled BACKGROUND: The son of Princess Fen of abilities after being bitten by a radioactive south on foot. At the foot of Mount Kilimanjaro Atlantis and an American sea captain, Namor spider. He first turned his thoughts to making she was regarded as a goddess for her is a hybrid homo sapien/homo mermanus with a profit, but with the death of his mutant Powers, and it was there Professor X exceptional Powers and abilities. Proud and has learned that with great power comes recruited her for his new X-Men. She served haughty, he fought alongside the Allies in great responsibility. He now devotes himself with the team and is today, as team leader, WWII, but has frequently attacked the surface to fighting for good. despite the fact her Powers were taken from world for offenses real and imagined. He is her by a mutant “neutralizer.” currently a member of the Avengers.

38 THING THOR Benjamin “Ben” J. Grimm Thor of Asgard

F IN(40) Health: 220 F UN(100 Health: 320 A GD(10) A EX(20) S WN(90) Karma: 50 S UN(100 Karma: 76 E MN(80) E UN(100 R GD(10) Resources: Ex(20) R TY(6) Resources: Ex(20) I GD(10) I EX(20) P RM(30) Popularity: 50 P AM(50) Popularity: 75

KNOWN POWERS: KNOWN POWERS:

Body Armor: Ben’s skin has mutated into a Body Armor: All Asgardians have denser flesh thick, rock-like hide, which provides Incredible than mere mortals, which provides Excellent protection against physical attacks and protection from physical attacks and Typical Excellent protection against energy attacks. protection from energy attacks.

Resistance to Fire: This same thick hide Unique Weapon: Thor wields a hammer made provides Incredible protection from fire and of the mystic material Uru, a Class 3000 fire-based attacks. material. The enchantments on this mystic mallet grant Thor additional Powers. Protected Senses: Ben has no visible ears, • Thor may throw the hammer up to ten but his hearing is unimpaired. He has areas away, with the hammer returning in Remarkable protection from sonic and sound- the following round. based attacks. • By throwing the hammer and catching its thong, Thor may fly at up to Shift X Alter Ego (no longer in use): Ben Grimm had Speeds, and by spinning it, hover in place. on occasion reverted to his original human • By spinning the hammer, Thor may use it form, whether by treatment, the effects of the as a shield of Remarkable strength. environment, or personal attitudes. The Alter • Only one who is worthy may lift the Ego had all the talents and contacts but no hammer of Thor. The wielder (other than Powers. Thor) must have 1000+ Karma, FA S E R I P Remarkable Strength, and positive EX GD GD GD GD GD RM Popularity. A non-living object must have at least Remarkable Strength to lift the The Thing has lost the ability to revert to his hammer. human form at the time of this writing. • The Hammer provides Unearthly rank Weather Control. Thor uses this Power to TALENTS: Ben is an accomplished pilot of summon storms and lightning. both air and space craft. He is, in addition, • Dimensional Travel: By spinning the well-versed in combat and has Martial Arts B hammer, Thor may move into adjacent and Wrestling Talents. dimensions with Unearthly ability. With the current separation of Asgard and Earth, CONTACTS: Ben is a founding member of travel between the two is a red FEAT. the Fantastic Four, and has also served as an ally of the West Coast Avengers. At other TALENTS: Thor receives a +1CS with Edged times, he has worked as a star attraction for Weapons, and is a Weapons Specialist (+2CS the Unlimited Class Wrestling Federation and to hit) with . Project PEGASUS, a US government agency dedicated to investigating new and powerful CONTACTS: Thor is the son of the lost ruler energy sources. of Asgard, , and the primal Earth spirit Gaea. He is also a founding member of the BACKGROUND: Ben Grimm was the pilot on Avengers. the fateful space shot that created the Fantastic Four. Altered by cosmic radiation BACKGROUND: Trapped by aliens in a cave into his present rocky form, Ben considers in Norway, Dr. Donald Blake discovered the himself a hideous mockery of a man, and Hammer of Thor, transforming him into the though his strength has saved the team time Asgardian warrior. It was later revealed that and again, he feels alienated from his Thor had been transformed into Blake to partners. teach him humility. Thor tries to serve as a protector of both Asgard and Midgard (Earth).

39 VINDICATOR WASP Greer Grant Nelson Heather McNeil Hudson Janet Van Dyne

F EX(20) Health: 130 F TY(6) Health: 96 F GD(10) Health: 60 A IN(40) A IN(40) A EX(20) S IN(40) Karma: 56 S RM(30) Karma:40 S GD(10) Karma: 40 E RM(30) E EX(20) E EX(20) R TY(6) Resources: Ty(6) R GD(10) Resources: Gd(10) R GD(20) Resources: Rm(30) I RM(30) I EX(20) I EX(20) P EX(20) Popularity: 26 P GD(10) Popularity: 6 P GD(10) Popularity: 50

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Enhanced Senses: Tigra’s senses of vision, Personal Force Field: All of Vindicator’s Shrinking: Wasp can shrink with Incredible hearing, and smell are at Monstrous level. super-human Powers derive from the ability, reaching a minimum size of 1/2 inch. In battlesult she wears. Made of Good Strength She may track opponents with Amazing ability this minimum size she can attack for normal material, the suit provides no intrinsic using these skills, but suffers a — 1CS on damage at +2CS to hit, but normal-size protection, but is equipped with a Personal FEAT rolls against attacks of these types. Force Field that provides Amazing protection opponents are at -2CS to hither. from physical attack and Incredible protection Night Vision: Tigra has Incredible rank infra- from all energy attacks. The force field must Flight: When Wasp shrinks, wings extrude vision, and can perceive objects clearly even be activated to provide this protection, and is from her back, allowing her to fly 4 in almost total darkness (some dim light must considered “on” when in flight or combat. areas/round (Poor Speed). These wings be available). She suffers no penalties when remain with Wasp between the half-inch and fighting in the dark. Flight: Vindicator flies by manipulating 4 foot mark, allowing her to fly when almost electromagnetic energy, and can reach Shift X fully-grown. She retains her Strength when Claws: Tigra’s hands and feet end in claws of Speeds in this fashion. reduced in size, but her wings prevent her Good material strength that inflict Good from lifting any extra weight when flying. Edged Attack damage. She may make normal Energy Bolts: The Vindicator battlesuit can blunt attacks as well. project bolts of Incredible Force with a range Insect Communication: Wasp possesses the of 10 areas. ability to communicate and command all Empathy: Tigra can detect the emotions of forms of insect life at Typical ability. This is a others with Excellent ability. In addition, she Digging: The original purpose of the suit was seldom-used Power, as it does not fit in with communicates on an emotional level with cats for oil exploration. Due to this, Heather may her self-image. and cat-like creatures with a +2CS. tunnel 3 areas per round (2 areas if forming a tunnel for others to follow). Wasp Sting: The Wasp can generate bio- Lightning Speed: Tigra can move three areas electric bolts of energy from her hands, per round, accelerates to that speed in one Protected Senses: Heather wears a set of inflicting up to Remarkable energy damage at round, and can run without tiring as if prescription goggles that provides Remarkable a range of 1 area maximum. possessing Monstrous Endurance. protection from light-based attacks. TALENTS: Janet Van Dyne is an Alter Ego: Tigra may transform herself back LIMITATIONS: Heather is nearsighted. accomplished businesswoman, and has into her human form by means of a cat amulet Without her glasses or goggles she is -2CS to Excellent Reason in business matters. She she wears on her top. This amulet mystically hit, and cannot clearly make out images has learned Martial Arts D and Aerial Combat changes her physical form. She retains her farther than 1 area away. (+1CS fighting against another airborne stats and abilities. This mystic disguise has a opponent) in her career as a hero. TALENTS: Heather has developed Remarkable rank. Leadership skill. CONTACTS: Janet Van Dyne is chairperson TALENTS: Greer Nelson is trained in Biology. of the current team of Avengers. She is on CONTACTS: Heather is the leader of Alpha Flight, and maintains close contacts with the Good terms with her ex-husband, biologist CONTACTS: Tigra is a member of the West Canadian government. Henry Pym, and is a major shareholder in a Coast Avengers. She was given her present number of companies, including NEVELL. powers by the Cat People, an extra- BACKGROUND: Heather McNeil was a dimensional race, who see her as their warrior secretary at Am-Can Petrochemical when BACKGROUND: Janet Van Dyne was given and agent on this plane. James Hudson stormed out after a dispute over her Powers by biologist , and the his cybernetic helmet invention. Hudson later pair were founding members of the Avengers. BACKGROUND: Greer Nelson first operated retrieved the only prototype of the helmet and Janet and Hank married and then divorced, as the hero Cat, using a powered suit, when destroyed the plans. McNeil discovered this, and while Janet leads the present team, Hank she was grievously injured and saved by the and convinced the Canadian government to helps the West Coast Avengers on science Cat People who bonded her spirit with that of support Hudson’s creation of a team of matters. Jan’s “Ditzy Brunette” act conceals a one of their legendary heroes. This cat/human Canadian heroes. Hudson and McNeil married very shrewd business mind and an able leader. hybrid now experiences an increasing amount soon after, and Heather supported her husband of cat-like behavior in her actions. in his later formation of Alpha Flight. With Hudson’s death in battle, Heather led the team, finally taking up the role of Vindicator with a suit designed by Roger Bochs and Madison Jeffries.

40 WOLVERINE Logan Simon Williams

F IN(40) Health: 110 F GD(10) Health: 210 A RM(30) A RM(30) S GD(10) Karma: 126 S WN(90) Karma: 18 E RM(30) E MN(80) R TY(6) Resources: Ty(6) R TY(6) Resources: Pr(4) I MN(80) I TY(6) P IN(40) Popularity: 0 P TY(6) Popularity: 30

KNOWN POWERS: KNOWN POWERS:

Regeneration: Wolverine recovers 30 points Body Armor: Williams’ super-hard skin of Endurance every minute (10 turns, or 3 provides Amazing protection from all forms of points per turn). This regeneration is only damage, including physical and energy possible if Wolverine has complete rest. damage. Mental attacks are resolved normally.

Recovery: Should Wolverine lose Endurance Invulnerability: Wonder Man has Class 1000 ranks, he may recover one per day, providing Resistance to Heat and Cold. he makes an Unearthly FEAT roll. Life Support: Wonder Man does not require Resistances: Wolverine has Unearthly food, water, or air to survive, and is Resistance to Toxins and Disease. He cannot considered to have Class 1000 Life Support get drunk in a conventional manner. for this reason. He can survive in deep space for short periods with no ill effect. Claws: Wolverine has three foot-long claws of solid adamantium, a Class 1000 material. Flight: Wonder Man flies at 8 areas per round Against living targets, Wolverine wields his (Good Air Speed) by means of a jet-powered claws for Excellent Edged Attack damage. flying belt. Wondy can hover in place using this belt. Tracking: Wolverine’s acute sense of smell coupled with his knowledge of the wilderness TALENTS: Simon Williams is a performer with and hunting give him Monstrous tracking ability. sporadic experience in stunts, stage, and children’s TV shows. He is also a Adamantium Skeleton: Wolverine’s skeleton is businessman of middling worth. somehow impregnated with molecules of adamantium. He is +1CS to damage in blunt, CONTACTS: Wonder Man is a member of the charging, or any combat which uses his body West Coast Avengers, and is also a known as a weapon. He may stun or slam any face in Hollywood society. opponent that he can damage. BACKGROUND: Simon Williams inherited his TALENTS: Wolverine’s background includes family’s electronics firm at an early age. service in the military and in espionage Unfortunately, this was a result of poor organizations. He has Martial Arts B, C, D, management and the superior designs of and E, and is experienced with oriental competitors, including Stark International. weapons. He has the Resist Domination Simon was caught embezzling funds from his talent as well. firm and soon fell in with ’s original . Given his super- CONTACTS: Wolverine is a member of the X- human Powers by Zemo, Williams, as Men, and has good relationships with the Wonder Man, infiltrated the Avengers as Canadian group Alpha Flight through its leader, Zemo’s agent. In combat with the Masters of Heather Hudson. Logan’s long-time love is Evil, Williams could not betray the Avengers, Mariko Yashida, matriarch of the powerful and apparently gave his life to save them. In (Amazing Resources) Yashida clan of Japan. reality, Zemo’s process placed him in suspended animation. Wonder Man returned BACKGROUND: How Logan gained his to the Avengers, but his inordinate fear of skeleton is a mystery. He was found in the death prevented him from reaching his full Canadian Rockies and became a super- potential as a person or a hero. Conquering powered agent for that country. He left that fear, Wonder Man has joined the West Canada to join the X-Men, and has remained Coast Avengers and serves, alongside Iron with that team ever since. Wolverine is short- Man, as that team’s resident muscle. tempered, hard-edged, and thinks nothing of taking drastic (Karma-reducing) steps to get the job done.

41 VILLAINS

ANNIHILUS BARON MORDO Annihilus of Anthros, Negative Zone Karl Amadeus Mordo

F IN(40) Health: 220 F TY(6) Health: 48 F GD(10) Health: 70 A IN(40) A TY(6) A GD(10) S FN(60) Karma: 70 S TY(6) Karma: 100 S RM(30) Karma: 56 E MN(80) E RM(30) E EX(20) R RM(30) Resources: Sp(70) R GD(10) Resources: Ty(6) R EX(20) Resources: Ex(20) I GD(10) I RM(30) I RM(30) P RM(30) Popularity: -30 P FN(60) Popularity: -5 P TY(6) Popularity: -10

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Body Armor: Annihilus’ insectoid hide provides Magical Ability: Baron Mordo is a powerful Body Armor: All of Jenkins’ super-human him with Incredible protection from physical or sorceror who may wield most Powers listed Powers derive from his microwave-powered energy attack. as available as magic spells with Amazing armor. Jenkins’ normal stats are: Power rank. He has the following spells FA S E R I P Flight: Annihilus can move at Remarkable available to him at all times. GD GD TY TY EX RM TY Speeds (10 areas/round) in atmospheric • Astral Projection (P) as Power, with conditions. He can move at higher rates (up Monstrous ability. The armor provides Excellent protection from to Class 1000) in space, using the Cosmic • Shield, Individual (P) as Personal Force physical attacks and Remarkable protection Control Rod. Field, repels magical attacks from energy attacks. As it is powered by • Telepathy (P), as Power, at Unearthly rank microwaves, he jams microwave transmissions Cosmic Control Rod: As Annihilus’ chief • Conjure (U), a specialized teleport of within 3 areas with Incredible Intensity. weapon and source of his power, the Cosmic Incredible Intensity that brings the item, Control Rod allows the wielder to manipulate character, or being to the caster. The target Wall-Crawling: Suction cups on the gloves vast amounts of cosmic energy. With this may make a Psyche FEAT to avoid this and feet allow Beetle to wall-crawl with energy, the wielder may perform various teleport. Excellent ability. functions. • Eldritch Beams/Bolts (U), as Force or Ener- • The wielder does not age, and is Invulner- gy attack of Fantastic Intensity and range Flight: Beetle normally flies at Poor Speed (4 able to Disease, Radiation, Heat and Cold. • Mesmerism (U), as Hypnotism of areas/turn). This is raised to Good Speed (8 • The wielder may increase any one Monstrous Intensity. areas/turn) if power is shunted from all other physical ability to Unearthly rank. • Necromancy (U), creation of Zuvembies systems. The wings are made of mylar (Good • The wielder may fire bolts of cosmic from corpses, with Incredible ability. Stats material strength). energy (either Force or Energy) of up to are: Unearthly Power rank. FA S E R I P Electro-Bite: By placing the second and third • The wielder may manipulate non-organic Gd Ty Gd Pr N/A N/A N/A fingers of each gauntlet together, Beetle may matter (but not transmute elements) with • Teleportation (U), as Power, at Unearthly fire an Excellent electrical (Energy) attack up Unearthly ability. If deprived of the Cosmic rank to 10 areas away. Control Rod, Annihilus is -3CS on all FEATs, • Demonic Entreaty (D), adds +1CS to effects and in addition begins to age and lose of any spells if he entreats any powerful Battle Computer: Mounted in the chestplate of Endurance at a rate of one rank per week. extra-dimensional being of an evil nature. the battle-suit, Beetle’s battle computer can be programmed with the fighting styles of particular Minions: As the conqueror of a large section TALENTS: Mordo is a master of sorcerous foes, so that Beetle can anticipate their move- of the Negative Zone, Annihilus commands an and occult lore. His Reason is +1CS when ments and attack accordingly. Against program- army of alien creatures. Typical stats for these dealing with these matters. med foes, Beetle is +2CS on Fighting FEATs, minions are: +1CS on Agility FEATs, and +2CS on Intuition FA S E R I P CONTACTS: Mordo may entreat the following FEATs, including initiative. The fighting style RM TY GD PR PR PR PR beings as Friendly: Denak, Ikonn, Satannish, must be filmed and analyzed by computer to be and Valtorr. He has no allies, though has programmed for these abilities. Programs exist These creatures may have claws, wings, and, served as a lackey for . for Spider-Man, Daredevil, Iron Man (Tony occasionally, superior powers, though nothing Stark, old suit), and Captain America. above the Remarkable level. Such Minions BACKGROUND: Mordo was the Ancient are often armed with energy pistols One’s disciple before the arrival of Stephen TALENTS: Beetle has Electronics and (Remarkable damage). Strange. The Ancient One recognized that Repair/Tinkering skill. Mordo was motivated only by lust for power, TALENTS: Annihilus has Engineering Talent. yet accepted him in order to keep watch on CONTACTS: Beetle is a former employee of him. Strange discovered Mordo’s plan to slay and a former member of CONTACTS: Annihilus has no contacts. the Ancient One and stopped it. Mordo left the ’s Masters of Evil. Ancient One’s tutelage, but remains a rival of BACKGROUND: Annihilus is an insectoid Dr. Strange, and the two have fought BACKGROUND: Jenkins was a master being who mastered control of the Cosmic repeatedly. Mordo’s goal is to defeat Strange mechanic who turned to crime to alleviate the Control Rod. He is completely paranoid, and be Sorceror Supreme of the Earth boredom in his life. Working as a super- fearing his own death (through theft of the rod). Dimension. human criminal for more powerful masters, Beetle is always trying to increase his “rep.”

42 BLACKLASH BOOMERANG Mark Scarlotti Fred Myers

F RM(30) Health: 80 F EX(20) Health: 80 A GD(10) A RM(30) S GD(10) Karma:34 S GD(10) Karma: 26 E RM(30) E EX(20) R EX(20) Resources: Ty(6) R GD(10) Resources: GD(10) I GD(10) I GD(10) P PR(4) Popularity: -8 P TY(6) Popularity: -5

KNOWN POWERS: KNOWN POWERS:

Body Armor: Blacklash’s steel mesh body suit Boomerangs: Myers carries at least seven provides Good protection from physical attacks boomerangs prominently on his costume, and Excellent protection from energy attacks. each with special properties. Unless otherwise noted, they are of Excellent material strength. Whips: Blacklash’s arsenal centers around a • Shatterang — detonates on contact, pair of specially designed titanium whips. Amazing damage to all in one area. These whips are stored in holders in his • Gasarang — Monstrous Intensity tear gas, gloves. He may use these custom-designed affects one area. whips in a number of ways. • Razorangs — Incredible material strength, • As whips, with +2CS (Weapons inflict Remarkable Edged Throwing Specialist), for Remarkable Blunt weapon damage. damage. They may grapple an opponent • Bladerangs — similar to Razorangs, but as with Incredible Strength. inflict Incredible Edged Throwing damage, • As nunchaku, for two separate attacks at and have no effect on Body Armor of Good Excellent damage each. or higher or equivalent material strength. • If wound about an opponent, the whip • Screamerangs — Excellent Intensity sonic may detatch from its handle and explode attack for Incredible damage to target (Excellent • Gravityrang — creates local gravity field to all within one area). The concussion of Incredible Intensity explosion may be timed up to 3 rounds. • Reflexrang — solid-weighted boomerang. • The whip may be stiffened to form a result on Blunt Throwing column vaulting pole allowing 1 -story vaults. indicates target must check for Stun or be • The whip may be spun to form a Shield of knocked over. Myers can throw his ‘rangs Excellent protection. The whips are made so they will return to him with no risk of of Incredible strength material. damaging himself.

Other weaponry: Flight: Myers has boot-jets that allow him to • Gravity Bolo: Bolo with artificial gravity fly at Poor Speed (4 areas/round) max, and if devices. If it hits a target, the target is held used as a weapon, inflict Remarkable down with Amazing Strength. Made of damage to his opponent. Amazing strength material. • Necro-Lash: If this whip grapples a target, TALENTS: Myers is a Weapons Specialist Blacklash can channel Amazing Intensity with his boomerangs, gaining a +2CS to hit. electricity through it to the target. He also has a +1CS to hit with other thrown objects. TALENTS: As noted above, Blacklash is a Weapons Specialist with his whips. He is also CONTACTS: Boomerang is a freelance trained in Martial Arts A, C, and E, and in criminal operative with Contacts in most mobs. engineering, specializing in weapon design. BACKGROUND: Myers was a talented CONTACTS: Blacklash has criminal contacts, baseball pitcher from Australia who was though those with the Maggie are no longer kicked out of the major leagues for taking as good as they once were. bribes. Initially equipped by the as a costumed agent, Myers practiced his BACKGROUND: Mark Scarlotti was recruited skills with the boomerang and equipped by the Maggie out of college as a weapons himself with his specially-built arsenal designer. Equipping himself as , provided by Justin Hammer in exchange for a Scarlotti battled Iron Man to an even draw on percentage of the take. Myers bills himself as several occasions. He cut his Maggie ties to a freelance assassin, “the killer who keeps go fully freelance, but has since experienced coming back.” numerous defeats. He is seeking to re- establish his credentials with the Maggia.

43 CRIMSON DYNAMO DOCTOR DOOM Warrior robots have Good Strength Body Ar- Dimitri Bukharin Victor Von Doom mor, carry Force or energy blasters of Remark- able Intensity and travel in patrols of ten. F RM(30) Health: 190 F RM(30) Health: 120 A IN(40) A EX(20) Imitation Doom robots with combat capabili- S AM(50) Karma: 40 S RM(30) Karma: 150 ties have the following stats: E SP(70) E IN(40) FA S E R I P R GD(10) Resources: Gd(10) R FN(60) Resources: Am(50) EX EX EX RM EX EX EX I EX(20) 1 IN(40) P GD(10) Popularity: 5/(25) P AM(50) Popularity: -40 These imitation Dooms have Remarkable Body Armor, Amazing Intensity force fields, KNOWN POWERS: KNOWN POWERS: and Incredible Strength force beams.

Body Armor: All of Bukharin’s Powers are Body Armor: Doctor Doom’s Powers are Doom robots that operate in a diplomatic gained through the Crimson Dynamo armor he derived from his nuclear-powered, computer- function have the following stats; wears. Bukharin’s stats without the armor are: assisted, titanium-alloy armor. He never FA S E R I P FA S E R I P removes this armor. Doom’s armor provides GD GD GD EX EX RM RM TY GD TY EX GD EX GD him with Incredible protection from physical attack. Equipped with Remarkable Body Armor, and The Crimson Dynamo is constructed of a Good Intensity force beams, Doom robots are carborundum matrix alloy (Amazing material Force Field: The armor can project a programmed to think as if they were Dr. strength) that provides Amazing protection from Monstrous Intensity personal force field Doom, save for when in the presence of the physical and energy attacks, and Fantastic around him. The force field is effective against real Doctor Doom or another Doom android. Resistance to Fire, Heat, and Cold. The suit all physical and energy attacks, including has Unearthly Resistance to Radiation. magnetism, but not against magical and Other Equipment Doom is the inventor of a psionic attacks. time machine capable of sending up to one Flight: Mini turbo-fans in the armor’s boots ton of material forward or backward in time, or allow the wearer to fly at Good Speeds (8 Force Beams: Doom’s gauntlets are equipped into an alternate time line. He has also areas/round), and, if used as weapons, inflict with miniature particle accelerators. These fire developed a shrinking gas of Class 1000 Excellent Force damage to targets in the force beams of Fantastic Intensity and range. Intensity. same area. Flight: Doom has a jet-pack built into his TALENTS: Victor Von Doom is a scientific Blasters: Electrical discharge from the gloves armor, allowing him to fly at Excellent Speed genius who has built time machines, space inflicts Incredible damage at a range of 3 areas. (10 areas/round) in the atmosphere. craft, robot servants and guards, mind control devices, and innumerable super-weapons. His Air Supply: The armor has an internal air Air Supply: When sealed, the armor contains Reason is +1CS in all applied sciences and supply for 1 hour, but its Chemical/ enough air for 4 hours. occult lore, and he has Engineering and Biological/Radiation system will function for Repair/Tinkering skills, as well as Resist 450 hours before failing. Transfer: This is an ability taught or provided Domination. him by the Ovoid race, by which Doom may Sensors: The upmoded Dynamo armor has exchange his consciousness with another hu- CONTACTS: Doom needs no allies, but has light amplifier lenses (Incredible Infravision), man’s. Doom does this with Incredible ability. on occasion used super-powered pawns in wide band communicator, and microwave As far as it is known, Doom has performed his baffles. Doom is recognized as the ruler of detector (Excellent). this transfer twice in his career, but prefers his , and as such enjoys diplomatic own body. immunity, in addition to numerous defense ECMs: The Dynamo armor may jam ordinary treaties with the United States government. radar with Incredible ability. Magic: Doom is self-taught in magic, and has never had a mentor. He has no “friendly” BACKGROUND: Victor von Doom is a self- Shoulder Rams: The shoulder joints of the extra-dimensional Contacts, nor has he ever taught tyrant, who rose from humble armor are heavily armored to protect the seals evinced any Personal abilities. He may use beginnings as the son of gypsies to his and allow a +1CS on damage from charging magical items correctly, if they have been present status as an international madman. attacks. properly researched. Doom is a technological genius, and is • Eldritch Beams/Bolts (D): As force or energy continually modifying his armor with new TALENTS: Bukharin has Detective/Espionage attacks of Amazing Power rank and range. inventions and devices. He is a man of honor Skill from his service in the KGB. and his word, and specializes in schemes to Weapons: Doom carries a 9 mm Mauser (treat destroy his enemies. He has three goals in CONTACTS: Bukharin serves the Soviet as Handgun) for dispatching of sundry tasks life: to rule the entire world; to destroy his rival State and KGB, and may draw Resources unworthy of his armor’s weapon systems. Reed Richards; and to rescue the spirit of his from them. mother, which is trapped in a netherworld Robots: Doom uses a wide variety of devices, dimension. He is not someone to offend, as BACKGROUND: Bukharin is the fifth man to but is most noted for his warrior robots and im- he will take the time and effort to hunt down bear the name and armor of the Crimson itation Doom robots. Warrior robots are obviously and destroy his enemies. Dynamo, but the first to wear this improved non-human, and have the following stats: suit. His loyalty to the state is unquestioned, FA S E R I P and he will fight to protect it. EX GD GD EX PR PR PR

44 DOCTOR OCTOPUS DREADNOUGHT Otto Octavius F RM(30) Health: 160 F TY(6) Health: 66 A EX(20) A GD(10) S IN(40) Karma: N/A S RM(30) Karma:46 E SP(70) E EX(20) R FB(2) Resources: N/A R EX(20) Resources: Gd(10) I EX(20) I TY(6) P FB(2) Popularity: P EX(20) Popularity: -5 KNOWN POWERS: KNOWN POWERS: Body Armor: The Dreadnought robot is Tentacles: Doctor Octopus can mentally control constructed of Amazing Strength titanium a harness with four tentacles worn at his waist. steel, which provides Amazing protection from This device is made of titanium steel (Fantastic physical attacks and Remarkable protection material strength) and the tentacles end in from energy attacks. Dreadnoughts have pincers made of Remarkable strength material. Spectacular Resistance to Heat, Cold, and Radiation attacks. Their limited programming Doc Ock can use his tentacles in combat in a causes mental attacks and illusions directed number of ways. against them to fail. They are equipped with • He may make up to four multiple attacks simulated human senses of hearing, sight, and on a successful Fighting FEAT. smell, and so may be attacked in this fashion. • He may engage in blunt attack, wrestling, or a combination of those attack forms. Weapon Systems: The Dreadnought is • He may attack non-adjacent foes up to equipped with a host of weapon systems. one area away. • Flame-throwers located in gauntlets: • A single tentacle has Remarkable Strength. Range 1 area, Incredible fire damage, • Multiple tentacles used to attack have sufficient fuel for 6 attacks Incredible Strength. • Sharpened spikes fired from knuckles: • Multiple attacks are resolved on a single Range 4 areas, Typical shooting damage, die roll, but are at +1CS for each arm used. maximum of 8 such attacks • If Doc Ock uses two of his arms for • Electrical Field: range Contact only, bracing, his Endurance to avoid Stuns and Amazing electrical damage Slams is +2CS. • Gamma ray projector behind eyes: Range 3 areas, Incredible Intensity Doc Ock’s arms may be used to carry him up • Freon gas dispenser in mouth: Range 2 to 4 areas/round, and may rise above 2-story areas, Amazing Intensity cold, 2 rounds buildings. Punching handholds in buildings attack before reloading is necessary lets him move vertically 3 stories per round. TALENTS: Dreadnought robots have no Ock is in constant mental contact with his talents. However, their programming is tentacles, and may command them from great designed to simulate Martial Arts B, that of an distances (a range of 900 miles has been American boxer. reported). He has tactile sensation through these arms, and, if the arms are damaged, CONTACTS: None. Dreadnoughts are used must make an Endurance FEAT or pass out as lackeys and don’t know any better. for 1-10 rounds. The arms do not have to be attached to receive mental commands. BACKGROUND: The Dreadnought robot was designed by for use against TALENTS: Doc Ock has skill in mechanics, S.H.I.E.L.D., but later the Nefaria Crime robotics, and radiation research. He also has Family of the Maggia under Engineering and Repair/Tinkering skills. bought the plans and began manufacturing their own Dreadnoughts. Dreadnoughts are CONTACTS: Doctor Octopus maintains perfect guards, following orders from criminal contacts as a leader of his own authorized individuals (voice-print criminal gang. identification) without complaint. In fact they don’t talk very much and have no individual BACKGROUND: A freak nuclear accident personality, creativity, or interests (unlike more gave Otto Octavius control over his tentacle- dangerous robots, like ). Their high like harness and warped his mind towards Intuition is the result of their combat-oriented criminal activity. Since that time he has programming. hatched numerous criminal plots, usually foiled by Spider-Man, so that Doc Ock equally hates and fears the wall-crawler.

45 ELECTRO KINGPIN Maxwell Dillon Real Name Unrevealed Wilson Fisk

F GD(10) Health: 100 F EX(20) Health: 130 F RM(30) Health: 100 A EX(20) A RM(30) A GD(10) S EX(20) Karma: 36 S IN(40) Karma: 50 S EX(20) Karma: 40 E AM(50) E IN(40) E IN(40) Ft GD(10) Resources: Ty(6) R EX(20) Resources: Ex(20) R GD(10) Resources: ln(40) I EX(20) I GD(10) I EX(20) P TY(6) Popularity: -12 P EX(20) Popularity: -20 P GD(10) Popularity: 31

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Electrical Generation: Electro has the ability to Body Armor: Hobgoblin’s costume is made of Body Armor: Through his fighting disciplines, generate and channel large quanitities of insulated chainmall, providing Excellent Fisk has Poor Body Armor. electrostatic energy, with Amazing ability. He protection from physical attacks and uses this to perform various Power stunts. Remarkable protection from energy attacks. Weaponry: Kingpin has been known to carry a • Fire bolts of lightning from his fingertips. few weapons for his own defense. He usually His range is 5 areas, and he is +1CS to hit. Weapon Systems: Hobgoblin uses a wide carries a walking stick made of Remarkable These bolts inflict Incredible damage to variety of weapons. His throwing blades, material containing a 3-shot laser, range of 2 grounded targets, Good damage to bombs, and grenades are carried in a pouch, areas, which inflicts Excellent Intensity energy insulated or otherwise ungrounded targets. with a maximum of 12 of these items. damage. The walking stick also carries two • Administer an electric shock on touch of • Glove Blasters: Range 2 areas, doses of an Amazing Intensity sleep gas Monstrous energy damage. Electro must Remarkable energy damage (range 1 area, Endurance FEAT or sleep for 1 grapple his target to do so. • Random Firing mechanism. Fires series of -10 hours). Kingpins diamond stickpin also • Ride lines of high electro-magnatic bolts in a general direction (activator on contains a dose of sleep gas, which may be potential (such as power lines) with chest). Bolt hits at -1CS for Remarkable used against opponents Kingpin is grappling. Monstrous ground speed (9 areas/turn). He damage, 2 area range, but negates effects must accelerate to that speed in normal of Dodging and any form of Combat Sense Minions: Kingpin rarely travels alone, and fashion, and may move along vertical (including Spider-Sense). maintains a private army of goons (check out surfaces. • Pumpkin bombs: Explode for Excellent thug stats on page 62) for fighting practice • Override electrical systems with Amazing damage, may explode on contact or up to sessions, small duties, and delaying heroes ability, including shutting down alarms and 2 rounds after thrown (detonation who invade his turf. reprogramming electrical ly-powered determined by timer on bomb). robots. Targets with an Endurance stat may • Goblin grenades: Grenades with light TALENTS: Fisk practices a grueling regimen make an Endurance FEAT against plastic mantle that makes them resemble that keeps him in top fighting form. His great Amazing Intensity to avoid the effects. wraiths in flight. These grenades have a mass is muscle, not fat, and Kingpin has Martial variety of charges. Arts A, B, and C, as well as Wrestling skill. Invulnerability: Electro has Class 1000 • Smoke Grenades: standard Resistance to all forms of Electrical energy, • Knock-Out Gas: Incredible Intensity CONTACTS: Kingpin has Criminal Contacts, and in addition Excellent Resistance to other • Incendiary: Incredible Intensity Heat and prides himself on knowing what is going forms of energy. • Spider-Sense Negator: Unearthly Intensity, on in his city in crime. His contacts also removes spider-sense for 24 hours include Business/Finance in his role as Wilson • Throwing Bats: Bat-winged blades inflict Fisk, humble spice dealer. His agents can TALENTS: Dillon has no applicable talents. Good Edged Thrown damage. Multiple infiltrate most businesses, law enforcement blades may be tossed, but at -1CS to hit agencies, and other organizations. CONTACTS: Dillon has served as a partner per blade tossed in that round. In crime with a great variety of villains: Dr. BACKGROUND: Wilson Fisk rose from self- Octopus, , Kraven, , Transportation: Hobgoblin uses a lightweight described poverty to ruthless ruler of the Mysterlo, Leapfrog, , , Stilt- Goblin Glider with the following stats: largest independent crime operation on the Man, , , , and the Control Speed Body Protection East Coast. He considers the City of New York . He is considered to have In Ty Gd None his fiefdom, with himself as the feudal lord Criminal connections. dispensing favors and ordering punishments. He also has a specially designed battlevan Kingpin has no criminal record, as he has his BACKGROUND: Maxwell Dillon gained his with full communications relays and auto-pilot, organization perform the dirty work for him, super-human Powers when a bolt of lightning equipped with a Force Cannon of Remarkable leaving him a respected member of the transformed him into a living electrical Strength on top. Other stats are: business community (though the public knows capacitator. Seeking to turn his abilities to Control Speed Body Protection Kingpin is Fisk, nothing has been proven). monetary gain, he began a career as a In Rm In In costumed criminal, and has fought the likes of Kingpin is a deadly opponent, and has hired SpiderMan, the Fantastic Four, Captain TALENTS: Repair/Tinkering ability. super-powered operatives as agents and America and . Electro is a team player, assassins. Upon discovering the secret often joining forces with other powerful BACKGROUND: Finding a cache of equip- identity of his foe, Daredevil, Kingpin used his criminals to take on heroes. ment previously owned by the , connections to stop his bill payments, turn off an unknown individual seeks to become the his utilities, and have him thrown out of work. boss of all crime as the Hobgoblin. Then he blew up his house. Nice guy.

46 KRAVEN Ulysses Klaw Sergei Kravinoff

F GD(10) Health: 130 F IN(40) Health: 140 A EX(20) A RM(30) S RM(30) Karma: 14 S RM(30) Karma: 66 E SP(70) E IN(40) R FB(2) Resources: Ty(6) R EX(20) Resources: Gd(10) I TY(6) I IN(40) P TY(6) Popularity: -3 P TY(6) Popularity: -10

KNOWN POWERS: KNOWN POWERS:

Body Transformation: Klaw’s organic body has Running: Kraven can move up to 4 been irreversibly replaced with a material sonic areas/round when running. energy form. Though solid, this form does not need to eat, drink, breathe, or sleep. It cannot Weapons: Kraven uses a number of weapons be damaged except in certain specific cases. in his “hunts:’ usually hidden in the terrain • Exposure to vaccuum inflicts Remarkable where he intends to hunt his prey. damage each round (sound must have a • Axes (10 points Edged Thrown weapon) medium to travel through). • Manacles (Remarkable strength, Bullseye • Attacks with weapons of sound-dampening results in automatic Grapple) vibranium inflict full and normal damage. • Spears (10 points Edged Thrown weapon) • Presence of more than 10 lbs of sound- • Whips (Typical strength) absorbing vibranium causes Endurance • Darts (2 area rangs, Typical damage) FEAT or loss of all Health. • Knock-out potions of Amazing Intensity • Sonic attacks will reduce Klaw’s Health by (used to coat weapons) an amount equal to the Intensity of the • Poison gas of Good Intensity attack. Klaw may not be affected by other • Vest containing narcotic sprayer physical and energy attacks, though he (victim-3CS on all FEATs), must be may still be stunned or slammed (kill adjacent to target to use. Amazing results are considered stuns). He has Intensity. Incredible rank Body Armor for determining • Electro-Blaster: Incredible Energy attack, the effects of physical attacks. Should one area range, used infrequently Klaw’s Health be reduced to 0, he loses • Kraven NEVER uses bows or guns. corporeal shape and is absorbed by his sonic converter. TALENTS: Kraven is a master chemist, specializing in herbal poisons and paralytics. Sonic Converter: Klaw’s right hand has been He has Martial Arts A, D, and E, and in addition replaced with a prosthetic device made of knows a Nerve Punch. Individuals who are molybdenum steel and vibranium (Incredible Stunned in blunt attack combat must make an material strength). This device can manipulate Endurance FEAT against Remarkable Intensity sound in distinct fashions. or be stunned for 2-20 rounds. Finally, Kraven • Sonic blasts of Incredible Intensity at a is able to train wild animals, and often has one range of 10 areas. or two lions or tigers in his lair who respond to • Projecting Sonic force fields of Incredible his verbal command. Strength • Creation of Sonic objects of Remarkable CONTACTS: Kraven has no allies or material strength organizations he feels he can depend on. • Create “sound creatures,” quasi-living beings of solid sound that Klaw may BACKGROUND: Kraven is a hunter who has control. These creatures take damage stalked the deadliest animals of Earth and is normally, and have these stats: searching for a new challenge. The hunting of FA S E R I P super-human prey excites him, and he has TY TY RM RM N/A N/A N/A entered this country illegally a number of times in order to battle the likes of Spider-Man Destroying the sonic converter forces Klaw to and Tigra. Kraven seems to be torn between make a FEAT roll or become unconscious. his desire for excitement and his sense of honor, and often allows an opponent to TALENTS: Klaw is a former physicist. escape if the kill would not be honorable.

BACKGROUND: Klaw was changed into his present form by leaping into a massive sonic converter. He has fought the FF and Avengers numerous times.

47 LEADER LOKI Samuel Sterns Curtis Connors Loki Laufeyson of Asgard

F GD(10) Health: 56 F EX(20) Health: 140 F RM(30) Health: 150 A GD(10) A RM(30) A EX(20) S TY(6) Karma: 125 S IN(40) Karma: 44 S AM(50) Karma: 120 E RM(30) E AM(50) E AM(50) R AM(50) Resources: Rm(30) R PR(4) Resources: Gd(10) R EX(20) Resources: Rm(30) I RM(30) I GD(10) I EX(20) P IN(40) Popularity: -15 P RM(30) Popularity: 3/-10 P MN(80) Popularity: 25 KNOWN POWERS: KNOWN POWERS: KNOWN POWERS: Increased Mental Capacity: The Leader’s super-developed brain is his chief gamma-ray Body Armor: All of Connors’ super-human Dense Flesh: Loki is the diminutive son of an mutation. His logic is always accurate, and his Powers result from his Lizard incarnation. As Asgardian frost giant. His superhuman flesh hunches are usually true. He has total recall the Lizard, his alligator-like hide provides affords him Excellent protection from physical of anything he has seen or read. Good protection from physical attacks. and energy attacks.

Weapons: Leader has developed a number of Tail: As the Lizard, Connors grows a 6 1/2- Mental Abilities: Loki possesses a number of weapons and other inventions for his world- foot-long tail. He is +1CS to hit with this tail, highly developed mental powers that are non- conquering bids, including: and inflicts Amazing damage. magical in origin. They include: • Stun Pistols of Amazing Intensity • Thought-casting—Loki may communicate • Force Rifles of Amazing Intensity Wall-Crawling: The pads and retractable telepathically (but not read minds) with • Entangling gun that fires an Amazing claws on Lizard’s hands and feet give him Class 1000 ability, reaching across strength cable Incredible ability to adhere to vertical dimensions. He may plant suggestions with • Mind Control devices of Remarkable rank, surfaces, and in addition allow him to inflict Amazing ability. range of 5 areas damage on the Edged Attack column. • Enhanced Senses—allowing him to • Omnivac—a sentient computer with a perceive happenings in distant regions and Reason of Incredible which maintains Reptile Control: Lizard communicates and other dimensions. Leader’s base of operations, an orbiting controls other forms of reptile life with • Project a mental image of himself, similar space station with Monstrous laser defenses Amazing ability. His maximum range of this to astral projection. control is 1 mile. Minions: Disappointed with human lackeys, Magical abilities: Loki has developed a host Leader has created his own set of plastic Alter Ego: Lizard’s human alter ego, Curtis of magical Powers over the long years. His robots known as “humanoids.” These pinkish Connors, is a noted biologist and biochemist. level of mastery is Monstrous unless human-form creations have the following stats: FA S E R I P He has the following stats: otherwise stated. TY TY CID GD FB FB FB FA S E R I P • Shape-Shifting, Unlimited (P)—Loki can TY TY TY GD RM GD TY transform himself into any size animal or These humanoids have spongy, elastic bodies plant, gaining the stats and abilities (but that provide Amazing protection from physical TALENTS: Lizard has no talents. Connors is retaining his Health). attacks and Remarkable protection from an expert in biology, biochemistry and • Imitation (P)—as the Power with Unearthly energy attacks. Humanoids have been known herpetology (reptile study), and retains his ability. Loki does not gain Powers or abilities. to combine into larger humanoids. For every Medical Talent. • Matter Rearrangement and ten humanoids that are combined, the Transformation (U)—Loki may alter physical stats (F, A, S, E) are raised by +1CS, CONTACTS: Lizard has no contacts. Connors material with Unearthly ability (cannot along with recalculated Health for the new has contacts with Spider-Man. affect materials of more than Unearthly form. Physical abilities may reach a maximum material strength, such as adamantium) as of Unearthly in this fashion, provided enough BACKGROUND: Army surgeon Curt Connors well as made molecular changes. humanoids are available. Leader controls lost his right arm as a result of a gangrenous • Animate Objects (U)—as the Power, with these humanoids by mental command. war wound. Researching the regeneration Unearthly ability. properties of certain reptiles, Connors injected • Eldritch Blasts (U)—Loki can fire bolts of TALENTS: Leader’s incredible intellect gives himself with the compound that controlled that up to Monstrous force or energy damage, him all scientific talents, though he specializes regeneration. Connors regained his lost arm, up to 10 areas away. in gamma radiation. Leader also has but the chemical further mutated him into a • Shield, Personal (U)—as personal force Engineering and Repair/Tinkering skills. reptilian form of almost mindless rage. As the field, providing Monstrous protection from Lizard, Connors baffled Spider-Man on a physical, energy, and mystical attacks. CONTACTS: None number of occasions, and has been “cured” of • Enhancement (U)—Loki can increase the his affliction, only to become the Lizard again. abilities of others (usually mortals he uses BACKGROUND: High-school drop-out Sam Sterns was explosed to gamma radiation, He has currently reverted to his human form, as pawns) and invest them with temporary which mutated his brain and gave him a though how long he will remain in that form is mysticbased powers. Loki may enhance up greenish hue. Seeking to establish himself as up to debate. to the Monstrous rank in this fashion. Make a criminal mastermind, Leader has engaged a Psyche FEAT roll for nature of enhance- in several schemes to take over the world. In ment; Loki may add Karma to the roll: the most recent attempt Leader was believed slain, but no body was found.

48 • White result—2 abilities raised +2CS MADCAP • Green result—3 abilities raised +2CS Real Name Unrevealed plus one random Power • Yellow result—3 abilities raised +3CS F GD(10) Health: 60 plus two random Powers A EX(20) • Red result—4 abilities raised +3CS plus S GD(10) Karma: 66 three random Powers This enhancement E EX(20) lasts as long as Loki concentrates on the R TY(6) Resources: Pr(4) spell, and may be made permanent only I RM(30) by use of Magical talismans. P RM(30) Popularity: 0 • Dimensional Travel (D)—Loki may move between the dimensions with Monstrous KNOWN POWERS: ability, and, given a powerful enough talisman, cast spells between the Regeneration and Recovery: Madcap has dimensions as well. Shift Y Regeneration and Recovery Powers, and is able to regain 20 points of Health in a • Life Protection (D)—Loki’s body can be single turn. Madcap cannot be slain, and may injured, even slain, without affecting the life attempt to regain lost Endurance by a FEAT force of the Asgardian god of mischief. The roll every ten turns. Stun results against him precise workings of this spell have not yet are considered Slams and, considering his been revealed, but Loki may suffer a Kill Recovery abilities, Madcap never spends result and still reanimate his body at a later Karma to make Endurance FEAT rolls. time. Massive destruction of his form (chopping it into little pieces and jumping Emotion Control: Madcap has a specialized on them) may kill him. form of emotion control that operates at Unearthly level. To make this form of emotional Magic Talismans: Loki’s spell abilities only last attack Madcap must make eye contact with his as long as he concentrates on them. This target (to this end he wears garish clothing and proves unfortunate to the enhanced agent if uses “weapons” such as a bubble gun to Loki gets distracted while the agent is in attract attention). The target must make an combat with Thor. For this reason, Loki uses Intuition FEAT, with failure resulting in the talismans to effect powerful and long-lasting character acting crazy for 10 rounds plus 1-10 changes. A Talisman has a rank equal to the rounds. In game terms, inform players that highest ability of its possessor, or the highest their characters are pleasantly looney, and rank of the item itself. This Talisman Rank will award Karma for good role-playing. While allow Loki to maintain spells of lower ranks. For under the effects of Madcap’s Power, the example, Loki used the Sword of (about affected heroes may not engage in combat, but Class 1000) to transform Thor into a frog, but may find themselves in dangerous situations could not affect Mjolnir with this talisman. as a result of their actions (tap-dancing up the on-ramp of an interstate may prove perilous). If TALENTS: Loki knows extensive occult and the character succeeds with the FEAT, he is mythological lore. He is not adept at physical still light-headed and performs all FEATs at attacks. -1CS for the next 1-10 rounds.

CONTACTS: Loki is the adopted son of Odin, Weapon—Bubble Gun: This is an ordinary and uses this connection to get away with all bubble gun with no special properties, which Madcap uses to call attention to himself. He sorts of mischief in Asgard. He also has ties lets people believe it is the bubbles that cause with the Frost Giants and other Asgardian looney behavior. enemies. TALENTS: None Revealed BACKGROUND: Loki was found by Odin upon his defeat of the Frost Giants and CONTACTS: None admitted to adopted as a companion to Odin’s son Thor Loki’s sibling rivalry with Thor grew into a BACKGROUND: Madcap gained his Powers deep hatred, and Loki’s later life has been when the church bus he was riding was devoted to his acquisition of power, both to rammed by an AIM tanker truck containing take over Asgard and to destroy his hated Compound X07. Hurled clear of the explosion, brother. Loki is known as a god of mischief, he was the sole survivor of the crash, a fact as well as a god of evil, since most of his which shattered his belief in a rational actions seem directed at harassing his universe. He was driven deeper into insanity opponents with style. As a near-immortal, Loki by the discovery he was resistant to pain and becomes bored easily, so an enhanced agent could recover instantly. Dressing himself in may find his powers stripped after the first or gaudy clothes, Madcap set out to prove that second failure. things happen without cause and effect, there is no justice or reason, and everyone should be mad as a March hare.

49 MANDROID MASTER Real Name Unrevealed Real Name Unrevealed F GD(10) Health: 70 F RM(30) Health: 90 A GD(10) F RM(30) Health: 100 A EX(20) S RM(30) Karma: 18 A EX(20) S GD(10) Karma: 60 E EX(20) S EX(20) Karma: 80 E RM(30) R TY(6) Resources: N/A E RM(30) R IN(40) Resources: Am(50) I TY(6) R IN(40) Resources: In(40) I GD(10) P TY(6) Popularity: 0 I GD(10) P GD(l 0) Popularity: -12 P RM(30) Popularity: 0 KNOWN POWERS: KNOWN POWERS: KNOWN POWERS: Body Armor: The Mandroid armor’s osmium Force Field: Mandarin’s costume projects a steel construction provides Incredible Plodex Technology: The Master has access to thin, powerful force field of Monstrous protection from energy and physical attacks. the technology of an advanced, hostile race Intensity. He may not fire his weaponry known as the Plodex. The Master has used through the field, but may attack physically, Life Support: The wearer of the suit can this technology to create for himself several gaining a +2CS to damage when it is survive on filtered air for two months, and in installations and devices to aid him in world employed. addition has Amazing Resistance to Heat and conquest. A typical installation is of Huge Radiation. capacity, and is defended by grapples of Weapons: Mandarin’s ten rings, recovered Incredible strength and laser and force from a crashed alien ship and modified, are Weapons Systems: The Mandroid suit is cannon of Amazing Intensity. The stats of his the source of his Power. Their abilities, from equipped with a number of weapons systems. Submersible vehicle, now destroyed, were: left hand, little finger to the right are: • Neuro-Stunner—range I area, projects Control Speed Body Protection • Ice Blast—Remarkable Intensity cold, Incredible Intensity stunning. Ex Gd Rm Rm Endurance FEAT to avoid being stunned; • Tracker/Repeller fields—range 3 areas, Range 2 areas. may manipulate objects at a distance with The Master controlled his installations directly • Mento Intensifier—Remarkable Mind Remarkable Strength. It may also generate by means of controls built into his cybernetic Control, Range 1 area. a personal force field of Amazing Intensity, helmet, and as such was aware of any • Electro-Blast—Remarkable energy attack, but may not fire other weapons systems. activities within those areas. This contact may Range 3 areas. • Laser Torch—Range of 7 areas, inflicts be broken by damaging his helm. • Flame-Blast -Remarkable Intensity heat, Excellent Energy damage. Range 2 areas. • Punch-Blasters—Range of 1 area, inflicts Immortality: As long as the Master remained • White Light—Remarkable Intensity light or Remarkable Force damage. within his Plodex-programmed sanctuary, the radiation up to 5 areas away machines provided him with virtual • Mafter-Rearranger—Remarkable Intensity Sensors: The Mandroid armor has immortality. Whether that ability continues matter manipulation, but not transmutation. Remarkable Protected Senses, and has now that he has been removed from the main This ring cannot work on force fields. Infravision of 3 areas, radar/sonar of complex is unknown. • Impact Beam—Incredible Force attack, Remarkable ability, and full range radio/ Range 2 areas. communications system, including TALENTS: The Master has Martial Arts A, D, • Vortex Beam—Remarkable Air Control, loudspeakers for crowd control. and E, and is an expert in the alien permitting flight by the user at Excellent technology of the Plodex. He also has speeds and other Power stunts. Remote Control: Should the wearer be injured Repair/Tinkering. • Disintegration—Monstrous disintegration, or knocked out, the suits may be programmed with no effect on living targets. One area for specific action(usually escape). CONTACTS: None range, and requires 20 minutes to recharge after use. TALENTS: According to the wearer, usually BACKGROUND: The Plodex are an • Black Light—Remarkable Intensity Dark- military, detective/espionage, or law aggressive, hostile alien race that conquers force, 2 area range. Mandarin has a strong enforcement. other planets by imitating the dominant life psionic link with his rings, such that only he form. The Plodex ship send to Earth was may use them, and may monitor activity CONTACTS: None damaged and released its preprogrammed occuring around them should they be eggs early, but still summoned the most removed. BACKGROUND: The Mandroid armor is the dominant life form to its location in the Arctic. super-suit of choice for organizations that may This was a successful Ice Age hunter who TALENTS: Mandarin has Martial Arts A, D, and be going up against super-powered foes. had been cast our from his tribe. The Plodex E. He is also skilled in Electronics, Biochem- Designed by Tony Stark and later produced ship captured the hunter and destroyed him in istry, Engineering, and Repair/Tinkering. by Stane International, plans have also fallen study, keeping his mind alive (but insane) in into the hands of criminal elements, and they its memory banks. That hunter overcame his CONTACTS: None may have constructed their own suits. insanity and took control, reintegrating his S.H.I.E.L.D. currently has 5 operational suits, body in its present form. With this new form, BACKGROUND: Mandarin, a long-time foe of which they use for hazardous missions and the technology of the Plodex at his Iron Man, derives his Power from the rings (of involving the capture of super-human beings. disposal, the hunter retitled himself Master of modified alien technology) he wears. the World. The Master’s motives seem Mandarin seeks the destruction of Iron Man shaped by his hatred of the Plodex and his and subjugation of the West. desire to rule.

50 MASTERMIND Jason Wyngarde Ivan Kragoff

F PR(4) Health: 44 F GD(10) Health: 90 A TY(6) A EX(20) S PR(4) Karma: 120 S GD(10) Karma: 46 E RM(30) E AM(50) R GD(10) Resources: Gd(10) R RM(30) Resources: Rm(30) I GD(10) I TY(6) P UN(100) Popularity: -10 P GD(10) Popularity:

KNOWN POWERS: KNOWN POWERS:

Illusion Generation: Mastermind is a mutant Intangibility: Red Ghost may break down the with the ability to generate three-dimensional atoms of his body to form an intangible, illusions with visual, olfactory, and tactile translucent, mist-like form. In this form, Kragoff components, with Unearthly ability. His Power may pass through solid objects with Amazing is such that those confronted with an illusion ability in a manner similar to Shadowcat. While must make an Intuition FEAT to disbelieve. intangible, Kragoff may not be affected by Damage caused by Mastermind’s illusions is physical or energy attacks, and while intangible imaginary, but reduction to 0 Health or he may go for extended periods without need- Endurance by illusionary attacks results in ing to eat, drink or breathe (unlike Shadowcat, unconsciousness for 1-10 rounds. Mastermind who must breathe even while in phase-form). uses his Power in the following stunts. Red Ghost may make inanimate objects • Creates multiple images of himself, one of intangible with Amazing ability, on touch. which may or may not be his real form • Become invisible by blending with the Minions: Kragoff is served by three “super- background, with Unearthly ability apes” with the following abilities: • Creates imaginary entrapment devices. If believed, these items have the apparent MIKLHO: Gorilla with super-strength material strength of the actual item FA S E R I P (unfortunately, most steel alloys are similar GD GD AM IN FB FB FB in feel, so that bands of Adamantium would have only Incredible strength). Miklho has Incredible protection against • Mask his own or another’s appearance physical and energy attacks. with Unearthly ability • Creates illusions of attack forms (flames, IGOR: Baboon with shape-changing Powers giant scissors, etc.) within 10 areas FA S E R I P GD EX TY IN FB FB FB Mastermind’s illusions appear to all within the target area. He cannot selectively affect Igor can change shape into forms roughly the certain targets. His illusions do not appear same size as a baboon, with Amazing ability. over cameras or technological devices. PEOTOR: Orangutan with Magnetic abilities FA S E R I P Weapons: Mastermind was equipped for a TY EX TY IN FB FB FB while with a “Mindtap mechanism” that allowed him to broadcast illuiions directly into Peotor has Amazing Intensity Magnetic one particular mind, with +2CS ability. He also Control, and uses that Power to attract and carries a handgun. repel objects as with Amazing Strength. TALENTS: None revealed The super-apes have little initiative, and must be controlled by a third party (usually Kragoff CONTACTS: Wyngarde retains his contacts or one of his agents) to perform specific tasks. in the circus. TALENTS: Kragoff is a scientist specializing BACKGROUND: Carnival mentalist Jason in cosmic radiation. Wyngarde was recruited by Magneto to form his original Brotherhood of Evil Mutants. Since CONTACTS: None the folding of that group, Wyngarde has worked as an independent, attempting to BACKGROUND: Soviet scientist Ivan Kragoff subvert Phoenix as his bid for entry into the and his crew of simians gained their Powers in . He has learned to work behind a cosmic radiation storm similar to that which the scenes, playing mind games with his created the Fantastic Four, Now a criminal in opponents. exile, Kragoff is trying to work on his plans without interference of super-powered foes.

51 RED SKULL TITANIUM MAN Johann Schmidt MacDonald Gargan Boris Bullski

F EX(20) Health: 80 F RM(30) Health: 150 F RM(30) Health: 200 A EX(20) A IN(40) A RM(30) S GD(10) Karma: 120 S IN(40) Karma: 22 S SP(70) Karma: 40 E RM(30) E IN(40) E SP(70) R RM(30) Resources: ln(30) R TY(6) Resources: Ty(6) R GD(10) Resources: Gd(10) I EX(20) I TY(6) I EX(20) P SP(70) Popularity: -75 P GD(10) Popularity: -15 P GD(10) Popularity: -30

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Weapons: In his career, Red Skull used a Wall-crawling: Scorpion may crawl along Body Armor: All of Comrade Bullski’s Powers number of weapons and devices. They vertical surfaces with Excellent ability, derive from the the titanium/titanium steel included: provided he can get a grip on the surface armor he wears. Bullski’s normal abilities are: • “Dust of death,” a Remarkable Intensity (unlike SpiderMan, Scorpion cannot climb a FA S E R I P poison that causes those who fail the glass wall, but he can climb masonry or GD EX GD RM GD EX GD Endurance FEAT to resemble a Red Skull. concrete). He may fire the dust in pellet-form from a The armor provides Incredible protection from specially-designed handgun. Body Armor: Scorpion’s insulated costume physical attacks, and Monstrous protection • “Skull infection”: A mutated disease of provides Excellent protection from physical from energy aftacks. The armor has Monstrous remarkable Intensity that causes the victim attacks and Remarkable protection from Resistance to Heat, Cold, and Radiation. failing an Endurance FEAT to resemble the electrical attacks. Red Skull and be more susceptible to his Flight: All-titanium jet engines in the suit’s boots mind control devices (-3CS on all Psyche Scorpion’s Tail: Scorpion’s costume is allow Titanium Man to fly at Monstrous Speed FEATs). equipped with a seven-foot-long tail, which (30 areas/round). If used as weapons, these • Mind Control devices of Amazing Intensity Gargan controls cybernetically. This tail is boot-jets inflict Remarkable force damage. • “Sleepers”: Preprogrammed war machines made of Incredible-strength material and has built by the Third Reich in the event of their a number of uses and properties. Weapons Systems: The Titanium Man armor defeat to be used against the allies. These • Used as a blunt weapon, the tail inflicts is equipped with systems, including: machines were controlled by the Red Skull Amazing blunt attack damage, with +1CS • Gauntlet-Blasters of Amazing Force for his plans of world domination. These to hit. damage at a range of 10 areas. “Sleepers” are giant robots with Monstrous • Coiled as a spring, the tail allows Gargan • Helmet-mounted heat beam, inflicting physical stats, and Incredible material to Leap as if having Amazing Strength. Incredible Heat (Energy) damage at a strength. • The tip of his tail is equipped with a range of 5 areas. plasma projector capable of inflicting • Gauntlet-mounted tractor beam, allowing TALENTS: The Red Skull has Marksmanship Remarkable Energy damage at a range of the wearer to exert Incredible Strength at a and Martial Arts A, C, and E. He also has 10 areas. range of 5 areas. Leadership ability. • Radar Rings of coiled metal fired at a TALENTS: Gargan is a former private range of 5 areas which, if they hit, Grapple CONTACTS: Red Skull has used many lesser detective, and despite his madness has the opponent with Remarkable Strength. criminals as his pawns over the years, and Detective/Espionage ability. retained a reputation among criminal Cloaking Device: Creates an Illusion (of scientists. His closest “ally” is the master of CONTACTS: Gargan is primarily a loner, Invisibility) of Amazing Intensity over the genetic manipulation, . given the fact his primary residence is the wearer of the armor. May be used as an ECM mental institution from which he escapes. as well against radar devices. BACKGROUND: Bellboy Johann Schmidt was chosen by Adolf Hitler to become a BACKGROUND: J. Jonah Jameson offered TALENTS: Boris Bullski is skilled in “Perfect Nazi,” and was totally immersed in Gargan ten thousand dollars to undergo bureaucracy and Detective/Espionage. Nazi training and beliefs. As the Red Skull, mutagenic modifications that would turn Schmidt exceeded Hitler’s expectations in Gargan into a super-powered opponent that CONTACTS: After a lengthy period of exile, cruelty and evil, rivaling the madness of Hitler could combat and defeat Spider-Man. After the Titanium Man has renewed ties with a faction himself. Kept in suspended animation until transformation that increased Gargan’s in the Soviet government which may provide recently, Skull returned to battle his old physical abilities, it was discovered that these him with Amazing Resources. nemesis, Captain America, a number of times. modifications affected Gargan’s mind as well. In their final battle, The Red Skull’s life- Gargan’s mental stability and ability to BACKGROUND: Bullski was an out-of-favor sustaining formula ran out, and he died of old distinguish right from wrong quickly eroded, Soviet official who sought to regain the party’s age. His body was burned by his daughter, and Scorpion became a super-powered villain. good graces by building the Titanium Man but the nature of the Red Skull’s evil is so Scorpion was defeated by Spider-Man a armor and defeating Iron Man. After several eternal it is unknown whether the world has number of times and placed in a mental defeats, Bullski went freelance in his vendetta seen the last of the Red Skull. institution by Jameson, who feels responsible against the armored avenger. A recent for Gargan’s fate. Gargan agrees that Jameson reverse in a battle with may is responsible, and has broken out a number of have destroyed Bullski and/or the armor, but times to take his revenge on Jameson. that is uncertain at this writing.

52 ULTRON-11 VULTURE Adrian Toomes F EX(20) Health: 200 A RM(30) F EX(20) Health: 110 S AM(50) Karma: 54 A RM(30) E UN(100) S EX(20) Karma: 50 R IN(40) Resources: Rm(30) E IN(40) I GD(10) R RM(30) Resources: Ty(6) P PR(4) Popularity: 0 I GD(10) P GD(10) Popularity: -3 KNOWN POWERS: KNOWN POWERS: Body Armor: The exposed surfaces of Ultron’s body are pure adamantium, a Class 1000 Flight: Vulture takes his name from the flying material that provides Invulnerability to harness he wears, an electro-magnetic physical and energy attacks. His joints and antigravity generator that allows him to fly internal workings are less resistant, so have silently at Typical Air Speed (6 areas/round). He only Shift X protection from bullseye missile or may blindside unsuspecting opponents from wrestling attacks directed against them. Ultron above, as his flight makes no noise. Vulture is is Invulnerable to Heat, Cold, Radiation, and welltrained with his wings, such that he may Corrosives. make airborne FEATs at +1CS for success.

Weapons Systems: Ultron possesses a LIMITATION: Vulture’s harness raises number of weapons systems developed over Toomes’ abilities to the listed levels. Once the years, including: deprived of the harness, Toomes’ abilities • Concussion Blasters mounted in the return to more normal levels. In game terms, hands capable of inflicting up to Monstrous Toomes’ physical abilities (and resultant Force damage at a 4 area range. Health) are reduced by 1CS per week for the • Tractor Beams mounted in the hands, first two weeks with no further effect after that allowing Ultron to exert Remarkable time. They are regained immediately upon Strength up to 10 areas away. donning his wings. • Induction installed within armor that allows Ultron to absorb external energy with TALENTS: In addition to his prowess with his Unearthly ability. An unlimited amount of wings, Toomes is an expert in Electronics. energy may be stored, and upon absorbing it Ultron regains that amount of Health and CONTACTS: Toomes maintains criminal is +1CS on all FEATs for 1 -10 rounds contacts at the street level, and has on following the absorption. several occasions organized gangs of thugs • Encephalo Beam mounted in Ultron’s to help him in his crimes. head allows him Mind Control Powers of Incredible ability. Ultron uses this ability to BACKGROUND: Adrian Toomes invented a put antagonists to sleep, and to control flying harness that boosted his abilities. He minds to help him rebuild his body. first used it to harass and terrorize his embezzling business partner. The feeling of TALENTS: Ultron’s programming is extensive power Toomes enjoyed in his robberies were enough for him to be considered to have matched by his increase in wealth, and as Engineering and Repair/Tinkering Talents. Vulture, Toomes began a long criminal career. Despite several defeats at the hands of CONTACTS: Ultron has no Contacts, though Spider-Man, Vulture remains a crafty foe. he has used super-powered felons as pawns Toomes has retired from his career on several before. Ultron maintains a large number of occasions, but has returned to crime, usually complexes across the country where he spurred on by some airborne pretender to his stores additional bodies and repair programs aerial abilities. Other individuals, using the to restore his form after defeats. designs of the Vulture suit, have endeavored to set themselves up as heirs to the Vulture’s BACKGROUND: Ultron-I was developed as a throne, but he has always returned to deal sentient robot with open-ended programming with such pretenders. designed by Hank Pym. Ultron soon became a long-running foe of the Avengers, continually refining his body and programming with the lo ng-range goals of destroying his “Father”— Pym—and destroying organic life on Earth. His most recent incarnation was destroyed by Wonder Man, but he may yet return.

53 ENTITIES

Entities of Great Power DEATH

The following characters are major forces in F CL5000 Health: 20000 F CL5000 Health: 20000 the Marvel Universe, the ones that players A CL5000 A CL5000 should encounter very rarely at best, as they S CL5000 Karma: Unlimited S CL5000 Karma: Unlimited will likely be overmatched if they attempt to E CL5000 E CL5000 fight them directly. These great Powers have R CL5000 Resources: N/A R CL5000 Resources: Unlimited their own rules and laws by which they play, I CL5000 I CL5000 unknown to us mere mortals. P CL5000 Popularity: -1000 P CL5000 Popularity: 0

CELESTIALS KNOWN POWERS: KNOWN POWERS:

F SP(70) Health: 6170 Death can use any of the Powers listed within Eternity may perform any of the Powers or A UN(100) these books as it sees fit at Class 5000 ability. actions listed in these books with Class 5000 S CL3000 Karma: 3000 It does not usually use these Powers directly, ability, though it does not do so with any E CL3000 as it prefers to operate through other agents regularity. Eternity’s form cannot be perceived R CL1000 Resources: CL3000 or to wait for its prey to fail and eventually die. unless it so wish es it, as it is an abstract being. I CL1000 Death may manifest itself as a humanoid P CL1000 Popularity: N/A being of either gender, but is normally BACKGROUND: The origin and precise presented as female. nature of the abstract being known as Eternity KNOWN POWERS: is unknown and unknowable. It is the sum BACKGROUND: The origin and true nature total of collective consciousness of all living Body Armor: Celestials have Class 3000 of Death is unknown. It is apparently one of things in the universe, the embodiment of protection against physical and energy the basic forces of the universe, along with their life as Death is the embodiment of the attacks. They have Class 3000 Resistance to Eternity. Death is the name of the universe’s ending of that fife. Heat, Cold, Radiation, Toxins. Disease, and conception of “death-forces:’ and embodies Corrosives. A cannot be slain, even the principles of mortality and decay. Unlike Death, which Eternity refers to as its if reduced to 0 Health or Endurance. In this sibling, Eternity does not often take an active state, a necessary component of their armor Death’s motives are unknown and unknow- hand in the dealings of the trillons of lives that may be removed, placing them in suspended able. However, it has appeared on several make up its total. However, since controlling animation until that piece is restored. occasions under defined circumstances to the being Eternity allows the controller to achieve certain ends. These ends include: wield Eternity’s unlimited Powers over the Energy Powers: Celestials have Class 1000 • Challenging those who create the undead, beings that make it up, this entity is a target abilities to manipulate all forms of energy, creatures that are neither alive nor dead for extra-dimensional attackers of various including all forms of radiation, light, and and as such not under its control. This abilities. Often Eternity can deflect such psionic power. They may perform any energy- includes those who create vampires and attacks without significant exertion, but on related Power at Class 1000 ability, including zuvembies. occasion has had to bring its own servants force and energy rays, force fields, all mental • Presiding over the death of a long-lived or into play. While not as organized as the Powers, teleportation, levitation, and weather immortal being. Death has engaged in a “death-gods” that serve Death, these servants control. Five or more Celestials ay combine game of chance with an Elder of the are usually powerful individuals, such as their forces to gain a +1CS (to lass 3000) in Universe for the spirit of another Elder. Doctor Strange, who may combat the effect. Following their last visit to Earth, the • Dealing with extradimensional beings of attackers on their own mortal levels. These Celestials used their Powers to eradicate all the “Death-god” type, such as . The servants have a vested interest in seeing memory and evidence of their presence from precise relationship between Death and Eternity survive intact, as their own existence the minds of mankind. such “deathgods” is unclear; such gods makes Eternity possible. seem to be agents of Death in that they BACKGROUND: The origin of the armor-clad actively harvest individuals in return for a As Eternity is the sum total of all living forces, Celestials is unknown, nor has anyone seen percentage of the take. destruction of Eternity may eradicate the what they look like beneath their distinctive • Appearing to those capable of wielding game universe, and with it all other 2000-foot-high armor. They are a star-faring great destructive power, such as Galactus quasiphysical entities. The two exist as race that locates nascent sentient races and or of Titan. These individuals, while partners, not competitors, and Death has manipulates their genetic make-up, then not agents of death, have served it well by never shown any rivalry against its “sibling.” returns in the future to judge whether they are destroying a great deal of life. Death has Eternity, for its part, has rarely shown any a threat. If judged a threat to the universe, also appeared, and was destroyed for a interest in the pieces that make it up, though it then that race is destroyed. On Earth, the short time, by the . Whether this given sufficient threat (on the level of the Celestials created the alternate human races was in its own interests is unknown. Beyonder) would willingly sacrifice part of its of Eternals and Deviants, and placed the infinite existence (and the planets, stars, and potential for benign mutation in mainline One specific way of dealing with Death is lifeforms that make up that existence) to foil humanity. In other visits, they sank Lemuria to shown by those with Valkyrie Powers, such as such a foe. prevent the success of the line, and Mirage of the New Mutants. The Valkyrie threatened to seal the dimensional nexus to gained their special position as choosers of prevent the interference of extra-dimensional the slain through an unknown agreement, but beings. The Celestials are enigmatic, and can apparently stave off Death even though except for their master plan, take no notice of the individual who is dying would normally the life they tower over. pass into the great beyond.

54 GALACTUS possible for Galactus to die of starvation, but upon reaching the Shift X level, F SP(70) Health: 4140 he will take any measures necessary to prolong A SP(70) his life. Galactus may devour a planet’s S CL1000 Karma: 3000 energies by using specially-built devices, or by E CL3000 absorbing the energy (the last leaves Galactus R CL1000 Resources: CL3000 immobile for 1-10 days). The process takes 24 I CL1000 hours to initiate and complete. P CL1000 Popularity: -1000 BACKGROUND: Galan of Taa survived the KNOWN POWERS: destruction of his universe and the big bang that created ours. Created at the same time Body Armor: Galactus’ armor provides Shift X as the entities of Death and Eternity, Galactus protection from physical and energy attacks. can be considered a sibling of these two great In addition, Galactus is Invulnerable to Heat, powers. Galactus is spurred by his great Cold, Corrosives, Toxins, Disease, and hunger, and must consume planets to survive. Radiation. His desire to consume Earth has brought him into conflict with Earth heroes on a number of Energy Manipulation: Galactus has Class occasions. On the last occasion, Reed 3000 ability to manipulate all forms of energy. Richards saved Galactus’ life and the He has used that ability for a number of Earthwoman Frankie Raye volunteered to Power stunts. serve as his Herald (see below). • Transform and transmute living and non- living matter. NOVA • Project Energy or Force with unlimited Frankie Raye of Earth range. • Teleportation of self or other objects F AM(50) Health: 330 • Creation of Force fields A MN(80) • Endow others witMk portion of his power S UN(100) Karma: 130 • Manipulate objects as if having Unearthly E UN(100) Telekinesis R EX(20) Resources: N/A • Flight at Class 3000 Speeds I SP(70) Galactus does not use his Powers at full P IN(40) Popularity: -50 levels of ability as they drain his cosmic energies, preferring to rely on his KNOWN POWERS: technologies. Fire Generation and Control: Nova may Telepathy: Galactus has Unearthly Telepathy, generate and wield flame with Shift Z ability, but may only read a mind that is not being and may perform all Power stunts listed for read by another. Fire Generation and Fire Control in the Players’ Book. Technology: Galactus has an unbelievable amount of technological devices available to Body Armor: Nova has Unearthly protection him, noted by the high Resources rating. He from physical and energy attacks. She is has a spherical shuttle ship that may carry Invulnerable to Heat, Cold, Flame, and him between the stars, and carries equipment Disease, and can survive without air or food. to allow him to eat planets without expending She is normally wrapped in fire of Amazing any of his own energies. His solar system- Intensity, so that weapons of less than this sized world ship, Taa 11, was destroyed in a material strength will melt and persons conflict with the Beyonder. grappling will take Amazing damage.

LIMITATION: Hunger. In order to survive, Flight: Nova can fly at Class 3000 Speeds, Galactus must consume the bio-energies of opening jumps into hyperspace to span the planets that support (or have the potential to stars. support) life. Galactus’ hunger is so severe he must feed every 30 Terran days or begin to BACKGROUND: Frankie Raye is the step- suffer reductions in abilities. Use of his Powers daughter of the man who originally created at full abilities reduce this time by 1 Terran day the android Human Torch of WWII, and was for each instance. After 30 days Galactus’ Class the girlfriend of Johnny Storm. She gained her 3000 abilities will slip to Class 1000, with own flaming Powers from exposure to resultant reduction of Power and Health. After chemicals. When Galactus visited Earth last, another 30 Terran days, all Class 1000 abilities Raye offered to serve as his Herald. The diminish to Shift Z (one of the few cases when Devourer of Worlds agreed and increased her such a shift is possible). After 90 days, they Powers to their present levels. She has lessen to Shift Y, and so on. It is theoretically served him as such since then.

55 HELA MEPHISTO ODIN Hela of Hel and Niffleheim Odin of Asgard F MN(80) Health: 3240 F AM(50) Health: 1200 A MN(80) F UN(100) Health: 3250 A AM(50) S MN(80) Karma:260 A UN(100) S UN(100) Karma: 170 E CL3000 S AM(50) Karma: 3080 E CL1000 R MN(80) Resources: CL3000 E CL3000 R RM(30) Resources: Mn(75) I MN(80) R IN(40) Resources:Class 1000 I IN(40) P UN(100) Popularity: -1000 I IN(40) P UN(100) Popularity: -75 P CL3000 Popularity: +90 KNOWN POWERS: KNOWN POWERS: KNOWN POWERS: Body Armor: Mephisto’s body has Amazing Body Armor: As all Asgardians, Hela has protection from physical and energy attacks. Body Armor: As a powerful Asgardian, Odin Good protection from physical and energy He is Invulnerable to Toxins, Disease, Heat, has Excellent protection from physical and attacks. In her province as a Death Goddess, Cold, and Corrosives. energy attacks. He also is Invulnerable (in his she is Invulnerable to Heat, Cold, Disease, native Asgard) to Disease, Fire, Cold, Radiation, Corrosives, and Toxins. Mystic Powers: Mephisto has a number of 11 Corrosives and Toxins. In battle situations, “super-Powers” he may wield with Unearthly Odin wears armor that provides him with Death-Goddess Powers: Hela is a servant of ability. They include, but are not limited to: Amazing protection from physical and energy the quasi-physical being Death, through an • Increase any physical ability to Unearthly attacks. unknown pact or arrangement. Her province • Fire bolts of mystic force is the dead of Asgard, and she ruies over the • Levitate, fly, and teleport Mystic Powers: Odin is the most powerful of deceased spirits in Niff leheirn and Hel (the • Invisibility and Illusion Generation his race and may perform the following: “honorable dead” dwell in the realm of • Growth (self and others) • Place enchantments; of up to Unearthly Valhalla). As a death-goddess, Hela has the • Matter manipulation and transmutation power on objects. Such a spell lasts until following Powers: • Dimensional Travel (when in another he rescinds the enchantment or it is • Complete control over the dead of dimension, Mephisto’s maximum negated by mystic power of Class 1000 +. Niffleheim and Hel (Class 3000 Mind Endurance is Unearthly) Mephisto may use • Dimensional Travel at Unearthly rank. Control). other Powers listed in the Judge’s Book. • Project his image across space and • Class 5000 Illusion Powers, including However, he cannot dimensions with Unearthly ability. masking the nature of the lands of Hel. • Engage in Mind or Emotion control, or use • Absorb or Restore Health of Asgardians • Death touch—Target must make any Power that forcibly brings one’s will on touch. Absorbed Health may increase Endurance FEAT against Class 1000 under his control his total Health. He has no effect on those Intensity or begin losing Endurance levels. • Engage in Telepathy or in any way read or claimed by Hela. • Aging Rays—Unearthly Intensity rays shot scan the thoughts of sentient beings from the hands that age the target 100 Weapons: Odin carries two weapons, both years per hit. Sustained combat will BACKGROUND: Mephisto is among the most made of Class 1000 Uru metal: destroy longlived Asgardians. powerful of the extradimensional creatures • Gungir, a spear inflicting Amazing damage • Hand of Glory—Attack of Unearthly mystic known as demons, and is the ruler of a pocket • Thrudstock, a mace inflicting Shift X strength delivers as Edged attack. Can dimension he refers to as Hell. Mephisto is damage scar even tough Asgardian flesh. not the ultimate force of evil as presented in • Flight and Levitation at Unearthly rank. several faiths, but portrays himself as such a Servants: In addition to ruling the poeple of being in order to exploit the mortal masses. Asgard, Odin has several special minions: LIMITATION: Hela preserves her own life • Munin: A Raven (stats as Eagles) who force by means of a cape and headress. Mephisto seeks the voluntary surrender of flies at Monstrous speeds and survey the Depriving her of this garment results in her human spirits to him, and to that end realm for its lord. Strength and Endurance being reduced to encourages despair and misery. Of particular • Sleipnir: Odin’s eight-legged steed moves Feeble, and the goddess of death unable to interest are the spirits of exceptionally moral at Unearthly speeds, and may span the use any of her super-human Powers. It is and heroic characters of great power, such as dimensions with him. unknown whether she herself can die, or, if Thor and the Silver Surfer. Their defeat would • Mimir: An “all-seeing” well of knowledge, a this would occur, whether Death itself would be a great boon to his Powers, and as such being with Class 1000 Resources as far as claim the occupants of her realms or assign a he often sends his agents to contest and knowledge is concerned. Mimir has its own new Asgardian deathgoddess. harass them (Mephisto’s power may be priorities, and has been known to lie. limited outside of his pocket dimension, hence BACKGROUND: Hela is said to have been his reduction of ability by -1CS). LIMITATIONS: Odin must sleep once per year born in a half-living, half-dead state, and for a week or lose Endurance Ranks at the requires her mystic garments to function Mephisto draws strongly upon mortals’ belief rate of one per week. normally. She is always seeking to expand in his power to strengthen that power; hence her realm, and while mortal souls are beyond his guise as the supreme evil. Mephisto may BACKGROUND: There are several stories as her responsibility, she has trafficked in them in be slain, even fully destroyed, but will to the origin of Odin, ruler of Asgard and most the past. eventually return to existence based on the powerful of the Asgardian gods. He served as strength of mortals’ beliefs in him. that land’s lord until his recent disappearance in battle with the fire-demon Surtur.

56 SHAPER OF WORLDS THE of the Lunar Blue Area F SP(70) Health: 320 A SP(70) F AM(50) Health: 250 S MN(80) Karma: 7000 A AM(50) E UN(100) S AM(50) Karma: 300 R CL1000 Resources: Class 5000 E UN(100) 1 CL1000 R UN(100) Resources: Un(100) P CL5000 Popularity: 0 I UN(100) P UN(100) Popularity: 0 KNOWN POWERS: KNOWN POWERS: Body Armor: The Shaper of Worlds has Monstrous protection from physical attacks, Mental Abilities: The race of Watchers may and Amazing protection from energy attacks, use all Mental Powers listed in the Player’s By manipulating reality, he can become Book with Unearthly ability. When a Watcher invulnerable to any form of damage. is involved with another mind, he provides that mind with Class 1000 protection from Reality Manipulation: The Shaper of Worlds other mental attacks. has Illusion Generation Powers of Class 5000 ability, such that for most of the normal world, Energy Manipulation: Watchers may his illusions are indistinguishable from reality. manipulate energy at Class 1000 level, His initial range is one area, but increases at allowing them a number of Power stunts. one area per turn, so that at the end of 21 • Teleport at Class 5000 level, spanning Terran hours he can convert a planet the size galactic distances of Earth to his reality. It remains in that state • Generate force fields of Class 1000 for 4 Terran years, at which point it reverts to Strength its initial state (unless the Shaper himself • Alter their form with Class 1000 ability negates the change). • Fire force blasts of up to Class 1000 damage The Shaper, however, has no imagination, • Raise physical abilities to Unearthly and as such depends on the dreams and imaginations of others to form templates for Body Armor: Watchers have Class 1000 his worldshaping. Upon choosing such a protection from physical and energy attacks. template, he begins to manipulate reality to They are Invulnerable to Heat, Cold, that mold with his Illusion Powers. If he Radiation, Corrosives, Toxins, Disease, and latches onto a mind that wishes to be king of Mental and Magical Powers. the world, reality is suitably manipulated in that fashion. Grandiose, interesting, and BACKGROUND: The Watchers are an unusual dreams intrigue him. If convinced that ancient race that evolved early in the life-span the dream is bad or harmful, the Shaper may of our universe. The Watchers sought to aid negate it. the primitive races around them, but after a disastrous encounter with a race to whom LIMITATIONS: Shaper moves by means of a they gave nuclear technology (which the race tractor-like device that may or may not be part used to create genocidal weapons), they are of his body. He moves 1 area/turn. He spans now committed to observing. They see cosmic distances in his starship (Class 5000 themselves as the cosmic recorders of the movement). passing of this universe, not the rulers, and to that end do not interfere with their charges, BACKGROUND: The Shaper of Worlds is the even if that results in massive disaster. Adult adult version of the energy of the type Watchers are entrusted with a Solar System captured in the Terran . Any to monitor. being possessing such a nascent cube- energy may manipulate Reality in a similar Uatu, the Watcher of the Sol system, is a manner, but only as long as he or she juvenile deliquent amoung his people. He has concentrates on it. The Shaper has the soul more than once interfered on behalf of the of an artist but no inherent creativity of his humans of Terra to warn them of danger or own, so must rely upon the dreams of others indirectly point out solutions to world- as models for the worlds he creates. While he shattering threats. Uatu seeks to aid in may prolong the illusion of a world beyond the discreet fashions, such that appeals for direct 4-year mark, he does not normally perform aid will be ignored. However, he may reveal to such alien work. His last appearance on Earth the heroes the location of the solution. was to help the Terran Cosmic Cube “hatch,” from which may evolve a similar reality- manipulating being.

57 SUPPORTING CAST

Animals, Aliens, Criminals, and Other like senses that allow them to navigate at a Kill result against human targets. They Supporting Players night with Remarkable ability. They are move 2 areas/turn. normally harmless unless surprised or This section details in full a large, but not controlled by an external force. A single bat Cattle (Herd Animals) exhaustive, list of other individuals that may inflicts Edged attack damage, but cannot FA S E R I P be found in the Marvel Universe, including score Kill results, while a flock inflicts Pr Ty Gd Ex Fb Fb Fb wildlife, alien life, low life, and everyday life. Edged attack damage in full to reflect the Health = 40 large number of possible bites per round. Stats for cattle apply to all manner of Animals Bats are found throughout the US. They similar herd animals, including bison, move at 3 areas/turn. zebras, gnu, and the ever-popular Alligator Guernsey Cow. Cattle are by and large FA S E R I P Bear inoffensive, but if spooked (by gunshot, for Pr Gd Rm Ex Fb Fb Fb FA S E R I P example) can stampede (those in the way Health = 64 Gd Ty Rm Rm Fb Pr Fb take a Charging attack of +3CS Strength These large, lethal lizards are normally Health = 76 and Endurance to hit). peacable, but have been known to attack if Bears include the , brown bear, and their territory is threatened, they sense a polar bear. These large carnivores have been Dinosaur, Giant Plant-eating meal, or are commanded by a more known to attack unwary tourists, and inflict FA S E R I P powerful being with animal control abilities, Edged attack damage with their teeth and Gd Pr Am Un Fb Fb Fb such as the Lizard. Alligators inflict Edged claws as well as Grappling attacks (Hugs). Health = 164 attack damage with their teeth. They move They move 2 areas/round at top speed. 1 area per turn on land, 2 areas per turn in Dinosaur, Giant Flesh-eating water. These stats also apply to the Behemoth FA S E R I P crocodile or other cold-blooded lizards. FA S E R I P Rm Gd In Un Fb Fb Fb Alligators are found in tropical rivers and, in Am Ty Un Un Pr Pr Pr Health = 180 the sewers of New York City. Health = 256 Behempth is a name fpr a large variety of Dinosaur, Giant Armored Ape sea monsters capable of walking on land, FA S E R I P FA S E R I P and include the whale-like used by In Ty Am Mn Fb Fb Fb Ty Ty Gd Ex Fb Ty Pr the Sub-Mariner in his initial invasion of the Health = 171 Health = 42 surface world, and the spawn of that These are the flashiest of the large lizards Apes describe man’s close cousins: the creature. These beasts move 1 area/round that once dominated this Earth. They chimp, the orangutan, and gorilla (gorilla on the surface and 3 areas/round in water. survived until recently in the Savage Land, Strength = Excellent, Health = 52). These Behemoths have Amazing protection from and regions of Africa are still said to be creatures have human-like hands, and can physical and energy attacks, and inflict home to these beasts. The Giant Plant- manipulate tools. Blunt attack damage. They can be Eater includes such favorites as the controlled by certain devices available to brontosaurus. They move 1 area/round, Armadillo Atlantean technology. inflict Blunt damage, and, according to FA S E R I P recent studies, travel in herds similar to Fb Fb Fb Fb Fb Fb Fb Bird, individual cattle (check under Cattle for stampedes). Health = 8 (and this is being generous) FA S E R I P Giant Flesh-Eaters include the al[0saurus Armadillos are natives of Texas and other Fb Fb Fb Fb Fb Fb Fb and the tyrannosuarus rex. They inflict south-western states. They are slow (1 Health = 8 Edged attack damage with their teeth and area in about 3 turns) and have Feeble claws, and move 2 areas/turn. The Giant Body Armor from their protective shell. Bird, Flock of ten Armored Dinosaurs include the (They also answer mail.) Unprepossessing FA S E R I P stegosaurus and triceratops, which have as individuals, in huge herds they are even Gd Ty Fb Ty Fb Pr Fb plates that provide Excellent Body Armor, less so. Armadillos attack on the Blunt Health = 24 and inflict Edged attack damage with their attacks column, but cannot score Slam or The description applies to all non-hunting horns and sharp tails. Stun results against human-sized targets. birds, ranging from sparrows to ducks to Armadillo stats apply to most other forms of geese. Birds attack on the Edged attack Dinosaur, Giant Radioactive small, inoffensive life. column, but individuals cannot get Stun or FA S E R I P Kill results. Birds fly up to 4 areas/turn, and Rm Rm Un Un Pr Pr Pr Bat, Individual are inoffensive against human targets Health = 260 FA S E R I P unless controlled by outside forces. The Giant Radioactive Dinosaur is a mutant of Fb Pr Fb Fb Fb Pr Fb unknown origin that survives today in various Health = 10 Cat inaccessible reaches. The Giant Radioactive FA S E R I P Dinosaur has Amazing Body Armor, inflicts Bats, Flock of Ten Fb Gd Fb Gd Fb Ty Fb Edged attack damage, and breathes a 10- FA S E R I P Health = 24 area-long stream of Unearthly radioactive Gd Pr Fb Gd Fb Pr Fb Cats include most ordinary house cats and energy. This is a moderate example of one Health = 26 small wild cats. They inflict Edged attack such creature, though large ones have Bats are winged mammals who have radar- damage with their claws, but cannot score plagued Japan and the American West Coast.

58 Dog move 3 areas/turn while carrying a rider. Octopus and FA S E R I P Certain individual horses (usually those FA S E R I P Gd Ty Ty Gd Fb Gd Fb associated with heroes) may have superior Ex Rm Gd Rm Fb Fb Fb Health = 32 talents of higher Reason, Intuition, or Health = 90 The above stats are for guard dogs, and Psyche than their brethren. The above stats; are for the giant- smaller animals may have lesser stats. Dogs economy-size octopi that underwater inflict Edged attack damage, move 2 Insect, geniuses leave around to threaten heroes areas/turn, and track with Remarkable ability. FA S E R I P and heroes’ allies. The high Fighting and Ex Fb Fb Ex Fb Fb Fb Agility reflects the large number of arms Dolphin Health = 44 that may be brought to bear. In addition, FA S E R I P Insects are Iisted as a swarm of about 100 octopi may shoot inky clouds of Excellent Gd Ex Gd Gd Ty Gd Ty creatures, minimum. These insects attack Intensity. Health = 50 on the Edged Attack column, but cannot Dolphins are highly intelligent, aquatic get Stun or Kill results. Instead, any insect Rat, individual mammals that have a language of their attack against unprotected flesh (including FA S E R I P own. Undersea races use the dolphin in those that get underneath artificial Body Fb Fb Fb Fb Fb Fb Fb much the same way as humans use dogs Armor but excluding those against natural Health = 8 or horses: for transport (swim 3 areas/ Body Armor) forces the target creature to round), protection (Blunt attack damage), make an Endurance FEAT (during the pre- Rat, pack of 10 and companionship. action part of the turn) or be unable to FA S E R I P perform any actions or concentrate. The Ex Ty Fb Ex Fb Fb Fb Eagle Intensity of this attack is Typical for most Health = 48 FA S E R I P insects, but for particularly nettlesome Gd Gd Pr Ex Fb Ty Fb pests (such as red ants, m0squitos, or Rats and other rodents and are Health = 44 bees) the Intensity may reach Good or found in sewers beneath every major city. Eagles include all large predatory Terran Excellent. Some, but not all, insect swarms An individual rat attacks on the Edged birds, including vultures, hawks, owls, and fly at 1 area/turn. attack column, but cannot score Stun or Kill condors. They are not dangerous unless results. A pack of rats also attacks on this threatened or under the control of another Killer Whale column, and may score Kill results from individual. Eagles inflict Edged attack FA S E R I P multiple attacks. Rats are normally not so damage, and fly up to 4 areas/round, at top Rm Ty In Mn Pr Gd Ty bold (they prefer to push around frogs), but speed. Health = 151 will attack when externally controlled. Killer Whales are large killers of the deep, Elephant mammals adapted to the ocean Sharks FA S E R I P environment as efficient predators. They FA S E R I P Gd Gd In Am Fb Pr Fb inflict Edged attacks when they bite with Gd Gd Rm In Fb Fb Fb Health = 110 their toothy jaws, and swim at 3 Health = 90 Elephants include the Indian and African areas/round. The other standard threat protecting varieties, as well as their prehistoric underwater lairs and sunken treasure is cousins, the mastodon and mammoth. Lions sharks. The above stats are for your They move 1 area/turn, and can inflict FA S E R I P everyday killer-type shark. The “Great either Blunt or (if they have tusks) Edged Ex Gd Gd Ex Fb Fb Fb Whites” in the movies weigh in at +1CS on damage. Health = 60 all physical abilities. Sharks are drawn by Lions include all the “big cats”—tigers, blood in the water, often travel in packs, Fish pumas, and leopards. They are, in their inflict Edged attack damage, and travel at 3 FA S E R I P natural state, predators which avoid man, areas/round. Their mortal enemies are the Fb Fb Fb Fb Fb Fb Fb though there are “man-killing” versions of dolphins, and dolphin attacks against Health = 8 each. The big cats may be trained to hunt, sharks gain a +1CS to hit. This classificaiton is a catch-all for all sea attack and protect by someone with life not covered elsewhere. Most sea life appropriate skills, such as . Snake, Constrictor has no special Powers beyond moving 1 Lions and their kin attack on the Edged attack FA S E R I P area/turn, and will rather flee than fight. column, and move 2 areas/round. Ty Ty Ex Ex Fb Fb Fb Health = 52 Horses Monkeys FA S E R I P F A S E R I P Snake, Poisonous Ty Gd Rm Rm Pr Ty Pr Gd Ty Pr Gd Fb Ty Pr FA S E R I P Health = 76 Health = 30 Gd Pr Fb Pr Fb Fb Fb Horses run from Shetland ponies to beer- Monkeys, for the purpose of this game, Health = 20 wagon-pulling Clydesdales. Horses may include all small primates not covered under Most snakes are fairly small and inoffensive make Blunt attacks if threatened, but the Ape category. Monkeys do not possess (see Armadillos, above). Large constrictor n0rmally seek to flee threatening situations the strength of the apes, and cannot make snakes (like the anaconda) attack their (such as fires and battles). Horses may be Kill or Slam results in their attacks, but can prey by grappling attacks, crushing the life trained to withstand such challenges. They manipulate objects and be trained. out of it. Poisonous snakes are smaller, but

59 their bite (Edged attack, no Stuns or Kills) Asgard, a mystic dimension once connected Atlanteans scavenge lost technology and carries a deadly venom (Good Intensity to Earth by Bifrost, the rainbow bridge. All magic from the sea floor, and as such have poison). Both varieties will attack if Asgardians have Good protection from access to lost treasures of Atlantis and threatened, or if controlled by an outside physical and energy attacks, provided by Deviant technology, but most are not force (such as the Lizard). the denser materials of their worlds. While inventors in their own right. Any Atlantean Asgardians are long-lived, they are not hero must take Edged Weapon or Blunt Wolves immortal like the Olympians. Weapon skill as his first Talent. FA S E R I P Ex Gd Gd Gd Fb Fb Fb Asgard has a warrior society and has come Denizen of the Dark Dimension Health = 50 under assault by its enemies many times in FA S E R I P Wolves are relatives of dogs, and usually its recent history. Any Asgardian character Ty Gd Ty Ty Ty Gd Gd travel in packs to bring down their prey with Weapons Talents must choose Edged Health = 28 Karma = 26 Wolves move 2 areas/turn, attack on the or Blunt Weapons Skill as his first choice. Edged attack column, and can track with Gunpowder works in the Asgardian KNOWN POWERS: Mystic Origin Excellent ability. dimensions, but has only recently been introduced. The Dark Dimension is a series of pocket Aliens and Non-Human Races dimensions that have been expanded and Asgard has Class 1000 Resources though conquered by the Dread Dormammu. This The following listings apply to typical low levels of technology in a 20th-century realm was later ruled by the Unspeak- members of the various alien, extra- sense. With the disappearance of Odin in able, Dormammu’s sister, and presently by dimensional, and variant human races that battle with the fire demon Surtur, Asgard is Clea, Umar’s daughter. The ruler of the Dark have appeared in the Marvel Universe. ruled by the Brave. Dimension is recognized by the flames of These are typical values only, and there regency about his or her head. are superior examples of these various Atlanteans races in existence, much the same as there FA S E R I P A collection of pocket dimensions with are a wide variety of humans. Gd Ty Rm Rm Ty Ty Ty various populations, natural laws, and Health = 76 Karma = 18 sizes, the Dark Dimension appears as a Alien Hero Option: This is an option that collection of large floating islands, each may be chosen by the player with the KNOWN POWERS: with its own localized gravity, all connected Judge’s permission, if the player has rolled Water Breathing by a variety of mystic bridges and the Alien category. The player “picks” a Swimming at 2 areas/turn passages. One section of the Dimension is race with the Judge’s approval. The hero Resist Cold: Excellent walled off by a mystical force field—the has the listed abilities, modified by a roll on domain of the Mindless Ones, a the Ability Modifier Table, page 5 of the The origins of homo mermanus are nonsentient destructive race. Players’ Book, making one roll for each unknown, though their own legends claim ability. Any Powers possessed by the race that the Olympian Poseidon modified them The Dark Dimension is inherently and are automatic Powers of the hero, to their present form. In any event, the powerfully magical in nature, such that occupying random slots. (A pre-Secret largest group of this race has settled the magical Powers are +1CS when operating Wars would have Imitation as one of ancient Atlantis on the Atlantic within it, and dimensional apertures may be Power, filling one random Power slot.) seabed, though there are small settlements formed from it to any other known Talents should be chosen with an eye throughout the ocean. They have been ruled dimension. The normal citizens of the towards the race involved. As Contacts, the in the past by Namor, the Sub-Mariner, dimension have no inherent magical ability, hero may either choose the race he/she though he has been sent into exile by his but may be easily trained, as magic is as belongs to, or no initial Contacts (in which advisors, and they in turn were overthrown available a force as technology is on 20th case the character is a renegade). by the Atlantean barbarian . century Earth.

Characters generated in this fashion tend Atlanteans are water-breathers, such that Deviants to be more limited and weaker than those exposure to air is similar to a human’s FA S E R I P created by the method listed in the immersion in water—they can suffocate out Gd Ty Ty Gd Gd Pr Pr Character Creation section, but have the of water (Namor, given his half-breed Health = 32 Karma = 18 advantage of having an organized and blood, is an exception). Atlantean existing racial background. technology has produced water tanks that AVAILABLE POWERS: operate as scuba gear in reverse, allowing Strength of +2CS or 2 additional super Asgardians Atlanteans to survive out of water for up to Powers rolled randomly FA S E R I P 4 hours before more water is needed. Rm Gd In In Gd Gd Ex Atlanteans also have a chemical compound When the Celestials first landed on Earth, Health = 120 Karma = 40 that allows normal breathing in air, while they modified human genes to produce two turning the flesh from normal blue to distinct separate races, the Deviants and KNOWN POWERS: human flesh-tones. This chemical allows the Eternals. The Deviants were created Body Armor: Good airbreathing for 24-hours. An Atlantean with a genetically unstable gene structure, hero that gains “water-breathing” ability as so that each generation will be radically Asgardians are the most human-looking a Power can breathe air normally. different from previous generations. Any and powerful of the intelligent races of Deviant character has the choice of

60 additional strength benefits (in addition to More than a hundred Eternals in one when the first mammals had appeared on any rolled for the character) or two location can form the Uni-Mind, an energy Earth. The Kree are naturally blue-skinned, additional Powers. creation that resembles a huge brain with though a paleskinned mutation has Class 1000 abilities under the control of the flourished to the point that the original Kree Deviants have a warped sense of beauty, Eternal leader. This creation has Class are a powerful minority. regarding hideousness as attractiveness 1000 Reason and is used as a and vice versa. Corruption is valued. parliamentary device to gather a consensus Kree possess extremely powerful Deviants judged unacceptable are slain by for Eternal affairs. The Uni-Mind also has technology including interstellar drive and their society, so those with exceptional offensive Powers, but when it challenged genetic manipulation devices, but not time appearance or Powers may be renegades the Celestials, it was destroyed and the travel. They are responsible for the Terran at best. They rule large areas of controlling force, , was slain. Less Inhuman race and the Blue Area of the underground caverns, with their main base than 100 Eternals can create a Uni-Mind of Moon. They have created powerful robotic being the Lemurian City of Toads. They are a power equal to their percentage (80 Sentries that act as recorders and at this writing ruled by . Eternals create a Uni-Mind of 80% power). of their installation. They have interest in Earth not only for its native Deviant technology is highly advanced, but Eternals have for the most part departed races, but for its location near a natural the race has yet to understand how to Earth. The Terran Eternals have departed space warp nexus and advantageous correct its genetic curse. their homes in Olympia, Oceana, and position in regard to the Skrulls. Polaria in order to explore the universe as Eternals the Uni-Mind, leaving a handful of The Kree are ruled by a group organism FA S E R I P adventurers and renegades behind. An made up of the minds of past rulers, called Gd Ex In Am Ex Rm Rm Eternal outpost on Saturn’s moon Titan is the . Like the Kree Health = 120 Karma = 70 ruled by Mentor, father of and themselves, the Supreme Intelligence Thanos, and is still recovering from a seems limited in imagination, and the KNOWN POWERS: recent war. development of the Kree race has hit its Invulnerability apex. Cosmic Energy Manipulation Flight (Unearthly: 40 areas/round) FA S E R I P Lemurians Gd Ex Ex Rm Gd Gd Gd FA S E R I P The Celestials’ other experiment in early hu- Health = 80 Karma = 30 Gd Ty Ex Rm Ty Ty Gd manity were the highly advanced and super- Health = 66 Karma = 22 humanly powerful Eternals, a long-lived, Inhumans are a divergent human race clearly human-looking race that wields great created by the Kree on the model of the KNOWN POWERS: Powers of cosmic energy manipulation. Eternals. While generally superior to Water Breathing mainstream humanity, the discovery of Swimming (2 areas/round) All Eternals are Invulnerable to Heat, Cold, Terrigen mist and exposure of the Inhuman Resist Cold: Excellent Energy, Electricity, Radiation, Toxins, and populace to that chemcial accounts for their Mystic Origin Disease. They do not age. They can still be widespread differences in abilities. affected by Stun, Slam, and Kill results, but The Lemurians are a branch of homo only by scattering their ashes over a wide All Inhumans may be considered Altered mermanus that migrated to the Pacific area of space can they be permanently Humans when generating Powers and Ocean and settled in the ruins of ancient slain. They are still vulnerable to mental Talents. Inhumans may inherit their traits Lemuria. They are similar to their Atlantic and magical attacks. from their parents, or gain them from cousins in their air-breathing limitations. exposure to the mist, either at the wish of Eternals can manipulate Cosmic Energy in their parents, or upon reaching the age of The Lemurians are set apart from their a number of discrete fashions. Any Eternal consent (31 Terran years). Atlantic relations by the discovery or character created may be considered to development of the Crown, an draw his or her individual Power from Inhuman technology is highly advanced, artifact of ancient power that places the Cosmic Energy manipulation, including in particularly in the area of Genetics. The user in mystic contact with Set, an some cases such forms as Shape-Shifting, Inhumans’ home city of Attilan was snakelike elder demon. Veneration of this Teleportation, and Matter Manipulation. originally in (not under) the Atlantic Ocean crown and its use in rulership have made Eternals may project cosmic energy as at a similar time as Atlantis. They have the Lemurians’ skin greenish and scaly. It Force Bolts of Amazing range and Intensity. moved Attilan twice, once to the has also given them a greater potential to Eternals may perform Power stunts with Himalayans, and the second time to the wield magic. They can perform magic of a their cosmic energy abilities to assume Blue Area of the Moon. Dimensional type by invoking Set. other super-human Powers, though most stay within their self-imposed limits, Kree The Lemurians are currently ruled by working to increase their Powers in discrete FA S E R I P Karthon the Questor. It is unknown what personalized areas. Gd Ty Ex Ex Gd Gd Ty relationship, if any, the Lemurians have Health = 56 Karma = 26 with the Deviants and their City of Toads. Eternals “fly” by means of Levitation, mentally projecting themselves through the air. They The Kree are a race of aliens that were may lift and carry others with them as well. carving an interstellar empire at a time

61 The Olympians are ruled by Zeus, the and an as-yet-undiscovered (or extinct) FA S E R I P mythological head of the Pantheon. race of Skrull Eternals. The skrulls lost their * * * * Gd Gd Gd Olympians such as Hercules and shape-shifting ability in a recent battle in Health = special Karma = 30 still walk among humans. the Skrull , when a bomb was detonated which mutagenically locked their The New Men are an artificial race of Shi’ar shapes. mutagenically altered, human-size animals, FA S E R I P created by the , given Gd Gd Rm Gd Gd Gd Gd Who rules the Skrulls changes with the humanequivalent minds and Health = 60 Karma = 30 location in the remains of the Empire. After consciousness. Their initial physical stats the resolution of the eons-long Kree-Skrull are those of their original animal stock The Shi’ar are an expansionist alien race war (final declaration: a tie), Nova brought (original Armadillo stock is Feeble in all whose empire is still developing, the Eater of Worlds, Galactus, to the Skrull physical abilities), but the New Men will emcompassing a wide variety of other alien Throneworld, which he then consumed, have the listed nonphysical abilities, plus races. The Shi’ar themselves are destroying most of the Skrull ruling class. any special traits they possessed before. descended from avian ancestors, and Various factions have attempted to seize though mammalian in appearance retain control of the remains, including planetary The New Men were first created on some avian vestiges. governors, starship admirals, and galactic Wundergore Mountain, in Trasnia, and pirates. The victor has not been declared, trained by the High Evolutionary in knightly The Shi’ar are highly advanced, and have but the battle is being watched by the Kree arts and virtues to combat the demon warp drive ships and instanteous and Shi’ar, the other two dominant empires Chthon. The High Evolutionary built atomic teleporters with intergalactic range, called in our part of the universe. steeds as mounts for these knights. One stargates. Their interest in Earth is based was rescued from the mountain by the purely on its location near a natural space Thugs, Crooks, and Supporting Cast Beast and repaired, and is now used by the warp nexus, and they have in the past current Black Knight. cared as much for Earth’s inhabitants as The following list is of supporting players humans care about apes gathered near a for your campaign: common criminals, The New Men have left Earth and currently jungle railway station. goons that are used by major villains, as have colonized Wundergore II, a planet well as the forces of conventional law and orbiting Sirius, the Dog Star. The Shi’ar count a number of alien races in order and normal folks. Normal folks can their empire, with varying degrees of be generated randomly on column 2 of the Olympians freedom dependent on their loyalty to the Primary Abilities table, page 5 in the FA S E R I P throne. The ruler of the empire commands Players’ Book. This handy reference deals Gd Ex In Am Ty Ty Rm the Imperial Guard, an organization of with with common types, talents, and Health = 120 Karma = 42 super-powered aliens (Shi’ar and others) equipment. who keep the peace in the empire. The KNOWN POWERS: current ruler of the Shi’ar is called Thug Body Armor , who desposed her sister FA S E R I P Immortality Lilandra Neramani from the throne with the Gd Ty Ty Ty Pr Pr Pr aid of the Badoon and , other alien Health = 28 Karma = 12 The Olympians are the superhuman resi- races. Neramani is on the run from Abilities: None dents of the pocket dimension of Olympia. Deathbird’s forces, with her lover Charles Notes: Run of the mill criminal rank and Like the Asgardians, who were also Xavier and the intergalactic freebooters file. May carry knives or handguns. worshipped as deities by early civilizations, called the Starjammers. they have Good protection from physical Henchman attack, but unlike the Asgardians, the Skrull FA S E R I P Olympians are true immortals, and as such FA S E R I P Gd Ty Ty Gd Pr Ty Pr are very difficult to slay. Gd Ty Ty Ty Gd Ty Ty Health = 32 Karma = 14 Health = 28 Karma = 22 Abilities: Weapon skill The pocket dimension of Olympus has its Notes: These are the product of the earthly terminus in Greece, and it was here The Skrulls are an ancient race with an “training academy” of , a super- and throughout the Mediterranean that ancient empire. They were not warlike powered villain who specializes in training these beings were venerated. They used originally, but the long wars with Kree, who the henchmen that other super-powered the Eternals of Olympia as their stole their original technology, have made villains (such as Doc Ock) use in their representatives among men, which resulted them militaristic and cruel, bending their gangs, This training includes some weapon in confusion between the Eternals and the technology to weapons of war. skill, and familiarity with the high-tech Olympian pantheon (made worse by equipment (blasters, lasers, exoskeletons similarity in name and appearance—Zeus Until recently, Skrulls had the natural power that amplify natural ability) used by these and Zuras, and , and of Shape-Shifting/Imitation with Amazing villains. Makkari). The Olympian pantheon is no ability. This is due to Celestial interference longer worshipped save for Neptune/ in their planet’s history similar to that which Poseidon, who is venerated by the on Earth produced the Deviants and Atlanteans. Eternais. This modification produced the present Skrulls, the race of Dire Wraiths,

62 Young Tough Health = 46 Karma = 16 institution or on a college campus. There FA S E R I P Abilities: Military skill and Contacts Notes: are specialists in their fields that have Ty Gd Ty Ty Pr Pr Pr Soldiers include elements of the US Army, higher Reason abilities, but they are Health = 28 Karma = 14 Navy, and National Guard, trained to fight generally loners, usually because their Abilities: None en masse. They have access to higher advancements are so far beyond the A younger version of the standard thug. destructive technology (bombs, tanks, etc.). bounds of modern science, or their pet Travels in packs to make up for low theories are ridiculed, that they reject the Fighting ability. Often carries knives and Mercenary establishment. (Many super-powered blunt objects, rarely handguns. In rural FA S E R I P villains got their start in this fashion.) areas uses motorcycles. Ex Gd Gd Gd Ty Ty Pr Health = 50 Karma = 16 Lawyer Enforcers Abilities: Military and Shooting weapons skill FA S E R I P FA S E R I P Notes: Mercenaries are trained specialists Pr Ty Ty Ty Ty Gd Ty Gd Ty Gd Ty Ty Ty Ty who fight for a living (unlike soldiers, who in Health = 22 Karma = 22 Health = 32 Karma = 18 general serve for a relatively short time). Abilities: Law Abilities: None Mercenaries sell their services to the Notes: Most hero organizations (and a Notes: Large, tough goons used by criminal highest bidders, and drift from war to war in bunch of villains as well) have a lawyer on organizations as soldiers in their battles search of employment. retainer: that is, they pay the man to be against each other and as threats in shaking around when they need representation in down merchants. They carry a variety of Fire-Fighter court. The Avengers and Fantastic Four weapons: knives, handguns, clubs, and FA S E R I P both used the services of Murdock and other heavy instruments of destruction. Ty Ty Gd Ex Ty Gd Ty Nelson, until that operation folded. Hiring a Health = 42 Karma = 22 lawyer is an Excellent cost, though there Hit Men Abilities: First Aid are avenues available to those who cannot FA S E R I P Notes: Fire-fighters arrive on the scene of a afford this. Ty Gd Ty Gd Ty Ty Ty fire with fire trucks and other equipment, Health = 32 Karma = 18 including fire hoses, extinguishers, Businessman Abilities: Marksmanship asbestos suits, and other protective gear. FA S E R I P Notes: These are specialists, contracted Pr Ty Ty Ty Ty Ty Ty assassins who are used when the need Paramedic Health = 22 Karma = 18 arises, usually against non super-human FA S E R I P Abilities: Varies targets. These individuals use assault rifles Pr Ty Ty Gd Gd Ty Ty Notes: Your typical New Yorker (or San with sniper sights. Health = 26 Karma = 22 Franciscan or Clevelander). Standard Abilities: First Aid human stats. Good for crowds or Policeman Notes: Paramedics operate out of ambu- endangered passers-by. Includes FA S E R I P lances equipped with medication and other politicians, secretaries, ice cream vendors, Gd Gd Ty Gd Ty Ty Ty life-support equipment. Their job is to get the and the entire spectrum of normal everyday Health = 36 Karma = 18 sick and injured to the hospital in stable (or people. Abilities: Law Enforcement skill better) condition. They carry oxygen, a power Notes: Standard agent of law-enforcement. saw, and a hydraulic jack winch. Federal Agents Walks a beat or patrols in a squad car. FA S E R I P Equipment includes a billy club and Doctor Gd Ex Gd Gd Gd Gd Gd handgun. May make arrests. FA S E R I P Health = 50 Karma = 30 Pr Gd Ty Gd Gd Gd Gd Abilities: Law Enforcement, Marksmanship SWAT Operative Health = 30 Karma = 30 Notes: Federal agents include investigative FA S E R I P Abilities: Medicine agents of the FBI, CIA, OSS, KGB, and Ex Gd Gd Ty Ty Ty Gd Notes: Doctors are the conventional other alphabetized agencies. They normally Health = 46 Karma = 22 method of stopping loss of Endurance in carry handguns, but generally in the field Abilities: Law Enforcement and critically wounded characters, as well as they act in an information-gathering Marksmanship skills. taking care of diseases and illness. There capacity. Notes: Special Weapons and Tactics teams are diseases that are beyond present are attached to most modern police forces to technology to cure, though, and the special handle volatile situations. Members wear flak problems of super-powered individuals may jackets for protection and are expected to require equally specialized treatments. fight under dangerous conditions. In dealing with super-powered opponents, some SWAT Scientist teams are equipped with mechanical FA S E R I P exoskeletons and nullifying restraints. Pr Ty Pr Ty Ex Gd Ty Health = 20 Karma = 36 Soldier Abilities: Any one Scientific Talent FA S E R I P Notes: The above stats are for the typical Ex Gd Ty Gd Ty Ty Pr scientist to be found in a research

63

INDEX Disease, 12 I C Drowning, 13 Ice, 12 Character Modeling, 4 Intensities Table, 8 Combat Column shifts, 7 E Table, 9 Encounters J results, 10 conflict, 18 Judge’s roles, 3 special situations, 7 problem, 18 and weather, 7-8 random, 21 L underwater, 10 resolution, 18 Limitations zero-gravity, 10 raising single Power, 4 Contacts F raising multiple Powers, 4 “activated”, 14 FEATS floating, 13-14 automatic, 5 N getting equipment from, 13 impossible, 5 NPCs, 3, 58-63 getting information from, 13 Fire, 12 villains, 19-21, 42-53 Fold-ups, 22 and Karma gain, 20 D and Karma loss, 20 Deathtraps, 19-20 H and spending Karma, 20 Default condition, 6 Healing, 10 Popularity, 21 Holding one’s breath, 13

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The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarity to persons living of dead are merely coincidental. All Marvel Characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPER VILLAINS, SPIDER-MAN, ARCADE, DOCTOR STRAZE, ODIN, ANCIENT ONE, DOCTOR DOOM, GALACTUS, DOCTOR OCTOPUS, MARVEL UNIVERSE, NIGHTCRAWLER, X- MEN, X-FACTOR, OSPREY, TURK BARRETT, DAREDEVIL, FROG-MAN, HUMAN TORCH, DREADNOUGHT, CYCLOPS, MASTERMIND, INVISIBLE WOMAN, QUICKSILVER, NORTHSTAR, BEAST, VISION, PROFESSOR X, PUPPET MASTER, EMPATH, HELLIONS, NEW MUTANTS, KARMA, THOR, CAPTAIN MARVEL, RADIOACTIVE MAN, PUNISHER, HANK McCoy, HENRY PYM, REED RICHARDS, SKRULLS, KREE, CAPTAIN MAR-VELL, AVENGERS, SUBMARINER, JARVIS, DAILY BUGLE, DARK DIMENSION, NICK FURY, WASP, S.H.I.E.L.D., HELICARRIER, CAPTAIN AMERICA, KINGPIN, PUFFIN THE POODLE, FANTASTIC FOUR, NEGATIVE ZONE, ANNIHILUS, FRANKLIN RICHARDS, VIBRANIUM, SAVAGE LAND, MICHAEL MORBIUS, BRUCE BANNER, THING, CELESTIALS, ETERNALS, DEVIANTS, SQUADRON SUPREME, INHUMANS, ATLANTIS, COSMIC AXIS, ASGARD, OLYMPUS, LIMBO, MEPHISTO, SHI’AR, MARVEL SAGA, OFFICIAL HANDBOOK OF THE MARVEL UNIVERSE, MARVEL INDEXES, WHAT IF?, JANE FOSTER, RED SKULL, SECRET WARS, SECRET WARS 11, MURDERWORLD, BLACKLASH, HULK, SAM GUTHRIE, MAGGIA, PLODEX. MASTER OF THE WORLD, BEETLE, LOKI, MADCAP, BARON MORDO, RED GHOST, CRIMSON DYNAMO, SENTINELS, COLOSSUS, TITANIUM MAN, IRON MAN, ROGERIAN SLIME MONSTER, ELECTRO, MARVEL COMICS GROUP, STORM, ANGEL, WARREN KENNETH WORTHINGTON III, WORTHINGTON INDUSTRIES, CHAMPIONS OF LOS ANGELES, ICEMAN. HERCULES, BLACK WIDOW, DARKSTAR, , JOHNNY BLAZE, DEFENDERS, GARGOYLE, VALKYRIE, ANDROMEDA, CLOUD, AURORA, JEANNE-MARIE BEAUBIER, CEREBRO, ALPHA FLIGHT, WOLVERINE, SASQUATCH, BRAND CORPORATION, BLACK KNIGHT, DANE WHITMAN, MERLIN, WUNDAGORE MOUNTAIN, DOCTOR STRANGE, AVALON, PERCY OF SCANDIA, BOX, ROGER BOCHS, MADISON JEFFRIES, BETA FLIGHT, BOCHS ELECTRONICS, JAMES HUDSON, STEVE ROGERS, ADAMANTIUM, JONATHON COULSON, , SUPER SOLDIER FORMULA, MONICA RAMBEAU, PROFESSOR LECLAIRE, CLOAK, TYRONE JOHNSON, DARKFORCE, CLEA, DAGGER, MAYHEM, FATHER DELGADO, PETER RASPUTIN. ILLYANA RASPUTIN, SCOTT SUMMERS, HAVOK, ALEXANDER SUMMERS, STARJAMMERS, MADELYNE PRYOR. CHRISTOPHER SUMMERS, JEAN GREY, TANDY BROWN, MATT MURDOCK, , BEN URICH. STEPHEN STRANGE, SORCEROR SUPREME, MORPHEUS, CLOAK OF LEVITATION, EYE OF AGAMOTTO, ORB OF AGAMOTTO, WONG, CYTTORAK, HOGGOTH, RAGGADORR, SERAPHIM, VISHANTI, , INFINITY FORMULA, BEHEMOTH, HAWKEYE, CLINT BARTON, MOCKINGBIRD. WEST COAST AVENGERS, HERACLES, ZEUS, JENNIFER WALTERS, RICK JONES, HULKBUSTERS, JOHNNY STORM, BOBBY DRAKE, SUE RICHARDS, INVISIBLE GIRL, ANTHONY STARK, STARK INTERNATIONAL, MAGNETO, CHARLES XAVIER, MARVEL GIRL, PHOENIX, MISTER FANTASTIC, NATHANIEL RICHARDS, BOBBI BARTON, HUNTRESS, KURT WAGNER, JEAN-PAUL BEAUBIER, RACHEL SUMMERS, LILANDRA NERAMANI, MOIRA MACTAGGART, FRED DUNCAN, PUCK, EUGENE JUDD, RAZER, GAMMA FLIGHT, DEPARTMENT H, ROGUE, MS. MARVEL, , BROTHERHOOD OF EVIL MUTANTS, FREEDOM FORCE, MYSTIQUE. SHADOWCAT, KITTY PRYDE, MAGIK, LOCKHEED, SHAMAN, MICHAEL TWOYOUNGMEN, SNOWBIRD, TALISMAN. SHE-HULK, SILVER SURFER, NORRIN RADD, POWER COSMIC, ZENN-LA, PETER PARKER, MAY PARKER, BEN PARKER, ORORO MUNROE, MORLOCKS, NAMOR, PRINCESS FEN, BEN GRIMM, UNLIMITED CLASS WRESTLING FEDERATION, PROJECT PEGASUS, URU, MJOLNIR, GAEA, DONALD BLAKE, TIGRA, GREER GRANT NELSON, CAT, CAT PEOPLE, VINDICATOR, HEATHER MACNEIL HUDSON, AM-CAN PETROCHEMICAL, JANET VAN DYNE, NEVELL, LOGAN, MARIKO YASHIDA, WONDER MAN, SIMON WILLIAMS, WILLIAMS ELECTRONICS, BARON ZEMO, MASTERS OF EVIL. ANTHROS, NEGATIVE ZONE, COSMIC CONTROL ROD, KARL AMADEUS MORDO, DENAK, IKONN, SATANNISH, VALTORR, ABNER JENKINS, JUSTIN HAMMER, EGGHEAD, MARK SCARLOTTI, BOOMERANG, FRED MYERS, DMITRI BUKHARIN, VICTOR VON DOOM, LATVERIA, OTTO OCTAVIUS, I-I.Y.D.R.A., , MADAME MASQUE, MAXWELL DILLON, SANDMAN, KRAVEN, VULTURE, , LEAPFROG, MATADOR, GLADIATOR, STILTMAN, WIZARD, TRAPSTER, BLIZZARD, PURPLE MAN, FALCON, HOBGOBLIN, GREEN GOBLIN, WILSON FISK, KLAW, ULYSSES KLAW, SERGEI KRAVINOFF. LEADER, SAMUEL STERNS. LIZARD, CURTIS CONNORS, AIM, COMPOUND X07, MANDARIN, MANDROID, STANE INTERNATIONAL, JASON WYNGARDE, HELLFIRE CLUB, IVAN KRAGOFF, MIKIHO, IGOR, PEOTOR, SUPER-APES, JOHANN SCHMIDT, SLEEPERS, ARNIM ZOLA, SCORPION, MACDONALD GARGAN, J. JONAH JAMESON, BORIS BULLSKI, BETA RAY BILL, ULTRON, ADRIAN TOOMES, LEMURIA, DEATH. ZUVEMBIES, MIRAGE, THANOS, BEYONDER, ETERNITY, TAA 11, FRANKIE RAY, NOVA, HERALDS OF GALACTUS, HELA, HEL, NIFFLEHEIM, VALHALLA, GUNGIR, THRUDSTOCK, HUGIN, MUNIN, SLEIPNIR, MIMIR, SURTUR, SHAPER OFWORLDS, COSMIC CUBE, GIGANTO, BIFROST BRIDGE, BALDER THE BRAVE, HOMO MERMANUS, ATLANTEANS, ATTUMA, UMAR, DORMAMMU, CITY OF TOADS, GHAUR, UNI-MIND, ZURAS, OLYMPIA, OCEANA, OLARIA, MENTOR, STARFOX, TERRIGEN MIST, BLUE AREA OF THE MOON, SUPREME INTELLIGENCE, LEMURIANS, SERPENT CROWN, SET, KARTHON THE QUESTOR, NEW MEN, HIGH EVOLUTIONARY, TRASNIA, CTHON, WUNDERGORE 11, ATHENA, THENA, MERCURY, MAKKARI, NEPTUNE, VENUS, IMPERIAL GUARD, DEATHBIRD, BADOON, BROOD, DIRE WRAITHS, TASKMASTER, WALTER LANGKOWSKI, MICROVERSE, BAXTER BUILDING, GUARDIANS OF THE GALAXY, DEATHLOK, DENNIS MCDENNIS, DARKFORCE, CORPORATE RAIDER, WATCHER, UATU, POWER PACK, CIRCUITS , CORDCO, FANTASTIC FOUR INC., ROXXON and the distinctive likeness thereof are trademarks of the Marvel Comics Group, copyright 71966 Marvel Comics Group, a di~ision of Cadence Industries Corporation. All Rights Reserved. Printed in the U,S.A. Game Design Copyright 1986 TSR Inc. All Rights Reserved. Blunt Edged Shooting Throwing Throwing Energy Force Grap- Grab- Escap- Charg- Dodging Evad- Blocking Catching Stun? Slam? Kill? Attacks Attacks Attacks Edged Blunt pling bing ing ing ing BA EA Sh TE TB En Fo Gp Gb Es Ch Do Ev Bl Ca St Sl Ki

Fighting Fighting Agility Agility Agility Agility Agility Strength Strength Strength Endurance Agility Fighting Strength Agility Endurance Endurance Endurance Blue Uh-oh Lose Jam Lost Lost Dazed Dazed Ouch Ow! Autohit FUBAR Fall Hit +1CS Autohit 2x Mat 10-100 10+Stun Die White Miss Miss Miss Miss Miss Miss Miss Miss Miss Miss Miss None Autohit -6 CS Autohit 1-10 Gr. Slam En. Loss Green Hit Hit Hit Hit Hit Hit Hit Miss Take Miss Hit -2 CS Evasion -4 CS Miss 1 1 area E/S Yellow Slam Stun Bullseye Stun Hit Bullseye Bullseye Partial Grab Escape Slam -4 CS +1 CS -2 CS Damage No Stagger No Red Stun Kill Kill Kill Stun Kill Stun Hold Break Reverse Stun -6 CS +2 CS +1 CS Catch No No No

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024610 20 30 40 50 60 70 80 90 100 150 200 500 1000 3000 5000 0 1-2 3-4 5-7 8-15 16-25 26-36 37-45 46-55 56-64 65-76 77-86 87-95 96-125 126-175 176-350 351+ 01 02-03 04-06 07-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-94 95-97 98-99 100