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ROGUETM

(real name unrevealed), student/adventurer Fighting: GOOD Agility: EXCELLENT NIGHTCRAWLERTM Strength: AMAZING Endurance: GOOD Kurt Wagner, student/adventurer Reason: POOR Fighting: EXCELLENT Intuition: GOOD POOR Agility: AMAZING Psyche: Strength: TYPICAL Health: 90 COLOSSUSTM Endurance: REMARKABLE : 18 Reason: GOOD Resources: POOR Peter Nlkolalevitch Rasputln, student Intuition: EXCELLENT Popularity: o Psyche: EXCELLENT Fighting: GOOD Powers: Agility: GOOD Health: 106 POWER ABSORPTION. has the ability Strength: EXCELLENT Karma: 50 Resources: POOR to absorb other beings' powers or abilities by [MONSTROUS] Popularity: 2 touching her skin to theirs. Unless the victim Is Endurance: EXCELLENT [AMAZING] willing, Rogue must make a FEAT roll using her Reason: TYPICAL Powers: power rank (Amazing) to touch the victim. Intuition: TYPICAL TELEPORTATION. can move him­ Rogue can possess the powers of more than Psyche: EXCELLENT self Instantaneously from point to point. He one victim at once. A single louch transfers ali of the victim's Powers or Abilities to Rogue for four Health: [145] never teleports to a place he'S never seen. 60 Nlghtcrawler can teleport as much as 2 miles rounds. Staying In contact with someone longer Karma: 32 east-ta-west, miles north-to-south, and 2 miles than one round Is very dangerous, because the transfer can become permanent, even to the Resources: POOR up or down. Te3leporting near these limits, or car­ Popularity: 10 rying along additional weight, requires an point of transfering ali of the victim's memories Endurance FEAT roll. Failure means to Rogue and leaving the victim's mind blank. Powers: Nlghtcrawler becomes unconscious for 1 to 10 Rogue must make a Psyche FEAT roll to prevent ARMORED FORM. Peter can converthis body rounds. Nlghtcrawler can perform a second this. If she falis, Rogue takes on a new persona tissue to organic osmium steel at will, changing action In a round when he teleports if he makes and her Psyche Is lowered by one rank. If her himself Into an armored giant. In his armored an Endurance FEAT roll. His teleportatlon is Psyche ever falls below Feeble, she goes mad. Rogue's victims remain unconscious until their form, he has these powers: accompanied by a cloud of sulphurous smoke and a "Bamf" sound. power returns. Rogue can't absorb artificial abil­ 1) His Strength becomes Monstrous and his ities (like 's Strength), or extra limbs or Endurance becomes Amazing. This also PREHENSILE TA IL. Nightcrawler can support other extreme physical dlHerences (like raises his Health to 145. Damage to Colos­ his own weight with his long, thin tail, or use It as Nlghtcrawler's tail). sus doesn't carry over when he changes an additional grasping limb. FLIGHT. Rogue can at Goodspeed, an ability back to his human form unless ' INDIGO FUR. Nightcrawler's dark fur allows she drained permanently from Ms. Marvel. Health Is below If Peter's Health is SO. 60 him to blend into deep shadow. Anyone looking when he changes to Colossus, he gets his for him in these conditions shifts his Intuition BODY ARMOR. Another theftfrom Ms. Marvel, full Health of 145 points. If Colossus Is two columns to the left. Rogue has Incredible Body Armor. knocked unconscious, he automatically CONFLICTING PERSONAS. Because she has changes back to his normal, unarmored Talents: Kurt Wagner is a skilled acrobat and form. fencer. He gets one column shift to the right two separate patterns In her brain, Rogue has when fighting with a sword or other sharp Unearthly resistance to mental probes and 2) ColOSSUS has Amazing body armor, Mon­ weapon. He also is skilled in first aid, electron­ attacks. strous resistance to hot and cold extremes, ics, and mechanical repair. and Remarkable resistance to radiation and Talents: none. electricity. Background: Kurt Wagner was born In the Background: Rogue's early background is a Bavarian Alps and raised by a gypsy circus. mystery. She worked with the Brotherhood of Talents: none. Accused by townspeople of being a demon, the Evil Mutants for a shortwhile, but came to Prof. Background: Peter was born near Lake young German was rescued by Prof. X and Xavier seeking help when she completely lost Baikal in the . recruited Into the X-Men. control of her power. THE UNCANNY X-MEN:

They are children of the atom, former SUPER HEROESTN Battle Book, and outdoor area on the other. This map and students of Professor Charles Xavier, pages 36-37 of the Campaign Book. the map from the boxed game are used in mutants: feared and hated by the world This adventure is set up for a Judge and this adventure. they have sworn to protect. They are up to six players. The Judge should read When the adventure starts, the X-Men , Ariel, Colossus, Nightcrawler, Wol­ the whole adventure before starting to have a Karma pool that contains 200 verine, and Rogue. To gether they are the play. Each player controls one of the six Karma points. Any X-Man can use that Uncanny X-Men. active X-Men. If six players aren't availa­ Karma. He is , the Master of Magnet­ ble, then either use the extra heroes as Throughout this adventure, the Judge ism. He is a like the X-Men, but one NPCs, let some players control more than should keep in mind that the X-Men are who has devoted his life to conquest and one hero, or just leave the extra heroes out mutants. The number of mutants in the to making the world safe for his kind. The of the game (say they're on "personal mis­ has been growing stead­ X-Men have blocked his schemes before. sions"). ily since the end of World War II, due to a Now he is back, but is he friend or foe? Besides the adventure booklet in your rise in Earth's background radiation lev­ Breeder Bombs is an adventure for hands, this package includes a loose els. The general public fears mutants, MARVEL SUPER HEROES'"Role-playing cover/screen and a separate map. The X­ regarding them at best as freaks and at Game, featuring the X-Men and their old­ Men's information cards are printed on the worst as dangerous monsters that will est foe. The adventure is divided into inside of the folding cover (except Wolver­ someday wipe out mankind. These atti­ seven chapters. Each chapter is divided ine's; his information card is in the boxed tudes will affect the way normal humans into a campaign, battle, and aftermath game, and is summarized in Chapter react to the X-Men. section. Advice on how to run an adven­ One). The map shows two levels of the X­ Now, we present the children of the ture is given on page 8 of the MARVEL Men's mansion on one side and a typical atom: the Uncanny X-Men!

Credits TSR,lnc. 394-53798XTSR0600 Designed by Jolly Jeff Grubb POB 756 0-88038-125-6 Edited by Smllln' Steve Winter Lake Geneva, WI 53147 0-46363-06851 Graphic Design by Ray "What a Day" Slibersdorf 6851 Cover by Line Art by Sal Buscema & John Byrne TSR, Inc. Maps by Dave "Diesel" LaForce PRODUCTS OF YOUR IMAGINATION'·

The NImH of charKt.", uMdherein are flctttiou. end donot ,..'.r to eny � liVing or dHcl. Any ducrlptJona Including .Imllarttlu to person.living or dud.re .... ,y colncldenml. All Marvel Cn.rwcurwand tM dl.Unc;tJvI Uk."..... the�f.re tnutef'Mrtca of the Marve' Comic. Group. MARVEL SUPER HEROES and MARVEL SUPER VIU..AJHS .... trade",attt, of the UINII ComleaGroup. Ga ....o..I gn' copyrtgh. 1_ TSR, Inc. All RlghU RoMfIIocI. PROOUCTS OF YOUR IMAGINATION 100 'rodomorll ownocl by TSR, 'nc.

Thl. book I.protected underthe CopyrtghlllWI of the United St.t.. of America. Any reproduction or other unlluthorlzed u.. of the material or artwof"li( co"... fned here'n .. prohibited without theup,... written con.. nt of TSR, Inc. and Marve' COTnIClGroup. Dlotributocl.o the book _In ,ho Unllocl Sblleo by H""M, Inc., ond 'n CO_ by Random H..... 01 Co_, Lid. O'"1ribu'ocI '0 .holOy ond hobby _by reg..... , dIW'bu'... . • Copyright 1 ...... rv.1 Comlc:a Group, a dlvlaion of Cadence Induat"" Corponitton. AU Righi. AeMrvad. Printed In U.S.A. Campaign 1 When the adventure starts, the X-Men The figure in the cage is an illusion, a all movements, including flight and tele­ are working out in their . All holograph prOjected by the room's com­ portation. When Nightcrawler teleports, of them but one, that is. One of the heroes puters. The real hero is in the kitchen, he appears halfway between where he is in the kitchen on the ground floor, mak­ making lunch. Of course, the only people started and where he wanted to go. ing lunch. Choose one of the heroes to be who know this are the Judge and the : If Wolverine is in the in the kitchen, secretly explain the situa­ player whose hero is upstairs. Let that Danger Room, his opponent is Fluffy, a tion to that player, and then set up the Dan­ player control the holograph as if the hero giant lion robot with an electrified mane. ger Room battle. When everything is really was there. He can offer sugges­ Fluffy rises through a hidden trapdoor in ready, read the boxed paragraph to the tions, cheer, and tease or congratulate his any area adjacent to Wolverine during the players whose characters are in the Dan­ teammates as they meet their tests. first round and attacks immediately. Fluffy ger Room. can take 80 points of damage before it's Battle wrecked, but shuts itself off after only 40. You are standing at the Ready Room 1 The robot tries to grapple Wolverine. If it door to the Danger Room, a huge room The free X-Men are in area A in the Dan­ gets a hold, Fluffy has knocked Wolverine designed to challenge and sharpen ger Room, just outside the Ready Room. down and is sitting on him. Fluffy doesn't your mutant powers. Through alien The holographic X-Man is projected into a hurt Wolverine while sitting on him. technology, the room can simulate any cage in area B. (an NPC) is terrain or opponent. Right now, nothing supervising the test from the main control FLUFFY: is showing but bare walls, though those room. F A S E R P bare walls may conceal any number of The X-Men pass the test if they reach Ex Ex Ex Ex Pr Pr Rm traps. At the far end of the room is a the cage. The room tries to stop them with square cage, with an X-Man trapped traps and robots. If all the free X-Men are Electrified mane causes Excellent (20 inside. captured, or anyone is knocked out, the points) damage when it touches someone, The voice of Charles Xavier, founder Danger Room stops attacking. The traps or someone touches it. of the X-Men, crackles over the loud­ are described below; if a hero isn't in the STORM and ROGUE: Storm and speaker. "Good morning, X-Men. This test, a trap designed for that hero is not Rogue are attacked by six flying hoops morning's exercise is a simple rescue. activated. that try to slip around the heroes and con­ Your teammate is held captive in a cage ALL X-MEN: An optical illusion created strict. This is a Grappling attack, and the that prevents him from using his by the Shi'ar computers makes the Dan­ effect is the same as being held. The powers. You must rescue him. You may ger Room look smaller than it really is. hoops have Remarkable Strength. They begin anytime." Each area costs the same as two areas for can be torn apart like any other Remark-

2 able material, or destroyed by 40 points of large. Ebersol escaped from Ryker's are made strong enough to kill, so that electrical damage. The hoops move two Island prison using a mechanical dig­ anyone whose Health they drain below 0 must make an Endurance FEAT roll. areas per round. They appear on round ger built from silverware stolen from one directly over the cage. They attack the prison kitchen. Ebersol was serving All other doors and windows lock auto­ Storm, Rogue, and any other X-Man in the a 20-year sentence for his part in the matically. In four rounds Professor X can air (including anyone being thrown across bring the auxiliary computers on line, cut Octodroid ..." the room). The newscaster's voice suddenly is the mains out of circuit, and close down COLOSSUS: In the second round of lost in a terrific blast as the kitchen win­ the Danger Room. An override button in area C also shuts down the room; all X­ the battie, the floor around the young Rus­ dow explodes inwardl sian sprouts 10 "octopus" tentacles. The Men know about this. Kitty can walk tentacles' Strength is Incredible, as is the When the window shatters, let the hero through the machinery, but the Shi'ar material they're made of. These tentacles in the kitchen make an Intuition FEAT roll. computer will be wrecked if she does. attack Colossus and everybody else in the If the roll fails, the hero takes 20 pOints of area, dividing evenly among all the possi­ damage from flying glass. If the roll suc­ Aftermath ble targets (any leftovers attack Colos­ ceeds, the hero is unhurt. In either case, Contrary to appearances, the is sus). Each tentacle is a separate attacker. when the character gets back on his feet not out to kill the X-Men, at least not until NIGH TCRAW LER and ARIEL: Kurt he is facing an angry figure in green cover­ he gets some information. He doesn't Wagner and must deal with alls: the Fixer! want to hurt anyone except Wolverine. "ghosts." Four holographic ghosts appear Battle In the rare event that all the X-Men are on round two, and split into pairs to attack. 2 defeated by the combination of Fixer's These illusions can teleport and move Both characters start in the kitchen area assault and a Danger Room gone mad, through solid objects. They have Excellent on the main floor of the mansion. The Professor X can fell the Fixer with a Fighting ability, and when one touches an Fixer has an axe to grind with the X-Men, thought bolt, once he gets the Danger X-Man, it drains 30 points of Health. These Wolverine in particular (if Wolverine is in Room under control. Injured characters points return after 10 rounds. These illu­ the game; otherwise, Fixer is looking for can recover up to twice their Endurance sions can't kill anyone (a knocked-out some other X-Man. See the note in Chap­ number in Health points from Shi'ar treat­ opponent doesn't need to make an Endur­ ter 2.) If the hero in the kitchen isn't Wol­ ments in the auto-doc. ance FEAT roll). Ariel's phasing power verine, the Fixer tries to knock out that Some Karma awards are suggested on doesn't protect her at all from these opponent and keep looking for Wolverine. Ta ble 1: Karma. ghosts. The only things that hurt them are The Fixer's abilities and powers are Danger Room electricity and metal (including Colossus' given in MH 0, and Table 1: Danger Room Karma fists). Their Health is 20 points. are summarized Dayat the of end the of Octopus, this chapter . Free the captive teammate ·30 The training session ends when the The Fixer may have any of the gadgets Defeat personal test in Danger Room ·10 cage is opened (Amazing material with an listed in MH 0, but definitely has these Group cooperates as a team -10 electronic lock requiring a Reason FEAT additional items: Defeat the Fixer ·40 roll to pick), or when all the X-Men are cap­ CAP TURE SPHERE: a small spring­ Good role-playing .10 tured or someone is knocked uncon­ loaded device that expands into a 10-foot­ Character in kitchen remembers scious. wide sphere of clear, Incredible material lunch • 5 when it hits something. A hero hit by this Campaign device is trapped inside. Defeated by Danger Room or Fixer -20 2 Damage computer or mansion -20 As soon as the Danger Room battle is GAS BOMB: This small grenade will fill an area with Amazing knock-out gas. The Allow Fixer to scramble computer -10 finished, read the following to the player Character in kitchen forgets lunch - 2 who was "imprisoned" during that battle. Fixer is protected by a gas mask. SCRAMBLER: One round after the Professor X excused you from the Fixer breaks in, he releases a small morning drill to take care of personal "smart missile" designed to home in on WOLVERINE: business, but asked you to fix lunch for the electrical activity generated by com­ your "rescuers." puters and scramble their input. Fixer F A S E R I P The lights dim slightly in the kitchen, intended this device to knock out security In Rm Gd Rm Ty Mn Rm indicating the training session has just alarms. If released, it tracks the Shi'ar Health: 110 begun. Behind you, the radio main computer, reaching the computer in Powers: Unearthly Healing, Adamantium one round. announcer begins the noon news: Skeleton, Claws, Extraordinary Sense. "The United Nations is meeting this If the missile attaches itself to the com­ afternoon to discuss the situation in puter, the mansion goes haywire. Every Arganistan. That country was invaded security system becomes active and the by a Soviet peace-keeping four Danger Room is powered up to its highest FIXER: level. The following things happen imme­ days ago. Arganistan has been torn by F A S E R I P diately: for over a year. Ty Ty Ty Ty In Ex Gd "In Pennsylvania, another shipment Blast doors shut across Danger Room of nuclear supplies, including some fis­ entrances and the observation booth, cut­ Health: 24 sionable material, has been stolen. Six ting off Professor X and sealing the X-Men Powers: Typical Body Armor, Good similar disappearances have occurred inside. Resistance to Electricity, Light, and Radia­ in the past month, without clues or wit­ The tests are upped in power. Fluffy tion, Flight (Incredible speed). nesses. Law-enforcement agencies reactivates, and his mane causes Amaz­ are baffled. ing damage (50 points). The tentacles and "Norbert Ebersol, a criminal better flying hoops will attack anyone and cause known as the Fixer, is once more at 20 points of damage per turn. The ghosts

3 .. ' f2l

C2J

Chapter Two:

Campaign Any heroes wounded in t�e Fixer's The Professor pushes the play but­ attack are in the medical center In the sub­ the videotape) aside and tell him that Wol­ ton of the video recorder. The television basement. All others are in the kitchen. verine has never met any , much screen shows a grisly scene: a berserk Read the following paragraph to the play­ less had a desire to put him to th cla . Wolverine" slashing Mentallo to death � � ers. The player must decide how Wolvenne Will in a rooftop battle. The tape has no defend himself, and the other players sound, but skylights and a water tower An hour ago, Professor X seques­ decide how the remaining X-Men react to are visible behind the two men. tered himself with the Fixer, after the tape. If Wolverine says h is i nocent, The tape runs out and the Fixer � � removing the villain's various gizmos Xavier will believe him. Xavier thinks the breaks the silence. "Up to about four and gadgets and dumping them on the film was a set-up, meant to ake the Fi er months ago Mentallo was my partner. � � kitchen table. hunt down the X-Men, possibly destrOYing We started together, he and I, running Suddenly, a calm, familiar voice several of them and himself in the proc­ rings around S. H.I.E.L.D. A cou le of resounds within your heads: the tele­ p ess. The Fixer won't be convinced by months back, he disappeared, Without pathic contact of Professor X. "Come arguments or Xavier's mind sca s, but he so much as a warning or a note. I was � to the Library, X-Men. We have a small is willing to look at evidence. Untll W lver­ suspicious, and went looking for hi . . ? problem." "!" ine proves he is innocent, the Fixer Will call . Poor choice of partners landed me In There is no urgency In the former him Xavier's "hired gun" or "assassin." prison. When escaped, found this mentor's voice. Xavier, thoughtful as I ! If the characters watch the tape again, waiting for me In my mailbox, al ng always, is waiting in the library with a � one of the X-Men might recognize the . with this address. I came expecting woozy Fixer (in a bathrobe). A video area. Make a yellow Reason FEAT roll for security systems, but nothing like this. recorder is set up between them. each character watching the tape; Wo!ver­ Your hairless tells me you're Professor X nods toward the group. ine gets a one-column shift to the ngh�. clean but I'm not too quick to believe . "Mr. Ebersol has explained his rather Several factories and warehouses are VISI­ him. you're innocent, then who killed rude incursion on our Sunday morning. If ble in the background, including the o�d Mentallo?" There is nothing to fear. I have foug�t Globe Press building. That should be a big Ebersol before.' Without his gear he IS " enough clue to lead players to the filmed almost safe, and my mental scan of his ( If Wolverine isn't in the game, use battleground: the roof of Minski's Cannery, mind will alert me of any danger. I another member. Storm would attack with in the northwest corner of Side One of the thought all of you should see this." bolts of lightning, Kitty with a gun, etc.) MARVEL SUPER HEROES.... map. At this point, take the character playi�g If no one recognizes the area, Professor (' in MTU #118-No..Jive Jeff) Wolverine (or whichever character was In Xavier can locate Mentallo by using Cere-

4 bro. amplifies Xavier's own B) Cuts off the area the machine is in from Table 2: Battle at Mlnski's Karma mutant-detection power. It has memory the rest of the room with a force field; Discover location without help +20 files on all of the various mutants that the C) Swings a pair of small attack lasers out Defeat the robots +20 X-Men have discovered or fought. from their hidden sockets in the walls. Free Mentallo ·10 Because Xavier has battled him before, Mentallo is on that list. (The Fixer is not Battle Allow Mentallo and Fixer to escape -80 considered a mutant, so he isn't moni­ The X-Men start in any office area or on Damage Minski's Cannery -20 tored.) the roof of Minski's Cannery. If the Fixer is Ta ke the Fixer along -'0 Minski's Cannery is an abandoned with the X-Men, the Judge can control him warehouse on the corner of 8th and as an NPC. The Mentallo and Wolverine Hayes. The X-Men can take the school's robots start on the roof and head for the ROBOT WOLVERINE: limousine to the area. Professor Xavier skylight, attacking from above and behind will stay at the mansion. as much as possible. F A S E RI P The Fixer wants to come along to find A force field separates the area where Rm Pr Ex Rm Fb Fb Fb out what really happened to his former the machine is from the rest of the build­ Health: 84 partner. If the X-Men object, the Fixer will ing. It can be broken by a hero with at least Special: Claws cause Remarkable dam­ argue that the mutants need him in case Amazing Endurance who makes a suc­ age (20 points) and use the Hack & Slash they find Mentallo alive, because only he cessful red Endurance FEAT roll. Kitty can table. can convince Mentallo that the feared X­ pass through it by making a red Endur­ Men are friendly. (Fixer won't mention that ance FEAT roll. In three rounds, the Fixer ROBOT MENTALLO: Mentallo can read the X-Men's minds.) can whip up a device from pieces of a F A S E RI P The players must decide whether the smashed laser that will let him (and only Pr Pr Pr Pr Fb Fb Fb Fixer can come along, and whether they him) through. The force field extends only should give back his costume and gear. along the dotted area perimeter. Heroes Health: 16 The Fixer will help the X-Men until they can get around the force field by breaking Special: Carries a laser that causes find and free Mentallo. Then both crimi­ through the ceiling or the wall. Incredible damage (40 points) and has nals will turn on their temporary allies and The lasers are in the northeast and Good range (3 areas). try to escape. southeast corners. Both have Good range When the players reach Minski's Can­ (3 areas), cause Incredible damage (40 nery, read them the following information. points), aim themselves with Excellent Agility, and can take 25 points of damage. Minski's is an abandoned food can­ Once a laser chooses a target it keeps fir­ ning factory in a seedy section of the ing at that target until the target is out of city. Its doors and windows have been action, out of range, or out of sight. nailed and chained shut, making them The machine itself is made of Remark­ Excellent Strength material. The only able material and has 30 Health points. things on the roof are a billboard sign, a Besides its force field, Kitty's phasing and skylight, a water tower, and soot. Storm's electrical attacks will cause dam­ age to the machine only if it fails a FEAT roll on the Shift 0 column. The front and back doors are new, and Mentallo can be freed easily once the made of reinforced steel (Incredible mate­ machine is destroyed, but he will be dizzy rial). They are bolted from the inside. The and unable to stand for the first two rounds water tower is empty except for robot dou­ after he is released. Once Mentallo is free bles of Mentallo and Wolverine. The Men­ and back on his feet, he tries to escape. If tallo robot is wearing Mentallo's old outfit. the Fixer is present, he turns on the X-Men Wolverine picks up Mentallo's scent on the and tries to escape with Mentallo. Men­ robot if he makes a successful Intuition tallo uses his flight disks, and Fixer uses FEAT roll. If the Fixer is with the group, he any devices that he still has, including the will ask to examine the robots. If the X­ machine's lasers. Men let him, he inspects the machines carefully, tinkering, bending, poking, and finally declaring them "first-rate pieces of work" and apparently still in operating condition. Aftermath The front and back offices have been After the battle, Professor X contacts gutted, and the canning floor is empty the group and asks them to gather up except for the machine noted on the map. pieces of the destroyed robots and bring This complicated-looking machine gives them along back to the mansion. off a sub-sonic hum, so low that the char­ Any characters who were injured can acters can't hear it, but they can feel it. recover twice their Endurance rank num­ Mentallo is strapped to the machine, his ber in Health paints by using the X-Men's head covered by a glass helmet filled with auto-doc. pale, red gas. If the Fixer or Mentallo are still being The machine has security devices held by the X-Men they should be turned watching the doors, windows, ceiling, and over to the authorities. Xavier advises that floor. As soon as someone enters the the pair be kept at X-Men mansion until room, the security device: the X-Men find out who made the mysteri­ A) Activates the two robots stashed in the ous videotape and what Minski's Cannery water tower; was being used for.

5 Chapter Three: ------,

Campaign After the cannery battle is mopped up If the X-Men are still holding Mentallo, He and Nightcrawler can install on the and the X-Men have reassembled at the the evil mutant will reveal (after question­ a special detector that can mansion, read the following paragraphs to ing) that he was recruited by Magneto to locate Magneto's device within a 10-mile the players. help steal nuclear materials. Magneto radius. The X-Men must leave at dawn the built a mental booster to amplify Mental­ next day. Professor X will stay at the man­ Once again, you are gathered lo's power. Using the booster, Mentallo sion and try to figure out where the other around the VCR in the library. Every­ could create an illusion to conceal Mag­ devices are hidden. one has rested overnight since the bat­ neto as he walked into a high-security area As the players will learn later, the figure tle at the cannery, but Professor X looks and took whatever he wanted. When Mag­ in the videotape is not the true Magneto, worried and worn. neto had what he needed, he turned Men­ but a robot imposter. Don't tell the players "I had you salvage the robots' mem­ tallo's booster machine into a prison, this, but don't stand in their way if they ory chips because there was some­ where the X-Men found him. start figuring it out, either. Evidence that thing familiar in their style and Mentallo also knows that Magneto used might lead someone to the truth includes programing. Their memory banks con­ the stolen material to build "breeder the following singularities: firm my suspicion." Leaning forward, bombs." They are not real bombs, but A) Magneto is strong. but not strong Xavier presses the recorder's play but­ open-air reactors designed to spew radia­ enough to tear the doors off an ton. tion into the upper atmosphere. In 10 to 15 armored truck with his hands. "This tape was made from the mem­ years, the increase in radiation will B) The equipment in the cannery,the con­ ory bank of the Wolverine robot," he increase the number of mutants on Earth. sole, and the breeder bombs themsel­ says. "The false Mentallo contains sim­ It also will kill millions of normal people. ves look crude and sloppy, considering ilar information." Everyone recognizes If Mentallo escaped, then a video Magneto's intelligence. Any character the scene on the television as the inte­ screen above the electronic map shows who checks one of these machines rior of the cannery, but besides the two scenes side-by-side. One, seen closely will notice this if he passes an machine it contains a large console through a guard's eyes, is completely nor­ Intuition FEAT roll. and an electronic map mounted mal. The second, seen through the cam­ C) Magneto's scent is noticeably missing against the south wall. Four green era, shows Magneto walking past the from the cannery. Wolverine notices spots shine on the electronic grid, in guards, ripping the doors from an armored this if he checks and makes a success­ North America, South America, Asia, truck with his hands, and helping himself ful Intuition FEAT roll. The scent could and Australia. A lone figure in a purple to the truck's cargo. have been removed by careful clean­ cape and red helm works at the con­ Without Mentallo's information, the X­ ing. sole. As the figure turns toward the Men can't be sure what Magneto's The player who first comes up with the robot Wolverine and smiles, the open devices are designed to do. idea that the filmed Magneto is a fake front of the helm reveals the sharp, Professor X deduced the exact location earns 30 Karma points, but only If he can cruel features of the X-Men's greatest of the first device: on a mili­ support the idea with evidence or a rea­ enemy, Magneto. tary reservation in the Colorado Rockies. sonable theory. 6 Chapter Four:

Campaign The X-Men should leave for Denning Mili­ 2) They are not going to hurt him; and tary Reservation at dawn. If they approach 3) His piece of scrap is dangerous and the area without using the Blackbird's must be deactivated. Shi'ar cloaking device, Xavier reminds Augie is an NPC under the Judge's con­ them that mutant heroes aren't on the best trol. This is a good opportunity for the of terms with the U.S. government. Judge to do some role playing. Augie is a nice enough fellow, but if the characters Flying over the area indicated by Pro­ threaten him or make him mad, he fires fessor Xavier, the Blackbird's detector another shot just over their heads. He has locates the first device in a mining town heard of super-powered mutants, but in western America, inside the bound­ doesn't believe such "hawg-warsh." ary of Denning Military Reservation. Augie isn't unreasonable, though, and The Blackbird touches down without logical arguments plus some proof that incident outside the town. the characters are what they claim to be convince him to cooperate. He pretends to be unimpressed by the X-Men's powers, The Blackbird can land anywhere on but absolutely refuses to unload or put Wilderness Map B. The detector indicates down his shotgun. There is no reason to that the device is inside building D. When hurt Augie, and anyone who does should any character moves within one area of lose Karma. building D, a shotgun blast sends a mix of When the heroes get inside the build­ salt, rocks, and gravel zinging inches ing, read them the following description: above his head. A crackling, reedy voice shouts out "That's a warn in' shot! Come The inside of this old barracks is any closer and I'll pepper your gov'ment ripped out to make room for the huge, hides! This doo-hicky is mine, and no army two-story machine that almost fills the types are gonna take it away'" building. Enough room was left Meet Augustus Hickman: prospector, between the machine and the walls to miner, reclaimer of lost goods. He's been walk around the machine, and ladders tramping through these hills for 50 years. lead up to the higher controls. The In that time, he's never found anything like deactivation controls are in plain sight. this huge, gleaming piece of machinery. but are protected by a series of It'll sell nicely as scrap, and he's not about mechanical locks. to give it up. Unfortunately, that scrap hap­ pens to be Magneto's breeder bomb, and Deactivating the bomb takes 10 min­ Augie's tampering could set it off. utes, plus a variable number of rounds. After 10 minutes the character working on AUGIE HICKMAN the bomb makes a Reason FEAT roll. If the FAS E RI P roll succeeds, the bomb is deactivated If Ty Pr Ty Gd Pr Gd Gd the roll fails, try again on the next round. If the deactivation is interrupted, the bomb Augie is armed with a shotgun, but will aim starts spewing out radiation, causing one over the heroes' heads (he doesn't want to point of damage every four rounds to hurt anyone). Augie knows he is breaking every character within a two-area radius. the law by trespassing on army land, but If Ariel phases out and walks through he's been getting away with it for a long the bomb's circuits, make a FEAT roll for time. the bomb; its circuits are Incredible. If the Augie won't come out of building D until roll fails, the bomb is wrecked and deacti­ the X-Men convince him that: vates itself. 1) They are not government agents; When the characters have started work-

7 ing on the machine, read them the follow­ been replaced with a large fluid cannon guarded by 10 soldiers with assault rifles. ing: that fires a fast-setting adhesive. This Tw enty more, also with assault rifles, Unearthly gluey mixture surrounds and arrive three rounds after an alarm goes The work goes smoothly for the first traps Colossus. After 10 minutes, its off. Any Sentinels that had more than half nine minutes. Then, suddenly, a huge, Strength drops one rank per minute. of their Health pOints left after the battle humanoid shadow falls across the TYPE A. A low-intensity force field sur­ show up three rounds after the extra area. A huge robot towers over the rounds this , increasing its Body guards. building-the Sentinels have arrived! Armor by one rank. In addition, it has a Denning Military Reservation is used for wave-modulator unit mounted in its right Table 4: Sentinels Karma palm. This unit can speed up or slow down new weapon testing. The weapons being Deactivate the bomb ·20 atoms, forcing Kitty back into phase for tested right now are new versions of Pro­ Leave no trace of the bomb + 10 one round, making her easier to capture. ject Wideawake's mutant-hunting Mark V Convince Augie to help ·10 TYPE S. The Sentinel programmed to "S" Sentinel. Each is specially designed Defeat an attacking Sentinel +50 attack Storm has surface sensors wired to and equipped to help defeat the X-Men. Defend yourself in court + 5 internal batteries, letting it absorb and They were on a routine shakedown patrol Declared innocent in military court + 5 when their sensors detected the mutants. store electrical attacks and fire them back Their mission-capture the X-Menl at its attacker on the next round. As a side Fail a deactivation attempt -10 effect, this Sentinel has Monstrous resist­ Leave the bomb behind, deactivated - 5 Battle ance to any electrical attack. Attack Augie -30 TYPE R. Sentinels are naturally Get captured -20 There is one Sentinel for every two X­ immune to Rogue's power-stealing Attack U.S. soldiers -10 Men at the bomb. The Sentinels start at because they are robots. The Type R's point A on Wilderness Map B. The X-Men right hand can fire a fiber of Monstrous can set up inside or next to building D. If material with Remarkable Agility to a the character deactivating the bomb inter­ range of three areas. If the hits its rupts his work, the bomb starts releasing target, it tangles around the target and has radiation (one point of damage every four the same effect as a grappling hold. It rounds). causes 20 pOints of damage per round, The Sentinels' statistics are listed in the and is anchored to the Sentinel's palm. back of this book. A few Sentinels have Any Sentinel that catches a mutant special abilities to deal with particular leaves the area and tries to return to its mutants. Roll one die for each Sentinel main base. There, the captive X-Men are and check Ta ble 3: Special Sentinels. fitted with inhibitor bracers that prevent Table 3: Special Sentinels them from using their mutant powers, and Dice held for military trial. The charges are tres­ Roll Type passing, a misdemeanor; terrorism, a crime of violence; and conspiracy against Type N, the government of the United States of designed to stop Nightcrawler America. The government believes that 2 Type C, the X-Men built and planted the bomb. designed to stop Colossus 3 Type W, Aftermath designed to stop Wolverine If the X-Men defeat the Sentinels, they 4 Type A, designed to stop Ariel have 15 minutes to finish their business, 5 Type R, get back to the Blackbird, and out of the designed to stop Rogue area. After 15 minutes a patrol of 20 sol­ 6 Type S, designed to stop Storm diers arrives, along with a military helicop­ 7-10 Normal Sentinel, as described ter armed with rockets (AgilcExce, on p. 14 Damg3Incr). TYPE N. This sentinel has fast tracking If the X-Men leave the breeder bomb radar, boosting its Intuition to Remarkable. behind without deactivating it, the military Besides standard weapons, it has heat­ holds them responsible. A government seeking missiles that home in on press release accuses "mutant outlaws" Nightcrawler's bursts of brimstone. These of invading a top secret testing ground, missiles are filled with Incredible potency destroying experimental weapons, and, knock-out gas. leaving behind deadly radiation genera­ TYPE W. The steel tendrils within this tors. Sentinel's right hand are made of adaman­ Captured X-Men are tried according to tium steel, an Unearthly material. The joint the rules on page 29 of the Campaign at the base of the tendril is steel, so Wol­ Book, except they don't get a preliminary verine can break a tendril at a joint by mak­ hearing. The trial is held the day after their ing a red Strength FEAT roll. The tendrils capture. Feel free to run the X-Men's trial are electrically charged to deliver 30 as a separate part of this adventure. points of damage per round until the target An escape is possible, but not easy. The is unconscious. captured X-Men are held in a high security TYPE C. This robot's right arm has building with Incredible walls. The area is

8 Chapter Five:

Campaign When the X-Men are free and safely out of Agility or Reason FEAT roll, shifting one flee and call reinforcements. The X-Men Denning Military Reservation, read the fol­ column right if the pilot has aeronautics have one hour to deactivate the bomb and lowing paragraph to the players. talent. Failure means the plane made a repair the Blackbird before 40 normal hard landing: the plane and all passen­ Soviet soldiers armed with assault rifles Your minds feel the brush of tele­ gers suffer 20 pOints of damage and all and accompanied by two tanks descend pathic contact, and the image of Pro­ passengers must check for stun. on the valley. The Blackbird can be fessor X stands before you. "My The detected the repaired in 30 minutes by anyone who X-Men," he says, "I have determined Blackbird's wake. He and a unit of Soviet makes a successful Reason FEAT roll. the exact location of the Asian bomb. It Super-troopers immediately land near the If the X-Men surrender, the Soviets hold is in the country of Arganistan, on the crashed plane and demand that the occu­ them for military trial: handle this just like Soviet border. I will give you the coordi­ pants surrender. the trial described in Chapter 3, with a nates.. ." four-column shift to the left on all dice rolls, Battle as the X-Men are five foreigners and a trai­ Wounded characters can be taken back tor. X-Men who rode the Blackbird to the to the mansion for treatment in the auto­ If all of the X-Men are knocked uncon­ ground begin in area on Wilderness doc before pushing on. Read the following 0 scious, they awaken one hour later in the to the remaining players: Map B. Heroes who bailed out can land ruins of a battlefield. The Super-troopers' wherever they want. The Crimson suits are torn rivet from rivet. The Black­ Dynamo and his Super-troopers begin two The flight across the Atlantic goes bird stands repaired, the bomb is missing, areas away from the plane. Set up at least smoothly, and soon the Blackbird is and a scarlet "M" is carved into the nose two Super-troopers for every X-Man in the soaring through the hostile skies over of the jet. Someone saved the X-Men, and battle. Arganistan. Several patrols of Russian it wasn't Santa Claus! The Super-troopers shoot to kill. If MiGs pass by without incident, unable Colossus is present, the Crimson Dynamo to see the Blackbird through its Shi'ar concentrates on capturing him so he can Table 5: Arganistan Karma screens. But as you approach the tar­ Defeat the Crimson Dynamo -75 be tried as a traitor to the motherland. If get, a ruby-red energy ray lances Defeat an attacking Super-trooper .20 the Crimson Dynamo is knocked out of the through the left wing, killing the port fight, the Super-troopers pull out as soon Land the Blackbird without damage -10 ! engine and sending the plane into a Found innocent in military court ·10 as half of their men are down. steep banking dive over the valley hid­ Deactivate the bomb 0 ing the Asian bomb. Aftermath Fight norma! Soviet troops -10 Surrender to the Soviets -15 The character flying the Blackbird must If the X-Men defeat the Crimson Crash the Blackbird -20 land it safely in enemy territory. Make an Dynamo and half of his troopers, the rest Saved by "M" -20

9 Campaign When the X-Men are safely out of Arganis­ the device unless the government lently. First, he puts the canister of radio­ tan, they are contacted again by Professor meets their demands. Apparently, the active material in a safe place: in orbit. X and sent to Australia. Read the following terrorists are demanding freedom for Then, taking advantage of the metal in paragraph to the players. all prisoners, legal protection for the Wolverine and Colossus, Magneto uses Great Barrier Reef, and safe passage these characters as weapons against the The Blackbird stands alone among for themselves out of the country." others. But he doesn't want to fight; he the rock outcroppings scattered wants to escape off the north edge of the throughout Australia's Great Dividing Once in the air over the city, the Black­ map. If Magneto gets off the north map Range. Professor X's machines indi­ bird's detection gear easily locates the edge, he has escaped and the X-Men cated the third bomb was in this rocky stolen material. can't catch him. waste, and he was right. The bomb is here, but its plutonium heart is missing. Battle Aftermath All that's left is a twisted pile of metal in The trail leads to a large mall that has a cave strewn with trash. Magneto is telling the truth. He did not been turned into a battle zone. The plant the bombs, and he is trying to find The cavern floor is littered with Cigarette Australian army has the area cordoned and destroy the bombs. Magneto realizes butts, old bottles. and shredded pieces of off and ringed with heavy tanks and that the radiation will produce as many a revolutionary newspaper. Tr acks of a guns. On the roof stands Magneto, cra­ destructive mutations as beneficial ones. jeep lead up to the cavern, and away dling a metal object in his arms. If the X-Men defeat Magneto, he tries to convince them that they are working again. Any character who passes an Intui­ Set up this battle on Side 1 of the MAR­ toward the same goal. As a token of faith, tion FEAT realizes that the trash and the VEL SUPER HEROESno map. Magneto tracks were left after Magneto set up the stands in any area in the Keesh Mall. The he claims to know where the final bomb is hidden. If arguments fail, he tries to bomb. Wolverine can detect Magneto's army has closed the streets one block escape. scent in this cave by making a successful away in every direction. The X-Men may Intuition FEAT roll. In the trash at the back land in any clear street area. Table 6: Land Down Under Karma of the cave is a map of Australia's East Magneto will not attack on the first Coast. Someone has drawn a skull and Follow clues to the stolen material .20 round, but does have his force field up. He over Sydney, the capital city. Recover material from Magneto + 10 explains (in haughty terms) that he is If the players miss the map, or aren't Defeat Magneto· ·50 tracking down the breeder bombs himself. interested in going to Sydney, they hear an Reason with Magneto .10 The core to this one was stolen by foolish announcement over the Blackbird's radio. Join forces with Magneto 0 humans. He offers as proof five uncon­ Read the following paragraph to the play­ Defeated by Magneto -20 scious men in the mall; the real thieves, ers. Damage the mall or surrounding -20 whom he defeated. Magneto knows noth­ areas "We interrupt our regularly sched­ ing about the Fixer, Mentallo, or the tape uled program for this special news bul­ made at Minski's Cannery. He is willing to * The award for defeating Magneto is letinl Te rrorists who claim to have a let the X-Men help him destroy the bombs. reduced because Magneto is trying to nuclear weapon threaten to detonate If the X-Men attaCk, Magneto reacts vio- help.

10 Chapter Seven:

Campaign 1 By this time, the heroes have either If the X-Men stay together, they avoid GIANT a large humanoid with blue, peb­ teamed up with Magneto or watched him some of the opponents in the halls, but ble-marked skin, carrying a club. escape. If Magneto didn't say where the then these opponents show up in the final F A S E RI P final bomb is, Professor X contacts the battle. Ex Pr In In Fb Fb Fb heroes with the information. When the If Magneto is with the X-Men, he insists characters have the location, read this on trying one entrance alone. If he enters Health: 104 paragraph to the players. alone, he defeats the Deviants in that hall­ FLYER: a small humanoid with wings and way. If any X-Men demand to go with him, claws, capable of flying at Incredible The last bomb is in an ancient, Magneto slips away during the fight and Speed for two rounds, but then must move heads deeper into the pyramid. This isn't ruined city in the Chilean Andes. A on the ground. great civilization rose here once, but cowardice; Magneto wants revenge on this city was abandoned before Euro­ whoever is impersonating himl F A S E RI P peans came to the New World. At the Gd Ex Pr Gd Fb Fb Fb very heart of a great stone pyramid lies Battle 1 Health: 44 the fourth and last of the breeder The hallways in the pyramid where the bombs. X-Men are attacked are 15 areas long and 1 area wide. There is no hallway map; use SPECIALS: The specials are wingless fly­ No battles or encounters take place one of the long streets on side one of the ers with uncommon individual mutations. above ground in the ruined city. The city is MARVEL SUPER HEROES'" map. The The three specials are the shooter, the similar to the Aztec and Incan cities to the X-Men start at one end and their oppo­ reaper, and the phantasm. north, but is far older. None of the build­ nents start in the middle. The tunnel is lit The can fire Remarkable ings are standing except a large, central by cold light panels. The ceiling is 10 feet energy raysshooter through its large eyes. Other­ step pyramid. This monument has been high. wise, the shooter is identical to a flyer. cleared and renovated recently. Each hallway is defended by three crea­ The can project illusions of death The pyramid has three entrances, on tures: one giant, one flyer, and one spe­ into itsre enemies'aper minds by making a suc­ the north, east, and west. If the team splits cial. These guards are members of a weak cessful Psyche Feat roll. The victim then to use different entrances, each group tribe forced into serving the false makes a Psyche FEAT roll. Success runs into a fight in the halls of the pyramid. Magneto. means the victim resists the attack, failure

11 means the victim falls unconscious for 1 to bers of the Brotherhood (robots created by but his power rank is only Excellent. His 10 rounds. the False Magneto) start in the areas force field provides only Good protection. The projects the illusion that marked X, one per area. The real Magneto His power can't affect living creatures the it is a giaphantasmnt. Everyone who sees the phan­ and any captured X-Men are hanging way Magneto's can. tasm must make a Psyche FEAT roll. above the console, secured by metal Besides his magnetic force field, the Those who succeed see through the illu­ bands around their arms and legs. Impris­ robot has Remarkable Body Armor (30 sion and can attack the phantasm. Those oned X-Men become conscious on the points) and Incredible resistance to elec­ who fail see the giant illusion, and can't second round of fighting, and Magneto tricity and other energy attacks. hurt the phantasm. wakes up on the sixth round. The other robots are controlled directly Deviants try to knock out their oppo­ by the Magneto robot. If Magneto is FA LSE : nents so they can bring the unconscious destroyed or deactivated, all the others prisoners to their master. They fight to the F A S E R P shut down automatically. These robots bitter end, because they fear the false Ex Pr Am Ex Fb have the same personalities as their real Magneto and his servants more than any counterparts. To ad is cowardly, Quicksil­ intruders. ver is hot-tempered. the is Health: 94 The Deviants are a variation on the unwilling to kill, and Blob blusters and Powers: Spurs and Monstrous Body human race, so Rogue can drain away brags and blows hot air. Armor. their abilities and powers. The robots have no Karma to spend; Blob's claws anchor him to the floor so they used it all fighting the real Magneto. that he cannot be moved against his will The machinery and computers in this Campaign without ripping up the floor (Excellent 2 room are protected by a Good force field. When the heroes get past the Deviants material). in the halls, read the following paragraph FA LSE SCARLET WITCH: Aftermath to the players. F A S E R P If the X-Men are having a rough time The center of the pyramid is a cav­ Gd In Gd In Fb and the fight lasts longer than six rounds, ernous room, lined with banks of wink­ Magneto wakes up in round six, breaks ing computers and tell-tale lights. A free in round seven, and blasts the false Health: 100 Magneto into smoking bits of metal in huge console, shaped much like a Powers: Energy Bolts, Flight. steam organ, dominates the far end of round eight. With his business finished, The robotic Scarlet Witch can cast Magneto leaves the X-Men to mop up the . Laughing in front of the energy bolts that cause Incredible dam­ console is Magneto. Hanging uncon­ what's left and deactivate the bomb. age (40 points) with a range of three areas. I! all the X-Men are defeated before scious from a harness above the con­ She can fly at Typical speed. sole is another Magneto (as well as any Magneto breaks free, Magneto bides his captured X-Men). Standing between FALSE QUICKSILVER: time until his old enemies are strapped up the entrance and Magneto is the origi­ the way he is. The false Magneto insists F A S E R P that everyone must be awake when he nal Brotherhood of Evil Mutants: Blob, Rm Rm Gd Gd Fb the Scarlet Witch, Quicksilver (in his seals their doom. At this point, Magneto green costume), and To ad. Mastermind shatters his bonds and frees the others, lies crumpled to the floor near the wall, Health: 80 telling them to flee while they can. Immedi­ the victim of an earlier fight. Powers: Remarkable Speed, Electrical ately, the pyramid starts quaking and To uch. buckling, threatening to collapse at any The Magneto suspended above the Quicksilver's speed lets him move and moment. Any heroes who don't leave console is the real McCoy, defeated in bat­ attack in one round with no penalty. His immediately are pelted by falling stones tle with the robot versions of himself and fists cause Remarkable electrical damage and lose 10 Health points per round until his original team (Mastermind went down (30 points). they leave the central room. As soon as with him, though). The Magneto in front of the X-Men are out, the pyramid collapses FA LSE : the console is a robot, created long ago by in one mountain-shaking crash, burying the Sentinels and almost destroyed by F A S E R P the central room under tons of rock. Pre­ them. Saved by its self-repair mecha­ Gd Rm Gd Rm Fb sumably, Magneto must be in there some­ nisms, the Magneto robot believes it is the where, but the X-Men will not find him if Health: 80 original, and intends to take over the they search the rubble. Powers: Leaping. Adhesion. world. The members of the Brotherhood of The To ad robot causes Remarkable Evil Mutants are robots created by the damage (30 points) if it charges an oppo­ robot Magneto. The robot Magneto never nent by leaping. To ad also can to a Table 7: End of Magneto Karma met these mutants, so his knowledge of wall or ceiling without making a FEAT roll. them is limited. As a result, his robot dupli­ Defeat the Deviant guards .30 Defeat the Magneto robot +30 cates are far from perfect copies. The last FALSE MAGNETO: and largest of the breeder bombs is in the Defeat the Scarlet Witch robot +40 F A S E RI P + wall behind the console. Defeat the Quicksilver robot 30 Ty Ex Rm Ex Ex Gd Pr Defeat the To ad robot +30 Defeat the Blob robot .50 Battle Health: 76 The X-Men start in the2 West, North, or Powers: Magnetic Control, Remarkable Captured by Deviant guards -20 East hallways, depending on where they Body Armor, Robot Control. Defeated by robot Brotherhood -30 entered the pyramid. The false Magneto The false Magneto can manipulate Defeat robots with Magneto's help -30 starts in area D. The four surviving mem- metal objects much like the real Magneto, Rescued by Magneto -50

12 The sad truth is, the X-Men get no credit if additional 300 Karma points to the they save the world and a lot of blame if X-Men's pool. they fail. No one will thank them; not the The heroes, villains, and locations in U.S. or Soviet governments for saving the this story can easily move on to new world, nor the Fixer for saving his partner, adventures. Once the Danger Room is nor the Australian terrorists for saving repaired, it can test the X-Men under any their country and the Great Barrier Reef. conditions, in any place, against any foe. Any failure or bad publicity means more ill­ And while Magneto leans toward becom­ feeling toward mutants, besides the nor­ ing a force for good, his power and person­ mal dangers. The only people who know ality make him explosively dangerous. and care about the heroic X-Men are Pro­ The X-Men are guaranteed to have plenty fessor X and his gifted students, and of enemies, challengers, dangers, and somehow, that's enough. If the players adventures as they search for a place pull off this adventure gracefully, award an where they, and all mutants, can be free and equal under the sun.

MAGNETOTM ENERGY CONTROl. Besides his almost limit­ less magnetic powers, Magneto has Monstrous Magnus conqueror control over all -magnetic energy: heat, (?), light, electricity, x-rays, even gravitons. He can F1ghting: GOOD use these energies to cause Amazing damage Agility: REMARKABLE (50 points) from a distance or Monstrous dam­ Strength: GOOD age (75 points) when touching his victim, and to Endurance: MONSTROUS fly with Remarkable speed. Reason: INCREDIBLE Intuition: GOOD ASTRAL PROJECTION. Magneto has some Psyche: AMAZING limited mental powers. He can project his spirit into the astral dimension with Typical power. Health: 125 Karma: 100 TELEPAT HY. Another of Magneto's mental Resources: AMAZING powers, he has Typical telepathic abilitt. This is Popularity: 10 enough to control a weak (or badly defeated) mind.

Talents: Genetics, Electronics. Powers: Background: Magneto is devoted to pre­ MAGNETIC CONTROl. Magneto is the Mutant servingand protecting mutants. He will take any Master of Magnetism. He uses his power to action he deems necessary to preserve his manipulate iron and iron-based materials with race, even the enslavement of the human Unearthlypower . He can assemble complicated majority. His use of force to protect the rights of machinery by force of will and manipulate fer­ mutants separates Magneto from his long-time rous objects (including such heroes as Iron Man rival, Professor Xavier. The two have clashed and Colossus) at any distance, if he can see his often, Professor Xavier and his X-Men against target. Magneto also can generate an Unearthly Magneto and his Brotherhood of Evil Mutants. force field around an entire area. This force field Magneto's attitude toward humans has soft­ becomes one rank weaker for each additional ened a bit since the birth of his completely area it encloses. Unlike most force fields, Mag­ human granddaughter (Luna, daughter of neto can attack through this field. Quicksilver and , an Inhuman).

13 T PROFESSOR X M MENTAL BOLTS. Xavier can attack a living tar­ get with bolts of mental force, with a range of Charles Xavier, Geneticist and Te acher two areas. He attacks using his Monstrous Psyche rank and the Slugfest column of the Bat­ Fighting: FEEBLE tle Effects Ta ble. These bolts can cause up to Agility: TYPICAL Unearthly damage (100 points). and are unaf­ Strength: TYPICAL fected by body armor or (non-telepathic) force Endurance: REMARKABLE fields. Reason: INCREDIBLE Intuition: AMAZING MUTANT DETECTION. Professer X is sensitive Psyche: MONSTROUS to the mental wave-lengths of fellow mutants. He can detect another mutant four areas away. Health: This range is boosted significantly by Cerebro, a Karma: 4416 5 detection enhancement machine. Resources: REMARKABLE Popularity: 20 ASTRAL FORM. Xavier can separate his astral self from his body and enter the mystic planes Powers: closest to our own. TELEPAT HY. Xavier can read and alter the Talents: Genetics, Electronics. minds of others at an Unearthly level. He can Background: Charles Xavier is the world's contact other minds at a range of 250 miles, or most powerful telepath and an authority on 500 miles if he makes an Endurance FEAT roll. genetics. The latter is public knowledge. but his He can alter the thoughts of one target per turn, mutant powers and his connection with the but only if the target is in his presence. Xavier X-Men are hidden behind his guise as the can generate illusions, make himself seem founder of a school for gifted students in Salem Invisible, or induce temporary paralysis In oth­ Center, New Yo rk. Professor X founded the ers. All these actions require a Psyche FEAT school as a cover for his original X-Men. The roll. subtracting the target's Psyche rank from team in this adventure is the second that Xavier Xavier's Unearthly Te lepathy rank. Xavier has trained. doesn't like interfering with other people's minds; he loses 20 Karma points every time he attacks someone telepathically.

SENTINELSTM BODY ARMOR. Sentinels have Remarkable armor. Fighting: EXCELLENT COLD BEAMS. Sentinels can project beams of Agility: EXCELLENT intense cold from their eyes. An opponent hit by Strength: AMAZING this beam makes an Endurance FEAT roll and Endurance: UNEARTHLY checks the Stun column of the Battle Effects Reason: GOOD Ta ble. The target also is frozen inside a sheath Intuition: TYPICAL 01 ice (Good material). Psyche: POOR LEARNING. The greatest danger posed by Sen­ Health: 190 tinels Is their ability to learn from mistakes. After Karma: three rounds of fighting with one opponent, all Resources: Sentinels get one column shift to the right when Popularity: fighting that character. Within this adventure, all the X-Men except Kitty Prydeand Rogue have Powers: fought Sentinels before. FLIGHT.The Sentinels fly at Excellent speed by using built-in boot Jets. Background: The Sentinels are 20-loot-tall robots designed to locate, capture, and kill ENERGY BOLTS. The Sentinels have energy mutants. Currently the Sentinels are under the blasters in their palms. These blasters cause control 01 Project Wideawake. an illegal govern­ Amazing damage (50 points) with a range of two ment operation under the control of National areas. Security Council member Henry Peter Gyrich.

14 of anyone within 5 miles. Besides its obvious MENTALLOTM advantages, Mentallo gets a +1 modifier on his Marvin Flumm, professional criminal initiative dice roll. Fighting: TYPICAL IMAGE GENERAT ION. This is a form of thought Agility: GOOD projection. The image can be seen by only three Strength: TYPICAL opponents per round. These opponents can Endurance: REMARKABLE make a Psyche FEAT roll when they first see the Reason: GOOD image. Failure means the character believes Intuition: REMARKABLE the image is real. Psyche: AMAZING Talents: Electronics. Health: 52 Background: Flumm honed his power to a Karma: 90 sharp edge while working with S.H.I.E.L.D., but Resources: TYPICAL his conspiracy to take over the spy agency Popularity: 5 flopped. Powers: TELEPATHY. Mentallo has Amazing telepathic power, and is capable of scanning the thoughts

SOVIET SUPER· TROOPERSTM

Fighting: EXCELLENT Agility: GOOD Strength: GOOD [REMARKABLE] Endurance: GOOD [REMARKABLE] Reason: TYPICAL Intuition: TYPICAL Psyche: TYPICAL Health: 50 [90) Karma: 18 Resources: CRIMSON Popularity: Powers: Powers; DYNAMOTM ARMOR. All of the Crimson Dynamo's powers are installed in the carborundum alloy battlesuit All of the Super-troopers' powers come from Dimitri Bukharin, that he wears. This armor has the following their armor: special operative for USSR powers: 1) Remarkable Strength and Remarkable Fighting: REMARKABLE 1) Remarkable Agility, Incredible Endurance; Agility: EXCELLENT Strength, and Monstrous Endurance; 2) Flight, at Typical speed; [REMARKABLE] 2) Amazing Body Armor (50 points); An energy blast that causes Remarkable Strength: GOOD [INCREDIBLE] An electrical attack weapon that causes 3) damage at a range of areas; Endurance: EXCELLENT 3) Incredible damage at a range of areas; Remarkable Body Armor3 . [MONSTROUS] Amazing resistance to temperature 4) 3 Background: The Soviet Super-trooper Reason: TYPICAL extremes, fire, and radiation; 4) armor was invented for use against the . Intuition: EXCELLENT 5) Flight, at Goodspeed. Psyche: GOOD The Super-troopers are led by , Talents: Law Enforcement. another hero of the Soviet state. Until a new Health: 80 [175] Devastator unit is built" the Super-troopers are Karma: Background: Five men have worn the armor under the Crimson Dynamo's command. Resources: 36(supplied by USSR) of the,Crimson Dynamo. All but Dimitri Bukharin Popularity: 20 have met disgrace in the eyes of the Soviet [" The last one was destroyed in ROM 1144- State, to whom the armor belongs. Got it?]

15 B

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6851 XXX1401 16 THE DRAGONTM

Fighting: TYPICAL Agility: REMARKABLE Strength: FEEBLE Endurance: GOOD Reason: ? Intuition: EXCELLENT Psyche: EXCELLENT Health: 48 Powers: FLIGHT. Lockheed flies at Typical speed, and can hover in place. FLAME BREATH. Lockheed can breathe a rib­ bon of flame at a target up to one area away, causing Remarkable damage. If he does this more than once per day, he must make an STORMTM Endurance FEAT roll each time. Background: Lockheed was found on Ororo Munroe, adventurer another planet that was visited by the X-Men. Fighting: EXCELLENT ARIELTM He became attached to Kitty Pryde and Agility: REMARKABLE returned with her to Earth. Lockheed's primary Strength: TYPICAL Katherine "Kitty" Pryde, student concern is for his stomach, but he will jump into Endurance: AMAZING Fighting: TYPICAL a fight to defend Kitty. Reason: TYPICAL Agility: GOOD Intuition: EXCELLENT Strength: POOR Psyche: GOOD Endurance: EXCELLENT Health: Reason: REMARKABLE Karma: Intuition: GOOD 106 Psyche: TYPICAL Resources: 36POOR Popularity: Health: 40 4 Karma: 46 Powers: Resources: POOR WEATHER CONTROL. Storm has the powerto Popularity: manipulate existing weather patterns, creating 10 wind, rain, and lightning at will. This power's Powers: rank Is Amazing. She can cause up to Amazing PHASING. Ariel can de-synchronize the mole­ LOCKHEED damage points) with weather attacks. By cules in her body, allowing her to pass controlling(50 the wind, she can fly at Excellent unharmed through solid structures. She hasn't RS-1 S0 speed,and can create enough wind to carry ott,. found a limit to how long she can stay out of ers along. If Storm uses her power at Its maxi­ phase, but she can stay Inside a solid object BLACKBIRDTM mum (Amazing) level when she's angry or under only as long as she can hold her breath. Ariel Control: EXCELLENT very unusual circumstances, she must make a cannot be harmed while out of phase, but she Is Speed: MONSTROUS power FEAT roll each round to keep it under affected by force fields. Her phasing also Body: EXCELLENT control. scrambles electrical eqUipment. Most equip­ ment can make an Endurance FEAT roll to avoid Talents: Ororo Is an experienced lockplck, This Is the only survivingmodel of the Lockheed thief, and escape artist. being scrambled, but equipment without an reconnaissance plane originally used by Endurance rank Is scrambled automatically. S.H.I.E.L.D. This Blackbird was modified with Background: Ororo lost her parents when Mechanical beings take 30 points of damage Shl'ar equipment. These modifications include she was young,and wandered the African conti· from this scrambling, while battle suits and most Ve rticalTa ke-offand Landing gear (VTOL) anda nent until her powers matured. She was wor­ machines are incapacitated for rounds. Shi'ar cloaking device (detecting it is a red IntuI­ shipped as a goddess In Kenya until Prof. X tion FEAT). It carries a crew of three (pilot, co­ Talents: Kitty's Reason is Incredible10 when recruited her for the new X-Men. She Is cur­ pilot, and flight engineer) and four passengers she works with computers. rently the team leader. She is nominal leader of in safety cushions. More passengers can get the , a group of mutants living beneath Background: A of Deerfield, Illinois, inside, but only four passengers and the crew New Yo rk City. Ariel's powers are stili new to her. are protected in case of a crash. Front Drive

Foyer

Library

xavier'.

U81n Computer

Library

8

X-MenTM Mansion, by Floors

Attic: storage, Ororo's room

Second Floor: workshops, playroom, X-men living quarters, living quarters, ...... Drive

Day Room Informal Dining Room

Office

Kitchen

IChambera • • • • I I

D

Outside Wall

Inside Wall

High-Strength Wall (Amazing) Second Floor: workshops, playroom, X-men living quarters, New Mutants living quarters, Xavier's upstairs chambers

Ground Floor: shown above

Basement: generator and fuel wine cellar, book storage, hot water heater, laundry room, computer main memory, Shl'ar back-up power supply

Sub-Basement: gymnasium, steam room , sauna, Indoor pool, lockers, robotic research, back-up computer memory, shuttle terminal to Blackbird hangar, auto-doc, operating room , recoveryroom , chemical and electrical labs

Danger Room Level: shown at right �

A

Ready Room Debriefing

Shl'ar Danger Room Support Computers

Intelligence Gathering Room • I Door I • • • • • • I I I I • Window

Elevator

Area Border

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Power Room (Sht'• .,

Secret exit

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