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Equipment/Possessions: Putty*—Excellent strength adhesion, ™ causes Remarkable damage to open ARROWS. Hawkeye carries 36 arrows in Clint Francis Barton machinery his quiver. Twelve are standard, target- Hypersonic—Excellent potency knockout Adventurer tipped arrows that inflict Excellent slugfest tip, stuns for five rounds Fighting: GOOD damage. Six have triple-bladed razor Flame-Killer—Amazing smothering effect heads (Excellent Hack'n Slash damage); or damage to flaming creatures. Agility: REMARKABLE he never aims these to strike a living crea- Strength: GOOD ture but uses them, instead, to shred tires, * This type of arrow can be attached to a Endurance: EXCELLENT pin people to trees, etc. The other 18 light rope or cable. The light rope is Excel- Reason: TYPICAL arrows are chosen from a large variety of lent Material and has a maximum range of 5 areas. The cable is Incredible Material Intuition: GOOD special and exotic arrows. Whenever Hawkeye leaves his base of operations, and has a maximum range of 3 areas. Psyche: TYPICAL he must specify what type and how many Talents: Hawkeye has received train- Health: 70 of each of these exotic arrows he is carry- ing under in martial arts, Karma: 22 ing. Some types of special arrows are and as such can stun and slam any oppo- listed below. Players can design others Resources: TYPICAL nent in combat. Hawkeye receives one with the judge's permission. column shift to the right when using any Popularity: 45 Explosive—Amazing grenade damage weapon that requires an agility FEAT roll. Powers: Tear gas—Excellent potency Background: Hawkeye was trained in EXTRAORDINARY . Hawkeye Acid—Monstrous corrosive strength archery and gymnastics as a circus mem- has Remarkable vision, allowing him to Electric—Amazing damage ber. He started off on the wrong foot as a pick out distant objects with precision. Smoke—Covers 1 area villain, teaming up with the Soviet agent Thermal—Remarkable heat Black Widow. Eventually he found his way POOR HEARING. Hawkeye recently had Suction Cup*—Remarkable strength, into the ranks of the . For a short his hearing damaged. When he wears his attaches to smooth surfaces only time he took over the powers of hearing aid his hearing is normal. Vibrating—Excellent damage and assumed the name Goliath II. On sev- MARKSMAN, BOW Hawkeye has Mon- *—Returns next round. Can eral occasions he has quit the Avengers, strous Agility when firing a bow. He usu- be used with light rope or cable to only to return later or become a back-up ally uses a 2-meter, double-recurved, wrap around an object or person member. He is now the of the compound, reinforced-fiber glass long- Flare—Lights up a 2-area radius, or Avenger's West Coast team. He is married bow with a 75 Ib. pull that has a range of 7 causes Good fire damage to Mockingbird and has few friends out- areas. He can fire up to three arrows in Magnetic*—Incredible strength, attaches side of the Avengers. one round, and can "pin" an opponent up to metal surfaces only to 2 areas away without harming the oppo- nent. This requires a bull's-eye.

also has infravision and can see in the Background: As a laboratory assist- ™ dark. Her vertical pupils allow a greater ant, Greer Nelson agreed to take treat- Greer Grant Nelson angle of vision above and below her, which ments to enhance her physical and mental Adventurer accounts for her high Intuition. abilities as part of an experiment. The EMPATHY. Tigra can share the emotions head of the laboratory was actually one of Fighting: EXCELLENT of other beings. She senses strong emo- the Cat People, an alien race evolved from Agility: INCREDIBLE tions automatically, but may detect a spe- cats. In pursuing agents who Strength: INCREDIBLE cific emotion (such as fear in a cornered were trying to obtain a black plague serum from the lab, Greer was mortally wounded. Endurance: REMARKABLE villain) by making a Psyche FEAT roll. To save her life, the Cat People mystically Reason: TYPICAL RUNNING SPEED. Tigra can run 4 areas transformed her into one of their own kind. Intuition: REMARKABLE per round for up to 3 rounds before tiring However, she retained the extraordinary Psyche: EXCELLENT and slowing to normal speed. abilities gained from the experiments as CLAWS. Tigra's claws inflict Good dam- well. She took the name of Tigra and Health: 130 age on the Hack'n Slash chart. thereafter pursued a crimefighting Karma: 56 career. Tigra still holds a powerful Equipment/Possessions. Resources: TYPICAL grudge against HYDRA. She was a mem- TALISMAN. Tigra wears a cat's head tal- Popularity: 50 ber of the Avengers for only a short time isman around her throat which allows her and did not develop a close friendship with Powers: to create an illusion of her original self. any of them. Hawkeye recruited her to the She can easily pass in society as a human EXTRAORDINARY SENSES. Tigra has West Coast Avengers. She and Wonder Monstrous vision, hearing and smell. Her this way, though she prefers her feline Man have since grown close, owing to the form. sense of smell is good enough to allow her fact both are unsure of their powers. to track a person through a crowd. Tigra 6864

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OFFICIAL GAME ADVENTURE THE LAST RESORT Kim Eastland

Recently, a new branch of the AVENGERS™ was established. Led with RICK JONESTM being a Non-Player Character. If you have by HAWKEYE™, the astounding archer, the new group is com- more than four players, other Avengers can be used as well (we posed of MOCKINGBIRD™, ex-™ agent and Hawkeye's suggest less powerful characters like CAPTAIN AMERICA™ or the wife; ™, one of the founding Avengers; TIGRA™, a WASPTM). If you add more heroes, you'll have to increase the human altered into one of the mysterious Cat People; and WON- strength of their foes, too, giving them more Karma: add 100 points DER MAN™, a super-powered hero with the strength to battle for each additional hero. ™. Together these five form the WEST COAST If you have fewer than four players, either let some players con- AVENGERS™. trol more than one hero or run those heroes yourself as NPCs. Yet even now, as they vacation in the mountains, their enemies The West Coast Avengers have a Karma pool of 240 points, but if are gathering. For both this gang of villains and for the newly they get separated, divide the Karma evenly among the heroes. formed group of heroes, this vacation may be their Last Resort! It's important that you read this entire module and the map infor- This adventure occurs before the events depicted in Iron Man mation before running the adventure. There are different #200 and West Coast Avengers #1. The "golden armor" of Iron approaches the team can take in accomplishing its task, so be pre- Man is worn by Jim Rhodes, not Tony Stark. pared for any eventuality. This adventure is designed for use with with the MARVEL So here we go, Marvelites, on a deadly vacation with one of SUPER HEROES™ Role-Playing Game. You need the game in Marvel's newest, yet most experienced, super teams, the West order to play. Coast Avengers. This adventure is primarily designed for a judge and four players, Excelsior!! • • Credits: Designed by Colossal Kim Eastland Edited by Stereophonic Steve Winter Cover by Ron Frenz TSR, Inc. Illustrations by Kyle Baker and the Marvel POB 756 Lake Geneva, Wl 53147 Bullpen ISBN 0-88038-132-9 TSR, Inc. Typeset by Betty Elmore PRODUCTS OF YOUR IMAGINATIONTM 394-54553-2TSR0600 Thanks to Jaunty Jeff Grubb for some of the characters and various clarifications.

The names of the characters used herein are fictitious and do not refer to any person living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. All Marvel Characters and the distinctive likenesses thereof are trademarks of the Group. MARVEL SUPER HEROES, MARVEL SUPER VILLAINS and WEST COAST AVENGERS are trademarks of the Marvel Comics Group. 1985 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S. A. PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc. Game design 1984 TSR, Inc. All Rights Reserved.

This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc., and Marvel Comics Group. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

1 THE 'S USING THE MAP Table 2: Animal Encounters The map provided in The Last Resort Number PLAN covers a larger amount of ground than is Rolled Encounter The MANDARIN™ has concocted a usual. To compensate, the map is divided fantastic scheme to capture and brain- into mega-areas. Each mega-area repre- 1-10 Small (bunny, bird, rat, etc.) wash Iron Man. It all began when the Man- sents 5 to 10 times as much ground as a 11-16 Medium (racoon, opossum, etc.) darin learned Iron Man would attend a Boy normal area. This has some special 17-18 Large, passive (deer, etc.) Scout mini-jamboree in a remote section effects on play. 19-20 Large, threatening (bear, wolf, etc.) of Baldy National Forest in Idaho. The MOVEMENT. Movement on the forest 21-00 No encounter Mandarin was there far in advance to set preserve map is counted in minutes per up his secret headquarters. Under the mega-area, not areas per round. Table 1: If the heroes encounter something guise of MR. MYN CHUTM, he hired Movement shows how many minutes a (whether it's a rabbit or RADIOACTIVE "lesser" villains to keep out intruders until hero needs to cross each type of mega- MANTM)tell them that they hear a rustling his plans were complete. area, depending on his or her Endurance. sound or see movement in the brush. The Holographically disguised as a park The first number is for heroes with Feeble players must decide whether to investi- ranger, the Mandarin easily gained the Endurance, the second number is for Poor gate, attack, or ignore each little noise scouts' confidence. Soon, through his to Excellent, and the third number is for they hear. (Tigra's senses prevent her Mento Intensifier ring, the scouts were Remarkable or better. from ever being surprised by a creature in under his control. When Jim Rhodes the woods, but she must make an Intuition arrive as Iron Man, they gave him Table 1: Movement FEAT roll to identify the type of creature by drugged food and drink that paralyzed him sound or smell.) in seconds. The golden Avenger did man- Terrain Time to Cross WEATHER. The season is late summer age to turn on his emergency beeper or early fall. The weather on each day is as Trail, Campground 5 3 2 minutes transmitter and drop a power cell as a follows: Narrow Ford 0 0 0 clue. The Mandarin didn't expect anyone First Day—pleasant and clear. Wide Ford 5 3 2 minutes to look for Iron Man because this was a pri- High temp—70s Low temp—50s Narrow Stream 10 5 3 minutes vate appearance; his fellow Avengers in Sunrise—6:30 a.m. Sunset—7:15 p.m. Wide Stream 20 10 7 minutes New York wouldn't suspect a thing. Wind—calm Moon—Full Brush, High Grass 10 5 3 minutes The plan worked perfectly...except for Second Day—partly cloudy. Sparse Forest 20 10 7 minutes one small hitch. Iron Man is now a mem- High temp—60s Low temp—40s Dense Forest 40 20 12 minutes ber of the West Coast Avengers, a fact not Sunrise—6:33 a.m. Sunset—7:11 p.m. Rock Slide 30 15 10 minutes known by the Mandarin. Upon his arrival, Wind—NW 10-25 mph Moon—not visible Rock Outcroppings 45 25 15 minutes Jim called his friends on the coast and Rain—begin 5 p.m., heavy in evening Mountain 60 30 20 minutes suggested they come up for the weekend. Third Day—rain and fog. High temp—50s Low temp—30s Unexpected heroes were on the scene As an example, Hawkeye, whose Sunrise—6:45 a.m. Sunset—6:50 p.m. within 24 hours of Iron Man's abduction. Endurance is Excellent, moves one mega- Wind—calm Moon—full The scouts and villains were deployed area along a forest trail in 3 minutes, one to keep hikers and campers from coming Rain—through early morning, then fog mega-area through brush in 5 minutes, near the Mandarin's lair. No consideration DARKNESS. Unlike the city, the wilds of and one mega-area through dense forest was given to keeping away super-powered Idaho are dark at night. On evenings with- in 20 minutes. intruders. out a full moon sight is restricted to a - Some of the trails are marked with dot- Because their arrival was unexpected, gle area and objects can be clearly ted lines. This indicates the trail is an ani- the Mandarin has instructed most of his identified only when very close. Attacks mal path. Following an animal path minions to capture the heroes for interro- are shifted one column to the left. Super requires a yellow Intuition FEAT roll in gation. powers may negate this. each area. Tigra finds animal trails auto- The Mandarin's plan included using his RAIN. Visibility is reduced to a single matically. Mento Intensifier Selective Concentrator area during heavy rain, and all missile COMBAT. The use of mega-areas weapon attacks (including arrows but (MISC) enhanced Mento Intensifier ring to affects combat ranges also. Any weapon excluding energy bolts) are shifted two break down Iron Man's will and mentally or super power that has a range of 1 to 5 columns to the left. Fires of less than Good enslave him. He calculated that the initial areas can only be used against opponents intensity are dampened, and fires of control would take no longer than 24 hours in the same mega-area. A weapon or to establish, but that complete control of greater intensity are reduced by one level super power with a range of 6 to 10 areas each round unless renewed. Iron Man would take 48 to 72 hours of con- can be used against an opponent in an ditioning. Once controlled, Iron Man adjacent mega-area. A weapon or super would accompany the Mandarin back to power with a range of 11 areas or more China where the Mandarin's new world can be used against an opponent up to domination campaign would begin. two mega-areas away. (All of the ranges Iron Man is under the Mandarin's con- given in the character and equipment trol when this module begins, but he is descriptions are in normal areas.) weakened. His abilities return in full, WILDLIFE. The Judge rolls the dice every despite the Mandarin's control, by the time a hero or group of heroes moves four afternoon of the third day. Iron Man mega-areas. Check Table 2: Animal remains in the Mandarin's cavern labora- Encounters to see whether the heroes have tory until either all of the heroes are cap- been startled by some wildlife. tured or the heroes attack the cave.

2 CHAPTER 1: THE PHANTOM JAMBOREE CAMPAIGN Read the following to the players:

You wake up with a start at the ste- wardess's announcement, "All pas- sengers, please buckle your seat belts and prepare for arrival." The four of you—Hawkeye, Mockingbird, Tigra, and —have decided to join Iron Man for a vacation in the mountains following weeks of battling baddies and getting situated in your new West Coast Avengers compound. All of you are tired and welcome this chance to relax. Iron Man was chosen by the Boy Scouts as the "most prepared man in America." He was invited up to the local jamboree being held at Old Baldy For- est Preserve, near the resort town of Sun Bird Valley, Idaho. You've heard wonderful stories about this beautiful resort area, so when Iron Man called and told you how relaxing it was and how reasonable the hotel rates are, the group as a whole decided it was the perfect chance to get away.

The West Coast Avengers, minus Iron Man, go immediately to their hotel rooms after landing. There is a message for them from , honorary Avenger and to have been carefully set down: the mug coordinator of the scout contest that Iron campsite, and you find it easily. A and plate look as though they were Man is here for. The message asks the posted sign states that the campsite is dropped. Avengers to find Rick immediately, as reserved for the jamboree. But when Mug & Plate— The character who something has come up. you arrive at the site you find only notices the utensils should make a second Rick is staying in the same hotel and empty tents. No other campers are at Intuition FEAT roll, adding 15 to the dice. If can be found easily by the heroes. He is the site and there is no sign of Iron Man the roll is successful the character notices worried. He tells the team that when he or the scouts. some unusual powder in the tipped-over arrived last evening he checked to see if mug and plate. If Tigra examines this pow- Iron Man had arrived in the morning as The characters probably will search the der she identifies it by smell as a powerful planned. Apparently Iron Man did arrive campsite for clues. Discovering a clue is paralyzing agent manufactured from a on schedule, but Rick hasn't been able to an Intuition FEAT. Seven clues are rare herb found in the Orient. find him yet. Rick also went out to the described in the following paragraphs; the Battery Cell—A general sweep of the campsite early this morning and couldn't Judge can make up more if he wants. area turns up one of Iron Man's spare bat- find the scouts, either. They should have The characters will discover the clues in tery cells by the campfire. It is fully arrived a few days ago. that they're listed, If all the char- charged and appears undamaged. Iron Man's room contains his personal acters miss their Intuition FEAT rolls then Telegram—If the tents are searched, a effects but no sign that he ever slept there the Judge can let Rick Jones "discover" telegram from Boy Scout Headquarters is or even stopped in since his initial check- one or two. If a character announces that found. It was sent to one of the scoutmas- in. If the Avengers call their compound, he is looking for a specific type of clue or ters requesting that his troop come a few where a few of the New York Avengers are examining a limited area (i.e, "I'm looking days earlier than planned to help with covering for them, they will find that Iron through the tents for letters or diaries"), preparations. Rick Jones tells the Aveng- Man has left no calls for them. add 15 to that character's Intuition FEAT ers that the telegram, because of its return When the characters check out the dice roll and let him discover any clue that address and "special headmaster" signa- campground, read the following: applies to the area he is searching. ture, definitely was not sent by scout head- Utensils—Eating and drinking utensils quarters. You arrive at the park at 1:00 p.m. A are scattered about the campsite as if all Searching the tents also reveals that park ranger gives you directions to the of them were left at the same time. AIl most of the scouts' food and personal gear utensils except one plate and mug seem is still in the campsite.

3 Footprints— Definite signs of Iron Man's no later than four rounds after he leaves. If one on the trail, night or day, but they have metal boots are found throughout the he escapes, add another scout/trap to any only a 50% chance of spotting someone campsite. A second successful Intuition mega-area. off the trail (Typical FEAT roll) and no FEAT roll finds a wide trail of many foot- If the scout is captured, he shows signs "chance of spotting someone off the trail in prints leading into the woods between B- of being mentally controlled and fades in heavily wooded mega-areas. When the 12 and E1. All of these footprints must and out of consciousness. Read the fol- Mandarin locates intruders he teleports have been made when the ground was lowing: one of his hired villains out to deal with wet. Rick can tell the heroes that the most them, but only in pre-selected areas where recent rain was yesterday morning and As the young scout slips back into a their power can be best utilized. He can the ground was dry by yesterday evening. coma, he whispers, "All controlled! teleport his minions to and from anywhere Park Ranger—If any hero checks at the Can't resist. Much Danger. Took him in the park with the help of the Mento ranger station at the entrance to the park, north! Took him to...to..." and then he Intensifier Selective Concentrator (MISC). the ranger there tells him that the scouts passes out. Rick Jones says, "I better If a villain defeats heroes in one mega- are the only campers who've been in the see what medical help I can get up here area, The Mandarin teleports him to park recently and they didn't leave and notify some parents. I'll try to join another mega-area. through the main entrance today or yes- you again later, if I can. You better find terday. The ranger has not seen Iron Man. those scouts as soon as possible, AFTERMATH Scent— If Tigra uses her heightened before something really awful hap- If a hero is captured or knocked out, he sense of smell, she discovers no strong pens. If whoever planned this will do is tied up and turned over to Radioactive scents in the area, indicating to her that no this to kids, I don't want to imagine Man, who takes the prisoner to the Manda- one has been in the campsite in the last 24 what he'll do with Iron Man!" rin. hours. If a scout is subdued by the Avengers, If the Avengers notify the imme- he falls into a deep, coma-like trance for Give the characters plenty of time to diately, they will take care of the scout and 24 hours. After that he will be fine, with no rummage around for clues. When they are call local police to guard the campground memory of what happened, except for any finished searching, or if it looks like they while waiting for further instructions. injuries he received. are going to skip the camp and search the It should be obvious to the heroes that woods, or if Wonder Man prepares to off they have to search the forest preserve for Table 3: Phantom Jamboree Karma for some reason, the following things hap- Iron Man and the scouts. They may pro- pen: ceed in any direction they wish, along a Each clue discovered +15 - Tigra hears a sharp hiss from the direc- trail or through the underbrush or forest. Bonus if all clues are discovered +15 tion of B1; At various locations along the trails, the Each scout captured +10 - Something strikes Wonder Man's jet scouts under the Mandarin's mental con- Bonus for each scout belt. No one saw what it was. trol are waiting in ambush. At least 19 of captured unharmed +15 them are lurking out in the underbrush, Stepping into a trap -10 BATTLE waiting to stop anyone who comes down Each scout who attacks, causes damage, and escapes -10 The heroes start out wherever they want the trails. They use their knives, hatchets, Each Avenger knocked out -20 in the campground. All of the characters or fists to turn back any intruders who are Each Avenger captured -35 can make an Intuition FEAT roll to see if moving north; this is their mission. the anything. All characters who get a Each scout has set three traps in his yellow or red result spot someone with a area. When a hero moves into a mega- rifle in B1. area that contains a trap, make a FEAT roll The sniper in the woods is actually a boy for the trap. If the trap gets a yellow result scout mesmerized by the Mandarin, and on the Typical column, the hero steps into his gun is a compressed air-powered tran- it. The hero can make an Agility FEAT roll guilizer rifle. His shot hit Wonder Man's jet to escape before the trap closes. A trap belt. The dart jammed the jet mechanism causes Typical damage. and the belt is now inoperable for the rest A scout is hiding in each of the following of this adventure. The scout thinks Won- mega-areas: der Man's impervious skin deflected the B9 D2 F5 06 shot and will not fire at him again. B10 D6 F6 07 The scout can fire one shot per round. B11 D8 G6 P1 The rifle has a range of 10 areas and it C1 E1 H1 P4 holds five shots. The tranquilizer dart C3 E2 H5 causes Good damage and automatically knocks out anyone whose skin it punc- These scouts, under mentally controlled tures in two rounds. The unconscious vic- conditions, can be subdued after they tim wakes up again in two or three hours. have sustained Excellent damage or over- The Mandarin does have an immediate powered and restrained for four rounds. antidote for the tranquilizer dart in his Besides the scouts, the Mandarin has headquarters. scanners everywhere in the preserve. A Each time the tranquilizer rifle is fired, hero may spot one if he is looking for the the characters can make another Intuition unusual; a successful Intuition FEAT roll FEAT roll to spot it, shifting one column to locates a scanner in that mega-area. A red the right per shot. Intuition FEAT roll always spots a scanner, If the scout runs out of darts, he drops regardless of whether the hero was look- the rifle and runs into the woods. Any pur- ing for one. suing Avengers can catch him if they start The scanners automatically spot any-

4 CHAPTER 2: FLORAL FIENDS!

CAMPAIGN pling, Poor Material.) If a character is still the southeast. He rests there for two days, conscious after three rounds, one of the then leaves by plane. The first confrontation the heroes have • trees attacks (Typical Fighting for - If is captured and the heroes with a villain is with PLANTMAN™. He is test, causing Amazing damage. Typical convince him to talk, he spills the beans. teleported to one of the following mega- Material.) He knows that other villains are in the pre- areas to intercept the team or a member: Although Plantman's floral fiends are serve, but doesn't know who they are. A C2, C4, C8, D4, F5, or G4. When one or extremely loyal he must make a yellow Mr. Myn Chu hired him by phone and more Avengers enters one of these mega- Psyche FEAT roll to convince plants to instructed him to wait in a cave in mega- areas, read the following: approach certain : fire, acid, poison, area M8. His orders were to capture any- etc. one moving north through the preserve You are surrounded by forest when you Any character trying to locate Plantman into the mountains. He was also told a hear rustling to your right. You pause, among the foliage must make an Intuition messenger of Mr. Chu's would check with and suddenly something wraps around FEAT roll. Attacking Plantman disrupts his him later in the day, if he caught anyone. your ankles. You look down to find your concentration and shifts all attacks by his Apparently, Mr. Chu knows about every- feet entangled in vines; all of the plants plants two columns to the left. They aban- thing that happens in the preserve. He has around you are moving, reaching for you. don their attacks altogether only if he already been paid and was told he could From the forest you hear a wicked laugh. orders them to or falls unconscious. leave the day after tomorrow, when "the If a hero dodges Plantman's vines and subject would be properly controlled." He Plantman has stimulated most of the branches for two rounds, Plantman com- has no idea who the subject is or what is plants in this area and commands them to mits more and more plants to the fray until going on. Plantman doesn't know how he attack the characters. His primary mission there are too many to dodge. was transported here and wasn't told here is to prevent anyone from moving there were Avengers involved. north past him. He is to subdue and AFTERMATH Table 4: Floral Fiends Karma deliver the heroes to "a large, green man," If any heroes are captured, they are but not kill them. turned over to when he Plantman is captured +40 arrives. Plantman is not to pursue any Plantman is successfully BATTLE heroes who flee south, only to prevent questioned +15 The plants attack until Plantman is anyone from passing through to the north. Plantman escapes -20 defeated. Three vines wrap around each If things look bad for Plantman, he has Each hero defeated -20 character in the first round (Excellent the trees drop enough leaves to create an Each hero defeated and captured -35 Strength for Grappling. Feeble Material.) effective "smoke screen." A yellow Intui- Extensive damage to the forest -15 After a character is grappled and held in tion FEAT roll locates him in the falling foli- place for one round, a root surfaces and age. If he escapes, he circles around his attacks (Remarkable Strength for Grap- opponents and heads toward his camp in

5 CHAPTER 3: AVENGERS ON ICE

CAMPAIGN BATTLE AFTERMATH is directing his attack from the As the characters proceed north they If Blizzard is about to be defeated, he far side of the stream, standing in the runs to the north, where a spare backpack eventually come across a large stream open. Freezing someone in place, is in his cave (Q8). He then heads back to flowing west. This stream is guarded by whether on the cable or in the water, takes the Sun Bird Valley Hotel where he is stay- BLIZZARD™. him two rounds. ing. (The Avengers are also staying at that Any character who continues swimming hotel.) He catches a bus for Boise the day Ahead, you hear the roar of cascading on the surface is frozen into a block of ice after tomorrow. water. Soon you see a swollen stream before they reach the bank. They won't If Blizzard is captured he refuses to talk, that has overflowed its banks and is drown, but they can't do anything while but characters can try frightening him or racing to the west. You have no idea trapped. The ice is Remarkable material. dealing with him. If a hero makes a believ- whether the stream is fordable. Any character who swims under the ice able bluff or an attractive offer, make a can reach either shore without freezing Reason FEAT roll for Blizzard. If it fails, he If the characters have been following a (but must surface frequently to breathe). tells the heroes what he knows. Other- path they can ford the stream. At any loca- The ice floes are just the right size to wise, he clams up. tion the stream depth drops to about 7 feet capture a person but will capsize easily if If Blizzard talks, he says that he was hired in the middle, and the heroes must swim someone tries to climb on top. Blizzard by a Mr. Chu. He was teleported from his across. This is no real problem, but the channels all the floes to his side of the campsite to a cave where he was told to current is so strong it carries swimming river by freezing the water to form a canal. wait. He also tells the characters that the heroes two mega-areas to the west by the He can trap someone and bring him to the mountains north of the forest are riddled time they cross. shore in six rounds. with caves. He doesn't know who Mr. Chu is If Hawkeye is present, he can shoot a If the heroes counterattack, Blizzard but he saw a big, green, flying guy carrying line across the stream so characters can attacks with his ice missiles and uses his ice Iron Man to the mountain ridge just west of cross hand-over-hand. armor. He can also ice up the trees along the the plateau yesterday afternoon. Whether the heroes swim or climb, Bliz- river, toppling them and causing Excellent zard attacks while they are crossing the damage. He can create a blinding snow- Table 5: Avengers on Ice Karma stream. If they are swimming, heroes notice to cover his retreat and ice the ground the water getting horribly cold about halfway behind him to slow down pursuers. Blizzard is captured +55 across. Ice begins forming, threatening to Blizzard is successfully questioned +15 trap them or push them under. Blizzard escapes -20 If the heroes are climbing across, the Each hero defeated -20 cable begins freezing when they are half- Each hero defeated and captured -35 way across. Ice forms on it for no apparent reason, making it very slippery. 6 CHAPTER 4: "BEWARE THE PYRO-MANIAC!" CAMPAIGN

Mandarin scans all of the passes and chan- oxygen are the only effective attacks. Pyro is not that difficult to find. The fire nels through the rock outcroppings north of The huge jellyfish is large enough to creatures originate from him, so he is the stream and teleports PYROTM to cut off engulf five people. It immediately tries to always right around the corner from the anyone trying to pass through to the north. cover the largest gathering of people in battle. Pyro fights on the ground and usually sta- the pass (or on the rocks if they've been tions himself at the very center of the pass. If seen). The creature covers its victim auto- AFTERMATH the characters try to move north through matically unless the victim dodges by If Pyro is captured, he is disheartened mega-areas J1 through J9, K1, K3, K4, K5, making an Agility FEAT roll. Heroes inside and has a one column shift to the left when N3, or O1, read the following: sustain Remarkable fire damage the first trying to resist questioning. If he talks, he round. The flaming stays in place tells the characters that he was bored last over its victim, inflicting Remarkable dam- Ahead are some foreboding rock out- night, so he created some fire creatures age each round. The fire also consumes croppings, 30 feet high in some places, and sent them out to scout around while all of the oxygen inside in two rounds. Any though they may be climbable. The he stayed in the cave that Mr. Chu pro- character still inside must make a red passage seems to continue through vided. His creatures located several differ- Endurance FEAT roll every round to avoid the rocks. ent humans in other nearby caverns. passing out. The creature continues Through his flame scouts he deduced the attacking one hero until that hero passes If any character climbs over the rocks, other people were Plantman, , out, then chooses another victim. he catches Pyro off guard. At some point Radioactive Man, Blizzard, and someone If one hero tries to break free (an Agility the character sees flames rolling through else who was too far away to identify. FEAT), the jellyfish simply moves along the pass in a domelike shape, followed by If Pyro is defeated but escapes, he tra- with the hero until he passes out. a figure in orange who seems to be con- vels east along the rock outcroppings until Pyro can create and control only one of trolling the flames. he is out of the park. He then goes to his these suffocating flame creatures a day, If the characters move through the hotel room at the Ron Day View Motel but can create numerous lesser flame passes, they meet Pyro's flaming jellyfish (where he is registered as Al St. John) and beasts. His mission is to capture any face-to-face. It resembles a flaming Portu- waits for the 9:00 a.m. flight out of Sun heroes and deliver them to "the boss." guese man-of-war floating in the air, ignit- Bird Valley to Boise, day after tomorrow. ing shrubs as it passes. A character passing through the rock outcroppings by way of the streams can Table 6: Pyro-Maniac Karma BATTLE swim underwater and pass Pyro safely. A bucket or boot full of water thrown on one Pyro is captured +65 The fire beast reaches the characters in of these creatures inflicts Typical damage. Pyro is successfully questioned +15 one round unless they move. No normal, The fire creatures can be doused by a Pyro escapes -25 physical damage affects any of Pyro's great deal of water, a lot of dirt, at Pyro's Player-hero is defeated -20 flame creatures. Cold, water, and lack of command, or if Pyro loses consciousness. Player-hero is defeated and captured -35 CHAPTER 5:

TORNADO ALLEY! CAMPAIGN

WHIRLWIND™ is the Mandarin's final tele- prone or hide behind rocks, they suffer portable ally. He will be teleported to any only Good damage. Whirlwind can't use location north of the great east-west trail his field effect while he's causing a running from L2 to P9 as soon as anyone tornado. enters. When a hero crosses this line, When he believes the heroes are dead read the following: or unconscious, he spends one round cre- ating his air cushion before A strange wind has suddenly picked checking the bodies. He is vulnerable dur- up, died down, then picked up again. In ing this switch. the distance you see a bizarre sight. A If the heroes dish out more than they little funnel cloud is moving away from take, Whirlwind twirls away until he you erratically, sometimes growing, reaches a trail or flat land, then switches to sometimes shrinking to the size of a Lightning Speed and takes off down the dust devil. Eventually, the funnel slows western-most trail. down and a man can be seen inside, spinning like a top. He finally stops and AFTERMATH staggers a few steps. He appears If the heroes are defeated, Whirlwind injured, as though he just went 15 waits for Radioactive Man to show up and rounds with the . You recognize turns them over. If he escapes, he heads him as Whirlwind, a minor villain. He is back to Harold's Hide-A-Way Motel where moving away from you and doesn't he is staying under the name JOHNNY seem to note your presence. SPINNER™. He takes the late afternoon flight to Butte, , the day after Whirlwind's fighting style is restricted by tomorrow. dense forest and not very effective in Whirlwind has no knowledge of where brush, so he is trying to lure the heroes or who the Mandarin is, so if the charac- into a rocky area. He feigns injury and ters ignore him and he sets up an ambush, leads the characters to mega-area L1 he may unknowingly attack them in Q9 as through L4, the rockslide or the rocky they confront the Mandarin. bluffs around the ranger tower. He attacks If Whirlwind is captured and made to as soon as he gets to one of those mega- talk, he confirms the others' stories about areas. the caves and the provisions. However, he If the heroes don't follow him, he heads also knows that Iron Man is under Mr. to the northernmost part of the map and Chu's control, because Chu told him, "If waits in ambush in a rocky mega-area. He you destroy only half of them, that will be will not fight in forest or brush. Whirlwind's sufficient. Iron Man will finish the rest in assignment is not to stop any hero from the arena." going north; "Mr. Chu" has decided that if the Avengers eluded capture this far Table 7: Tornado Alley Karma north, they must be destroyed. Whirlwind is captured +55 BATTLE Whirlwind escapes -20 Whirlwind is questioned +15 Once Whirlwind gets the heroes into a Player-hero is defeated -20 rocky area, he goes into Tornado mode. Player-hero is defeated and One round after he reaches Tornado captured -35 strength the gravel and rocks within 100 Characters pursue Whirlwind feet of him are picked up and spin with immediately upon sighting +10 him. Anyone within 100 feet sustains Characters decide to Remarkable damage every round they catch Whirlwind later -10 stand in the tornado. If the characters fall

8 CHAPTER 6:

"IF ONE SHOULD BETRAY..." CAMPAIGN Unlike the Mandarin's flunkies, Radioac- Radioactive Man is taking a break AFTERMATH tive Man is a very powerful villain, here because he is unused to the boots and his If Radioactive Man accepts the offer, he only because the Mandarin has him men- feet hurt. If the characters remain hidden tells them that the Mandarin is trying to tally controlled. He torments Radioactive they hear references to the "hated mas- gain mental control over Iron Man, and Man and even caused him to break his ter," a cursed ring, Iron Man, and several succeeding. He may show them where the own fingers to show his subjugation. of the other villains. Mandarin's cave is, but they cannot reach Because the Mandarin must keep If undisturbed, Radioactive Man leaves it without detection. Radioactive Man under constant mental after 15 minutes of griping. If attacked, he control, he does not teleport him. Instead, fights to subdue. Table 8: Betray Karma the Mandarin has developed floater boots Radioactive Man checks on the Manda- that allow Radioactive Man to fly around rin's flunkies in clockwise order beginning Radioactive Man is captured +65 the park at a rate of two mega-areas in one with the easternmost scouts in the stream. Radioactive Man escapes -20 minute. They cannot be worn by anyone If the characters waited in hiding, they Radioactive Man is talked into else. surprise Radioactive Man. If they stum- joining with the WCA vs. Mandarin +60 Entering Q8 or Q9, the characters hear bled upon him and attacked, they don't Player-hero is defeated -20 something crashing about in the woods near surprise him. Player-hero is defeated and the base of the mountain. If the players captured -35 ignore it, go to Chapter 7 and take Radioac- BATTLE For each of the facts that is gained tive Man out of this adventure. The Manda- by staying hidden and listening +10 Radioactive Man is uninformed of rin will not recall him while there is a chance recent events in the preserve. Conse- of combat; he is too weakened to be sure quently, he is not expecting an attack and that he can control him. will only fight to defend himself. If he wins, If the players investigate, read the fol- he will then bring his captives to the Man- lowing: darin. Radioactive Man need only lose half his Health points before he surrenders. You sneak up to a clearing in the Radioactive Man accepts any reasonable woods. Seated atop a fallen tree is a offer of help to fight against the Mandarin. large green man—Radioactive Man! He is rubbing his bare feet, mumbling. On the ground next to him is a pair of odd-looking boots.

9 CHAPTER 7: THE CAVERNS OF CHU CAMPAIGN 1

If the heroes assault the Mandarin's cave, Man flies from one of the tunnels and B.—Sun Bird Valley Hotel, 555-6991 begin this chapter here. If the heroes have attacks the Avengers. Because the Man- W.—Harold's Hide-A-Way Motel, been captured, begin at B. darin's mind control reduces Iron Man's 555-8513 will, Iron Man's abilities are shifted one A. Iron Man's beeper can direct the C.—555-4836 column to the left. He fights until either the These are the locations where the mer- heroes to the proper cave in Q9. The Man- Avengers are defeated or he is uncon- cenary villains are staying. The Sun Bird darin's surveillance equipment prevents scious, using his repulsor and uni-beam Valley Hotel is where the Avengers are him from ever being surprised. He allows the most. Any action that might kill an staying. The "C" is the Mandarin's cabin. the heroes to penetrate his headquarters Avenger is aborted if Iron Man makes a If the Avengers call the local operator until they reach its heart. Read the follow- successful Intuition FEAT roll (the Manda- they can find out the "C" number is listed ing: rin isn't strong enough to completely over- to Mr. Myn Chu. She also gives them the come Iron Man's conscience). address; the cabin is out in the country. The cave is an old tin mine. In its dark- If an Avenger does not fight, but spends If the players do not search for the black ened depths you hear the hum of the round pleading with Iron Man to come book or decide that it isn't important, then machinery. Numerous secondary to his senses, make a FEAT roll on the tell them, as soon as they contact any law shafts twist off the main branch into the Feeble column. If the result is yellow, the enforcement or government officials, that blackness, but you sense no move- character sparks Iron Man's willpower, a helicopter was tracked coming out of the ment. enabling him to break the Mandarin's con- mountains and landing on the other side of Finally, you see a light ahead, com- trol. Shift two columns to the right for each Sun Bird Valley, deep in the woods. The ing from a large vaulted chamber filled additional Avenger doing this in one Mandarin is staying at the cabin for three to the ceiling with electronic machinery. round. days, disguised as a ranger by his holo- Many tunnels lead from this main belt. After the evening of the third day, he chamber. There is no one in sight. CAMPAIGN 2 has made good his escape. Go to Part C. If Iron Man breaks the Mandarin's con- trol or is defeated, the Mandarin escapes BATTLE 2 B. into one of the tunnels. Disguised as a In this fight, let one of the players control ranger, he flees to his emergency escape Iron Man. Though the Mandarin is drained You awaken from a deep sleep. All of helicopter. He then flies to a cabin hideout from the strain of the last few days, he still your wounds are healed and your in the surrounding woods. From there he puts up a fight. He is alone, since none of weapons and equipment are at hand. tries to contact the other villains in his his escaped accomplices are answering You are lying on the stone floor of a employ to help him escape the Avengers. their phones. He uses his Disintegrate huge cavern chamber. The walls are If the players are defeated and Iron Man ring only once as it is the most draining of lined with computers and exotic is still under the Mandarin's control, then his rings. machinery. Iron Man accompanies the Mandarin to the chopper. Meanwhile, Rick Jones has AFTERMATH Proceed to Part C. located Tony Stark at Circuits If the heroes are beaten, the Mandarin and had him broadcast over Iron Man's does not bother to destroy them, but C. built-in communicator. Just as he's about laughs and makes his getaway, leaving to step into the helicopter, the sound of them in shame. If he is defeated he uses Suddenly, powerful spotlights on the Tony's voice and the memories of his the residual MISC power in his Matter ceiling illuminate the chamber. In the years as a pilot are too much for the Man- Rearranger ring to transport himself away. bright light you notice scanners darin's mental control. Iron Man slumps to mounted everywhere above the the ground, unconscious but free. The Table 9: The Caverns of Chu Karma machines, watching you and following Mandarin decides to beat a hasty retreat you as you move. and flies off to his hidden cabin. Iron Man is defeated +70 Abruptly, a voice boomes from hid- If the players search the premises after Iron Man recovers den speakers. "Greetings, my guests. I the Mandarin has fled, they find a powerful while fighting Avengers +75 trust you are looking for your friend, worldwide transceiver, a bank of television The Mandarin is defeated +100 Iron Man. He is mine now, doing my screens that can be adjusted to show Hero searches and finds book +25 bidding. He must be tested, however, almost any spot in the preserve (including Heroes find the Mandarin's so I have arranged for this little gather- the locations of any remaining scouts), hideout using notebook +30 ing. I have only just learned that you and the MISC. The transceiver and the Iron Man defeats hero -35 call yourselves the West Coast Aveng- scanners are simple to operate. The Mandarin escapes -50 ers. How quaint. Avengers," he laughs They also discover Mandarin's luxuri- Heroes don't search cave -10 maniacally, "Assemble!" ous living chamber. In his desk is a small, each black book. There are only five lines printed inside: BATTLE 1 P.—Camping, not available As the Mandarin's voice dies away, Iron P.—Ron Day View Motel, 555-5604 10 CHAPTER 8: VACATION'S END The Avengers' performance to this point If it is past midnight of the second day, any "peculiar-looking" guests recently. determines how much work they have left the four hired villains are in their hotels or Make up names if the players ask to see to do. campsite and must be down there. the registration slips for the last few days, First, a total of 20 scouts must be How and when they intend to leave Sun but slip in the or real name used by accounted for. They remain in a -like Bird Valley is listed in the individual chap- each individual criminal. Plantman is state for 24 hours after the Mandarin leaves ters. In case the players ask, here is a list camped out in an adjoining section of the or is defeated, and then wake up dazed. of hotels in Sun Bird Valley: campgrounds. The only public transporta- Second, the villains must be caught. Just Old Western Motel tion out of Sun Bird Valley includes Grey- because they're out of sight doesn't mean Sunbird Funtime Inn hound Bus Service, plane service, and mean they're out of the game. If the heroes Sun Bird Valley Hotel helicopter service. haven't yet identified all five of the Manda- Harold's Hide-Away Motel If the characters need to find Radioactive rin's hirelings, let one of Mockingbird's Ran Day View Motel Man and are having difficulty, the forestry SHIELD contacts radio her. He tells her that Route 77 Motel department can lend them a helicopter and SHIELD has confirmed the presence of Chateau Marmet Hotel several infrared scanners used by the Uni- Plantman, Pyro, Blizzard, and Whirlwind in The Winter Retreat versity of Idaho for general atmospheric this area. SHIELD also knows that Radioac- The Bar-Nihl Inn radiation studies in the past. With some tive Man is working with the Mandarin, but If the heroes decide to check these loca- minor alterations, these will locate Radioac- doesn't know there they are. tions, the managers don't recall having tive Man in the preserve easily. ALTERNATIVES If you are running this adventure for darin in the past but has died in the com- heroes created by your players then the ics), and the GREY ™. scenario must be changed slightly. Put your Another option is to have Radioactive heroes on the trail of one of the Mandarin's Man rendezvous with the Mandarin at his hirelings, and let them stumble onto the Iron hidden cabin retreat. If the Mandarin, Man kidnapping accidentally. They can Radioactive Man, and Iron Man are all on always put in a call to the Avengers for help if the same side, be ready to bring all of the they get into too much trouble. If they save Avengers to Sun Bird Valley. Iron Man by themselves, they should get a If you, as the judge, wish to change the Karma pool bonus of 200 points for the rec- weather patterns or seasons, feel free. ognition that Iron Man would be sure they This adventure in the middle of winter received from the press. would take on a whole new aspect, such If your group of players is a mixture of as snow blizzards, tracks in the snow, and experienced veterans and one or two the iced river. A muddy springtime thaw greenhorns, insist that the characters might also be a kick if you want your together for playability's sake. Some- heroes to wallow in pursuit. one who has never played before usually If you really want a battle, remember won't appreciate being completely on his that this is a federal forest preserve with own in a forest full of baddies. public parks in it. It is under the auspices If your normal group of characters is of either the Forestry Service or, because really tough, throw a few more hired vil- of the huge lake off the west of the map, lains into the park. Place them in a specific the Army Corps of Engineers. If the gov- environment where their powers can be ernment caught wind of 20 scouts being used to greatest advantage. Don't forget abducted, six villains on the loose, or the to register them somewhere so they can preserve being threatened ("Who did you be tracked down later in case they escape. say was in the forest? PYRO!!!") it is quite More villains can be found in other possible that the National Guard or regu- MARVEL SUPER HEROES adventures lar U.S. Army would be called in. You and accessories or in DRAGON® maga- might mention to the players that the U.S. zine, or you can make them up yourself Army's Green Rangers training grounds using the game's character generation are located nearby. See if they pick up on it system. If you need a few more super bad- (the Green Rangers would be very well dies, we recommend the ™ trained for forest combat and pack enor- (Wonder Man's brother), the LIVING mous for infantry). LASER™ (who has worked with the Man-

11 RICK JONESTM startling transformation and for many musician, honorary Avenger years to come. In an attempt to stop one of the Hulk's rampages, Rick contacted a Fighting: TYPICAL group of heroes that later became the Agility: TYPICAL Avengers. He was made an honorary Strength: TYPICAL Avenger and traveled with Captain Amer- Endurance: TYPICAL ica for quite some time. Rick still has Reason: TYPICAL Avengers security clearance and is a Intuition: GOOD respected honorary member of that group. Psyche: TYPICAL Rick also had an unusual relationship with the CAPTAIN MAR-VELLTM. Their life Health: 24 forms were linked and Rick could draw Mar- Karma: 22 Vell out of the and exchange Resources: TYPICAL places with him when danger arose. Popularity: 8 In the last few years, Rick has become involved with a group of scouts on a volun- Background: Rick Jones was a constant teer basis and was selected to be the companion to DR. BRUCE BANNER™ his advance man for the Top 20 Survivalist alter ego, the HULK™, from Banner's first, Scouts Contest.

MESMERIZED SCOUTS that the Mandarin has them under his mental control). They captured Iron Man Fighting: TYPICAL and turned him over to Radioactive Man. Agility: TYPICAL Their mission after that is to hide in the Strength: TYPICAL preserve and prevent any curious Endurance: TYPICAL campers or investigators from moving Reason: TYPICAL north toward the Mandarin's hideout. Intuition: GOOD Psyche: TYPICAL Talents: All of these scouts are skilled in emergency survival techniques and can Health: 24 swim, climb, rappel, and stay perfectly Karma: 22 motionless with Remarkable ability. They Resources: TYPICAL are familiar with the woods and can make Popularity: 12 traps that cause Typical damage. Each scout has a hunting knife and a hatchet. Background: These scouts have no Both cause 10 points of damage in Hack & TM super powers, but they are in fine physical Slash combat or 6 points if thrown. and mental shape (if you overlook the fact

BLIZZARDTM BODY ARMOR. The suit provides Good Gregor Shapanka; body armor and Amazing protection against scientist, professional criminal cold. He also can ice himself up to provide Remarkable body armor, and still move. Fighting: TYPICAL Agility: GOOD GLOVES. Blizzard's gloves allow him to Strength: GOOD make ice-based attacks. He can create icy Endurance: EXCELLENT missiles that cause Remarkable damage Reason: REMARKABLE with a three-area range. He can form ice Intuition: GOOD walls of Remarkable strength. Finally, ha Psyche: POOR can generate snow, sleet, or freezing rain with Remarkable power. Health: 46 Karma: 44 BACKPACK. The cryogenic backpack is Resources: GOOD the heart of Blizzard's battlesuit. It can Popularity: 4 sustain Remarkable damage before breaking down. Powers: Background: Gregor Shapanka was an BATTLESUIT. All of Blizzard's powers come employee of Tony Stark who stole the cir- from his battlesuit, which consists of an insu- cuitry of the original Iron Man armor for lated full-body suit, a specially designed set personal gain. Using that circuitry in com- of gloves, and a cryogenic backpack that bination with his own genius, Shapanka gives him his freezing powers. created the Blizzard and embarked on a criminal career.

TM 12 PLANTMAN™ ple (up to Incredible damage), roots to Samuel Smithers; grasp (Remarkable damage), vines to gardener, professional criminal grow and choke (Excellent damage), leaves to fall and provide camouflage, etc. Fighting: TYPICAL Agility: TYPICAL Talents: Plantman's natural empathy Strength: TYPICAL toward plants causes them to exhibit sin- Endurance: TYPICAL gular loyalty to him, obeying his mental Reason: GOOD commands above any others they receive. Intuition: TYPICAL Psyche: TYPICAL Background: While an assistant to a noted botanist, Smithers learned of a Health: 24 plant's psi field and dreamed of being able Karma: 22 to manipulate it. Later a accident Resources: TYPICAL supercharged one of his inventions and Popularity: 7 made his dream a reality. His crimes include attacking London and kidnapping Equipment/Possessions: the U.S. President.

PLANT PSI-FIELD PROJECTOR. Through perseverence and luck Smithers created an energy stimulator that "wakes up" plants. Once awakened, the plants become receptive to the mental com- mands of the projector's manipulator. The normal range of this manipulation is two areas (for this adventure Plantman must be in the same mega-area as the plants he is controlling). The plants usually remain TM under his manipulator's influence for an hour after being stimulated. With this device Plantman can cause trees to grap-

PYRO™ Pyro must be within one area of the orig- St. John Allerdyce; inal flame in order to control it, but then , journalist, professional criminal can manipulate his creatures with Mon- strous ability for as long as they are in his Fighting: GOOD sight. These tire-creatures are dispelled if Agility: GOOD Pyro stops concentrating on the creatures Strength: TYPICAL or is knocked unconscious. The creatures Endurance: REMARKABLE then return to normal fire. They take no Reason: GOOD damage from physical attacks (though Intuition: TYPICAL they may be disrupted if stunned, requir- Psyche: GOOD ing a round to reform), and take double damage from water. Health: 56 Karma: 26 FIRE RESISTANCE. Pyro has Unearthly Resources: POOR resistance to flame under his control. He is Popularity: -10 vulnerable to normal fire, and wears a body suit that provides Amazing protec- Powers: tion against fires other than his own.

FIRE CONTROL. Pyro is a mutant with the FIRE GENERATION. Since Pyro cannot ability to cause any fire to grow in size and create flame his suit is also equiped with a intensity and to take any form he desires, flamethrower. It causes Remarkable dam- even that of a living creature. The abilities of age and has a range of two areas. such creatures have the following maxi: mums: Background: St. John Allerdyce was born and raised in Australia. He worked as an F A S E R I P Australian wire service journalist covering In In In In — — — Vietnam and Indonesia. These experiences Health = 160 (maximum) were the foundation for many of his novels, which critics consider "literary junk." He Pyro can mentally control these creatures eventually met and joined her new of flame and command them to do as he Brotherhood of Evil Mutants, but works as a wishes, These creatures may cause up to free-lance villain as well. Monstrous damage. 13 RADIOACTIVE MAN™ FORCE FIELD. Radioactive Man can pro- Dr. Chen Lu; ject a force field that gives him Monstrous nuclear physicist, professional criminal protection, but it works both ways so he cannot attack while it is up. Anything Fighting: TYPICAL thrown at this force field bounces off, and Agility: GOOD Radioactive Man can redirect it, though Strength: REMARKABLE his aim for redirecting things is only Typi- Endurance: EXCELLENT cal. Reason: EXCELLENT Intuition: TYPICAL RADIOACTIVITY. His body constantly Psyche: TYPICAL leaks background radiation, making Radioactive Man easy to detect and find. Health: 66 Karma: 32 Background: Radioactive Man was origi- Resources: TYPICAL nally created to defeat Thor. Failing this, Popularity: 2 Dr. Lu became an outcast and turned to crime. He understands his powers very well. Recently, Radioactive Man was freed from jail by the Mandarin and has fallen GAMMA BEAMS. Radioactive Man can under his mental control. He hates the project beams of gamma radiation from Mandarin's constant control over his his hands. The beams cause Amazing actions. damage and have Amazing range.

AREA BLAST. He can also release most of his energy in a devastating explosion. The blast inflicts Remarkable damage to everything in the same area, Excellent damage to everything in each adjacent area. He can explode this way only once per dayl and usually as a last resort, as it TM fatigues him.

WHIRLWIND™ FLIGHT. Whirlwind can fly at Remarkable David Cannon; speed for up to 12 rounds. He is unable to criminal mutant use his arms to fight while flying, because he is using them as crude helicopter Fighting: GOOD Agility: INCREDIBLE blades. Strength: GOOD FORCE FIELD. Any time he is spinning, Endurance: REMARKABLE Whirlwind has the equivalent of Remark- Reason: TYPICAL able body armor. If he does nothing else, Intuition: TYPICAL and spends one round preparing, he can Psyche: TYPICAL create an Incredible air cushion force field. Health: 90 Karma: 18 TORNADO. Whirlwind can create Resources: TYPICAL tornado-force winds in the area he occu- Popularity: 8 pies and all adjacent areas. Loose objects in these areas are picked up and hurled Powers: with great force, causing Remarkable damage to anyone standing in the area. SPINNING. The Whirlwind can spin his He can also pick up large, individual body up to 400 revolutions per minute. He objects (Strength is Remarkable) and toss has an almost perfect sense of balance. them around. If he wants to fling some- Only a character with Unearthly or greater thing to a specific spot, he must make an Strength can grab him while he's spin- Agility FEAT roll. ning. Background: David Cannon started out LIGHTNING SPEED. He can travel at as a bully and petty thief, using his mutant Remarkable speed while spinning. He powers to his advantage. He has worked looks like a small when he is as a circus performer and pro wrestler, moving. among other things. He has had run-ins with the Avengers before.

14 MANDARINTM Blast—middle finger. electri- MENTO INTENSIFIER real name unknown; cal shock, three-area range. SELECTIVE CONCENTRATOR conqueror Flame Blast—index finger. two-area range. Body: REMARKABLE Fighting: REMARKABLE White Light—thumb. This ring can Controls: EXCELLENT Agility: EXCELLENT emit any type of light or radiation. The Size: Room-Sized Strength: GOOD beam causes Remarkable damage up to Complexity: AMAZING Endurance: REMARKABLE five areas away. Power : Atomic Battery Reason: REMARKABLE Intuition: GOOD Right hand: Powers: Psyche: GOOD Dark Light—little finger. Emits Darkforce with Remarkable intensity. AMPLIFICATION. The MISC was Health: 90 Disintegration—ring finger. Mon- designed to amplify Mandarin's Mento Karma: 50 strous disintegrator blast, affected by Intensifier or Matter Rearranger rings. It Resources: AMAZING force fields but not body armor. A Kill result increases Mandarin's mental control Popularity: 12 means the target is totally disintegrated range to 40 miles, though the victim must Vortex Beam—middle finger. This ring be within two areas of the MISC when con- Powers: causes nearby air to move rapidly in a vor- trol is established. Anyone subjected to tex. The result is identical to Whirlwind's the Mandarin's Mento Intensifier ring, HARD HITTING. The Mandarin has tough- tornado. amplified by the MISC, must lower his ened his hands so that they cause Excellent Impact Beam—index finger. Emits a Psyche by two ranks when making a damage when striking. If his force field is beam of concussive energy which causes Psyche FEAT roll to resist mental control. tight against his body, he can cause Incredible slugfest damage up to one area This resistance check is made once per Remarkable damage with one blow. away. hour for as long as the victim is subjected Matter Rearranger—thumb. This ring to the Mento Intensifier ring. Once the roll FORCE FIELD. He wears equipment that can reshape objects in the same area as the is missed, the victim's willpower is broken, can project a Monstrous force field around Mandarin, but it cannot change one element although the victim may use Karma to him. He can extend it to cover the entire into another, nor can it affect living matter. resist. area he is in, or shrink it down to a skin- Any force field stops it. The power also can The MISC also increases the Manda- tight layer around himself. be used to teleport persons or objects to or rin's teleporting ability, allowing him to from the Mandarin. It can even reach into teleport anyone twice per round. HOLO-BELT. In this adventure, the Man- some other dimensions. Using the MISC is a heavy strain, and darin is using a holo-belt that gives him the seriously affects the Mandarin's concen- appearance of a specific, programmed Talents: The Mandarin is adept in several tration. image: in this case, a forest ranger. martial arts fighting styles, giving him the chance to Stun or Slam anyone. He also is MAKLUAN RINGS. The Mandarin wears a master of modern technology and the 10 rings, each of which has a different alien Makluan technology. He usually car- power. He is linked psionically with these ries numerous hi-tech items. rings and no one else can use them. He can control a ring from anywhere on earth Background: The Mandarin displayed his and mentally observe what is happening scientific genius at an early age and near any of the rings. underwent intensive education in China. All the rings that produce a blast cause He eventually to a position of great Remarkable damage unless otherwise power within the government, much like specified. the ancient mandarins. The Chinese com- munist revolution deprived him of his posi- Left hand: tion, wealth, and palace. Eventually, he Ice Attack—little finger. causes stun explored China's forbidden "Valley of only, range of two areas. Spirits" and there found a wrecked Mak- Mento Intensifier—ring finger. This luan star vessel. Eventually he reassem- ring magnifies the Mandarin's Psyche to bled it and mastered the Makluan Remarkable, and gives him the power to technology, as well as the 10 rings he control minds. To control someone's mind, found inside the ship. the Mandarin must be in the same area as Mandarin used his rings in many his victim, and the victim must make a attempts to conquer China and the world, Psyche FEAT roll. If the victim's Psyche is but he was usually stopped by Iron Man. Excellent or less, he resists the Mandarin He transferred his life essence into a only with a red FEAT roll. If the victim's younger, stronger body and began his Psyche is Remarkable, a yellow FEAT roll attempts to dominate anew. resists the Mandarin. If the victim's Psyche is Incredible or better, a green FEAT roll is sufficient. Once control is established, the Mandarin can maintain it from a distance of up to one mile.

15 IRON MANTM a FEAT roll on the Shift 0 column; any IMAGE PROJECTOR. The armor can cre- James Rhodes; bodyguard, pilot result other than red or yellow means the ate as many as a dozen visual duplicates armor's circuits have fused and immobi- of Iron Man. Any attack from a distance Fighting: EXCELLENT lized the suit. against a group of Iron Man duplicates has Agility: EXCELLENT an equal chance of hitting any of them. Strength: INCREDIBLE ENERGY PODS. The two disc-like pods (For example, if there are nine duplicates, Endurance: MONSTROUS on Iron Man's waist are for storing excess the real Iron Man will be hit only once in Reason: GOOD energy. They can be detached to create an every 10 attacks.) Intuition: EXCELLENT induction field that acts as a Remarkable Psyche: TYPICAL force field in a single area, and can over- DIGGING ABILITY. Iron Man can tunnel load electrical machinery with Incredible through the earth at~Good speed, using Health: 155 power. (Normal electronics are overloaded gougers that fit over the wrists. These Karma: 36 with a Green FEAT roll, while machinery gougers can dig through Incredible mate- Resources: TYPICAL with an Endurance rank is allowed an rial. Popularity: 70 Endurance FEAT roll.) Finally, the pods can be thrown up to five areas and Powers: exploded, causing damage equal to the energy stored. Each pod removed shifts BODY ARMOR. Rhodey's suit provides Iron Man's Strength, Endurance, and Amazing protection from physical damage damage from other attacks one column to and most energy attacks, and has the left. Unearthly resistance to radiation and elec- tricity. The armor also has Remarkable SONIC. Iron man can inflict up to Amazing resistance to heat, cold, and acid. damage to everyone within three areas (Endurance FEAT or be stunned for 1-10 FLIGHT. The suit's boot jets can reach rounds). Monstrous speeds. They can inflict Incredible slugfest damage to one target TRACTOR BEAM. The armor has a small in the same area as Iron Man. tractor beam capable of lifting up to 400 lbs at a range of one area. REPULSORS. Medium-density plasma projectors are fitted into each glove, capa- SENSORS. Rhodey's suit is equipped ble of inflicting Amazing damage at with radar, sonar, and heat detectors that Incredible range. The repulsors may be allow him to locate invisible or camou- fired at separate targets (requiring a yel- flaged opponents up to 10 areas away. A low Agility FEAT roll to hit either target). nightvision lens allows Iron Man to see in normal darkness as if it was daytime, up to UNIBEAM. A high-intensity lamp mounted three areas away. in the center of Iron Man's chest, the Unibeam can illuminate an area up to two FREON TABLETS. These tablets are areas away, or blind an unsuspecting launched from dispensers in the armor's opponent for 1 to 10 rounds (treat as Stun? epaulets. They can only be used against result). If narrowed to a laser, the beam opponents in the same area as Iron Man, inflicts Incredible damage at Good range. but they cause Monstrous cold damage. They generally are used against non-living AIR SUPPLY. When sealed, the armor opponents. contains enough air for two hours, and can withstand the pressure of the deep ocean ELECTRONIC COUNTER MEASURES. or the vacuum of space. The armor has Good ECM. Standard radar cannot detect Iron Man, and exter- FIRE EXTINGUISHER. The armor can fill nal signals weaker than Monstrous an area with foam. This foam shifts dam- cannot override the suit. age from fire seven columns to the left. REVERSE MAGNETISM. Iron Man has ENERGY ABSORPTION. The armor can Incredible control over magnetism, allow- absorb up to an Unearthly amount of elec- ing him to alter or reverse the course of trical energy in a single round with no ill thrown metal objects (striking the caster effect. The pods can absorb such intense on an Agility FEAT roll). energy for up to three rounds before exploding, causing Monstrous damage. ROLLER SKATES. Iron Man can reach The energy can be redirected safely Excellent speed using a set of skates through the repulsors, inflicting Mon- nested within his boots. strous damage. EYE PROTECTION. The suit has polar- OVERIDE. Iron Man can remove the ized eye shields that provide Monstrous armor's safety interfaces to channel his protection against blinding attacks. The power into one system giving him shields drop into place automatically, and Unearthly Strength or Unearthly result in one round of blindness from the TM repulsors. Each round he does this, make sudden change.

6864XXX1501 16 TM Equipment/Possessions: AVENGERS TRANSCEIVER. Mocking- MOCKINGBIRD bird's training in espionage has taught her PROTECTIVE SUIT. Mockingbird's suit to always carry her transceiver. Since this Barbara "Bobbi" Morse Barton is made of Kevlar and woven Beta cloth. Adventurer is an Avengers transceiver, it can pick up The suit provides Remarkable protection any Avenger's emergency signal, includ- from physical damage and Excellent pro- Fighting: EXCELLENT ing Iron Man's beeper. tection from fire. Agility: EXCELLENT Background: Barbara Morse started BATTLE STAVE. Mockingbird's chief Strength: TYPICAL her career as an assistant on the weapon is her battle-stave, composed of Endurance: GOOD government-sponsored project to redis- two hollow steel-alloy poles (Remarkable cover the Super-Soldier formula that cre- Reason: EXCELLENT material). She keeps these strapped sepa- ated Captain America. Her exemplary Intuition: TYPICAL rately to her forearms beneath her loose- record came to S.H.I.E.L.D.'s attention. Psyche: TYPICAL fitting sleeves. The battle stave can be: She was quickly recruited and trained as a A) Thrown as a javelin, causing Remark- Health: 56 field agent. She performed many assign- able damage with a range of 4 areas ments for S.H.I.E.L.D., became good Karma: 32 (one attack per round.) friends with Ka-Zar of the , Resources: TYPICAL B) Used as a bo stick, causing Remark- worked for the U.S. government in investi- Popularity: 50 able Slugfest damage. gating and cleaning up S.H.I.E.L.D., and C) Broken down into two short clubs, both operated for a while as a free agent and Talents: of which can be launched from spring adventurer. She is one of the founding ACROBATICS. Mockingbird receives an forearm holsters in one round to a members of the West Coast Avengers and additional one-column shift in her favor range of 3 areas causing Remarkable is married to its leader, Hawkeye. when using her Agility to Dodge. slugfest damage. She can throw one baton per round. Mockingbird can CONTACTS. Because of her extensive throw a baton so that it bounces back espionage work for the government, to her, allowing her to catch it again by Mockingbird's Popularity is Monstrous making an Agility FEAT roll. when seeking aid or information from D) Extended to a length of 8 feet, provid- S.H.I.E.L.D., any U.S. government secu- ing MocKingbird with a vaulter's pole rity or law enforcement agency, Interpol, that allows her to clear a one-story etc. building. BIOLOGY. Barbara is a trained biologist. In all uses, Mockingbird has Remark- Her Reason is Remarkable in this field. able Agility with her battle-stave.

TM Equipment/Possessions: tured by the Avengers, he slowly began to WONDER MAN regain his humanity. It was later discov- FLIGHT. Simon wears a belt which allows ered that he had never been dead, but in a Simon Williams him to fly at Remarkable speeds. The belt actor, adventurer deep coma while his body underwent a can lift only 300 pounds more than his own permanent metamorphosis into a form Fighting: GOOD weight, but this does not affect his speed. that allowed him to retain his powers. Agility: REMARKABLE Background: The owner of the failing After breaking away from his brother Williams Electronics, Simon Williams fell Simon became a guest of the Avengers, Strength: UNEARTHLY in with and the Enchantress, and eventually was elected to full mem- Endurance: MONSTROUS members of the . He was bership. During this period Tony Stark Reason: TYPICAL subjected to an ionic ray treatment that designed the jet-belt for him. He left the gave him extraordinary strength and invul- Avengers to pursue an acting career, pri- Intuition: TYPICAL nerability. Zemo told him that a side effect marily as a stunt man. Recently he joined Psyche: TYPICAL of the treatment would kill him unless he the West Coast Avengers, though he still took an antidote that Zemo would provide has doubts about his heroic calling. Simon Health: 215 every week. With Wonder Man at their and Tigra met in the West Coast Avengers, Karma: 18 side, the Masters of Evil challenged the and the two have become close friends. Resources: POOR Avengers. Wonder Man betrayed Baron As a result of his transformation, Simon's eyes glow with strange energy. Popularity: 45 Zemo, and the Masters of Evil were defeated. Then Wonder Man, without his This glow is not harmful in any way, but is Powers: antidote, apparently died. His brother, rather unsettling to others. For this reason the Grim Reaper, took Simon's body to a Simon usually wears tinted glasses. BODY ARMOR. Wonder Man's skin is so voodoo priest to have it revived. Reani- hard that it gives him Amazing protection mated as a mindless zombie, Wonder Man from all forms of damage. followed the commands of his brother and ENVIRONMENTAL INDEPENDENCE. once again attacked the Avengers. Cap- Simon does not need to eat, drink, or breathe, but can if he wants to. He can sur- vive comfortably in outer space. He is not truly a human anymore, and does not age.

HAWKEYE™ MOCKINGBIRD™ IRON MAN™ RADIOACTIVE Clint Barton, Barbara "Bobbi" James Rhodes, leader of West Coast Morse Barton pilot and bodyguard MAN™ Dr. Chen Lu Avengers Fighting: EXCELLENT Fighting: EXCELLENT Agility: EXCELLENT Agility: EXCELLENT Fighting: TYPICAL Fighting: GOOD Strength: TYPICAL Strength: INCREDIBLE Agility: GOOD Agility: REMARKABLE Endurance: GOOD Endurance: MONSTROUS Strength: REMARKABLE Strength: GOOD Reason: EXCELLENT Reason: GOOD Endurance: EXCELLENT Endurance: EXCELLENT Intuition: TYPICAL Intuition: EXCELLENT Reason: EXCELLENT Reason: TYPICAL Psyche: TYPICAL Psyche: TYPICAL Intuition: TYPICAL Intuition: GOOD Psyche: TYPICAL Psyche: TYPICAL Health: 56 Health: 155 Karma: 32 Karma: 36 Health: 66 Health: 70 Resources: TYPICAL Resources: GOOD Karma: 32 Karma: 22 Popularity: 50 Popularity: 70 Resources: TYPICAL Resources: TYPICAL Popularity: 2 Popularity: 45 Protective Suit Body Armor Override Tractor Beam Repulsors Gamma Beams Extraordinary Vision Acrobatics Battle Stave Reverse Energy Area Blast Poor Hearing Magnetism Absorption Force Field Bow Skill Unibeam Flight Special Arrows Energy Pods Air Supply Image Projection ECM Roller Skates Sensors Digging Ability Optics Nightvision Lens

TIGRA™ WONDER MAN™ RICK JONES™ Greer Grant Nelson Simon Williams Rick Jones; Fighting: EXCELLENT Fighting: GOOD Honorary Avenger Agility: INCREDIBLE Agility: REMARKABLE Strength: INCREDIBLE Strength: UNEARTHLY Fighting: TYPICAL Endurance: REMARKABLE Endurance: MONSTROUS Agility: TYPICAL Strength: Reason: TYPICAL Reason: TYPICAL TYPICAL Intuition: REMARKABLE Intuition: TYPICAL Endurance: TYPICAL Psyche: EXCELLENT Psyche: TYPICAL Reason: TYPICAL Intuition: GOOD Health: 130 Health: 215 Psyche: TYPICAL Karma: 56 Karma: 18 Resources: TYPICAL Resources: POOR Health: 24 Popularity: 50 Popularity: 45 Karma: 22 Resources: TYPICAL Claws Body Armor Popularity: 8 Extraordinary Senses Environmental Independence Empathy Flight Running Speed