<<

I am beginning to wonder if calling these the Amazon of Backworld, and Amazon of the Amazon “ Book” might have been a mistake. chapters. When I started compiling the original, it was going to be a single book, not the first in a series. Not sure if For this project, I needed to raise money. Making the word “ultimate” applies anymore. Still, I like the a .pdf is expensive, and it requires virtual currency title, so I shall proceed to call this line by that name, that has no real value, and only exists inside my and there will be at least one more following this imagination. So, unfortunately, I was forced to sell ad book. space for the book to a few organizations. I did not really check them out too , but I am sure they are This book was originally going to be called “Odds pure and wholesome groups, run by moral people. and Ends”, and it was going to contain Origins from DC, Image, and Marvel (and any other source I As always, I hope this book is enjoyed by others, stumbled upon). and that you find some useful Origins for your campaign within these pages. It quickly outgrew the original intention, when I -MTS discovered Public Domain Super Heroes Wikia, which is a great site, and a very fun read. I simply could not find many Origins from Image available online, and to be honest, I know very little about the line. I had not originally planned on having a lot of Origins from Image, but that changed, and I quickly had well over a hundred Origins, and decided I would do an Image Sourcebook as a separate project (coming soon™).

I dubbed this Supplement “Golden Age and More” because the bulk of the book is Golden Age Origins.

As you peruse the book, you might notice this one is a little Amazon heavy. When I was showing Tammra the Origins being added so she could pick the ones for her Origin Table, she said I should do one just for Amazons from various comics. I offered to make one, and told her some of them would be a reprint of previous Origins, and she said it was OK, and I did not need to do one. Therefore, to make her happy, I did some searching an added Amazite,

Golden Age and More I

picture to the left is an excellent example, and the one she uses on various forums).

This project, even though nearly complete, was on “indefinite hiatus”. Our PC died, and being out of work, I simply did not have the money to recover anything off of the old hardrive. I found some cheap cables, and posted on Facebook asking if they would work for the transfer, and she sent us an External Hardrive unit, and a 1TB hardrive for extra storage (seriously, the laptop I am using right now is pretty laughable – my mother got it for free as part of a purchase years ago). She did this all out of her own pocket, and asked for nothing in return.

This book is dedicated to an awesome lady, who Kat, you are AWESOME, and Tammra and I has been a cornerstone of the Classic Marvel cannot thank you enough, ever. Not only was I able community for years, even before I started writing to recover this, but several other projects, which will and sharing. Kat is definitely a veteran, going back to be released over time. being part of the original MSH RPG mailing list that is now archived at Topica. Thank you, Thank You, and THANK YOU again! Kat, I could fill pages singing your praises, but you - MTS do like to have a modicum of privacy, and I can respect that. Hell, it was years before I revealed my Thank you! As one of the projects I worked the real name on the net, and was only known as most on appeared to be lost as well, thank you again. MajorTomSawyer. May you have the life you deserve. - Tammra Also, An Iron Butterfly is an awesome moniker.

She has contributed many things over the years, and has sent me quite a few files she has archived that can be found at Gaming Nerds Я Us, or appear as parts of the various books I have released over time.

She is also an amazing 3D artist, and you can find much of her work scattered across the (the

II Golden Age and More

I like to play characters that are unconventional option. Allow me to paraphrase the Alien Hero characters, especially when I use a canon Origin. Option from the Advanced Set Judge’s Book: Sometimes this can even explain why the character is on Earth (or wherever the setting of the game takes This is an option that may be chosen by the player place), instead of their home planet. Imagine how a with the Judge’s permission. The hero has the listed -wielding alien to a race of ice-wielding abilities, modified by a roll on the Ability Modifier aliens might be treated? They might have been Table, making one roll for each ability. Any shunned by their race, so they left their home, possessed by the Origin are similarly wielded by the looking for acceptance. hero, occupying slots.

You will find that many of the Origins should Talents should be chosen with an eye towards the have their abilities/powers better defined, but I have Origin involved. Those listed for the Origin may be elected to keep them “generic” to allow players and taken first, in place of randomly rolled Talents. Judges more freedom in character creation. Additionally, not always assigning ranks to lists of As for Contacts, the hero may either choose the known Powers allows the freedom to roll their initial race/group he/she belongs to, or no initial Contacts ranks, rather than using the Ability Modifier Table (in which case the character is a renegade). for everything. Ability Modifier Table*

Die Roll Modification 01-15 Reduce by one rank 16-50 Remain unchanged 51-70 Increase by one rank 71-85 Increase by two ranks 86-95 Increase by three ranks 96-00 Increase by four ranks *Unless noted otherwise, no ability may be modified in any fashion below Feeble or above Monstrous

Now, it may be easy to substitute the base stats listed with some of the Origins presented in this To use this book, the Ability Modifier Chart from book, and use the various rolling charts from the the Advanced Player’s Book tends to be the best Ultimate Powers Book. As an example; Aliens roll on column five. Cyborgs roll on column four, etc…

Golden Age and More III I always recommend Players and Judges work they do. Dagda joining a team of Outcasts could be a together on things like this to determine what is best little much. for the game. I have taken the liberty of reproducing the Ability charts from the Ultimate Powers Book To preserve balance in my games, I limit the here for convenience, in case anyone disagrees with number of Powers I allow some Origins. I have the the base stats/rolling chart provided, and would like Player roll their initial number of Powers normally. I to substitute one of the charts listed below. treat every power that is a default Power for that Origin as an optional Power. Players can roll up new Generating Primary Abilities Powers on their own and be a character of that Origin if they prefer. They use the Origin for the Each Origin uses one of the following columns on character’s background. If they decide they want to the Random Ranks Table. Roll for each of the seven buy powers with later on, I allow them to buy primary abilities on this table. their Origin’s Powers at a discounted price.

Initial 1 Mutant, Rank 2 Normal Rank Altered Name Folks Number Humans Feeble 1 01-05 01-05 Poor 3 06-10 06-25 Typical 5 11-20 26-75 Good 8 21-40 76-95 Excellent 16 41-60 96-00 Remarkable 26 61-80 --- Incredible 36 81-96 --- Amazing 46 97-00 --- Monstrous 63 ------

Rank 3 High 4 Robots 5 Aliens Name Technology Feeble 01-05 01-05 01-10 Poor 06-10 06-10 11-20 Typical 11-40 11-15 21-30 Good 41-80 16-40 31-40 Excellent 81-95 41-50 41-60 Remarkable 96-00 51-70 61-70 Incredible --- 71-90 71-80 Amazing --- 91-98 81-95 Monstrous --- 99-00 96-00

Now, keep in mind that when the legendary David E. Martin wrote the Ultimate Powers Book, none of the Origins had as many Powers as some of the default powers listed in this book. It would be very easy in some of the cases to roll fewer powers then the Origin comes with by default. This is yet another opportunity for Players and Judges to work together to determine what will be the most fun for the Player, and preserve campaign balance for the game.

Judges should never feel bad about saying “Roll or pick again”, and Players should understand when

IV Golden Age and More Table of Contents

Origin Tables Page 1 Origins (Continued) Origins Chapter Forty-Two: from Page 74 Chapter One: Aldebarans Page 6 Chapter Forty-Three: Land of the Chapter Two: Alfheim Page 7 Page 75 Chapter Three: Amazar Page 9 Women Chapter Four: Amazons Page 11 Chapter Forty-Four: Ligra Page 76 Chapter Five: Amazons of Backworld Page 12 Chapter Forty-Five: Lilin Page 81 Chapter Six: Amazons of the Amazon Page 15 Chapter Forty-Six: Living Corpses Page 83 Chapter Seven: Amoeba Men Page 17 Chapter Forty-Seven: Men Page 85 Chapter Eight: Ani-Men Page 18 Chapter Forty-Eight: Ludberdites Page 86 Chapter Nine: Antarenes Page 19 Chapter Forty-Nine: Lunerzons Page 87 Chapter Ten: Antons Page 20 Chapter Fifty: Mechanical Monsters Page 89 Chapter Eleven: Arc Centurians Page 22 Chapter Fifty-One: Page 90 Chapter Twelve: Autan Page 23 Chapter Fifty-Two: Mermazons Page 91 Chapter Fifty-Three: Monsters from the Chapter Thirteen: Bems Page 26 Page 92 Chapter Fourteen: Berev'ha Dentii Page 27 Mirror Chapter Fifteen: Black Light Men Page 28 Chapter Fifty-Four: Mosquito Men Page 93 Chapter Sixteen: Blyntzyns Page 29 Chapter Fifty-Five: Neo Page 94 Chapter Seventeen: Brain Men of Mars Page 30 Chapter Fifty-Six: Neptune Page 97 Chapter Eighteen: Cat People Page 31 Chapter Fifty-Seven: Onees Page 98 Chapter Nineteen: Cathexis Page 33 Chapter Fifty-Eight: Otherworld Page 99 Chapter Twenty: Page 35 Chapter Fifty-Nine: Outcasts Page 107 Chapter Twenty-One: Clawites Page 37 Chapter Sixty: Paratwa Page 108 Chapter Twenty-Two: Core People Page 38 Chapter Sixty-One: Page 112 Chapter Twenty-Three: Page 39 Chapter Sixty-Two: Phantoms Page 115 Chapter Twenty-Four: Cybernoids Page 41 Chapter Sixty-Three: Pixies Page 117 Chapter Twenty-Five: -Sidhe Page 42 Chapter Sixty-Four: Plasma Wraiths Page 118 Chapter Sixty-Five: Possessors and Chapter Twenty-Six: Cymradia Page 43 Page 119 Parasites Chapter Twenty-Seven: Deaglos Page 45 Chapter Sixty-Six: Rigel-3 Page 123 Chapter Twenty-Eight: Demon People Page 46 Chapter Sixty-Seven: Sagittarius Page 125 Chapter Twenty-Nine: Descendants Page 47 Chapter Sixty-Eight: Sakaar Page 126 Chapter Thirty: Drakulon Page 48 Chapter Sixty-Nine: Satania Page 128 Chapter Thirty-One: Drugs, Formulas, & Page 50 Serums Chapter Seventy: Saturnians Page 129 Chapter Thirty-Two: Fire-Monsters Page 62 Chapter Seventy-One: Scorpio Page 131 Chapter Thirty-Three: Fish People Page 63 Chapter Seventy-Two: Scorpius Page 132 Chapter Seventy-Three: Seaweed Chapter Thirty-Four: Fish-Men Page 64 Page 133 Creatures Chapter Thirty-Five: Flatula Page 65 Chapter Seventy-Four: Shark People Page 135 Chapter Thirty-Six: Fleshless Ones Page 67 Chapter Seventy-Five: Sharkmen Page 136 Chapter Thirty-Seven: Giants of the Page 68 Elephant Grave Yard Chapter Seventy-Six: Sidri Page 137 Chapter Thirty-Eight: Gnorrkin Page 69 Chapter Seventy-Seven: Solanoids Page 138 Chapter Thirty-Nine: Haydes Page 71 Chapter Seventy-Eight: Spineless Ones Page 139 Chapter Forty: Ice People Page 72 Chapter Seventy-Nine: Starks Page 141 Chapter Forty-One: Imagions Page 73 Chapter Eighty: Stonebacks Page 143 Chapter Eighty-One: Sunev Page 144

Golden Age and More V Origin Tables (Continued) Chapter Eighty-Two: The Builders Page 146 Chapter Eighty-Three: The Homelands Page 151 Chapter Eighty-Four: Titan Eternal Page 153 Chapter Eighty-Five: Tor-o-don Page 154 Chapter Eighty-Six: Tyclosians Page 156 Chapter Eighty-Seven: Uncara Page 157 Chapter Eighty-Eight: Venus Page 158 Chapter Eighty-Nine: Volta Page 160 Chapter Ninety: White Apes of Barsoom Page 161 Chapter Ninety-One: Zarko Page 162 Chapter Ninety-Two: Zutarians Page 163 Appendix Appendix One: Character Origins Page 166 Appendix Two: Optional Ways to Round Page 170 Out Your Character Extras In Closing Page 178 Index Page 179

Notes Page 182 Bibliography Page 187

VI Golden Age and More

Book of Origin Die Roll Origin Use this to determine which Origin book will be used 21 Chitauri when rolling up a character. 22 Clawite

23 Core Person Die Roll Book Used 24 Cube Man 01-25 DC 25 Cybernoid 26-50 Golden Age and More 26 Cyber-Sidhe 51-75 Marvel 27 Deaglos 76-00 Wildstorm 28 Demon Person

29 Descendant The Golden Age and More Origin Chart 30 Dragon-Man Die Roll Origin 31 Dwarven Servant 01 Aldebaran 32 Elf* 02 Amazite♀ 33 Fable 34 Fairie 03 Amazon* ♀ 35 Fire-Monster 04 Amoeba Man 36 Fish Person 05 Ani-Man 37 Fish-Man 06 Antarene 38 Flatulan 07 Arc Centurian 39 Fleshless One 08 Anton 40 Fomor 09 Autanian 41 Ghost Fox Woman♀ 10 Bem 42 Giant 11 Berev'ha Dentii 43 Giant of the Elephant Grave Yard 12 Black Light Man 44 Goblin 13 Blyntzyn 45 Gnorrkin 14 Brain-Lord 46 Half-Man 15 Brain Man of Mars 47 Ice Person 16 Builder* 48 Imagion 17 Cat Person 49 ♀ 18 Cathexis Invader from Venus 19 Centaur 50 Leprechaun 20 Chemically Enhanced 51 Lilin

1 Golden Age and More The Golden Age and More Origin Chart Die Roll Origin (Continued) 97 White Ape of Barsoom 98 Wolf of Tuatha de Danan Die Roll Origin 99 Zarkon 52 Lion-Person 00 Zutarian 53 Living Corpse 54 Lizard Man Amazon Sub-Table 55 Ludberdite 56 Lunezon* Die Roll Origin 57 Mechanical Life Form 01-34 Amazon♀ 58 Mechanical Monster 35-67 Amazon of Backworld ♀ 59 Mercurian 68-00 Amazon of the Amazon ♀ 60 ♀ Mermazon 61 Mosquito Man Builder Sub-Table 62 Neo 63 Neptunian Die Roll Origin 64 Onee 01-16 Aleph 65 Outcast 17-32 Abyss 66 Paratwa 33-52 Builder 67 Pellucidarian* 53-68 Caretaker 68 69-84 Curator 69 85-00 Gardener 70 Plasma 71 Possessor/ Elf Sub-Table 72 Rigellian* 73 Sakaaran Native Die Roll Origin 74 Satanian 01-25 Cat Elf 75 Saturnian 26-50 Elf (Otherworld) 76 Scorperson 51-75 Ice Elf 77 Scorpius 76-00 Light Elf 78 Seaweed Creature 79 Shark Person Lunezon Sub-Table 80 Sharkman 81 Sidri Die Roll Origin ♀ 82 Solanoid 01-50 Lunezon 83 Spineless One 51-00 Mooniac 84 Stark 85 Stoneback Pellucidarian Sub-Table

86 Sunevian* Die Roll Origin 87 Synthopoid 01-33 Mahar 88 Titan Eternal 34-67 Primitive Human 89 Tor-o-don* 68-00 Sagoth 90 Tuatha de Danan

91 Tyclosian Possessor/Parasite Sub-Table 92 Uncarian 93 Undercloak Die Roll Origin 94 Vampiri 01-50 Parasite 95 Venusian 51-00 Possessor* 96 Voltaman

Golden Age and More 2 Possessor Sub-Table Tammra’s Favorites

Die Roll Origin Die Roll Origin 01-17 01-05 Amazite ♀ 18-34 Demon 06-10 Amazon ♀ 35-50 Energy Being 11-15 Amazon of Backworld ♀ 51-66 Magical Entity 16-20 Amazon of the Amazon ♀ 67-83 Psionic Being 21-25 Cat Elf 84-00 Undead 26-30 Cat Person

31-35 Chemically Enhanced Rigellian Sub-Table 36-40 Fable Die Roll Origin 41-45 Fairie 01-50 Rigellian 46-50 Fomor 51-00 Rigellian Recorder 51-55 Ghost Fox Woman ♀ 56-60 Invader from Venus ♀ Sunevian Sub-Table 61-65 Lilin 66-70 Lunezon ♀ Die Roll Origin 71-75 Mermazon ♀ 01-50 Birdman 76-80 Neo 51-00 Parrot-Man 81-85 Titan Eternal 86-90 Tuatha de Danan Tor-o-don Sub-table 91-95 Vampiri

96-00 Wolf of Tuatha de Danan Die Roll Origin

01-50 Gryf

51-00 Tor-o-don

3 Golden Age and More

This Part of the book is dedicated to Origins.

5 Golden Age and More Chapter One: Aldebarans

Source: Nedor Comics Typical Aldebaran

In the year 2488 A.D., alien invaders from distant space known as the Aldebarans tried to conqueror the Earth using their advanced weaponry and other technology. Their main method of invasion is to convert small planetoids into space fortresses/bombs. Each fortress was equipped with an armada of ships to defend the base while it prepared to smash into its target. The Aldebarans were also equipped with guns, holographic projectors, and language translators. They did not succeed in invading the Earth.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Aldebarans can raise any one Ability +1CS. • Starting Resources are set at Poor. • Aldebarans start out with only one Contact, their race.

Golden Age and More 6 Chapter Two: Alfheim

Source: Typical Cat Elf

Alfheim is one of the Nine Worlds and exists on the highest level of the World Tree along with and Vanaheim. Little is known about this realm, whose primary inhabitants are the Light Elves. The Light Elves' few appearances have shown them to be peaceful, friendly, and happy beings with few, if any, weapons. Their shapes range from appearing physically human save for their pointy ears, to slightly more alien anatomies. , the All-Father, appointed the Vanir known as Frey to be Alfheim's ruler. At least two different extremes of climate have been documented in the realm. Primarily, it has been shown to have a temperate, spring-like climate, including vast forests.

F A S E R I P Gd Rm Gd Gd Ex Gd Ex Alternately, Alfheim has been described as a 8 26 8 8 16 8 16 land of ice and snow. It is unknown of this Health: 50 Karma: 40 change was brought about due to the rebirth of Ragnarok, or if this is simply another portion of Known Powers: Alfheim. The blue-skinned light elves of • Power Simulation: Due to the mystical Alfheim's snowy regions share many of the same nature of the Elves all powers possessed characteristics of their ordinary counterparts, by them are spells, as per Power being peaceful, playful, and friendly beings. Simulation. The exception to this rule is powers that are “Always on” such as Elves Hyper-Intelligence, Hyper-Strength, etc… The Light Elves first appeared in Alpha • Natural Weaponry – Claws: Ex 16 Flight, when lied to an ill and delusional Edged . , claiming he is one of them. This prompts Northstar to journey to Alfheim to Talents: Tracking reside there, abandoning the rest of .

The Cat Elves, a subspecies of Light Elves, are introduced later, when Northstar learns he has been deceived. These Elves are smaller than their brethren, and ride winged cats as their steeds.

Another subspecies, the Ice Elves, were revealed when the Ano-Athox warlord Uthana Thoth wiped one of their palaces out. The Ice Elves reside in the frozen portion of Alfheim.

7 Golden Age and More Typical Ice Elf Typical Light Elf

F A S E R I P F A S E R I P Gd Ex Gd Ex Ex Gd Ex Ex Ex Gd Gd Ex Gd Ex 8 16 8 16 16 8 16 16 16 8 8 16 8 16 Health: 48 Karma: 40 Health: 48 Karma: 40

Known Powers: Known Powers: • Power Simulation: Due to the mystical • Power Simulation: Due to the mystical nature of the Elves all powers possessed nature of the Elves all powers possessed by them are spells, as per Power by them are spells, as per Power Simulation. The exception to this rule is Simulation. The exception to this rule is powers that are “Always on” such as powers that are “Always on” such as Hyper-Intelligence, Hyper-Strength, Hyper-Intelligence, Hyper-Strength, etc… etc… • Resistance to Cold: Ex 16 Talents: Archery Talents: Survival

Golden Age and More 8 Chapter Three: Amazar

Source: Marvel Amazar

Scarlet Witch’s Dream Amazar was an alien dimension, a world of swords and sorcery, ruled by the witch-queen The stars are afraid tonight. Space crackles Eleyn. It was assaulted by Gargan and his Iron and shudders, as if in dread or revulsion. The Golems, after which it was presumably fed on by end is drawing near. Eldritch chaos surrounds Lore, and whatever was left when she was done this bright, lonely world. Amazar. Soon it will was likely scavenged by the Scatter. It appeared not need a name at all. Portents are aligned, the as a lone island floating in the of space. signs are right. Vast magicks are woven in a lattice around the planet, and beneath their Amazites unwholesome glow, Amazar’s famous floating citadel prepares to die. Wave upon wave of A group of warrior women and sorceress, landing pods down through the clouds they fought savagely against Gargan and his Iron and strike the citadel rock, ready to split open Golems, but were no for the powerful and release their cargo… Iron Golems, large , who captured their witch-queen Eleyn and powerful warriors. and turned her over to Lore. It is not known if any of them survived Lore's draining their Witchcraft keeps the Golems bound and loyal, world's energy, or the likely follow-up attack by while alloyed into their metal souls drives the Scatter. them on. As they within the floating citadel, the Golems know no mercy, no feeling, no remorse - they know only how to kill. The warrior-women of Amazar fall beneath the Golems’ creaking, burnished fists. The Amazites, as the warrior-women are known, are famed across the cosmos for their nobility and martial prowess. Now, the white marble halls and terraces of their citadel become their tombs.

The dread Gargan, wizard and conqueror, stands atop his huge flying , hovering over the madness below. On the floating citadel, he relishes the relentless advance of the Golems. For a lunar month, he and his forces have laid to Amazar. Now they commit it to the fires of never-more. The Amazite women are lost and leaderless, for their witch-queen is sick and dying. For the last week she has lain in her chambers, suffering from an unknown malady, thus depriving the Amazites of her vast elemental

powers, which are their greatest strength.

Despite that, the Amazites battle on, delaying in the inevitable. Gargan believes his victory is assured and his elaborate plan complete. It is almost too easy…

9 Golden Age and More Typical Amazite

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46

96-00 Mn 63

Additional Creation Notes

• Amazites can raise any one Ability +1CS. • Starting Resources are set at Poor. • Amazites start out with only one Contact, their race.

Golden Age and More 10 Chapter Four: Amazons

Source: Typical Amazon

In the Brazilian jungles, Oran of the Jungle discovered a group of Amazons with plans of conquest, armed with advanced technology such as rocket ships, ray guns, and televisors. Their army had a massive modern city hidden inside a mountain, that featured buildings such as a palace and coliseum.

Their Queen dealt with , such as Oran. She would force them into gladiatorial matches with her pet, a giant reptile resembling a dinosaur or dragon. A mutual attraction between Oran and the Amazonian Queen was seemingly developing, but nevertheless the queen threw the handsome newcomer to the beast lest he interfere with her plans.

After being informed of the threat by Oran, The Brazilian army destroyed and apprehended the Amazonian forces swiftly using their tanks.

F A S E R I P Ex Rm Ex Ex Ex Rm Ex 16 26 16 16 16 26 16 Health: 74 Karma: 58

Known Powers: • None

Talents: Engineering, Animal Husbandry, Weapons, & Martial Arts.

11 Golden Age and More Chapter Five: Amazons of Backworld

Source: Marvel Comics to "do what must be done." As Soreana acknowledged that she would try, the former The Amazons are a tribe of warrior women Cody realized what was going on between the living in a city either in or bordering the "rocky two Amazon women. outlands," across a river from a jungle region. Having experienced brutal treatment by men, the Amazons generally slew any they encountered, though an Amazon could take a man as her private property. Amazons wishing to claim the same man would resolve the matter by combat, sometimes to the death. The Amazons typically refer to each other as sisters, presumably more of a figurative designation than literal.

They worshipped the god of light and life: Brontnekkhar, though they also invoked Flauvus, K'ozar, and Great Zharn.

They wield spears, daggers, bolas, and bow and arrows.

The Amazons were experienced with the "Kell," the undead servants of Shlime.

Following a thunderstorm, Soreana wandered the jungle lands. Observing an eeoynai approaching the open canister containing the unconscious body of the mind-erased former Soreana slew Keelooah in a fierce struggle, Emmanuel Cody, Soreana struck it with an after which the warrior-sisters broke into a wild , but became trapped under a collapsing song of praise, an ancient song in honor of the rotten branch before she could finish the god of light and life, Brontnekkhar. As Soreana creature. claimed Bront, he told her that, though he lacked a past and a name, he was still a man, a free man, Reviving, the former Cody slew the eeoynai, and he refused to be anyone's servant. When he freed Soreana, and struggled to breach the grabbed one of the warrior-sisters' spears, language barrier and convince Soreana of his Soreana struck him with the shaft of her spear, good intentions. Coming upon the scene, the knocking him out. Amazons subdued Cody with a bola, and then Axomeen ordered the others to slay him, to make With the former Cody unconscious, the certain he would not do further violence to one warrior women bound his arms behind his back of their own. Before the women could strike with around a thick branch. their spears, Soreana rushed forward, explaining how the man had saved her. Imploring Axomeen As he recovered, Soreana apologized, telling to spare him, she answered in the affirmative him this was necessary if he was to stay alive; when Axomeen inquired if she wished to take "Be faithful and obedient and I will reward you the man as her private property. Keelooah well." challenged Soreana's claim, further noting how Axomeen had long favored Soreana, despite Shackled and weary, the man was led through Keelooah being the bravest and strongest. the lush jungle - out toward the Amazon city. As Whispering to Soreana that Keelooah had too the group reached the rocky outlands, the night long spewed poison against her queen, Axomeen wind whispered excitedly to the stars, naming gave Soreana her own and encouraged her the man as "Bront."

Golden Age and More 12 The night wind whispered the name even as Katrin referred to them as her pets, and she the party of tawny-limbed amazons, chattering in treated them like animals. They spoke in some a strange, musical language, led him captive primitive language, though Katrin seemed to through the rocky crag. It was picked up and understand them. carried by the tides and eddies swirling below: Bront...Bront...Bront! Telepathically, guided by Shlime, Bront began a journey to the Lake of Fire and the As they crossed a stone bridge between two Monkey Puzzle Tree. Shlime led Bront over a cliff edges, presumably hearing the voice in the ridge and to a ; as he approached, Bront was wind, Soreana told Axomeen she had decided to unaware he was being watched by several name the man Bront. Axomeen only insisted dwarven man-creatures armed with axes and Soreana feed and clean up after him. other weapons.

Suddenly, one of the Amazons noticed and After guiding Bront into a cave, Shlime warned Axomeen that one of the Kell was in the realized he actually had made a mistake and that water, invoking both Flauvus and Zharn for this was the wrong cave, but it was too late to protection as she realized the Kell saw stop Bront from being ambushed by at least them...with eyes that cannot see. Shlime, acting seven dwarven creatures; armed with battle-axe- in unseen fashion through his servant, caused the like weapons, they swiftly subdued Bront. stone bridge to crumble, and Axomeen told the women to be brave as Bront and the Amazons The dwarves bound Bront's hands and feet to into the water. After the Kell claimed Bront a pole and carried him through the caverns to and rowed away, Axomeen and Soreana pulled their mistress, Katrin. themselves onto land, with Axomeen warning Soreana that she had feared her pet would anger Bront awakened near the end of the trip and the elders...and that she would be whipped for futilely attempted to re-establish mental contact this. Soreana sobbed over the loss of her Bront. with Shlime, and his one-sided conversation amused Katrin. Intrigued, Katrin wondered what Identified Members: Axomeen (), else he could do, and his responses led her to Keelooah, Soreana have him brought to her bed and left there (hands still bound). Bront eventually became annoyed Note: Some of the women were referred to as with Katrin, and he departed Katrin's abode, "these two Amazons" in #66, and the group was fighting his way past a number of dwarves in the referred to a "party of tawny-limbed Amazons" process. in #79. The term may well be a descriptor rather than their actual name, but they were otherwise One of her dwarves told her "Unga Slug only described as warrior women or warrior- Batha!" She understood this to mean that Bront sisters. would soon be dead if he continued heading in the direction he was going...towards the lake of Katrin's Dwarven Servants fire and the whampa.

Comment: Most of the time, only 3-4 of the servants were shown on panel, but there was one in the initial conflict that showed seven attacking Bront. Whether it was intentional to have seven dwarves (as in Snow White and the...), I have no idea.

13 Golden Age and More Typical Amazon of Backworld Typical Dwarven Servant

F A S E R I P F A S E R I P Ex Rm Ex Ex Ex Rm Ex Gd Ex Gd Ex Gd Ex Gd 16 26 16 16 16 26 16 8 16 8 16 8 16 8 Health: 74 Karma: 58 Health: 48 Karma: 32

Known Powers: Known Powers: • None • None

Golden Age and More 14 Chapter Six: Amazons of the Amazon

When first encountered these the Amazons attacked her calling her traitor and warrior women, they had been brainwashed by deceiver, with an Amazon named Ariadne hurling her Tezcatlipoca, and were doing his bidding. She spear at Diana. immediately recognized they were Amazons, albeit a variety she had neither seen nor heard of before. The A brief battle ensued, and Diana quickly brought Amazonians took Wonder Woman to the sacrificial it to an end by using her golden lasso to subdue many altar with her friends, wherein she engaged in a battle of the Amazons, when an unbound Atalanta called of wills and might with Tezcatlipoca. His thralls were for an end to the skirmish. Atalanta revealed to Diana freed from his control during the battle, when that her greeting raised their ire, since it was her Wonder Woman released an imprisoned eagle, the mother's ruinous leadership that caused them to leave symbol of pride and courage to the Amazons. They Paradise Island. She continued mentioning subsequently fought alongside Tezcatlipoca against Hippolyta's ill-starred romance with Heracles, and animated Aztec statues. When Wonder Woman how he beguiled her then stole her Girdle of Strength. managed to open a great sealed door, the Amazons She stated she was never the same thereafter, and she fled, which prompted Tezcatlipoca to say "Bah! Let withdrew all of the Amazons from the world and them go... I do not care!" The battle was concluded forbade them ever to consort with men. Diana when Wonder Woman destroyed an artifact made to countered that this was Aphrodite's edict, not the resemble Tezcatlipoca, freeing him from his mortal Queen's, but Atalanta replied that the Goddess of form, and he withdrew. Love was testing her. It was Hippolyta's chance to prove that she could overcome her wounded pride After defeating Tezcatlipoca, Wonder Woman and learn to love again. Atalanta thought she never reunited with the Amazons, who had mistook her for would, but believed that Diana's presence suggested Artemis (the ancient Wonder Woman). They stated that she did open her heart again at last. that Hippolyta told them that she was dead, but the Queen had lied before. Wonder Woman then Diana revealed that she had no father. Atalanta persuaded the Amazonians to let her follow them stated she must have sought out Godly help, and that back to their Amazon River home, which was very the love of a mother for her daughter is powerful similar in construction to the architecture of Paradise indeed, but it is not the only love that women were Island. made for, and asked her if she had ever loved a man. Diana said that the picture Atalanta painted was of a , and that Hippolyta was never so unjust. She stated that she learned of , courage, and kindness at her knee. Atalanta replied stating that she was stubborn, righteous, and would hear no dissent. She continued adding that Hippolyta was a fine teacher but refused to be taught. Atalanta then asked what lesson might they would they have learned had it been Hippolyta who told Diana the tale of the Amazons of the Amazon, and asked what other lessons of the past she keeps hidden from Diana.

Visibly shaken by Atalanta's words, Diana accused her of lying, and said she would not listen to her talk this way and walked away. Atalanta allowed her to go, knowing her words had struck a troubling chord in Diana's heart.

She was taken to their Queen Atalanta by a group Diana went to the river, wishing the waters could of Amazons led by Maia, as they thought it was her wash away her strife. She wondered “if what place to answer Wonder Woman's questions. Atalanta troubled her the most was that she can believe her had questions of her own, and when Wonder Woman mother might…” when her reverie was interrupted by revealed she was Diana, the daughter of Hippolyta, Atalanta. Diana started to apologize, and was cut off

15 Golden Age and More by Atalanta. She stated that they are very much alike, and that she also comes to that very for solitude. She said she would leave Diana with her private thoughts, and once more, that she has sisters here who will always welcome her.

Typical Amazon of the Amazon

F A S E R I P Ex Rm Ex Ex Ex Rm Ex 16 26 16 16 16 26 16 Health: 74 Karma: 58

Known Powers: • None

Golden Age and More 16 Chapter Seven: Amoeba Men

Source: Nedor Comics Typical Amoeba Man

Amoeba Men are an aggressive species of amoeba-like aliens that are said to originate from Saturn, and foes of Lance Lewis. The technology of their race was unique, but similar to that possessed by Earth at the time including laser weapons and spaceships.

Powers and Abilities

Amoeba Men have several unique powers thanks to their physiology. These included the ability to survive unaided in a vacuum, shape- shifting, mass manipulation, telepathy, being unaffected by physical blows, and the ability to swallow and digest prey with their acidic bodies. Energy weapons or attacks are effective against them, however.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Amoeba Men can raise any one Ability +1CS. • Starting Resources are set at Poor. • Amoeba Men start out with only one Contact, their race.

17 Golden Age and More Chapter Eight: Ani-Men

Source: DC Comics Typical Ani-Man History

The Ani-Men were an organization of human/animal hybrids. They were the former board members of the bankrupt corporation, Repli-Tech Industries. When Repli-Tech's CEO Rex Rogan discovered that the company was going under, he had his top scientist, Doctor Lovecraft, use an experimental DNA treatment to transform Rex and the others into powerful beast men. Rex became a lion-man, while his assistant and lover, Irena, became a cat-woman named Reena. Others were transformed into rhinoceros-men, whale-men, lizard-men, scorpion-men, etc.

Naming himself Rex, Rogan provided his Ani-Men with the glory and power that he had promised them. He opened a private stadium called the Arena, where the Ani-Men

would participate in bloody gladiatorial combat. Maximus Rex presided over the festivities to an F A S E R I P audience filled with the wealthiest elite the city of New York had to offer. Rex himself would * * * * Gd 10 Gd 10 Gd 10 also engage in combat, but always as the main Health: Special Karma: 30 event of the evening. *Their initial physical stats are those of their Reena eventually grew sickened with what original animal stock (original Armadillo stock is happened to her and the others. Betraying her Feeble in all physical abilities), plus Typical. lover, she sought sanctuary with the Justice Add the rank numbers together to complete their League of America. She told the League about power rank (round down). Rex and the Ani-Men, and the League fought against the Ani-Men on at least three separate Example: The animal listed above is an occasions. The Ani-Men proved to be powerful Armadillo. Using those stats: Fb 1 + Ty 5 = 6, though, and League members Elongated Man, so the score would be Ty 6 in all physical the , and all suffered severe abilities. The Player can then roll on the Ability injuries. Modifier Chart to customize them further.

What Rex and the others didn't know though, In addition, the Ani-Men will have the listed was that the process which gave them their nonphysical abilities, plus any special traits they animal powers, was also robbing them of their possessed before. humanity. They eventually devolved into a completely animalistic state. The League determined that the Ani-Men were now just normal animals and no longer presented a threat to humanity. They left them to eke out their own lives on a small island off the coast of Newfoundland.

Golden Age and More 18 Chapter Nine: Antarenes

Source: Komos Comics Typical Antarene

Antarenes are a race of ant-men from a distant system whose sun had expired. This made their planet of Antar uninhabitable. The ant-men went underground and built a propulsion device to move their planet through space called a Propulsor. Using this device they hoped to find a new solar system with a thriving sun.

In the 2680's the Antarenes arrived in the Earth's solar system. They planned to push the planet Earth out of its orbit and then into the sun while Antar would take its place. However, Marvo1.2Go+ discovered their plan when he visited their dead world. Marvo pretended to go along with the Antarenes plan until he and his friend Bud found an opportunity to destroy the force ray gun. Bud and Marvo then sent the ant- men's planet out of the solar system.

Characteristics

The Antarenes are a green ant-like creature of Primary Ability Chart; Column Five average height. They have antennae and can From the Ultimate Powers Book walk upright. They have a queen but are ruled by a Grand Dobol. Die Roll Initial Score Powers and Abilities 01-10 Fb 1 11-20 Pr 3 They have the ability to communicate 21-30 Ty 5 telepathically with their "amennae", antennae 31-40 Gd 8 like organs on their head. The antarenes possess an advanced technological society having 41-60 Ex 16 developed devices that can move worlds: a force 61-70 Rm 26 ray gun, which can push a planet out of its orbit 71-80 In 36 and a propulsor, which propelled Antar through 81-95 Am 46 space. 96-00 Mn 63

Additional Creation Notes • Antarenes can raise any one Ability +1CS. • Starting Resources are set at Poor. • Antarenes start out with only one Contact, their race.

19 Golden Age and More Chapter Ten: Antons

Source: Marvel Comics Characteristics:

Origin: The Antons, ostensibly an intelligent species, seem more than ready to inflict violence on other The mysterious race of Antons evolved on the sentient beings for their own benefit. Whether or not planetoid of Torsa, a world far, far away from the they are egged on by their crowned ruler, Antons earth, though a mishap thrust their home at appear happy to bully those weaker than themselves. our own. Though they share the features of various terrestrial creatures, this resemblance is wholly coincidental.

History

Little is known of the mysterious race of Antons, minimally humanoid beings hailing from the world of Torsa. This small planetoid seemed too small to support the evolution of such large entities, so perhaps they originated elsewhere.

Regardless, Torsa was the home of the Antons, or at least a small portion of their kind, when a celestial accident thrust the world out of its original orbit. As luck would have it, it found a new home in a very, very tight orbit around the planet earth. Appearance:

Its motion and proximity causing untold havoc to To all outward appearances, Antons are a strange its new neighbor, Torsa was quickly abandoned by mishmash of terrestrial and alien anatomies. Vaguely the Antons, who decided to conquer this larger world humanoid in stature, the Antons are approximately and its weak inhabitants. Naturally, said inhabitants nine foot tall, and feature long, shaggy brown hair (or took considerable exception to this plan. fur) on both their and their head.

Exploring Torsa as it wreaked chaos around the Their facial features are vaguely porcine in earth, Professor Zog and his associate, Doctor appearance, including a wide snout and saber-like Horrace Forde, attempted to destroy the planetoid teeth in addition to shorter fangs. Their long, thick with his robotic Marvel of the Age: ! Winds limbs are sea green in hue, and include two arms, two kicked up by Torsa's movements around the earth legs, and two powerful wings to carry them aloft. derailed this scheme, however. Ecological Niche: Momentarily seizing control of his Marvel, the Antons then used Electro to help them conquer the Antons appear to exist at the apex of life on earth - at least until Professor Zog was able to regain whatever world they make their home, whether or not mastery of the robot. With this done, Zog then used it is their native planet. They seemed too few in Electro to bomb Torsa, destroying it utterly! number to have evolved and thrived on the planet Torsa, but the Antons have nonetheless made it their It is possible that some Antons survived the home. destruction of Torsa, and remain in hiding on our world to this very day. Furthermore, it is quite While they may come across as simple, violent possible that Torsa wasn't the only home of these brutes, Antons nonetheless possess highly advanced aliens, meaning they could resurface to invade the scientific knowledge - or, at the very least, their earth once more! nameless ruler does. Thus, the calamity that befell the world of Torsa may well have been of their own making.

Golden Age and More 20 Typical Anton Limitations / Enhancements: • Susceptibility / Z-Rays: Though the exact properties of Professor Zog's Z-Rays are unknown, Antons have demonstrated a particular weakness to them. All known Antons suffer at least one fourth of their maximum Health score in damage with each exposure to Z-Rays.

Talents: None.

Contacts: The strange band of aliens known as Antons likely can consider other members of their species reliable contacts, as they tended to elevate themselves above others in stature. This would be particularly true if a given Anton needed help gaining vengeance against humanity!

F A S E R I P Gd Ex Gd Gd Ty 6 Ty 6 Ty 6 10 20 10 10 Health: 45 Karma: 22 Resources: Ty 6 Popularity: Shift-0

Known Powers: • Fangs: The maw of the average Anton is replete with sharp teeth, including two oversized, saber-like fangs jutting out past their upper lips. Antons may use these fangs to inflict their Strength rank in Edged Attack damage to whatever they bite. • Growth: Though they do not have the ability to actually change their size, Antons are larger than humans by far. Standing at approximately nine feet tall, Antons possess this power at Feeble (2) rank, mostly to showcase their heightened reach and leverage. • Resistance to Cold Attacks: Though their limbs lack this benefit, the torsos of Antons of Torsa are covered in long, shaggy fur. This helps them to preserve body heat, and allows them to stand tall in the of Remarkable (30) ranked cold. • Wings: Finally, all Antons possess a large pair of bird-like wings, with which they may soar through skies both familiar and alien. Being big and bulky, Antons can only fly at Good (10) speed, or 120 miles per hour, for short periods of time.

21 Golden Age and More Chapter Eleven: Arc Centurians

Source: Marvel Typical Arc Centurian

The Arc Centurians are an advanced alien race of telepaths from the planet Arc Centauri. Not much else is known about their race. A geneticist from their planet was traveling though Earth's solar system in 1954 when the gravitational pull of the planet pulled him to the surface. With his ship damaged, the alien attempted to get help from the locals of the northern American town he had landed in, but was only met with fear.

The appearance of the alien being prompted the and to investigate. They arrived on the scene just as a young boy - fleeing from the alien in fear - ran off a cliff. As the Torch rescued the boy Toro engaged the alien but struck his head on a tree, knocking him out and sending him falling down the cliff. Fatally wounded, Toro was restored to health by the Arc

Centurian, who then communicated to the Torch and convinced him that he was benevolent. The Primary Ability Chart; Column Five alien explained his problem to the Torch, and the From the Ultimate Powers Book hero helped fix his ship allowing the alien to return to the stars before he was attacked by an Die Roll Initial Score angry mob of frightened townspeople. 01-10 Fb 1 11-20 Pr 3 No other members of this race have been seen 21-30 Ty 5 since; their present activities are unknown. 31-40 Gd 8 Powers 41-60 Ex 16 61-70 Rm 26 All members of the Arc Centurian race are 71-80 In 36 telepaths and are immune to fire. They also 81-95 Am 46 possess six legs, and a tail. 96-00 Mn 63

Additional Creation Notes

• Arc Centurians can raise any one

Ability +1CS. • Starting Resources are set at Poor. • Arc Centurians start out with only one Contact, their race. • Telepathy, and/or Prehensile Tail may be taken as an optional power (counts as one of the initial powers rolled). • At least half of Arc Centurians’ powers should be mental in nature.

Golden Age and More 22 Chapter Twelve: Autan

Source: Marvel Comics allowed this, and convinced Grail and his people to go back to work for Not much is known about the planet Autan or Monster and plan a mutiny. Sun Girl and Grail its location in the universe. It is a barren rock were then taken to the Brain Monster. There, world that appears to have no plant life, but is Grail helped Sun Girl get out of her binds, and rich in various minerals including gold. The only she slew the monster with her sun beam. With known inhabitants of this world are the the Brain Monster dead, the Cube Men fell inert Autanians. Until early 1949, the Autanians were as well, and the Autanians were free. In thanks, enslaved by a creature known as the Brain they helped Sun Girl return to Earth. Monster, who used his army of Cube Men to force the Autanians to mine for gold, the The Brain Monster substance the Brain Monster needed to survive. Eventually the Autanians refused to mine and The origins of the Brain Monster are were assisted by the Earth heroine known as Sun unknown. A massive brain needing to eat gold, it Girl, who slew the Brain Monster and freed the somehow forced the local Autanians to mine for Autanians. the material it needed to eat. It also developed an army of Cube Men, robots that were an extension of its own powerful mind. By 1949, the Autanians, led by a man named Grail, revolted against the Brain Monster and refused to mine for gold. The Brain Monster then sent its Cube Men to Earth to collect gold from that planet. There the Cube Men brought back Sun Girl to present to their master because locals referred to her as the "Golden Goddess".

The Brain Monster told Sun Girl that it intended to eliminate the Autanians and harvest gold from Earth instead, but Sun Girl convinced the creature to let her talk to Grail and his people. Sun Girl convinced Grail to feign subservience to the Brain Monster, and when the creature was distracted, Sun Girl loosened her bonds and fired her sunbeam directly into the Autanians Brain Monster's massive brain. The effect killed the Brain Monster and deactivated his Cube Autanians are the humanoid residents of the Men, ending the creature’s threat. planet Autan. They were forced into slave by the creature known as the Brain Powers Monster, who required gold in order to survive. However, Grail, the leader of the Autanians, The Brain Monster has a powerful intellect convinced his people to stop mining gold for the that allows it to transmit its will into machines, Brain Monster. The Brain Monster then turned in particular his Cube Men. The monster did not its sights to Earth, and its Cube Men brought the appear to have any other extra-cognitive abilities. Earth heroine known as Sun Girl to help with his harvest of Earthen gold. Weaknesses

Sun Girl, learning that the Autanians were to The Brain Monster was mostly immobile, be sentenced to death, instead convinced the making it an easy target. It also relied on gold as Brain Monster to let her talk the Autanians into its only form of sustenance. going back to work instead. The Brain Monster

23 Golden Age and More Cube Men Typical Autanian

The Cube Men were mechanical creatures created by the Brain Monster of the planet Autan. The Cube Men were powered by the creature's massive brain, but other than following their creator’s orders, the Cube Men appeared to have unique personalities and were completely autonomous. The Cube Men's primary function was to force the Autanians to mine for gold, the only substance their master ate. By 1949, the Autanians refused to mine any more, and so the Cube Men were sent to planet Earth to steal gold. In New Mexico they captured Earthen heroine Sun Girl, because she was referred to as the "Golden Goddess". They brought her to Autan, where the Brain Monster intended to use her to collect gold from Earth. However, Sun Girl convinced the Brain Monster to allow her to convince the Autanians to once more resume their mining. Sun Girl was sent with a Cube Man named Bokx to talk to the Autanians. Primary Ability Chart; Column Five Sun Girl convinced the leader of the From the Ultimate Powers Book Autanians, named Grail, to once more pretend to serve the Brain Monster. This served to allow Die Roll Initial Score Sun Girl to get close enough to use her sun beam 01-10 Fb 1 on the monster, killing it. With the Brain 11-20 Pr 3 Monster dead, all the Cube Men fell inert. 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Autanians can raise any one Ability +1CS. • Starting Resources are set at Poor. • Autanians start out with only one Contact, their race.

Golden Age and More 24 Typical Cube Man

Primary Ability Chart; Column Four From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-15 Ty 5 16-40 Gd 8 41-50 Ex 16 51-70 Rm 26 71-90 In 36 91-98 Am 46 99-00 Mn 63

Additional Benefits • Initial Popularity is zero. • Player character Cube Men possess self-repair facilities that simulate normal Healing.

25 Golden Age and More Chapter Thirteen: Bems

Source: Marvel Typical Bem

Not much is known about the Bems, a race of insectoid aliens unique to the Earth-5391 reality, a reality where space travel and exploration boomed in the late 20th Century. By the year 2075, they were enemies of the United Planets, a coalition of planets in Earth's solar system that were devoted to intergalactic peace.

The Bems, led by Bakka, led raids across the solar system, prompting the United Planets to send the Space Sentinels to deal with it. Captain Speed Carter, his sidekick Johnny Day and his girlfriend Stellar Stone soon found themselves captured by the Bems. Their leader Bakka then demanded that Speed order the Space Sentinels to stop their attack on the Bems so they could leave the asteroid they were forced to take cover on. When Carter refused, Bakka then used a matter converter device to transform Stellar into

a Tigagator and Johnny into a Girafonkey, its natural prey and set them against each other. Primary Ability Chart; Column Five From the Ultimate Powers Book When Speed still refused to give the orders, he found himself transformed into an Elepheagle Die Roll Initial Score and set free. Retaining his human intelligence, 01-10 Fb 1 Speed then led the Space Sentinels to the 11-20 Pr 3 asteroid on a counterattack that saw the Bems 21-30 Ty 5 wiped out. Speed and his friends were then restored to human form. It is unknown if any 31-40 Gd 8 Bems still live. 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Bems can raise any one Ability +1CS. • Starting Resources are set at Poor. • Bems start out with only one Contact, their race.

Golden Age and More 26 Chapter Fourteen: Berev'ha Dentii

Source: Marvel Typical Berev'ha Dentii

The Berev'ha Dentii are a rat-like race of warrior mystics that were not part of Heaven's overall plan. They were by angels and were thought dead before resurrected Verminus Rex as one of his Spirits of Vengeance. Somehow Verminus Rex resurrected his race, and fed them the stolen power of Ghost Riders that he captured. When they captured Shoba Mirza, they drew the attention of Danny Ketch and his .

Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Benefits • Intuition is raised +1CS. • Endurance is raised +1CS. • Berev'ha Dentii must have at least one Contact, usually Berev'ha Dentii.

27 Golden Age and More Chapter Fifteen: Black Light Men

Source: Story Magazine Typical Black Light Man

Not much is known about the Black-Light Men, an alien race that exists in Universe-5464. They live on a planet that they can apparently direct and, as such, is mobile. Their planet is difficult to detect by conventional means, and would require a "Negative-Spot Ray" to be seen through a telescope.

They live on an Arctic world that is covered with ice and snow, and mostly devoid of life. This is likely due to the fact that their planet is , no longer being heated by a star.

In their only recorded appearance, the Black Light Men were attempting to reposition the Earth in an effort to render it unable to sustain human life. The goal of this effort was to lift any survivors of this global freeze off the planet, so they could ultimately sell it to Martians.

Whirlwind Carter and the Interplanetary Secret Service who stormed the Black Light Planet Primary Ability Chart; Column Five bravely fought the attackers. Learning that the From the Ultimate Powers Book Black Light Men were afraid of fire, their armies were chased off a cliff by a group of ISS soldiers Die Roll Initial Score carrying torches. 01-10 Fb 1 11-20 Pr 3 In defeat, the Black Light Men's planet was 21-30 Ty 5 sent spiraling off into space. Their fate remains unrevealed. 31-40 Gd 8 41-60 Ex 16 Powers 61-70 Rm 26 71-80 In 36 The Black Light Men are capable of seeing in 81-95 Am 46 the dark and are immune to the effects of 96-00 Mn 63 extreme cold. Additional Creation Notes Weaknesses • Black Light Men can raise any one Ability +1CS. The Black Light Men are afraid of heat and • Starting Resources are set at Poor. fire. • Black Light Men start out with only one Contact, their race.

Golden Age and More 28 Chapter Sixteen: Blyntzyns

Source: Amazing Adventures Typical Blyntzyn

The Blyntzyns are a race of diminutive, would-be conquerors that ran afoul of the Voltamen, though they avoided being conquered only through luck, and the Voltamens’ preoccupation with the rebellion on Earth. Now they are valued members of The United Planets, finding the cutthroat world of business and especially industry more to their liking than direct warfare.

The Blyntzyn home world is mineral and energy rich, allowing the Blyntzyns to construct a potent fleet of ships and robots. Due to earlier disasters in their home system, the Blyntzyn System is very poor in plant and animal life, making biomass of any kind highly valued. Blyntzyns are very small by human standards, standing roughly two feet in height. They have a "goblin-like” appearance, including huge pointed ears and horns. Though small and not very strong, they are technologists, and are highly resistant to toxins due to their highly Primary Ability Chart; Column Five (even overly) industrialized home world. From the Ultimate Powers Book

Robotics is very important to the Blyntzyns, Die Roll Initial Score as they build a wide arrangement of highly 01-10 Fb 1 advanced robots to run their industry, fight their 11-20 Pr 3 wars, and explore the universe for them. In the 21-30 Ty 5 United Planets, Blyntzyn-built robots are a 31-40 Gd 8 regular sight in dangerous industrial zones, and are employed in the United Planets Navy as 41-60 Ex 16 shock troops, pilots, and robotic weapons 61-70 Rm 26 platforms. 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Blyntzyns can raise any one Ability +1CS. • Blyntzyns possess horns that can be used to gore for Gd 8 damage. • Starting Resources are set at Poor. • Blyntzyns start out with only one Contact, their race.

29 Golden Age and More Chapter Seventeen: Brain Men of Mars

Source: Fox Comics Typical Brain Man of Mars

The Brain-Men of Mars are brilliant humanoids who require mechanized exo- skeletons to help their small bodies support the weight of their gigantic heads.

When Dr. Martinious came to Mars, he used the scientific genius of the Brain Men to devise a weapon that would allow him to conquer the universe, starting with Earth. Their plan involved sending meteors to earth, infested with Martian insects, which would spread disease across the land. arrived on earth, giving scientists there the secret to wipe out the insects and the disease they carried.

The Brain-Men are highly intelligent and technologically advanced. They carry small, hand held ray weapons, which are powerful enough to destroy a building.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Brain Men of Mars can raise any one Ability +1CS. • Starting Resources are set at Poor. • Brain Men of Mars start out with only one Contact, their race.

Golden Age and More 30 Chapter Eighteen: Cat People

Source: Marvel Comics the Black Plague, that then swept over Europe, killing untold numbers of people. History Flavius and Helene fled to the mountains The Cat People are a race of demons in the where they worked to find a cure for the plague, form of humanoid cats that inhabit an alternate but they were again persecuted by the Sorcerers' dimensional netherworld. The Cat People Guild. Flavius and Helene summoned the originated roughly a thousand years ago when a Balkatar to protect them, but he could not, since human sorcerer on Earth named Ebrok magically he had to obey the Sorcerers' Guild. The Guild transformed two house cats into sentient also mystically prevented Flavius and Helene humanoid cats. Ebrok, a kindly man, instructed from successfully using the spell to transform these first two Cat People, Flavius and Helene, in cats into Cat People. Flavius and Helene instead the mystic arts. The number of Cat People grew, decided to transform human beings into Cat but Ebrok's fellow sorcerers, who belonged to People, and transformed a human woman into a the Sorcerers' Guild, opposed his work with the cat-like warrior named . This original Tigra Cat People. The other sorcerers, including the destroyed the enemies of Flavius and Helene. man now known as the demonic sorcerer , magically banished the Cat People to the other dimensional netherworld that the Cat People themselves call the Land Within. This realm was part of the interconnected series of netherworld pocket dimensions known collectively as Hades, after the most infamous of these realms, which was ruled by . (This Hades is not to be confused with the underworld of the same name, which is ruled by the god ).

According to the spell of the sorcerers who

banished the Cat People, one of the Cat People Finally, when Flavius and Helene were quite must answer the summons of any Earth-born old, they discovered the cure for the Black sorcerer who calls upon them. The member of Plague. Since the Sorcerers' Guild no longer the Cat People chosen by them to respond to existed, Flavius and Helene were able to get the such calls is given the title of the Balkatar. The Balkatar to do their bidding, which was to mate current Balkatar is named Grigar. with the original Tigra. Thus the Balkatar of the

time and the original Tigra became the parents of In time the demonic environment of the Land a second race of Cat People. Within caused the Cat People living there to

become demons themselves. A descendent of the second race of Cat

People, Dr. Joanne Marie Tumulo, who posed as However, unknown to the mystics who a normal human being and lived among other banished the Cat People, Flavius and Helene had human beings, created a means to give human learned of their plan against them in sufficient beings the powers of the Cat People through time to use their own mystic skills to avoid artificial means. She designed a costume, which banishment. Flavius and Helene secretly heightened the agility of its wearer to a feline remained with Ebrok, assisting him in his work. level and gave it to Greer Nelson, who wore it in One night, however, another sorcerer discovered her secret identity of the Cat. After Nelson was Flavius and Helene with Ebrok, and killed hit by alpha radiation while battling members of Ebrok. Enraged, Flavius hurled a container the subversive organization , Tumulo holding the results of their current experiment at saved her life by using scientific, mystical, and the killer, thereby releasing the germ that caused

31 Golden Age and More psionic means to transform her into a modern Typical Cat Person day version of Tigra.

Tumulo sacrificed her own life to stop the rampage of Tabur, a humanoid cat created by the . The rest of the second race of Cat People was wiped out. The now-demonic Cat People of the Land Within still exist and have fallen under the domination of Belasco.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Rank 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Benefits • A Cat Person has a tail, claws, fangs, pointed ears on top of the head, and slitted pupils in the eyes. A Cat Person can see in the dark with Excellent night . • All Physical Abilities are raised +1CS. • Cat People possess claws that deal Excellent Edged damage.

Golden Age and More 32 Chapter Nineteen: Cathexis

Source: DC Comics , despite enjoying his new freedom not to have to lie about where he Originating from the sixth dimension of has been, became increasingly fearful of reality - as opposed to humanity's existence in even simple things like heights, and became the third dimension - the Cathexis are an increasingly less confident in himself. advanced and powerful race, capable of creating • Being normally driven by Bruce sentient energy beings and wielding remarkable Wayne's memory of the deaths of Thomas power in their own right. Wishing to expand and , rapidly lost his their power, they created the sentenergy 'Id'. It is spirit and resolve without Wayne's memory an energy field capable of modifying reality to drive him, becoming a faceless individual based on the wishes of those it made contact with no real drives of his own. Bruce with and subsequently modifying the vibrations Wayne, unable to channel his rage into his of subatomic particles to grant wishes, and Batman identity, became increasingly unleashed it upon Earth. hostile, violently beating a couple of vandals who attempted to graffiti his car. • Lacking Wally's human influence, the Flash simply reveled in his speed with no thought for the past - he even changed his costume, despite promising to keep it the way it was to honor the memory of Barry Allen. Wally, lacking the Flash's haste,

became increasingly lethargic, even missing Upon arriving in this dimension, Id dinner dates with his wife Linda. essentially began to act like the malevolent • genie, granting any wishes that it sensed to give Without the ring to the wish- precisely what was asked for properly express himself creatively, Kyle without giving them precisely what they wanted. Rayner began to increasingly descend into As its first wish in this dimension, it latched on madness, obsessively sketching down ideas to the strongest superhuman mind it could find, to try to keep himself under control. Green , just as he was wishing that those Lantern, on the other hand, lacked any superhumans who had two lives sometimes did imagination and simply used his ring as a not have to cope with such pressures. As a result, weapon, to the point where he simply he, Batman, the Flash, Green Lantern, Plastic attempted to shoot at a massive flood rather Man and the Martian were split into than taking the more responsible solution of their human and superhuman identities; Wonder erecting a wall to contain it. • Woman and alone remained the same Without O'Brien's darker nature, because they had no secret identities in the first degenerated from being a man place. with a sense of humor to being a near- ineffective idiot, making inappropriate jokes However, as Wonder Woman and Aquaman in the middle of a crisis. O'Brien, swiftly realized, the separation had been far from meanwhile, found himself contemplating perfect. Without the other identity to balance out returning to his criminal ways without their personalities, the heroes began to change in Plastic Man's powers and lighter nature to initially subtle but increasingly obvious ways: give him a reason to remain a hero. • • Lacking Clark Kent's influence, As with Superman, Superman grew increasingly alien and aloof began to grow aloof from his adopted people from the people he had vowed to protect, and assume a more Martian-like appearance. changing his costume to a more Kryptonian In contrast to the others, John Jones reveled style of clothing and on one occasion in his new freedom, including his lack of a actually partially lobotomizing a new fear of fire and him no longer being plagued opponent to shut down the part of his brain by the long-standing grief from being the that allowed him to use his new powers. last of his race.

33 Golden Age and More While investigating the apparent resurrection Typical Cathexis of the deceased , the League met the Cathexis for the first time and learned about Id. Metamorpho had been brought back by his son Joey's wish, but Joey had unfortunately wished that his father was back rather than alive, and so Id had translated his wish as such. Using the residual 'Id energies' left from the wish, the Cathexis were able to reverse the wish, and explained the situation to the League. Accompanied by the League, the Cathexis subsequently tracked Id to Los Angeles after it turned the entire city blind, following a scarred beauty queen's yell of "Don't look at me!!" while on live television. After the captured Id using Wonder Woman's lasso and the Flash's vibrations, the Cathexis showed their true colors and turned on them.

After realizing the problems being faced by the divided Leaugers, Eel O'Brien gathered their

civilian identities together, who then confronted the Cathexis while Eel attempted to use their Primary Ability Chart; Column Five equipment to reverse Superman's original wish. From the Ultimate Powers Book Unfortunately, so much time had passed that there was not enough energy to fully reverse the Die Roll Initial Score wish, and the reverse consisted of a haphazard 01-10 Fb 1 mess, with both personas struggling for dominance. As the Cathexis divided Aquaman 11-20 Pr 3 into his fish and human sides, Wonder Woman, 21-30 Ty 5 making a last desperate , tricked them into 31-40 Gd 8 separating her soul of truth from her physical 41-60 Ex 16 form, her spirit form thus able to reveal the truth 61-70 Rm 26 to her six split teammates; that they were 71-80 In 36 stronger together than apart. Using Id's power, 81-95 Am 46 the Flash divided the Cathexis from two six- 96-00 Mn 63 dimensional creatures into four three-

dimensional ones, rendering them easily bested Additional Creation Notes by Batman. With this achieved, the League • Cathexis can raise any one Ability united around Id, channeling their combined +1CS. desires into a wish for Id to destroy itself and • Starting Resources are set at Poor. banish the Cathexis back to their dimension, • lacking the knowledge to ever recreate Id again. Cathexis start out with only one Contact, their race.

Golden Age and More 34 Chapter Twenty: Chitauri

Source: Marvel Comics "drone" staff of the aliens, disguised as common office workers, and wiped them out in an assault The Chitauri are a race similar to Earth-616's led by Black Widow and . , as they are a shapeshifting alien species that have attempted to conquer the Earth, most The Chitauri planted false information notably during World War II and again in the through the compromised Psi-Division that led early 21st century. The Chitauri claim to be part S.H.I.E.L.D. and the into a trap on a of "the immune system of the Universe", wiping small Micronesian island. Due to the combined out disorder and free will wherever they find it. efforts of and , the Ultimates, They seem to prefer to acting behind the scenes, and a handful of soldiers mimicking and influencing the social and survived, but thousands of S.H.I.E.L.D. soldiers military methods of the species they are currently were killed and dozens of were infiltrating. For example, they aided the Nazis in destroyed. their attempt at world conquest by providing them with the technology to create a nuclear The Chitauri then counterattacked by bomb carried by an intercontinental ballistic infiltrating the and capturing The missile. However, this attempt was thwarted by . The Chitauri leader, known only by his the super-soldier codenamed . former Nazi identity as Herr Kleiser, took the Wasp to a hidden Chitauri base in Arizona. However, their location was given away when a fleet of damaged Chitauri starships suddenly entered Earth's atmosphere to hover above the formerly secret base. They claimed that they were fleeing major defeats across the galaxy by their intergalactic enemies. Furthermore, that the remainder of their forces were forced to the "backwaters" of the Milky Way Galaxy, specifically Earth's solar system. Disregarding Herr Kleiser's long-term efforts, the Chitauri ordered him to destroy Earth, and its solar system with a doomsday bomb as part of a scorched-earth policy, and retreat to the "lower fourth-dimension". The Ultimates and all available S.H.I.E.L.D. and military forces Through the entire conflict of World War II, immediately converged on the alien fleet. the Chitauri were being driven out of their operations in Africa and Europe, and even from While Iron Man and Thor were able to their main Japanese training camps in Hiroshima damage the Chitauri ships, and the latter of the and Nagasaki. Following the end of the war, the two even teleported the Chitauri bomb to the Chitauri withdrew to make new plans. wastes of Nastrond, where its detonation caused only a small ripple in space-time, it was the Their next attempt at conquest was more who downed the majority of the fleet. At the subtle (at first), involving long-term methods of same time, Captain America battled his old manipulation such as will-inhibiting drugs in enemy Herr Kleiser, but was unable to defeat many nations' water supplies, influencing the him alone. At Captain America's urging, the media, and R.F.I.D. (Radio-frequency Hulk was able to beat, dismember, and devour identification) microchips to be implanted in Kleiser. It is presently presumed that the schoolchildren, among other means. The combination of the Chitauri's series of Chitauri also infiltrated S.H.I.E.L.D., particularly intergalactic defeats and the destruction of the the Psi-Division, which could telepathically Chitauri fleet on Earth spelled the complete and ferret out Chitauri agents. However, S.H.I.E.L.D. total defeat of the alien race. was able to detect some of the low-ranking

35 Golden Age and More During the Chitauri- War, an entire Typical Chitauri Chitauri armada was fighting their enemies when they encountered Gah Lak Tus. When their ships were being heavily damaged by the entity, a rift in the fabric of reality brought a being from another universe, which called itself . Gah Lak Tus merged with the visitor, creating an even more powerful Galactus - with an even greater need to feed.

F A S E R I P Gd 8 Ty 5 Ty 5 Ty 5 Gd 8 Ty 5 Ty 5 Health: 28 Karma: 22

Known Powers: • Shapeshifting: All Chitauri possess the ability to spontaneously alter their appearance to that of any living thing. They can even modify parts of their bodies to imitate the appearance and properties of clothing, equipment, or secretions connected with the original.

Golden Age and More 36 Chapter Twenty-One: Clawites

Source: Comics Typical Clawite

The Clawites are monstrous henchmen, created to serve the Claw. The Claw forced his scientist, Cling, to create a formula that transformed human beings into deadly goblin- like creatures, loyal to him.

Though many of these humans were enemies of the Claw, once they were transformed into Clawites, they are his slaves and serve their master loyally. The Clawites have razor sharp claws, prehensile tails, and wings that enable them to fly. They are bulletproof (one cop complained that it took 100 shots of his tommy gun to kill a single Clawite) and they usually carry a trident or pitchfork style weapon. Some use grenades and most are willing to die for their master.

Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Initial Score 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Creation Notes • Clawites can raise any one Primary Ability +1CS.

37 Golden Age and More Chapter Twenty-Two: Core People

Source: Marvel Comics Typical Core Person

The Core People live in the center of the Earth on Earth-5391, a reality where the Earth is apparently hollow, and contains a smaller micro "universe" inside where the Core People reside. They apparently lived below the surface of the Earth for centuries undiscovered until the year 2075. In that year the Core People went to war against the surface world due to drilling and mining minerals out of the Earth. The attack was repelled by the Space Sentinels, whose leader Speed Carter, his sidekick Johnny Day, and girlfriend Stellar Stone were contacted by the Core People's leader Nikka, who claimed the surface people were invading their home planet. Carter and his companions then traveled to the center of the earth and made peace with Nikka and his people, and made a trade agreement when he realized that his people were plundering the Core People's domain.

Shortly after a peace agreement was formed, Primary Ability Chart; Column One the Saturnians attacked the Earth. However, From the Ultimate Powers Book thanks to their new alliance with the Core People, the Space Sentinels were able to launch a Die Roll Rank surprise attack and repelled the invaders. 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Benefits • Core People can raise any one Primary Ability +1CS.

Golden Age and More 38 Chapter Twenty-Three: Crimson Dawn

Source: Marvel Comics darker, colder, harsher personality, and the development of the ability to travel through The Crimson Dawn is first mentioned as a shadows. Lastly, the subjects are taken over by mystical life-giving that could save the life the energies of the Crimson Dawn, and are either of after being critically wounded by the made servants (if willful enough) or simply villain known as . The X-Man, mindless slaves. The Undercloaks are the lowest along with Elisabeth's lover and general representation of life after tasting the fellow X-Man, Worthington, embarked Dawn, although certain, more powerful subjects on a quest to save her life through the use of the (, The Dragons of the Crimson Dawn) Dawn. With the help of and retain their intelligence and will, though they are Gomurr the Ancient, the duo was able to defeat still bound to serve the Dawn and its proctor. the Crimson Dawn's proctor Tar and cast the soul of Psylocke into it, saving her. The Realm

The realm of the Crimson Dawn is named after the substance it serves to contain, and is representative of the elixir's properties. It can only be accessed by those who can travel through shadows. The sky is blood , akin to perpetual sunset or twilight, and the landscape is devoid of vegetation and harsh and rocky. The air is devoid of any real warmth or moisture. Being that this realm is mystical in nature, none of the life that exists there is dependent on food or water to survive.

The architecture is reminiscent of that of China and Japan, albeit much more fantastic in design. The city itself is composed of multiple buildings of this nature, though, strangely, the Alternatively, the Crimson Dawn is also used buildings have neither doors nor windows. As its as the name of the elixir's location; a pocket denizens utilize shadows for travel, they are dimension that exists within the shadows of our unnecessary. world. Within this realm, the sky is red in color, and the landscape is harsh and dark. The only The central tower within the city stands much buildings that exist in the Crimson Dawn are higher than the surrounding buildings. Within asian in design, and its denizens are a species this tower is the Ebon Vein: the in called the Undercloaks; souls tainted by the which the elixir itself is located. The Vein also Dawn's power and made slaves to its current serves as the throne room for its current proctor, proctor. and is heavily guarded by Undercloaks.

The Elixir History

The Crimson Dawn, more specifically the The Crimson Dawn has apparently existed for mystical elixir kept within the realm of the same ages. It is unclear when exactly the realm was name, is a life-giving substance with vast formed, or if it had simply always existed. What mystical properties. Those near death who sip is known is that sometime during the last years from the elixir will be granted new life, and an of the Ming Dynasty (circa 1640), China was innate connection to the realm itself. There are overrun by "The Roaming King", Li-Tzu side effects, however. The most immediate side Ch’eng. A group of monks, Xiandu, A'yin, effect is the appearance of a kana-like red mark Barak, and Ra'al, in vengeance for the fall of the over the left eye. As time goes on, the connection Ming Dynasty, sought out the "Covenant of the to realm grows, as is indicated by a Ebon Vein", and were inducted on the promise

39 Golden Age and More that China would be freed from its oppressors. an engagement ring. Gomurr came to warn them, The four of them tasted the Crimson Dawn and but was too late, and Betsy, enchanted by the were transformed. During the night, A'yin, Barak ring, slipped it on, allowing Kuragari to steal her and Ra'al were corrupted by the Crimson Dawn's away to his realm. Warren followed, but by then, powers and murdered Xiandu. The former were Betsy had been brainwashed and transformed transformed into the Dragons of the Crimson into Kuragari's Shadow Queen. She left him Dawn, and the latter would roam Earth as a spirit behind, going with Kuragari. for centuries to come. Gomurr was next visited by the spirit of the Much later, the X-Man known as Psylocke deceased Tar, who named him the next rightful was mortally wounded by Sabretooth. In order to proctor of the Crimson Dawn. Gomurr accepted, save her life, Wolverine and Archangel travelled and he joined Archangel in his fight. In order to to New York's Chinatown to enlist the aid of free Betsy from the Dawn's influence, Warren Gomurr the Ancient in finding the Crimson sacrificed a piece of his own life force to replace Dawn. Doctor Strange, sensing their intentions, what had been given, and the couple was also joined them in their quest. Together, the reunited. Gomurr managed to defeat Kuragari, four of them sought out the Crimson Dawn, becoming the next proctor of the Dawn. which was currently being protected by its proctor Tar. Though Psylocke was not with them Typical Undercloak to sip the elixir, Strange summoned the piece of Psylocke's soul she had entrusted to Archangel and tossed it into the Dawn itself. She was restored, though Strange sensed the true battle for Psylocke's soul had just begun.

Strange was proven right as Psylocke slowly began to change. She became cold and distant, developing shadow teleporting abilities, as well as a gradual increase of her own telepathic abilities.

At the same time, the misplaced Dragons of the Crimson Dawn found themselves in the Wildways, the home of Spiral, and forced her to join them and taste the elixir herself. She fought the Dawn's influence, but was forced to teleport the Dragons to Earth. They appeared in London, attacking (aka Brian Braddock) and his fiancé . The Dragons kidnapped

Captain Britain and traveled to Hong Kong, where they intended to use him to breach the walls between Earth and the Crimson Dawn. F A S E R I P Rm Ex Gd Ex Gd Ty 5 Ty 5 Spiral was able to alert Captain Britain's 26 16 8 16 10 teammates, the group known as , to the Health: 66 Karma: 20 Dragons' plans, and the spirit of Xiandu also aided the team, namely Meggan, by guiding her. Known Powers: Meggan was able to help Brian, and together, the • Undercloaks are made of shadows from couple managed to stop the Dragons plans, the Crimson Dawn Dimension. They though Brian was left powerless for some time can transport through and hide in the afterwards. shadows with In ability and they posses Ty body armor. They fight with In Finally, when the malevolent Kuragari material Ninja weapons. murdered Tar, he became the new proctor of the Dawn, and sent his Undercloaks to claim Talents: Martial Arts: A, C, D, & Oriental Psylocke for his bride. They attacked Archangel Weapons. and Psylocke in their apartment, leaving behind

Golden Age and More 40 Chapter Twenty-Four: Cybernoids

Source: Malibu Comics Typical Cybernoid

History

Cybernoids are humanoid combat robots that were deployed by corrupt millionaire Malcolm Kort to support his ultrahuman mercenaries. Though considerable effort went into upgrading and improving the design, the results against ultrahumans were deplorable.

Personality

Cybernoids will, for some reason, talk aloud and expound what they’re about to do and why. As a result, they typically have a catastrophic Initiative score.

Powers and Abilities

Cybernoids are enormously strong combat

robots with concussive cannons for hands and titanium-steel alloy amour plating. Their sensors F A S E R I P are protected by bulletproof glass and armored Gd Gd Rm Gd plastics. They have fairly simple if-then Ty 5 Ty 5 Ty 5 programming, and are incapable of adapting to 8 8 26 8 unexpected circumstances. Health: 50 Karma: 15

In practice Cybernoids are slow, imprecise Known Powers: and surprisingly fragile. They could probably • Density Increase: Pr 3 fare well against conventional forces with small • Energy Blast: Rm 26 arms (say, the police) — but if they run into fast, • Flight: Ex 16 precise opposition with attacks powerful enough • Growth: Pr 3 to handle their amour plating they’ll get thrashed • Self-Link (Gadgetry): In 36 with surprising ease. • Body Armor: Ex 16

One Cybernoid was clearly seen flying using Talents: Weaponry (Built-in cannons) built-in jetboots, and from context this seems to be standard equipment. They’re not going to win dogfights, but it makes them quite mobile outside of combat.

Quotes

“Threat assessment directory “Exiles” subject code “Deadeye” - searching… Supernormal ability: extreme proficiency with ranged weapons. Engage immediate countermeasures.”

41 Golden Age and More Chapter Twenty-Five: Cyber-Sidhe

Source: Marvel Comics Typical Cyber-Sidhe

Known in their own language as the Tuatha De Turing, the Cyber-Sidhe were a race of cybernetic beings native to Earth-10001011. The Cyber-Sidhe were worshipped by the native Mechlans of this Earth, who made sacrifices to them through the ritualistic Henge-Nodes. When a renegade Cyber-Sidhe called Phinn Mac Mram attempted to enslave the Mechlans, they up against him and banished his warband to another world.

Phinn Mac Mram and his warriors re- materialized on Earth-616 at the Carhenge tourist attraction in Western Nebraska. Lyra, acting as an agent of A.R..O.R, engaged them. The Cyber-Sidhe's Chromedruids began infecting Earth's machines and controlling them, including Lyra's wrist-computer, Boudicca. Lyra engaged the Cyber-Sidhe and killed Phinn Mac Mram,

ending the Cyber-Sidhe threat. Primary Ability Chart; Column Five Powers From the Ultimate Powers Book

The Cyber-Sidhe speak the universal machine Die Roll Initial Score language, and are able to infect and control 01-10 Fb 1 computerized devices. 11-20 Pr 3

21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Cyber-Sidhe can raise any one Ability +1CS. • Starting Resources are set at Poor. • Cyber-Sidhe start out with only one Contact, their race.

Golden Age and More 42 Chapter Twenty-Six: Cymradia

Source: Fiction House from throughout the galaxy, in search of the most durable and compatible bodies to serve as Cymradia is a planet covered with forests and hosts to their minds. They succeeded in both swamps, and surrounded by purple mists in its transferring their heads onto larger humanoid atmosphere. It is the home of Cymrad City, a bodies, and transplanting their brains into human massive technological marvel built by the old skulls. Eventually, the project was halted when Brain-Lords of Cymradia. They called it the the test subject, Futura, led a revolt against them. "pearl of the cosmos." The planet is also home to Many of the Brain Lords appeared to perish tribes of the intelligent Arborotes, primitive when a ship they were in crashed into a geyser of humanoids with purple fur and prehensile tails, hot . who live in the forests. There is also the domed city of Sargazzo, where the former test subjects In addition to their advanced biological of the Brain-Lords live as a tribe. The city is technology, the Brain Lords possessed ships hidden under a lake in the swamplands, and capable of nearly instant intergalactic travel, beneath that are , where the keeper tractor beams, teleportation devices, powerful of the dead reigns over the -men. The ray guns, and equipment capable of monitoring forests and rivers of Cymradia are inhabited by all of their subject’s vitals from hundreds of many unusual species including -spores miles away (possibly anywhere). (fiery worms) and large reptilian creatures, including the lizard-birds in the air and huge The Brain Lords have also built alligator and octopus-like creatures in the water. "Synthopoids" which are powerful creatures, There are also huge insect-like creatures, standing about 7 feet tall, designed to perform including Spidrons, butterfly/moth-like creatures physical labor. They are slaves to the telepathic and giant dragonfly-like creatures. signals of their creators.

Note: In all but their , the Brain- Lords and Synthopoids were depicted with green .

Cymradian Brain-Lords

The Cymradian Brain-Lords rule the planet Cymradia. They are highly intelligent and technologically advanced humanoids standing around 4 feet tall, with massive heads. However, they are a dying race, looking for new bodies. They initiated Project: Survival in which they abducted and tested various humanoid species

43 Golden Age and More Typical Brain-Lord Typical Synthopoid

Primary Ability Chart; Column Five Primary Ability Chart; Column One From the Ultimate Powers Book From the Ultimate Powers Book

Die Roll Initial Score Die Roll Initial Score 01-10 Fb 1 01-05 Fb 1 11-20 Pr 3 06-10 Pr 3 21-30 Ty 5 11-20 Ty 5 31-40 Gd 8 21-40 Gd 8 41-60 Ex 16 41-60 Ex 16 61-70 Rm 26 61-80 Rm 26 71-80 In 36 81-96 In 36 81-95 Am 46 97-00 Am 46

96-00 Mn 63 Additional Creation Notes • Synthopoids can raise any one Primary Additional Creation Notes Ability +1CS. • Brain Lords can raise any one Ability • Starting Resources are set at Poor. +1CS. • Synthopoids start out with only one • Starting Resources are set at Poor. Contact, their race. • Brain Lords start out with only one Contact, their race.

Golden Age and More 44 Chapter Twenty-Seven: Deaglos

Source: Silver Streak Comics Typical Deaglos

Deaglos are bird-men created by the magic of The Black Dragon, and are foes of . In fact, his sidekick Nathan Hale was one formerly until Captain Battle cured him.

Black dragon created Deaglos by using the spirit of a dodo bird, which is extinct, to turn all his prisoners into these giants. Deaglos are about 20 feet tall, with yellow, bird like faces, bulging red eyes, green beaks, and pointed ears - a few of the nastier ones even have red crestfins. They have blue-gray wings and feathers about the shoulders and chest, but human torsos otherwise. They are also bulletproof and retain their intelligence and speech but lose their free will.

Black Dragon sent a division of Deaglos to destroy the navy of an Asian nation, but Captain Battle stops them when he discovered the

Deaglos could be killed with simple radio beams. Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Initial Score 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Creation Notes • Deaglos can raise any one Primary Ability +1CS. • Deaglos gain the power Winged Flight at Rm 26 rank.

45 Golden Age and More Chapter Twenty-Eight: Demon People

Source: Marvel Comics Typical Demon Person

In another dimension adjacent to Earth-4040, the Demon People live in the Demon City, located in a timeless realm, unable to pass through the one-way portal between Earth and this plane. They are an advanced warrior society that constantly clashes with those who have become trapped in this realm and built the City of the Mirage. By 1945 they would be led by the tyrannical Mubahn, who would seek to breach the barrier and invade the Earth. Those who were not loyal to him would find themselves enslaved.

When American soldier Breeze Barton found himself trapped in this realm he deduced that magnetism would be a means to get past the barrier. After failing to learn this technology from Barton, Mubahn had the elderly scientist Zanoba captured and his mind probed. Breeze Barton led an invasion of the Demon City,

slaying Mubahn and freeing his slaves. Primary Ability Chart; Column Five The fate of the Demon People now that they From the Ultimate Powers Book are free of their tyrannical rule remains unknown. Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3

21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Demon People can raise any one Ability +1CS. • Demon People possess the Power Winged Flight at Ex 16 rank. • Starting Resources are set at Poor. • Demon People start out with only one Contact, their race.

Golden Age and More 46 Chapter Twenty-Nine: Descendants

Source: Marvel Comics Typical Descendant

The beings known as Descendants are the creation of the man known as Father, working for Weapon Plus UK under the secret robotics project called "Project Descendant".

When science failed Project Descendant, Father resorted to magic, using the of Necromancy to animate their best twenty failures as perfectly functional synthezoid "High- Breeds", potentially the first of a new android species. Father wanted to unveil them, but they fell to arguing and the synthezoids were released into the wild, mingling among normal humans. Father eventually created an of robotic intelligences, the Core, where he has worked to lure the descendants of the High- Breeds.

For decades, the Descendants remained in the

shadows, avoiding contact with other robots but slowly building their numbers... but all that Primary Ability Chart; Column Four changed with Parvez. In the aftermath of the Day From the Ultimate Powers Book of the , the boy's nonhuman ancestry activated, making him the first example of a Die Roll Rank High-Breed emerging spontaneously from a Descendant/human pairing. Seeing this as 01-05 Fb 1 evidence of the viability of the Descendants as a 06-10 Pr 3 species, the rulers of the Core struck to claim 11-15 Ty 5 him, accidentally revealing themselves to the 16-40 Gd 8 Secret . They secured the boy, but the 41-50 Ex 16 Core's rulers nonetheless managed to plant a 51-70 Rm 26 double agent LMD of Ant-Man on the team. 71-90 In 36

Months after the conflict between the 91-98 Am 46 Avengers and the X-Men, the Descendants 99-00 Mn 63 decided to rise and take over the world, raiding important cities of the planet and launching a Additional Benefits nano-, which slowly started turning every • Popularity is initially lowered human into machines. -1CS. • Descendants may raise any one The Secret Avengers fought the Descendants, Ability +1CS. and Human Torch managed to destroy the Orb of • Descendants gain one additional Necromancy (retrieved from an alternate Power. universe), which reversed the Orb's effect on the original Descendants and their synthezoid offspring, and eliminated the nano-mist from all the humans. However, before dying, Father held onto his faith that Parvez, whose natural birth allowed him to survive the Orb's destruction, would secure the future of the Descendants.

47 Golden Age and More Chapter Thirty: Drakulon

Sources: Warren Publishing, Harris Comics, & last few of them lie dying when a spaceship from Dynamite Entertainment. Earth crashed on the planet. Vampirella was sent to investigate, and was attacked. She retaliated and MTS Note: This chapter was taken from the discovered that the astronauts have blood in their original history of Vampirella. Later it was retconned veins. that she is the daughter of and her memories were altered by her evil brother and sister Madek and In order for her race to survive, she managed to Magdalene, so she would forget they exist. pilot the ship back to Earth, where her adventures Futhermore, Draculon is now a part of . begin. Vampirella became a "good" , and devoted her energy to ridding our world of the evil kind. Evil vampires owe their existence to , who also came from Drakulon but was later corrupted by Chaos.

Known Powers of the Vampiri: • Bio-Vampirism • Longevity: Vampiri are seemingly immortal. • Night Vision • Shapeshifting - • Superhuman Agility • Superhuman Senses • Superhuman Speed • Superhuman Strength • Wings –Note: These can be summoned and banished at will, granting the power Winged Flight.

Key Differences between Vampiri and History traditional Vampires: • Immune to Sunlight: Unlike normal undead Draculon is, quite literally, a planet of blood. By a vampires, Vampiri are not harmed by strange quirk of nature, the water on Drakulon is sunlight, because they are living (alien) composed of virtually the same combination of vampires not undead. elements that on Earth constitute hemoglobin. The • The Vampiri are immune to many of the old rivers and seas were full of blood, and it rained from variety’s banes (sunlight, holy symbols, the skies themselves. etc.).

Drakulon orbits around twin suns, Satyr and Circe, that were causing droughts across the planet, Satyr was creating the larger problem. It is a variable star that erupts at irregular intervals to scorch the surface of the planet, destroying all life. Then, as the sun wanes, civilization begins anew.

Vampiri

On Drakulon evolution has taken strange ways on Drakulon. A race has developed that depends solely on blood for sustenance. The inhabitants, known as Vampiri, live on the blood as we do on water

They were dying slowly due to the drying up of

Drakulon’s blood after Satyr’s latest eruption. The

Golden Age and More 48 Typical Vampiri

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5

31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Vampiri can raise any one Ability +1CS. • Starting Resources are set at Poor. • Vampiri start out with only one Contact, their race.

Weaknesses: • Being impaled through the Heart: Any object, not just wooden stakes. • Decapitation: Causes death.

49 Golden Age and More Chapter Thirty-One: Drugs, Formulas, & Serums

MTS Note: I decided to combine all of these for simplicity. All of the various comics seem to have at least one Origin of this nature. There are quite a few examples listed in this chapter, but I am sure I have missed others. Feel free to substitute the compound of your choice for any of these. P.S. – Drugs are bad.

Source: DC Comics Cortexin

Bio-Restorative Formula Many years ago, on an Earth of an alternate dimension, there lived a man named Dr. Michael The Bio-Restorative Formula was the Grant. Grant was a scientist who had developed invention of chemist Alec Holland. The formula an experimental chemical agent known as was designed to stimulate hormonal growth in Cortexin. He tested his mutagenic drug on plant life, enabling plants to grow in hostile several species of animals inside of his terrain. laboratory including, apes, rats, , and tigers. The exact purpose or nature of the Cortexin Holland was contracted by what he believed compound remains shrouded in mystery, to be the federal government to create the however. process in a small laboratory set up in the bayous of Louisiana. A villainous organization known as Shortly after beginning the initial stages of his the Conclave, led by Mister E., raided the experiments, the world fell sway to a global laboratory and attempted to steal Holland's catastrophe commonly referred to as the Great research. Alec tried to escape with the formula, Disaster. Earthquakes and tidal waves erupted all but was shot several times, ultimately falling into across the globe and the nations of Earth found the outside swamps where he "died". For years it themselves at the mercy of nuclear Armageddon. was believed that the formula had a chemical Dr. Grant did not survive long enough to see his reaction with the surrounding plant life, experiments come to fruition, but the lasting transforming Holland into the creature known as after-effects produced a legacy that would the . endure for centuries.

A large section of the Earth was rendered uninhabitable due to atmospheric nuclear radiation. However, the radiation produced a mutagenic side effect within the surviving Cortexin-infected animals from Dr. Grant's labs. Not only were they safe from the long-term side effects of nuclear fallout, but the strange drug permanently altered their genetic structure. With each successive generation, the various animal species began to evolve adopting specific physical human characteristics. Within two human generations, apes, birds, felines, canines, and many other breeds were developing heightened intellect, bipedal locomotion, extra fingers, toes, thumbs, and even the ability to articulate.

As each race grew in strength and numbers, they began to form primitive tribal societies and family clans. Many of the clans did not live in harmony with their cousins, and a culture of survival of the fittest soon developed among them.

Golden Age and More 50 Powers Gingold

While the full nature of Cortexin's effects are Gingold is a soft drink whose main flavoring lost to history, it appears that the drug granted its comes from the rare Gingo fruit. Although the benefactor immunity against high level forms of Gingo fruit is edible, a large number of people atomic radiation. It could be argued that Cortexin are allergic to it in high doses. Gingold is alters the recipient's biological cell structure popular amongst Indian rubber men who feel that allowing it to adapt to its environment. it enhances their physical elasticity, allowing them to contort their bodies into various Notes positions. Many years ago, a junior detective named Ralph Dibny, trying to discern the secret As Earth-AD ceased to exist with the collapse of these performers' abilities, distilled the of the Multiverse during the Crisis on Infinite essence of the fruit and drank it. Fortunately, Earths, the existence of Cortexin is considered Ralph's body did not suffer any poisonous apocryphal by modern standards. However, the effects. Instead, the concentrate permanently is replaced by the Post-Crisis Morticoccus altered his body chemistry giving him the ability Virus, which causes animals to evolve into the to stretch any part of his anatomy into nearly any Animal People, and also causes some humanoid shape his mind could imagine. people to devolved into savage feral animals. Furthermore, unlike the Cortexin toxin, the virus The pliancy of Gingold abstract has been is the cause of the modern form of the Great found to have other uses as well. Using notes Disaster on Earth-51. taken from criminal Bart Magan, scientist Aristotle Rodor developed a Gingold- Elasti-Formula based synthetic polymer known as Pseudoderm. Pseudoderm is the substance that the Question While exploring the reaches of outer space, uses when crafting his elaborate masks. Superman discovered an old chest and brought it back to Earth. He showed it to his friend Jimmy Olsen, and upon examining the contents, they discovered a vial of green liquid. Jimmy's clumsiness got the worst of him, and he spilled the alien liquid onto himself. The fluid temporarily altered Jimmy's genetic structure, giving him great physical elasticity. Excited by his newfound powers, he decided to adopt the heroic Elastic Lad.

Another version of the formula was later found in the laboratory of Professor Phineas Potter. Jimmy accidentally drank from the serum and gained his super-stretching abilities once again. This time, he used them to play a game of baseball with Superman. After several hours, however, the formula eventually wore off, and Jimmy returned to normal. Notes

Later, borrowed some of the Elasti- Oral consumption of Gingold can grant one Formula and used it to give herself superhuman the abilities of super-elasticity, however, this is powers. Calling herself Elasti-Lass, she not a guaranteed effect and can just as easily lead performed 10 great feats of elasticity while to death. simultaneously investigating a man named Raphael Byron, whom she suspected of being a Man-Bat Serum criminal named The . After exposing Byron's schemes, the effects of the Elasti- The Man-Bat serum is bat gland extract Formula wore off. created by Robert Langstrom. It was originally

51 Golden Age and More created to amplify a person's hearing capabilities Keeping the discovery of Miraclo a secret, to bat-like levels. When injected into the body, it Tyler decided that human trials would be limited causes a transformation into a half-human/half- to the only subject he could trust... himself. bat creature. Once the serum wears off, the user returns to their normal human form. derives all his super-human abilities from Miraclo. Repeat exposure has been shown to induce serious mutations. This was evidenced with In Earth 2, uses Miraclo in Aaron Langstrom, the son of Robert and order to serve as the second Batman. Francine Langstrom, who was born with many of the attributes induced by the man-bat serum. Notes Batman is in possession of an antidote, which causes a transformed person to revert to their The active ingredient of Miraclo is a special normal state before the serum would naturally form of phosphorus, which bonds temporarily wear off. with the ATP in muscle cells to create a "Adenosine Quad-Phosphate" which energizes the cells. The energy released gives the subject increased strength, limited invulnerability and heightened stamina for about an hour. After that time, the "AQP" burns itself out, and the waste toxins generated need to be eliminated in the bloodstream over about a 24 hour period.

Nuvafed

Nuvafed was the name of an experimental chemical created by the project team of Doctor Bruce Bonwitt of Ollins Medical Lab in New York City. The chemical acted as an extremely potent anti-histamine, but had yet to be submitted for FDA approval. Dr. Bonwitt approached his supervisor Doctor Ollins, requesting permission to experiment with the drug in human trials. Ollins refused to endorse such procedures and instructed Bonwit to find an alternative means to conduct his research.

Refusing to kowtow to Ollins' commands, Miraclo Bonwit approached the laboratory's patent lawyer, Ted Benton, Jr. Benton agreed to help Growing up in upstate New York, young Rex Bonwit find a suitable test subject and contacted Tyler developed an affinity for chemistry, a failed lawyer named Fred Delmar. Delmar, particularly those areas involving biology. desperate for money, agreed to participate in the Working his way through college, he landed a experiment providing that the doctors could job researching vitamins and hormone guarantee his safety. A man named Dr. Harris supplements at Bannerman Chemical. A series of assured Delmar that Nuvafed was completely discoveries and accidents led him to the safe. In fact, he had hopes that the anti-histamine "miraculous vitamin" or Miraclo. He found that would actually improve Delmar's health. concentrated doses of that "vitamin" gave a strength and vigor to test mice several times that Harris injected Delmar with a concentrated of normal. Taking a dose, Rex found that his dose of Nuvafed, but the drug caused an adverse strength and vitality and speed increased to that side effect in Delmar's body. The Nuvafed of super-human levels. However, the human actually increased Fred's histamine levels body could only process the Miraclo for an hour causing severe allergic reactions. Delmar at a time, whereafter the subject was weakened convulsed violently for several minutes and and returned to human strength levels. finally fell over dead. Bonwit and his team had

Golden Age and More 52 no intention of letting Ollins discover the truth about their failed experiment, so they drove Delmar's body to upstate New York and dumped it in a field. The Nuvafed reacted to the surrounding fauna and mutated Delmar's body, resurrecting him as a monstrous creature composed entirely of vegetative matter named Goldenrod.

Powers

Nuvafed is potentially fatal to most human beings. However, pending unforeseen circumstances, the chemical can alter a body’s genetic makeup granting it a variety of unknown abilities. In the case of Frederick Delmar, it

transformed his body into vegetative material and granted him the ability to project lethal doses Eventually, Flack's efforts resulted in a viable of concentrated histamine chemicals. sample of Quantum Juice. Whether by accident or not, the container of Quantum Juice ruptured Notes and exposed Flack to its contents. As a result, Flack now existed between his universe and a Nuvafed had been properly tested in primate realm called Netherspace, thus making him studies, but the FDA denied Ollins Medical Lab undetectable unless he willed otherwise. Flack approval for human testing. realized the incredible potential of his new abilities and decided to use Q Juice to similarly Quantum Juice "bless" the rest of mankind with such power. Flack submitted his scientific findings to Dharma Quantum Juice, or "Q Juice", for short is the while concealing his powers and his long-term nickname for dequantified plasma, a unique and plans for humanity. The two men ended their sometimes deadly form of plasma. (In physics, partnership soon afterward. plasma is a gas-like state of matter whose particles are partially ionized. Stars and lightning The Big Bang are examples of plasma.) This plasma is called dequantified because it randomizes Planck's Since its discovery, those with criminal or constant, the physical constant of any interaction unethical motives have too often employed of matter or energy at the quantum level. Thus, Quantum Juice. The most infamous example was Quantum Juice can the laws of physics to Dr. Flack, now known as Dr. Nemo, adding the induce mutations in living beings like people, mutagen to the tear gas that police used to quell who then develop metahuman abilities. the Big Bang, Dakota City's deadliest gang war. The Quantum Juice in the gas quickly overcame Renowned quantum physicist Dr. Nathan the surprised police, gangbangers, and innocent Flack, who theorized its existence but lacked the bystanders, 90 percent of whom died while the funding to prove it, developed quantum Juice. survivors later known as Bang Babies gained Flack finally got a break after receiving a metahuman abilities. (It was the Bang Babies substantial investment from a man named that Dharma had foreseen as the new race of Dharma. Unknown to Flack at the time, his metahumans.) These results inspired Dr. Nemo benefactor secretly led the Shadow Cabinet, an to plot replicating the Big Bang on a global ancient team that covertly defends scale. humanity from various threats. Through his own precognitive powers, Dharma learned that SYSTEM Flack's work would result in a new breed of metahumans capable of saving the world from an Events at the Big Bang caught the attention of impending apocalyptic disaster. SYSTEM Amber, a Dakota-based SYSTEM cell. Amber Leader Mom dispatched squads of

53 Golden Age and More armored SYSTEMatics to collect as many Bang Static, Payback and Wise Son of the Blood Babies and unexploded tear gas grenades as Syndicate tracked down Nemo, who died when possible. The SYSTEMatics took all they had he overtaxed his cloaking powers to escape collected to Cross Station, a secret SYSTEM: capture. Amber base where scientists tried to isolate the mutagen used at the Bang. SYSTEM: Amber had Holocaust a temporary setback in their research when they were forced to abandon and then self-destruct At the end of the Shadow War, the Shadow Cross Station, which came under attack by the Cabinet destroyed all samples of Quantum Juice Bang Baby gang, the Blood Syndicate. However, once belonging to SYSTEM and the Star Amber did successfully transfer the captive Bang Chamber. Despite this, Dakota crimelord Babies to their Garden Station base while the Holocaust still had a small vial of the mutagen, tear gas grenades went to a SYSTEM base in Las which he acquired as a member of the Star Vegas. Chamber. He began to regularly inhale his Quantum Juice in hopes that it would enhance Hence, Amber was able to again conduct their his powers rather than kill him. Holocaust's secret experiments, leading to their discovery of gambit paid off because his pyrokinetic powers the Q Juice formula. Mom ordered production of increased to such a degree that he eventually a concentrated form of Q Juice, which she used conquered Dakota's criminal underworld, to enhance the powers of some of the captive making him a major menace to the city and Bang Babies who had been brainwashed to be beyond. obedient SYSTEM soldiers. However, aided by SYSTEM agent Rose, the Bang Babies overcame the brainwashing and used their increased powers to escape Garden Station. Mom's superior, Grandmother, promptly ordered Amber's Bang Baby experiments to be shut down, thus ending SYSTEM's research into Q Juice.

Shadow War

Q Juice's existence also became known to the Star Chamber, a group of Shadow Cabinet operatives who went rogue, and plotted to acquire the mutagen as weapon of world conquest. During the Shadow War, the Chamber

attempted to steal SYSTEM's Q Juice stockpile in Las Vegas, but the Cabinet got to it first. The Rashnikov Formula Chamber later succeeded in stealing radioactive

material from the Einstein Institute and The Rashnikov Formula is an experimental processed it into Q Juice. Then, they loaded the chemical compound designed to turn people into mutagen into a missile that they launched. Upon enhanced vampires. Yuri Rashnikov of the KGB reaching orbit, this missile would be a trump developed it to turn Russia's high command into card that would be detonated if anyone opposed immortals with no vampire weaknesses. The the Star Chamber's plans of ruling mankind. Cult of the Blood Red Moon tried to steal it from However, an unseen Dr. Nemo had been his facility, although Andrew Bennett took it. observing the war and took control of the Mary, Queen of Blood, sent Dunya Mishkin to missile, which he detonated in order to mutate her death trying to take it back. Eventually mankind into Bang Babies. His mad scheme Bennett eventually took the formula, giving him failed thanks to Cabinet ally Hardware, who a full day of humanity with his lover, Deborah intercepted the missile in mid-air and removed Dancer. It was revealed that the formula would the Q Juice before it exploded. The defeated Star not work properly on those who were already Chamber surrendered to local authorities while vampires, and the Blood Red Moon captured Nemo fled the scene to plot anew. Months later, Bennett during rigor mortis. His body continued the superhero Icon and his Bang Baby allies

Golden Age and More 54 to rapidly deteriorate the 400 years he had lived Titan past death, while Mary tortured him in a church. Deborah Dancer was also captured and bitten, Titan is a dangerous super-steroid drug although she revealed that she had taken the developed by Doctor Young in Batman: Arkham formula and suffered no drawbacks. Using her Asylum, using Bane's Venom as a chemical base new vampire powers, Deborah murdered Mary along with elements from 's plants. before watching her lover Andrew wither into . First conceptualized by Doctor Young as a means of strengthening the minds and bodies of Tar weaker mental patients so as to allow for more extreme treatment methods, the doctor soon Tar is a narcotic, strength-enhancing drug, found herself financed by a mysterious investor somewhat similar to the Venom compound that named Jack White (an alias of the ). With gave Bane his strength. Tar's effects include his money, Doctor Young managed to ship the granting temporary super-strength and nigh- super-criminal Bane into , invulnerability. John Henry Irons had numerous combining his Venom-laced blood with elements run-ins with gang members using tar to gain an of Poison Ivy's plants. The combined chemicals advantage over their enemies; these drugged created a Venom-like drug that would turn individuals were often known as "tar-freaks". A normal people into hulking, mindless monsters more insidious effect of Tar is it heightens the with only a small dose, similar to Bane's own affected individual's aggression instincts, making drug. However, unlike its predecessor, it does them actively seek out battles to find (and people not require a storage tank or excess amounts to pummel). pumped into the blood stream to maintain the effects. At one time, Steel was accused of a savage murder; the Washington, D.C. police claimed he Its benefits do not come without risk, used his giant hammer to decapitate a man. Steel however. People using the Titan serum have was able to prove his innocence simply by listing their bodies morphed and distorted by the drug's the already well-known effects of Tar, and effects, their skin and muscles splitting and explained that a tar-freak could easily inflict the enlarging, bones often protruding from their same injuries that his hammer could (which skin. The drug also lowers its user's intelligence would indicate that a Tar-Freak's skin becomes significantly, to the point where they are little at least as tough as Steel's hammer, and that their more than mindless beasts (Joker was able to super-human strength rivaled many super resist this effect, possibly due to the fact that he heroes). was insane). These effects, along with the enhanced strength, seem to be temporary, as S-Tar Joker (and possibly other thugs) reverted to his original form after some time. Titan users are Later on, an enhanced version of this drug often shown to succumb to heart attacks after called "S-Tar" (short for "Super Tar") would be some time, probably from the increased strain on created, which granted even more strength and their hearts while using the drug. The effects it invulnerablity, and was even more addicting. had on Poison Ivy were different as she Also, once a person had used S-Tar 3 times, the physically stayed the same (aside from green drug buildup in their system would become fatal. eyes) but it enhanced her chlorokinetic abilities.

The long-lasting effect of Titan is that, over time, the chemicals begin to degrade into poison inside the body, slowly killing the user. While infected, the person's skin loses color and begins to peel, hair begins to fall out, and a significant cough develops. If a cure is not administered after some time, the victim will die. Joker managed to spread this disease to the citizens of Gotham City by shipping his infected blood to hospitals for transfusion, with Batman being infected personally by the Joker in Arkham City.

55 Golden Age and More Notes them back to hospital. However, 90% died of shock before they could be sedated. The effects of Titan can be repressed by someone of significant willpower, shown when Years later, the impurities of Velocity 9 were Batman is shot with a Titan dart by the Joker, but successfully removed and a formula was created manages not to transform into a monster for a without the worst side affects. significant amount of time. supplied some to , who was looking to gain superspeed after his access to the Speed Batman had managed to develop a cure for Force had been stripped away when it was both the Titan drug and the virus that follows its absorbed by , in exchange for his usage (the latter with help from Mister Freeze). membership in Titans East. Both of these are used on himself. Venom

Venom is a highly addictive super-steroid. It was originally based on the Hourman’s Miraclo formula although it does not have the same 60- minute limitation as Miraclo. The drug, usually injected in a constant supply into the base of the neck, would instantly transform someone into a hulking mass of unbridled physical strength. Bane's apparatus included a special "boost" button to give him a jolt of Venom when needed.

However, as the drug wore off or when the user was cut off from its constant supply, their body would rapidly return to its original state or sometimes becomes even weaker, at which point the user would suffer from massive, debilitating Velocity 9 withdrawal, usually accompanied by terrifying hallucinations. Velocity 9 was a drug developed by Vandal Savage. It granted its user with a high that Batman became addicted to the drug while included the ability to travel at superspeed. But searching for a way to cope with his physical these highs came at a severe cost to the user, limitations and imperfections, forcing him to causing premature aging, exhaustion, red eyes, eventually lock himself in the to "detox" staring, salivating, and eventually death. It was himself when he realized how dependent on it he especially appealing to highly successful young had become. Later, it resurfaced as the power men. source for Bane, who used it to and cripple Batman by breaking his back over his The presence of Velocity 9 on the market knee. severely hurt the drug empire of mobster Nick Bassaglia. He hired Dr. Conrad Bortz to help him synthesize the drug. Source: Savage was able to convince Bassaglia to form a partnership, planning to use Bassaglia's Project Genesis heroin distribution network to bring Velocity 9 to stockbrokers and lawyers and gain control of Project Genesis was an I.O. project tasked Wall Street. Their plan, however, was foiled by with the creation of superhumans under the Flash and Dr. Bortz, but not before Flash was government control. It was responsible for Gen robbed of his powers after receiving an injection 12, Gen¹³ and DV8 among others. They used of the drug. Savage and Bassaglia subsequently drugs and other means to activate latent gen- disappeared. active abilities.

Kapitalist Kouriers were hired to round up as

many Velocity 9 addicts as they could and bring

Golden Age and More 56 Source: Marvel Comics recovering. After finally regaining consciousness, he found his mental and physical Amphogenesis functions have been greatly enhanced. It was later learned that exposure also causes severe Amphogenesis is a process of injection of the insanity, which was the primary motivation for one drop of diluted water from the dormant Norman taking the identity of the . Amphogen, a mutagenic substance, which gives Badoon their powers.

Antigenesis

Antigenesis is a process of consumption of the nectar of blooms of Antigen Tree, a mutagenic substance, which gives Kymellian Inhumans their powers.

Calypso Serum

The Calypso Serum was created by the witch doctor Calypso Ezili from various jungle herbs and plants. She gave this to her beloved Sergei Kravinoff, a big game hunter from Russia.

An unforeseen side effect of the formula was that its effects were passed on to Kraven's son, Alyosha Kravinoff, as he was born a mutant and Hyde Formula did not need to ingest the serum to benefit from its effects. The Hyde formula is a hormonal treatment created by biochemist Calvin Zabo. The formula D-Lite drastically enhances the human body, adding several hundred pounds of muscle and bone. The D-Lite was a drug created by D'Spayre that transformation is usually complete within thirty gave Cloak & Dagger their powers. seconds of ingestion. The skin apparently does not develop in exact proportion to the rest of the Exogenesis body, so a user's face has a perpetual grimace, and their fingerprints are altered. Zabo has Exogenesis is a process of inhalation of the continued to experiment with his formula, Exogen Spice, a mutagenic substance, which increasing its potency as well as prolong its gives Dire Wraith Inhumans their powers. effects.

Goblin Formula An unforeseen side effect of the formula was that a genetic mutation was passed on to Zabo's The Goblin formula, additionally known as illegitimate daughter alias Quake. the OZ formula, is a biogenic chemical Daisy was born with the power to control compound made to augment the human body. seismic waves. After had his business partner, Mendel Stromm, arrested for embezzlement, he Formula found in his notes a formula, which could (Also known as The Forever Compound) apparently augment a person’s body to superhuman levels. Norman began research on The Forever Compound is an alchemical the formula, hoping to eventually sell it. serum produced by the Brotherhood of the Unknown to him his son had tampered with it to Shield. It is a diluted form of the Elixir of spite him. Consequentially the completed Immortality developed by Sir Isaac Newton in formula was unstable and exploded in Norman's 1652. face. He spent the next week in the hospital

57 Golden Age and More While it still retains the life-prolonging thugs, the future indeed looked bleak for Fury as properties of its parent elixir, it doesn’t keep any he began to age incredibly rapidly (from not of the other properties. In particular, it does not receiving an inoculation of the Infinity Formula). prevent the mind or body of the person injected However, the timely intervention of Val de with it from decaying. Fontaine saved the day. Fontaine had previously liberated the serum from its captors and Newton administered it to Nostradamus in inoculated Fury just in time to save his life. 1652, which kept the seer alive and also kept his prophetic gifts intact until Nostradamus took the It was seen being used on a chained Elixir of Immortality three hundred years later. Nostradamus, to ensure that he will live long enough to go insane due to a combination of immortality, imprisonment, and isolation.

Nick Fury's aging process was incredibly slowed by taking regular doses, but now he doesn't take anymore and his son Nick Fury, Jr. inherited the effects.

Isogenesis

Isogenesis is the process of injection of the extract of the Isogen Orbs, a mutagenic substance, which gives Centaurian Inhumans

their powers. Professor Sternberg Mutant Growth Hormone Nick Fury was seriously wounded in France during World War II. He was saved in part due Mutant Growth Hormone (often abbreviated to Professor Sternberg's Infinity Formula. Fury as MGH) is a naturally occurring hormone must be inoculated by the serum every year or he produced within Homo superior and genetically will age dramatically. Since Fury's first altered superhumans. This hormone can be inoculation, the Colonel had to pay a blackmail extracted and isolated, and when used by price to Sternberg every year to acquire the baseline humans it will result what's known as a serum. "temporary genetic shift". In other words, it temporarily grants super powers like flight, fire The Infinity Formula substantially slowed his breath, teleportation or increased strength to its aging process, and Fury was thrust with a double users. Sometimes the powers are duplicates those edged sword: although his life was saved, the belonging to the donor, but results are known to consequences of the Infinity Formula would vary. When a mutant uses MGH, it increases the haunt him throughout his life as he would see super-human powers they already possess. many friends age and die, as well as become the target of various villains seeking his secret. Dr. MGH is most commonly available in a Sternberg himself was not immune to taking capsule form for oral ingestion, but a liquid form advantage of Fury's delicate situation, basically for intramuscular injection is also available. The holding Fury's life for ransom starting in 1946, MGH is known to be highly addictive, especially every year through 1976 by charging Fury a high in baseline humans. A known side effect of fee for more of the serum. MGH use is heightened aggression. Possession, trade, and consumption are completely illegal in However, Steel Harris killed the Professor, the United States. Other countries have passes seizing control of the serum. He decided to similar laws, as well. blackmail Fury even further by making demands to become immersed in SHIELD and other Discovery National Security briefings. Nick found Harris in Las Vegas and battled him and his minions. The first person known to have isolated Even though the Colonel defeated Harris and his Mutant Growth Hormone was biochemist Dr.

Golden Age and More 58 Henry McCoy, PhD, while working for the mimicked Cloak’s power with the MGH had Brand Corporation on Long Island. McCoy was performed the attack. attempting to develop a serum that would act as a catalyst for activating latent mutations. However, he was forced to consume an experimental version of his serum to protect his discovery from industrial spies. This drug caused McCoy to grow fur all over his body, and changed his ears, canine teeth, and nails to more sharpened forms of the originals. It also provided him with enhanced senses and a greater healing factor.

Dealers and Users

Years later, an unknown party provided a crowd with an experimental drug that gave them powers similar to some popular super-humans such as Thor, , and Daredevil. Though Post M-Day the drug also made them extremely aggressive, Iron Man managed to control the situation. It is During the Civil War, Wolverine discovered unclear if this was a release of MGH proper, that the super-villain Nitro used a combination of however, or a similar drug. MGH and Kick to increase his power level, which allowed him to annihilate Stamford, MGH reached prominence when the mutant Connecticut. crimelord, , began refining his own genetic material to obtain a drug he could sell. He While trying to reverse the effects of M-Day, attempted to build a criminal empire using the which robbed most of the world’s mutants of profits from its sale, but Daredevil stopped him. their powers and X-Genes, Beast and shook down a MGH dealer, Charlie Hustle, to The sold MGH on the black market obtain active MGH samples. Unfortunately, they until the X-Men stopped him. discovered like most mutants, most MGH lost its viability (Hustle only possessed viable samples At one point Spider-Woman, Mattie Franklin, of , whom he sold for a fortune). was kept sedated in her apartment to be harvested for MGH by her boyfriend. She was /Dark X-Men eventually freed when former super-heroine broke into her apartment and To convince Weapon Omega to join the Dark rescued her. X-Men, Norman Osborn affected a building site and a school with MGH, making all humans in The Young Avenger, Patriot was a regular those areas mutants temporarily, and possible user of MGH. Having no superpowers, he lied to targets for Omega's powers. According to a his friends and teammates, claiming to have conversation between and Norman, inherited his grandfather's powers via a blood they had many active MGH samples, and the transfusion. Ashamed when his secret was resources to make it again. revealed, Patriot quit the Young Avengers. He later rejoined the team after he took a bullet for As Fear Itself unfolded, a few drug dealers Captain America, and received an actual blood used MGH on themselves to acquire the strength, transfusion from his grandfather that did give size, and auras of Native American devils. Using him the powers of a true Super Soldier. these enhanced qualities to fuel a clash between their white neighborhood and nearby Natives, The and the New Avengers found these dealers were defeated by American Eagle. some evidence of the superhero, Cloak, beating The origin of this MGH is unknown. his partner, Dagger, which landed her in the hospital. However, after chasing Cloak, they discovered that orderly Reginald Mantz who

59 Golden Age and More Pym Particles next step in human evolution for regular, non- mutant man, a man from the coming decades. Dr. Henry Pym originally discovered and Which means, someday humanity will reach this isolated a rare group of subatomic particles, level. which have become known as "Pym Particles", which can increase or decrease the size and mass of objects or living beings. The Pym Particles work by stunting matter into the Kosmos Dimension when shrinking an subject or accruing extra matter from that dimension when enlarging.

Originally, these Pym Particles existed in a liquid elixir form, which would shrink objects or living being to which it was applied. Later, Pym was able to synthesize Pym Particles into a gaseous form for quick shrinking results, via inhalation. Later still, Pym was able to refine the Pym Particles into a pill form.

Repeated, long-term exposure to Pym Particles can actually result in the subject's body naturally producing its own Pym Particles. Pym, Janet van Dyne and Cassie Lang's bodies all biologically produce Pym Particles because of

this phenomenon. "Serum" is somewhat of a misnomer, as the

"serum" actually consists of various processes. Pym Particles do exert a large amount of Characters that are considered by a enhancement physical and mental strain on the subject's body. true "Peak-Potential" are noted to be Captain Pym personally has had many mental America, , Josiah X, Protocide, breakdowns because of his Pym Particles usage. Union Jack (different SSS variant), and Black

Panther (-herb). Variations of the Super Super Soldier Serum Soldier serum have been developed over the years, which induced greater mutations then peak A formula capable of enhancing human human capabilities, even one that created the beings into "super soldiers." The exact formula powerful . given to Steve Rogers is unknown; there have been many attempts to duplicate it. According to But the more powerful variants come with Private Biljo White, a "Dr. Anderson" indicated strange side effects that may also include mental that potassium was one of the elements used in deficiencies. its formulation. Those people who attempted to recreate the The Super-Soldier Serum, also called the Super Soldier Serum had become something far Super-Soldier Formula, is the name for a process more than an enhanced human and then became to increase the physical attributes of its recipient superheroes and . to the peak of human potential as in almost superhuman. Peak Humans are superior to any Olympic level athletes who have ever competed. Top athletes normally have one or two aspects close to, or a bit under, peak level, while peak human enhancements have all their capabilities )like mind, strength, speed, durability, healing, eye sight, immune system, aging etc.), at the maximum level of human potential. Dr. Reinstein established that this potential is the

Golden Age and More 60 Typical Chemically Enhanced Compound Effect Table

Die Roll Effect 01-50 Permanent after one dose. 51-00 Requires Boosters

Note: At the discretion of the Judge, if a character requires boosters to maintain their Powers, they become Normal Humans if they go too long without a boost.

Additionally, many of the compounds listed in this chapter can have some rather detrimental side effects. If the Player and the Judge desire those, roll on the following tables.

Insanity Type

Die Roll Insanity Type 01-10 Long-Term 11-49 Short-Term

Primary Ability Chart; Column One 50-00 None From the Ultimate Powers Book Type of Insanity Die Roll Initial Score 01-05 Fb 1 Die Roll Type of Insanity 06-10 Pr 3 01–11 Amnesia 11-20 Ty 5 12–48 Mania/Phobia 21-40 Gd 8 49–68 Multiple Personality Disorder 41-60 Ex 16 69–78 Paranoia 61-80 Rm 26 79–84 Psychosis 81-96 In 36 85–00 Schizophrenia 97-00 Am 46 Notes: Additional Creation Notes • The above types of insanity are but a • Chemically Enhanced can raise any one fraction of the various mental disorders Primary Ability +1CS. possible. If the Player or the Judge does not desire the type rolled, feel free to substitute with another type. These tables are Effects of Compounds on Existing Characters presented to provide additional Role-Playing

opportunities, and not to force someone to Dice Minimum Maximum Effect play a character that is not enjoyable due to Roll Rank Rank their psychosis. +1 01-50 Gd 8 Rm 26 • Feel free to use “Drug and Alcohol Rank Abuse” by Jeff Grubb (It can be found in the +2 57-70 Ex 16 In 36 Original Ultimate Origins Book in Appendix Ranks Two), for possible side effects of attempting +3 to quit taking the chemical used to enhance 71-99 Rm 26 Am 46 Ranks the character. This would work especially +4 well with characters that require boosters to 00 In 36 Mn 63 Ranks maintain their Powers.

61 Golden Age and More Chapter Thirty-Two: Fire-Monsters

Source: Marvel Comics Typical Fire-Monster

History

The origins of the Fire-Monsters are unknown, but they have been constantly kept in check of the Tibetan lamas known as the Fire- Men for centuries, and have also been referred to as the "Monsters of the Hill". Presumably, the creatures are located in some remote region of Tibet, however their place of origin is also a mystery.

In modern times, Culfa, a member of the Fire- Men, sought to use a Fire-Monster as part of a series of crimes he hoped to pin on the android Human Torch. Aware that there was a Fire- Monster on the loose in New York City, but not knowing who was responsible, the Fire-Men sought the aid of the Torch to help. Ultimately, the Torch slew the Fire-Monster whose

destruction he was being blamed for, and captured Culfa, turning him over to the Primary Ability Chart; Column One authorities. From the Ultimate Powers Book

It remains unrevealed whether or not there are Die Roll Rank any more Fire-Monsters alive in the world today. 01-05 Fb 1 Although entirely left to speculation, it's 06-10 Pr 3 possible that the Fire-Monsters could be another 11-20 Ty 5 genetic creation of the Deviants or some other 21-40 Gd 8 species that has been known for genetic 41-60 Ex 16 modification prior to humanity becoming the 61-80 Rm 26 dominant species on Earth. 81-96 In 36

Powers 97-00 Am 46

The Fire-Monsters can excrete flames from Additional Benefits the pores of their skin and snort smoke from • Fire-Monsters can raise any one their nostrils. Primary Ability +1CS.

Golden Age and More 62 Chapter Thirty-Three: Fish People

Source: Marvel Comics Typical Fish Person

The so-called Fish People are a race of humans that live on an island in the Pacific Ocean.

In the year 750 AD, after an earthquake caused their island to sink in the ocean, the surviving members of the race were able to survive due to a naturally formed air funnel created by the earthquake. Around 1450 AD, another earthquake cut off this source of air, however by this time the Fish People had adapted to breathing underwater.

In the year 1950, yet another earthquake caused the island to surface, allowing the Fish People to travel on the surface for first time in centuries. The island was claimed by the international pirate Count Varron, who sought to exploit it's resources. Also visiting the island was

Uranian hero Marvel Boy, who made first contact with the Fish People, and attempted to Primary Ability Chart; Column One convince them that he came in peace. Varron and From the Ultimate Powers Book his men attacked, killing some of the Fish People and sending the rest fleeing. A female member of Die Roll Initial Score their race was also briefly a hostage of Count 01-05 Fb 1 Varron, but later released. 06-10 Pr 3

11-20 Ty 5 Varron attempted to slay the Fish People with TNT, but the resulting explosion caused the 21-40 Gd 8 island to sink, drowning Varron and his men. 41-60 Ex 16 The fate of the Fish People is unknown. 61-80 Rm 26 81-96 In 36 Powers 97-00 Am 46

The Fish People have adapted to life Additional Creation Notes underwater. They have gills allowing them to • Fish People can raise any one Primary extract oxygen from the water, and scales instead Ability +1CS. of skin. Likely they have adaptations similar to the Atlanteans, that allow them to live under great water pressure and cold temperatures.

63 Golden Age and More Chapter Thirty-Four: Fish-Men

Source: Marvel Comics Typical Fish-Man

History

The so-called Fish-Men are the product of underwater nuclear tests carried out during the 1950s that mutated a number of fish into amphibious humanoids. They gave off a radiation at levels that were harmful to human beings. Caused either by the nuclear tests or by the Fish-Men's own power, a mass of land rose out of the ocean in 1951, putting the Fish-Men in the path of the Honolulu Queen Cruise ship. Thinking the ship a monster, one of the Fish- Men attempted to board it, but was shot dead.

The radiation sickening her lover Whitney Hammond, the love goddess Venus sought the aid of the sea god Neptune in investigating the creatures. Confronting the Fish-Men, Venus and Neptune learned their origins and the threat they

posed to the humans aboard the Honolulu Queen. Neptune took the Fish-Men under his care, while Primary Ability Chart; Column One Venus helped the Honolulu Queen escape and From the Ultimate Powers Book continue its course. Those exposed to the radiation emitted by the Fish-Men all recovered. Die Roll Rank

The Fish-Men have not been seen since, and 01-05 Fb 1 their subsequent fate is unknown. 06-10 Pr 3 11-20 Ty 5 Powers 21-40 Gd 8 41-60 Ex 16 The Fish-Men are amphibious beings that can 61-80 Rm 26 breathe both in water and in the air. Any 81-96 In 36 limitations to their amphibious nature are unknown. Presumably they have adaptations that 97-00 Am 46 are similar to the Atlanteans and other undersea races that allow them to dwell under water, such Additional Benefits as the ability to withstand the oceans pressures • Fish-Men can raise any one Primary and temperatures, as well as the ability to see in Ability +1CS. the blue-green spectrum so as to navigate in the deeps of the ocean. The Fish-Men are inherently radioactive, causing them to evince a green glow. While they appear to be immune to radioactivity, other living creatures - particularly humans - are vulnerable to their emissions and risk radiation poisoning after prolonged exposure. The Fish- Men do not appear to have any ability to control the radioactivity that they emit.

Golden Age and More 64 Chapter Thirty-Five: Flatula

Source: Marvel Comics Typical Flatulan

The realm of Flatula is a mostly two- dimensional world that exists in the Earth-616 universe. In 1949, the Flatulans discovered the third dimensional world and their leader, B4, kidnapped a number of prominent humans from Earth to put on display in a zoo on in their dimension. After defeating B4 and liberating his prisoners, the Human Torch and Sun Girl brought him back to earth with them, thus preventing the Flatulans from continuing to kidnap people in order to put them on display.

Flatulans

The Flatulans live in the two-dimensional world of Flatula. By 1949, they had discovered the third dimension and the planet Earth, and began kidnapping parts of American culture, history, and famous individuals. Their targets

included President Harry Truman, the Declaration of Independence, and the Liberty Primary Ability Chart; Column Five Bell. Seeking to stop this, the Human Torch and From the Ultimate Powers Book Sun Girl hitched a ride on the Liberty Bell as it was being stolen, and found themselves Die Roll Initial Score transported to Flatula and converted into two- 01-10 Fb 1 dimensional beings. There they were quickly captured and brought before the Flatulans’ 11-20 Pr 3 leader, B4. B4 took them to a zoo where they 21-30 Ty 5 had displayed everything stolen from Earth. 31-40 Gd 8 41-60 Ex 16 There the Torch flamed on, reversing the two- 61-70 Rm 26 dimensional effect on himself and Sun Girl, and 71-80 In 36 began lighting the Flatulans city on fire. He then 81-95 Am 46 rescued the captives and stolen material, and brought them back to Earth. B4 then used his 96-00 Mn 63 device to bring the Torch and Sun Girl back to Flatula, and attempted to imprison them. Additional Creation Notes However, the Torch flamed on again and this • Flatulans can raise any one Ability time brought B4 with him back to Earth. +1CS. Apparently, B4 was the only one who knew how • Starting Resources are set at Poor. to use his machine and was thus trapped on • Flatulans start out with only one Earth. The ultimate fate of B4 is unknown, and Contact, their race. to date there are no further records of the Flatulans venturing out of their dimension.

65 Golden Age and More Known Powers • Two-Dimensional: Flatulans can slip into small cracks and under doors with ease. If they stand very still, they can seemingly fade from view by turning his body so they stand sideways to a viewer. This is of limited use (and only effective against viewers on his or her right or left), but it allows them Gd 8 Invisibility against viewers who are actively looking for them, Ex 16 Invisibility to opponents who are unaware of their presence, and Rm 26 Invisibility when sneaking past an otherwise distracted viewer.

Golden Age and More 66 Chapter Thirty-Six: Fleshless Ones

Source: Fawcett Typical Fleshless One

The Fleshless Ones are a race of malevolent, skeletal beings first introduced in Fawcett's horror line. Cruel, vicious, and totally without mercy, they were bent on world domination, having succeeded in infiltrating human society at various levels.

When rookie patrolman Perry Mahoney answered a desperate cry for help, he was confronted by a race of undead beings lurking in deep caverns and dark places beneath the streets. Motivated purely by hate, these creatures secretly plot to wipe out humanity, and turn the world into a vast graveyard ruled over by the dead. When Mahoney discovered their existence, they respond by abducting his girlfriend, planning to convert her to one of "them" through a process too horrific to conceive. Tracking them to their lair, Mahoney managed to save Ellen

from a fate literally worse than death ... only to discover that she was not be all that she seemed. Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Initial Score 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Creation Notes • Strength and Endurance are increased by +1CS. • The Player and Judge must come up with a body maintenance procedure, unless the hero possesses a Vampiric Power. • Fleshless Ones possess a Psychological Weakness; their Power is negated while they are within 10' of a religious symbol. If the symbol is that of a religion they practiced while they were alive, they suffer Excellent damage.

67 Golden Age and More Chapter Thirty-Seven: Giants of the Elephant Grave Yard

Source: Fox Comics Typical Giant of the Elephant Grave

A race of literal giants, men big enough to Yard straddle elephants like horses, made their kingdom near the elephant grave yard, and kept numerous normal sized humans as slaves. Rulah was aware of the danger the giants posed, and avoided their territory.

When the explorer Johnson, along with his daughter Susan and her fiancé Hallek, arrived in the jungle with the intent to find the elephant grave yard, Rulah tried to persuade them not to seek it out, but the group was quite determined. Rulah accompanied them on their trek, hoping to keep them safe. They were soon attacked by the gaints, many of Johnson's bearers were killed, and Susan and Hallek were taken captive.

Hallek had in fact betrayed the party, promising Tongo, the king of the giants, all of the party's members as slaved in exchange for the wealth of ivory littering the region. He returned to the party, claiming he had barely managed to escape, and led them back to the Primary Ability Chart; Column One giant's castle in hopes of freeing Susan. Once From the Ultimate Powers Book inside, the trap was sprung and the giants began collecting the party. During the confusion, Die Roll Rank Hallek found himself crushed under a giant's 01-05 Fb 1 foot. 06-10 Pr 3 11-20 Ty 5 While avoiding the giants, Rulah figured out 21-40 Gd 8 their main weakness. Their feet were incredibly sensitive and easily hurt. She gathered up some 41-60 Ex 16 available glass and pottery, and smashed it to 61-80 Rm 26 pieces, scattering the fragments on the ground. 81-96 In 36 When the giants charged over the shards, the 97-00 Am 46 shock from the pain was sufficient to kill them. Additional Benefits • Giants of the Elephant Grave Yard can raise any one Primary Ability +1CS.

Golden Age and More 68 Chapter Thirty-Eight: Gnorrkin

Source: Marvel Comics Appearance:

Origin: Gnorrkin are non-humanoid entities. The vast majority of their body consists of what looks like a The species which spawned Gnorr, the self- squashed sphere, perhaps in the approximate proclaimed Emperor of our Moon, is not of our world dimensions of a pumpkin, the majority of which is - or the moon, for that matter. No, his species evolved occupied by their immense faces - faces that are elsewhere in the cosmos, and may originate quite far vaguely humanoid in aspect. away from earth, for no others of his kind have been seen near this planet. On this immense, head-like body, Gnorrkin have a fanged jaw, pointy ears, bulging eyes, and a bulbous History nose. They possess long, sparse hair that circles around their head from just over their eyes, and their Very little has been revealed about the species that, rich brown skin tone shows through the gaps in these for lack of a better term, we know as the Gnorrkin. follicles. They are a long-lived, spacefaring race that may range far and wide through the cosmos, so much so To interact with the world, Gnorrkin possess four that one Gnorrkin rarely encounters another. Or, they tentacles, which issue forth from the bottom of their may be dying out. bodies. These may or may not end in smaller tentacles, which act more or less like hands do, but The latter of two possibilities was posited by this is not certain. These limbs can be used for Gnorr himself, the only known representative of this manipulation or locomotion. species (hence their placeholder of a name). But then again, he spent several thousand years on our moon, with no readily available means with which to leave that dead satellite.

Whether or not his information was correct, or even if he was being truthful, is unknown at this time. But if he was right, Gnorr's apparent death at the hands of Professor Zog and two hotrodding space explorers means that Gnorrkin were rendered extinct in the early 1940s.

Even if Gnorrkin have shuffled off to (hopefully) higher planes of existence, relics of their species may yet remain, scattered throughout space. Who knows what kinds of ridiculously advanced, abandoned technology they may have left lying about, where almost anyone could find it?

Characteristics:

Little is known about the culture of the species that ultimately spawned Gnorr. The Gnorrkin (not their actual name, but it's as good a title as any) seem to be highly advanced in an intellectual sense, and may very well mirror Gnorr's general behavior and his sense of superiority.

69 Golden Age and More Ecological Niche: would give them an approximate lifespan of 15,120 years (normal human lifespan times The people who spawned Gnorr are not power rank cubed), barring injury or disease. particularly powerful, in a physical sense. Most of • Super Senses: A large portion of Gnorrkin their body is their immense heads, after all, leaving anatomy is comprised of their sensory only their relatively small (if long) tentacles with organs. As a result of this anatomical oddity, which to affect their surroundings. Unless they bite they presumably have perception that's something, that is. better than a mere human's. They may attempt Intuition FEATs dependent on On the other hand, they are quite intelligent and conventional senses at a +2 CS. long lived, which readily lends itself to the • Tentacles: Instead of the limbs possessed by manufacture of advanced technologies. Being that a conventional humanoid, Gnorrkin have Gnorrkin are a spacefaring race, they likely rest at the four tentacles, each of which issue forth top of the food chain on their world... assuming they from the bottom of their vaguely spherical still exist. frame. They can use these as either extra arms or extra legs in a turn, but not both at Typical Gnorrkin once.

Equipment: • In and of themselves, the kin of Gnorr do not possess inherent technology. However, they seem to have a facility for either the creation or modification of highly advanced devices, which means a given Gnorrkin may very well possess various examples of fantastic gear on hand.

Talents: Gnorrkin have no specific talents that are shared across their race. They are a spacefaring species, however, so it is safe to assume that a given Gnorrkin might know a thing or two about science in general, or possibly some specialization therein.

Contacts: According to this species' only known representative, Gnorr, it's quite likely that Gnorrkin are extinct. If this proves not to be the case, one member of this species may very well be highly motivated to assist another in need, should they F A S E R I P happen to luck upon each other in the wild. Ex Gd Ex Gd Gd Ty 6 Ty 6 20 10 20 10 10 Health: 42 Karma: 40 Resources: Ex 20 Popularity: Ty -5

Known Powers: • Fangs: Gnorrkin all have horrible, enormous teeth. Supplementing their sharp, pointy fangs, Gnorrkin also have two large tusks protruding from their mouth. They may use these immense natural weapons to inflict their Strength rank in Edged Attack damage, should they so desire. • Longevity: Gnorr's people are extremely long lived. They have the benefit of possessing Typical (6) longevity, which

Golden Age and More 70 Chapter Thirty-Nine: Haydes

Source: Marvel Typical Half-Man

The planet Haydes is a world that is unique to Earth-5391. a universe where space travel and exploration from the planet Earth boomed in the late 20th Century. It is a world with rich vegetation, and was home to a race of humanoid beings that eventually became known as the Half-Men. In the year 2075, mad scientist Professor Alfred Kurt came to this world and experimented on the natives, turning them into the Half-Men. Speed Carter and Johnny Day of the Space Sentinels peacekeeping force, which put a stop to Kurt’s mad plans, later explored the planet.

Half-Men

The exact origins of the Half-Men of Haydes is unknown, however, they appear to be the original inhabitants of the planet which resides in

the Earth-5391 reality, a universe where space travel and exploration boomed in the late 20th Primary Ability Chart; Column Five Century. The people who became the Half-Men From the Ultimate Powers Book were the victims of mad scientist Professor Alfred Kurt, who fled to Haydes with his Die Roll Initial Score daughter after escaping from an insane asylum 01-10 Fb 1 for experimenting on cutting human beings in 11-20 Pr 3 half. Kurt continued his ghastly experiments on 21-30 Ty 5 the indigenous population, eventually succeeding in creating his Half-Men, who were the residents 31-40 Gd 8 of Haydes, but split in half. Each half could then 41-60 Ex 16 move and operate independently, although they 61-70 Rm 26 were loyal to Professor Kurt. 71-80 In 36 81-95 Am 46 The Space Sentinels peacekeeping force 96-00 Mn 63 eventually sent Captain Speed Carter and his sidekick Johnny Day to explore Haydes where Additional Creation Notes they were attacked and captured by the Half- • Half-Men can raise any one Ability Men. They were brought to Professor Kurt who +1CS. then attempted to repeat his experiments on • Starting Resources are set at Poor. Speed, only to become a victim of his own • Half-Men start out with only one experiments himself. His personality was split Contact, their race. between the two halves, and his "good" half killed his "evil" half before he turned himself into the authorities. The fate of the Half-Men after Kurt's surrender is as of yet unrevealed.

71 Golden Age and More Chapter Forty: Ice People

Source: Marvel Comics Typical Ice Person

The so-called Ice People are a unique alien race that resides within an unspecified frozen world on Earth-5391, a universe where space travel and technology boomed in the late 20th century.

Prior to their dominance, prehistoric beasts that were eventually wiped out or frozen in ice, entering a state of suspended animation, ruled their world. Their world was first visited by the human race when a group of Earth explorers discovered their world in the year 2050. The Ice People feared that the Earthmen would free the frozen beasts, and although doing so was punishable by death they were lenient to the alien visitors, and merely froze them in ice.

Twenty-five years later, in the year 2075, Speed Carter and Johnny Day of the Space

Sentinels crash-landed on the Ice People's planet following a battle with space pirates. Primary Ability Chart; Column Five Discovering the frozen explorers from 2050, they From the Ultimate Powers Book used the rockets from their damaged spacecraft to thaw them out, and learned they were in Die Roll Initial Score suspended animation for over two decades. They 01-10 Fb 1 were confronted by a group of Ice People, who 11-20 Pr 3 then neutralized Speed and the others with their 21-30 Ty 5 freeze rays. However, there were renegade elements among the Ice People who then stole 31-40 Gd 8 Speed and Johnny's Hydro-Guns, and unleashed 41-60 Ex 16 the prehistoric beasts to destroy them. 61-70 Rm 26 71-80 In 36 The traitors left Speed, Johnny, the explorers, 81-95 Am 46 and their leaders at the hands of the creatures. 96-00 Mn 63 Unfrozen by the leader of the Ice People, Speed led them to the explorers’ ship, and managed to Additional Creation Notes escape the planet. Meanwhile, the renegade • Ice People can raise any one Ability faction of Ice People tried to escape in Speed's +1CS. damaged rocket, and found that it could not take • Starting Resources are set at Poor. off. The prehistoric beasts then caused the rocket • Ice People start out with only one to explode killing them all in the blast. With the Contact, their race. threat neutralized, Speed made peace with the Ice People, and returned them to their world.

Powers

The Ice People are resilient to the cold.

Golden Age and More 72 Chapter Forty-One: Imagions

Source: Sterling Comics Typical Imagion

Investigating what appeared to be a meteorite, Captain Flash and Ricky entered the impact crater, only find a flying saucer. They are subsequently seized by duplicates of themselves, then brought on-board the ship and then back to the Alien's home world. Mirago - the Lord of Imagions - explained how, since their sun lost its gravitational hold on the planet, Imago is reverting to the gaseous state it was 10 million years ago. He also said that one spark will cause them all to be atomized. Not wanting to end his family's two million year dynasty, he planned for them to use their shape-shifting abilities to insert themselves into positions of power, and take over the world.

Captain Flash and Ricky fought their way out, escaping on a stolen saucer after Flash destroyed the other ships. They informed Mayor Dalton of their experience, and he vowed to take action. Although, unbeknownst to them, Dalton had already been replaced by an Imagion.. Primary Ability Chart; Column Five From the Ultimate Powers Book Powers and Abilities Die Roll Initial Score The Imagions are technologically advanced, 01-10 Fb 1 and are able to shape-shift as well as imitate 11-20 Pr 3 voices. However, in human form, Imagions have 21-30 Ty 5 green palms on their hands. 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Imagions can raise any one Ability +1CS. • Starting Resources are set at Poor. • Imagions start out with only one Contact, their race.

73 Golden Age and More Chapter Forty-Two: Invaders from Venus

Source: E.C. Comics Typical Invader from Venus

On the planet Venus, an Amazonian race was on the verge of mass extinction, due to death of all their males. To avert this fate, their queen sent her confidant, Erica, and a squad on a mission to capture men from Earth.

Once on Earth, they landed in Rawley College, where Lionel Manning, A.K.A. Prince Mengu, was engaged in sports. They quickly set their sights on and subdued him. However, Moon Girl arrived just in time, and forced them to flee.

Outside of Earth’s orbit, Erica's continued infatuation with the prince caused her to return once more to try and capture him. Moon Girl soundly defeated them this time, and the invaders promised to never try to return to Earth.

However, they were unable to keep this promise, and returned again in Moon Girl #6. This time, the invaders created earthquakes to Primary Ability Chart; Column Five distract Moon Girl from their kidnapping From the Ultimate Powers Book activities. However, they were once again defeated by Moon Girl, who hurled their out of Die Roll Initial Score control ship into space. 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Invaders from Venus can raise any one Ability +1CS. • Starting Resources are set at Poor. • Invaders from Venus start out with only one Contact, their race.

Golden Age and More 74 Chapter Forty-Three: Land of the Ghost Fox Women

Source: DC Comics Typical Ghost Fox Woman

The "Ghost Fox Women" of China live in a hidden colony similar to the Amazons of Themyscira.

History

Upon the Twilight Realm just beyond the veil of death is the civilization of the Ghost Fox Women. The twilight realm is a subtle realm that depends on its ties to the normal world. Thus, the land of the Ghost Fox Women needs the souls of evil men to maintain these ties. Without these souls, the land will crumble to nothingness. A Ghost Fox Woman took it on herself to sustain the land as Ghost Fox Killer. Her actions will decide her people's fate.

Ghost Fox Killer

Ghost Fox Killer is a female emissary from the hidden colony of the Ghost Fox Women, tasked with killing evil men. She controls the F A S E R I P ghosts of men she kills. She is driven by the need Ex Rm Ex Ex Ex Rm Ex to harvest these evil souls in order to keep the 16 26 16 16 16 26 16 land of the Ghost Fox Women stable. Health: 74 Karma: 58

Known Powers: • None

Talents: Occult

75 Golden Age and More Chapter Forty-Four: Ligra

Source: Marvel Comics presumably somewhat close. Their incredible physical prowess is directly attributable to their The planet Ligra is an Earth-like world that is unique evolution. home to two dominant races: the evil Dragon- Men and the noble Lion-People. Both races are monarchical societies that are technologically advanced, having invented energy-based weaponry, and are capable of interstellar travel.

Other creatures unique to Ligra are War Eagles, gigantic birds resembling Earth's eagles, Oryx-Beasts, horned and cloven-hooved History: creatures, and a giant species of octopus - the first two of which were domesticated by the Little has been revealed about the origins of Lion-People for use against the Dragon-Men. the Dragon-Men. Though possessed of two genders, Dragon-Men are always identified as In the early 20th century, British inventory Dragon-Men, which could imply that others have Roland Gale would built a rocket and took his poorly translated their name, either by family to the planet Ligra. There they were themselves or from those who have encountered accepted into the Lion-People's kingdom. Roland them. and his wife were murdered by the Dragon-Men, orphaning their daughter Nara Gale. Nara grew They hail from the planet Ligra, which lies in up to be the queen of the Lion-People. the Mandahl star system, but are not alone on their world. No, the Dragon-Men evolved In the early 1940s, Jago, ruler of the Dragon- alongside the Lion-People, leonine humanoids Men, kidnapped the Earth scientist Professor who have developed along generally similar Philo Zog and his creation the robot known as lines, at least where technology is concerned. Electro in order to take over the planet. Zog was tortured into using his robot to overthrow Queen This parallel technological development is Nara, and captured her. However, Zog escaped, likely a result of the Dragon-Men's yearning for and used Electro to defeat the Dragon-Men, conquest. Their society itself is ruled with an restoring Nara as queen of the planet before by its dictator, who then wishes to inflict being return to Earth. the rule of the Dragon-Men upon all others, starting with, of course, the Lion-People. Dragon-Men Luckily, the Dragon-Men have yet to achieve The dreadful Dragon-Men are but one sentient this goal, even if they came rather close once, species hailing from the world of Ligra, which is thanks to the coerced aid of Professor Zog and an unknown distance from our own planet, but his creation, Electro. However, should this

Golden Age and More 76 space-faring race achieve rule over Ligra, it's only a matter of time before they spread further!

Characteristics:

Though they're not stupid, Dragon-Men tend to come across as thuggish in nature. This is because they are in the complete thrall of whoever their current dictator is, and will readily execute whatever order he or she gives them, regardless of how immoral it happens to be.

Appearance:

The Dragon-Men of Ligra are reptilian humanoid beings. They are primarily green in hue, with yellow bands complementing that green on their five extremities, and either red or green spots on their torsos. Their heads are yellow, with red bands around their eyes. This is because not one, but two distinct This vibrant splash of color comes not from sapient species evolved there: the Lion-People scales, but instead from their scutes. They and the dreadful Dragon-Men. The former are possess long fangs, short claws, and a prehensile ruled by a benevolent monarchy, which cares for tail. Though reptilian, and somewhat bestial in its subjects, while the latter is steered by the appearance, Dragon-Men of either gender stand whims of an absolute dictator bent on conquest. upright, as would an ordinary human. Though they live under the constant threat of Ecological Niche: warfare from their fellow Ligrans, the Lion- People try to peacefully apply their advanced Though they are not, the Dragon-Men yearn technology, which helps them to all prosper. to be at the top of their food chain. They thus Which is why, somewhat recently, the Dragon- war with their counterparts on Ligra, the Lion- Men decided they must conquer Ligra at all cost. People, constantly. When not actually fighting their eternal foes, the Dragon-Men are often Desperately coveting the wealth of the Lion- hatching new plots against them. People, the Dragon-Men's leader, Jago, abducted earthling super-scientist Professor Zog to do Lion-People what he couldn't. Torturing him into compliance, Jago forced Zog to wield his robotic creation, The noble Lion-People are but one sentient Electro, to overthrow the Lion-People's species hailing from the world of Ligra, which is monarch! an unknown distance from our own planet, but presumably somewhat close. Their incredible While he was momentarily successful, Zog, physical prowess is directly attributable to their who recovered from his abuse enough to turn unique evolution. Electro against the Dragon-Men, eventually betrayed Jago. Having liberated their human History: queen, Nara Gale, Zog was named an honorary Knight of Ligra before returning home. Not all that much has come to light regarding the origins of the Lion-People. It is known that, Little else regarding the history of the Lion- sequestered within the mysterious Mandahl star People, outside this strange interstellar incident, system, lies the strange world of Ligra. It is has yet to be revealed. However, Lion-People are rather like our earth, and seems to be somewhat known to have journeyed through space in the close to us, but things proceeded differently intervening years, and one known as Gur even there. joined Earth's ARMOR organization!

77 Golden Age and More

Characteristics: Typical Dragon-Man

Ligra's Lion-People are a stalwart species, striving for peace while preparing for war. Advanced in culture and technology, they strive to bring prosperity to all, save for those who would harm them. And even then, they would provide humanitarian aid to their enemies if but asked.

Appearance:

The Lion-People of Ligra are leonine, humanoid beings, essentially resembling humans with a lion's head. On the whole, they are covered in a soft, auburn fur, though some exceptional examples of blond and black-furred individuals have been seen in their limited appearances.

Their lion-like heads give the Lion-People oversized eyes and ears as well as whiskers, all of which grant them a considerable awareness of their environment. Male Lion-People also F A S E R I P Gd Ex Ex Gd possess a long, thick mane while the females do Pr 3 Ty 5 Pr 3 not. 8 16 16 8 Health: 43 Karma: 16 Ecological Niche: Resources: Gd 8 Popularity: Gd 8

The Lion-People are the primary rules of the Known Powers: planet Ligra. Able to stave off the would-be • Body Armor: The coloration of the dominion of the Dragon-Men, if barely, the Dragon-Men varies, with most being some Lion-People - and by extension, their monarch - combination of green and yellow, while lead the citizens of their world to prosperity others add red to the mix here and there. through peaceful, advanced means. This bold color comes from their scutes, which provide them Pr 3 ranked, inherent body armor. • Claws: Their primary melee implements, save for perhaps their tails, Dragon-men all have short, keratin claws. Using these sharp physical weapons, a Dragon-Man may inflict his or her Strength rank in Edged Attack damage with each swipe of their hands. • Fangs: While their claws are more useful for melee combat, a Dragon-Man may nonetheless bite his or her foe with two elongated, saber-like fangs. When wielded in melee, these sharp implements will inflict a Dragon-Man's Strength rank in Edged Attack damage. • Prehensile Tail: The Dragon-Men all possess long, prehensile tails that they may

wield either to supplement, or in addition to, what their arms are doing. They may either

Golden Age and More 78 gain an additional Blunt Attack with this Typical Lion-Person thick implement, or gain a +1 CS when grappling others.

Limitations/Enhancements: • None

Equipment: • Death Rays: though they are barbaric, the Dragon-Men have mastered several technologies. The most ubiquitous amongst them is their death rays, which all Dragon- Man soldiers carry, whose entropic rays can inflict Ex 16 anti-life, metabolic damage.

Quirks: • Hypermobility: Unlike their leonine counterparts, the Dragon-Men of Ligra evolved with twice as many joints as do other humanoids of like size and/or proportions. As such, they benefit from a +1 CS on Grapple and Escape attempts, as their range of motion is greatly improved. F A S E R I P

Gd Ex Gd Gd Ex Gd Talents: Ty 6 8 16 10 8 16 8 • Military: the society of the Dragon-Men Health: 40 Karma: 32 is controlled by an absolute dictatorship. Though their leadership tends to give the Resources: Gd 8 Popularity: Ex 16

Dragon-Men a reputation for savagery, the Dragon-Men are well disciplined, and Known Powers: • readily fight in formation on the command Claws: As do conventional lions, the of their superiors. Lion-People possess protractile claws in each of their digits. Thanks to this natural Contacts: Dragon-Men can presumably rely weaponry, a Lion-Person can inflict Edged upon each other for aid should they need it, since Attack in melee combat if they so choose, the species at a whole vies for control of the though they are by no means required to do planet Ligra with their counterparts, the Lion- so. People. Most of the Dragon-Men appear to be • Fangs: While their claws are more part of the same military machine, after all. useful for melee combat, a Lion-Person may nonetheless bite his or her foe with their long, sharp fangs. When wielded in melee, these sharp implements will inflict a Lion- Person's Strength rank in Edged Attack damage. • Resistance to Cold Attack: having evolved from creatures much like the lions of earth, the Lion-People have a small amount of fur covering their bodies (manes on the males notwithstanding). This provides them a modest, Pr 3 resistance to cold attacks. • Super Senses / Hearing, Sight, and Touch: their oversized eyes, ears, and inherent whiskers grant slightly enhanced versions of these senses to the Lion-People. In addition to providing for their generally

79 Golden Age and More high Intuition, these three senses function at Talents: that rank +1 CS. • Natural Weapons: Though they are an advanced people, and are often armed with Limitations/Enhancements: powerful Q-ray guns, the Lion-People are • None nonetheless well-versed in the use of their inherent physical weaponry. They may Equipment: attempt to strike with fangs or claws at their • Q-Rays: Though they are peaceful in Fighting rank +1 CS. nature, the Lion-People live under the threat of the warlike Dragon-Men, and thus, Contacts: The Lion-People, a peace-loving usually carry advanced armaments. These species, generally aids their own - particularly ray guns broadcast an unknown form of since they live under perpetual threat of Dragon- energy, which inflicts Ex 16 Force damage Man invasions. They can thus consider their with each blast. fellow Lion-People a reliable contact, assuming no bad blood between individuals is involved. Quirks: • None

Golden Age and More 80 Chapter Forty-Five: Lilin

Source: Marvel Comics Limelight, and poisoned Morbius with Lilin blood. The Lilin are a race of demons spawned by Lilith, the self-professed Mother of Demons. They would later add the Lilin Doc to the mix Each apparently possessing unique superhuman after a meeting alliance with the Darkholders, powers, the Lilin are either immortal or and later reunite with the deadliest Lilin known extremely long-lived. It is undetermined if the as Skinner. first generation of Lilin were demon/human hybrids, the result of Lilith mating with other Skinner proved a deadly match for Blaze, but demons, or creations of some other type. Lilith both Blaze and Ghost Rider defeated him in the and her children led a campaign of terror and end. death against humanity, but at some point, Atlantean magicians incarcerated her within the In disguise, Lilith would soon try to make the belly of a leviathan, after which their adversaries Nightstalkers kill Ghost Rider and Blaze, while killed many of the Lilin off. Some survived, the Lilin Meatmarket joined the mix to spy on either escaping to other dimensions or the Nightstalkers to make sure they did the deed. assimilating themselves into humanity. For Meatmarket was later spotted by both the Spirits thousands of years, Lilith's children awaited her of Vengeance and the Nightstalkers, and killed return. shortly thereafter. The Lilin grieved over Meatmarket's death.

Later on, The Lilin went to Greenland, where Meatmarket was brought back to life, and where Lilith would bring out all of her demon children. The Lilin then took the fight with the Midnight Sons. During the battle, Lilith brought forth a Lilin version of Daniel Ketch, and Pilgrim open a void in Lilith's chest to bring forth the demons. In the battle, Meatmarket died from a blow to the head administered by Victoria Montesi and a series of gunshots from Sam Buchanan, Morbius knocked out Doc and drained the blood of Fang, the Lilin Dan Killed Pilgrim by cutting a void into his chest, was slain by Blade, and

Lilith was jammed into her own stomach. After Rise of the Midnight Sons the battle, Nakota was the only survivor, but was eaten by Lilith to survive. When Lilith escaped the Levathian's stomach, she prepared to start her quest for demons to rule The Missing Link the world. Months later, the Lilin returned from the With one of her Lilin, Pilgrim, they went out death after being eaten by Lilith, and were reborn to seek other Lilin to join the fight. They would with the help of the Lilin Outcast. At this point, soon find a converted Creed, and the vicious they joined Centurious in a task to kill Ghost archenemy of Ghost Rider, Blackout who turned Rider and get the Medallion of Power. Soon, the out to be Lilith's grandson. Lilin Parasite controlled the dead body of Martine, Morbius' ex-girlfriend, in order to free The Lilin's first attack started at Johnny Bloodthirst. The Lilin Short Circuit was also set Blaze's carnival where Blaze's family was loose, but was killed by the Nightstalkers. The threatened. During this conflict, Ghost Rider and Lilin later betrayed Centurious after the return of Blaze defeated the Lilin first leaving Creed dead. Zarathos, but they were defeated by the Spirits of After their defeat, The Lilin went to NYC to find Vengeanceb and sent to the Shadowside the other Lilins, Fang and Nakota, at the Dimension.

81 Golden Age and More Siege of Darkness Typical Lilin

The Lilin eventually escaped the Shadowside Dimension in greater numbers and raged chaotically with Zarathos at their side. This was their most brutal attack, known as the Siege of Darkness. During this time, the Lilin possessed Morbius (Bloodthirst), killed Louise Hastings, Doctor Strange's mansion was destroyed, the Lilin Pixil tried to spread Lilin forces all over the electronic world, and most of all tried to eliminate the Midnight Sons and take over the world. The Spirits of Vengence defeated them in time, using the magic of the Medallion of Power, and both Lilith and all the Lilin were sent back to the Shadowside Dimension. Back in the Shadowside Dimension, the Lilin tried to escape it using the cloth of Devil-Slayer, but failed.

By the end of the Siege of Darkness, when Zarathos was killed, Lilith spoke to his corpse, saying that he will be avenged with a whole new brand of Lilin. Primary Ability Chart

After the Siege Die Roll Initial Score 01-07 Fb 1 The only Lilin to not be trapped in the 08-14 Pr 3 Shadowside Dimension were Sister Nil, Parasite, 15-25 Ty 5 Bloodthirst, Skinner, and Blackout. Sister Nil 26-40 Gd 8 would keep Doctor Strange company in another 41-60 Ex 16 dimension but later would be watched by Doctor Strange back in the real world. At this point she 61-75 Rm 26 wanted to fit in with the human world. 76-87 In 36 88-97 Am 46 Parasite was killed by ex-Fallen member 98-00 Mn 63 Embyree, after escaping her host Martine when trying to attack Morbius. Additional Creation Notes • Lilin can raise any two Primary Bloodthirst was released from Morbius's Abilities +1CS. body, but was soon killed by Morbius after a • Lilin have no initial Contacts (other fight in the hospital. than Lilith at the Judge's discretion) but will soon be sought out by groups who Skinner was defeated by Ghost Rider, after see them as symbols or tools. being later encountered at a facility called the • Lilin lose -1CS Popularity. Blackhole. MTS Note: While the Lilin are Demons, I do Blackout met with defeat at the hands of not see them as powerful as “normal” variety. I Ghost Rider, who attached him to a building to wanted to design them to be unique. I attempted burn in the painful sun. But he would later come to make them somewhere between a normal back and join forces with both The 's gang Demon, and Breed Mutants power-wise. as well as joining the dark angel Zadkiel in his mission to stop Ghost Rider once again. If the Player and/or Judge do not like the generation rules presented here, the normal Demon character generation rules can be substituted.

Golden Age and More 82 Chapter Forty-Six: Living Corpses

Source: Marvel Comics With his laboratory destroyed, it is unknown if living corpses will plague the earth once more. It's Origin: possible that his hunchbacks could replicate the process of their creation, having witnessed it first- The living corpses are the deranged creation of hand, or perhaps someone else could develop Varoz's Doctor Bruno Varoz. Using his artificial blood methods in parallel. formula and a jolt of electricity, he can reanimate dead tissues, creating horrible, like creatures How long the process which reanimates a living that are obsessed with evil - and follow his every corpse lasts is unknown. They showed no sign of diabolical command! breaking down during their initial crime spree, but it's possible that they may need additional electricity to Characteristics: empower their artificial blood over time, or perhaps more artificial blood. All of Varoz's living corpses are obsessed with crime. They eagerly engage in villainy, and continue All of which is pure conjecture, of course. to do so even if Varoz is not directing them in this regard. Once free of his control, they will simply continue to steal, smash, and slay - just doing so under their own direction.

Appearance:

The living corpses are dead humans. They have a green pallor and vaguely skeletal appearance, as corpses tend to once they begin to decompose. They still possess eyes and ears, though their mouths are trapped in a terrifying rictus. Their bodies are devoid of hair whatsoever.

For some reason, Doctor Bruno Varoz felt the need to clothe his living corpses in a like fashion - but then, it's not like people are usually buried in functional clothing. All of his living corpses were given long green robes to wear upon being restored to an animate state.

Ecological Niche:

Living corpses are unnatural abominations birthed in the derelict laboratory of the mad neurologist Bruno Varoz. Reanimated via his artificial blood formula and a powerful dose of electricity, they exist outside any natural ecosystem, and live (again) only to steal, destroy, and murder.

They are similar to zombies in many respects, but they possess minds and the ability to use tools. This would make them exceedingly dangerous, save for the fact that they appear to be unable to create more of themselves - not without Varoz's reanimation process, that is.

83 Golden Age and More Typical Living Corpse Limitations / Enhancements: • Inert Metabolism: The problem with living corpses, as far as a long term existence is concerned, is that they have no metabolism. Since their body is 'just there', with most of it slowly decomposing, living corpses lack the abilities that come with a metabolism - like healing.

In other words, once a living corpse takes damage, it will not recover from it. Ever. Bits that are chopped off become inanimate again, and will not grow back on their own. However, as long as none of the damage taken is to the brain, a living corpse can persist indefinitely.

Even at zero Health!

Equipment: • Not all living corpses carry equipment.

However, numerous members of Varoz's F A S E R I P of evil dead have been seen wielding clubs, knives, and even firearms! Gd Gd Ex Ty 6 Ty 6 Pr 4 Fe 2 Furthermore, they have made use of 10 10 20 advanced equipment to extend their crime Health: 46 Karma: 12 spree, including fixed-wing aircraft! Resources: Fe 2 Popularity: Gd -10 Quirks: Known Powers: • Unattractive: Living corpses are icky! No • Agelessness: Varoz's living zombies have no matter how fresh they were before Varoz got metabolism to speak of. As such, they do not done with them, these walking dead take on age whatsoever. If carefully maintained, a a sickly green pallor, and an almost skeletal living corpse can last indefinitely for labor countenance upon their reanimation. People or other uses; they do not age, even if they tend to react to them at a -2 CS can be destroyed by conventional means. • Damage Reduction: Living Corpses are Talents: Unlike traditional zombies, the living surprisingly tough, despite looking like corpses appear to retain their minds to some extent, decomposing human bodies. They enjoy -1 even if they're obsessed with crime. As such, a living CS Damage Reduction against all physical corpse can retain any skills it possessed in life - even attacks that do not strike them in the head; something as complicated as firing a gun or piloting other damage forms affect them normally. airplanes! • Environmental Independence: No longer truly alive, living corpses do not need to eat, Contacts: A living corpse could conceivably rely drink, breathe, or sleep. While they may find upon former friends and family for assistance should themselves immobile for vast stretches of they request it, though that would require getting past time, Varoz's 'children' are never the fact that a dead friend and/or relative is trying to 'unconscious', and always alert and aware of get them to aid and abet their murderous crime spree. the world. • Resistance to Cold and Pressure Variance: As walking dead, Varoz's creations need not worry about the rigors of extreme cold or pressure. Possessing this power at Unearthly (100) rank, a living corpse can maneuver in the depths of the sea or in interstellar space equally well.

Golden Age and More 84 Chapter Forty-Seven: Lizard Men

Source: Marvel Comics Typical Lizard Man

The missing men and women from a local village, the Lizard-Men are a group of mystically altered humans. Iranda, Queen of the Lizard- Men, changed them so she would have creatures to serve her every whim.

Ka-Zar arrived to rescue the villagers but was attacked by the Lizard Men. He was barely able to escape but after he did, he took Iranda's crown with him. With her crown gone, her enchantment wore off at moonrise, and she became a Lizard being as well. After she died, her enchantments faded and the Lizard-Men turned back into the missing warriors from the village.

Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Benefits • Lizard Men can raise any one Primary Ability +1CS.

85 Golden Age and More Chapter Forty-Eight: Ludberdites

Source: Marvel Comics Typical Ludberdite

History

The Ludberdites are a race of scientific philosophers who feel that they are a superior race in the universe and, as such, owe it to other races to bring them enlightenment.

After his encounter with the , Nebulon found himself and the Squadron Sinister transported to Zaar, the home of the Ludberdites. Nebulon used the technology of that world to send the Squadron Sinister back to Earth, though he chose to stay behind to learn more of the Ludberdites’ philosophy. Nebulon took a strong interest in the Ludberdites' ideas, and decided to make it his mission to "enlighten" the people of Earth. He, along with the Ludberdites, kidnapped a sample of Earth's population and controlled their minds, offering a type of peace to the people of Earth. Primary Ability Chart; Column Five After this initial success, Nebulon and the From the Ultimate Powers Book Ludberdites started the Celesital Mind Control Movement, offering people the chance to reach Die Roll Initial Score their true potential. The group attracted 01-10 Fb 1 worldwide attention with an especially large 11-20 Pr 3 following in France. Nebulon was opposed by 21-30 Ty 5 the Defenders and Doctor Strange, who forced 31-40 Gd 8 Nebulon to experience much of the history of humankind, after which he decided that 41-60 Ex 16 humankind was beyond redemption, and he and 61-70 Rm 26 the Ludberdites departed from Earth. 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Ludberdites can raise any one Ability +1CS. • Starting Resources are set at Poor. • Ludberdites start out with only one Contact, their race.

Golden Age and More 86 Chapter Forty-Nine: Lunerzons

Source: Fiction House Typical Lunezon

The Lunerzons are a race of fierce warrior women who live on the moon and resorted to space piracy to obtain goods. They keep men as slaves and breed Mooniacs as their own personal weapons. They have plans of either conquering or destroying the Earth, but have been stopped by Spurt Hammond in the past.

The Lunezons rely on primitive weapons such as swords and spears, but they also possess powerful explosives.

Mooniacs are strong and savage creatures with low intelligence, standing approximately 4- 6 feet tall, which were native to the moon.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Lunezons can raise any one Ability +1CS. • Starting Resources are set at Poor. • Lunezons start out with only one Contact, their race.

87 Golden Age and More Typical Mooniac

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Mooniacs can raise any one Ability +1CS. • Starting Resources are set at Poor. • Mooniacs start out with only one Contact, their race.

Golden Age and More 88 Chapter Fifty: Mechanical Monsters

Source: Paramount Typical Mechanical Monster

The Mechanical Monster are robots created by a mad scientist to carry out his dirty work, such as robbing banks.

They are about 10-12 feet tall and they are extremely resistant to damage, easily withstanding conventional firearms. They also posses superhuman strength and the ability to fly using propellers around their necks. The have a large locked cargo compartment in their backs, big enough to easily fit the body of an adult human. They also have two nozzles on the lower half of their heads, which can project flames at least 20 feet. There were about 30 of these robots, which were kept in a hangar in their creator's remote headquarters.

Primary Ability Chart; Column Four From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-15 Ty 5 16-40 Gd 8 41-50 Ex 16 51-70 Rm 26 71-90 In 36 91-98 Am 46 99-00 Mn 63

Additional Benefits • Initial Popularity is zero. • Player character Mechanical Monsters possess self-repair facilities that simulate normal Healing.

89 Golden Age and More Chapter Fifty-One: Mercury

Source: Marvel Comics Typical Mercurian

Mercury is the first planet in the Milky Way Galaxy's Sol system. It is a small, hot, red planet. In most timelines, the planet is too hot sustain life.

Earth-616

On Earth-616, Mercury is presumably uninhabited, although a number of alien beings have claimed to originate from the planet. However, it could be that - like many other aliens who visited Earth in the past - these aliens were from another planet, and either lied about what world they originated from or temporarily colonized Mercury.

Mercurians

In most realities, the planet Mercury cannot

sustain life. Within the Earth-616 universe in particular, there are aliens who claimed to have Primary Ability Chart; Column Five originated from the planet Mercury. However, it From the Ultimate Powers Book is possible that like many other aliens who have claimed to hail from other planets in the Sol Die Roll Initial Score system, they may be masking their true 01-10 Fb 1 homeworld, or have colonized Mercury. 11-20 Pr 3

21-30 Ty 5 On Earth-616, a number of aliens have been recorded as either living on or having originated 31-40 Gd 8 from Mercury. These accounts all occurred in the 41-60 Ex 16 1950s and 60s. 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Mercurians can raise any one Ability +1CS. • Starting Resources are set at Poor. • Mercurians start out with only one Contact, their race.

Golden Age and More 90 Chapter Fifty-Two: Mermazons

Source: Typical Mermazon

The Mermazons are a race of beautiful women who live in the city of Merezonia, under the ocean.

Merezonia is protected by crystal walls, and is ruled by the benevolent Queen Klitra from a crystal citadel filled with air. Mermazons can breathe underwater and are talented swimmers. They are able to survive for long periods in the ocean depths. They carry tridents as weapons and are skilled in killing large monsters with them.

F A S E R I P Rm Rm Rm Rm Ex Rm Ex 26 26 26 26 16 26 16 Health: 104 Karma: 58

Known Powers: • Hyper Swimming: Ex 16 • Water Freedom: Ex 16

Talents: Swimming, Underwater Combat, Weaponry (Trident), & Animal Husbandry While Klitra showed around the (Giant Electric Eels). city, she showed him an area containing giant, tame electric eels, which are raised by the Mermazons.

91 Golden Age and More Chapter Fifty-Three: Monsters from the Mirror

Source: Quality Comics Typical Monster from the Mirror

One day, Dr. Von Kelm invented a machine that made mirrors in to portals to another world. From that world escaped monsters!

The tried to conquer Earth, but were sent back to their world by Kid and his companions!

Nothing else is known of the monsters. Mr. Keeper theorized that their world had become a terrible place to live, and they wanted Earth to be their new home.

Powers

They are brutishly strong, and nothing that pierces trough them can harm them, but ordinary punches and kicks can. They also have telepathic powers. This gives them the ability to learn any

language instantly, anticipate their opponents every move and probe other knowledge from Primary Ability Chart; Column Five minds. They cannot concentrate on multiple From the Ultimate Powers Book persons at once. Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Monsters from the Mirror can raise any one Ability +1CS. • Starting Resources are set at Poor. • Monsters from the Mirror start out with only one Contact, their race.

Golden Age and More 92 Chapter Fifty-Four: Mosquito Men

Source: Marvel Comics Typical Mosquito Man

Not much is known about the Mosquito Men, a race unique to Earth-5391, a universe where space travel and technology boomed in the late 20th century. By the year 2075, the Mosquito Men were one of the deadliest alien races in the known universe, prompting the Space peacekeeping force to come up with a means of subduing them. When their leader, Mosk, learned that Dr. Frontier was developing a weapon to stop them, they attacked just as Frontier was showing it to the Space Sentinels' leader, Speed Carter, and his sidekick, Johnny Day. Thinking that it was the DDT Gun that Frontier was developing to destroy them, the Mosquito Men attacked, fatally wounding Frontier and stealing the weapon.

With his last breath, Frontier told Speed that the Mosquito Men stole an even more dangerous

weapon instead, but died before he could warn Speed and Johnny what it does. With the DDT Primary Ability Chart; Column Five Gun in hand, the pair tracked down the Mosquito From the Ultimate Powers Book Men and used the gas on them, which effectively started killing them off. Seeking a way to stop Die Roll Initial Score Carter, Mosk used the weapon he stole from 01-10 Fb 1 Frontier and was shocked to discover it was a 11-20 Pr 3 duplication ray, having unwittingly made 21-30 Ty 5 duplicates of Speed Carter - each armed with a DDT Gun. The original Speed Carter then killed 31-40 Gd 8 Mosk and recovered the duplicator and then 41-60 Ex 16 forced the rest of the Mosquito Men to surrender. 61-70 Rm 26 The Mosquito Men complied, and were 71-80 In 36 imprisoned on an asteroid that utilized the army 81-95 Am 46 of Speed Carter duplicates as guards. 96-00 Mn 63

Powers Additional Creation Notes • Mosquito Men can raise any one Ability The Mosquito Men could fly, thanks to the +1CS. wings that sprouted from their back. They were • Starting Resources are set at Poor. highly invulnerable, able to withstand blasts • Mosquito Men start out with only one from the Space Squadron's hydro-guns. They Contact, their race. could also apparently live in the vacuum of space without any apparent assistance.

93 Golden Age and More Chapter Fifty-Five: Neo

Source: Marvel Comics Meanwhile, in space, the X-Men attempted to help repair a space station as an act of good will. At some point in the course of evolution, a Among the X-Men present was Shadowcat, who side-branch of humanity emerged who called found herself attracted to a worker named Seth. themselves the Neo. They were happy living a He actually turned out to be a spy planted by the solitary life in their community, which initially Neo, who sabotaged the space station and prospered, at least until tragedy struck. After the kidnapped Shadowcat, believing her to be of Neo actions of the High Evolutionary temporarily heritage. The X-Men barely survived the "turned off" the mutant gene to transform all encounter. mutants into "baseline" humans, many of the Neo perished. Among the deceased was the Running from the Warclan, and daughter of their leader, Domina, who could Cecilia happened upon Detective Charlotte Jones breathe underwater, and drowned when her — a longtime ally of the X-Men. She was powers were removed. Domina and other Neo hunting down a sociopath named Rufus Delgado, who survived swore vengeance (misguidedly) on and accompanied the two X-Men on their the X-Men and (who Domina has journey. Cecilia saw several vials of a mutant "killed" on several occasions), with those leaving performance-enhancing drug called Rave and, their home to exact their revenge now calling being a good doctor, she picked them up so that themselves the Warclan. no one else would be hurt by them. They were all separated from each other, and subsequently trapped. Charlotte Jones, Delgado, and Archangel (who decided to help out his friend) became caught in the illusionary thralls of the two younger Neo, Elysia and Tartarus, while Cecila and Nightcrawler had to face off against the warriors of the clan in the of an abandoned apartment complex. Nightcrawler passed out from his injuries leaving Cecilia to defend herself and her friend. While facing off against the immense mutant Anteus, she decided to take the Rave to better her chances of survival. The drug worked and she defeated the giant, but

then had to fend off the barrage from Salvo's They first tracked down Nightcrawler, who attack. The X-Men finally arrived to help, but was on leave from the team to pursue religious were quickly defeated by Domina, who adeptly matters. They found him studying to be a priest, used the collective powers of her Warclan to best and Rax hastily tried to kill him. Nightcrawler them. She then ordered Barbican to seal off the was able to save his himself but was seriously building, and the X-Men left so as not to be wounded and teleported off to find help in the trapped inside. However, Cecilia volunteered to form of Doctor , who had a clinic stay behind, since Charlotte Jones was still nearby. As the leader of the Warclan, Jaeger trapped as well. insisted that it was his right to make the kill, and traveled off alone to find his prey. He hunted Trapped inside the illusions of Tartarus, down Nightcrawler, but was surprisingly Charlotte Jones and Delgado were in reality defeated by Cecilia who, in a panic, turned her merged into a gestalt being with Delgado being force field into a spiky barrier, which impaled the dominant form, and they went about the the ruthless man. The rest of the clan sensed building hunting the Neo. However, Rax Jaeger's death, a turn of events that only served approached the being with the proposition of an to infuriated Domina even more. Rax took over alliance, asking it to side with him against as the new Jaeger. Domina for the leadership of the group. Cecilia managed to evade capture by the Neo for a week, and stumbled upon the Charlotte-Delgado being.

Golden Age and More 94 Wolverine and Nightcrawler teleported inside of When they heard about a new baby mutant, the sealed complex, just in time to save Elysia the Guardian Clan, powered Neo, came to from the creature attacking her. They were able threaten the remaining mutants on Utopia, to convince the girl that the X-Men had nothing looking for a response about the massive to do with the worldwide power loss, and tried to depoweration of their kind, and the way to revert get her to talk to Domina. it as mutants were about to do.

Rax had his fellow Neo Junction teleport him Arriving on the scene, the Neo were placed outside of the complex so he could fight Rogue. on the path of extinction. Because of this He defeated her (or so he thought), and offered aggression on Utopia, the Evolutionaries, her the same alliance against Domina. Rogue protectors of both Evolution and Mutants, accepted, but confided in her teammates that she quickly arrived, extinguishing Neo everywhere didn't trust Rax. Under his orders, Barbican around the globe to ensure the survival of Homo opened the complex for the X-Men, who had to Superior. fight the combined might of the Neo. However, the Delgado creature interrupted their battle, and No surviving Neo has been seen since. Kitty the X-Men helped to stop it. After the threat was Pryde, who was suspected of being a Neo, was dealt with, Elysia convinced Domina to let the not affected by the termination. It is unknown if X-Men go. As the X-Men left, the building was this was due to the fact she was maybe a sealed off again. "classic" mutant, she was at this point stuck in her intangible form, or her clear affiliation at the Trying to prove himself to the clan, Rax once X-Men's side made her be spared from the again ventured out on his own, and tried to kill Evolutionaries' action. Gambit. Rax had to resort to unethical conduct (endangering the lives of civilians) in order to win the fight. Just as the Neo arrived and ordered him to kill his target, the New Orleans Thieves Guild (Gambit's family) also showed up. Domina decided to allow Gambit to live, and they went back to their apartment building.

Shortly after, arrived at the Neo's apartment building, and commanded them to serve him in his Genoshan army. The Neo resist, and for their efforts Magneto dismembers Rax and Salvo. Having proven himself to the clan, Domina bows before her new leader. Given that most of the Neo were never seen again, it can be inferred that many of them perished along with millions of other mutants when Cassandra sent her wild Sentinels to attack the island, however, some of them seem to have survived.

The X-Men later encountered another group of Neo known as the Lost Souls. The renegade Neo Ransome Sole was also encountered, with him having ties to both Domina and Elias Bogan.

M-Day and Extinction

On M-Day, the Neo were as affected by the as the other mutants. A few Neo (at least eight of them, and among them at least two powered) from the Warclan even attacked San Francisco after the mutant community relocated there.

95 Golden Age and More Typical Neo

Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Benefits • Intuition is raised +1CS. • Endurance is raised +1CS. • Neo must have at least one Contact, usually The Neo.

Golden Age and More 96 Chapter Fifty-Six: Neptune

Source: Marvel Comics Typical Neptunian

Neptune is the eighth planet in Earth's solar system. In most realities, however, it does not sustain life.

Primary Ability Chart; Column Five Neptunians From the Ultimate Powers Book

The Neptunians are a race of amphibious Die Roll Initial Score humanoids that are unique to Earth-5106, a 01-10 Fb 1 timeline where their home planet of Neptune is 11-20 Pr 3 capable of sustaining life. Not much is known 21-30 Ty 5 about their history, except that their ancient 31-40 Gd 8 enemies are the vampiric Octopus-Men. By the 41-60 Ex 16 year 2000, the Neptunians are members of the interplanetary Galaxy organization. Their race 61-70 Rm 26 was threatened when a volcanic eruption 71-80 In 36 occurred on Saturn's Dead Sea region, 81-95 Am 46 unleashing the Octopus-Men, who by that point 96-00 Mn 63 were believed to have gone extinct. The Neptunians were saved by the Space Squadron Additional Creation Notes peacekeeping force, who eliminated the • Neptunians can raise any one Ability Octopus-Men who were unleashed upon their +1CS. planet by Saturn's volcano. • Starting Resources are set at Poor. • Neptunians start out with only one Powers Contact, their race.

The Neptunians are amphibious able to breathe under water and on the surface. They can breathe whatever atmosphere exists on the Earth- 5106 version of Saturn, as well as Earth's oxygen-nitrogen based atmosphere.

97 Golden Age and More Chapter Fifty-Seven: Onees

Source: Marvel Comics Typical Onee

History

The Onees are subterranean creatures of unknown origin. Seeking to take over the surface world but sensitive to light, they used a suction ray to pull buildings in the town of Fairbanks down into their domain. There, they stripped the buildings of all their iron and melted it down. Their plan was to redistribute the planet's weight with the iron, so that it would move Earth's rotation away from the sun, allowing them to take over the surface world above without being exposed to their primary weakness.

Their activities led authorities on the surface to seek out Professor Zog, and his robot Electro. When Electro was captured, Zog pretended to betray humanity in order to learn of the creatures plot. Learning what they were planning, Zog sent

many of the Onees fleeing from the light of their own suction ray. Zog freed Electro, and used the Primary Ability Chart; Column One robot to slay the Onees' master by tossing him From the Ultimate Powers Book into the furnace they used to melt their stolen metals. Zog escaped, as the Onees metal fortress Die Roll Rank exploded. Whether or not any of the Onees survived the explosion remains to be seen. 01-05 Fb 1 06-10 Pr 3 Weakness 11-20 Ty 5 21-40 Gd 8 With the exception of their king, the Onees 41-60 Ex 16 were all sensitive to light. 61-80 Rm 26

81-96 In 36

97-00 Am 46

Additional Benefits • Onees can raise any one Primary Ability +1CS.

Golden Age and More 98 Chapter Fifty-Eight: Otherworld

Source: Marvel Comics • Annfwn, the Land of the Dead, ruled by Arawn (also known as Donn), son of Otherworld is the current location of the Mider. The Briton Lord Pwyll ruled Court of Camelot ruled by King Arthur. Other here in Arawn's stead in Prehistoric points of interest include the Isle of , the times. Green Chapel (home of the Green Knight, which • Tir nam Beo, the land of the living, set also exists simultaneously on Earth), and the apart from Annfwn as a paradise for Starlight Citadel, headquarters of the certain worthy souls favored by the Ominiversal until her apparent Celtic gods. death, and, formerly, her father Merlyn. The Captain Britain Corps are also headquartered in It is also intimately associated with: Otherworld. • The Dark Realm of the Fomor (home of the Fomor) • The Netherworld of Necromon (Doomwraiths, Necromon, Nightshade, White Rider of Death, Wolfsbane);

Note: The Starlight Citadel is the base of Brian Braddock, and formerly Roma and Merlyn. It exists within Otherworld on top of a small floating island.

There is some indication that time runs more slowly in Otherworld than on Earth. When Oisin, the son of Finn, returned home after three weeks in Momur, he discovered three centuries had passed in his absence. Back in Ireland, he turned Features: Otherworld actually consists of the into an old man overnight before dying. When cosmology of the Celtic gods, especially the Bran the Second left Tir inna mBan after one island of Avalon, the home of the gods, although year, his crew realized they were returning home some references use the name Avalon as the after over three thousand years. The one man name for all the worlds in this dimension. These who set foot on Eire (Ancient Ireland) other worlds include: immediately turned to dust. Bran and his crew • Momur (also spelled Magh Mor or returned to Otherworld where they presumably called Tir Na Bog), which is ruled by became the Walkers. (This Bran is not to be Midir, and is home for numerous elfin- confused with Bran the Blessed, the son of Leir like creatures. In myth, this realm was and brother of Branwen) considered underground, but this may be because some portals to it from Earth Residents were located there. • Tir fo Thuinn, the under-sea home of Elves (formerly including Jackdaw and Leir, the god of sea and Moondog), Vortigen and the Proud Walkers, (presumably the same Leir who is god King Arthur and the Court of Camelot, Captain of lightning and the spear). Britain Corps, the Green Knight. • Tir inna mBan, a land of paradise populated by beautiful women who The Native races that can be found in abducted mortals to be their husbands. Otherworld are: Otherworlders, Tuatha de • Tir tairngiri, the Land Of Promise, ruled Danaan, Fomore, Elves, Faeries, Leprechauns, by Leir's son, Manannan, where Bran Giants, Ogres, Goblins, and Trolls (MTS Note: the Second retired millennia ago. Information on the Trolls can be found in the Original Ultimate Origins Book).

99 Golden Age and More Elves Faerie

MTS Note: I could not find any clear The faerie are an ancient, magical race of descriptions of Elves from Otherworld. What I humanoid beings with supernatural powers, found in a few characters, was that the which originated from an other-dimensional descriptions of the elves vary. For the sake of world that borders upon Britian and Ireland on this book, they will simply be presented as earth. They are closely related to the Dark Elves Altered Humans. Because they are so varied, the of Svartalfheim, one of the Nine Worlds of powers/abilities listed below are not being Asgardian Cosmology. treated as standard, and players should simply roll-up Elves like any other character to There are also faeries native to Avalon, the determine their abilities. world of the Celtic Gods, and Svarga, the realm of the Slavic gods. The nymphs, lesser divinities In Elf if a Gun, they are presented as of Olympus, home of the Olympian gods, also sarcastic and fairly nasty in general. have faerie attributes, so their origins are not Additionally, their true nature and motives entirely inclusive to Svartalfheim. The Hindu, remain an enigma. Oceanic, Chinese and African pantheons also have divinities nearly identical to faeries. Jackdraw is an excellent archer, and has Psychic power above normal elf average. He can Fomor fire mental bolts or teleport, even between dimensions. With a great deal of effort he can The Fomor (Fomore) are the original spirits temporarily influence people's mind for a little of Ireland, and they withheld mortal colonization while. He is even able to subtlely alter his of the land for millennia. appearance. The Fomor are the children and descendants of the Celtic God Nuadhu and the Earth goddess Gaea in her aspect as Danu, the Celtic mother- earth. The original spirits of Ireland, they withheld mortal colonization of the land for millennia until overthrown by their relatives and descendants, the Tuatha da Danaan.

During a second battle, Bres and the Fomor were cast from Eire into the Dark Realm, a dimension beyond.

Giants:

MTS Note: If there was information to be found for generic giants from Otherworld, I was unable to find it.

Goblins

MTS Note: These are not very well defined Moondog is drawn with animal features, and anywhere (as far as I can tell). From what I have is only 12-18 inches tall, but he is nonetheless a inferred, they are a little dull-witted, militaristic, brave and fierce warrior. He is a highly skilled able to track by scent, have a hatred of elves, and archer, and is also handy with both a knife and serve Necromon, the Ruler of Netherworld. his bare hands. He is a skilled tracker and likely possesses superhuman senses, specifically olfactory, hearing, and possibly vision.

Golden Age and More 100 Leprechauns Earth realm was largely supplanted by the spread of Catholicism by St. Patrick in the 5th century MTS Note: The leprechauns are not very AD, although some druid priests and priestesses well defined in the comics as far as I can find. (such as Lady Evaine of Scandia) continued to One called Padraic was the first to address worship the Tuatha in secret. Even today, they Wolverine as Logan, and when questioned all he are still worshipped by practitioners of neo- said was "I'm called Padraic mate - an' we little druidism and other nature-based religions, such people know a lot o' things" (X-Men #103). as Druid (Sebastian Druid) and Dark Mairi of the According to Mr. O'Donnell, three hundred and Shore. fifty-seven of them live in Cassidy Keep. The precise origin of the Tuatha, like that of Typically they are thought of as Fae, so the all Earth's pantheons, is shrouded in legend. character creation entry will be taken with that in According to ancient myths, the high chieftain mind. Iarbonel coupled with the primordial Earth Mother Gaea (known as "Danu" to the Tuatha) and produced the first generation of Celtic gods. Following Iarbonel's death, his progeny (under Nuada's leadership) left their cities in Otherworld's Tir na nÓg and traveled through an interdimensional nexus to Earth in approximately 1896 BC, just as their hated enemies the Fomorians had done centuries earlier.

The Tuatha Da Danaan are the descendants of the goddess Danu. They have been at war with their Fomorian ancestors and relatives ever since they competed for worship rights from the ancient Fir Bholg tribes of Ireland. Their leader, Nuadhu led them into battle at Magh Tuiredh, but lost his hand in battle. They were subsequently victorious, but Nuadhu was unable

to reign with this disability and had to resign his Tuatha de Danaan leadership of the gods.

The Tuatha inhabited Ireland until 350 AD. History Upon the arrival of the Milesians (ancestors of

the Celts), the Tuatha relinquished their holdings Tuatha de Danaan (also known as the "Celtic in the Earth realm and returned to Otherworld. gods" and "Children of Danu") are a race of Thanks to an agreement made with the Milesian superhumanly powerful humanoid beings who druid Amergin, the Tuatha were worshipped by were worshipped by the ancient Celts and earlier Ireland's new mortal inhabitants as gods in Goidelic-speaking people of the British Isles exchange for protecting the land. from about 2000 BC to 500 AD, although a

number of Tuatha may have been worshipped as Starting in the 8th century AD, a cold war early as the Hyborian Age. The Tuatha between the Tuatha de Danaan and the originated in the land of Tir na nÓg within Asgardians began when the Norse Vikings who Otherworld, a small "pocket" dimension adjacent worshipped the Asgardians began plundering to Earth. Interdimensional nexuses between villages in the British Isles. This enmity lasted Otherworld and Earth exist near Glastonbury Tor for centuries, until the Celtic God Leir (a hill in modern-day Glastonbury, Somerset, encountered the Asgardian god Thor who has England) and at the Siege Perilous (in the pursued a -like creature into Avalon, Cheviot Hills bordering modern-day England where it killed a Danaan family. Because of an and Scotland), as well as at various hidden sidhe ages old enmity between the Celts and the (fairy mounds) situated throughout the British Vikings, the two rehashed old feuds as Leir Isles. Worship of the Tuatha de Danaan in the accused Thor of the deaths. The creature then

101 Golden Age and More returns to prove Thor's innocence as Leir and Typical Elf Thor destroy the beast. Feeling he owes Thor a debt, Leir later leads an army of Danaans to Asgard's defense against the Egyptian god Seth.

Leir defeated a Troll summoned by the Fomorians. Dagda attempted to dissuade Leir from seeking vengeance and potentially reigniting a war between the Danaans and the Fomor. Leir went off to battle anyway, but Dagda summoned a swarm of insects to disrupt the fight, causing both sides to retreat to their own land.

The Wolves of Tuatha de Danan

Primary Ability Chart; Column One From the Ultimate Powers Book

The Tuatha de Danan, a race of wolf-people Die Roll Initial Score encountered by Mirage (Dani Moonstar) and 01-05 Fb 1 Wolfsbane (Marvel Comics Presents #22), 06-10 Pr 3 appear to be an offshoot of the primary race of 11-20 Ty 5 gods. Origins and connections are unclear, but there are no werewolf types in the Celtic Gods. 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Creation Notes • Elves can raise any one Primary Ability +1CS.

Golden Age and More 102 Typical Fairie Typical Fomor

F A S E R I P Primary Ability Chart; Column One Gd Ex Gd Gd Ex Gd Ex From the Ultimate Powers Book 8 16 8 8 16 8 16 Health: 40 Karma: 40 Die Roll Rank 01-05 Fb 1 Known Powers: 06-10 Pr 3 • Immortality: If reduced to 0 health and 11-20 Ty 5 Shift 0 Endurance, Faeries do not die. 21-40 Gd 8 Their Karma reserves are reduced to 0, 41-60 Ex 16 and they will automatically begin to 61-80 Rm 26 heal. In the dimension of Avalon, and other such dimensions, they are mortal, 81-96 In 36 and can be killed. 97-00 Am 46 • Power Simulation: Due to the mystical nature of the Fae, all powers possessed Additional Benefits by them are spells as per Power • Intuition is raised +1CS. Simulation. The exception to this rule is • Endurance is raised +1CS. powers that are “Always on” such as • Fomor must have at least one Hyper-Intelligence, Hyper-Strength, Contact, usually Fomor etc… • Winged Flight: Ex 16

Limitations: • Power Negation: Contact with cold wrought Iron negates all powers for the Faeries.

103 Golden Age and More Typical Giant Typical Goblin

F A S E R I P Primary Ability Chart; Column One Rm Ex Am Am Ty Pr Ty From the Ultimate Powers Book

30 20 50 50 6 4 6 Die Roll Initial Score Health: 150 Karma: 16 01-05 Fb 1 Known Powers: 06-10 Pr 3 • Dense Flesh: Ex Body Armor 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36

97-00 Am 46

Additional Creation Notes

• Goblins can raise any one Primary Ability +1CS.

Golden Age and More 104 Typical Leprechaun Typical Tuatha de Danan

F A S E R I P Primary Ability Chart; Column Five Gd Ex Gd Ex Gd Ex From the Ultimate Powers Book Ty 5 8 16 8 16 8 16 Die Roll Initial Score Health: 37 Karma: 40 01-10 Fb 1 Known Powers: 11-20 Pr 3 • Immortality: If reduced to 0 health and 21-30 Ty 5 Shift 0 Endurance, Faeries do not die. 31-40 Gd 8 Their Karma reserves are reduced to 0, 41-60 Ex 16 and they will automatically begin to 61-70 Rm 26 heal. In the dimension of Avalon, and 71-80 In 36 other such dimensions, they are mortal, 81-95 Am 46 and can be killed. 96-00 Mn 63 • Power Simulation: Due to the mystical nature of the Leprechaun, all powers Additional Creation Notes possessed by them are spells as per • Power Simulation. The exception to this All primary abilities are raised +2CS. rule is powers that are “Always on” • Tuatha de Danan automatically possess such as Hyper-Intelligence, Hyper- at least one Travel Power. Strength, etc… • Tuatha de Danan gain two additional • Powers. Limitations: • Tuatha de Danan have increased • Power Negation: Contact with cold Popularity (+2CS) with the public but wrought Iron negates all powers for the zero Popularity with the hierarchy of Leprechaun. the other “established” Earth religions. • Tuatha de Danan eventually attract any remaining living worshippers they still have. All of these people serve as Contacts. A Tuatha de Danan PC who abuses his worshippers faces a stiff Karma penalty. Tuatha de Danan are honor-bound not to actively promote a religion based on themselves. Tuatha de

105 Golden Age and More Danan PCs who try this lose -1CS from Danan possesses strong teeth of all their Abilities and Powers. Excellent material strength, enabling them to deliver up to Excellent Edged Typical Wolf of Tuatha de Danan Damage per bite. Their transitional form likewise possesses claws of similar material strength that they can use in combat. • Recovery: Whether in human, or animal form, Wolves of Tuatha de Danan are far hardier than they appear, and are capable of recuperating from seemingly fatal injuries with Amazing ability, making feat rolls with this rank to recover from Endurance losses. • Regeneration: Regardless of form, Wolves of Tuatha de Danan heal rapidly from any injuries, healing 10x faster than their current form’s Endurance would normally permit, as per Good rank regeneration.

Weaknesses: • Vulnerability to Iron: Wolves of Tuatha de Danan suffer an extreme reaction to iron, often suffering even rashes and Stats Human Form Wolf Form other skin irritations from simple iron F Ty Rm posts, and weapons of iron can more A Ty Ex easily inflict grievous injury. In game S Ty Rm terms, this is represented by the Wolves of Tuatha de Danan suffering a -4CS E Gd In penalty against attacks made with iron R Ty Ty weapons, thus leaving them with no I Ty Ex protection vs. a physical attack from P Ty Ex such weapons. In addition, their Health: 28/120 Karma: 18/46 Recovery and Regeneration powers do not work in regards to wounds inflicted Known Powers: by silver, making it easier to potentially • Animal Transformation (Self / Wolf slay them, and resulting in slower only): Wolves of Tuatha de Danan s healing if they do manage to survive have the Amazing rank ability to such wounds. transform from human form into wolf form, and back again, any time they feel like it. • Body Armor: Wolves of Tuatha de Danan are much more resilient in their transformed state, enjoying Good protection vs. physical attacks and Poor protection vs. energy attacks. • Enhanced Senses: Wolves of Tuatha de Danan possess Remarkable rank senses of hearing and smell, and are capable of Tracking targets via their sense of smell with Remarkable ability. • Natural Weaponry (Claws / Teeth): In wolf form, a Wolves of Tuatha de

Golden Age and More 106 Chapter Fifty-Nine: Outcasts

Source: Marvel Comics Typical Outcast

History

The Outcasts are a group of animal, insect, and vegetable-based life forms mutated into often vaguely humanoid forms by the Gamma Bomb explosion that created the Hulk. They live in underground connected to Bruce Banner's hidden desert lab.

They befriended the version of the Hulk until S.H.I.E.L.D. agents attacked them.

After Jones defeated them, he offered to stay and protect the Outcasts. Rattilore knew that S.H.I.E.L.D. would not stop looking for Jones, so he asks him to leave and led the Outcasts to live underground.

Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Benefits • Outcasts can raise any one Primary Ability +1CS.

107 Golden Age and More Chapter Sixty: Paratwa

Source: Liege-Killer, Ash Ock, and Paratwa Accelerated developmental programs were used novels. Gemini Blood comics. to train the Paratwa. The breeding labs utilized drug and neuromuscular enhancers - anything History that might give their Paratwa an edge over the competition. The first Paratwa was created in the mid- twenty-first century. Scottish scientists injected a By the time a binary interlink reached the age pair of lab-bred human fetuses with cells from of five, it had already learned to hunt and kill its another artificially grown lifeform, called a own food. They were trained in all methods of McQuade Unity. Several years earlier, it was hand-to-hand combat and were given state-of- discovered that two samples from one of these the-art weaponry. By 2090, there were two primitive cellular masses were capable of breeds - namely the Voshkof Rabbits remaining in telepathic contact with each other, and the North American Jeek Elementals - that even when separated by thousands of miles. were considered undefeatable in normal combat situations. Segments of this McQuade Unity were injected into these fetuses in the hope that two During the final days, some seven thousand genetically different humans would develop a Paratwa assassins were believed to have been permanent telepathic link. Instead, the two directly responsible for the deaths of over one fetuses metamorphosed into a single hundred and fifty million human beings. Under consciousness. The McQuade Unity enabled the guidance of the ruling caste, the Ash Ock their brain patterns to interlace - to develop as (Codrus, Theophrastus, Sappho, Aristotle, and one entity. The result was a creature with a Empedocles), the Paratwa reached new heights single discrete awareness - one mental/emotional of destruction. With intelligence well beyond consciousness - yet inhabiting two randomly that of even human genius (as well as being the selected physical bodies. only Paratwa capable of unlinking and operating as separate beings), the Ash Ock were able to plan in terms of centuries rather than years. The nuclear and biological obliteration of Earth in 2099 was believed to have destroyed all of the assassins, along with much of humanity. However, the Ash Ock had foreseen the and prepared for it. While believed dead by humankind, at least three of the ruling caste survived. Mankind had left Earth in two ways: to the colonies or into space on long-range colonization ships. Many Paratwa avoided the stringent screening processes involved in immigration to the colonies and bought passage In 2058, the New Jersey division of onto the less restricted colonization ships. Once Intellitech Hydrocomco released the first on their way, the Paratwa took over the ships. of combat Paratwa onto the world armaments market. From a military standpoint, they were an During the late pre-Apocolyptic period, the instant success. By the year 2070, with the world Ash Ock’s greatest enemies were E-Tech (the coming apart at the seams and over a hundred organization responsible for controlling mini-wars being fought on any given day, the technological growth to prevent a second societal demand for these Paratwa increased collapse) and their elite group of mercenaries astronomically. By the year 2080, there were who specialized in hunting Paratwa. All but that over thirty different breeds available from the group’s field leader Gillian and his dwarf partner genetic labs of two-dozen countries. Warriors, Nick died in an ambush set by Reemul, “The bodyguards, and assassins… the genetic labs Liege-Killer” (an insane Jeek who served the created them and sold them to the highest bidder. ruling caste). Gillian was shaken by the loss and

Golden Age and More 108 Reemul’s disappearance. E-Tech placed Nick situation to set a trap for Reemul. Gillian was and Gillian in stasis in the event that they were able to call up some of his long-dormant Paratwa needed again. Nick had planted two programs abilities and kill the insane Jeek. He and Nick deep within the computers of E-Tech that would were then placed back into stasis while the lead to their awakening in the event of a colonies began to prepare for the return of the Paratwa-related problem. When a Paratwa was Paratwa in 56 years. awakened from stasis and set loose in the colonies 200 years later, current E-Tech director Rome Franco went looking for solutions, discovered the first program, and awakened Nick and Gillian. Nick refused to tell Franco what the second program did and told him to hide its existence from Gillian.

Acting in secret to avoid confrontation with E-Tech’s political enemies, Gillian and Nick recruited a new team of hunters from a group of

“Cousteau” pirates. Gillian found that the rampaging Paratwa was in fact Reemul. Description Knowing that Reemul’s presence meant the involvement of the Ash Ock, the hunters began Paratwa vary in appearance as much as any looking for other signs of Ash Ock involvement. other people - in fact, even the two tways of a They found that the Ash Ock Codrus had gained single Paratwa may look nothing alike, as power at the highest levels of colonial society Paratwa are often/usually created from two, non- through sapient supersedure, and was using it to genetically related fetuses. Add to this the fact stifle technological growth. As this plan aided that every Paratwa is trained to be a master of the Ash Ock’s enemies in E-Tech, Nick disguise (capable of posing convincingly as the suspected deeper levels of manipulation. opposite gender with little effort) AND has no problem with undergoing cosmetic alteration in Nick and Gillian, with the help of Rome order to pose as another person, and you find that Franco and an E-Tech programmer named even a specific Paratwa may not look the same Begelman, found that Paratwa had taken control from day to day. of the ships, and were returning to Earth and to the colonies in 56 years time to conquer the Personality human race. Codrus had been left behind to ensure that mankind was technologically inferior Paratwa live to kill other living things. to the Paratwa and thus unable to defend against Paratwa personalities vary by breed, nationality, the incoming attack. During the hunt, mind and particular quirks, but they share that one trait blocks placed on Gillian by Nick unraveled. universally. “If Paratwa have one weakness, it’s Gillian was set in front of the second program, their predictability. Most assassins are rigidly which unlocked the rest of his memories; he was territorial, doing their killing within small in fact the surviving tway of Empedocles (long geographic areas. A few even had homes in believed dead), youngest of the Ash Ock. respectable suburban communities. They were creatures specialized almost to the point of Gillian opted to stay with Nick and E-Tech in absurdity, and such specialization inevitably led recognition of who he was currently, rather than to the formation of strong habits. Repeated who he had been. The hunters found the identity actions were predictable actions.” of one of the tways of Codrus, and discovered hidden communications centers on the planet’s “Incest between tways occurred, but it was surface that allowed Codrus to communicate more common for the Paratwa to acquire a pair with the ships. Gillian contacted the ships and of sexual partners or share a single partner. For used his brief conversation (speaking as some reason not fully understood by students of Empedocles) with the Paratwa, Meridian, to Paratwa psychology, many of the creatures narrow down the list of suspects for Codrus’s became pedophiles.” second tway. Nick and Gillian confronted the other tway in a public setting and used the All Paratwa must “flex”, a process not fully understood by even the most advanced Paratwa

109 Golden Age and More physiologists. Flexing is the mental orgasm of Powers and Abilities being totally out of control. In theory, a way in which a Paratwa releases internal pain that has Paratwa are “binary interlink assassins”; they been suppressed during years of training and are one mental and emotional being but have two rigorously imposed discipline. It is a need to kill separate bodies, known as “tways”. They are in a completely uncontrolled and inhibited genetically designed to exceed peak human manner; this may be done through the killing of physical abilities, giving them superhuman large numbers of humans or wild or reflexes, senses, and movement speed. “Speed - domesticated animals. If this is not done in Possibly its single greatest advantage. regular intervals, the pain and stress overwhelm Genetically modified neuromuscular systems the Paratwa, causing it to risk going berserk at enable faster reaction times. Training from birth inopportune times. enhances these inbred abilities.”

DC Universe History They are trained in every possible aspect of killing, from weaponry and unarmed combat to While the Paratwa are tied fully into the military strategy and tactics to duplicating the world from their books, they fit in a couple of appearance and behavior of a target to the point other places in comic book worlds. In the DC of fooling the target’s family, friends, and Universe, the Council of 10 or scientists may coworkers. Paratwa both commonly used this have created them involved in it as a follow-up last process, known as “sapient supersedure” for to the Paul Kirk/Manhunter cloning project. As counter-intelligence purposes as well as for later books in the series reveal that the Paratwa personal advancement within human are part of a plot by an alien race, they also fit organizations (i.e. replace the man in line for well into the plotting of 30th century Dominators promotion to manager and thus become the as part of events that lead up to or immediately manager yourself). Sapient supersedure was not follow the Great Collapse (although they would as commonly used amongst the lower breeds, but need flight and sealed systems equipment allowed the Ash Ock to gain control over major comparable to the Legion at its peak). Of course, governmental institutions. a Batman/Predator type scenario isn’t out of the question, either. Paratwa are masters of the Cohe wand. A Cohe wand looks like a black egg with a small, silver tube protruding from one end. Powered by pre-Apocalyptic technology and controlled by subtle hand pressures, they are believed to be the most powerful hand weapon ever devised. Cohe wands emit a beam of black energy (capable of slicing, impaling, or melting), which remains connected to the silver protrusion even as it moves towards its target. While only the leading 6-18 inches of the beam are dangerous,

some Paratwa master a technique that uses the The early Genoshan government was harmless after-trail connecting the front edge to experimenting on mutants, before the mutants the cohe itself as a distraction. This leads targets rebelled and Magneto took over. Some members to avoid the after-trail while being lured into of the Genoshan government escaped into exile lethal front end. and started breeding Paratwa to retake . While a trained Paratwa can follow a target The Paratwa abilities might easily be mistaken up a spiral staircase with a cohe wand beam, the for mutant powers, which would make it look weapon is extremely difficult to use and most like a civil war rather than an external attempt at untrained wielders risk severe injury or death by an overthrow and thus discourage outside simply activating it. The Jeek Elementals were interference. capable of a signature technique known as the As for the Wildstorm Universe - two words: “Lariat”. Wrist control allowed the Jeek to Kaizen Gamorra. The Paratwa could easily encircle the target’s neck with the cutting edge of backfire on Gamorra, leading to an even more the beam and then tighten the noose, garroting horrific regime than the one already in place. the neck from all sides evenly. No other breed was capable of this maneuver.

Golden Age and More 110 Skills and attributes vary greatly by breed. Paratwa always attack with the bodies at 90 The North American “Jeek Elementals” and the degree positions to each other in relation to the Russian “Voshkof Rabbits” are considered target. They gain a +1CS to Team Attacks made unbeatable in “normal combat” while even a attacking from this position. If forced to attack Paratwa of a lesser breed (such as the Terminus on a different angle, the Paratwa loses the bonus assassins or the Japanese “Loshito” breed) can AND suffers a -1 CS for ALL attacks until it wipe out everyone on a crowded city block corrects the angle. within 10 seconds. Equipment: Quotes • Crescent Web: Am 46 Force Field protects user and anyone touching the user Gillian on the Paratwa: “According to only. User can attack through Force Field figures, on the average, each Paratwa killed via gaps at the sides of the screen - these over twenty thousand humans. And that ratio holes can be targeted with a Trick Shot (- occurred in a society that was infinitely more 2CS to hit). Systemic Antidote only works prepared for violence.” against poison gases, which are repelled by the crescent web. Melee attacks (ramming Typical Paratwa attacks only - no use of limbs) can be made using the field, but is limited to knockback only. • Cohe Wand: Am 46 Energy Blast has a Range of but 03; Cohe wands are difficult to control. Anyone without a “Cohe Wand” Weaponry specialization or a minimum Agility of Rm 26, attempting to use one is struck with a physical attack of In 36. • Targeting Computer: Ex 16 Used to fire automated weapons when the target is not wearing a scrambler. • Muscle Controlled Thighpad: Rm 26 Includes Fragmentation, Concussive, and Gas Grenades, as well as incendiary “Firedarts”. • Acid : Ex 16 Acid has Area Effect. This is a thin extending arm that rises from a backpack and sprays acid in a circular field around the user. • Scrambler: Ex 16 Invisibility works only on electronic forms of detection, F A S E R I P including video. Am In Ex Rm Ex Ex Ex • Jetpack: Rm 26 46 36 16 26 16 16 16 • Disguises: Ex 16 Health: 124 Karma: 48 Talents: Acrobatics, Artist (Actor), Charisma Known Powers: (Interrogation, Intimidation), Martial Artist, • Cold Immunity: Gd 8 Military Science (Camouflage, Cartography, • Immunity: Gd 8 Danger Recognition, Demolition, Tracking), • Sealed Systems: Gd 8 Thief (Concealment, Escape Artist, Locks and • Split: Ty 5 Always on and does not Safes, Pickpocketing, Security Systems, Stealth), cause abilities to decrease; split bodies & Weaponry (including Cohe specialization). share initiative but have separate dice actions Split Bodies are not necessarily identical in appearance (or gender). • Superspeed: Am 46 This power can only be used in combat; It cannot be used for Multi-Attacks.

111 Golden Age and More Chapter Sixty-One: Pellucidar

Source: At the Earth's Core and this region is known to the inhabitants as the Dark Country. Pellucidar is a world 500 miles below the surface of the , which resides on the The Inhabitants inside of the earth's shell. It is accessible through a in the Antarctic. The landmasses are the Because of the constant sun, Pellucidar is inverse of the land masses on Earth's surface. covered in heavy jungles of vegetation, which support a wide variety of animal life. Pellucidar "We know that the crust of the globe is 500 is inhabited by a number of intelligent and semi- miles in thickness; then the inside diameter of intelligent species including: Pellucidar must be 7,000 miles, and the superficial area 165,480,000 square miles. Mahars: A race of intelligent flying reptiles, Three-fourths of this is land. Think of it! A land about 6-8 feet in length, who appear to be one of area of 124,110,000 square miles! Our own the dominant life forms of Pellucidar. They live world contains but 53,000,000 square miles of in subterranean cities and have telepathic land, the balance of its surface being covered by powers. In addition to winged flight, they have water." webbed feet and are excellent swimmers.

As one looks into the horizon of Pellucidar, Sagoths: Semi-intelligent ape-like men who things appear to be higher, the farther away they faithfully serve the Mahars. They have sleek are. While the jungles can be misty and the black skin, large white teeth, short legs, long atmosphere can make great distances hazy, there arms and thin prehensile tails capable of are rarely clouds in the skies of Pellucidar. supporting their weight. They live in huts built in the trees, 50 feet above the ground. They have no weapons and wear no clothes or garments. They are very strong and agile and tend to grin and chatter.

Primitive Humans: There are humans who live in Pellucidar, surviving with primitive tools and weapons in the dangerous jungles. They wear animal skins and metal jewlery.

The lands are also inhabited by a wide variety of dinosaurs and prehistoric creatures, including saber-toothed tigers (tarags to the natives), cave lions (felis spelaea), cave bears (ursus spelaeus), The Sun giant sloths (megatherium), hyaenodons, mastodons, and raging bos (thags to the natives). A stationary inner sun that shines on the land The skies are dominated by fierce pterodactyls 24 hours a day lights Pellucidar. As a result, (thipdars to the natives). The waters are Pelluciadar is hot and overgrown with inhabited by all manner of prehistoric monsters vegetation. Intelligent inhabitants can not rely on and serpents including labyrinthodons, the sun to keep track of time. ichthyosaurs (azdyryths to the natives), and plesiosaurs (tandorazes to the natives). The Moon Notes There is a moon, known to the inhabitants of Pellucidar as The Dead World, which hangs in Only information on Pellucidar from the first geosynchronous orbit, about a mile off the two novels, At the Earth's Core, and Pellucidar, surface of Pellucidar. The region below it, is the is in the public domain in the United States. only place in Pellucidar that is naturally dark,

Golden Age and More 112 Typical Mahar Typical Sagoth

Primary Ability Chart; Column Three Primary Ability Chart; Column Three From the Ultimate Powers Book From the Ultimate Powers Book

Die Roll Initial Score Die Roll Initial Score 01-05 Fb 1 01-05 Fb 1 06-10 Pr 3 06-10 Pr 3 11-40 Ty 5 11-40 Ty 5 41-80 Gd 8 41-80 Gd 8 81-95 Ex 16 81-95 Ex 16 96-00 Rm 26 96-00 Rm 26

113 Golden Age and More Typical Primitive Human

Primary Ability Chart; Column Two From the Ultimate Powers Book

Die Roll Initial Score 01-05 Fb 1 06-25 Pr 3 26-75 Ty 5 76-95 Gd 8 96-00 Ex 16

Golden Age and More 114 Chapter Sixty-Two: Phantoms

Source: Marvel Comics difficult to determine which Space Phantom did what; the following activities have previously The Phantoms are a humanoid race of aliens. been attributed to the Space Phantom who first They are the servants of Immortus, the Master of encountered the Avengers. Time. For many years it was assumed that there was only one Space Phantom, but in the course A Space Phantom allied with the Grim of the War the Avengers discovered that Reaper and impersonated Madame Hydra, and there was more than one. During a journey back commanded a division of Hydra. The Space in time to 1873, a trio of Space Phantoms was Phantom battled the Avengers, but was shunted caught impersonating the Gunhawks and the back into Limbo when he attempted to Black Rider. The Space Phantoms were Rick Jones, who was linked to Captain Mar-Vell previously said to have originated on the planet at the time. Phantus, in the Phalbo system in the Milky Way Galaxy. A Space Phantom was compelled by Immortus to impersonate to deceive Kang.

Another Space Phantom attempted to trick Thor into freeing the planet Phantus from Limbo. It allied with Thor to save Phantus, which led to Thor losing much of 's power.

Rom was confronted by Dire Wraiths in Limbo, and was observed by the Space Phantom, Immortus traps individuals who become lost who then began to scheme. The Space Phantom in Limbo, and due to the nature of that plane, sought out another Galadorian trapped in Limbo, they begin to forget their former lives and Rom’s old friend Karas. He then assumed his change into misshapen beings. Immortus appearance, which immediately teleported Karas conditions these into servants who can out of Limbo. After helping Rom in battle with perpetuate his schemes and manipulations of the Dire Wraiths using Karas’ command of The historical events. The Phantoms can assimilate Living Fire, The Space Phantom (disguised as anyone, even maintaining their guise under Karas) told Rom how Karas, the original Firefall, torture, and escaping notice of even mind came to be trapped in Limbo. As more Wraiths readers. attacked the Phantom tried to use the Living Fire to save himself and it rebelled against him. The first Space Phantom encountered by the Karas’ ID reappeared in Limbo and explained to Avengers copied Iron Man, Hulk, and Giant- Rom what had happened. As yet another assault Man (). During the fight, he first by the banished Dire Wraiths began, Karas copied the Hulk, and battled Iron Man. He took summoned the Living Fire to envelop Rom and the shape of a flying insect to escape, but Iron returned him to Earth. As Rom asked why he Man continued to battle the Hulk. The Space Karas didn’t free himself, Karas told him that Phantom attacked the Wasp in his insect form, upon his return to his homeworld he had and then became Giant-Man. discovered that he has no humanity to return to. He then told Rom to “return to Galador to see for After fighting Iron Man he took Iron Man's yourself, Rom. For Galador no longer….” And form. He finally attempted to copy Thor, but was then the dimensional portal shut. sent back to Limbo because he couldn't affect Asgardians. The Space Phantom incident was the The Young God Calculus, in a scheme pitting main reason why the Hulk quit the team. Spider-Man against the Avengers, used a Space Phantom as a pawn. The Space Phantom, As all the Space Phantoms appear identical masquerading as She-Hulk, attacked Spider-Man and can also imitate other life-forms, it can be and trapped him in a hole. Spider-Man then went

115 Golden Age and More to to pick a fight. Captain Typical Phantom America quickly proved that it could not have been She-Hulk. Finally, Jason Jerome was making harassing phone calls asking out.

Spider-Man gathered , , , and to assist him on a case involving the Avengers and a trouble-making masquerading Space Phantom, who was working for a mysterious master.

Powers

A Space Phantom can assume the form of objects or people, temporarily sending them into limbo until he resumes his natural form or that of another object or person. Assuming the form of certain powerful creatures can result in the Space Phantom being forced back into limbo instead. While in the form of another creature, the Space Phantom gains all the abilities of that person. Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Phantoms can raise any one Ability +1CS. • Starting Resources are set at Poor. • Phantoms start out with only one Contact, their race.

Golden Age and More 116 Chapter Sixty-Three: Pixies

Source: Marvel Comics Typical Pixie

History

The Pixies are an underground race of dwarfish individuals who live in a kingdom near Abysmia.

According to the legends and folklore of Jugoslavia, the Pixies were known to have come to the surface, where they kidnapped the people of Jugoslavia.

In 1941, they captured Princess Alecia of Jugoslavia and brought her to their domain in order to force her into marriage to their king. The ruler of Jugoslavia sought the aid of Abysmian ruler .

The hero invaded the Pixie realm, but the Pixies overpowered him and took him prisoner.

He called upon the assistance of his fellow Abysmians who led a counter attack. Primary Ability Chart; Column One From the Ultimate Powers Book With his kingdom crumbling, and his attempts to marry Princess Alecia thwarted, the Die Roll Rank king of the Pixies tried to kill the girl. 01-05 Fb 1 He was stopped by Rockman who disposed of 06-10 Pr 3 him as leader of the Pixies and installed an 11-20 Ty 5 Abysmian to act as Prime Minister of the Pixies 21-40 Gd 8 and govern them as a democracy. This stopped 41-60 Ex 16 their aggression against the surface world. 61-80 Rm 26

81-96 In 36 To date there are no further recorded encounters with the Pixies. 97-00 Am 46

Additional Benefits • Pixies can raise any one Primary Ability +1CS.

117 Golden Age and More Chapter Sixty-Four: Plasma Wraiths

Source: Marvel Comics Typical Plasma Wraith

The Plasma Wraiths are the temporal agents of , serving at the Big Crunch. They seem to have powers similar to , and may be based on her.

Chimera is often accompanied by the Plasma Wraiths. She gained their help by traveling to the Crunch at the End of Time. There, she convinced several deadly Plasma Wraiths to serve her.

F A S E R I P Ex Gd Ex Ex Fb 1 Pr 3 Pr 3 16 8 16 16 Health: 56 Karma: 7

Known Powers: • Plasma form: These wraith are in essence only plasma, held together by a leather suit. o Body Armor: Gd. o Claws: Ex edged damage. o Plasma Discharge: Rm damage, 3 areas. o When destroyed they explode for Ty plasma damage.

Golden Age and More 118 Chapter Sixty-Five: Possessors and Parasites

Source: Generic Optionally, Angels must possess someone of their own faith. If this option is used, no one Possessors other than their host can forcefully expel them.

Sometimes confused with Mind Control, Demons/Daemons possession is a term used to describe the ability of some beings to take physical and mental Comics, movies, novels, television, and even control over another. Most commonly, this history are peppered with stories of Demonic Power is often employed by supernatural entities possession. such as ghosts or demons. Energy Beings Unlike Mind Control, people with this Power displace their own consciousness into the target, Some Energy Beings are not portrayed as or host body. The affected individual's actual having a body of their own. They are simply a consciousness is subsumed in favor of the more being of pure energy. It is not a stretch to dominant mind or spirit. imagine some of these characters might have the ability to inhabit a host body. A few examples from DC Comics are Chay- Ara Reincarnates, Parallax Hosts, Spectre Hosts, Magical Entities

Khufu Reincarnates, Eclipso Hosts, and Ion These characters are comprised of sentient Hosts. magical energy. They could have been created through continued use of magic in a single area, A few examples from Marvel Comics are or various other means. Gravemoss, Malice, Mindmeld, Possessors (the race), , Qareen, and the . Psionic Beings

If the Possessor has a Power or Spell that These are creatures of pure mental energy. allows them to possess another body, then it is They have no body of their own, but are sentient. easy to imagine how they began play in a game Several examples of this can be found in various with a host body. If the character possesses a forms of entertainment. Power or Spell of this nature, they have the ability to switch host bodies. Undead

Now, not all Possessors have the ability to Ghosts, and Liches are undead typically switch bodies, or even possess one in the first associated with possession of mortals. This is place. There are Spells and Powers that can featured in games, as well as other forms of place, sometimes even by force, these types of entertainment. characters into a host body. If the character does not have a Power that would allow them to possess a host, and they are later expelled, they are unable to possess another host body without some form of outside aid.

To balance out this rather severe drawback, Characters of this type are awarded a +1CS Column Shift to any one Mental Attribute, or a Power/Spell at the Judge’s discretion.

Angels

In some settings, Angels do not appear on Earth in their own bodies, instead they take control of another person.

119 Golden Age and More Typical Possessor adding Intuition + Reason + Psyche for the amount of Damage they can sustain before being forced out of the host body.

Known Powers • Angels o Artifact Creation (Sword): Ex 16. • Demons o Fire Generation: Gd 8. • Energy Beings o Energy Emission: This must be the same type of energy as the Energy Being. o Energy Control: This is an Optional Power (at the Cost of one of their initial Powers). The same limitation from above applies • Magical Entities o All Powers possessed are Magical in nature per MG9 Physical Stats Power Simulation. These are the stats of the Host Body, enhanced o Magic Beings can raise one by the Possessor. Mental Stat by +1CS. • Psionic Beings Die Roll Rank o Psionic beings gain a +1CS 01-05 Gd 8 bonus to their initial Psyche 06-15 Ex 16 ability score. 16-50 Rm 26 • Undead 51-72 In 36 o Vampirism: Undead characters 73-85 Am 46 gain one of the various types of Vampirism powers. 86-00 Mn 63 Any non-mental/magical Powers possessed Mental Stats by the character belong to the host body. Should These are the actual mental stats of the they switch bodies again, the character will lose Possessor. any Powers that belong to the previous host.

Die Roll Rank Limitations: 01-05 Fb 1 • Spirit Vampirism can destroy the 06-10 Pr 3 Possessor. Psi-Vampirism can destroy their 11-20 Ty 5 self-image and reduce the Possessor to a 21-40 Gd 8 mindless Poltergeist. 41-60 Ex 16 • Exorcism Spells or Powers can expel the Possessor from the host. The Possessor 61-80 Rm 26 can attempt to resist these with a Psyche 81-96 In 36 FEAT. 97-99 Am 46 • Demons and Undead Possessors possess 00 Mn 63 a Psychological Weakness; their Powers are . negated while they are within 10' of a Any type of Physical Power, Spell, or Attack religious symbol (A Psyche FEAT can be that does not specifically target the Possessor used in an attempt to resist). If the symbol is affects the host body. Should the Possessor be that of a religion the Undead practiced while attacked by a Power or Spell that targets them they were alive, they suffer Ex 16 damage. directly, their Health Score is determined by All holy symbols work on Demons.

Golden Age and More 120 • All unholy symbols of Dark Faith have Normal the same effect on Angels as per Demons. • Holy Water causes Ex 16 Damage to Undead or Demons. Unholy Water causes Ex 16 Damage to Angels. • Energy Beings suffer +1CS additional damage from elements that counter their energy type. • Possessors are vulnerable to Spirit Traps/Wards designed for their specific type.

Optional Limitation • Some Possessors alter the appearance of the Host body (like Malice from Marvel Comics). Since the greatest advantage a Possessor has is no one being able to detect them in the Host Body, Players who choose to take this limitation gain the Intimidation Talent free. Possession by Malice in the is a prime example of this.

It should be noted that this is listed only an Possessed by Malice Shadow King Conduit example. As always, Players should create their own unique look should they choose this option.

Effects of a Possessor on a New Host Body* The initial Stats of the Host Body are generated normally based on their Origin.

Stat Bonus Fighting +1CS Agility +1CS Strength +1CS Endurance +1CS

*Optionally, the Player can be awarded a total of four +1CS as the start of the game, and they can distribute them among bonus Physical Attributes for host bodies as they wish. Once those points have been allocated, they cannot be changed, even when possessing a new host body.

121 Golden Age and More Parasites Mental Stats These are the actual mental stats of the Parasite. Parasites differ slightly from most other Possessors, but take over the host in a similar Die Roll Rank fashion. They have a physical body of their own, 01-05 Fb 1 and attach themselves to their host. Mental 06-10 Pr 3 Attributes are generated in the same fashion, and 11-20 Ty 5 Physical stats are generated using the following table. 21-40 Gd 8 41-60 Ex 16 In DC the Parasite appears as a Starfish 61-80 Rm 26 that attaches to the face of the host. In another 81-96 In 36 source, the Parasites are depicted as worms that enter though the ear and attach to the brain stem. 97-99 Am 46 00 Mn 63 While they do not possess the same Limitations as the other Possessors, they can be Size Modifier Table removed by force from the Host Body though a contested Strength FEAT. They can be directly Modifier to targeted by Attacks, Powers, or Spells once Size all Physical Example discovered. Stats Microscopic, Parasites do not require Powers, nor Spells to impossible to attach to the host, they must simply Grapple the Microscopic -2CS see with the target instead. In addition, they may also possess naked eye. physical powers of their own. Tiny -1CS A tick. Hermit Crab Typical Parasite Small No Changes sized. Starro Parasite – Noticeably Medium +1CS covers a part of the body Venom – Large +2CS Covers entire body

Opacity Modifier Table

Modifier to all Opacity Physical Stats Transparent -2CS Translucent -1CS Opaque No Changes

Much like the other Possessors, the greatest

advantage a Parasite has is being undetected, Physical Stats Microscopic to Medium Parasites with this These are the stats of the Parasite itself. limitation gain the Intimidation Talent free. Large Parasites may only gain Intimidation for Die Roll Rank free if they are Transparent. 01-40 Fb 1 41-85 Pr 3 Note: Any claws, fangs, or similar Powers may be used in contested grappling rolls for the 86-99 Ty 5 Parasite to attach itself, or if someone attempts to 00 Gd 8 forcibly remove it.

Golden Age and More 122 Chapter Sixty-Six: Rigel-3

Source: Marvel Comics Powers

History Psionic abilities allow them to control other Humanoids' minds or overpower the bodies of claimed that one of his doubles, allied other Humanoids. They can also alter their with , had destroyed the planet, and he physical density, thereby granting themselves decided to apologize by helping the Rigellian superhuman strength. colony of New Rigel-3. Rigellian Recorders It was seemingly rebuilt and re-peopled, as and visited the planet in the The Rigellian Recorders are a race of sentient search of the Rigellian Recorder 236A67, robots created by the Rigellians, with the possessed codes to hack into the Skrulls' purpose of exploring new territory, and report communications. their findings back to the Rigellians. Recorders are also used by various cosmic entities such as Recorder 211, who lived at the 's home at the Blue Area of the Moon. He recorded the events of the death of the X-Man, , whilst she was possesed by the .

Recorder RT-Z9 works for the 's Magistrati, She-Hulk.

Recorder 211 later accompanied the Asgardian hero Thor on a mission to the Black Galaxy to find Ego the Living Planet. The Recorder performed well, gathering an unprecedented amount of rare data, including witnessing Thor's struggle against Mangog. As such the Rigellian Grand Commissioner permitted it to retain its artificial memories rather than seeing them erased. It was arguing with the Asgardian that transcended his programming making him a sentient being.

Recorder 211 was later captured by the High Evolutionary, and reprogrammed and Rigellians reconstructed as the Analyzer.

The Rigellians are a race of space colonizers. Recorders also have a certain amount of legal Threatened by the expansion of the Black Galaxy authority among the Rigellians. When renegade and Ego's attacks, they sought new worlds to commander Arcturus split his ships away from colonize for when they would have to leave their the main fleet, a Recorder Observer, YJ-18, home planet. A Rigellian colonizer, Tana Nile, tracked him and his followers down, and had tried to take control over Earth, but was not Arcturus arrested for several violations of taken seriously by the authorities. Rigellian law.

123 Golden Age and More Typical Rigellian Typical Rigellian Recorder

Primary Ability Chart; Column Five Primary Ability Chart; Column Four From the Ultimate Powers Book From the Ultimate Powers Book

Die Roll Rank Die Roll Rank 01-10 Fb 1 01-05 Fb 1 11-20 Pr 3 06-10 Pr 3 21-30 Ty 5 11-15 Ty 5 31-40 Gd 8 16-40 Gd 8 41-60 Ex 16 41-50 Ex 16 61-70 Rm 26 51-70 Rm 26 71-80 In 36 71-90 In 36 81-95 Am 46 91-98 Am 46 96-00 Mn 63 99-00 Mn 63

Additional Creation Notes Additional Benefits • Rigellians can raise any one Ability • Initial Popularity is zero. +1CS. • Rigellian Recorders possess self- • Starting Resources are set at Poor. repair facilities that simulate normal • Rigellians start out with only one Healing. Contact, their race.

Golden Age and More 124 Chapter Sixty-Seven: Sagittarius

Source: Marvel Comics and Johnny then united with the Centaurs, and were flown back to Scorpio where they slew the The planet Sagittarius is located in the remaining warrior Scorpeople. In the aftermath Sagittarius Constellation, and is unique to Earth- of the , the peaceful faction of 5391. It is home to the Centaurs, a race of Scorpeople made their presence known, and winged Centaurs who were at war against the made a peace agreement with the Centaurs. Scorpeople of the planet Scorpio. The Scorpeople got a significant advantage when Typical Centaur Speed Carter and Johnny Day, of the Space Sentinels peacekeeping force, visited their homeworld. Despite capturing Speed and Johnny and forcing them to use their rocket to travel to Sagittarius, the two Space Sentinels managed to break free and force the Scorpeople to crash. They then led the Centaurs back to Scorpio, where the warrior Scorpeople were wiped out, leaving the peaceful faction to make peace with the Centaurs.

Centaurs

The Centaurs are a race of humanoids that are half winged men and half horse, that live on the planet Sagittarius in the Sagittarius Constellation Primary Ability Chart; Column Five the race, it's homeworld, and constellation are From the Ultimate Powers Book

apparently unique to Earth-5391, a timeline where space travel and technology boomed in the Die Roll Initial Score late 20th century. Not much is known about their 01-10 Fb 1 history. The warlike Scorpeople of the planet 11-20 Pr 3 Scorpio went to war against the Centaurs, 21-30 Ty 5 somehow doing so even though they had no 31-40 Gd 8 technology to travel between worlds. However, 41-60 Ex 16 their plans for invasion were halted when the 61-70 Rm 26 Centaurs developed poison arrows that could kill 71-80 In 36 Scorpeople. 81-95 Am 46 The conflict was at a stalemate until the year 96-00 Mn 63 2075, when the Space Sentinels sent Speed Carter and his sidekick Johnny Day to explore Additional Creation Notes the planet Scorpio. There they were captured and • Centaurs can raise any one Ability taken prisoner by the Scorpeople, and Speed was +1CS. ordered to pilot their rocket to Sagittarius so they • Starting Resources are set at Poor. could attack the Centaurs. Speed instead sent his • Centaurs start out with only one ship on a collision course with the surface of Contact, their race. Sagittarius, while he and Johnny bailed out. After the ship crashed killing all on board, Speed

125 Golden Age and More Chapter Sixty-Eight: Sakaar

Source: Marvel already beleaguered by the Spike War, viewed the arrival of the vortex as a sign of the end of Sakaar is the fourth planet from the star Tayo, their world. However, in time, the people of a member of the grouping of eight major Sakaar learned that the vortex brought valuable heavenly bodies that comprise the Tayo Star detritus to their planet in the form of off-world System within the Fornax Galaxy. technology and extraterrestrial species. Naming it the Great Portal, the inhabitants soon came to view the vortex as a boon rather than a curse.

The inhabitants of Sakaar have been unable to determine the cause of the Great Portal's arrival, but they theorize its first appearance was related to the Spikes, extraterrestrial invaders whose arrival on Sakaar triggered the Spike War. The Great Portal sporadically disappears and reappears, depositing technological detritus and exotic alien species from all corners of the universe onto the planet's surface upon reopening. The inhabitants have been unable to track its movement or fully explain its seemingly random comings and goings.

Sakaar is the only planet within the Tayo Star Most recently Galactus destroyed the planet System known to be inhabited by sentient life. after he easily defeated Son of Hulk and The planet and its moons are currently inhabited his own herald . by four main sentient species, although the question of which of these species is actually Sakaaran Natives native to the planet is a debated topic among the inhabitants. In addition, various other off-world The Natives are a small insectoid like species have become stranded on the planet's humanoid race that live in the harsh deserts of surface in recent years. Sakaar. They are primitive and easily conquered by the Red King armies. They are treated as Sakaar is considered a savage planet that is second-class citizens, compared to both the full of extremes. However, it is the most Shadow people and the ruling pink skinned geographically diverse planet in the Tayo Star beings known as Sakaaran Imperials. System. Outer regions once included great deserts with incredible rock formations, tropical The main threat to the race are the "Spikes", paradises at the foothills of steaming volcanoes, who are spore like creatures that infect the host, mountainous arctic wastelands, great and continue to kill and replicate. archipelagos, lakes, and oceans. Sakaar exhibits vast expanses of untamed wilderness populated The Natives also have to deal with other life by a great variety of dangerous non-sentient forms that have fallen through the portal. These creatures, both large and small. The planet is are usually captured on their arrival, and taken to orbited by two satellites: Aakar and Sabyr - the the arena to take part in gladiatorial combat for Broken Moon. the people’s pleasure.

During the height of the Spike War, which Native Queen plagued Sakaar for decades, a cosmic vortex The Natives of Sakaar are like many other opened in the planet's orbit. Upon the vortex's insectoid races, as they are ruled by a queen. The first appearance, it emitted a powerful blast of queen is ten times the size of the typical Natives, energy that shattered the moon Sabyr and caused with many legs and a large, bulbous body. The massive earthquakes and tidal waves on Sakaar's queens are developed from larvae selected by surface. At first, the inhabitants of Sakaar,

Golden Age and More 126 worker drones, and specially fed in order to The Natives possess a low level type of become the mother of that . They then telepathy with which they communicate, in produce thousands of eggs, whose hatchlings which they call “chemming”. Cheming allows then follow their queen's orders without the entire race to share thoughts, memories, question. experiences, and emotions. The Natives are able to share this ability with other sentient species, as Miek shared with the Warbound, who he considered part of his hive.

Typical Sakaaran Native

Native King

Native King are the also rulers of the “Hive” as they are the only fertile members of the race. A Native King is much larger and thicker comparable to the size of the Hulk. They are much stronger than normal Natives, and their exoskeleton armor is also much thicker and more durable, as seen with Miek, who was able to withstand punches from the Hulk. Unlike the drones and the queens, they are capable of self- Primary Ability Chart; Column Five propelled flight, thanks to the wings they From the Ultimate Powers Book develop on their back.

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Sakaaran Natives can raise any one Ability +1CS.

• Starting Resources are set at Poor. Powers • Sakaaran Natives start out with only one Contact, their race. The Natives of Sakaar are typically bipedal, insectoids with four arms, and they are protected by natural exoskeleton armor.

127 Golden Age and More Chapter Sixty-Nine: Satania

Source: Marvel Comics not being pulled into the sun. and Marvel Boy then brought this information to her father, Satania is a planet that is located in the Milky who realized the errors of his ways, and stopped Way, somewhere relatively close to the Sol his plans for invasion. system. The subsequent fate of the Satanians is The planet’s dominant race is the Satanians a unknown. highly advanced race of humanoids. In 1951, the Satanians believed that their home planet was Typical Satanian going to be pulled into the sun, and plotted to invade the colony built by the of Uranus. Uranian hero Marvel Boy used Uranian science to prove that Satania was not being pulled into the sun, and the Satanians stopped their invasion plans.

Satanians

The Satanians are a race of highly advanced Primary Ability Chart; Column Five humanoids that live on the planet Satania. They From the Ultimate Powers Book were ruled by a king and worshiped the sun. In 1951 they were under the belief that their world Die Roll Initial Score was being pulled into the sun and plotted to take 01-10 Fb 1 over the colony built by the Eternals of Uranus. 11-20 Pr 3 They sent their agent Casimar to Uranus, and try 21-30 Ty 5 to create animosity on Uranus by causing the 31-40 Gd 8 masses to rise up against their rulers. This rabble 41-60 Ex 16 rousing caused Marvel Boy to investigate the social disobedience. Learning of Casimar's 61-70 Rm 26 connection to the Satanians, Marvel Boy and his 71-80 In 36 Youth Squad captured him. 81-95 Am 46 96-00 Mn 63 Marvel Boy then traveled to Satania, where he was brought before the leader of the Additional Creation Notes Satanians. Marvel Boy pleaded with him to not • Satanians can raise any one Ability invade Uranus. When this failed, Marvel Boy +1CS. kidnapped princess Satana and brought her to • Starting Resources are set at Poor. Uranus, to see the life that the Eternals had made • Satanians start out with only one for themselves there. He then used their Contact, their race. technology to give Satana proof that Satania was

Golden Age and More 128 Chapter Seventy: Saturnians

Source: Marvel Comics through the solar system. The lizard men sought the sun's warmth, and asked if they could share Earth-5106 it. The Saturnians rejected the offer, prompting the desperate lizard men to try and steal the sun. The Saturnians are a race of aliens that live on With the extinction of all life in the solar system the planet Saturn, which is unique to Earth-5106, looming, the Saturnian grudgingly joined forces a timeline where Saturn is capable to sustaining with the Space Sentinels to stop the theft and the life. situations was defused when Speed Carter invited the lizard people to move into the solar They are a highly intelligent race with minor system. telepathic abilities, and are characterized by their large brows. By the year 2000, they are a The Saturnians later attempted revenge on the member of the Galaxy, the governing body of a Space Sentinels by capturing Speed Carter and union of planets in Earth's solar system. One of Johnny Day in a massive robot they constructed. the most prolific members of their race is LLA However, Carter and Day managed to take 38, who is the commanding science officer of the control of the robot and incapacitate the Space Squadron galactic peacekeeping force. Saturnian fleet and escape. Among Space Squadron, Squad 3 consists entirely of Saturain scientists. Squad 3 assisted the Squadron ending a crisis on planet Mercury, by creating a device that pushed away the sun when it drew too near the planet, causing its inhabitants to give into their evil personalities.

Earth-5391

On Earth-5391, the Saturnians are a race of diminutive humanoids with purple tinged skin and pointed ears. They are a warlike race that has achieved interplanetary travel by the year 2075. They are frequently at war with the United Planets, a coalition of four other planets in Earth's solar system who strive for intergalactic peace. This war has placed the Saturnians to in When the Saturnians later attempted to attack conflict with the Space Sentinels peacekeeping the Earth, they were taken by surprise and sent force, in particular their field leader Captain packing thanks to the newly formed alliance Speed Carter. between the Human race and the Core People, a race of being that lived below the Earth's surface. Their earliest recorded clash with the Space Incidentally, another race calling themselves Sentinels involved working with the Blobs, a Saturnians, being reptilian in nature, sparked war globular race of space pirates, and kidnapping between the Neganatives and Positpeople of the Speed Carter's sidekick Cadet Johnny Day to Earth's Moon. To accomplish this, they keep Speed away. However, Carter and his unleashed Lunanimals on both populations, teammate Crash Morgan stopped this plot. causing them to blame each other. Speed Carter and Johnny Day helped expose the Saturnian The Saturnians later attempted to infiltrate the involvement and restore peace. United Planets by killing Markov, the Martian leader, and having one of their numbers disguise Powers himself as the dignitary, however Speed Cater also exposed this plot. The Saturnians where Saturians have minor telepathic abilitie,s approached by an unidentified race of lizard allowing them to read the minds of others to a men, who resided on an asteroid that was passing limited extent.

129 Golden Age and More Typical Saturnian

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Saturnians can raise any one Ability +1CS. • Starting Resources are set at Poor. • Saturnians start out with only one Contact, their race.

Golden Age and More 130 Chapter Seventy-One: Scorpio

Source: Marvel Comics paralyze, and a strong dose can kill. Their exoskeletons make them highly durable and The planet Scorpio is located in the Scorpio immune to Hydro-Rays. Constellation, and is unique to Earth-5391. Typical Scorperson It is home to the Scorpeople, a race of humanoid scorpions that were divided up into two factions, those who espoused war and those who wished to live in peace.

Scorpeople

Not much is known about their history, however at some point the race split up into two groups; one peaceful the other warlike. The warlike faction decided to go to war against the Centaurs of the planet Sagittarius, somehow doing so even though they had no technology to travel between worlds. However, their plans for Primary Ability Chart; Column Five From the Ultimate Powers Book invasion were halted when the Centaurs developed poison arrows that could kill Die Roll Initial Score Scorpeople. 01-10 Fb 1 The conflict was at a stalemate until the 11-20 Pr 3 year 2075, when the Space Sentinels sent Speed 21-30 Ty 5 Carter and his sidekick Johnny Day to explore 31-40 Gd 8 the planet Scorpio. There they were captured and 41-60 Ex 16 taken prisoner by the Scorpeople, and Speed was 61-70 Rm 26 ordered to pilot their rocket to Sagittarius so they could attack the Centaurs. Speed instead sent his 71-80 In 36 ship on a collision course with the surface of 81-95 Am 46 Sagittarius, while he and Johnny bailed out. 96-00 Mn 63 After the ship crashed killing all on board, Speed and Johnny then united with the Centaurs, and Additional Creation Notes were flown back to Scorpio where they slew the • Scorpeople can raise any one Ability remaining warrior Scorpeople. In the aftermath +1CS. of the carnage, the peaceful faction of • Starting Resources are set at Poor. Scorpeople made their presence known, and • Scorpeople start out with only one made a peace agreement with the Centaurs. Contact, their race.

Powers

The Scorpeople tails are equipped with a poisonous stinger. In small doses the poison can

131 Golden Age and More Chapter Seventy-Two: Scorpius

Source: Marvel Comics Typical Scorpius

The Scorpius are an alien race of conquerors. They conquered the home planet of the Kaddak and built an enormous city there, while attempting to subjugate the natives.

When industrialist George Stanislaus sought to exploit that planet after finding a dimensional rift, he and his exploration group, including Skull the Slayer (who had had previous experience with the Scorpians years before when fighting Slitherogue at his Tower of Time) and Lee Forrester, became stranded there. Stanislaus eventually left the survivors and discovered the Scorpius' city.

For unknown reasons, the Scorpius carried out several attacks against Skull the Slayer and the survivors at the temples they used as a refuge

When the X-Men and arrived after receiving a distress signal from Primary Ability Chart; Column Five Forrester, they split into several teams, one of From the Ultimate Powers Book which, consisting of the X-Men's Cyclops and and the Future Foundation's Die Roll Initial Score , eventually discovered the 01-10 Fb 1 Scorpius city and Stanislaus. 11-20 Pr 3

21-30 Ty 5 After being escorted into the city by Stanislaus, the trio found themselves under 31-40 Gd 8 attack and captured. When they wondered about 41-60 Ex 16 the specific methods used to disable them, the 61-70 Rm 26 Future Foundation's Dr. Doom showed himself, 71-80 In 36 seemingly having allied with the Scorpius 81-95 Am 46 Emperor in a plot to conquer Earth. 96-00 Mn 63

Additional Creation Notes

• Scorpius can raise any one Ability

+1CS. • Starting Resources are set at Poor. • Scorpius start out with only one Contact, their race.

Golden Age and More 132 Chapter Seventy-Three: Seaweed Creatures

Source: Four Star Her men brought the diver before the queen. She then proceeded to explain her plan to her The Seaweed Creatures, led by their Queen, captive, and gave him a tour of their facilities. are of a race of humanoid plants who live in the deep sea. She intended to turn Dawson/Kinks into a Seaweed Creature, but he fought back escaping They sought to conquer the surface world by into a submarine the monsters had attacked using their chlorophyll machine to transform earlier. humans into one of their own, and then to use those humans as slaves. When Deep Sea Dawson/Kinks Mason fired a torpedo from the sub, and later also used In order to acquire humans to transform, the dynamite on their machines, the monsters creatures had used their binding weeds to sink drowned and their captives were freed. This was numerous ships in the Gulf. However, this because like the rest of her species, the queen attracted the attention of the Navy, who sent was dependent on their supply of chlorophyll to Deep Sea Dawson/Kinks Mason to investigate. survive.

Notes

In Fight Comics, the Seaweed Creatures had peach colored torsos on some pages, but in Captain Flight they were completely green from head to toe.

The Seaweed Queen

The Seaweed Queen was the leader of the Seaweed Creatures who lived in the depths of the ocean. She sought to conquer the surface world by using their chlorophyll machine to transform humans into one of their own and then enslave. In order to aquire humans to transform into their slaves, the Seaweed Queen had her binding weeds sink numerous ships in the Gulf. However, this attracted the attention of the Navy, who sent Deep Sea Dawson/Kinks Mason to investigate.

133 Golden Age and More Typical Seaweed Creature

Primary Ability Chart; Column One From the Ultimate Powers Book

Die Roll Rank 01-05 Fb 1 06-10 Pr 3 11-20 Ty 5 21-40 Gd 8 41-60 Ex 16 61-80 Rm 26 81-96 In 36 97-00 Am 46

Additional Benefits • Seaweed Creatures have zero Resources. • Seaweed Creatures automatically possess Absorption Power of Good rank in the form of enhanced photosynthesis. • Seaweed Creatures have -2CS Fighting. • Seaweed Creatures gain +2CS Endurance. • Seaweed Creatures have one initial contact, their race.

Golden Age and More 134 Chapter Seventy-Four: Shark People

Source: Marvel Comics It is unknown if there are any surviving members of the race known as the Shark People The planet and origins of the so-called Shark left in the universe. People, including the actual name of their race, is unknown. They claimed to be an aquatic race Typical Shark Person that mastered the ability to project their minds into space. A group of these creatures projected their minds to Earth. There they created new bodies in the form of life of the great white shark, believing this to be the most superior form on Earth. As carnivores, the Shark People took a liking to human flesh, and adapted the ability to change into human form to better hunt their prey. However, they had to return to the water after a few hours or die in the surface.

The Shark People terrorized the shores of New York City over the course of several days in 1954. They attacked people on land in the sea, and even smashing open the hulls of Coast Guard vessels to feast on the crew inside. These series of strange murders and other strange circumstances prompted the Sub-Mariner to investigate.

During his investigation of the wreckage of a Coast Guard vessel, took interest in a Primary Ability Chart; Column Five at the scene who made a snide comment From the Ultimate Powers Book suggesting that he might know something about the attack. This of course was one of the Shark Die Roll Initial Score People, who later slipped away to a secluded 01-10 Fb 1 spot on the beach to return to the water. When Namor went after the man, the Shark Person 11-20 Pr 3 attacked him in his Great White form. Namor 21-30 Ty 5 killed the Shark Man, and when his body later 31-40 Gd 8 washed to shore in human form Namor began to 41-60 Ex 16 suspect the truth. 61-70 Rm 26 71-80 In 36 He began watching the beach, capturing a 81-95 Am 46 female member of the Shark People, and forced 96-00 Mn 63 her to explain their plan. After she revealed that

her people were meeting off the coast of Cape Additional Creation Notes Hatteras, she committed suicide for betraying • Shark People can raise any one Ability them. Namor subsequently organized a fleet of +1CS. Coast Guard ships that scooped up all the Shark • Starting Resources are set at Poor. People in nets. Namor then demanded that they • either project their minds back into space or die. Shark People start out with only one Refusing to surrender, the Shark People chose Contact, their race. death, and were dragged out of the water, where they suffocated.

135 Golden Age and More Chapter Seventy-Five: Sharkmen

Source: Sterling Typical Sharkman

Professor Wallace Thornton, the scientist behind the Nautilus atomic sub, was throwing an engagement party onboard his boat, the Seasprite, for his daughter Carole and Leslie Adams. The Sharkmen come on deck where they kidnaped Thornton, and took him into a steel capsule and then drug it underwater.

Captain Flash theorized that Thornton was still alive, so he and Ricky took another sub and paint it to look like the Nautilus. As predicted, the Sharkmen attack. Flash and Ricky put on scuba gear and fought them underwater. Flash was able to defeat the Tiger Shark and Killer Whale that they launched at him, but in the struggle Ricky is captured.

Flash followed the Sharkmen to their plastic bubble base, saving Ricky and the Professor, and capturing all the Sharkmen but their leader – The Sharkmen were in fact just a gang in special suits. Upon returning the Professor home, Flash Primary Ability Chart; Column Four identified Leslie as the leader - with the gang From the Ultimate Powers Book backing this up, since he double-crossed them. Leslie wanted to marry Carole only to get close Die Roll Rank to her Father, so he could then sell the Nautilus 01-05 Fb 1 plans to the highest bidder. 06-10 Pr 3 11-15 Ty 5 Powers and Abilities 16-40 Gd 8 41-50 Ex 16 The Sharkmen suits appear to have scuba gear 51-70 Rm 26 hidden inside. 71-90 In 36 91-98 Am 46 99-00 Mn 63

MTS Note: Any powers should be tied to their battlesuits.

Golden Age and More 136 Chapter Seventy-Six: Sidri

Source: Marvel Comics Typical Sidri

The Sidri, also known as Sidrian Hunters, are a race of extraterrestrial beings. They are adversaries of the X-Men.

Physical Characteristics and Abilities

The Sidri look roughly like giant beetles or crabs. The dorsal portion of their bodies resembles a shell and is dark purple. The underbelly is yellow. Sidri have six apparently digit-less limbs. Four limbs are large, purple, and located on the sides. Two are small, yellow, and located near the front of the underbelly. Each Sidri has a single, large, red eye.

Sidri live in colonies, and are so closely linked that they can combine into a "ship matrix." The ship matrix is a giant collective Sidri being roughly resembling a manta ray. The ship matrix has a tail and two limbs with digits on the underbelly. This bioship form is capable of faster than light flight and survival in space. F A S E R I P Rm Ex Rm Rm Rm Ex Ex Sidri can project an energy beam of unknown 26 16 26 26 26 16 16 nature to stun their opponents. Sidri are Health: 94 Karma: 58 particularly vulnerable to heat. They reproduce Resources: Rm 26 Popularity: 0 by laying eggs. Known Powers: Encounters with the X-Men • The Sidri seem to be partly techno- The Sidri first encountered the X-Men when a organic and they are a highly space group of Sidri bounty hunters followed adapted species. to the X-Mansion. The Sidri attacked Corsair, • Body Armor: Mn 63 versus physical, Cyclops, and Storm, and destroyed the mansion. CL 1000 vs. cold and vacuum, In vs. The Sidri ship matrix then pursued the trio, who energy. had escaped in the jet. Corsair killed • Claws: They can form claws for Rm the Sidri by igniting a petroleum storage facility edged damage. beneath them. • Adhesive Spittle: Am strength web-like fluid, which they can use once, every Later, was attacked by a group of three rounds to bind their targets up to 1 Sidri in a maintenance tunnel of the area away. reconstructed X-Mansion's sub-basement. The • Self-Sustenance: No need to eat, sleep sub-basement had survived the attack, and or breathe. several Sidri hid there to lay eggs. and • Energy Weapons: They have spear-like came to Kitty's aid, and the three energy weapons that deliver an Ex defeated the Sidri. Lockheed then destroyed intensity electric 'sting' which inflicts 20 thousands of Sidri eggs by burning them with his damage, and can stun targets that fail to fire-breath and eating them. pass an Endurance FEAT.

Talents: Hunting, Astro Navigation, & Piloting

137 Golden Age and More Chapter Seventy-Seven: Solanoids

Source: Nedor Comics Typical Solanoid

The Solanoids are inhabitants of the planet Mercury, who practice a Sun-centric religion.

The Sun King, leader of the Solanoids, wishes to prevent the Sun from one day dying. He decided that all the other planets in the solar system must be used to re-fuel the sun. So, the Sun King had his scientists create a tractor beam that would pull the other planets out of orbit and into the sun. Their plan was stopped by the timely action of Lance Lewis.

Powers and Technology

The Solanoids possessed the ability to communicate telepathically. They also had force field generators and plasma cannons. The Solanoids do not have interplanetary ships, however, since they have no desire to leave the

planet so close to the star they worship. Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Solanoids can raise any one Ability +1CS. • Starting Resources are set at Poor. • Solanoids start out with only one Contact, their race.

Golden Age and More 138 Chapter Seventy-Eight: Spineless Ones

Source: Marvel Comics Earth, Arize's programs were the same ones that caused the insanity). Arize built artificial spines The Spineless Ones are a humanoid race and most Spineless Ones accepted these. With living in the alien dimension known as the these spines the society of the Spineless ones Mojoverse. They have a yellow skin, no hair, quickly became very advanced, but the small only three fingers on each hand (plus thumb), group who refused the artificial spines ruled and most importantly: no spine. Because they them. This group forced Arize to create a race of have no spine, their legs are mostly atrophied slaves for the Spineless Ones. Arize complied, and they are very obese. The Spineless Ones are although he gave his slaves a free mind and a larger than humans (about twice their size). free will, so they would eventually rebel against Somehow, they could mentally receive television the Spineless Ones. After that, the Spineless programs that were sent from Earth. These Ones wanted weapons, but Arize refused to work transmissions caused madness within the for them any longer and was exiled. Spineless Ones, and the creatures in these transmissions (humans) have become demons in Since the Spineless Ones had slaves to do all the myths of the Spineless Ones. their work for them, they quickly became addicted to television. They worshipped the person who created the best television shows. For many years, a megalomaniac called Mojo was their absolute ruler. His programming was created using the slaves as 'actors' who were placed in real situations. His greatest star was the being that later became known as . Longshot escaped and became leader of the resistance against Mojo. He commanded several insurrections against Mojo, but he was mostly defeated. For a short time, a creature called Mojo II, the Sequel, became the leader of the Mojoverse, but Mojo later returned and claimed his throne back.

According to Longshot's wife, , most of the Mojoverse was destroyed by Mojo's newest creations: X-baby versions of Apocalypse, Holocaust, , and Dark Beast. Whether Mojo and the other Spineless Ones are gone for good, remains to be seen.

Recently, the dimension-hopping group Exiles found themselves abducted to the Mojoverse. Things seemed to back to the way they were before: The Spineless Ones ruled, with Mojo in charge, and the Slave Race were slaves The Spineless Ones were a primitive society, once more. However, due to the Mojoverse’s until a mutant was born. This mutant, called unique temporal status, especially with Arize, was a scientific genius, and wasn't capable timedancer Spiral involved, this incident could of receiving transmitted TV programs like the have occurred at a point before the AoA babies other Spineless Ones. (Later it turned out that went on their rampage. Arize himself had sent the TV-programs from earth to the Mojoverse, hoping that the Spineless The current state of the Mojoverse, or its Ones would learn from the humans, but due to remains, is still undetermined. the time-difference between the Mojoverse and

139 Golden Age and More Typical Spineless One

F A S E R I P

Gd Gd Fe 1 Fe 1 Pr 3 Pr 3 Ty 5 8 8 Health: 13 Karma: 16

Known Powers: • None

Golden Age and More 140 Chapter Seventy-Nine: Starks

Source: Marvel Comics conquering other worlds for their resources, ruining them as they had ruined their own world. During the second invasion of Earth by the This eventually brought them into conflict with Martian Masters, in 2001, Tony Stark (Iron Man) . of Earth-691 launched an arsenal of technology into space, believing that it would be devastating Habitat: (natural) temperate; (current) polluted for the Martians to possess such technology. This with life sustained in artificial domes. rocket carrying the technology slingshot past the Gravity: Gravity of this race is unknown. sun, where it was accelerated by gravity and Atmosphere: Atmosphere of this race is launched far beyond the Sol system. unknown. Population: Population of this race is unknown. After an untold number of years, the rocket Type of Government: A council of matriarchs eventually crashed on an alien world, landing heading a militaristic hierarchy. near a tribe of primitive blue- and purple-skinned Level of Technology: Advanced interstellar aliens. In time, the tribe eventually overcame ships with faster-than-light star-drives; domes their fear of the crashed rocket, and investigated, sustaining artificial environment and connected finding a cache of Stark technology. by pneumatic tubes; Advanced weapons systems primarily based on the technology of Tony Stark. Cultural Traits: Though ravenous and ruthless in pursuing power and resources, the Stark are also governed by a system of tribal and personal honor. Names are considered a badge of honor, and to be stripped of one’s name is considered the harshest punishment for failure. Stark society is matriarchal, and all military commanders and political leaders seem to be female. Stark warriors even remain somewhat reluctant to attack female opponents, and tend to "pull their punches" when doing so. The Stark worship Tony Stark as a god.

Over the centuries, the Stark would study and learn from the technology, as they grew into an industrial civilization. The young race even went so far as to name their race and their planet after their new, ironclad god. The Stark made it a point of pride to see that every member of their race possessed a custom suit of armor. For a time, the Stark lived a golden age of technological achievement, and erected a large golden statue of Tony Stark.

The Stark were ravenous, however, and emulation of their idol eventually depleted the planet Stark of its resources. Their factories polluted the air, and eventually all Stark lived in artificial domes. The Stark soon began

141 Golden Age and More Typical Stark

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Stark can raise any one Ability +1CS. • Starting Resources are set at Remarkable. • Stark start out with only one Contact, their race.

Powers: • Some Stark may be augmented by genetic modification.

Equipment: • Each Stark possesses a suit of customized armor based on Tony Stark’s technology. Though the exact abilities of the suits vary from Stark to Stark, most jet boots, blades, repulsors, and other blasters are common.

Golden Age and More 142 Chapter Eighty: Stonebacks

Source: Nedor Comics Typical Stoneback

The Stonebacks are reptiles from the asteroid called Algol. The creatures live in subterranean glass or crystal houses. The Stonebacks capture prey by curling up into their shells and camouflaging themselves as rocks. They have a primitive language, however one of the Stonebacks named Gluck could speak English. Their religion is based on the worship of a giant turtle god, which they confused for a stranded space marine Steve while in his space suit.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score

01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Stonebacks can raise any one Ability +1CS. • Starting Resources are set at Poor. • Stonebacks start out with only one Contact, their race.

143 Golden Age and More Chapter Eighty-One: Sunev

Source: Marvel Comics civilized monarchy that had some advancement in science, however, Zephyr and Corky would According to historical accounts, the planet provide them various technologies. Sunev was a chunk of the planet Earth that broke free, and found its own orbit near Earth's solar Their major opponents are the Parrot-Men, a system. However, as the suns light was blocked savage species of avian humanoids that seek to from the planet Earth, astronomers could not see take over the planet. Unknown to King Bolo and it. Its two dominant races are avian-humanoids his daughter, Princess Tonka, their General the Birdmen and the Parrot-Men. The dominant Roudo was a traitor spying for the Parrot-Men. language is English, which further lends validity Growing jealous of Zephyr, he would frame the to the fact that Sunev has some connection to the two humans as spies, and have them locked up to planet Earth. It is possible that the Birdmen and be executed. the Parrot-Men could be an offshoot of an avian species such as the Bird-People. However, any Shortly thereafter, the Birdmen were invaded explanation is speculative at this time. by the Parrot-Men, however, Zephyr and Corky fought them off with their guns. With the battle won, and Roudo exposed as a traitor and executed, Zephyr would provide the knowledge to make guns to the Birdmen so that they could defend themselves from the Parrot-Men.

Parrot-Men

The Parrot-Men are a race of savage and primitive warriors from the planet Sunev, who seek to overthrow the rule of the more peaceful and technologically advanced Birdmen. Their chief spy, General Roudo attempted to frame Earthmen Zephyr Jones and Corky Grogan as spies, leaving the kingdom of the Birdmen open for attack.

However, shortly after the attack, Zephyr and In the 1940's, Earth explorer Zephyr Jones Corky were freed by Princess Tonka and with and his friend Corky Grogan travelled in their their guns, the likes of which the Parrot-Men rocket to Mars, but were accidentally redirected have never seen, fought off the invaders sending to the planet Sunev, inadvertently discovering them to flee. Roudo was exposed as a traitor and that world. There they aided the Birdmen in executed. Zephyr would leave the Birdmen with fighting off an invasion of the Parrot-Men, and the knowledge to build guns of their own, so that provided them with various forms of technology the Parrot-Men would menace them no further. before leaving the planet.

While the Birdmen's King Bolo has extended an invitation for visitors from Earth to return to Sunev, to date no other travels to the planet have been recorded.

Birdmen

Their ancestry is a mystery. Their common language is English, and they knew that men would one day visit them from Earth. They are a

Golden Age and More 144 Typical Birdman Typical Parrot-Man

F A S E R I P F A S E R I P Ex Ex Ex Gd Ex Rm Ex Rm Rm Ex Ex Gd Ty 5 Ty 5 16 16 16 8 16 26 16 26 26 16 16 10 Health: 56 Karma: 58 Health: 84 Karma: 20

Known Powers: Known Powers: • Winged Flight: Rm 26 • Winged Flight: Rm 26 • Resistance to Cold: Gd 10. Their bodies • Resistance to Cold: Gd 10. Their bodies are adapted to high altitudes. are adapted to high altitudes. • Telescopic Vision: Fb 2 • Telescopic Vision: Fb 2

145 Golden Age and More Chapter Eighty-Two: The Builders

Source: Marvel Comics could take with themselves, as the tide of the battle had been turned. The Builders

The Builders are said to be the universe's oldest race. As they were "perfect", they molded a path of expansion in which they created "systems" to control the structure of space and time, created different races called Alephs, Gardeners, Curators, Abyss, and Caretakers.

There are two types of Builders: the Creators and the Engineers.

When a Gardener raised by an Aleph called Ex Nihilo tried to make Earth sentient, his own creations cataloged the planet as a "failure", after the origin site designated for self-repair was unable to stop it from experiencing incursions, and sent a signal to the Builders. They started heading to this planet in order to destroy it and save their universe. Along the way they went about annihilating and conquering other planets in their path. Abyss A resistance comprised of the Galactic Council and the Avengers managed to oppose The Abyss are creatures created by the the Builders, although they still had the odds in Builders to help them shape the universe. An their favor. When Captain Universe arrived at Abyss always accompanies a Gardener, as it is the Builder Command Vessel and started its job to judge the Gardener's work. An Aleph defeating the Builders, the alien entities ordered carries the eggs of a Gardener and an Abyss until their Alephs to auto-destroy along with whatever it finds a suitable environment to let them create they could take with themselves, as the tide of life. the battle had been turned. All of the Abyss except one mysteriously died Alephs when the new universal structure was created, and the Builders recalled all the Gardeners and The Alephs are a species of robotic creatures forbid them from harvesting worlds, because if created by the Builders, their mission is to purge the Abyss had no works to judge, they had no the species which would unfit in whose vision of purpose. the universe. An Aleph carries the eggs of an Gardener and an Abyss, whose task when they Caretakers grow up is to create new life. The Caretakers are creatures created by the A resistance formed by the Galactic Council Builders to help them shape the universe. They and the Avengers managed to oppose the are tasked with the vigilance of the Builders’ Builders, although they still had the odds in their creations along with the Curators. favor. When Captain Universe arrived at the Builder Command Vessel and started defeating Curators the Builders, the alien entities ordered their Alephs to auto-destroy along with whatever they The Curators are robotic creatures created by the Builders to help them shape the universe.

Golden Age and More 146 They are tasked with the vigilance of the Typical Builder Builders’ creations along with the Caretakers.

Gardeners

The Gardeners are creatures created by the Builders to help them shape the universe. An Abyss, who is in charge of judging his/her work, always accompanies a Gardener. An Aleph carries the eggs of a Gardener and an Abyss until it finds a suitable environment to let them create life. After the creation of a new universal structure and the mysterious death of almost all the Abysses, the Builders recalled the Gardeners and forbid them from harvesting worlds, and the Gardeners were relegated to being servants to those who created them.

But somehow, one Gardener wasn't called, and along with the last of the Abysses and an Aleph continued creating life, and his actions to try to make Earth sentient caused the Builders to catalogue that planet as a failure in need of being Primary Ability Chart; Column Five destroyed. In the process, the Builders conquered From the Ultimate Powers Book and destroyed numerous planets. A resistance comprised of the Galactic Council and the Die Roll Initial Score Avengers managed to oppose the Builders, who 01-10 Fb 1 still had the odds in their favor. 11-20 Pr 3 21-30 Ty 5 Resentful for how the Builders had 31-40 Gd 8 downgraded them, the Gardeners helped their brother Ex Nihilo to wake up Captain Universe, 41-60 Ex 16 and turn the tide of the conflict in favor the 61-70 Rm 26 Avengers. 71-80 In 36 81-95 Am 46 After the defeat of the Builders and Alephs, 96-00 Mn 63 the Gardeners returned to their work of growing life on worlds. Additional Creation Notes • Builders can raise any one Ability +1CS. • Starting Resources are set at Poor.

• Builders start out with only one Contact, their race.

147 Golden Age and More Typical Aleph Typical Abyss

Primary Ability Chart; Column Four Primary Ability Chart; Column Five From the Ultimate Powers Book From the Ultimate Powers Book

Die Roll Rank Die Roll Initial Score 01-05 Fb 1 01-10 Fb 1 06-10 Pr 3 11-20 Pr 3 11-15 Ty 5 21-30 Ty 5 16-40 Gd 8 31-40 Gd 8 41-50 Ex 16 41-60 Ex 16 51-70 Rm 26 61-70 Rm 26 71-90 In 36 71-80 In 36 91-98 Am 46 81-95 Am 46 99-00 Mn 63 96-00 Mn 63

Additional Benefits Additional Creation Notes • • Initial Popularity is zero. Abyss can raise any one Ability +1CS. • • Player character Alephs possess Starting Resources are set at Poor. self-repair facilities that simulate • Abyss start out with only one Contact, normal Healing. their race.

Golden Age and More 148 Typical Caretaker Typical Curator

Primary Ability Chart; Column Five Primary Ability Chart; Column Four From the Ultimate Powers Book From the Ultimate Powers Book

Die Roll Initial Score Die Roll Rank 01-10 Fb 1 01-05 Fb 1 11-20 Pr 3 06-10 Pr 3 21-30 Ty 5 11-15 Ty 5 31-40 Gd 8 16-40 Gd 8 41-60 Ex 16 41-50 Ex 16 61-70 Rm 26 51-70 Rm 26 71-80 In 36 71-90 In 36 81-95 Am 46 91-98 Am 46 96-00 Mn 63 99-00 Mn 63

Additional Creation Notes Additional Benefits • Caretakers can raise any one Ability • Initial Popularity is zero. +1CS. • Player character Curators possess • Starting Resources are set at Poor. self-repair facilities that simulate • Caretaker s start out with only one normal Healing. Contact, their race.

149 Golden Age and More Typical Gardener

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1

11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Gardeners can raise any one Ability +1CS. • Starting Resources are set at Poor. • Gardeners start out with only one Contact, their race.

Golden Age and More 150 Chapter Eighty-Three: The Homelands

Source: DC Comics this spot to defend it, keeping it open as long as they could for any Fables who still wanted to escape the The Homelands is the name given to a series of . interconnecting fantasy realms that exist separate from the normal space/time continuum. It is a world of magic, populated by nearly every character who has ever appeared in legend, folklore, or faerie tale known collectively as the Fables. The territories of the Homelands are spread out through a thousand separate kingdoms in over a hundred different worlds. In the words of Old King Cole, "We were kings and cobblers, wizards or woodcarvers". Over two hundred years ago, an evil entity known only as the Adversary invaded the Homelands and sought to conquer them. He brought with him an army of giants and armored warriors. He first took Fables dominion over his own territory, then set out to conquer the rest of reality. The Fables worried little Fables are a race of beings of myth and legend about the Adversary's advances at first, even when he who originally hailed from a realm known as the took control of the Emerald Kingdom and the Homelands. Fables come in all shapes and sizes, Kingdom of the Great Lion. though many are humanoid in appearance. Years ago,

a being known as the Adversary sought to conquer Before long, however, the creatures inhabiting the the Fables' home world, and the surviving denizens Homelands discovered that the Adversary planned on staged a mass to Earth. They became part of subjugating everyone. Many went into hiding at first, an underground network of Fables, and established but the Adversary's minions rooted them out. United themselves in two key locations in the state of New under the cause of survival, the Fables had little York. Those who could pass for human took up choice but to place themselves into exile. They residence in Fabletown, an unofficial district of abandoned the Homelands for Earth, believing that midtown Manhattan, many of whom began living at the Adversary would have little interest in invading the Fabletown City Hall at the Woodland Luxury such a "mundane" world. The exiled Fables Apartments. Others took up residence in private established their own underground community on abodes elsewhere. Those who could not pass for Earth called Fabletown. human were forced to live at a locale in Upstate New

York known as The Farm. For the past two-hundred years, the inhabitants of

Fabletown paid homage to the lands of their birth at Known Powers the annual Remembrance Day celebration. • Immortality: One gift that seems to unite all

Fables is their ability to live indefinitely Points of Interest without suffering the rigors of age. Other • The Black Forest Fables may demonstrate a wide variety of • The Emerald Kingdom abilities depending upon their origin. Bigby • The Kingdom of the Great Lion Wolf, for example, has the ability to • The Shores of Never transform from a wolf into a human and • Baghdad back again. Bufkin possesses the gift of • The Keep at World's End winged flight, and many anthropomorphic beings, such as the Three Little Pigs, have The Keep at World’s End acquired the power of speech. • Variable Invulnerability: While each Fable Behind this run-down castle was a long river is immortal, it does not mean that they can't that led to the last portal to the Mundy realm. A be killed. However not every Fable can be group of rebels from different lands came together at killed as easily as the other, and some are

151 Golden Age and More virtually unkillable. This all depends on one Typical Fable crucial factor, how popular that Fable is to the mundane humans. Fables who are more obscure are almost as easily killed as mundane, normal beings. While others who are so popular that they are inherently part of human culture such as Goldilocks or Snow White can survive almost anything including multiple consecutive fatal wounds which they recover from through accelerated healing, or even total mutilation were they can appear whole again elsewhere.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Fables can raise any one Ability +1CS. • Starting Resources are set at Poor. • Fables start out with only one Contact, their race.

Golden Age and More 152 Chapter Eighty-Four: Titan Eternal

Source: Marvel Comics Typical Titan Eternal

These are the Eternals fathered by with Sui-San on Titan, after Mentor left Earth and found the Eternal colony on Titan, which had been devastated by a civil war. Since Sui- San, like all Eternals on Titan, had not been exposed to the cosmic energy flare triggered by Chronos on Earth, she did not possess the powers common among Earth’s Eternals; the Titanian Eternals thus have lower-level molecular control over their body, and little cosmic energy powers. However, they may be the most advanced scientific civilization in the solar system.

F A S E R I P Gd Gd Ex Rm Ex Rm Rm 8 8 16 26 16 26 26 Health: 58 Karma: 68

Known Powers: • Cold Immunity: Rm 26 • Flame Immunity: Rm 26 • Flight: In 36 • Invulnerability: Rm 26 • Regeneration: Gd 8 • Sealed Systems: Ex 16 • Systemic Antidote: Am 46

Talents: Science, & Gadgetry

153 Golden Age and More Chapter Eighty-Five: Tor-o-don

Source: Tarzan the Terrible Tarzan used their techniques to master the Gryf as well. Background Like all humanoids of Pal-u-don, the Tor-o- The Tor-o-dons are a solitary race of nearly don are masterful climbers, aided by their extinct primates living in the wilderness of Pal- prehensile tails. u-don. It is uncertain if female Tor-o-dons exist, because only males have been encountered. Description When the Tor-o-don reaches their rutting season, they kidnap females from surrounding, more They are huge, hairy hominids that are either humanlike neighbors, like the Waz-don and Ho- a very high order of ape or a very low order of don. Other than these times, they roam thier man. A Tor-o don is of massive build, equipped hunting grounds alone. with large fangs and a fully functional prehensile tail. Its appearance is extremely frightful. They may be capable of some sort of speech. They give the great Gryfs commands, which Typical Tor-o-don forces them to do their bidding. They use tools and weapons of a primitive sort, such as clubs and stones usually. They are merciless killers and hunter. All other humanoids of Pal-u-don, fear these manlike beasts.

Tarzan slew one with a knife in hand-to-hand combat. It was one of his closest fights because of the Tor-o-don’s prehensile tail. It is a favorite tactic of these beast-men to curl it around an opponent’s neck and choke him to death. Even while Tarzan killed it, the Jungle Lord was rendered unconscious by this chokehold.

F A S E R I P Ex Ex Rm Rm Gd Pr 3 Pr 3 16 16 26 26 8 Health: 84 Karma: 14

However, one of its kind was easily slain by Known Powers: Tarzan when he used his bow. Since this weapon • Analytical Smell/Tracking Scent: Ex 16 is unknown in Pal-u-don, the Tor-o-don was • Animal Summoning: Rm 26 unaware of its deadly properties. • Extended Hearing: Pr 3 • Extra Limb (Prehensile tail): Ex 16 Tor-o-dons use Gryfs (a tremendous carnivorous triceratops) as mounts or attack Talents: Acrobatics (Climbing), Animal animals. They have a relationship of leadership Handling (Gryfs), & Thief (Stealth). over these powerful beasts that is nearly magical.

Golden Age and More 154 Gryfs Description History Much larger than the typical triceratops: Gryfs are the most fearsome predators of Pal- twenty feet at the shoulder, seventy-five feet in u-don, a lost land in Africa. They are relentless length. Slate blue in color with the exception of trackers, never giving up on their prey, and its yellow face, blue bands circling its eyes and a somehow always manage to keep on the trail red hood with yellow lining. Its belly was also despite all attempts to shake them. Even Tarzan yellow. Three parallel lines of bony couldn’t escape them. They are carnivorous. One protuberances down its back. curious characteristic of Gryfs is that they cannot be detected by a sense of smell. They have no They have three horns, two large ones above scent. the eyes and one medium horn below. Their toes were talons as befitting a predator. The inhabitants of Pal-u-don to some extent worship Gryfs. There is a Temple of the Gryf in This dinosaur was enormous. If it rears up on the Ho-don city of Alur. In a lost world where its hind legs it might reach 50 feet in the air, missile weapons are nearly unknown, such a despite being a tank like four-legged creature. monstrous beast is supreme. Its roar is capable of terrifying most creatures and men.

Typical Gryf

With one exception: the dreaded man-beasts called the Tor-o-dons have the uncanny ability to control these monsters. By screaming a command that sounds like “Wheeooo” and using a staff to beat on their fearsome heads, the Tor-o- dons change the giant killer into a submissive mount. It is unknown how the Gryfs came to be subject to the Tor-o-dons, a secret lost in F A S E R I P antiquity, but this control is absolute. Gryfs are Gd Gd In In “steered” by hitting their head with a stick, the Pr 3 Pr 3 Ty 5 8 8 36 36 overall technique resembling popular Health: 88 Karma: 11 conceptions of elephant riding.

Tarzan learned to control the mighty Gryf by Known Powers: • watching the Tor-o-dons and reproducing their Analytical Smell/Tracking: Am 46 cry and behavior with his own wonderful ability • Claws: Am 46 to mimic any animal sound he hears. This ability • Invisibility (Olfactory): Am 46 added greatly to the reputation that caused him to • Running: Ex 16 be known as Tarzan-jad-guru, Tarzan the • Body Armor: Gd 8 Terrible.

155 Golden Age and More Chapter Eighty-Six: Tyclosians

Source: Marvel Typical Tyclosian

The Tyclon race is mostly a mystery. They exist in another dimension parallel to Earth. One of their race was a brilliant scientist, who in 1954, built a device that allowed him to travel to the Earth dimension, but soon found himself trapped there. Calling himself the Maker, the Tyclosian decided to take over the entire Earth. Disguising himself as a human and taking up the identity of physician Doctor Manning, the Maker built an army of humanoid robots in order to take over the world. One of his greatest robots was one that he named Pete, who was unaware of his true nature. Pete lived a normal life, meeting and falling in love with a woman named Margot, and befriending the Human Torch.

Eventually, some of the Maker's robot men suddenly "died", and were brought to the hospital to be operated on. As Dr. Manning, the

Maker was able to keep the true nature of his robots secret from the public. After the third such Primary Ability Chart; Column Five failure, Pete called in the Human Torch and Toro From the Ultimate Powers Book to help him investigate. Without Manning's knowledge, they repaired the deactivated robot Die Roll Initial Score man, and followed him back to the Maker's lair. 01-10 Fb 1 11-20 Pr 3 There the Torch, Toro, and Pete overheard the 21-30 Ty 5 Maker's plans, and attacked. While the Torch and Toro destroyed the army of robot men, Pete 31-40 Gd 8 shot the Maker and learned his true identity and 41-60 Ex 16 his mission on Earth. Realizing that he, too, was 61-70 Rm 26 a robot created by the Maker, Pete committed 71-80 In 36 suicide. 81-95 Am 46 96-00 Mn 63 Following the Maker's death, there have not been further interactions with the Tyclosians on Additional Creation Notes Earth recorded. • Tyclosians can raise any one Ability +1CS. • Starting Resources are set at Poor.

• Tyclosians start out with only one Contact, their race.

Golden Age and More 156 Chapter Eighty-Seven: Uncara

Source: Marvel Comics between dimensions. They all materialized in New York Harbor, where they drowned. Uncara is an alternate dimension that exists parallel to Earth, on a different vibrational As Sun Girl destroyed all their technology, it attunement. It is the home to the Uncarians, a would appear that the Uncarians are forever humanoid race that, in 1948, was ruled by the trapped in Uncara, as there have been no dictator Kain. They were a highly advanced recorded sightings since. society that developed dimensional travel technology, and weapons of mass destruction. Typical Uncarian

The exact nature of Uncara is unknown, what has been seen is an Earthlike environment that has unique plants and geological formations. The only known recorded race in this dimension is the Uncarians themselves.

Uncarians

Uncara is a technologically advanced society that is ruled by a dictatorship. In 1948, their leader, Kain, had set his sights on invading the planet Earth, and so they developed devices that allowed them to partially or totally traverse dimensions. They soon caused a panic all over New York City, as they prepared with Bombs to blow up the city, and reveled in the chaos their intangible forms caused.

Arthur Blair, son of scientist Professor Blair, managed to capture one of the Uncarians who materialized completely on Earth, and forced him to reveal the alien’s plot. Travelling to Primary Ability Chart; Column Five Uncara, Arthur was gravely injured by the From the Ultimate Powers Book

Uncarians, and returned to Earth to tell his father all he knew before dying. Professor Blair then Die Roll Initial Score contacted Sun Girl, who agreed to travel to 01-10 Fb 1 Uncara to stop Kain and his invasion plan. Kain 11-20 Pr 3 and his men soon tracked down and captured 21-30 Ty 5 Sun Girl, and brought her to his palace. There, 31-40 Gd 8 Kain's wife, Cara, became jealous of Sun Girl, 41-60 Ex 16 believing that Earthling intended to steal her 61-70 Rm 26 man. Sun Girl convinced her otherwise, and 71-80 In 36 learned that Cara had no interest in invading Earth, only having her mate back. 81-95 Am 46 96-00 Mn 63 Cara assisted Sun Girl in escaping the palace, and Sun Girl then destroyed the Uncarian armory Additional Creation Notes before traversing between dimensions again. • Uncarians can raise any one Ability Meanwhile, Earth refused to surrender, and Kain +1CS. began detonating his Prison Bombs. Before they • Starting Resources are set at Poor. could all be set off, Sun Girl attacked, destroying • Uncarians start out with only one the devices that kept the Uncarian invaders Contact, their race.

157 Golden Age and More Chapter Eighty-Eight: Venus

Source: Marvel Comics gain untold wealth on Earth, Mulford freed a number of criminals, and kidnapped a Venusian The planet Venus is the second planet from female named Vanza, and brought them to Earth the Earth's sun. While commonly accepted in the year 1945. scientific research suggests that Venus is a world that could not sustain life due to its harsh There, Mulford led his followers in attacking environments, the Earth has been visited many the island nation of Barbuda, in order to steal its times by aliens claiming to be from the planet wealth. Mulford and his minions clashed with Venus. the Sub-Mariner, who, with the help of Vanza tracked down their secret headquarters. Namor While some realities in the multiverse have slew Mulford and then triggered bombs that seen life develop on the planet Venus, there is a blew up his hideout, killing the entire group of great question in the timeline containing Earth- renegade Venusians inside. 616 as to whether or not life ever developed on Venus. There are many beings that have claimed Mechanical Life Forms to come from Venus, and given the variety of these beings, their claims are called into This race of sentient robots also claimed to be question. It is also known that many other races from the planet Venus. Initially considering the in the universe use other worlds in the Sol human race an inferior species, they sought to system as staging grounds for attempted conquer the planet Earth. invasions of the planet Earth, often claiming to have come from those planets in order to confuse They arrived in late 1953, creating a hideout the origin point of the invasion. in the waters of the South Pacific. They used a magnetic beam to sink supply ships, and harvested them for salvage as part of their invasion plot. Their activities prompted the Sub- Mariner to come out of retirement to investigate.

He easily trounced these Venusians, as they did not anticipate encountering a human being with his strength and ability to breathe under water. The Venusian leader then surrendered, and ordered his minions to return to their home world, never to endanger the Earth again. However, the Sub-Mariner kept the Venusian leader captive to prove his existence, though after the invasion force fled Earth in a rocket, their captured leader instantly went inert.

His body was turned over to the United States government for examination. Humanoids

A humanoid race calling themselves Venusians claimed to live on the planet Venus, a seemingly peaceful race, but not without its own criminals, which are incarcerated for their crimes. Sometime in the year 1925, American mobster George Mulford used a stolen rocket to escape to the planet Venus. There, the Venusians welcomed him, and he taught them how to speak English. Wishing to use Venusian technology to

Golden Age and More 158 Typical Venusian Typical Mechanical Life Form

Primary Ability Chart; Column Five Primary Ability Chart; Column Four From the Ultimate Powers Book From the Ultimate Powers Book

Die Roll Initial Score Die Roll Rank 01-10 Fb 1 01-05 Fb 1 11-20 Pr 3 06-10 Pr 3 21-30 Ty 5 11-15 Ty 5 31-40 Gd 8 16-40 Gd 8 41-60 Ex 16 41-50 Ex 16 61-70 Rm 26 51-70 Rm 26 71-80 In 36 71-90 In 36 81-95 Am 46 91-98 Am 46 96-00 Mn 63 99-00 Mn 63

Additional Creation Notes Additional Benefits • Venusians can raise any one Ability • Initial Popularity is zero. +1CS. • Player character Mechanical Life Forms • Starting Resources are set at Poor. possess self-repair facilities that • Venusians start out with only one simulate normal Healing. Contact, their race.

159 Golden Age and More Chapter Eighty-Nine: Volta

Source: Fiction House skinned beings, but eventually they became the tall thin green-skinned lizard men familiar to Volta was the home planet of an extremely most of the Fiction House readers. The Voltamen violent and merciless humanoid race with dry wear gray uniforms with spiked pith helmets green skin and flat noses. similar to those worn in World War I, and they The Voltamen built large steel cities on their have jet black eyes with red pupils.

home world, with spiraling architecture Typical Voltaman characterized by spike-like protrusions. The Voltamen also built great landing pads for their interstellar ships, and they possessed advanced technology, mostly geared toward military conquest. In the 33rd Century, they conquered the Earth and nearly wiped out the entire human race. They were resisted by Hunt Bowman and Lyssa, leaders of the last humans, who eventually took their fight to the planet Volta itself.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 The Voltamen 61-70 Rm 26 By the beginning of their appearance in the 71-80 In 36 first story in Planet Comics #21, the Voltamen 81-95 Am 46 had already conquered the Earth and enslaved its 96-00 Mn 63 people. Hunt Bowman, one of the few surviving free humans, met Lyssa, the Queen of Mars, and Additional Creation Notes together they defeated the Voltamen who had • Voltamen can raise any one Ability captured them, and used their ship to return to +1CS. Lyssa's home world. There, they formed an • Starting Resources are set at Poor. invasion party to take back the Earth from the • Voltamen start out with only one Voltamen. Contact, their race.

Originally, the Voltamen were depicted as

being short, somewhat hunchbacked, and orange-

Golden Age and More 160 Chapter Ninety: White Apes of Barsoom

Source: Story Magazine Typical White Ape of Barsoom

White Apes were natives of the planet Barsoom, and they were among the most feared creatures on the entire planet.

Often taking shelter in the ruins of ancient cities, John Carter, Warlord of Mars, was forced to fight these creatures on several occasions.

Resembling huge African gorillas, they have four arms and are hairless except for their heads. They are massive creatures, standing around 15 feet tall when erect, possessing tremendous strength and ferocity "unmatched by anything on Earth."

They are substantially stronger than John Carter or any other Barsoomians, and their intelligence is roughly equal to that of an angry gorilla.

Primary Ability Chart; Column Five From the Ultimate Powers Book

Die Roll Initial Score 01-10 Fb 1 11-20 Pr 3 21-30 Ty 5 31-40 Gd 8 41-60 Ex 16 61-70 Rm 26 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • White Apes of Barsoom can raise any one Ability +1CS. • Starting Resources are set at Poor. • White Apes of Barsoom start out with only one Contact, their race.

161 Golden Age and More Chapter Ninety-One: Zarko

Source: Marvel Comics to date there have been no further interactions between Zarko and the planet Earth. Not much is known about the planet Zarko, or its location, and the only recorded interaction Typical Zarkon between Earth and Zarko happened in 1948. It is home of the Zarkons, a peaceful alien race who became interested in the planet Earth in the late 1940s. They brought heroine Sun Girl and criminal Peanuts McCoy to their planet to offer them the secret of world peace. However, they soon recanted their offer, and sent them home when the pair was unable to stop from fighting before king Brfsk.

To date there have been no other recorded encounters with the planet Zarko and its people.

Primary Ability Chart; Column Five From the Ultimate Powers Book Zarkons Die Roll Initial Score Not much is known about the Zarkons, aliens 01-10 Fb 1 from the planet Zarko. They are an advanced 11-20 Pr 3 society that apparently abolished war and lived in peace. They are ruled by an Elder Council 21-30 Ty 5 headed by a great leader. They discovered the 31-40 Gd 8 planet Earth during the 1940s, and determined 41-60 Ex 16 that it was a world of strife, war, and crime, and 61-70 Rm 26 decided to do something about it. 71-80 In 36 81-95 Am 46 In 1948, Brfsk, the leader of Zarko, ordered 96-00 Mn 63 his minion, Zzzsk, to travel to Earth to collect a man and a woman to bring back to their planet Additional Creation Notes for further evaluation. Arriving on Earth, Zzzsk • Zarkons can raise any one Ability allowed criminal Peanuts McCoy and heroine +1CS. Sun Girl to board his ship, and brought them to • Starting Resources are set at Poor. planet Zarko. There they were brought before the • Zarkons start out with only one Contact, Zarkons' leader, who offered the key to peace to their race. Sun Girl, to bring back to her planet. Sun Girl

accepted the offer, but when Peanuts McCoy

attempted to escape she fought him. This convinced Brfsk that Earth was beyond help, and he ordered Zzzsk to return the humans to Earth. Dousing them with gas, Zzzsk did just that, and

Golden Age and More 162 Chapter Ninety-Two: Zutarians

Source: Story Magazine Typical Zutarian

Zutarians, also called Imps, were an alien race native to the planet Zutarn. They possesed technology a thousand years advanced of earth such as monocars, rocket powered air transports, as well as long range ray guns, and powerful knockout gas guns. The Zutarians also had an organized military, but were not an aggressive race until the human known as Tyrno conquered them. They are helped by Golden Knight and his partner Alice (Fox) to overthrow Tyrno and prevent him from taking Alice as his wife. For hid help, Golden Knight wins the respect and admiration of their people and is told that he could return anytime he wishes as their friend

Notable Individuals

Ulka was among the party of three who discovered the sky chariot carrying Golden

Knight and Alice. He, along with Ho Gana, took the duo back to Tyrno's palace, but when he Primary Ability Chart; Column Five asked Tyrno for a reward, the tyrant sent Ukla to From the Ultimate Powers Book the . Golden Knight forgave the imp and, moved by the earthling's compassion, Ulka Die Roll Initial Score decided he would help him. Golden Knight and 01-10 Fb 1 Ulka battle a fierce sea monster, and then burst 11-20 Pr 3 into the palace. Ulka jumped at Tyrno to save 21-30 Ty 5 Alice and was struck down, but the villain was then shot by multiple ray blasts from Ulka's 31-40 Gd 8 fellow imps. He then wished his new friends 41-60 Ex 16 goodbye, and told them they could return to 61-70 Rm 26 Zutarn with his blessing anytime they wished. 71-80 In 36 81-95 Am 46 96-00 Mn 63

Additional Creation Notes • Zutarians can raise any one Ability +1CS. • Starting Resources are set at Poor. • Zutarians start out with only one Contact, their race.

163 Golden Age and More

This section is comprised of various Fan-Written materials, which while not qualifying as an Origin, can still definitely be useful in shaping your character.

165 Golden Age and More Appendix One: Character Origins

Okay, this is for those who truly want to Africa Sub-Table (Continued) randomize their character's history and where they are from. Die Country Roll Roll 1d6. The continents are as follows: 30 Malawi 31 Mali Die Roll Continent 32 Mauritania 1 Africa 33 Mauritius 2 Asia 34 Mayotte 3 Europe 35 Morocco 4 North America 36 Mozambique 5 South America 37 Namibia 6 Oceania. 38 Niger

Africa Sub-Table 39 Nigeria Roll 1d60 find the country below. 40 Réunion 41 Rwanda Die Roll Country 42 Sahrawi Arab Democratic Republic 01 Algeria Saint Helena, Ascension and Tristan 43 02 Angola da Cunha 03 Benin 44 São Tomé and Príncipe 04 Botswana 45 Senegal 05 Burkina 46 Seychelles 06 Burundi 47 Sierra Leone 07 Cameroon 48 Somalia 08 Central African Republic 49 Somaliland 09 Chad 50-51 South Africa 10 Comoros 52 South Sudan 11 Republic of the Congo 53 Sudan 12 Democratic Republic of the Congo 54 Swaziland 13 Djibouti 55 Tanzania 14-15 Egypt 56 Togo 16 Equatorial Guinea 57 Tunisia 17 Eritrea 58 Uganda 18 Ethiopia 59 Zambia 19 Gabon 60 Zimbabwe 20 The Gambia 21 Ghana 22 Guinea 23 Guinea-Bissau 24 Kenya 25 Lesotho 26 Liberia 27-28 Libya 29 Madagascar

Golden Age and More 166 Asia Sub-Table Asia Sub-Table (Continued) Roll 1d85 find the country below. Die Roll Country Die Roll Country 65 Singapore 01 Abkhazia 66-69 South Korea 02 Afghanistan 70 South Ossetia 03 Akrotiri and Dhekelia 71 Sri Lanka 04 Armenia 72 Syria 05 Azerbaijan 73 Taiwan 06 Bahrain 74 Tajikistan 07 Bangladesh 75-76 Thailand 08 Bhutan 77 Turkey 09 British Indian Ocean Territory 78 Turkmenistan 10 Brunei 79 United Arab Emirates 11 Cambodia 80 Uzbekistan 12-19 China 81-84 Vietnam 20 Christmas Island 85 Yemen 21 Cocos (Keeling) Islands 22 Cyprus Europe Sub-Table 23 East Timor (Timor-Leste) Roll 1d60 find the country below. 24 Georgia 25-26 Hong Kong Die Roll Country 27-32 India 1 Åland Islands 33 Indonesia 2 Albania 34 Iran 3 Andorra 35 Iraq 4 Austria 36 Israel 5 Belarus 37-40 Japan 6 Belgium 41 Jordan 7 Bosnia and Herzegovina 42 Kazakhstan 8 Bulgaria 43 Kuwait 9 Croatia 44 Kyrgyzstan 10 Czech Republic 45 Laos 11 Denmark 46 Lebanon 12 Estonia 47 Macau 13 Faroe Islands 48 14 Finland 49 Malaysia 15 France 50 Maldives 16 Germany 51 Mongolia 17 Gibraltar 52 Myanmar (Burma) 18 Greece 53 Nagorno-Karabakh 19 Guernsey 54 Nepal 20 Hungary 55 Northern Cyprus 21 Iceland 56-58 North Korea 22 Ireland 59 Oman 23 Isle of Man 60 Pakistan 24 Italy 61 Palestine 25 Jersey 62 Philippines 26 Kosovo 63 Qatar 27 Albania 64 Saudi Arabia 28 Andorra

167 Golden Age and More Europe Sub-Table (Continued) North America Sub-Table Roll 1d70 find the country below. Die Roll Country 29 Latvia Die Roll Country 30 1 Anguilla 31 Liechtenstein 2 Antigua and Barbuda 32 Lithuania 3 Aruba 33 Luxembourg 4 Bahamas 34 Macedonia 5 Barbados 35 Malta 6 Belize 36 Moldova 7 Bermuda 37 Monaco 8 Bonaire 38 Montenegro 9 British Virgin Islands 39 Netherlands 10-15 Canada 40 Norway 16 Cayman Islands 41 Poland 17 Clipperton Island 42 Portugal 18 Costa Rica 43 Romania 19 Cuba 44-45 Russia 20 Curaçao 46 San Marino 21 Dominica 47 Serbia 22 Dominican Republic 48 Slovakia 23 El Salvador 49 Slovenia 24 Greenland 50-51 Spain 25 Grenada 52 Svalbard 26 Guadeloupe 53 Sweden 27 Guatemala 54 Switzerland 28 Haiti 55 Transnistria 29 Honduras 56 Transvasal 30 Jamaica 57 Ukraine 31 Martinique 58-59 United Kingdom* 32-37 Mexico 60 Vatican City 38 Montserrat 39 Navassa Island United Kingdom Sub-Table 40 Nicaragua Roll 1d4 find the country below. 41 Panama Die Roll Country 42 Puerto Rico 1 England 43 Saba 2 Wales 44 Saint Barthélemy 3 Scotland 45 Saint Kitts and Nevis 4 North Ireland 46 Saint Lucia 47 Saint Martin 48 Saint Pierre and Miquelon 49 Saint Vincent and the Grenadines 50 Sint Eustatius Eustatius 51 Sint Maarten 52 Trinidad and Tobago 53 Turks and Caicos Islands 54-69 United States 70 United States Virgin Islands

Golden Age and More 168 South America Sub-Table Oceania Sub-Table Roll 1d20 find the country below. Roll 1d50 find the country below.

Die Roll Country Die Roll Country 1 Argentina 1 American Samoa 2 Bolivia 2 Ashmore and Cartier Islands 3-6 Brazil 3-15 Australia 7 Chile 16 Baker Island 8-9 Colombia 17 Cook Islands 10-11 Ecuador 18 Coral Sea Islands 12 Falkland Islands 19 Fiji 13 French Guiana 20 French Polynesia 14 Guyana 21 Guam 15 Paraguay 22 Howland Island 16-17 Peru 23 Jarvis Island 18 Suriname 24 Johnston Atoll 19 Uruguay 25 Kingman Reef 20 Venezuela 26 Kiribati 27 Marshall Islands 28 Micronesia 29 Midway Atoll 30 Nauru 31 New Caledonia 32-35 New Zealand 36 Niue 37 Norfolk Island 38 Northern Mariana Islands 39 Palau 40 Palmyra Atoll 41 Papua New Guinea 42 Pitcairn Islands 43 Samoa 44 Solomon Islands 45 Tokelau 46 Tonga 47 Tuvalu 48 Vanuatu 49 Wake Island 50 Wallis and Futuna

And there ya go. Things like States / Provinces / Districts (in countries such as Russia, US, Canada, England etc...) can be chosen by the individual character, by the Judge, or by a combination of both.

169 Golden Age and More Appendix Two: Optional Ways to Round Out Your Character

MTS Note: Originally, this Appendix was taken Height from the Legion of Heroes PBEM HomePage. I had some C&P errors that Firebomb caught, so I had to Die Roll Height look up the article again to make the proper 1-30 Short corrections. 31-70 Average

71-00 Tall I stumbled across the Coalition Sourcebook I for RIFTS, and much of the information was similar. I found a few options not listed, on the LoH PBEM, In-Depth Height but the insanity tables were missing. Die Roll Female Male In the end, I elected to combine the two sources 01-30 4'9 - 5'5" 5' - 5'9" into a single Appendix. All non-table text is by Loh 31-70 5'6" - 5'9" 5'10" - 6'1" PBEM. 71-00 5'10 - 6'2" 6'2" - 6'5"

I've found that many players like as much Note: Average Height: background and details about their characters as • 6ft, male possible. Consequently, I've assembled a series of • 5ft 6in, female optional tables to satisfy those details. All tables require the roll of percentile dice. Weight

Gender Die Roll Female Male 01-20 85-109lbs 90-149lbs Die Roll Result 21-40 110-140lbs 150-180lbs 01-50 Male 41-60 141-160lbs 181-200lbs 51-00 Female 61-80 160-180lbs 201-220lbs

Birth Order 81-00 181-220lbs 221-250lbs

Die Roll Order Note: Average Weight: • 1-30 First Born 150 to 180lbs (male) • 110 to 140lbs (female) 31-44 Second Born

45-55 Third Born Age 56-65 Fourth Born 66-80 Last Born Die Roll Result 81-90 First Born of Twins 01-25 17-19 91-00 Illegitimate 26-50 20-25 51-70 26-28 Build 71-85 29-31

76-00 32-36 Die Roll Body Type

1-10 Skinny Age I think it is best to generally assume most 11-30 Thin characters are young — late teens to mid-twenties. It 31-55 Average is best to determine the age by the level of the 56-74 Husky character's education and Player preference. 75-89 Potbelly 90-00 Obese

Golden Age and More 170 Disposition I Family Origin (Roll Three Times) Die Family Origin Die Roll Disposition Roll 01-05 Hates all aliens. 01-50 Earth Native: Character is human. 06-10 Loves combat. Dimensional Being: Human (or close to 11-15 Shy. 51-65 it), but parents came through a rift from 16-20 Cocky. another dimension. Earth Native, but human mutants with a 21-25 Timid. 66-75 26-30 Parental. history of Powers in the family. 31-35 Overbearing. One parent was a native Earthling the 76-85 other a dimensional being. The 36-40 Blabber Mouth. character may look human, but… 41-45 Paranoid. Roll on the following Family Sub-Table 46-50 Trusts no one. & Roll twice on the Random 51-55 Tends to be a loner. 86-00 Appearance Table to determine the 56-60 Gung-Ho. character's appearance, or select two 61-65 Complainer. different features. 66-70 Nice. 71-75 Friendly. Family Origin Sub-Table 76-80 Self-reliant. 81-85 Wild-person. Die Roll Family 86-90 Tough-person. 01-50 Earth Mutant. 91-95 Lone wolf. 51-90 Dimensional Being. 96-97 Quick-tempered. 91-00 Humanoid Alien with unusual features. 98 Nervous & Cautious. 99 Feels, superior to others. 00 Schemer.

Disposition II (Roll Once)

Die Roll Disposition 01-10 Worry-wart. 11-20 Snob. 21-30 Hot-headed. 31-40 Foul mouth. 41-50 Hates to work in a group. 51-60 Constant liar. 61-70 Very prejudice. 71-80 Sees self as hero. 81-90 Natural leader. 91-00 Works well in a group.

171 Golden Age and More Random Appearance Sub-Table Sentiments toward Non-Humans

Die Die Appearance Sentiment Roll Roll 01-05 Has a long, bushy, dog-like tail. 01-10 Hates and distrusts all non-humans! 06-10 Has a long, monkey-like tail. Hates all demons and supernatural creatures (including dragons), and does 11-15 Has a long, lizard-like tail. 11-30 16-20 No body hair. not like nor trust dimensional beings, 21-25 Body is covered in short fur. mutants, psychics, and aliens/ monsters. 26-30 Body is covered in long fur. Hates demons, but will give all other non-humans the benefit of the doubt. 31-35 Body is covered in tough, lumpy skin. 31-50 Still, tends to be wary and suspicious of 36-40 Body is covered in scaly skin. non-humans. Body is extremely thin and tall (add one 41-45 Hates demons, but believes that all foot to height). races can live and work in harmony 46-50 Facial features are very feline. together. Treats humans and non- 51-55 Facial features are very ape-like. 51-70 humans equally, but is a bit suspicious 56-60 Facial features are very lizard-like. of creatures who are supernatural or Skin is an odd color, like orange, green, whose appearance is extremely 61-70 purple, etc. inhuman. 71-80 Teeth are fangs. Is wary of demons, but has had mostly good experiences with non-humans and 81-85 Teeth are large and flat; large mouth too. 71-85 treats them as equals, without doubt or A pair of small horns protrude from the 86-90 forehead. suspicion. 91-95 Large round eyes and unusual color. Prefers the company of non-humans over humans (had bad experiences with 96-00 Large or oddly shaped head. 86-95 humans, perhaps the subject of ridicule and/or prejudice, but was treated kindly Type of Environment by friendly non-humans). Suspicious of everybody, humans and Die Environment non-humans alike! Tends to be a bit Roll paranoid, because "in these times you 01-20 Little farm community. 96-00 never really know who's human and 21-40 Small wilderness town. who's not. Even the humans can have 41-60 Small to medium city. unusual powers these days. I mean, is a Wilderness town or city with magic and/or Juicer or Crazy truly human?" 61-80 psychics. 81-00 Big city or (i.e. New York). Insanity

In the context of this game, we will assume that all player characters are mentally and emotionally sound. Any insanities, developed from this point on, will be the result of trauma. A psychological trauma may result from a violent, emotional experience or shock. A trauma that will result in an insanity will have to be quite horrible.

Note: More than one phobia, obsession, psychosis, or affective disorder is possible. If the same one is rolled, ignore it and roll again.

Golden Age and More 172 Random Insanity Table (Optional) Insanity Tables

Die Roll Insanity Random Insanity Table 1-19 Affective Disorders (Resulting from Trauma) 20-45 Neurosis Die 46-65 Phobia Trauma Roll 66-85 Obsession Reborn; alignment reversal; good 86-00 Psychosis becomes evil, evil becomes good 1-10 (selfish becomes principled or Trauma scrupulous).

11-20 Neurosis; roll on the table that follows. I've found that having a character roll on the insanity tables after a terrible trauma is very 21-25 Compulsive Liar. Kleptomaniac; a compulsion to steal, appropriate, realistic, and fun, adding a new element 26-30 to the game. What constitutes a traumatic experience even if of a good alignment. Obsession; roll on the table that is, in part, up to the Judge and the actual situation. 31-40 follows. The following is a guide to some traumatic 41-50 Phobia; roll on the table that follows. situations requiring a roll on the Random Insanity 51-60 Psychosis; roll on the table that follows. Tables. 61-70 Fear of Animals; see neurosis. • Long period of physical and/or mental torture. Recluse; prefers to be alone, quiet, 71-80 Two to eight weeks: Roll once on the Insanity unobtrusive. Table. Nine weeks to months: Roll once on the Affective Disorder; roll on the table that Insanity Table and once on the Neurosis Table. 81-90 follows. • Drug Induced Hallucinations that were 91-00 Fear of the Dark; see neurosis. particularly terrifying, hideous, or realistic. Roll once on the Phobia Table. If extremely traumatic, lengthy, or recurring hallucinations, Affective Disorders roll on the Random Insanity Table. Die • A real life encounter with the subject of the Disorder traumatic hallucination is likely to cause more Roll Frightened by loud noises to the point trauma. 70% chance of developing another 1-19 insanity; roll on the Random Insanity Table. of cowering and wetting self. • Disgusted by anything sticky, and will Witnessing or experiencing a shockingly 20-35 grotesque atrocity. Roll on the Phobia Table. go to any length to avoid touching it. Terrible, frightening or unusual brush with death. Obsessed with cleanliness, and must Roll on the Random Insanity Table. 36-54 clean up any area he/she is at for more • Witnessing the terrible or shocking death of a than a few minutes. deeply loved one. Roll on the Psychosis Table. Outraged by acts of violence, becoming • Severe physical disability. 60% chance of violent themselves; 72% chance of alcoholism or drug addiction. The cause going berserk and attacking the 55-75 (accidental) of several innocent peoples' deaths. perpetrator of the violent act without (applies to characters of a good alignment). Roll regard for self (MTS Note: As per the on the Random Insanity Table. Berserker Power). Hates music and musicians, and will try 76-88 to destroy or stop the source of those terrible noises. Intimidated by spoken language; cannot speak meaningful sentences, and must 89-00 use sign language or written communication.

173 Golden Age and More Neurosis Psychosis

Die Die Neurosis Psychosis Roll Roll Fear of the Dark (spent much time Hysterical Blindness when under locked in closets) to the point of 1-15 pressure, 1-89% likelihood of 1-18 gibbering and total collapse while in the happening — roll for each situation. dark. Paranoid type; everyone is out to get 16-28 Fear of Animals (chewed on by the you/trusts no one. family pet while a nipper) to the point 19-34 Manic depressive; alternate severe of running away when confronted by depression one week (suicidal, nobody small, furry things. loves you) with manic episodes the next 29-49 35-49 Cannot tell the Truth; compulsive liar. week (everything is great and I'm the Invasion of the Body Snatchers: Acute best that there ever was!). 30% chance paranoia toward all supernatural of alcoholism. entities, those of alien heritage and even Schizophrenia; you are passive and 50-64 humans born off the Earth. ("They're easily frightened; jumpy. You hear out to get ya! They could be anybody!! 50-73 voices telling you that all the angels are even . . . you!?!"). dead; worry about what angels are. 50% Fear of Heights (Uncle Goober used to chance of alcoholism or drug addiction. dangle the character, by one foot, out of 74-85 Mindless aggression – see table below. windows) to the point of being frozen 65-85 Become a psychiatrist and try to cure above the second story; character is fine everyone around (they're all sick, even 86-00 as long as they cannot see how far up if only you have the perspicacity to they are tell); be sure to demand stiff fees. Fear of Success (Mom always said you weren't any good): Character will Mindless Aggression Sub-Table sabotage self at critical moments. The 86-00 following minuses apply during critical, Die Result or high pressure moments (battle, Roll danger, watched by others, etc.). Semi-functional: When frustrated, angry, or upset, there is a 72% likelihood of going berserk and lashing out at anyone/everyone 01-94 around until killed or confined; will take 3- 18 minutes of confinement to regain composure. Non-functional/homicidal: Continually going berserk until confined or killed; have 95-00 one lucid day a week and try to talk your way out of confinement.

Phobias

A phobia is an irrational fear, which may result from a horrifying/ traumatic experience. The object of the phobia can be anything: bugs, snakes, the dark, heights, flying, guns, typewriters . . . anything that may have been the focus or cause of the severe psychological trauma. While there are scientific names for specific phobias, it is far easier to simply identify the object of the phobia. To determine a specific phobia, the player can roll on the random table which follows, or the Judge and Player can decide on a phobia which best applies to the severely

Golden Age and More 174 traumatic experience. In the latter case, the Note: If the same phobia is rolled, the player must determination of a phobia should be made on a re-roll. common sense basis. Phobic Panic For Example: If a character has had a horrifying experience in a haunted house, walked through The character who suffers from a phobia will webs, descended into a dark cellar and encountered a become terrified when the object of fear is walking skeleton, one of the following phobias could encountered. If the character is surrounded by friends easily apply: fear of empty old houses, the dark, who can talk and soothe away his fears, the person spiders or insects, cellars, corpses, etc. may be able to contain himself long enough to safely avoid it (Yellow Psyche FEAT). Judge’s Note: Dealing with the supernatural will constantly send characters into scary, horrifying, However, if the character is alone, already bizarre, and deadly situations. But it is only the most nervous or feels threatened, he or she will be horrifying and unexpected experiences that may overcome by fear. This is a phobic panic. Upon create a phobia or other insanity. Remember, the reaching the breaking point, the character's mind will characters will be prepared and hardened to sights, defend itself by causing the character to respond in concepts and creatures that might bedazzle the mind one of the following ways. (Roll percentile dice). of a normal, unsuspecting person. Die Panic Type Die Roll Phobia Roll 1-3 Undead Pass Out/Fall unconscious for 1 to 10 1-25 4-6 Reptiles minutes. 7-9 Scientists Flee/run away at top speed. Panic- 10-12 Mutants stricken, the character will ignore the 13-15 Snakes outcry, pleas or needs of his or her companions. All the terrified person 16-19 Ghosts knows is that he or she must escape. 20-22 Confining Enclosures 26-80 The character will run and run until 23-26 Skeletons they are certain they’ve escaped the 27-29 Darkness object of his fear, or until subdued. 30-32 Graveyards/Burial Mounds The person will fight only if there is 33-35 Abandoned Old Houses/Buildings no other way to escape, and then only 36-39 Giant Creatures/Monsters until he/she can get away and run. 40-44 /Cellars Paralyzed with fear, the character can 45-48 Corpses only cry, whimper or . Physically, the character will stand 49-51 Users of Magic completely rigid or huddled in a 52-54 Spiders 81-00 corner, immobilized with fear. He/she 55-57 Tombs cannot run, use skills, fight, or move 58-61 Cats in any way, until either the object of 62-64 Heights the fear is removed or destroyed, or 65-67 Dogs they are dragged away from it. 68-70 Contamination 71-73 Psychic Strangers Obsessions

74-77 Insects Obsessions are either an intense, irrational 78-80 Flying love/desire of something, or an intense 81-84 Bats/Bat-Like Things hatred/loathing. The former is likely to cause the 85-87 Water obsessed person to obtain their desire, while the latter 88-90 Computers is likely to cause the obsessed person to avoid or 91-93 Psychic Healing destroy the object of their obsession. The Judge can 94-96 Open Spaces decide which is most appropriate under the 97-00 Supernatural Entities circumstances or roll once on the following table .

175 Golden Age and More Focus of the Obsession Cures for Insanity

Die Roll Focus Affective Disorder or Neurosis: 1-50 Love/Desire 51-00 Hate/Destroy Therapy and counseling, and/or the use of hypnosis. Requires a minimum of three months of

therapy, with the following results: Obsession

Die Die Result Obsession Roll Roll No effect; requires another three Timeliness (either a fanatic about being 1-29 1 -5 months of therapy. punctual or always late). Half cured; person feels occasional High technology (either loves to 6-12 30-69 return of old neurosis or disorder when acquire/use or loathes it). under stress, 48% chance. The gender(s) the character finds 13-20 70-00 Total cure. attractive.

21-27 Wealth. Psychosis: Secrecy (either prizes their secrecy

28-35 above all else, or abhors even the Therapy and possible use of hypnosis and drugs to thought of keeping secrets). control the moods and tension/stress. Requires a 36-43 Specific individual. minimum of six months of therapy, with the 44-50 Specific object/item or animal. following results: 51-55 Appearance (fashion plate or slob). Danger (either loves the thrill of Die Result danger, which usually means throwing Roll 56-63 caution to the wind, the more deadly the No effect; requires another six months of 1-33 better; or, despises danger, overly therapy. cautious, worry wart, jumpy). 34-68 Psychosis replaced by phobia. Food (covets only the finest foods and 69-00 Total cure. drink, or would, just as readily, eat 64-70 worms and stale food as anything else; Phobia: a slob). Alcohol (either a heavy drinker with a There is no cure for phobias, but prolonged or 71-78 keen taste for the finest liquor, or a repeated exposure to the object of the fear will lessen fanatical, anti-alcohol prude). the intensity of the fear. Requires a minimum of three Gambling (will bet it all, or an anti- 79-86 months of therapy, with the following results: gambling fanatic). Solitude (either loves quiet and being Die Result alone to the point of growing Roll irrationally angry and frustrated if 87-92 1-39 No effect; requires more therapy. continually bothered or interrupted; or Fear is lessened so that the person can can't stand the thought of being left 40-88 function normally, but he/she still does alone for even short periods of time). not like the phobia object — ugh! Crime-busting: Loves it if a hero; Fear is intensified so that there is a 50% obsessed with stomping out crime and likelihood that the person will become evil everywhere. If a villain "crime completely paralyzed until the source of lord". Loves the thrill of being a the fear is removed, or the person is criminal mastermind. 93-00 89-00 physically removed. Therapy sessions generally cost $75 each, with two Note: This insanity may drive a sessions per week (this includes character to incredible (even treatment for each category of insanity). outrageous) lengths, to satisfy his or her Similar therapy can help obsessions. obsession.

Golden Age and More 176

As stated earlier, I hope you find this book useful unavailable – plus she does help out with every book, and enjoy it. I always make these for myself, but in varying amounts). share them in the hope that someone else might enjoy them. One final request; please do not upload any Gaming Nerds Я Us books to Scribd. I truly deplore I know I ask for feedback a lot, but it is what that site. I hate how it is a haven for piracy, and you drives me to write more, and do more. If there are have to pay to be a member. They will let anyone things you would like to see in the future, letting me upload any book regardless of copyright, and people know is the best way to see it in a book. Of all the can only view it if they pay for it. I do not make any requests made of me, I only said no once (so far). I money off of the books I create. I only accept just did not like the subject matter enough to add it. donations to offset some of the cost for maintaining the website. Making money off of other people’s I have said it before, if you do not like how work is just dirty. I have even sent them requests Tammra always gets her own Origin Table in every showing the original site for my books, and stated I book, feel free to ignore it (or bite me, I am good was the author and asked them to be removed – all either way). If you want one of your own in an my requests have been ignored. upcoming book, I do accept bribes. Donating time - MTS and/or money to projects goes a long way (not interested in polygamy, so Tammra’s method is

Golden Age and More 178

A C - Continued

Abyss 148 Clawite 37 Aldebaran 6 Core Person 38 Aleph 148 Cube Man 25 Amazite 10 Curator 149 Amazon 11 Cybernoid 41 Amazons of Backworld 14 Cyber-Sidhe 42 Amazon of the Amazon 16 Amoeba Man 17 D Ani-Man 18 Antarene 19 Deaglos 45 Anton 20 Demon Person 46 Arc Centurian 22 Descendant 47 Autanian 24 Dragon-Man 78 Dwarven Servant 14 B

Bem 26 Berev'ha Dentii 28 Birdman 145 Black Light Man 26 Blyntzyn 29 Brain-Lord 44 Brain Man of Mars 30 Builder 147

C

Caretaker 149 Cat Elf 7 Cat Person 32 Cathexis 34 Centaur 125 Chemically Enhanced 61 Chitauri 36

179 Golden Age and More E H

Elf (Otherworld) 102 Half-Man 71

F I

Fable 152 Ice Elf 8 Fairie 103 Ice Person 72 Fire-Monster 62 Imagion 73 Fish Person 63 Invader from Venus 74 Fish-Man 64 Flatulan 65 L Fleshless One 67 Fomor 103 Leprechaun 105 Light Elf 8 Lilin 82 Lion-Person 79 Living Corpses 84 Lizard Man 85 Ludberdite 86 Lunezon 87

M

Mahar 113 Mechanical Life Form 159 Mechanical Monster 89 Mercurian 90 Mermazon 91 Monster from the Mirror 92 Mooniac 88 Mosquito Man 93

N

Neo 96 Neptunian 97

O

Onee 98 Outcast 107

P G Parasite 122 Gardener 150 Paratwa 111 Ghost Fox Woman 75 Parrot-Man 145 Giant 104 Phantom 116 Giant of the Elephant 68 Pixie 117 Grave Yard Plasma Wraith 118 Gryf 155 Possessor 120 Goblin 104 Primitive Human 114 Gnorrkin 70

Golden Age and More 180 R

Rigellian 124 Rigellian Recorder 124

S

Sagoth 113 Sakaaran Native 127 Satanian 128 Saturnian 130 Scorperson 131 Scorpius 132 Seaweed Creature 134 Shark Person 135 Sharkman 136 Sidri 137 Solanoid 138 Spineless One 140 Stark 142 Stoneback 143 Synthopoid 44

T

Titan Eternal 153 Tor-o-don 154 Tuatha de Danan 105 Tyclosian 156

U

Uncarian 157 Undercloak 40

V

Vampiri 49 Venusian 159 Voltaman 160

W

White Ape of Barsoom 161 Wolf of Tuatha de Danan 106

Z

Zarkon 162 Zutarian 163

181 Golden Age and More

Golden Age and More 182

183 Golden Age and More

Golden Age and More 184

185 Golden Age and More

Golden Age and More 186

Origins • Brain Men of Mars: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Aldebarans: Public Domain Super Heroes Wikia • Cat People: Marvel Database (History) & David E. (History) & David E. Martin (Stats) Martin, MajorTomSawyer (Stats) • Alfheim: Marvel Database (History) & • Chitauri: Marvel Database (History) & David E. MajorTomSawyer (Stats) Martin (Stats) • Amazar: MajorTomSawyer (History) & David E. • Clawites: Public Domain Super Heroes Wikia Martin (Stats). (History) & David E. Martin (Stats) • Amazons of Backworld: Marvel Database, The • Core People: Marvel Database (History) & David Appendix to the Handbook of the Marvel Universe E. Martin (Stats) (History) & MajorTomSawyer (Stats) • Crimson Dawn: Marvel Database (History), & • Amazons of the Amazon: MajorTomSawyer Wouter Vlemming (Stats) (History and Stats). • Amoeba Men: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Amazons: Public Domain Super Heroes Wikia (History) & MajorTomSawyer (Stats) • Ani-Men: DC Database (History) & David E. Martin, MajorTomSawyer (Stats) • Annunaki: Marvel Database (History) & David E. Martin (Stats) • Autan: Marvel Database (History) & David E. Martin (Stats) • Antarenes: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Antons: Firebomb (History & Stats) • Arc Centurians: Marvel Database (History) & David E. Martin (Stats) • Bems: Marvel Database (History) & David E. Martin (Stats) • Berev'ha Dentii: Marvel Database (History) & David E. Martin (Stats) • Black Light Men: Marvel Database (History) & • Cybernoids: Sébastien Alexandre Andrivet David E. Martin (Stats) (History & Stats) • Blyntzyns: Aaron of Random Acts Blog (History) • Cyber-Sidhe: Marvel Database (History) & David & David E. Martin (Stats) E. Martin (Stats)

187 Golden Age and More • Cymradia: Public Domain Super Heroes Wikia • Land of the Ghost Fox Women: (History) & David E. Martin (Stats) MajorTomSawyer (History & Stats) • Deaglos: Public Domain Super Heroes Wikia • Lilin: Marvel Database, Comic Vine (History), & (History) & David E. Martin (Stats) MajorTomSawyer (Stats) • Demon People: Marvel Database (History) & • Living Corpses: Firebomb (History & Stats) David E. Martin (Stats) • Lizard Men: Marvel Database (History) & David • Descendants - Marvel Database (History) & David E. Martin (Stats) E. Martin (Stats) • Ludberdites: Marvel Database (History), & David • Drakulon: MajorTomSawyer (History and Stats) E. Martin (Stats) • Dragon-Men: Firebomb (History & Stats) • Lunerzons: Public Domain Super Heroes Wikia • Drugs, Formulas, & Serums: DC Database, Image (History) & David E. Martin (Stats) Database, Marvel Database (History) & David E. • Mechanical Monsters: Public Domain Super Martin, Jeff Grubb, MajorTomSawyer (Stats). Heroes Wikia (History) & David E. Martin (Stats) • Ennead: Marvel Database (History) & David E. • Mercury: Marvel Database, Comic Vine (history), Martin (Stats) & David E. Martin (Stats) • Fire-Monsters: Marvel Database (History) & • Mermazons: MajorTomSawyer (History & Stats) David E. Martin (Stats) • Monsters from the Mirror: Comic Vine (History), • Fish-Men: Marvel Database (History) & David E. & David E. Martin (Stats) Martin (Stats) • Mosquito Men: Marvel Database, Comic Vine • Fish People: Marvel Database (History) & David (history), & David E. Martin (Stats) E. Martin (Stats) • Neo: Marvel Database (History) & David E. Martin • Flatula: Marvel Database (History) & David E. (Stats) Martin (Stats) • Neptune: Marvel Database (History) & David E. • Fleshless Ones: Public Domain Super Heroes Martin (Stats) Wikia (History) & David E. Martin (Stats) • Onees: Marvel Database (History) & David E. • Giants of the Elephant Grave Yard: Public Martin (Stats) Domain Super Heroes Wikia (History) & David E. • Otherworld: Marvel Database, The Appendix to Martin (Stats) the Handbook of the Marvel Universe (History) & • Gnorrkin: Firebomb (History & Stats) David E Martin, MajorTomSawyer (Stats) • Gryfs: Rod H, Sébastien Andrivet, Darci (History • Outcasts: MajorTomSawyer (History) & David E. & Stats) Martin (Stats) • Paratwa: Andrew Lee, Roy Cowan, John Colagioia, Sébastien Andrivet, & Eric • Pellucidar: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Phantoms: Marvel Database (History) & David E. Martin (Stats) • Pixies: Marvel Database (History) & David E. Martin (Stats) • Plasma Wraiths: MajorTomSawyer (History), & Wouter Vlemming (Stats) • Possessors: MajorTomSawyer (History) & MajorTomSawyer, David E. Martin (Stats) • Rigel-3: Marvel Database (History) & David E. Martin (Stats) • Sagittarius: Marvel Database (History) & David E. Martin (Stats) • Sakaar: Marvel Database (History) & David E. • Haydes: Marvel Database (History) & David E. Martin (Stats) Martin (Stats) • Saturnians: Marvel Database (History) & David E. • Ice People: Marvel Database (History) & David E. Martin (Stats) Martin (Stats) • Satania: Marvel Database (History) & David E. • Invaders from Venus: Public Domain Super Martin (Stats) Heroes Wikia (History) & David E. Martin (Stats) • Seaweed Creatures: Public Domain Super Heroes • Jumala: Marvel Database (History) & David E. Wikia (History) & David E. Martin (Stats) Martin (Stats)

Golden Age and More 188 • Scorpio: Marvel Database (History) & David E. Martin (Stats) • Scorpius: Marvel Database (History) & David E. Martin (Stats) • Sharkmen: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Shark People: Marvel Database (History) & David E. Martin (Stats) • Sidri: Wikapedia (History), & Wouter Vlemming (Stats) • Solanoids: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Spineless Ones: Marvel Database (History), & Wouter Vlemming (Stats) • Starks: Marvel Database (History) & David E. Martin (Stats) • Stonebacks: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Sunev: Marvel Database (History) & MajorTomSawyer (Stats) • The Builders: Marvel Database (History), & David E. Martin (Stats) • The Homelands: DC Database (History), & David E. Martin (Stats) • Titan Eternal: DC Writeups - An individual author was not credited (History & Stats) • Tor-O-Don: Rod Hunsicker & Sébastien Alexandre Andrivet (History & Stats) • Tyclosians: Marvel Database (History) & David E. Martin (Stats) • Uncara: Marvel Database (History) & David E. Martin (Stats) • Venus: Marvel Database (History) & David E. Martin (Stats) • Volta: Public Domain Super Heroes Wikia, Wikapedia (History) & David E. Martin (Stats) • White Apes of Barsoom: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats) • Zarko: Marvel Database (History) & David E. Martin (Stats) • Zutarians: Public Domain Super Heroes Wikia (History) & David E. Martin (Stats)

Appendix

• Character Origins – Chronomancer • Optional Ways to Round Out Your Character – Legion of Heroes PBEM HomePage & Coalition Sourcebook I

189 Golden Age and More