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REALMS OF MAGIC Book 3: CODEX OF CHARACTERS AND CREATURES by Kim Eastland PD F Version 1.0 TABLE OF CONTENTS INTRODUCTION ...... 1 D’SPAYRE ...... 8 BARON MORDO...... 2 ...... 8 BROTHER VOODOO ...... 2 MORGAN LE FEY ...... 9 ...... 3 NIGHTMARE...... 9 ...... 4 AND ...... 10 and 11 ...... 5 SILVER DAGGER ...... 12 DOCTOR DRUID...... 4 ...... 12 DOCTOR ...... 6 MAGICAL CREATURES...... 13 through 16 ...... 7 IN T R O D U C T I O N

Hail, persistent seeker of the arcane arts , powers or Book 2 for Dimensional decades in , the char- and welcome to the third and final booklet En t reaty powers or miscellaneous spells. acters listed here are the major magic of REALMS OF MAGIC: The Codex of wielders of the . The Characters and Crea t u res. The contents The given background and magical abili- Judge should base the creation of new of this booklet offer mages and ties are guidelines, indicating what might NPCs (non-player characters) on the infor- that are ready to be included in an alrea d y be available to a particular character. The mation provided with similarly leveled existing game campaign, or that can act Judge or player should fill in the rem a i n i n g characters listed in this book. as guidelines for future generated crea- powers available until the character’s tu res or conjurer s . maximum is rea c h e d . The true diffe rence between one disciple or master and another is in what powers Au t h o r’s notes: The listing of all of the Some Marvel characters have unique each has and what school of magic he fol- powers of a magic wielding hero req u i re s spells or abilities that are not explained in lows. Although the powers vary greatly from mo re space than is available. Theref o re , Book 1 or Book 2. These spells are not one adventure to another, the school of the following character descriptions are available to other characters and are magic and the entities he calls on remain the di ff e rent from ones that have appeared explained in this book. same. Baron Mordo ’s abilities, for example, previously in Marvel game adventures . are fairly typical of other masters, but it is his Characters in this booklet are listed with C e rtain major characters within the obsessions, greed, evil, and connections their mastery level, the spells they most Marvel Universe have group spells. These that set him apart from others on his level. In often employ and their power rank. If a spells are a combination of lower spells sh o rt, it is his personality that makes him dif- mo re detailed description of any parti c u l a r and are explained in detail in Book 1. An fe rent. To help you in rep roducing or crea t- spell is desired, consult Book 1 for normal asterisk (*) denotes these spells. ing a new character, the mastery levels are listed in Book 2. Although dozens of other magic wielding characters have appeared over several

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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 similarities to persons living or dead are merel y coincidental. All Marvel characters, and the distinctive likenesses thereof are trademarks of the Marvel Comics Grou p . BARON MORDO FASERI P Karl Amadeus Mordo GdTyG dP rN / AN / AN / A So rc e re r Health: 30Ka rma: N/A Fi g h t i n g : TY P I C A L Zombies can either slugfest or use hand-he l d Ag i l i t y : TY P I C A L melee weapons. Mordo must make a power St re n g t h : TY P I C A L rank FEAT roll for every he animates. En d u r a n c e : RE A R K A B L E TE L E P O RTAT I O N : (U n e a rt h l y ) Re a s o n : GO O D All other Universal spells he may use are of an In t u i t i o n : RE M A R K A B L E Amazing power rank. Ps y c h e : AM A Z I N G Di m e n s i o n a l He a l t h : 48 Ka rm a : 90 DEMONS AND CHAOS: (M o n s t rous) Re s o u rc e s : TY P I C A L DENAK: (M o n s t ro u s ) Po p u l a r i t y : -5 IK O N N : (A m a z i n g ) MABDHARA: (A m a z i n g ) Po w e r s : SATA N N I S H : (A m a z i n g ) VALTORR: (I n c re d i b l e ) Ma s t e ry Level—Master of Chaotic Magic All other Dimensional powers he may use are of After intense study and an appren t i c e s h i p an Amazing power rank. under the , Baron Mordo has access to most magical powers and spells, Miscellaneous Spells including those of the Vishanti. He has minimum All Miscellaneous spells he may use are of an e n e rgy use for spells used for non-evil pur- In c redible power rank. p o ses. The following are magical abilities always available to him. Ba c k g ro u n d : Karl Mordo became interested in the occult at an early age and as an adult stud- Pe r s o n a l ied in Tibet under the Ancient One. During his te n u re as a disciple, Baron Mordo met and : (M o n s t ro u s ) became a rival of . Mord o SH I E L D — I N D I V I D U A L : (A m a z i n g ) believes that he would have become the TE L E PAT H Y: (U n e a rt h l y ) So rc e rer Supreme of the Earth dimension when All other Personal spells he may use are of an the Ancient One passed on, if Strange had not In c redible power rank. en t e red the picture. Mordo is obsessed with ME S M E R I S M : (M o n s t ro u s ) de s t roying Doctor Strange and will go to almost Un i v e r s a l NE C R O M A N C Y: (I n c re d i b l e ) any lengths to do so. Mordo has been a minion Mo rdo can create zombies from the dead, of Dorma m m u . CO N J U R E : (I n c re d i b l e ) as he once did with Lord Phyffe. These zom- ELDRITCH BEAMS/BOLTS : (A m a z i n g ) bies’ stats are:

BROTHER VOODOO ities. No known time limit exists which Jericho Drum m restricts how long Daniel can remain outside Houngan (voodoo priest) his brot h e r’s body. When Daniel ceases inhabitation of a person other than his Fi g h t i n g : TY P I C A L bro t he r, the host may suffer disorientation, Ag i l i t y : GO O D nausea ortrauma. Disorientation involves a St re n g t h : TY P I C A L –1 CS to the host’s Fighting, Reason, and En d u r a n c e : EX C E L L E N T Psyche abilities for 1 to 10 rou n d s . Re a s o n : EX C E L L E N T All other Personal spells he may use are of an In t u i t i o n : EX C E L L E N T Excellent power rank. Ps y c h e : AM A Z I N G Un i v e r s a l He a l t h : 42 Ka rm a : 90 ME N TAL CONTROL-LI M I T E D : (R e m a r k a b l e ) Re s o u rc e s : TY P I C A L ME S M E R I S M-ALL ANIMALS: (M o n s t ro u s ) Po p u l a r i t y : 30 in Haiti Only one crea t u re at a time. ME S M E R I S M-P L A N T S : 0 anywhere else (R e m a r k a b l e ) Only one plant at a time. Po w e r s : NATURE CONTROL-FI R E : (I n c redible) VAP O R S-O B S C U R I T Y: (R e m a r k a b l e ) Ma s t e ry Level—Voodoo Master B rother Vo o d o o ’s obscuring vapors, Pe r s o n a l appearing in the form of smoke, are always accompanied by the sound of voodoo TR A N C E-IMMUNITY TO FIRE: (A u t o m a t i c ) drums. This sound has a disorienting effe c t SU M M O N : (M o n s t ro u s ) on others (Fighting, Reason, and Psyche B rother Voodoo can summon the spec- abilities all suffer a –1 CS in the area of this ter of his deceased brot h e r, Daniel, from its po w e r ) . dwelling place within Brother Voo d o o ’s body. By doing so he increases his Strength to Tal e n t s : Jericho Drumm, a professional psy- Excellent and his Health to 56. He can also chologist, and has Incredible Reason in matters send his brot h e r’s spirit form, like an astral of the human mind and mental state. fo rm, to inhabit other people’s bodies (trea t as a full Mental Control of Monstrous power Ba c k g round: Jericho Drumm is the brother of rank). The host’s body, however, must be , former Haitian houngan who alive and cannot already be inhabited by a was killed by Damballah, the voodoo - god. Before he died, Daniel made his brot h e r fo reign spirit. Having vanquished Damballah and his cult, A person inhabited by Daniel’s spirit is vow to follow in his footsteps. Drumm gave up his practice and learned the arts of the houngan Brother Voodoo is now established as Haiti’s under Brother Voo d o o ’s control and capable houngan supreme and champion of the land. of perfo rming any number of complex activ- from Papa Jambo.

2 CL E A Pe r s o n a l In c redible power rank. Fo rmer Disciple of Doctor Strange Ruler and Sorce ress Supreme of the Dark ASTRAL PROJECTION: (M o n s t ro u s ) Tal e n t s : Clea has been trained in the marti a l Di m e n s i o n —INDIVIDUAL: (A m a z i n g ) arts. She can Stun and Slam opponents of TE L E PAT H Y (U n e a rt h l y ) greater Endurance than her Stren g t h . Upon desire, Clea can telepathically Ba c k g ro u n d : Clea is the daughter of Umar, a appear to all of her subjects, or telepathically member of the extradimensional Faltinian race, contact characters in other dimensions. and of Prince Orini, the son of Oinar, ruler of the All other Personal spells she may use are of an Dark Dimension before Dormammu. Clea was Amazing power rank. raised by Orini, and, until rec e n t l y, only Umar Un i v e r s a l and Orini knew that Umar was Clea’s mother. Clea befriended and aided Doctor Strange on BA R R I E R : (U n e a rt h l y ) his first journeys into the Dark Dimension, as, As ruler of her realm, Clea constantly Strange engaged in battle with the dreaded Dor- draws power from the Dark Dimension to mammu. The comradeship of Clea and Strange maintain the Unearthly strength barr i e r led to their failing in love. Attempting to escape around the dwelling place of the Mindless the vengeance and manipulations of Dor- Ones (see their description in the Crea t u re s mammu and Umar, Clea went to live with Doctor section of this booklet). Strange on Earth, where she was his lover and CO N J U R E : (A m a z i n g ) disciple. The current status of their rel a t i o n s h i p MATTER REARRANGEMENT: (U n e a rt h l y ) is unknown. NATURE CONTROL-AL L : (U n e a rt h l y ) Clea eventually ret u rned to her dimension to With a great deal of concentration, Clea lead a rebel force against the tyrannical Umar. can control the physical appearance of her With the aid of Doctor Strange, the re b e l s dimension. She can level mountains and b e s ted Umar’s forces. Clea defeated Umar in create seas. personal combat and, by the people’s consent, ELDRITCH BEAMS/BOLTS : (A m a z i n g ) became ruler and Sorce ress Supreme of the TE L E P O RTAT I O N : (M o n s t ro u s ) Dark Dimension. All other Universal spells she may use in the The mystical flames of reg e n c y, once belong- Ea rth or Dark Dimension are of a Monstrou s ing to Dormmamu and Umar, and indicating the power rank. In other dimensions her Universal pe o p l e ’s acceptance of the bearer’s leadership, magical abilities are of an Amazing power rank. now burn about the head of Clea. The full range of Clea’s mystical abilities has Di m e n s i o n a l yet to be seen, but Clea is believed able to per- DIMENSIONAL APERTU R E : (A m a z i n g ) fo rm any magical feat available to her mentor FALT I N E : (M o n s t ro u s ) Doctor Strange or her mother Umar. Clea’s abili- RA G G A D O R R : (M o n s t ro u s ) ti e s ,h o w e v e r, are limited by her experience and VI S H A N T I : (U n e a rt h l y ) tr a i n i n g . All other Dimensional powers she may use are The rate at which Clea ages is unknown. of an Incredible power rank. Some claim that she is thousands of years old; p h y s i c a l l y, however, she remains a young Miscellaneous Spells wo m a n . All Miscellaneous spells she may use are of an

Da r kE a rt h Di m e n s i o nD i m e n s i o n Fi g h t i n g : EX C E L L E N TG O O D Ag i l i t y : EX C E L L E N TG O O D St re n g t h : RE M A R K A B L EE X C E L L E N T En d u r a n c e : RE M A R K A B L EE X C E L L E N T Re a s o n : EX C E L L E N TG O O D In t u i t i o n : AM A Z I N GI N C R E D I B L E Ps y c h e : UN E A RT H LY AM A Z I N G He a l t h : 10 06 0 Ka rm a : 17 01 0 0 Re s o u rc e s : MO N S T R O U ST Y P I C A L Po p u l a r i t y : 705 Po w e r s : Ma s t e ry Level—Sorce ress Supreme in the Dark Dimension, Master in the Earth Dimension Clea has access to most magical powers and spells in her own dimension. She has studied under Doctor Strange and knows the Vis h a n t i spells. The following are magical abilities always available to her. Note: The power ranks of Clea’s spells listed below are for the Dark Dimension. Outside this dimension she suffers a –1 CS unless other- wise in d i c a t e d .

3 DI A B L O Alchemy Items ME TABOLISM POTION: (R e m a r k a b l e ) Esteban Diablo A character drinking this potion can slow Criminal and Alchemist ALT E R AT I O N—APPEARANCE POTION: down his metabolism as if using the Per- (I n c re d i b l e ) sonal spell Tra n c e . With this potion, Diablo can make the NATURE CONTROL POTION: (I n c re d i b l e ) flesh of his face and body pliable and he can This rare potion, that gives Diablo this Uni- change his human form into a “nerve l e s s versal magical ability, can only control one of protoplasm “ In “protoplasmic” form, Diablo the basic elements and no more than one su ffers no damage from energy attacks and potion can be used at a time. only half damage from physical attacks. NE RVE GAS PELLET: (E x c e l l e n t ) AN I M ATE POTION: (R e m a r k a b l e ) This gas covers two area s . When poured on an inanimate object, the RESIST POTION: (I n c re d i b l e ) object comes alive, and Diablo controls the This potion, when drunk, allows a dying abilities and actions of the new life form as if person to resist death for a short time. The using an spell. effect is the same as the Universal spell EMOTION CONTROL POTION: (E x c e l l e n t ) Vap o r s-Resist Death. When a character drinks this potion, Dia- SLEEPING POTION: (I n c re d i b l e ) blo controls the character as if he were This potion acts as the Miscellaneous under the Emotion Control spell. spell Mists of Morpheus. Fi g h t i n g : GO O D EX P L O S I V E S : (I n c re d i b l e ) Ag i l i t y : TY P I C A L These non-magical potions or pellets can Tal e n t s : Diablo is the world’s foremost alche- St re n g t h : TY P I C A L be thrown up to 1 area away and act as high mist. His Reason in pharmacy is Amazing and En d u r a n c e : GO O D explosive gren a d e s . In c redible in chemistry. Re a s o n : RE M A R K A B L E LONGEVITY POTION: In t u i t i o n : TY P I C A L Although centuries old, Diablo retains the Ba c k g ro u n d : Diablo was born in early Ninth Ps y c h e : EX C E L L E N T vitality of a man in his late 30’s by occasion- Ce n t u ry Spain. At a young age he became inter- ally drinking this potion. ested in alchemy and within a decade was the He a l t h : 32 wo r l d ’s greatest living authority in the field. Ka rm a : 56 MATTER REARRANGEMENT POTION: (A m a z i n g ) La t e r, he moved to Transylvania and, with the Re s o u rc e s : GO O D powers of his magical alchemy, began a tyranni- Po p u l a r i t y : -1 0 This potion makes temporary molecular transmutations, allowing, for instance, for cal reign of terror. He was eventually trapped Po w e r s : the transformation of stones to feathers. Dia- and entombed by the local populace and he bl oc o n t rols the activities of this new mass as remained that way until the Twentieth Century, Ma s t e ry Level—Master of Scientific Magic if using the Matter Rearrangement spell. when he gained mental control over the Thing, Di a b l o ’s powers stem entirely from a huge The effect has a duration of 10 rou n d s . who set him free. The continue to of alchemical potions and pellets that he ME N TAL CONTROL PELLET. (R e m a r k a b l e ) be Diablo’s most frequent opponents. mystically concocts. His entire costume is lined A pellet that gives Diablo control over a char- with hidden pockets where he keeps these acter as if using the Mental Control spell. items that simulate magical effe c t s .

DOCTOR DRUID Un i v e r s a l Anthony Drui d Psychiatrist, Occult Expert, Mystic HY P N O S I S : (A m a z i n g ) The victim is allowed a Psyche FEAT roll to Fi g h t i n g : GO O D resist. If the hypnosis is not successful, Ag i l i t y : GO O D Druid can still create illusions that duplicate St re n g t h : GO O D other powers. In this way he can duplicate En d u r a n c e : RE M A R K A B L E the powers of Invisibility, Eldritch Beams/ Re a s o n : EX C E L L E N T Bolts, Tra n s f o rmation, and Conjure by hyp- In t u i t i o n : EX C E L L E N T notizing the victim. Druid cannot kill Ps y c h e : IN C R E D I B L E s o m eone with these illusions, but any char- acter whose Health declines to zero, falls He a l t h : 60 unconscious. He does not however, lose Ka rm a : 80 Endurance ranks and the damage is auto- Re s o u rc e s : GO O D matically healed when the spell expires . Po p u l a r i t y : 7 ME N TAL CONTROL: (I n c re d i b l e ) Po w e r s : ME N TAL PROBE: (U n e a rt h l y ) NATURE CONTROL—AL L : (R e m a r k a b l e ) Ma s t e ry Level—Druidic Adept Doctor Druid can control the elements and Doctor Drui d ’s abilities are derived from two the weather. major sources: Personal energy and the arca n e PLANT CONTROL: (A m a z i n g ) lo re of his Celtic forefathers. This Druidic form of All other “Nature”-type Universal spells he may “N a t u re” magic consists of Universal spells. use are of a Remarkable power rank. Pe r s o n a l Li m i t a t i o n s : Dru i d ’s druidic powers have a spe- cial vulnerability to iron (see Iron in the Magic FORETELLING: (G o o d ) Items section in Book 2) but are increased when Available only in times of extreme danger. on Celtic holy grounds or dealing with Celtic LE V I TAT I O N : (E x c e l l e n t ) magical items (see Schools of Magic in Book 1). MA N I P U L ATION: (E x c e l l e n t ) SE N S I N G—MYSTICAL DETECTION: Talents: Doctor Druid is a physician, psychia- (E x c e l l e n t ) trist, and occultist. He has a Remarkable Rea- TE L E PAT H Y: (U n e a rt h l y ) son in all three of these areas. Druid also has a TE L E K I N E S I S : (E x c e l l e n t ) Remarkable knowledge of Astron o m y. book on the occult, Druid was summoned by a TR A N C E : (R e m a r k a b l e ) seriously ill lama. Finding Druid worthy after a All other Personal spells he may use are of an Ba c k g ro u n d : A graduate of Harva rd Medical series of spiritual tests, the lama opened Drui d ’s Excellent power rank. School and a licensed psychiatrist, Anthony mind to hidden powers and taught him the Druid ret i red from practice to pursue his occult se c rets of certain mystic arts. The lama died, studies. In the midst of res e a rch for his second leaving Druid to continue on his own.

4 DOCTOR DOOM Victor Von Doom Mo n a rch of Fi g h t i n g : RE M A R K A B L E Ag i l i t y : EX C E L L E N T St re n g t h : RE M A R K A B L E En d u r a n c e : IN C R E D I B L E Re a s o n : AM A Z I N G In t u i t i o n : IN C R E D I B L E Ps y c h e : AM A Z I N G He a l t h : 12 0 Ka rm a : 14 0 Re s o u rc e s : AM A Z I N G Po p u l a r i t y : 40

Po w e r s : Ma s t e ry Level—Disciple of the Scientific School of Magic Doctor Doom’s technological powers are derived from his nuclear-po w e red, computer- assisted, iron armo r. BODY ARMOR: (I n c re d i b l e ) FORCE FIELD: (M o n s t ro u s ) The force field is effective against all phys- ical and energy attacks, including magnet- ism, but excluding magical and psionic at t a c k s . BL A S T E R S : (A m a z i n g ) Do o m ’s gauntlets are equipped with min- ia t u re particle accelerators. These shoot beams of Amazing energy to Remarkable distances (7 area s ) . FL I G H T: (Excellent ) A jet pack is built into Doom’s armo r. AIR SUPPLY: When sealed, the armor contains enough air for four hours underwater or in a total vac- uu m . PSYCHIC TRANSFER: (I n c re d i b l e ) Doom may exchange his consciousness with another human’s thus exchanging bodies as well. The target can avoid a trans- fer if a Psyche FEAT roll is successful. Personal Spells Doom has no Personal energy spells, but can use magical items. Universal Spells ELDRITCH BEAMS/BOLTS : (A m a z i n g ) No other Universal spells have been e a l e d . Di m e n s i o n a l FAL R O T H : (M o n s t ro u s ) FASERI P orphaned at a young age and discovered his No other Dimensional spells have been ExE xE xR mE xEx Ex mo t h e r’s chest of herbs, medicines, and objects rev e a l e d . Health = 90 Ka rma = None said to have magical powers. He learned the Body Armor: (Remarkable) use of these items and eventually came to Tal e n t s : Doom is a scientific genius who has Fo rce Field: (Amazing) understand the basics of magic. Doom later built time machines, space craft, robot serva n t s Fo rce Beams: (Incred i b l e ) became more interested in science but he and guards, mind control devices, and innumer- retained some of his early magical teachings. able super-weapons. His reason is Monstrou s Imitation Doom robots that operate in a diplo- During an experiment in which Doom tried to when inventing things. matic function have the following stats: contact the spirit world, an explosion perma- Doom has invented and uses a wide variety of nently disfigured his face. He fled to Tibet where devices, but the ones he is most noted for are FASERI P GdG dG dE xE xR mR m a number of monks taught him their secrets and his Warrior and Imitation Doom Robots. The fo rged his first suit of armo r. He ret u rned to his Warrior Robots have the following stats: Health = 50 Ka rma = No n e Body Armor: (Remarkable) native Latveria and ruled there with an . FASERI P Fo rce Beams: (Good) Sh o rtly before a number of heroes were trans- ExG dG dE xP rP rP r po rted to the ’s Battleplanet, Doom’s Health = 60 Ka rma = None Each Imitation Doom robot is a double, of the body was killed but he saved his consciousness Body Armor: (Good) real Doom and is programmed to think it is Doc- by using his Psychic Transfer power. Doom tor Doom, except when it is in the presence of failed in an attempt to res t o re his own body but it Imitation Doom robots with combat capabilities the real Doom or another Doom rob o t . has been res t o red by the Beyonder. have the following stats: The full extent of his magical knowledge and Ba c k g ro u n d : The son of a gypsy healer father power is unknown. He normally relies upon his and a mother who was a witch, Doom was te c h n o l o g y.

5 DOCTOR STRANGE Stephen Strange So rc e rer Supreme of the Earth Dimension Fi g h t i n g : GO O D Ag i l i t y : EX C E L L E N T St re n g t h : TY P I C A L En d u r a n c e : RE M A R K A B L E Re a s o n : GO O D In t u i t i o n : MO N S T R O U S Ps y c h e : UN E A RT H LY He a l t h : 66 Ka rm a : 18 5 Re s o u rc e s : GO O D Po p u l a r i t y : 18

Po w e r s : Ma s t e ry Level—Sorce rer Supreme of the Earth Dimension and Master of School of ma g i c Doctor Strange has access to most magical powers and spells. The following are those powers always available to him. Pe r s o n a l ALT E R AT I O N—A P P E A R A N C E : (A m a z i n g ) Doctor Strange can change his own appearance as well as the appearance of those in the same area. ASTRAL PROJECTION: (U n e a rthly) LE V I TAT I O N : (I n c redible) SH I E L D — I N D I V I D U A L : (M o n s t rous) TE L E PAT H Y: (U n e a rt h l y ) All other Personal spells he may use are of a Mo n s t rous power rank. Un i v e r s a l

CO N J U R E : (A m a z i n g ) ELDRITCH BEAMS/BOLTS : (A m a z i n g ) ME S M E R I S M : (A m a z i n g ) TE L E P O RTAT I O N : (U n e a rt h l y ) All other Universal spells he may use are of an Amazing power rank.

Di m e n s i o n a l

CY T T O R A K : (A m a z i n g ) DIMENSIONAL APERTU R E : (M o n s t rous) HOGGOTH: (A m a z i n g ) RA G G A D O R R : (M o n s t ro u s ) SE R A P H I M : (A m a z i n g ) VI S H A N T I : (U n e a rt h l y ) All other Dimensional powers he may use are of an Amazing power rank. Miscellaneous Spells MISTS OF MORPHEUS: (M o n s t ro u s ) SPELL OF SILENCE: (A u t o m a t i c ) No FEAT roll needed. All other Miscellaneous spells he may use are of he no longer practices medicine, Doctor the ocean and the frozen wastes of the Hima- an Amazing power rank. St r a n g e ’s Reason is Remarkable in general layan Mountains, and just as he reached the Magic Items medicine and Incredible in medical ry. li m i t s of his endurance, he stumbled upon the Ancient One’s palace. Unsure of Strange’s wor- Ba c k g ro u n d : Stephen Strange was a brilliant, BOOK OF THE VISHANTI thiness, the Ancient One proved reluctant to ambitious, and somewhat arrogant neuros u r- CLOAK OF LEVITATI O N accept the former derelict as his pupil. But when geon whose meteoric career was cut short DA R K H O L D Strange warned the sorce rer of the trea c h e ry of when an accident injured his hands. Although Ba ron Mordo, a student of the Ancient One, (Seldom used by Doctor Strange) he was offe red many consulting positions, his EYE OF AGAMOTTO Strange became the sorce re r’s disciple. prevented him from accepting. After ORB OF AGAMOTTO In time, the Ancient One left this morta l St r a n g e ’s fortune was lost on many failed (See the Magic Item section in Book 2.) sp h e re and the position of the Earth Dimen- attempts at finding a “miracle” cure for his si o n ’s Sorce rer Supreme passed to Doctor Talents: As part of Doctor Strange’s training in in j u red hands, he quickly degenerated into a Strange. He has, during his tenure, successfully the Far East he learned the basic techniques of drunken derel i c t . t h w a rted many would-be magical tyrants, ma rtial arts. He can Stun and Slam opponents Strange then heard of a learned man in Tib e t , including his oldest , Baron Mordo; pre- of greater Endurance than his Strength. Though known only as the Ancient One, who could work vented numerous extradimensional invasions by miracles. Strange completed the journey acros s other Sorce rers Supreme, most notably Dor-

6 DO R M A M M U anyone throughout the dimensions. If the Malevolent Extradimensional Morta l contact person’s Psyche rank is Class 1000, Fo rmer Ruler of the Dark Dimension Do rmammu must first make a successful red Psyche FEAT for contact. Fi g h t i n g : UN E A RT H LY TR A N S F O R M AT I O N : (U n e a rt h l y ) Ag i l i t y : UN E A RT H LY Do rmammu can use this magical power St re n g t h : MO N S T R O U S on himself or other items and beings. En d u r a n c e : CLASS 1000 Re a s o n : MO N S T R O U S Magic Item and Serva n t s In t u i t i o n : MO N S T R O U S Ps y c h e : UN E A RT H LY PINCERS OF POWER (See the Magic Item section in Book 2.) He a l t h : 12 7 5 WR A I T H S : D o rmammu increases his strength by Do rmammu has at his command, a draining spiritual energy from his followers. host of Wraiths that do his bidding. Wraiths are Th e re f o re he cannot be destroyed unless all no rmally used for surveillance and attacks out- side of the dimension in which Dormammu is of his followers no longer exist. residing. Dressed in sinister black garb, they Ka rm a : 25 0 appear as the astral forms of humans. Usually Re s o u rc e s : Not Applicable dispatched singly or in groups of ten, they are Po p u l a r i t y : +90 to his followers completely loyal to Dormammu and no attack –30 to those who know of him can be made against their minds or emotions. but are not his followers The Wraiths’ deep-set, hollow eyes may give 0 to anyone else. their identity away. Their use can be loaned to a Po w e r s : minion if it will further Dorma m m u ’s plans. Ma s t e ry Level—Master of the School of Their statistics are as follows: Chaotic Magic and former Sorce rer Suprem e FASERI P of the Dark Dimension. ExG dE xG dP rR mE x Do rm a m m u ’s magical abilities rest almost Health: 60 Ka rma: 54 en t i rely within himself, and are increased by Po w e r s : other beings’ worship of him. Dormammu can use any Personal, Universal, or Dimensional ASTRAL PROJECTION: (U n e a rt h l y ) en e rgy7 power and magical spell except those Wraiths do not normally have a physical specifically connected to the maintenance of bo d y. Order, such as the Agamotto and Vishanti ELDRITCH BEAMS/BOLTS : (R e m a r k a b l e ) power s . They can strike from the astral plane into The following are powers always available to the material plane. hi m . FL I G H T: (M o n s t ro u s ) SE N S I N G—DANGER: (I n c re d i b l e ) CO U N T E R S P E L L : (U n e a rt h l y ) SE N S I N G—MYSTICAL DETECTION: Do rmammu can cancel out or tamper with (I n c re d i b l e ) the magical spells of others. For example, he once caused to transform into his Ba c k g ro u n d : Little is known of Dorma m m u ’s mo rtal guise, reversing an enchantment of origins, other than that he is a member of the . To do this, Dormammu must make a extradimensional Faltinian race. With the help power rank FEAT rol l . of his sister Umar, he defeated the invasion of DIMENSIONAL APERTURE: (U n e a rt h l y ) the Mindless Ones and became ruler of the Do rmammu can step through a Dimen- Dark Dimension, increasing his magical abili- sional apertu re or teleport himself into the ties by transforming his body into mystical Ea rth dimension only on Halloween night en e rg y. He consolidated his power, exiled his and only after his followers perfo rm a cere- s i s t e r, and eventually became Sorc e re r mo n y. Su p reme of the Dark Dimension. ELDRITCH ATTA C K S * : (M o n s t ro u s ) As a result of his latest defeat, Dorma m m u GR O W I N G : (Class 1000) was scattered throughout the universe. It is not Do rmammu can grow up to hundreds of believed however, that he was perma n e n t l y feet tall. de s t royed, but rather just severely weakened. IL L U S I O N : (A m a z i n g ) During his absence, both Umar and Clea have Do rmammu can create illusions in other been Sorc e ress Supreme of the Dark di m e n s i o n s . Di m e n s i o n . INTERDIMENSIONAL TELEPORTATI O N : In the last years of his known existence, Dor- mammu and Umar of the Dark Dimension and (Class 1000) ma m m u ’s attention was not focused on ree s t a b- Tib o ro of the Sixth Dimension; and stopped the Do rmammu can teleport within his dimen- lishing himself as of that Dimension, but sp read of chaos by its determined agents, sion. This includes the ability to slip into rather on defeating Doctor Strange and con- Ni g h t m a re, Shuma-Gorath, and Satannish. If a in t e rdimensional space and travel back in quering Earth. To accomplish these ends Dor- ma n ’s greatness is measured by the might of his time in any dimension. The use of this power mammu enlisted the aid of humans, most enemies, then Doctor Strange is surely one of results in a –2 CS of Dorma m m u ’s Psyche notably Baron Mordo (see illustration). The the greatest heroes of all time. and the power ranks of his spells for no less quantity of power that Dormammu can confer Un a w a re of his position of Sorce rer Suprem e , than 24 hours. In addition there is also the upon a minion is immeasurable, but at least the world at large believes Strange is no more no rmal –1 CS for being in another dimen- potentially sufficient to dwarf a dimension’s sor- than an eccentric authority on the occult. si o n . ce rer suprem e . Strange resides in his mansion, the Sanctum MATTER REARRANGEMENT: (U n e a rt h l y ) Sa n c t o rum, located in Greenwich Village in NATURE CONTROL—ALL: (U n e a rt h l y ) New York City. (For details, see the Locations Do rmammu can control the four basic ele- section in the Miscellany of Mysticism.) ments and the weather of a planet he is near. Clea, currently the Sorce ress Supreme of the SH R I N K I N G : (U n e a rt h l y ) Dark Dimension, has been the only disciple of TE L E PAT H Y: (Class 1000) Doctor Strange. They were lovers but the cur- D o rmammu can telepathically contact rent status of the relationship is unknown.

7 D’ S PAY R E D’ S p a y re can mystically instill fear by De m o n touch, but seems to prefer acting indirec t l y. He causes his victims to generate their own Fi g h t i n g : RE M A R K A B L E fears by filling their minds with illusions. Ag i l i t y : EX C E L L E N T D’ S p a y re also uses illusions to masquerade St re n g t h : IN C R E D I B L E as a person trusted by his victim. En d u r a n c e : RE M A R K A B L E ME N TAL PROBE: (A m a z i n g ) Re a s o n : GO O D To better generate more frightening illu- In t u i t i o n : EX C E L L E N T sions, D’Spayre probes the minds of his vic- Ps y c h e : AM A Z I N G tims, looking for phobias and emotional He a l t h : 12 0 vulne r a b i l i t i e s . Ka rm a : 80 PSYCHIC VAM P I R E : (U n e a rt h l y ) Re s o u rc e s : Not applicable If D’Spayre successfully induces fear in Po p u l a r i t y : 0 another being, he can absorb the victim’s Psyche, converting it to Health by making a Po w e r s : successful power FEAT roll. The victim’s Psyche is reduced one rank and the diffe r- Ma s t e ry level—Special ence between the two rank numbers is D’ S p a y re is not a standard magic wielder. He is added to D’Spayre’s health. a demon, a psychic , who draws his suste- The victim can avoid Psyche absorbtion nance from the fear and despondency of humans. by making a Red Psyche FEAT rol l . D’ S p a y re may have mystical abilities other than those listed below, but they have yet to be cata- Ba c k g ro u n d : The origin of D’Spayre’s being is logued. D’Spayre does not follow a parti c u l a r unknown. It is possible that he serves the school of magic and has no level of Magical Mas- Dweller in the Darkness, but he appears to work te ry. Because of the nature of his rather undefin- in d e p e n d e n t l y. He has been seen attempting to able magical abilities, they are not listed as in c rease his abilities in the Florida interdi m e n- Personal, Universal or Dimensional. sional nexus (see the Location section in Book 2) so it is possible that he has some Dimen- FE A R : (M o n s t ro u s ) sional powers. He has tangled with Spider-Ma n , D’ S p a y re must touch the victim (Fighting Ma n-Thing, , and Doctor Strange. FE AT) to use this ability. IL L U S I O N : (U n e a rt h l y )

MA G I K Equivalent to a Servant spell, Magik can, Illyana Nikolovna Rasputin with these teleport disks, summon crea t u re s So rc e ress Supreme of the Limbo Dimension native to Limbo and equal to the Demons of Denak (See the magical crea t u res section). Fi g h t i n g : EX C E L L E N T Ag i l i t y : GO O D Personal spells St re n g t h : GO O D En d u r a n c e : IN C R E D I B L E ASTRAL PROJECTION: (M o n s t ro u s ) Re a s o n : GO O D SE N S I N G—MYSTICAL DETECTION: In t u i t i o n : EX C E L L E N T (M o n s t ro u s ) Ps y c h e : AM A Z I N G SUMMON SOULSWORD: (A u t o m a t i c ) No FEAT roll is req u i red to summon the He a l t h : 80 sw o rd. A physical manifestation of Magik’s Ka rm a : 80 magical powers, the Soulsword causes Re s o u rc e s : GO O D Mo n s t rous damage to any magical crea t u re Po p u l a r i t y : 4 it hits, attacking on the Hack and Slash c o lumn. If the sword is swung through a Po w e r s : character that is possessed or otherwi s e magically controlled or transformed, Magik Ma s t e ry Level—Sorce ress Supreme of Limbo can make a Psyche FEAT roll for countering Use the spells listed for Dormammu as Sor- the spell. ce rer Supreme of the Dark Dimension with a –1 Magik can store her sword in nothingness CS to rep resent Rasputin’s power in Limbo. and summon it whenever she desires auto- Outside her realm Magik is severely weakened ma t i c a l l y. and has the following magical abilities. No other Personal spells have been rev e a l e d BODY ARMOR: (E x c e l l e n t-M o n s t ro u s ) outside the Limbo dimension. The Body Armor is originally of Excellent St rength and improves by one rank to a max- Universal spells imum of Monstrous, each time she uses magic in battle. Her armor stays in effect for No Universal spells have been revealed outside up to five rounds without her having to use the Limbo dimension. magic specifically for the purpose of keeping Di m e n s i o n a l it. (See Book 2 for more informa t i o n . ) Magik does not use Dimensional spells. The TE L E P O RT DISKS only Dimensional entities she knows are purel y Ma g i k ’s power is the ability to chaotic and she does not wish them to rec o g- summon teleport disks. After a successful nize her. Psyche FEAT roll, the disk teleports the user Magik. During this time she learned dark magic first to Limbo and then to the desired desti- Ba c k g round: Magik is the younger sister of from , contested his rule, won the nation. A failed roll indicates a misjump, of the X-Men. The of So u l s w o rd and became Sorce ress Supreme of either in distance (up to one-qu a rter mile her teleportation power sent her and the X-Me n Li m b o . away) or in time. (Judge’s discret i o n — T h e to Limbo where they confronted the lord of that Magik is a good example of a magic wielder final destination could be past or future from realm, Belasco. The X-Men escaped, but Magik who was taught one school of magic (chaos in hours to decades away.) was lost. Because of time distortion, what was this case) and is trying to shape it into another a few seconds for the X-Men was seven years for school with which she is comforta b l e .

8 MORGAN LE FEY GL A M O R : (R e m a r k a b l e ) So rc e ress, high priestess ILLUSION: (M o n s t ro u s ) ME N TAL CONTROL: (A m a z i n g ) Fi g h t i n g : TY P I C A L RAISE DEAD: (I n c re d i b l e ) Ag i l i t y : TY P I C A L Because of her dealings with the forces of St re n g t h : TY P I C A L darkness, Le Fey can sometimes raise mor- En d u r a n c e : GO O D tals who have died. This req u i res a cere- Re a s o n : GO O D mony to be perf o rmed over the dead In t u i t i o n : EX C E L L E N T p e rso n ’s remains and a successful Psyche Ps y c h e : IN C R E D I B L E FE AT roll on her part. She may attempt this He a l t h : 28 only once per corpse. Ka rm a : 70 All other “nature”-type Universal spells she Re s o u rc e s : PO O R may use are of an Amazing power rank. Other Po p u l a r i t y : 0 no n-“ n a t u re ”-type Universal spells are of a Remarkable power rank. Po w e r s : Di m e n s i o n a l Ma s t e ry Level—Master of the Faerie School of CHTHON: (A m a z i n g ) Ma g i c . : (M o n s t ro u s ) Faerie magic is a subschool of “Nature” Le Fey took possession of the Darkhold in magic and is considered to be Universal. the Sixth Century and established a cult of Pe r s o n a l Darkholders in Europe. She was betrayed by her lover, Magnus, who sealed the Darkhold ASTRAL PROJECTION: (M o n s t ro u s ) away from those of evil intent. Since that Her body appears to have been destroy e d time she has been trying to regain the and she now exists in astral form on the Darkhold, which is currently in the posses- astral plane. sion of Doctor Strange. ASTRAL SUPREMACY: (A m a z i n g ) DEMON WINDS: (I n c re d i b l e ) Le Fey is magically stronger on the astral (As the entreated Winds of Watoomb spell) plane. Any magic she uses while in astral DIMENSIONAL APERTURE: (A m a z i n g ) fo rm has a + 1 CS bonus for FEAT rol l s . GA E A : (A m a z i n g ) have a special vulnerability to iron (see Iron in SH A P E—SHIFTING, UNLIMITED: (Amazing) Le Fey is the high priestess of Gaea and the Magic item section in Book 2) but receive a SHIELD—INDIVIDUAL: (Incredible) All other can entreat this entity for Nature Control and bonus when in celtic or faerie holy grounds (see Personal spells she may use are of an Plant Control abilities. Schools of Magic in Book 1.) Excellent power rank. All other Dimensional powers she may use are of an Incredible power rank. Ba c k g ro u n d : Mo rgan Le Fey is half-human and Un i v e r s a l half faerie. She is the same character as ELDRITCH BEAMS/BOLTS : (I n c re d i b l e ) Li m i t a t i o n s : Le Fey’s faerie magical abilities appears in the legends of King Arth u r.

NI G H T M A R E become useless. does. He can attack characters only when they Malevolent Humanoid Entity IMAGE PROJECTION: (Class 1000) sl e e p . Ruler of the Dimension of Drea m s SC RY I N G : (M o n s t ro u s ) SH I E L D — I N D I V I D U A L : (M o n s t ro u s ) Ba c k g ro u n d : Similarly to D’Spayre, who feeds Fi g h t i n g : UN E A RT H LY All other Personal spells he may use are of a upon human fear for sustenance, Nightmare Ag i l i t y : CLASS 1000 Mo n s t rous power rank. lives off the dreams of humans. Dwelling in the St re n g t h : CLASS 1000 Dimension of Dreams, Nightmare monitors the En d u r a n c e : CLASS 1000 Un i v e r s a l collective unconscious of humanity, sometimes Re a s o n : UN E A RT H LY manipulating an individual’s dreams for his own In t u i t i o n : UN E A RT H LY BA N D S : (M o n s t ro u s ) sinister ends. Ps y c h e : CLASS 1000 ELDRITCH ATTA C K : (M o n s t ro u s ) Ni g h t m a re is nearly invincible in his own IL L U S I O N : (Class 1000) realm. Few mortals other than Doctor Strange He a l t h : Ni g h t m a re cannot be destroyed unless All other Universal spells he may use are of a have dared to confront Nightmare in this Dimen- all beings who dream no longer exist. Under mo n s t rous power rank. sion. He is however, easily frustrated by stale- such circumstances, the Dimension of Drea m s Di m e n s i o n a l mates, and has been known to give up his would also cease to exist. attacks. By means of the occult, Nightmare ulti- Ka rm a : Not Applicable DIMENSION OF DREAMS: (Class 1000) mately hopes to expand his dimension into the Re s o u rc e s : Not Applicable Ni g h t m a re can change the substance of waking world. Po p u l a r i t y : Not Applicable this dimension in both matter and energy. Since killing an opponent decreases the num- Po w e r s : ber of dreamers upon which he can “feed,” All other powers he may use are of a Monstrou s Ni g h t m a re prefers to defeat and degrade his Ma s t e ry Level—Sorce rer Supreme of the Drea m power rank. vi c t i m s . Di m e n s i o n . Magic Item and Pet Ni g h t m a re has but one natural enemy in all the dimensions, the crea t u re Gulgo, who never Pe r s o n a l NIGHTMARE’S WAN D : sleeps. Gulgo’s statistics are as follows: AP PA R I T I O N : DEMONIC STEED: The steed is a large black (Class 1000) FASERI P ASTRAL THEFT: (Class 1000) demonic horse with one long horn on his fo rehead. The horn should be treated as a UnU nU nC 1R mMn Ex Ni g h t m a re can project his power into all Health: 1300 Ka rma 125 dimensions over those who sleep. He can claw of a crea t u re attack with a Remarkable draw the astral forms of sleepers to his rea l m Fighting rank. The steed also has Unearth l y for study, leaving the sleepers’ physical Flight. Like Nightmare, the demon-ho r s e bo dies in comas. Once in his domain these cannot be killed unless all crea t u res cease to astral forms can be imprisoned in globes of dream. (See Magic Items Section) fo rce, shrunk in size, turned to stone, or LI M I TAT I O N S : Ni g h t m a re is capable of travel- bo m b a rded with their greatest fears. The ing to the waking world, but as the material astral forms can be trapped indefinitely, but world leaves him virtually powerless, he rarel y after time begin to lose their vitality and

9 SH A M A N Michael Two y o u n g m e n Physician, Medicine Chief of the Sarcee Indians Fi g h t i n g : GO O D Ag i l i t y : GO O D St re n g t h : GO O D En d u r a n c e : EX C E L L E N T Re a s o n : EX C E L L E N T In t u i t i o n : AM A Z I N G Psyche: IN C R E D I B L E He a l t h : 50 Ka rm a : 11 0 Re s o u rc e s : EX C E L L E N T Po p u l a r i t y : 25 Po w e r s : Ma s t e ry Level—Master of Nature Magic Shaman will never use a power that may shape the mind of a person against his will. The following are magical abilities always available to him. Pe r s o n a l ALT E R AT I O N—A P P E A R A N C E : (R e m a r k a b l e ) Shaman can change his own appearance, and if they are willing, the appearance of those around him. But he needs items from his pouch to do this (such as magical pow- ders). At this stage in his mystical develop- ment, he needs items from his pouch to pe rf o rm any magical feat. HE A L I N G—S E L F : (I n c re d i b l e ) This sometimes req u i res an item from his mystical pouch. LE V I TAT I O N / F L I G H T: (R e m a r k a b l e / G o o d ) Shaman can levitate and at the same time. While this allows him a Remarkable power rank for Levitation, his magical Flight speed has only a Good ranking. SE N S I N G—E V I L : (A u t o m a t i c ) Shaman need not cast a spell because this inherent power will automatically warn of evil. This ability has a Remarkable area of eff e c t . All other Personal spells he may use are of an Excellent power rank. Un i v e r s a l ELDRITCH BEAMS/BOLTS : (R e m a r k a b l e ) HE A L I N G—O T H E R S : (I n c re d i b l e ) This sometimes req u i res an item from his mystical pouch. NATURE CONTROL: (A m a z i n g ) Shaman has the ability to control all four basic elements and the Earth ’s weather. This magical ability is sometimes aug- mented by totems and spell components he pulls from his mystical pouch, for instance, powder to create a snowstorm. The exact relationship between his Nature Control PAN-DIMENSIONAL BLAST: (M o n s t ro u s ) S h a m a n ’s teleportation is dependent power and his extradimensional pouch is Shaman can release energy from his upon components from his mystic pouch. un k n o w n . pouch to negate any extradimensionally cre- PLANT CONTROL: (M o n s t ro u s ) ated spell or to send back any extradimen- Miscellaneous Spells Shaman can control the growth and shape sional crea t u re to its home plane. He can SPELL OF SILENCE: (A u t o m a t i c ) of plants, increasing their size one area per te l e p o rt himself and others using magic No FEAT roll req u i re d . round. He cannot, however, make them powder from his pouch. All other Miscellaneous spells he may use are of grow more than ten area s . TIME TRAVE L : an Excellent power rank. All other Universal spells he may use are of an Shaman can use the Dimensional ener- Remarkable power rank. gies within his pouch to propel himself, and those he wishes to accompany him, back Magic Items Di m e n s i o n a l th rough time. When he travels he physically GR A N D FATHER’S SKULL remains in the same location while time The only known of Dimensional ener- GR E AT KEY changes. Unlike most other time travelers, gies used by Shaman is his mystical pouch. MYSTIC POUCH Shaman need not go to Limbo. The change (See the Magic Items section in Book 2) in time only takes seconds. TE L E P O RTAT I O N : (I n c re d i b l e ) Talents: Michael Twoyoungmen is a physician

10 TAL I S M A N LI M I TATIONS: As yet, her powers are too wild Elizabeth Two y o u n g m e n and uncontrolled to allow her to be any level Art Student, Natural Mystic above a disciple. She must make a Psyche FE AT roll everytime she wishes to use a power Fi g h t i n g : GO O D at anything less than its full power, area of Ag i l i t y : TY P I C A L po w e r, or duration of power. St re n g t h : GO O D En d u r a n c e : EX C E L L E N T Magic Items Re a s o n : EX C E L L E N T In t u i t i o n : IN C R E D I B L E CORONET OF ENCHANTMENT: Psyche: AM A Z I N G Now permanently attached to her head, it helps focus her energies as Tal i s m a n . He a l t h : 36 Ka rm a : 11 0 Ba c k g round: Elizabeth Twoyoungmen is a nat- Re s o u rc e s : TY P I C A L ural mystic. She is a living focus for magical Po p u l a r i t y : 5 en e rgies and, when she learns fully to control Po w e r s : them, will have awesome powers. Many, includ- ing the demi-goddess , have rec o g- Ma s t e ry Level—Disciple of Nature Magic nized her as “The promised one” of north e rn From forty generations of Sarcee medicine legends, the embodiment of a great and power- men, very little is known about the full potential ful force for good, the breaker of dark spells, and of Tal i s m a n ’s powers. It is clear however, that the “one who binds all evil.” she is already very powerful afterve ry little train- ing. Talisman must tap mystical forces in her vicinity to perfo rm any magical FEAT. The fol- lowing are spells and powers she has alrea d y ex h i b i t e d .

Pe r s o n a l DAMAGE ABSORPTION/ATTA C K : (Amazing) Talisman has the ability to take mystical en e rgy focused at her in an attack, absorb it, reshape it, and send it back at her attacker. FL I G H T: (R e m a r k a b l e ) MYSTIC CALL/COMPULSION: (A m a z i n g ) When Talisman wishes to summon mem- bers of the team for help, she sends out a mystic call which they all “feel.” If she fails a power rank FEAT roll, the sum- mons becomes a compulsion that the char- acter is forced to obey. When she is in grea t danger this call with an Unearthly range (all of Canada) automatically goes out to a char- acter she knows can help her, usually her fa t h e r. SE N S I N G-EVIL: (A u t o m a t i c ) Talisman need not cast a spell for this in h e rent power will automatically warn her of evil. This spell has an Incredible area of e ff e c t . SE N S I N G—MYSTICAL DETECTION: (A u t o- ma t i c ) This inherent power automatically tells her that magic is present. This ability has an In c redible area of effect and no FEAT roll is req u i re d . All other Personal spells she may use are of a Remarkable power rank.

Un i v e r s a l and surgeon. His Reason is Remarkable in mat- ELDRITCH BEAMS/BOLTS : (R e m a r k a b l e ) ters of medicine and of the occult that deal with NATURE CONTROL—AL L : (R e m a r k a b l e ) “Nature” magic. His Reason is also Remark- Talisman has the ability to control all four able in the mysticism and lore of the North basic Earth elements. American and Innuit (Eskimo) Indians. All other Universal spells she may use are of a Remarkable power rank. Ba c k g ro u n d : Dr. Twoyoungmen was a noted su rgeon who became disillusioned when mod- Di m e n s i o n a l ern science could not save the life of his wife. Following her death, he turned to the mysticism TE L E P O RT—O T H E R S : (S p e c i a l ) of his grandfather, shaman of the Sarcee Indian Talisman has been unable to teleport her- tribe. He was introduced to Canada’s super self or an enemy away from herself. She he ro team Alpha Flight, by Heather Hudson, has, h o w e v e r, during times of extre m e and became a member. He subsequently an g e r, teleported members of Alpha Flight became the protector and mentor of two Alpha hu n d reds of miles away against their will. Flight teammates: Snowbird, a demigoddess, This is not a power she can call on as she and his daughter Talisman, a natural mystic. de s i res, but when successful has Unearth l y ra n g e .

11 SI LVER DAGGER Di m e n s i o n a l Real Name Unrev e a l e d Criminal, Assassin of Magicians FAR A L L O H : (E x c e l l e n t ) No other Dimensional powers have been Fi g h t i n g : EX C E L L E N T rev e a l e d . Ag i l i t y : EX C E L L E N T St re n g t h : TY P I C A L Magic Items En d u r a n c e : EX C E L L E N T Re a s o n : EX C E L L E N T SI LVER DAGGER (A m a z i n g ) In t u i t i o n : RE M A R K A B L E Silver Dagger’s Agility and Fighting abili- Ps y c h e : RE M A R K A B L E ties in using this weapon are Amazing. (See the Magic Item section in Book 2.) He a l t h : 66 Ka rm a : 80 Tal e n t s : Silver Dagger has received training in Re s o u rc e s : TY P I C A L the martial arts. He can Slam or Stun an oppo- Po p u l a r i t y : -5 nent whose Endurance is greater than Silver Da g g e r’s Stren g t h . Po w e r s : B a c k g ro u n d : Silver Dagger is a re l i g i o u s Ma s t e ry Level—Disciple of Eclectic Magic fanatic with a personal vendetta against all Silver Dagger has had no systematic training magic. Once a high clergyman, his frus t r a t e d in the mystic arts but through res e a rch he ambition led him to begin studying the mystical knows a hodge-podge of powers and spells. He arts. He quit his position and began traveling has used the following powers. around the world to study with adepts of all the “dark religions”. After they taught him all they Pe r s o n a l could, he killed them with his dagger. At the discretion of the Judge any Personal He now seeks out magic wielders and either spells he may use are of a Good or Excellent makes them renounce magic or kills them. Sil- power rank. ver Dagger is utterly ruthless and obsessed with “cleaning” the world of magic, although he Un i v e r s a l uses it himself to accomplish his ends. He believes that god is using him as his personal ELDRITCH BEAM/BOLTS: (E x c e l l e n t weapon to rid the world of this evil. ME N TAL CONTROL: (R e m a r k a b l e ) Silver Dagger’s last known location was in the ME S M E R I S M : (R e m a r k a b l e ) Orb Dimension of Doctor Strange’s Orb of Aga- All other Universal spells he may use are of an motto. He has escaped from there before, and Excellent power rank. is likely able to do so again.

UM A R INCREASED ENDURANCE: Umar can survi v e Fo rmer Ruler and Sorce ress Supreme of the en v i ronmental conditions that would be fatal to Dark Dimension. most humanoids. She has, for example, easily su rvived the intense heat and pres s u re at the Fi g h t i n g : EX C E L L E N T center of the Earth . Ag i l i t y : RE M A R K A B L E St re n g t h : AM A Z I N G B a c k g ro u n d : Umar and her brother Dor- En d u r a n c e : UN E A RT H LY mammu were both born in the mystical dimen- Re a s o n : IN C R E D I B L E sion of the Faltine. Having great mystical talents In t u i t i o n : IN C R E D I B L E and perceived as a threat, they were both exiled Ps y c h e : MO N S T R O U S to the Dark Dimension before they rea c h e d He a l t h : 20 0 ma t u r i t y. Ka rm a : 15 5 After reaching maturity, Dormammu, in orde r Re s o u rc e s : Cu rrently unknown to become more powerful, transformed his body Po p u l a r i t y : Cu rrently - 20 in the Dark into living mystical energy and attained a power Dimension, 0 elsewhere greater than his sister, in her present form, can ac h i e v e . Po w e r s : Umar helped Dormammu defeat the Mind- less Ones and secure the throne of the Dark Cu rrent Mastery Level—Master of Chaotic Magic Dimension for himself. She was eventually ban- F o rmer Sorc e ress Supreme of the Dark ished to an isolated pocket-dimension because Di m e n s i o n her brother did not trust her ambitions. When he As Sorce ress Supreme, Umar had the same was defeated by Doctor Strange and his powers abilities to manipulate malevolent mystic force s diminished, Umar ret u rned to the Dark Dimen- as her brother Dormammu, but her skill in using sion where she claimed the throne. Rebel them was not equal to his. As Sorc e re s s fo rces, led by her daughter Clea, recently over- Su p reme, Umar has all the listed powers of Dor- t h rew her tyrannical rule. The loss of the mammu, but at a power rank of –1 CS from his “flames of regency” which indicate the people’s listed power ranks. su p p o rt, has seriously weakened her mystical Um a r’s daughter Clea has dethroned her, and po w e r s . Umar is now considered a Master. As a Master, To prevent a counter-revolution, Clea sus- Umar has all the listed powers of Dorma m m u , pended her mother and father, Umar and Orini, but at a power rank of -2 CS from his listed within mystic crystals and cast them into “eter- power ranks. At this level none of her powers nal banishment,” presumably in some pocket exceed a Monstrous power rank. di m e n s i o n . Sp e c i a l s : LO N G E V I T Y: A pure-blooded Faltinian, Umar has not aged since reaching adulthood.

12 MAGICAL CREATU R E S

The following monsters all serve the purposes Cre a t u res, especially demons, are not known T E L E PAT H Y—L I M I T E D : Their commander, of chaos. Occasionally a single crea t u re or pack for their courage and they quickly lose morale. If usually a powerful being in another dimension, of crea t u res will slip through a Dimensional a pack of extradimensional crea t u res suffers a can maintain a telepathic link with the crea t u re s ap e rt u re that has not been properly sealed but loss of at least a third of its numbers without and direct their actions. most often they are brought to the Earth dimen- injuring a party of , its members will sion by a villainous magic wielder. ret reat to the location from where they came. UNIQUE SHAPE—SH I F T I N G : The Demons of These crea t u res also might act as troops for a They will not ret u rn to fight unless their master is Denak can easily alter their shapes. They can mystical invasion or as guards to prevent char- with them. If he refuses to accompany the “ooze” around most obstacles and throu g h acters from entering a specific dimension. attack, the crea t u res will disperse to their native traps. Only a complete enclosure, like a sphere Whatever their function, they are seldom pleas- di m e n s i o n s . or cube, can contain them. ant and almost always act to weaken or distract Silver weapons, as has been explained in the Ba c k g round: Demons of Denak is the title a hero so an evil character can strike. Miscellany of Mysticism, cause double their nor- given to most non-humanoid or non-an i m a l Magical crea t u res with physical attacks use mal damage to demons. Crea t u res listed below lesser demons that exist in the multiverse. They the Magic Effects Table when attacking. Those that qualify as demons are set in bold italics. can be any texture, shape, and color they with claws or teeth determine their attacks by Note: Descriptions for magical crea t u res do not de s i re. A demon usually does not serve any per- using their Fighting ability for the Bite-Claw manent master. These are the crea t u res sum- column, those that pummel use the Slugfest have the normal “P o w e r s ” section, as a char- acter does. Instead it has a “S p e c i a l s ” se c t i o n moned by the spell the “Demons of Denak” column. A crea t u re ’s bite, claw, or pummel (see Denak entry in Book 2). The Demons of causes damage equal to its Strength rank, no t for unusual abilities. The powers used are res e rved for magical abilities and spells. Denak love to spread chaos and will usually its Fighting rank. appear in the Earth dimension as shock troo p s When in its home dimension a crea t u re of an incoming extradimensional invasion. always has initiative on the first round of com- DEMONS OF DENAK bat, but thereafter initiative is determined as FASERI P DEMONS OF DESPAI R no rmal. When an extradimensional crea t u re is ExTyE xTyP rG dP r FASERI P reduced to 0 Health, it usually either goes back Health: 52 Ka rma: 18 GdTyG dTyF bP rTy to its own dimension or dies and decays rapidly. Health: 32 Ka rma: 12 Ka rma is given as normal for the defeat of a Sp e c i a l s : cre a t u re and no is lost for inadverte n t l y Sp e c i a l s : de s t roying a demon or evil crea t u re . CL AWS AND BITE: The Demons of Denak A crea t u re may be poisonous. When a hero is have two claw attacks per round. If they suc- FAN G S : Demons of Despair can bite only one poisoned, the Judge makes a FEAT roll for the cessfully grapple an opponent, they may opponent a round, but can bite that opponent poison, using the poison’s potency rank. If suc- attempt to bite him in the same rou n d . tw i c e . cessful and the hero’s Endurance rank is equal FLY: Th e re is a 25 percent chance that any to or higher than the poison’s potency, the hero POISON BITE: The fangs of a Demon of Demon of Denak can fly. He may writhe throu g h falls unconscious for 1 to 10 rounds (roll one Despair drip with venom. If a second bite in the the air or possess wings. Roll for the possibility die). If the poison FEAT is successful and the same round is successful the venom will enter of flight when the demon appears. he ro ’s Endurance rank is less than the poison’s the wound, causing Incredible damage. po t e n c y, the hero loses all his Health points and COLD TOUCH: The demon must first grapple Ba c k g ro u n d : Demons of Despair are usually st a rts dying, losing one Endurance rank per his opponent, and if successful, can cause found in the Dimension of Dreams. They are round until someone gives him first aid. In both Remarkable damage in subsequent rounds by humanoid and can walk on two legs but move cases, assuming he survives, the hero tem- maintaining his grapple. A demon cannot use two areas per round quicker when on all four. porarily loses two ranks from every ability not his claws while applying his freezing touch. These demons are most often summoned to the below Feeble for the next 24 hours. Ea rth dimension as servants of Nightmare.

13 DY K O R R S make attacks of or in whatever element it is IMPROVED SIGHT: In their natural shape, Eye co m p o s e d . Killers have the head of an , complete with FASERI P Infravision (See MARVEL SUPER HEROES RmG dE xG dTyG dTy Ba c k g ro u n d : Greater Elementals are stron g Campaign Book, p. 40). Their heads can turn Health: 70 Ka rma: 22 magical crea t u res that can be conjured forth completely around allowing them to see direc t l y from the basic substance of a planet, either air, behind themselves. Sp e c i a l s : ea rth, fire, or water. Those that exist on Earth respond most readily to druidic spells and other Po w e r s : CL AW S : All Dykorrs have claws that are fully fo rms of “nature” magic. Though not actually manipulative, like a human hand. They can demons and not usually chaotic, they can be ELDRITCH BEAMS: ( I n c redible) These either be used to cause claw damage or can employed in such a fashion by master magic beams issue forth from their hands or fore- grasp a weapon. wi e l d e r s . limbs. With their Eldritch Beams Eye Killers FL I G H T: A Dykorr has the magical ability to fly Generally a Conjure spell combined with a can steal an already defeated character’s with an Excellent power rank. Its normal speed Na t u re Control spell is necessary to call forth a life essence. Eye Killers are known as is four areas per round and its top speed is six Greater Elemental. When they appear, they “s t e a lers of souls” by many North American areas per round. (See the Flight power in Book 1 us ually take the form of a humanoid composed Indian tribes. Eye Killers retain these beam for limitations of magical flight.) of their element. Once vanquished, a Grea t e r capabilities even in human form. Elemental will simply rev e rt back to its inani- THICK SKIN: A Dykorr has thick skin that is mate su b s t a n c e . Ba c k g ro u n d : Eye Killers are “Earth demons” equivalent to Remarkable body armo r No Greater Elemental can take form in sub- that have their origins in another dimension. In stances that are mixtures of elemernts, such as its natural state an Eye killer is a 20 to 30-fo o t- B a c k g ro u n d : The Dykorrs have been co n c rete and plastics. A Greater Elemental can, long green serpent with the feathered head of described as the most grotesque demons in all ho w e v e r, pass through substances of which its an owl and the forelegs of a mountain lion. the cosmos. They are basically humanoid in element composes the primary part. A Grea t e r Th e re are few Eye Killers left on Earth and they fo rm, but are usually part animal in struc t u re . Elemental, however, must ref o rm from its pure only travel in pairs, usually as mates. They have The Ancient One imprisoned the Dykorrs in the element. So, for example, as concrete is com- se rved powerful characters in the past and will Unknown Realm centuries ago. There they posed mostly of rocks, an earth elemental can do so again if they believe it will lead to a ret u rn dwindled in number until now only a couple fo rce its way up through pavement and attack a of the old ways, that is, a low level of civilization dozen rem a i n . he ro only if it can find dirt. steeped in fear and superstition. They are among the most intelligent of the lesser demons and are the equivalent of most EL E M E N TALS, LESSER GA R G O Y L E S humans at using devices. Though they have few FASERI P FASERI P special powers, they are extremely organized and Ty Ty PrP rP rP rF b ExE xR mE xP rF bP r could easily be “group leaders” of lesser demons, Health: 20 Ka rma: 10 Health: 90 Ka rma: 10 such as the Demons of Denak or Despair They are a demanding lot and pick their Sp e c i a l s : Sp e c i a l s : leader meticulously. The last character to rally them was the dread Dormammu, but they con- BI T E : Lesser Elementals have very sharp teeth. CL AW S : Ga rgoyles have large claws that, when stantly questioned his ability to lead them. Once They can bite once per round and while they are used, raise their Fighting rank to Remarkable. convinced, however, that their leader is compe- flying. This is their only means of attack outside Only one claw attack per round can be tent (Judge’s discretion) their morale increa s e s of slugging with their fists. at t e m p t e d . and they will break ranks and ret reat only if they FL I G H T: Lesser Elementals have bat-wings and have failed to defeat a single opponent and half TAI L : Ga rgoyles have long, segmented tails fly at no faster than I area per rou n d . their numbers have been destroyed (as that can be used for the purposes of Slugfests. opposed to a third for most other demons). Background: Lesser “low level” Elementals, The tail can be used to attack a character one as Doctor Strange calls them, are ugly, gree n area away but they cannot attack with both tail EL E M E N TALS, GREATE R humanoids with bat-wings and sharp teeth. and claws in the same rou n d . FASERI P They are among the easiest crea t u res to sum- HO R N : Ga rgoyles have a single, long horn on InP rE xG dP rF bF b mon to the Earth Dimension and as Lesser Ele- their foreheads which can be used with a norma l Health: 74 Ka rma: 8 mentals have humanoid shapes, many magic combat charge. A successful Fighting FEAT rol l wielders use them as servants, mystical slaves, causes an additional 10 points of Bite and Claw Sp e c i a l s : and messengers. They can also be used as nor- damage to the target above the Slugfest dam- mal “troops” in an extradimensional invasion. NATURAL ARMOR: Since a Greater Elemental age from the charge . is made up of any one of the four basic Earth EYE KILLER MAGICAL MATE R I A L : Ga rgoyles are made of elements, air, earth, fire, or water, it is extrem e l y (Also called the Stealer of Souls) enchanted stone and have Amazing body armo r di fficult to hurt them physically. A weapon com- against all forms of non-magical attack. Magical posed of the same element as the elemental FASERI P attacks or magical weapons, affect them as nor- has no effect on the monster. If the weapon used RmG dE xTyE xG dE x mal (No body armo r ) . to strike is magical no body armor is considered . Health: 66 Ka rma: 50 Ot h e rwise their body armor is Remarkable. Po w e r s : Sp e c i a l s : EL E M E N TAL MOVEMENT: A living manifesta- FORCED SHAPE-SH I F T I N G : A can tion of one of the four elements, it is quite simple UNIQUE SHAPE-SH I F T: Eye Killers can shape tr a n s f o rm another character into a gargo y l e for Greater Elementals to speed along in its own sh i f t f rom their natural form into a normal human by making an Agility FEAT role for Targ e t i n g el e m e n t . For example, an earth elemental that fo rm. If they wish, however, to appear as a spe- (see Magic Effects Table) and holding the wishes to move along the ground can leave its cific human, they must make a successful Rea- victim for two consecutive rounds. On the fo rm and simply rec reate itself farther along in son FEAT roll. Eye Killers can transform from th i rd round, transformation is complete and the direction it wants to travel. All of the Grea t e r the human to their natural form in one round, if the victim will assist on the “attacker’s” mis- Elementals move at 1 area per round outside of they are doing nothing else. As a human they sion. Once altered, a victim will act as a mag- their element. Within their element their move- can move only one area per round and they lose ic a lc re a t u re even if the original Gargoyle is ment rate is as follows: their claws. defeated. If a Psychic Seal of Perma n a n c e Air—7 areas per rou n d CL AW S : In their natural shape, Eye Killers have spell is cast upon the transformed character, Ea rth—4 areas per rou n d the transformation is permanent. Otherwi s e Water—6 areas per rou n d the forelegs of a mountain lion, complete with retractable claws. the victim can be res t o red to his original character by a spell of exorcism. There is no Po w e r s : SP E E D : Eye Killers have serpentine shapes time limit on the length of the spell or for its NATURE CONTROL: (I n c re d i b l e ) that allow them to move quickly, four areas per rev e r s a l . A greater elemental can create shields or rou n d .

14 Ba c k g ro u n d : Th e re are many types of Gar- spells are available to the Agamotto and the SL I T H E goyles, but the ones described here are the Vis h a n t i-the Judge can create other count- most powerful ones encountered by Doctor er-s p e l l s . FASER IP Strange. They appear to be made of gray stone, Ty GdI nTyTyP rG d are 10 feet long from the tip of the horn to the tip Ba c k g ro u n d : The G’uranthic Guardian is a 50- Health: 62 Ka rma: 20 of the tail, and have blazing red eyes, They fo o t-tall scaly humanoid crea t u re which guards occasionally stand up on their hind legs, but are the palace of the Dark Dimension. It is not a Sp e c i a l s : usually quadrapedal. demon and not an item, but some form of living artifact that squats over the palace entrance, TENDRIL EYES: The Slithe has two large, red They seem to be extremely susceptible to the eyes, both located on the tips of tendrils. These Light of Truth and Order emitted by various looking downward, waiting to defend his post. The Guardian has a large fist giving him a Mon- tendrils can stretch to 5 areas long and become spells and objects (see the Vishanti and Aga- so thin they can snake through plumbing pipes motto entities and magic items in the Miscellany st rous Fighting rank for Slugfest. While most attacks do not faze the Guardi a n , and out of faucets. Thus, the Slithe can spy on of Mysticism). They will not enter an area bathed matters that interest him by using these eyes as in this light, for they dare not admit the truth of his eye can be blinded by either extreme mysti- cal darkness, as in the or by the Light periscopes out of street gratings, manhole cov- their own base nature. If corne red and sub- ers, and so on. jected to this light for 5 continuous rounds they of Truth and Order as in the light of the Eye of will disintegrate. Agamotto or the light spell of the All-Se e i n g TE N TA C L E S : The Slithe has numerous tenta- They are usually encountered in no more than Vishanti. Once blinded the Guardian will shut cles of various lengths and thicknesses. The pairs and very rarely in great numbers. Though his eye and take a day or two to rec o v e r. tentacles can be used to grab victims and drag it is feasible for them to exist everyw h e re, they them down to the Slithe waiting below. are most prevalent in the Dimension of the Sha- MINDLESS ONES NEAR INVULNERABILITY: The Slithe is invul- do w q u e e n . FASERI P nerable to all attack forms ex c e p t ve ry bright (The Defenders’ Gargoyle is not the same RmP rG dE xF bF bF b light and a loss of fear (see Background for the type of gargoyle as the ones mentioned here. ) Health: 64 K arma: 6 loss of fear). Intense natural or artificial light (full sunlight or searchlight equivalency) causes G’URANTHIC GUARDIAN Sp e c i a l s : Good damage to the Slithe every round he is FASERI P THICK SKIN: The Mindless Ones have thick exposed to it. Magical light does its normal rank RmTyM nA mP rTyA m skin that acts as Excellent body armo r. of damage to the Slithe. The Slithe never posi- Health: 161 Ka rma: 60 tions itself anywhere near a source of bright EYE BEAM: The single, oval eye that each of li g h t . Sp e c i a l s : the Mindless Ones possesses, fires an energy beam that causes Excellent damage. The beam Ba c k g ro u n d : The Slithe is a huge monster that BODY ARMOR: The G’uranthic Guardian has is not magical in nature, but is like the Slugfest resembles a hybrid of a slug and a squid. It has Mo n s t rous Body Armor against all forms of en e rgy beam of the mutant hero Cyclops. It can two red eyes on stalks, numerous tentacles, and at t a c k s . be fired only once per round and has a range of is a dung color. The Slithe lives in the depths of E N V I R O N M E N TAL INDEPENDENCE: T h e only 1 area . the sewers of New York City and can reach up th rough the adjoining vents, grates, manhole G’uranthic Guardian can stand in its porta l-l i k e MINDLESSNESS: These beings are completely covers, and plumbing into the world of man. position for eons without nourishment, sleep, or mindless. Though illusionary powers and spells It “eats” by dragging a terror-stricken victim need for movement. It is one of the most patient work on them, other mental powers that attack or down into the sewers and then sticking him into of crea t u re s . affect the mind, such as Confusion, Fear, Mental one of its transparent, gelatinous, holding sacs. Co n t rol, and Mesmerism, do not. Po w e r s : All of the fear and terror felt by the victim crea t e s E N V I R O N M E N TAL INDEPENDENCE: T h e y a form of energy that the Slithe feeds upon. Pre- G’URANTHIC EYEBEAM: (I n c re d i b l e ) need not eat, sleep, or breathe, but seem to su m a b l y, the Slithe keeps its victims in the sac Usually closed, the single eye of the derive their energy from an inexhaustable inter- until they die of starvation or fear, then deposits G’uranthic Guardian opens to scan the nal supply. It is unknown if they age or ever die. their remains somewhere. It can hold up to two intent of an approaching character. If the This does not appear to be a magical condition, hu m a n-sized victims at one time. character means to harm the ruler of the just a natural one. Strangely enough, if the victim in the sacs Dark Dimension the scanning beam turns conquers his fears (which req u i res a red Psyche into an unusual attack beam. Submitted to INEXHAUSTIBLE: The Mindless Ones are tire- FE AT roll) a reverse siphon is enacted and this beam, a character is rooted in place and less and never cease fighting and moving. If drains the lifeforce out of the Slithe in 3 rou n d s . must succeed in a Psyche FEAT roll to move. defeated they will lay as if dead for 3 rou n d s , When the Slithe is drained, nothing is left but a Five successful Psyche FEAT rolls by the then rise up and begin fighting again. Karma is pool of goo. victim are req u i red to move out of the granted as normal for defeating them. The Slithe is the Earthly counterpart of the be a m ’s range. Dweller in the Darkness, ruler of his own dimen- Each round that a character is in the Ba c k g ro u n d : These tireless beings are the ulti- sion, the Dimension of Fear. beam, the G’uranthic Guardian may make a mate chaotic crea t u res. Clea, the current Sor- Psyche FEAT roll. If the roll is successful, the ce ress Supreme of the Dark Dimension, who SP I N Y B E A S T vi c t i m ’s Reason, Intuition, and Psyche are all keeps them confined behind a mystical trans- reduced by one rank. pa rent barrier has ref e rred to them as, “primi- FASERI P If the victim leaves the beam while these tive, savage, totally devoid of love, or hate, or Ty GdP rTyP rF bF b abilities are still Typical or higher, he will any type of intelligence. They live only to Health: 26 Ka rma: 8 slowly recover on his own at the pace of one fight... and to destroy. ” rank for each ability per hour. The Mindless Ones, gray humanoids with Sp e c i a l s : If the victim’s Reason, Intuition, and slightly bulkier and taller bodies than human SPINES: The Spinybeast is covered with short Psyche all drop to Feeble it is as if all of the males, lived in a pocket cosmos that was acci- red spines which act as Good body armo r. ch a r a c t e r’s knowledge and will power were dentally added to the expanding Dark Dimen- These magical spines of Remarkable Material drained away. The enfeebled victim cannot sion. In rebellion, they killed many of that St rength are filled with a poison of Amazing use mental or magical powers and even the Di m e n s i o n ’s magic wielders and Olnar, its rul e r. po t e n c y. Upon the puncture of a character’s most simple of tasks cannot be completed. Do rmammu, who was later to become Sorce re r skin, he is allowed an Agility FEAT roll to jump Once the victim has been stupified, the crea- Su p reme of the dimension, herded them, and back before the poison is injected. tu re closes its eye and waits for the next locked them behind a mystical barri e r. They in t ru d e r. After the beams power has expired , have on numerous occasions escaped from this Ba c k g ro u n d : The Spinybeasts exist only in the stupified victim’s abilities ret u rn at the ba rr i e r, caused chaos, and then been ret u rn e d Ni g h t m a re ’s Dimension of Dreams. These dog- rate of one rank per hour. to their confines. These crea t u res travel in large sized, red quadrapedal crea t u res, act as guard- A counter-spell can fully res t o re the char- packs of between ten and 100 and have never ians of the dimension. ac t e r’s mind and knowledge. Such counter- en t e red the Earth dimension. Ni g h t m a re forces these crea t u re into action

15 by flashing a special mystic prod, just above YANDROTH’S BAT their spines. If, however, Nightmare touches a MA RVEL SUPER HEROES, MARVEL SUPER VIL- Spinybeast with the prod, the crea t u re is killed FASERI P LIANS, MARVEL UNIVERSE, Baron Mordo, Brot h e r in s t a n t l y. Spinybeasts are never encountered Ty ExE xTyP rF bF b Voodoo, Clea, Diablo, Doctor Doom, Doctor Drui d , Health: 52 Ka rma: 8 Doctor Strange, Dormammu, D’Spayre, Magik, Mor- mo re than one at a time. gan Le Fey, Nightmare, Shaman, Talisman, Silver Dag- Sp e c i a l s : ge r, Umar, Demons of Denak, Demons of Despair, TWIN SPIRITS Dykkors, Greater Elementals, Lesser Elementals, Gar- This pair of “smoky ” has no known sta- FL I G H T: Yan d ro t h ’s Bat’s massive wings allows goyles, G’uranthic Guardian, Mindless Ones, Slithe, it to Fly at a rate of 20 areas per round. Its ability Spinybeast, Twin Spirits, Visimajoris, Yan d ro t h ’s Bat, tistics and none are needed. Twin Spirits cannot Yan d ro t h ’s Slug, Karl Amadeus Mordo, Ancient One, attack and need not defend as no known attack to maneuver in the air is better than any other Vishanti, Lord Phyffe, lkonn, Mabdhara, Satannish, affects them and they can pass through any known flying crea t u re of comparable size. It can Val t o rr, Jericho Drumm, Daniel Drumm, Damballah, ob s t a c l e . completely switch directions in one area, no Papa Jambo, Faltine, Raggadorr, Prince Orini, Olnar, Their sole purpose is to fetch an item or char- matter how fast it is moving, making it unpred i c t- Dark Dimension, Flames of Regency, Esteban Diablo, acter that their summoner has specified. They able and a very dangerous opponent. Thing, Fantastic Four, Anthony Druid, Stephen travel at speeds up to the speed of light but can Strange, , Seraphim, Darkhold, Agamotto, CL AW S : Yan d ro t h ’s Bat has a three-digit talon travel slower if transporting a character. Umar Ti b o ro Sixth Dimension, Shuma-Gorath, Chthon, at of each wing, which can strike as , Thor, Odin, Wraiths, Dweller in once had Doctor Strange brought to her in this claws. If the bat uses one of these claws while Darkness, Florida Interdimensional Nexus, Spider- fashion and there was nothing he could do to swooping, its Fighting and Strength ranks are Ma n ,M a n-Thing, Cyclops, Magnus, Gaea, Merlin, Spi- stop his abduction. These crea t u res can even in c reased one column for every 5 areas it der Woman, the , Dimension of Drea m s , grasp astral forms . Demonic Steed, Gulgo, Victor Von Doom, Latveria, swoops. For example, at its fastest speed the Twin Spirits are created by mystic smoke pro- Fa l roth, Doom Robots, Beyonder, Battleplanet, Illyana bat has an Incredible Fighting rank and a Mon- duced by a magic wielder’s brazier, but their Nikolovna Rasputin, Dimension of Limbo, Soulsword, st rous Strength rank. The bat cannot strike with in f requent appearances have led many to con- Colossus, X-Men, Belasco, Michael Two y o u n g m e n , mo re than one claw per rou n d . clude that an extremely expensive and rare Great Key, Mystic Pouch, Grandfather’s Skull, Alpha Flight, Heather Hudson, Snowbird, Faralloh, Elizabeth incense must be burned in a brazier to crea t e THICK SKIN: The bat’s thick skin acts as Twoyoungmen, Unknown Realm, Infravision, The Light their form (Judge’s discret i o n ) . Excellent Body Armo r. of Truth and Orde r, Dimension of the Shadowqueen, Darkforce, Dweller in the Darkness, Dimension of VI S I M A J O R I S Ba c k g ro u n d : This bat is named after Yan d ro t h , Fear, Creators, Apalla, Yan d roth, and the distinctive (Also called the Divider of Souls) the alien scientist who sought to defeat Doctor likenesses thereof are trademarks of the Marvel Com- © Strange by scientific and technical experti s e . ics Group. Copyright 1986 Marvel Comics Group, a division of Cadence Industries Corporation. All rights FASERI P Yan d roth ruled the planet on which the bat RmG dE xI nG dE xE x res e rved. Printed in the U.S.A. Game Design Copy- exists, and he most likely created the bat by © Health: 100 Ka rma: 50 right 1986 TSR, Inc. All rights res e rv e d . genetic engineering. This book is protected under the copyright laws of the A demonic-looking crea t u re, but not a demon, United States of America. Any rep roduction or other Sp e c i a l s : the bat is magenta in color, has a man-sized trun k unauthorized use of the material or artwork contained MU LTIPLE EYES: Visimajoris has at least 17 and head, and has colossal wings with a span of at he rein is prohibited without the express written con- sent of TSR, Inc. and the Marvel Comics Group. Dis- eyes, most on eyestalks but at least one each least 100 feet. An omnivore, the bat’s speed and maneuverability are fantastic, and few animals tributed to the book trade in the United States by on the back of his hands. He can see in all direc- Random House Inc. and in Canada by Random House tions at once and he can never be surprised by being hunted can escape it. The bat is not chaotic of Canada, Ltd. Distributed to the toy and hobby trade a physical crea t u re . or evil and it is highly unlikely that a character by regional distributors. would ever encounter more than one bat at a time. TE N TACLED HANDS: Vis i m a j o r i s ’s hands end The names of characters used herein are fictitious and in tentacles so strong they are considered claws do not refer to any persons living or dead. Any descrip- YANDROTH’S SLUG tions including similarities to persons living or dead are in combat. FASERI P me rely coincidental. All Marvel characters, and the di stinctive likenesses thereof are trademarks of the Po w e r s : PrP rE xG dF bF bF b Health: 38 Ka rma: 6 Ma rvel Comics Group. This product is fictitious and is not based on any known belief or practice, nor is it an EYE BEAM: endorsement of any belief or practice. MARV E L Visimajoris can fire magical beams from Sp e c i a l s : SUPER HEROES and MARVEL SUPER VILLAINS are his eyes combining the beams from all eyes trademarks of the Marvel Comics Group. Copyright SHELL: The shell that covers most of Yan- © into a single attack. To affect a victim Vis i m a- 1986 Marvel Comics Group, a division of Cadence joris must obtain a bull’s eye result on a Tar- dro t h ’s Slug is of Monstrous Material Stren g t h . Industries Corporation. All Rights Reserved. Printed in geting FEAT roll (see the Magic Effe c t s Unless an attacker can batter through the shell, the U.S.A. he must target his attacks on the head. A bull’s- Table). When properly focused on a victim, © eye is needed to hit it (see the Magic Effe c t s Game Design Copyright 1986 TSR, Inc. All Rights the beam divides the target by doubling his Re s e rv e d . fo rm every round until, for example, after 9 Table for Targetting magical attacks and the Bat- rounds, there are 512 diffe rent forms . tle Effects Table for Shooting & Throw i n g ) . Ev e ry round the character is struck by the ULTRASOUND: Yan d ro t h ’s Slug can emit ultra- beam, all of his abilities and power ranks are sound through his two antennae. This ultra- reduced by one rank. The character dies if sound is a sonic attack that causes Amazing all abilities are reduced to Shift 0. If the char- damage to everything in and adjacent to the acter is still alive, the instant Visimajoris is area it occupies. st ruck down, the multiple images rec o m b i n e into their original form. Abilities and power Ba c k g round: This slug is named after Yan- ranks ret u rn at the rate of one rank per droth, the alien scientist who sought to defeat rou n d . Doctor Strange by scientific and technical ex p e rtise. Yan d roth ruled the planet on which Ba c k g ro u n d : Visimajoris is a demon monster the slug exists and he most likely created the and of The Creators into the slug by genetic engineering. Quadriverse. Visimajoris nearly defeated Doc- The slug is monstrous, 60 to 70 feet long and 35 tor Strange, who was trying to stop The Crea- feet high. It is mottled gray, except for its single tors, when Apalla, the sun queen, struck the la rge, pink, multifaceted eye. The slug cannot mu l t i-eyed crea t u re down. He still lives and it is move faster than 1 area per round horizontally and doubtful that he can ever be completely can climb only half an area per round. Yan d ro t h ’s de s t ro y e d . Slug is always found alone. It is omnivorous and NI G H T M A R E most likely, given the time and inclination, can con- sume inorganic matter as well.

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