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UNOFFICIAL GAME ACCESSORY

BRIEFING DOSSIER PROJECT P.E.G.A.S.U.S. Potential Energy Group/ Alternate Sources/

MH-10

UNOFFICIAL GAME ADVENTURE THE CONNECTION By Richard Feitelberg

UNOFFICIAL GAME ADVENTURE

THE HYDRA CONNECTION By Richard Feitelberg

INTRODUCTION

The - including CAPTAIN MARVEL SUPER HEROES Role-Playing can be an aid to role-playing, but don’t AMERICA, , BLACK PANTHER, Game. allow a player to change the game rules , , SHE-, To play this exciting adventure you by showing you a comic in which a villain BLACK WIDOW, and - are need or hero does something not permitted in assigned to a public relations opportunity game. You need to know the game in this adventure. Remember, you are the by their National Security Council Liaison, order to play. It’s a good idea to read this Judge, and this game requires careful Henry Gyrich. But what else will they find entire booklet before running the balance, something you (not the players) when they investigate a drug connection adventure, but it’s not absolutely should provide. “That’s the way it works to a newly-built hi-tech storage facility in necessary. If you don’t read the entire here,” is a good answer for pushy players. ? And what enemies will try to booklet first, at least read each chapter Once you’ve set up the game, it’s prevent the AVENGERS from thoroughly before playing that scene. time to discover what as afoot in Boston! succeeding? Find out within the pages of Some of the villains and heroes have this adventure, designed for use with the met in the before. This

Credits:

Design: Richard Feitelberg Editing: Steve Jolly Layout: Steve Jolly Illustrations by Jeff Grubb and the Marvel Bullpen

Thanks to George Henson and David Bailey for making this project possible!

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TOURNAMENT RULES

JUDGE – Please read the following BEFORE you roll that you want to use Fourth, being Good Guys. You people notice to all players. your . Moreover, if you get are the Avengers. That means you fight knocked down to negative Health points, on the side of law and order. Your score There are a number of points in this game you will need your Karma to stay alive. in this tournament will be determined by you should be made aware of before ‘Nuff said. how well you do this. You have been playing as these can affect the way in warned. which you play. First, Health Points. This Third, pulling punches. When you hit a is the number written next to the word villain you don’t have to do all the damage NOTE TO JUDGE – the two players with Health on your character sheet, and you are capable of doing. You can do the highest scores, even if they are refers to the number of points of damage any amount up to maximum. This negative, go on to the finals. you can take before collapsing. prevents someone like Spider-Man from killing a local thug. Moreover, if you roll A note about the character sheets. All Second, Karma. The way the game is well and get a killing attack, but don’t character sheets have been prepared in played, whenever you try to do want to do a killing attack, then you can the same way. If no talents are listed, something, you roll percentile dice to see shift it to a stun. In ALL cases I assume then the character has none. Power if you can perform that action. I then you do maximum unless you say ranks for abilities are in the form: (R no.). check the appropriate chart and tell you otherwise. If you have a question during The “R” denotes that it is the Rank and whether you accomplished the action or play about how you can modify your the no. is whatever number follows. not. However, if your roll is too low, you damage, ask, and I’ll answer your Other information about the character can use your Karma points to boost your questions. abilities is also listed on the sheet, so roll to the necessary number needed to please read these character sheets do the action. You MUST specify carefully. Thank you, and enjoy.

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CHAPTER 1: A DAY AT THE HARBOR

The Avengers have been asked to Any attempt to open the trapdoor before make a public appearance to dedicate a disarming the lock causes sirens to sound new wharf at Boston Harbor. The wharf and lights, both inside and outside the will be used solely for the import of hi-tech warehouse, to go on. Have each hero roll goods. National Security Council Liaison a Green FEAT on his Intuition to notice the Gyrich has suggested the Avengers make lock. Any hero asking about the lock will the appearance so they can inspect the be told it is the warehouse security system facilities afterwards and ensure the protecting an underground warehouse. building meets federal regulations. They They will also be told if they ask, that the are also to make the appearance to underground warehouse will be used to generate good public relations (should any store goods destined for use by the hero refuse to comply with Gyrich’s government and/or the military. If asked “suggestion”, Gyrich will threaten to to be shown the underground area, Itch rescind the Avenger’s security clearance). will comply after the rest of the warehouse Have each hero make a FEAT roll on his is shown (When Itch opens the lock, he Intuition to see if he has heard rumors will do so in such a manner so that the about drug smuggling in the area. If any heroes cannot see the combination. If a hero is smart enough to request blueprints hero wants to watch him, Itch will say he of the warehouse, add 100 points to his may not watch, as the combination is score. highly classified. If the heroes protest, he When the Avengers arrive, there are will say he has his orders – from Gyrich no people waiting to greet them. The heroes less). If not asked about the lock, Itch will sign autographs, shake hands and so show the heroes the process of unloading forth. After this, they cut the ribbon to the stock and the upstairs, where and how dedicate the wharf. Speeches are made everything is stored (which is mainly on by local politicians about what this new large metal racks about ten feet tall). warehouse will mean to the City of Boston. Then Itch will show the heroes the security After the ceremony, the Avengers are system and what happens in case shown around by the head of security, someone tries to break in (mainly, the Oliver Itch, and the foreman of entire area is flooded with light and sound, construction. There are also some and the guards start shooting). The politicians and other NPCs touring the ceiling on each level is 15 feet tall. warehouse with the Avengers. During the inspection, the heroes will be able to The Underground investigate the rumors of drug trafficking, although anyone asked about it won’t The underground floor is just as large know anything. and just as empty as the floors above, save for the metal racks. There is also a The Warehouse secret exit here. Have each hero make a red FEAT roll on his Intuition to see if he The warehouse is made of metal, and notices the secret door in the warehouse. an electrified fence has been set up which If any hero asks about the exit, they will security guards patrol both inside and get this reaction, “Oh, that’s an extra room outside. All guards are given radios as where sensitive documents enroute will be part of their standard equipment and are stored. However, since the room isn’t Watts security guards. The warehouse is quite finished, I won’t bore you by showing five stories tall and all floors of the it to you, especially since there are some warehouse are presently empty and very men working in there.” Have each hero large (roughly 100 yards by 50 yards), who sees the door roll another FEAT on although the first floor is being filled with his Intuition. Those who made the roll will goods which are then broken down from hear noises from behind the door. Asking their pallets and carted away to the freight about the noises gets this response, “As elevators to be stored on some level I’ve said, I have some men working in above. there.” Itch will then send the foreman in On the first floor, in addition to to stop the noise, saying “Why don’t you everything else, is a small electronics lock see how the workers are doing?” on the wall. The lock has a combination A round later, the noises will stop. If code and below the lock is a trapdoor. the heroes believe Itch, then the 3 inspection is over. If the heroes do not ask what happened. If the heroes do not The Avengers may decide to follow believe Itch and press him for a look mention it, Gyrich will ask if the inspected the villains (the smartest move) in which behind the door, Itch will say, “I really don’t the underground storage area. If they say case the villains eventually go back to the understand you guys. I thought you were they did not, Gyrich will say, “You morons! warehouse by going thru the subway, more interested in saving the world and Go back and check it out immediately!” If through the secret tunnel and into the that sort of stuff. I really didn’t know that they say that they did, Gyrich will ask for warehouse. It will be getting dark by this watching men using hammers and saws their appraisal of how secure they think time. Go to Chapter 2. If the villains learn turned you on.” (A little Judge sarcasm is the warehouse is. Any mention of the they are being followed, they will lead the called for here as he speaks Itch’s lines.) secret room or the secret exit will get the heroes on a long tour of Boston, covering Anytime a hero wants to push past Itch following response, “Secret room? What all the major historical sites, pausing to and into the next room, he will find the secret room? There is no secret room! read monument markers, etc. When foreman in the room alone. Have another You morons! Didn’t you check the sundown approaches, the villains will hero roll a yellow FEAT on his Intuition to blueprints?” He will then send them back attempt to lose the heroes so they can notice a metal locker in the corner of the to check it out immediately. Go to Chapter head for the warehouse. For a villain to room. There are also work materials piled 2; or the Avengers may have hung around learn he is being followed, he must make up in front of another secret door, making to check out something that doesn’t make a Yellow FEAT against his Intuition. it totally impossible to see at this time. sense. Behind this door is a secret passage leading to the subway. It takes three Beantown by Night rounds to get to the subway. If any hero asks what made the noise If they wait around until dark to check they heard, the foreman will say that a pile out the warehouse again at night, go to of tools fell off the step of a ladder (he Chapter 2. If not, Batroc the Leaper and points the tools on the floor out to them). the villain Void will be seen whenever the Any hero asking about the workmen Itch heroes go into the Boston area (in most said were supposed to be in here will cases, the villains will just be passing thru cause Itch to comment that he forgot that when spotted; however, it is possible that it was lunchtime, and the workmen have they were preparing to commit a crime). an hour off for lunch and must have left. To the villains, have each hero roll a The room is 25 yards by 50 yards. That green FEAT on his Intuition. The villains ends the conversation. The heroes will will not attack first, and if attacked by the then be shown out, as Itch has to get back Avengers, they will press charges of to regular business. assault against the heroes. If questioned After the inspection is complete, the by the heroes, the villains will be evasive Avengers may back to the Avengers as possible, and deliberately flip and smart Mansion, in which case Gyrich will call and mouthed.

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CHAPTER 2: BATTLE AT THE WATERFRONT WAREHOUSE

For whatever reason, the If Batroc and Void flee, the guards After the battle, the police arrive and AVENGERS are investigating the under- and police they meet on their way out will take the villains and thugs off the jail. They ground warehouse at night. If they have not be able to stop them (mainly because also take statements from the heroes and returned to check something out that Batroc can travel faster than they can aim, begin their investigation of what has doesn’t make sense, or because Gyrich and he runs interference for Void). Only happened at the warehouse. They will has sent them back, the heroes will, of the Avengers themselves can stop the also tell the heroes where the villains will course, have to get past the guards and costumed villains. This means that if the be taken if they (the heroes) want to the fence outside. The Judge should heroes do not pursue the costumed question them later. The heroes will have remember that the guards outside are villains when they break away, they will five rounds before the police make it down hired security people, not criminals. They make good their escape. to the drug room in which to search that are doing their job, and if players injure or area themselves. kill them they lose scoring points and They can open the containers full of Karma. Once inside, they must deal with drugs with no problems. There are lots of the electronic lock. If the heroes already drugs, worth millions of dollars. Have each know about the secret room, they will find hero who hasn't rolled to find the locker, the (which is about 25 yards by do so now. If the heroes know about the 50 yards) with about fifteen thugs in it. locker and want to check it out, tell them it There are also containers full of drugs in appears to be a standard metal locker, various stages of cutting and re-packaging about seven feet tall, about 4 feet wide. here. The thugs are discussing plans for The locker cannot be opened no matter the next exchange of goods. Itch is there what the heroes do, despite the fact that and so are Batroc and Void. Once the there is no lock, just a keyhole. (The heroes open the door, whether it is the locker is, in fact, magically sealed.) door to the tunnel and subway or from the Attempts to move the locker, even so underground warehouse, they will much as a fraction of an inch, are futile. If automatically achieve surprise. After the the secret door in the drug room hasn't initial surprise is lost, Itch will immediately been found at this point, have each hero try to escape thru whichever secret door roll a yellow FEAT on his Intuition to find the Avenger characters did not come it. through, while the thugs and the Once the drug ring is broken, Gyrich costumed villains keep the heroes busy. will contact the heroes to either If Itch escapes, subtract 25 points congratulate them and tell them to from all player scores. The thugs fight until question one of the captured criminals to the villains are either captured or flee. get more information on who was Then they surrender. Void and Batroc financing the drug ring operation, (Judge's fight while there is a reasonable change of discretion as to which one), or, if the victory. When this is lost, they attempt to costumed villains were not captured, flee the same way the heroes came in. Gyrich will tell the player characters that Should any thug or costumed villain FBI Agents have captured Void in a escape, subtract an additional 25 points running shoot-out, and will ask the heroes from player scores. to interrogate him. If the heroes go after Itch and he makes it to the subway (Judge remember, it takes three rounds to go from the room to the subway, or from the room to outside the warehouse fence area), he will pull out a blaster and take a hostage to ensure his escape. He will also fire at the hero pursuing him. There will be civilians around the subway station, who are properly alarmed and mill about in fright.

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CHAPTER 3: THE CURSE OF THE RED BULLET

Whether this scene was reached Investigating the red bullet, heroes 's normal range of activities from Scene 1 or from Scene 2, the events find no fingerprints, but if they run it thru (which are more properly, international which transpire next will pretty much be their computer links at the Avengers espionage, threats to national security on the same. The Avengers have entered Mansion (or even tag into the police an international level etc.) Players should the police station to question a villain. No computer network and the FBI Crime also be discouraged during the adventure sooner do they enter the police station Files) they can learn that back during the from leaning on the police or the FBI for than shots are heard. Rushing thru the jail days of Prohibition, the red bullet was the help. The spirit of the game demands that to the appropriate cell where the shots symbol of the . If nobody thinks to the player characters solve the problems, seemed to originate from, they and the use computer links they can also spend not that they delegate their police will see the criminal (whoever they several hours thumbing books and responsibilities to other agencies and were to question) laying on the floor, running down the research at the local other people. bleeding profusely. The only words he library to learn the same thing. Game Master, pick the two best can say are "Red bullet!, Red Once the heroes learn that the players at your table and give them Bullet!" Then he dies. Have Maggia is connected, and presumably tickets to the finals. Base your decision on each hero (roll a yellow the motivating behind the drug skill at handling the mechanics of the FEAT on his Intuition to ring, this part of the adventure game, role-playing ability, and the ability notice a few red bullets ends. The adventure will to come up with workable, usable ideas on the floor near the wall continue in the and actions that advance the adventure in of the cell. finals. a positive fashion. As to who did the Please note killing, people in the cells that any help TOURNAMENT FINALS next to the victims will say that it players request JUDGE – Inform the players that last was a policeman. But where he went, and from SHIELD will episode, we saw the Avengers how he managed to escape is unknown. be automatically (yourselves) uncover a Maggia drug ring No other criminal that has denied, as this is headed by Oliver Itch on Boston’s been caught an internal civilian waterfront. Having smashed the evil- will talk matter, not a case doers, you heroes are now leaving police after this of national headquarters where you have just been murder. security, and given authority to take charge of a not within strange locker found in the underground the warehouse. This locker, although it sphere appears to be normal, cannot be moved, of and it cannot be opened. Due to the extraordinary nature of the situation, the locker has been placed under federal jurisdiction and will soon be moved away to Project P.E.G.A.S.U.S. for further study. Officially at least, you have been given the job of guarding the locker until it can be moved.

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CHAPTER 4: THE MAGGIA STRIKES BACK

As the Avengers are leaving the Only then will he use his electrical After the battle, no villain who is police station, a large black limousine control power to redirect the bolt to captured will talk or answer any question pulls up and out come six costumed hit the closest hero. the Avengers or the police may have. villains. The Avengers immediately recognize the baddies as the , Lightspeed, , Darkflame, Powerhouse, and Audio. Once out of the car, the limo speeds away. Any attempt to stop the car will be hindered by a costumed villain, but even if the car is stopped, the heroes will find only a hired thug driving. The costumed villains have orders from the Maggia to eliminate the Avengers as a thorn in their side; they plan to eliminate the heroes as effectively as possible. However, if things do not go as they plant, they are adaptable and will try a different ploy, as given below. The villains’ plan is to fight one or more of the heroes as follows:  Bulldozer, while he will fight anyone, is especially meant to keep Thor, She-Hulk, and Wonder Man busy.  Lightspeed; he is there especially to keep Black Panther busy.  Darkflame; her primary job is to roast the Beast, , Black Widow, and the Black Panther (though not necessarily in that order).  The Scorpion; he goes after Captain America immediately. Having fought the shield slinger before, he lusts for revenge as to most good villains. He attacks with his tail generally, saving his Should these strategies fail, the NOTE TO JUDGE – The Maggia sent plasma projector for an emergency. villains will try to regroup and continue these costumed villains here because  Powerhouse; his job is to freeze the fighting. At this point endangering other they believed they were more than a Black Widow and Captain America. people will be their ploy. They will attack for the Avengers. Try to run these Then he will go after the Black the heroes as they attempt to save criminals as hard and ruthless, and give Panther and the Beast. victims. If this should fail, the villains will the heroes a hard time. The heroes  Audio, technically the , will flee. For any villain who manages to should have great difficulty dealing with immediately use his magnetic escape, subtract 25 points from the final these baddies and should win, if they do, control powers to screw up Iron scores of the players. Victims include over tremendous obstacles and in Man. Should he have time, he will passerby’s who are in groups watching somewhat battered condition. Make sure go after Captain America’s shield, the heroes and the villains mix it up, and the players know they survived a tough Black Widow’s wrist cartridges and the police inside the station who are at fight by running these criminals tough. , and Wonder Man’s jets. He the door, and also at the corners of the will, however, stop this plan of building with their ineffectual weapons attack if Thor summons lightning. drawn.

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CHAPTER 5: THE WRATH OF HYDRA

The scene begins at the warehouse. the locker, the Hydra agents will attack  Mongrel; she attacks with her claws. When the heroes arrive, the area around from behind by surprise. Both She will usually leap onto a hero, the warehouse is deserted. There are no underground rooms are currently empty claw him up, and then leap away guards, no people, nothing. The electrical except for the locker and the metal racks. before the hero can recover. In fence has been turned off. The heroes These criminals have an attack plan, most cases she will use her poison will have no trouble entering at all. There as listed below. In general, they will not to knock out the hero. Only in the are no lights inside the warehouse; the run away, as the Supreme Leader wants cases of Thor, Wonder Man and electronic lock has also been turned off, these Avengers eliminated, and the price She-Hulk will she immediately strike and the trapdoor is open. Any search for failure in Hydra is often death anyway. to kill. She figures she/the others outside for people or activity is futile. Kalvak, however, will run when most of can kill heroes rendered Looking around inside, however, will the other agents are either captured or unconscious or immobile by her quickly reveal 7 Hydra agents waiting for killed, if for no other reason than to keep poison later, however she has the heroes on the second floor. Players the heroes from getting the key he is doubts concerning the three above do not know these criminals work for carrying. mentioned heroes and will take no Hydra, and the Judge should not tell chances with them. She will not them. If a battle takes place on the  The ; he will immediately target bother with Iron Man until the other second floor, metal racks which hold those heroes his blaster will have heroes have been dealt with. warehouse goods cut down on the the most effect on. In this case that  Megavolt; he has two forms of amount of fighting space and could means Black Widow, the Beast, attack. First, he has energy touch become obstacles to be used by the Black Panther, and Captain which shoots electricity through his criminals in battle. America. He has web bombs and victim. Second is his distance If the players do not search the tangler cables and will use these attack of throwing lightning bolts. warehouse (a likely occurance) and go when he can’t get off a good shot He is more than willing to take on straight to the secret room which holds with his blaster. any Avenger.  Paralysis; he also has two forms of attack. The first is generation and control of the which he uses to knock out his opponents. The second form is his paralyzing touch.  Zephyr; he usually creates strong winds to batter down structures and toss people around. He plans to use this power to relieve Captain America of his shield the first time he throws it. Other ploys are to create vacuums between heroes so they can’t communicate.  Batroc; what a surprise, he has managed to escape somehow. He will take on any hero except for Thor. Captain America is probably his first choice for an opponent.  Kalvak the Conjuror; he is the leader of the group and will be the first one to run. He carries the key which will open the locker, but will not use it as the contents of the locker must be saved until the Supreme Leader says otherwise. Kalvak’s standard line of attack is to set up the appropriate shields and defenses first, and then attack the heroes with mystic bolts of energy.

NOTE TO JUDGE – This should be a tough fight. The battle can be won by the players without all that much difficulty if 8 they remember to use their powers the villains. Any heroes who are seriously arrives anyway. At this point, all the properly and to coordinate their attacks – injured or unconscious can be whisked off players have to do is to ask if they in other words, fight as a team, which to the hospital at the same time. Once found anything on any of the fallen they should be doing since they are the SHIELD secures and searches the villains. He will reply that something was Avengers. The Judge should run the bodies, Fury takes a brief statement from found, but that it is being sent to Project villains as vicious, murderous fighters the Avengers and leaves. P.E.G.A.S.U.S. for further study. To get who are there to kill the Avengers dead. If the key after Fury’s men have found it, things really go very badly for the players the players will have to go to Gyrich, who, and all hope is absolutely lost, the players after a proper amount of fumbling and have totally bungled it and the villains are waiting will let the players have the key as mopping up the landscape with them and he still has not figured out how to move all else is down the drain, the Judge call the locker anyway. Once they have the pull the ever popular deus ex machina by key, after the proper amount of time having Colonel and a strike wasting, go to Chapter 5. squadron of SHIELD agents break in, If players do not find the key, and do opening fire with automatic weapons, and not think to ask Fury if anything strange energy blasting weapons. The interesting was found when his people villains are disoriented, and all run away. searched the bodies, then let the players If Fury has to be used, the players decide what to do. If they decide to automatically sacrifice 50 points on their question the captured criminals, they can final scores. Damage done to the players learn that the Maggia had set up a deal in combat stands. Fury fights, he does with Hydra and some hi-tech companies not run a miracle ambulance service. If abroad. The Maggia would trade drugs Fury has to be pulled in (this is the for technology, and then sell the absolute last action), all the criminals get equipment to Hydra. The criminals with away automatically. the Hydra medallions will be most If the players successfully handle the reluctant to speak with heroes; the other attack by the costumed criminals, they crooks, particularly Batroc who is have ten rounds, one full turn, in which to essentially a mercenary, will be more investigate the bodies of their opponents. willing to talk, especially if the fact that If they search bodies they can find some they cooperated with authorities is noted useful items and some useful information. on their records, possibly aiding in First, on Kalvak’s body they will find obtaining lighter sentences. around his neck two gold chains. On one The Hydra agents can tell the heroes of them is a medallion is the multi-fist that they were planning to buy hi-tech symbol of the Hydra, which all the equipment from the Maggia, but where Avengers characters will immediately they were going to get the goods, they recognize. In addition, the other chain don’t know. The agents were mainly on has an odd key on it, a small key with one the scene to deal with possible opposition end pin-like in shape, as though to fit into from the law, and to make sure that something unique and the other end transactions moved with “honor” and no which looks as though it fits a regular double-crosses. keyhole. In addition, Megavolt and From the Maggia villains the players Paralysis both are wearing chains with can learn that they were planning to sell Hydra medallions on them. If players have discovered the key drugs and narcotics abroad to hi-tech Ten rounds after the competition of and wish to investigate the locker on their firms. From this point let the heroes combat, the players hear a sound from own, they may do so. If they check the figure things out for themselves. At this above, as though from a huge helicopter. tunnel to the subway they will find that it is point, the Judge might remind the players Then they hear the sound of running feet, being filled in, by order of Gyrich and the that it was the Maggia who was running and seconds later Nick Fury and a strike City of Boston, and that the Boston the warehouse full of electronics squad of SHIELD agents comes in to Department of Public Works (DPW) has equipment. They may solve the smaller congratulate the Avengers on a job well the job almost completed. Once the mystery, but without the key they are in a done and to take charge of the fallen players decide to open the locker on their corner. Let time run down until they villains. Fury explains that they had a tip own, go to Chapter 5. either remember to check with Fury, or that Hydra was involved with the things If the players do not search the follow up other dead end leads and the going on in this warehouse, but they bodies, and thus do not find the key or for time limit expires. couldn’t take action until Hydra tipped its some reason do not decide to check . locker, let time run. The Judge should Fury’s agents begin tying up, allow a pause after combat for players to attending to, and searching the bodies of make decisions and do things before Fury

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CHAPTER 6: OUT OF THE VALLEY OF SHADOWS

The Avengers are about to open the open its mouth enormously and swallow University. These same heroes will be locker. Placing the key in the keyhole people whole. Any hero who decides to able to recognize the body as that of John works. The heroes see that the key fits look into the locker will see a gate to a Morph. The notebook records in detail and turns and a click can be heard. Once different plane (players may not recognize his bizarre genetic experiments. An entry unlocked, the locker immediately glows this is exactly it, however, they see near of the written pages is an eerie blue, and before the heroes can strange colors and vaguely odd shapes). particularly informative: react, a hideous monster bursts forth from Once the monster is either subdued the locker, as the door to the locker or slain, the heroes can take a closer look I’ve done it! My experiments are a completely dissolves/disappears. at the situation. If the monster kills the success. I’ve manage to transform The monster does one of two things. players, there will be no chance to look at human tissue into flesh of another race It either eats whatever is around it, or it anything else. Immediately inside the altogether. The race will be stronger than smashes things to bits. The deter- locker space is a dimly lit space. Players humanity by far, very carnivorous and mination of which action the monster must physically go through the locker destructive. Just what Hydra wants for its takes is simple, since people are doorway to find out what is inside. army of sleepers. Now all that I need are considered by the beast to be food. The In the dimly lit space, the heroes the subjects Hydra promised me. monster is extremely strong and stands almost stumble on the remains of a about 14 ft tall. It also has hinged jaws, human being. He has obviously been in a The last entry records how one of his something like a snake, which allows it to fight with some fierce opponent as he is “subjects” refused to cooperate and how very bloody and various he “got out of hand”. This entry is not parts of his anatomy are finished. missing. The body is Investigating this chamber further, dressed in the remains of the heroes will find more a lab coat. If the remains against a far wall. There are fifty-one of are searched, the heroes the creatures all total, and each one is will find an odd piece of inside a tall plastic tube and appears to metal on a chain around be dormant. Behind each tube is a his neck. The piece of sealed doorway about the size of a locker metal has a round hole in door. Above each door is an inscription. one end, and a small Vocalizing the inscription releases the indentation at the other. monster in the tube. The tube shatters to It fits very nicely onto the and the monster immediately moves key found on Kalvak’s forward on a path of destruction. body, which was used to Judge - hand a note to the player or open the locker. players who check this area out. In the Next to the man’s note inform him that there are cardboard body, further up into the placards behind each of the tubes with chamber, is a table, and the following words written on them – on the table is a , X-Men, , New notebook. If the heroes Mutants, of Monsters, , read from this notebook, , Liberty Legion, Strategic Air they can learn that this is Command, Ft. Knox… Listen carefully to the scientific journal kept what the players do. The minute one of by John Morph (an the players says one (or more) of the eccentric genetic experi- names you have passed over to them as menter). Have each hero being written on the placards, one (or roll a FEAT on their more) of the plastic tubes disintegrates to Reason to see if they dust and the appropriate number of have heard about him. monsters is released to attach the Those who have will players. The size of this room is 40 by 60 know that he disappeared feet, with five feet along the N long side of a few months back after the room taken up by the row of tubes announcing some and doors behind the tubes. controversial experiments The monsters cannot destroy the at Empire State tubes, due to an odd combination of 10 science and sorcery so popular in the and he’ll suggest they turn it over to and Gyrich will be satisfied. If the heroes Marvel Universe, these cannot be harmed Project P.E.G.A.S.U.S. anyway. lie to Gyrich and the story is full of holes by mere physical means, so no more of If the players decide to keep the key, and contradictions, and Gyrich (played by the monsters can break free unless the even if they keep it in the Avengers you) believes/learns he is being lied to, players utter more words. Players do not Mansion, they will have trouble. The subtract 75 points from each player’s know this, of course. The monsters can Hydra villains, at least the ones wearing scores. At that point, Gyrich tells them move very fast, so even if the players the Hydra medallion, know about the key, they must either tell him the entire story, make a mad rush for the entrance by and they know something about its the whole truth, or they lose their security which they came into this strange room, properties. Have these particular clearance. they cannot outrun the monsters, who will costumed villains freed from jail by a Make your selection for best player, break out and follow right on their heels. Hydra attack squad who blow down the based on playing ability, role-playing, The finals end when the players prison walls to free them. The Avengers ingenuity in advancing the plot with good figure out a way to close the gate that get the good word by telephone, and just workable ideas, and bring your point holds this room, and when they put the as they hang up, the villains attack them, results and recommendations to the key in a safe place. The first part of this wherever they might be (probably the Jefferson Hall lounge and give them to should be easy. Investigating the half key ). If the villains get the one of the General Staff members (the they retrieve from Kalvak they will find the key, they utter the magic connecting guys with the black t-shirts) so the trophy words “Hail Hydra” inscribed on this side words, the doorway opens right there, can be awarded. of the key. Using a form of magic and and they begin setting the monsters free these words would have allowed Kalvak to attack the Avengers. If the heroes beat AFTERTHOUGHTS: to open this locker safely. The other part back the attack, they should (hopefully) The key found around the neck of of the key found inside this room has the realize that Hydra wants that key very Kalvak has an inscription on it, specifically inscription “Eternal Power” inscribed on it. badly, and knows that the Avengers still the words “HAIL HYDRA, with an open This makes a complete phrase. To give have it. If they still decide to hold onto the quotation mark. This should be made the players a clue, have the first part of key, the adventure ends, and the players clear to the players when they find and the inscription read exactly as follows take another 25 point subtraction from examine that key. The Judge should note “HAIL HYRA and finish the inscription on their final scores. The Avengers are that without Kalvak’s unique magic the second half, when screwed together supposed to solve problems, not set up knowledge and skills, that the players with the other part of the key, to finish the the ground rules for endless hours of cannot safely open that locker, and so line with ETERNAL POWER”. Note that mindless combat, which is what the must always face at least one of the the first part of the line has an open players will be doing if they hold onto that synthetic monsters. In addition, when the quotation mark and the second half of the key. door of the locker disappears/blows line has the close quotation marks, If the players decide to remove the up/whatever, the key will probably be indicating the phrase is now complete. key from planet Earth, then accept this as hurled across the room. Unless the Players holding the key, screwed a workable solution. Give each player 10 players specifically say they are looking together, and repeating this phrase points for original thinking, and still have for it after dealing with the monster, and verbally, automatically close or unlock the the villains attack them, as the villains still then retrieve it, they will not have it when door at their will. Saying the phrase think the Avengers have the key, and will they enter the storage chamber/ inside closes the passageway back to the continue to believe that until the word experimental chamber beyond the warehouse, and they are in a closed gets out that the players do not have the dimension door. They can always go chamber with no sign that a doorway or key. If the villains win, and can’t find the back and look for it, of course, but players passageway ever existed. Saying it again key, they leave in disgust. If the players do not have it unless they say they opens the passageway back up. Saying win, they should have the brains enough searched for it in the warehouse room, the phrase with the key in their to report some of this to other people. found it, and picked it up there. possession from the warehouse side Regardless of what the players do The Judge should inform the players closes the passageway completely, the with the key, just before the adventure early, about the recovery costs for locker becoming nothing but a (by now) ends, have Gyrich call the players to damage in this game, as some players battered sheet metal locker and the inform them that he thinks the may be out of action after some of the chamber and its tubes of horror are P.E.G.A.S.U.S. people have found a way battles here. Overnight characters add closed. to move that locker. At this point, the their current Endurance points to their The second part is a bit trickier. heroes should tell Gyrich what has remaining Health points. If they get bed Disposing of the key by dropping it into a happened. If they went to Gyrich in the rest, it’s double their current Endurance. volcano or into the ocean will work, but first place, to get the key, Gyrich calls to If they are in a hospital, each day will give the players lose 50 points, as the key will ask them how they made out with it. them triple their current Endurance to eventually turn up again in the future Judge - listen carefully to what the their health points. If players are in (remember, the key has magical players say in this situation. Remember, negative numbers and their current properties, and even a volcano won’t the Avengers are supposed to be the Endurance is shot, they heal at the rate of destroy it). If they think to give the key to good guys. Gyrich will be unhappy that one rank per week, no faster. Healing Project P.E.G.A.S.U.S. or Dr. Strange, or the locker is destroyed before ratios could become a factor in this to Gyrich (who will promptly turn it over to P.E.G.A.S.U.S. got a chance to competition, and the Judge should keep the research people at Project investigate it, but satisfied that a Hydra the players informed on the matter. P.E.G.A.S.U.S.), this solves the problem scheme was uncovered and dealt with. If completely. Giving the key to Fury, or the players lie to Gyrich, but the story is telling Fury and S.H.I.E.L.D. that they plausible and makes good sense, have the key will call for an explanation, subtract 30 points from their final scores, 11

BEAST FEET: The Beast's pedal dexterity is so good Hank McCoy, geneticist that he can use his feet as if they were another pair of hands. He gets a kick out of doing things Fighting: INCREDIBLE with his feat that most people have to do with Agility: AMAZING their hands. Strength: REMARKABLE Endurance: EXCELLENT Talents: Genetics Reason: EXCELLENT Intuition: GOOD Background: The Beast was born with great Psyche: EXCELLENT agility. offered to train the Beast to use his power for good purposes. As a member Health: 140 of the X-Men, he learned a lot about combat Karma: 50 and teamwork. The Beast later got a job at the Resources: GOOD Brand Corporation. There he discovered a Popularity: 25 serum that could change his appearance. He figured he could change his looks to ferret out Powers: enemy agents, but instead the serum enhanced his beastlike powers - and made him look like a CLIMBING: The Beast can climb at his normal beast, too! The change is irreversible. Hank movement rate rather than just one area per McCoy has learned to accept his new turn. He is fond of climbing the walls of appearance, and sometimes he even seems to whatever room he happens to be in. revel in it.

BLACK PANTHER Talents: The Black Panther is highly skilled in T’Challa, King of the martial arts.

Fighting: AMAZING Background: T'Challa's father, the former king Agility: REMARKABLE of Wakanda, was slain by , who wanted Strength: EXCELLENT the from that country's mines. Endurance: REMARKABLE Wakanda is the only country known to have this Reason: GOOD useful metal. T'Challa swore to avenge his Intuition: REMARKABLE father's death. After his triumph over Klaw, Psyche: EXCELLENT T'Chalia went to Europe for schooling. He was trained in various forms of the martial arts. He Health: 130 later returned to Wakanda and obtained a Karma: 60 sacred, heart-shaped herb that granted him his Resources: AMAZING great physical powers. Popularity: 55

Powers:

EXTRAORDINARY SENSES: The Black Panther has Incredible sight, hearing, and smell. He uses these senses to track creatures.

INFRAVISION: The Black Panther can easily see in the dark.

COSTUME: Because of his dark costume, the Black Panther is hard to detect in darkness or dim light. Opponents must shift two columns to the left on their Intuition FEAT rolls when they are trying to spot the Black Panther.

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Other cartridges on Black Widow’s wrist BLACK WIDOW bracelets contain a radio transmitter/receiver Natasha Romanova, Adventurer and several tear-gas pellets. One tear-gas pellet fills one area with gas. Anyone who Fighting: INCREDIBLE inhales the gas must make an Endurance FEAT Agility: REMARKABLE roll before he can perform any action in a round. Strength: GOOD Endurance: EXCELLENT BELT: Black Widow occasionally wears a belt Reason: GOOD made of metal disks. Each disk holds a plastic Intuition: INCREDIBLE explosive that does Remarkable damage to Psyche: GOOD whatever it hits and Good damage to anything else in the same area. Use the grenade rules Health: 100 when Black Widow uses these disks. Karma: 60 Resources: TYPICAL SUCTION CUPS: Black Widow's uniform Popularity: 30 contains electrostatically charged suction cups on the feet and hands. These molecule-sized Powers: cups allow Black Widow to climb walls and to ceilings with Remarkable skill. WRIST BRACELETS: Black Widow wears wrist bracelets that are capable of emitting a high- Talents: Black Widow is highly skilled in the frequency electrostatic charge. This Charge martial arts. does Excellent damage as an electrical distance weapon. Black Widow can hit any Background: When her husband died while target in any adjacent area with this weapon, testing a new jet plane, Natasha enlisted in the which she refers to as her "widow's bite'. KGB (the Russian espionage agency). She was One of the cartridges on Black Widow's wrist trained In the martial arts and in espionage. Her bracelets contains a 100-foot-long hooked wire. first assignment was to infiltrate Stark She can use this "widow's line" to swing Industries. Eventually she defected and joined through up to four areas in one round. S.H.I.E.L.D. After leaving S.H.I.E.L.D., she joined the Avengers, and is now one of their reserve members.

Cap can throw the shield to hit a target; he CAPTAIN AMERICA can even make a called shot, bounce the shield Steve Rogers, Adventurer off several targets, and have it return to him. He has Monstrous Agility when throwing the shield, Fighting: AMAZING and the weapon does Remarkable damage to Agility: INCREDIBLE anyone or anything it hits. Strength: EXCELLENT Endurance: REMARKABLE Talents: Captain America is an expert in all Reason: GOOD forms of martial arts and wrestling. When Intuition: INCREDIBLE wrestling, he gets two column shifts to the right Psyche: GOOD on his FEAT rolls. Captain America is also a master of military Health: 140 strategy and tactics. His Reason in this subject Karma: 60 area is Incredible. Resources: EXCELLENT Popularity: 100 Background: At the outbreak of World War II, Steve Rogers volunteered to take the "super Powers: soldier" formula, which changed him Into a physically perfect human. He trained in all forms SHIELD: Captain America carries a circular, of combat, and served his country in Europe red, white, and blue shield made of a special during the war. While on assignment during the mixture of adamantium and vibranium (Class war, Cap was thrown into the Icy waters of the 1000 strength). The shield is a Unique Weapon North Atlantic and frozen in suspended and is immune to all forms of energy except animation for decades. The Avengers magical and psionic. eventually rescued Captain America and made The shield can absorb up to 90 points of him part of their team. Cap has led the damage per round, but Cap cannot attack in the Avengers on many occasions. same round that he uses his shield for defense. Even when using the shield, he's still subject to special battle effects such as slams or stuns.

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palm, capable of doing Amazing damage to any IRON MAN target up to 10 areas away. Tony Stark, inventor ABSORPTION: The armor can absorb Fighting: EXCELLENT Unearthly amounts of electricity and channel Agility: EXCELLENT this energy out through the suit's repulsors or Strength: INCREDIBLE as electricity. The suit can be modified to Endurance: MONSTROUS absorb other types of energy. Reason: INCREDIBLE Intuition: EXCELLENT FLIGHT: The armor's boots contain turbines Psyche: TYPICAL which allow Iron Man to fly at Monstrous speed.

Health: 155 CHEST LAMP: The armor has a high-intensity Karma: 66 lamp which allows Iron Man to see in darkness Resources: GOOD or to blind an unsuspecting foe for 1 - 1 0 Popularity: 70 rounds. The victim gets an Endurance FEAT roll to avoid the effect. Powers: All of Iron Man's powers come from his suit of AIR SUPPLY: Iron Man can close the eye and armor. Without it, he is a normal man of Typical mouth holes in his armor. The armor is then Strength and Endurance. airtight enough so that it can be used in outer space. The air supply in the suit is good for up BODY ARMOR: The armor provides Amazing to 2 hours in total vacuum or underwater. protection from physical damage. Talents: Tony Stark has engineering talent, RESISTANCES: The armor provides Unearthly enabling him to invent and construct any device resistance to radiation, plus Remarkable of Incredible power or less. resistance to heat, cold, and acid. Background: The Iron Man armor is presently FIRE EXTINGUISHER: The armor can spray operated by Tony Stark, its inventor. Jim foam covering one area that reduces the effect Rhodes, one of Stark's hired pilots, wore the of fire by an additional Remarkable amount. armor for a time while Stark was battling against alcoholism. Now that Stark has solved his REPULSORS: Each of the armor's hand problems, he has taken up the armor again. coverings contains a plasma projector in the

choice. On occasion an overdose of gamma SHE-HULK radiation has forced the change upon her. She Jennifer Walters, Lawyer rarely becomes Jennifer Walters, preferring to be the stronger She-Hulk. Fighting: REMARKABLE Agility: EXCELLENT Jennifer Walters: Strength: AMAZING F A S E R I P Endurance: AMAZING Ty Ty Pr Gd Gd Gd Ty Reason: TYPICAL Intuition: GOOD Health: 26 Karma: 26 Psyche: EXCELLENT Resources: Excellent Popularity: 10

Health: 150 Talents: She-Hulk used to be a lawyer in her Karma: 36 life as Jennifer Walters. She still has that Resources: EXCELLENT knowledge and training. Popularity: 30 Background: Jennifer Walters was shot by a Powers: gangster while her cousin Bruce Banner was visiting her. To save her life, Bruce Banner DENSE FLESH: She-Hulk's body is dense gave her a blood transfusion, and she gained enough to give her Incredible protection from some of the Hulk's abilities in that way. When damage. she was later attacked by the same gangsters, she became excited and angry, which caused LEAPING: She can make Remarkable leaps of her to tum into the She-Hulk. She found that up to 3 areas using her powerful leg muscles. she liked being the She-Hulk better than being Jennifer Walters. She accepted an offer to be ALTER EGO: Like the Hulk, she has a weaker an Avenger, but then recently became a alter ego. Unlike the Hulk, her mind and reserve Avenger when she replaced the Thing personality stay the same in either of her forms. in the Fantastic Four. She can change from one to the other by

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hammer can lift THOR is Thor's Thor, Thunder God Strength. He flies with Fighting: UNEARTHLY Amazing speed. Agility: EXCELLENT Strength: UNEARTHLY SHIELD: By Endurance: UNEARTHLY spinning his Reason: TYPICAL hammer swiftly, Intuition: EXCELLENT Thor can deflect Psyche: AMAZING missiles and energy beams of Health: 320 Remarkable Karma: 76 strength or less. Resources: EXCELLENT Popularity: 100 ALTER EGO: Until recently Thor Powers: could

DENSE FLESH: Thor's body is as tough as brick, which gives him Excellent protection as body armor. The standard for most Asgardians is Good protection.

MJOLNIR: Thor's magical hammer, , is a Unique Weapon made from mystical Uru metal, a Class 1 000 material. Thor's fighting is only Shift X, not Class 1 000, with it. The hammer has the following enchantments:

1) Return. The hammer always returns to the thrower's hand and is caught automatically in the same round it was thrown. assume the identity of Thor can throw it up to 1 0 areas. Dr. Donald Blake by striking the hammer on the ground. When 2) Worthiness. Only those who are worthy Thor was in the form of Dr. Blake, (good, honorable, etc.) may lift Mjolnir. If Thor the hammer was a walking stick himself becomes villainous or cowardly, he that had none of the hammer's cannot lift the hammer again until he proves powers but could not be destroyed. himself worthy. Even a worthy character must Striking the stick on the ground have at least 1 000 Karma and Remarkable turned Dr. Blake back into Thor. If Strength. A non-living force may lift the hammer the hammer was ever out of Thor's if it has at least Remarkable Strength. grasp for more than 60 seconds, he reverted to Donald Blake. After learning humility he his alter ego automatically. recently lifted remained on Midgard (Earth) as one of its 3) Weather Control. The wielder has Unearthly this enchantment on Thor. champions. He is called upon to settle affairs in control of weather. He can call or dispel storms. occasionally. He can cause villains to be struck by lightning Talents: Thor trained for many years with a bolts for Monstrous damage. He can make sword in Asgard. He gets a column shift to the lightning bolts come directly from the hammer. right when using one.

4) Dimensional Travel. By spinning the hammer Note on Resources: While Thor's personal just right, the owner can cross into other resources are Excellent and usually sufficient dimensions such as Asgard, Olympus, Limbo, for his needs, in times of dire emergency he can and numerous pocket dimensions. approach his father Odin, whose resources are Class 1000. FLIGHT: This power is accomplished by using the hammer. By throwing it and grabbing onto Background: Thor is the son of Odin. For the thong, Thor is pulled along behind the many centuries Thor adventured in Asgard, hammer. Thor can mentally control his flight fighting giants, trolls and other path. The only limit to how much weight the adversaries. In order to teach Thor humility, Odin enchanted him into the mortal form of Dr.

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WONDER MAN Talents: Simon Williams is an aspiring actor, Simon Williams, Actor although not a very good one. He is now a stuntman, and is very good at this job because Fighting: GOOD he can't be hurt. Agility: REMARKABLE Strength: UNEARTHLY Background: The owner of a failing company, Endurance: MONSTROUS Simon Williams fell in with and the Reason: TYPICAL Enchantress, members of the . Intuition: TYPICAL He was subjected to an "ionic ray" treatment Psyche: TYPICAL that gave him extraordinary strength and invulnerability. Zemo told him that a side effect Health: 215 of the treatment would kill him unless he took Karma: 18 an antidote that Zemo provided him with every Resources: POOR week. Then the Masters of Evil, with Wonder Popularity: 45 Man on their side, took on the Avengers. In the battle, Wonder Man betrayed Baron Zemo, and Powers: the Masters of Evil were defeated. But Wonder Man apparently died because he didn't have the HARD SKIN: Wonder Man's skin is so hard that antidote he needed any more. His brother, the he has Amazing protection from damage. , took the body to a voodoo priest to have it revived. Brought back to "life" as a ENVIRONMENTAL INDEPENDENCE: He does mindless , Wonder Man followed the not need to eat, drink, or breathe, but can if he commands of his brother and attacked the wants to. He can survive in outer space. He is Avengers. However, he slowly began to regain not truly a human anymore and does not age. his humanity. It was later discovered that he was not dead, but only in a deep coma while FLIGHT: He wears a belt which allows him to fly undergoing a permanent metamorphosis into a at Remarkable speeds. The belt can only lift form that allowed him to retain his powers. 300 Ibs. more than his own weight.

feet as lethal weapons, dealing up to Excellent BATROC THE damage in a single attack.

LEAPER LEAPING AND TUMBLING: Batroc has trained himself in gymnastics to Olympic levels and is Georges Batroc, Mercenary capable of leaping over a two-story building in a

Fighting: INCREDIBLE single bound. In addition, if he lands on his feet Agility: REMARKABLE (makes a successful Agility FEAT roll) when Strength: EXCELLENT slammed or thrown, any further adverse effect Endurance: REMARKABLE is negated. Reason: GOOD Intuition: REMARKABLE Modus Operandi: Batroc learned his fighting Psyche: GOOD skills while serving in the French Foreign Legion. Since that time, he has served as a Health: 120 special mercenary for hire, willing to steal or Karma: 50 smuggle for any price. Batroc is a man of Resources: GOOD honor, however, and will not willingly take Popularity: -5 another’s life, preferring to defeat his opposition on the field of combat. On several occasions Powers: while on a mission, Batroc has run afoul of Captain America, and regards the American MARTIAL ARTS: Batroc is a master of the “Captaine” as a personal challenge. He has French martial art of savate, or kick-boxing. In assembled other mercenaries under his addition to being able to stun and slam oppo- leadership from time to time, calling them nents larger than himself, Batroc can use his “Batroc’s Brigade.”

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Fighting: REMARKABLE Background: MacDonald Gargan was a private SCORPION Agility: INCREDIBLE investigator in the employ of J. Jonah Jameson. MacDonald Gargan, Professional criminal Strength: INCREDIBLE Jameson, while casting about for some way of Endurance: INCREDIBLE defeating Spider-Man, discovered Dr. Farley Reason: TYPICAL Stillwell, a scientist who had made great leaps Intuition: TYPICAL in mutagenics. Jameson offered Stillwell Psyche: GOOD $10,000 to change someone into a super- powered for Spider-Man, and offered Health: 150 Gargan $10,000 to be that subject. Gargan and Karma: 22 Stillwell agreed, and Stillwell mutagenically Resources: TYPICAL altered Gargan to give him his superhuman Popularity: -15 powers. Stillwell also provided Gargan with a cybernetically controlled tail to use as a Powers: weapon. So armed, Scorpion went out to fight Spider-Man. WALL CRAWLING: Gargan has Excellent wall- During the battle, Stillwell observed that crawling abilities on any surface he can grip, the animals he used in previous experiments including concrete and masonry but excluding showed psychotic behavior. He realized that his glass. modifications would soon destroy Gargan's sanity as well. Gargan went mad, blaming BODY ARMOR: Gargan's costume provides Jameson for his situation, and tried to kill the Excellent protection from physical attacks and editor. Farley Stillwell perished in an attempt to Remarkable protection from electrical damage. administer an antidote, and Spider-Man defeated Scorpion. During the next few years SCORPION'S TAIL: Scorpion's tail is made of Scorpion escaped incarceration several times to Incredible-strength material and inflicts Amazing seek revenge on Jameson. Jameson, damage when it hits. It can react to mental meanwhile, kept his role in Scorpion's past a commands from Gargan, who can make it coil secret while quietly paying for Gargan's like a spring to enable him to clear buildings psychiatric treatment. Finally, Jameson three stories high in a single leap. The tail also admitted his responsibility for the creation of contains a plasma projector capable of firing a Scorpion and, though no criminal charges were bolt up to 10 areas away for Remarkable brought against him, resigned his position as damage. editor of the .

OLIVER ITCH NAMELESS THUGS Spy

Fighting: GOOD Fighting: GOOD Agility: GOOD Agility: TYPICAL Strength: TYPICAL Strength: TYPICAL Endurance: TYPICAL Endurance: TYPICAL Reason: GOOD Reason: POOR Intuition: TYPICAL Intuition: POOR Psyche: TYPICAL Psyche: POOR

Health: 32 Health: 28 Karma: 22 Karma: 12 Resources: Good Resources: Typical Popularity: 9 Popularity: 0

Powers: None Powers: None

Equipment: Handgun (2 Area range, 6 pts Equipment: Handgun (2 Area range, 6 pts damage). damage).

Talents: Oliver Itch is trained in the use of Talents: Guns guns.

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Fighting: TYPICAL Launchers: The launchers have a range of 5 FIXER Agility: TYPICAL areas. The two primaries will hold Incredible Paul Ebersol, Professional criminal Strength: TYPICAL Rank ammo. There are six single-shot Endurance: TYPICAL launchers below the primaries, holding Reason: INCREDIBLE Remarkable Rank ammo. Both primaries or Intuition: EXCELLENT three secondaries can be fired per round. Psyche: GOOD Clamp: This steel clamp can be fired Health: 24 out to 2 areas. If it hits, the target is surrounded Karma: 70 by a gravity field that Grapples with Incredible Resources: REMARKABLE Intensity. Popularity: -10 Pistol: A laser, inflicting Excellent Energy Powers: damage with a range of 7 areas.

All the Fixer’s powers derive from his weapons -Knucks: An electro-knuck does and technological devices. Remarkable electrical damage.

BODY-SUIT: The Fixer’s uniform is made of Flight: The Fixer can fly at Shift X speed for up Kevlar cloth, giving Typical protection against to 20 hours. He can hover and Blindside physical attacks, Excellent from fire and heat, unsuspecting opponents. and Incredible from electricity. Helmet: The Fixer's helmet provides Battle-Vest: The Fixer's metal vest is made of Remarkable protection for his senses. The Remarkable strength material. It contains many helmet has a 3-hour air supply. of his weapon systems. Ammunition: Used in his launchers, all Sonic Blaster: This weapon fires a Remarkable standard grenade types (fragmentary, smoke, intensity beam affecting everyone in the target tear gas, knock-out gas, flash, concussion, and area. It has a range of 4 areas. sonic).

Electrification: The vest can be electrified, TALENTS: The Fixer is a genius at Electronics, causing Incredible electrical damage to Engineering, and Computers, and also has the opponents who come into contact with it. Repair/Tinkering skill.

ZEPHYR PARALYSIS MEGAVOLT Unknown, criminal Unknown, criminal Unknown, criminal

Fighting: INCREDIBLE Fighting: INCREDIBLE Fighting: POOR Agility: REMARKABLE Agility: INCREDIBLE Agility: INCREDIBLE Strength: EXCELLENT Strength: REMARKABLE Strength: REMARKABLE Endurance: INCREDIBLE Endurance: EXCELLENT Endurance: REMARKABLE Reason: EXCELLENT Reason: EXCELLENT Reason: REMARKABLE Intuition: EXCELLENT Intuition: REMARKABLE Intuition: GOOD Psyche: EXCELLENT Psyche: POOR Psyche: REMARKABLE

Health: 130 Health: 130 Health: 104 Karma: 60 Karma: 54 Karma: 70 Resources: UNKNOWN Resources: UNKNOWN Resources: UNKNOWN Popularity: 0 Popularity: 0 Popularity: 0

Powers: Powers: Powers: AIR CONTROL: Zephyr can lift up to 80 tons, BODY ARMOR: Remarkable Body Armor ENERGY MISSILE - LIGHTNING: Amazing create vacuums, whirlwinds, and wind shields to deflect attacks with his power DARK FORCE CONTROL/GENERATION: ENERGY TOUCH: Incredible Excellent rank Talents: Zephyr has a background in RESISTANCE - ELECTRICITY: Amazing Archaeology. PARALYZING TOUCH: Incredible rank. Talents: Megavolt has a background in Costume: Light blue, with dark blue boots and Talents: Paralysis has a background in Electrical Engineering. cape. Engineering. Costume: Megavolt’s costume is blue with a Costume: One-piece outfit that is completely lightning bolt across his chest. black. However, his cape is gray.

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MONGREL KALVAK LIGHTSPEED Unknown, criminal Unknown, criminal THE CONJURER Fighting: GOOD Unknown, criminal Fighting: EXCELLENT Agility: REMARKABLE Agility: REMARKABLE Strength: REMARKABLE Fighting: GOOD Strength: EXCELLENT Endurance: REMARKABLE Agility: TYPICAL Endurance: EXCELLENT Reason: TYPICAL Strength: GOOD Reason: GOOD Intuition: GOOD Endurance: REMARKABLE Intuition: GOOD Psyche: POOR Reason: INCREDIBLE Psyche: EXCELLENT Intuition: EXCELLENT Health: 100 Psyche: REMARKABLE Health: 90 Karma: 20 Karma: 40 Resources: UNKNOWN Health: 56 Resources: UNKNOWN Popularity: 0 Karma: 90 Popularity: 0 Resources: UNKNOWN Powers: Popularity: 0 Powers: RESISTANCE TO POISON: Monstrous LIGHTNING SPEED: Excellent rank Powers: HYPERSENSES – SMELL & HEARING: MAGIC DEFENSE - SHIELD: Treat as Talents: Zephyr has a background in Excellent rank Remarkable rank body armor. Shield will Archaeology. shatter if heroes attack and make a Red FEAT. LEAPING: Excellent rank. Caster must make an Endurance FEAT or be Costume: Lightspeed has a white costume stunned for 1D10 rounds. with yellow streaks in it. He will not appreciate BODY ARMOR – THICK FUR: Incredible anyone saying he has a yellow streak in him, MYSTIC BOLT: Mystic bolts doing Remarkable however, and may redirect his attacks toward NATURAL WEAPONRY – CLAWS: Typical damage. Not that if the spell is cast the hero who first insults him. material strength, Incredible damage (use hack successfully, it does the damage. & slash table); poisonous claws of Amazing rank, can secrete poison from her claws and Spell limit of one per round for either attack or control when its secreted. defense – not both.

Appearance: Covered by brown fur, and Costume: Kalvak wears an olive green tunic appears much like a humanoid dog. and a black cloak.

BULLDOZER POWERHOUSE DARKFLAME Unknown, criminal Unknown, criminal Unknown, criminal

Fighting: INCREDIBLE Fighting: EXCELLENT Fighting: GOOD Agility: GOOD Agility: GOOD Agility: EXCELLENT Strength: MONSTROUS Strength: INCREDIBLE Strength: REMARKABLE Endurance: AMAZING Endurance: REMARKABLE Endurance: EXCELLENT Reason: POOR Reason: GOOD Reason: EXCELLENT Intuition: TYPICAL Intuition: REMARKABLE Intuition: GOOD Psyche: EXCELLENT Psyche: REMARKABLE Psyche: EXCELLENT

Health: 175 Health: 100 Health: 80 Karma: 30 Karma: 70 Karma: 50 Resources: UNKNOWN Resources: UNKNOWN Resources: UNKNOWN Popularity: 0 Popularity: 0 Popularity: 0

Powers: Powers: Powers: ARMOR SKIN: Amazing rank BODY ARMOR: Incredible rank ENERGY MISSILE - FIRE: Incredible

RESISTANCE - ELECTRICITY: Amazing rank MISSILE WEAPON - COLD: Incredible rank INFRAVISION

LEAPING: Good rank. FLIGHT: Typical rank. RESISTANCE - FIRE: Amazing

Costume: Bulldozer wears a one-piece Costume: Powerhouse’s costume, in addition Costume: Darkflame’s costume is basically emerald green costume. to being colorful, gives her body armor. Her black, with red flame around the edges. This costume features various of blue, from flame on her costume looks black and gives off Note: He is not very smart and is slow on the light to dark. She can fly and will do so as often very little heat and no light. It does burn its up-take. He is extremely strong, however. as possible. She can also form ice out of water victims nonetheless. vapor. Together, these powers make her quite deadly.

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AUDIO VOID Unknown, criminal Emma Tea, criminal

Fighting: EXCELLENT Fighting: GOOD Agility: INCREDIBLE Agility: EXCELLENT Strength: TYPICAL Strength: EXCELLENT Endurance: EXCELLENT Endurance: AMAZING Reason: GOOD Reason: EXCELLENT Intuition: EXCELLENT Intuition: GOOD Psyche: EXCELLENT Psyche: GOOD

Health: 86 Health: 100 Karma: 50 Karma: 40 Resources: UNKNOWN Resources: UNKNOWN Popularity: 0 Popularity: 0

Powers: Powers: UNIQUE WEAPON – RING: Miniaturized DAMPER BELT: Void’s belt has the ability to circuits in his ring give him his powers. The dampen all super-normal abilities – normal circuits cannot be blown by lightning or abilities are immune. It will negate all abilities in electricity. a 2 area radius. The effects last until a yellow FEAT on the hero’s Endurance is made. RESISTANCE - ELECTRICITY: Incredible Initially, all heroes within the area of effect must make a red FEAT roll on their Endurance. ELECTRICAL CONTROL: Incredible rank Once out of the area, the yellow FEAT can be rolled. Prolonged exposure requires heroes MAGNETIC CONTROL: Remarkable rank. who have not been affected to roll new FEATs once per round.

BODY ARMOR: Void’s carefully made costume simulated body armor which absorbs up to Remarkable damage. The costume itself resembles photos of galaxies – it is mostly black with star fields and star clusters superimposed upon it.

Talents: Void is trained in the use of guns.

SYNTHETIC MONSTERS

Fighting: UNEARTHLY Agility: MONSTROUS Strength: UNEARTHLY Endurance: UNEARTHLY Reason: POOR Intuition: TYPICAL Psyche: FEEBLE

Health: 375 Karma: 12 Resources: NONE Popularity: 0

Powers: RESISTANCE – FIRE, ELECTRICITY, & RADIATION: Incredible rank

BODY ARMOR: Monstrous rank against all attacks except poison.

Note: Each monster is 14 feet tall, and drab green in color. It is also ugly and slimy. It tends to be hungry most of the time, and since it is a carnivore, it could do very well in a large unprotected city.

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UNOFFICIAL GAME ADVENTURE THE HYDRA CONNECTION By Richard Feitelberg

Something is amiss in Beantown!

When National Security Council Liaison Henry Gyrich sends the AVENGERS on a public-relations trip to Boston, they stumble upon something sinister in the seaside city. Is it just a simple drug smuggling ring, or something more? Find out inside!

This adventure includes a 21-page adventure book, a full-color map, and complete information on CAPTAIN AMERICA, THOR, IRON MAN, BEAST, BLACK WIDOW, BLACK PANTHER, SHE-HULK, WONDER-MAN, and their deadly foes in this adventure.