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SECTION 1: INTRODUCTION The adventure is very abilities for the and villains different from other MARVEL SUPER involved in the conflict. The map shows The heroes are the best has to offer: HEROES Game Adventures, hence its typical outside terrain of the planet, and the Amazing Spider-Man™, the Uncanny special designation. An adventure is nor- standard interiors for battles within Hero- X-Men™, the Mighty ™, the mally outlined in chapters, each chapter base, Doombase, and ' home Incredible ™, the Four™, and centering around an important battle or ship. Finally, the inside cover contains a the dangerous ™. discovery. SECRET WARS is different in quick reference roster of the heroes and Their foes are the most dangerous vil- that it does not have chapters, but is bro- villains. lains on Earth: ™, Kang the ken into daily shifts and major Because of the complexity of this Conqueror™, the ™, Doctor Octo- events. adventure, and the huge cast, it is highly pus™, the Enchantress™, the Absorbing Since most players may be familiar with recommended that you familiarize your- Man™, ™, the mad robot the general story, and the action has so self with these books before beginning ™, the ™, and the many options, we're presenting the play. It is not necessary for you to know the enigmatic Galactus™. adventure as a campaign background. of all the combatants by heart, but All are summoned to a patchwork world You can run the adventure along the lines it will help if you know where to find the list- built by the mysterious , a being of the , or you can branch ing of events and descriptions of the room of from beyond tne uni- out on your own. Not all the tales of the interiors within this book. verse. SECRET WARS have been told. Once you are familiar with the material, This is the story of their conflict, their You hold in your hands the SECRET read the boxed section on Page 2 as an victories and defeats. This is the tale of the WARS Adventure Booklet. This booklet introduction to the players, then plunge SECRET WARS™ adventure. contains instructions on how to run the into Planned Events 1 and 2, "A Matter of MARVEL SUPER HEROES™ SECRET campaign, special instructions for heroes Magneto" and "First Blood." From there WARS is a special adventure for use with and villains, and notes on the Beyonder prepare to go in any direction the players ™ Role- and his Battleplanet. The SECRET WARS and events take you. The Secret Wars Playing Game, based on the 12-issue Lim- Roster Booklet contains the statistics and have begun. ited Series from .

This book is protected under the copyright laws of the of America. Any reproduction or other use of the material or artwork contained herein is prohibited without the express written con- sent of TSR Inc. and the Marvel Comics Group. Copyright 1984 Marvel Comics Group. All Rights Reserved. Game Design Copyright 1984 TSR Inc. All Rights Reserved All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Com- ics Group. ® Copyright 1984 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S.A. The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. DUNGEONS & , PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks of TSR, Inc. Distributed to the book trade in the United States by House Inc. and in Canada by Random House of Canada Ltd. Distributed to the toy and hobby trade by regional distributors.

1 Players Briefing Read the following section to those players unfamiliar with the SECRET WARS epic.

The siren call came from Central Park. For weeks the area was the of powerful alien energy probes that shorted detection devices and affected the superior senses of Spider-Man and ™. Then a massive alien construct, a high-tech "Stonehenge," appeared in the midst of the Sheep Meadow in Central Park. Your heroes were drawn to the structure, entered it...and were gone. You reappeared in the depths of space near an alien galaxy, within a construct similar to the one that kid- napped you. An identical device hov- ered nearby. Initial probing indicated that it contained evil beings: the deadly Doctor Doom, the futuristic , the Asgardian Enchant- ress, the mad robot Ultron, Spider- Man's foes Lizard and , the powerful Molecule Man and , the Wrecking Crew, and the enigmatic Galactus. You barely had time to understand your surroundings before a great wave SECTION 2: der defined good and evil in terms of self- swept through the sky, extinguishing perception. Magneto considers himself a the stars before it like before a JUDGE'S BRIEFING good being, fighting for the rights of massive hand. In less than a moment, The Beyonder™ mutantkind, without being a hero. For this all that was left of the galaxy was the reason he was placed among the "good The Beyonder is an alien being of uni- twin constructs and a single sun. guys." Galactus has recently had doubts maginable power. It is alien not only to this Your constructs rushed toward that about his purpose and actions, yet con- universe, but to this multiverse—literally single sun, and you witnessed the crea- tinues to destroy life-bearing worlds. He from a far-removed plane of reality. Its tion of a planet, made of bits and pieces has been placed among the villains. power is so great that human words (and of other worlds far from the destroyed Those who consider themselves heroes our game systems) cannot fully describe galaxy. The pieces of other planets the Beyonder lured to his construct in it. Galactus, with all his world-destroying cooled to form a single mass and all Central Park, while the villains and heroes power, is no more than a stinging insect to who had self-doubts (including Magneto, was quiet. the Beyonder. In running the Beyonder, Then, a rift appeared in space, emit- ™, ™, and the assume that he is supremely powerful and ting a outshining the lone sun. A ™) were plucked from around the totally alien. Most of the attributes voice, alien beyond human compre- globe. ascribed to men—emotions, morals, phys- In order to give his kidnapped charges a hension, spoke: "I am from Beyond," it ical substance—simply do not exist in this said. "Slay your enemies and all you variety of terrains to fight on, The Beyon- being. desire shall be yours. Nothing you der assembled his Battleplane! from The Beyonder discovered the universes dream of is impossible for me to pieces of various existing worlds, includ- referred to as the Marvel Multiverse™ very ing their populations. One of the accomplish." Somehow, you knew that recently, and with it the planet Earth, home the alien voice spoke the truth. slabs came from the area of Earth. of many super-powered beings. Examin- The great Galactus, eater of worlds, A partial map of the Battleplane! follows ing the world, the Beyonder witnessed the challenged the Beyonder™, Doctor this section. conflicts between heroes and villains. The Doom following in his wake. They were Beyonder formed the following query: swatted away like insects, falling The Heroes "What is it that drives these beings so? toward the planet. Then the rift closed, Why do they strive for tangible gains and The heroes available to the players are: Mr. and the Beyonder was gone. The con- intangible ideas? What is the nature of this Fantastic™, the Thing™, and the Human structs moved toward different parts of thing called desire?" Torch™ of the ™; ™, the planet. Your heroes were teleported To answer these questions, he brought She-Hulk™, ™, Captain to the newly-created planet, to do battle together the strongest members of each America™, ™, ™, and Iron with their greatest foes. The Secret group to fight a private battle for him. Man™ of the Avengers™; Professor X™, Wars have begun. In gathering his combatants, the Beyon- ™, ™, Rogue, Cyclops, ™, ™, and Lockheed of Running Events at a certain place during a shift, ignore any the X-Men; the Hulk™, Spider-Man, and Random Event that would place him Magneto. Their abilities are listed in the As stated above, this adventure is not somewhere else in the same shift.) A vil- SECRET WARS Roster Booklet and may broken down into chapters. It is run in lain's sneak attack (Random Event) could be removed or photocopied for use. days, each day broken down into "shifts." occur the morning of Galactus' ship arriv- Given the large number of heroes, you Each day consists of four shifts: Morning ing (Planned Event). If the heroes have can judge this adventure in a number of (dawn to noon), Afternoon (noon to dusk), split into separate groups, roll once on the ways. We suggest one of the following; Evening (dusk to midnight), and Night Random Event table for each group. use the method best suited to you and (midnight to dawn). During any shift, The Beyonder originally envisioned the your players. Events may occur to the heroes, or they conflict as a straightforward battle in 1. Each player takes one hero. The may initiate action on their own. which one "team" eliminated the other. Judge runs the rest as NPCs. This places Events can be Planned (occurring at a The varied personalities of the heroes and each player's favorite hero on center stage specific time in the campaign) or Random villains precludes that, so that a different (and is good for inexperienced players), (can occur during any shift). For example, measure of victory is needed. but requires a great deal of work by the the adventure begins in the Morning shift If, by Day 9, the Beyonder is still active, Judge. of Day One with the Planned Event "The and has not been defeated or depowered 2. Each player takes a team or group of Matter of Magneto." Events are covered by any of the heroes or villains, he will heroes. This allows a group to fight a full- in detail starting on Page 7. make his judgment. If the heroes have scale . A typical team arrangement At the beginning of each day, ask the slain all the villains, they will be returned to could be: players what their hero or group of heroes earth with NO , as they have vio- has planned for the day. For example, the lated their internal moral codes to achieve • Professor X and the X-Men (Cyclops, players may decide "Hulk, Captain Amer- their desires. (This does not apply to Wol- Rogue, Wolverine, Nightcrawler, and ica, and Mr. Fantastic will be on monitor verine.) If the villains have slain the Colossus). duty in the morning, while Spider-Man and heroes, the adventure is over. If remnants • and the Avengers She-Hulk will take the Afternoon shift." of the original two groups survive, the (Wasp, Captain Marvel, She-Hulk and Divide such work assignments into one group with the highest Karma value total is Hawkeye). of the four shifts. Any character on the winner. Specific Karma awards for cer- • , the Hulk, and Storm. assigned duty in the same area two shifts tain actions are detailed at the end of this • Spider-Man and the Fantastic Four (Mr. in a row will become tired, distracted, and booklet. Fantastic, Thing, ). generally less watchful (shift three • Thor (If possible, Thor works best as an columns to the left on Intuition checks). Beginning the Adventure NPC—the Judge controls his actions). Characters may be unassigned, but if • Magneto (Usually players do not control combat erupts, they will be placed ran- The heroes and villains make landfall "villain" characters; in this case Mag- domly in the complex, or may not be avail- about 10 miles from their respective neto is considered a hero). able for several rounds. (See BASES.) bases. Run the Planned Events "The Mat- 3. A short version, or "Little Wars." Once the day's tasks are assigned (writ- ter of Magneto," and "First Blood." Fol- Each player takes one hero of his choice. ing them down may help), roll for a Ran- lowing these events, direct the heroes to The Judge then picks an equivalent villain dom Event. Random Events can occur in Herobase (and Magneto to his fortress, if for each hero, PLUS Doom as AND addition to Planned Events in the same he is a player character) and let them set Galactus. With a small group, this type of shift, unless they contradict (for example, up shop. From this point on, the players adventure will not be as epic as the full- if a Planned Event requires a villain to be are in charge of their heroes' . scale battle, but it will be easiest for new Judges and players.

A large section is devoted to handling the heroes and villains in the SECRET WARS setting. Tips for running heroes as NPCs are included. All heroes and villains begin the adven- ture with the amount of Karma listed on their sheet. Karma pools can only be formed by heroes under the control of the same player. (If a single player controls several heroes, it is recommended that the player form a Karma pool for the heroes.) If the players are running individ- ual heroes, no Karma pools may be formed. Finally, a note about healing. Heroes will in general regain their Endurance rank number of points after two shifts of rest. The medical machines in Herobase can restore an Endurance rank amount of Health for each shift in use. If Herobase is destroyed, the heroes may discover the alien village where Zsaji is capable of heal- ing most wounds (see Zsaji in the Roster Booklet and Heroes' Notes).

3 SECTION 3: THE BATTLEPLANET

The Beyonder, seeking to create a varied 2. Mountain Ranges. These mountains 7. The Swamp. This alien swamp is terrain for his kidnapped specimens, has rival the Andes in height. The border with inhabited by swarms of buzzing insects taken slices of a number of worlds in other other terrain consists of sheer drop-offs and reptilian beings. (The reptiles have a galaxies. These slices, taken like labora- and cliffs. maximum rank of Good for Fighting, Agil- tory slides, include the native planet's ter- ity, Strength, and Endurance, and a maxi- rain, lifeforms, and civilizations, if any. 3. Rolling Hills. This semi-mountainous mum Health of 40.) The major danger is One of the planets Beyonder took a piece sector is the location of Zsaji's village. The from quicksand, which pulls downward from was Earth, in the Denver area. highest peak in the area is Mount Galac- with Incredible Strength. If the Lizard Below is a map of a typical section of the tus. It is from here that The Eater of Worlds escapes from his compatriots, he will Battleplanet, most importantly the areas will summon his worldship and here also come here to hide out. where the heroes and villain set down. that he will build his world-destroying There are other areas, with additional life machine. 8. Twisted Plains. The layered geologi- and civilizations, that are not noted on the cal formations of this sector are similar to map. 4. Volcanic Plains. This region is geolog- those near Herobase, but are more pro- Each sector of the map has a different ically stable, though vents and fissures nounced and reddish-orange in color. This type of terrain. In addition, certain sectors are common. Lush oases of tropical palm- sector may be a collection of similar ter- have particular structures that the heroes like plants hoard the available . At rain from different worlds, as the terrain and villains can use. the center of these plains is Doombase. breaks abruptly in steep cliffs. The scale on the map is 1 hex equalling 20 miles. To find the distance from point to 5. Plain of Worms. A nightmare land- 9. Blasted Desert. This sector is a flat, point, merely count the number of hexes scape of pinkish "worms" clustered empty wasteland of hard-packed sand. between them. In open terrain, the charac- around hot pools of salt water and mud- Characters here can see 3 hexes in any ters can see up to two hexes away. In for- holes. The landscape writhes, but whether direction, but objects appear closer than est or jungle, line-of-sight is restricted to it is alive or only a radical geological for- they really are; the heat distorts . the hex the heroes are in. mation is a matter of conjecture. Towering above the terrifying terrain is the fortress 10. Denver. This four-block suburban The major sectors are: waiting to be claimed by Magneto. part of Denver is located 200 miles east of Doombase. Only a few of the inhabitants 1. The Heroes' Plain. The sector con- 6. Plain of . This entire sector con- have left the city, due to the strangeness of sists of , rolling hills dominated by sists of blazing plains and pits, broken by the surrounding terrain. The few that have weird layered geological formations. The spires of black obsidian. Any unprotected left include Miss MacPherran (), Herobase is located in this sector. creature in this sector will suffer Mon- Miss Rosenberg (), and the New strous fire damage each round he is here. Spider-Woman.

4 SECTION 4: BASES

The Beyonder has provided large alien fortresses to be used by the opposing forces. The hero group and the assembled villains each have a base. (If Magneto operates seperately from the hero group, he too will have a fortress.) In addition, Galactus will summon his worldship, Taa II, from across the universe. Each of these bases is a huge con- struct. (Herobase is the size of 541/2 Pen- tagons.) Only a small portion of a base is represented on the interior map provided with the adventure. Important rooms are marked as sectors, A to Z. Other rooms may be designated by the Judge as the need arrises. These sectors vary from base to base. The four bases being con- sidered here are Herobase, the villain's lair called Doombase, Magneto's fortress, and Galactus' worldship, Taa II. The three Battleplanet bases have win- dows of Excellent material, walls of Incredible material, and high strength walls of Amazing material. Taa II has win- dows of Incredible material, walls of Amazing material, and high strength walls of Unearthly material. The map is geomorphic—the exits on both sides line up. If a "running battle" takes place in one of the bases, you can exit heroes off one side of the map, only to bring them "back on" at the exact oppo- MARVEL SUPER HEROES Campaign after the culprit (if the "Cat" is still site location. The sector areas will gener- Book to find the technology rank of any around), or mentally remove him, an act ally prove to be similar no matter what item found, raising the rolled level by one, that will cause Unearthly damage to the section they are in. but exclude anything above Monstrous. subject(s) in the process. The random number before the sector is Galactus' Robotic Storage. This is Machinery. These are large, impressive used if a dice roll is needed to place char- where the guard robot, the "Cat," is kept. machines that keep the fortress or base acters randomly as called for by the It will remain here unless Galactus sends running. Damaging the machines will Events section. it to fight someone. The "Cat" also acts as cause a break-down on a roll of 1 on one Notes on the various areas: guard for the Security (Section A). die, given the redundency of the struc- Lounge and Meeting Rooms. These tures. A breakdown will cause damage to Living Quarters. These are designed are places for heroes or villains to gather the machinery type listed, or an area cho- for humanoid beings and include sleeping together. Lounges have soft cushions, sen by the Judge (, heating, or air cir- areas, facilities, and to recliners, and plant life, while meeting culation). the other areas. rooms have stricter chairs and small moni- Sonic Labs. Located on Taa II, these Monitor Rooms. The monitors are tors for reference. labs are designed for use by those with Amazing technology. Multiple screens Auxiliary Bridge and Computer. Reasons of Excellent or better. , the permit the surveillance of three areas at Located on Taa II, these items are Shift X Master of Sound, is imprisoned in Galac- once, with further scanning of ten other rank technology. Anyone operating either tus' Sonic Lab. (See Klaw™ in the Villains areas at one time. The landbased moni- of these devices will be noticed automati- Section.) Any tampering with the machin- tors cannot penetrate other fortresses, nor cally by Galactus, who will send his "Cat" ery will release Klaw automatically. can they penetrate the hull of Taa II, but can scan anywhere else on the planet. Monitors on Taa II can scan any part of the planet, including all land-based HQs. Storage. If someone is looking for a particular item (say, magnifying goggles) in a general Storage room, he will find it if he makes a successful Yellow Intuition FEAT roll. If the Storage room is specified for a certain type of item (Weapons, Robots, Vehicles, Chemicals Storage), a useful item of the specified type will be found on a successful Green Intuition FEAT roll; a successful Red Intuition FEAT roll is needed to find any other type of item here. Use Table 25 on page 37 of the

5 Labs. To use a Lab, a character must holding devices of less humane design: which is also guarded by Galactus' "Cat." first understand its equipment. The equip- binder cuffs that deliver Monstrous dam- The Ultimate Nullifier. This is a power- ment on Herobase, Doombase, and Mag- age to anyone stressing them, and an ful device that automatically eliminates neto's Fortress is Amazing technology. inhibitor field that nullifies powers of less both the wielder and any object the Once figured out, any research is carried than Unearthly rank. wielder can fully understand. Within the out at the Amazing level. The Labs on Taa Gun Turrets. The automated turrets of Secret Wars, it has the following effect: II are of Unearthly technology. All inven- Herobase are armed with weapons that only or Doctor Doom could tions may be built or "kit-bashed" with the cause Amazing damage, and are con- use it with effect on Galactus, as only they resources available equal to the Reason trolled from the Fire Control Room. The can perceive fully the being that is Galac- ability of the character involved. (This turrets of Doombase have Unearthly tus. Even then, they would succeed only reflects that most of what the heroes and weapons. Doombase turrets are not auto- on a Red Reason FEAT roll, and in any villains need is available, it is only a ques- mated; they must be manned by gunners, event be disintegrated themselves. No tion of understanding it.) who use their Agility to aim the weapons. character (not even Galactus) can use the Auto-Docs. These are self-contained Magneto's fortress and Taa II have no tur- Ultimate Nullifier on the Beyonder, as that healing units that will help heroes and vil- reted weapons. being is beyond even Galactus' full com- lains regain lost Health and Endurance. Fire Control. The Fire Control rooms of prehension. An auto-doc restores the Endurance rank Herobase allow the user to control three The power of the Ultimate Nullifier is number of the subject per shift. A charac- turrets at once, using his or her Agility limited only by the understanding of the ter whose Endurance rank has been rank to aim all the weapons. person using it. Galactus therefore takes reduced regains 1 Endurance rank per Vehicle Storage and Docks. Each special measures to guard the weapon. shift. vehicle area facility has 1 -5 vehicles of var- Galactus will immediately detect anyone Auto-Kitchen. These are self-con- ious makes and types (flyers, flying subs, who breaks into the Ultimate Nullifier's tained processors. Magneto also has walkers, halftracks, hovercraft, etc.). Use Security Vault (regardless of any precau- a version that provides chilled, aged wine. the same procedure as for Storage to tions the trespasser might take). If the Psycho-Stasis and Prisoner Holding. determine the abilities of any one particu- trespasser is not stopped by the vault's Herobase has a psycho-stasis device of lar vehicle. No vehicle will have a body, gas-trap, he will be attacked by Galactus' Amazing technology that, once figured control, or of less than Good. "Cat." If the "Cat" is defeated or is not out, will hold prisoners of up to Unearthly Security Vaults. These special areas available, Galactus will mentally remove ability and prevent them from using their are trapped with Unearthly-potency gas, the trespasser from his ship, an act that powers. The other bases have prisoner to prevent theft. The Security Vault on Taa will cause Unearthly damage to the tres- II is the housing for the Ultimate Nullifier, passer in the process.

6 SECTION 5: EVENTS

There are two types of significant action possible in the wars: the actions of player character heroes, and the actions of NPCs. As Judge, you handle the actions of player characters. The actions of NPCs are described in this section, and are called "Events." There are two types of Events: Planned Events and Random Events. There are twelve Planned Events that occur over the nine-day period of the Secret Wars. These are the major actions of the NPCs of the Secret Wars, and they occur at the time and location stated in the description of each event. Random Events are rolled for at the beginning of each day. Before the Morning shift, roll once on the Random Event Table below. If a Random Event is marked by a star (*), it means that once the event occurs, it cannot occur again. If the event is rolled again, treat it as no event.

Planned Events

Day 1, Morning "A Matter of Magneto" Day 1, Afternoon "First Blood" Day 1, Evening "Doom Takes Charge" Day 1, Night "Call of Galactus" Day 2, Morning to Night "The Tempest" Day 3, Morning "Sneak Attack" Day 4, Afternoon "The Worldship" Day 6, Morning "When a Spider Calls" Day 7, Afternoon "And now Galac- tus" The Beyonder has chosen to place the "First Blood" Day 8, Morning "And Doom Against AH" notorious Magneto among the heroes. Day 9, Evening "The Beyonder's Magneto—the Master of Mag- Iron Man gets the warning first, his Judgement" netism. He is an avowed enemy of internal radar tracking an approaching Day 10, Morning "Going Home" humanity, who fear him and his kind. unidentified object. Suddenly the foe He believes mutants are the next step crests the ridge! It is the villains, lack- Random Events of human evolution, destined to rule. ing their greatest strength—Doom, This attitude has made him an enemy Galactus, and Ultron, but still capable Roll once each morning. Cross out events of many super hero groups, including of dealing deadly damage with marked by the star (*) once they occur. the X-Men, Fantastic Four, and Aveng- Enchantress, Molecule Man, the Liz- Treat a crossed-out number as "no event" ers. Will you accept him now as one of ard, the Wrecking Crew, and Absorbing if it is rolled again. you—as a hero? Man. Their leader is Kang, seconded by Doctor Octopus. This event occurs immediately upon Die Roll Event planetfall. Let the heroes set up within two The heroes start within two areas of "B, areas of the area marked "A." Magneto while the villains begin at least four areas 1 Lesser Tempest* begins in Area "B." away from "B." The villains' battle tactics 2 The Hunt Inform the players running members of are found within this book, and the bad 3 Betrayal* guys' abilities are summarized on the 4 Magneto Calls* the Fantastic Four, the Avengers, and Iron 5 Hearts and Minds Man that there is a Karma bonus for driv- inside cover. In addition, make the follow- 6 A Thunder God Missing ing off or defeating Magneto (see Karma, ing notes: Refugees page 16). The X-Men or Magneto do not The villains have already found their 8 The Trap* receive any bonus if Magneto remains or base; Kang, , and are 9 Patrol any heroes are defeated. Thor, if run as an using weapons they found there. 10 My Dinner with Galactus* NPC, will not interfere unless Magneto Kang is carrying an electron beam seriously hurts someone. If Magneto is a weapon that fires beams of Unearthly con- Planned Events player character, he acts as he chooses. If cussive power (treat as Slugfest damage). Magneto is an NPC, he will try to away Body armor has full effect against the "A Matter of Magneto" after the second round, riding lines of beam. The weapon has a range of 3 areas. magnetic at Remarkable speed. If Kang cannot use his when firing Read the following to the players immedi- combat occurs, and lasts more than seven this weapon. ately after planetfall: rounds, begin the attack in "First Blood." Bulldozer and Piledriver are piloting a

7 damage to the unprotected and the thun- der causes Monstrous damage to those outside. Thor can control the Tempest in his area if he makes a successful Yellow power FEAT roll, roll once per shift (award 30 Karma for each shift that he controls the Tempest). The X-Man Storm can elimi- nate the Tempest's effects in her immedi- ate area if she makes a successful Red power FEAT roll; give her the same Karma award as for Thor if she succeeds. Galac- tus is unaffected by the Tempest. All other heroes and villains must take shelter from the violence of the storm. Doctor Doom will use power siphoned from the Tempest to create his new allies, Titania and Volcana. There is a 30% chance per shift that the Tempest will have some effect on Hero- base. If Herobase is affected, roll a die and consult below. 1-3 A massive of creates an electrical in the equipment. A vital piece of equipment (Judge's choice) is inoperable until repaired. Characters with Monstrous Reason can automatically repair damaged equipment: all other characters must make a successful Reason FEAT roll to repair the damage. Repairs take one shift. 4-6 Winds collapse a section of the base. Roll a random location for each GROUP of heroes, and for the location of the cave-in. Those in the affected sector are subjected to the high winds until they leave the damaged area. 7-10 Landslide! Rain and lightning dis- tripedal gunnery platform armed with two option, the "disintegrator" can actually be lodge a massive piece of real estate high-energy electron beam cannons. a teleportation .) With Ultron to support that bounces down the mountain Each cannon has the same characteris- him, Doom takes command of the villains towards the heroes. Unless stopped tics as Kang's weapon, described above. when they return from the "First Blood" (by Thor, Hulk, etc...) the landslide will The platform has these statistics: control encounter. Also note that the Random hit a random area, rendering it totally Excellent; speed Good; body Remark- Event "Betrayal" can occur after this time. inoperable and causing Monstrous able. slugfest damage to those within the area. Molecule Man will hang back in the bat- "Call of Galactus" tle. Despite his Unearthly power, he will "Sneak Attack" not attack unless attacked. He will flee if attacked in hand-to-hand combat, using Anyone within four hexes of Galactus, or Dawn comes up like thunder, revealing his power to trap his opponent's legs in the observing him on monitors, will see the the plans of the enemy. A small blip on earth. huge humanoid raise himself up from the the horizon quickly swells to become The Lizard is even less enthused by the where he lay following his conflict an enemy vehicle, set to ram the HQ! idea of combat. He will flee if three or more with the Beyonder. Galactus flies to a high villains are put out of action. peak and remains motionless. (Note to Place the heroes still in the base who are The villains intend to wipe out the Judge: Galactus is summoning his World- not on assigned shifts randomly through heroes now, before the heroes get their ship. He will not pay any attention to the the complex. The villains' ship will ram a bearings. Without Doom or Ultron, going outside world, unless he is attacked, until random area of the fortress, breaching the up against the likes of the Hulk, the Thing, the ship arrives.) wall and causing Monstrous charging and Thor, the villains have their work cut damage to everyone in the affected area. out for them. "The Tempest" Make a Yellow Intuition FEAT roll for each hero in the Monitor Room (Room A) "Doom Takes Charge" The formation of a planet from the pieces for the Evening shift. If a roll succeeds, the of other worlds will create problems. One hero can alert the base, and the heroes This event does not directly involve the problem is the sudden mixing of atmo- may react before the enemy ship strikes. If players. This is a note to you, the Judge. spheres, the raising of new mountains, the Intuition rolls fail, the villains have two While the other villains were attacking the and a sudden increase in volcanic activity. free rounds to move about the complex. heroes in "First Blood," Doom entered the As the Battleplane! settles, these rival During this time the heroes cannot move villains' base, re-programmed Ultron to forces of nature create a huge storm that or fight. The bad guys will spread from obey his orders, and installed a disintegra- buffets the planet mercilessly. their ship, wreaking havoc wherever pos- tor ray in Ultron's body. (At the Judge's The rain and wind cause Unearthly sible. Any heroes knocked uncon-

8 scious will be left for dead. discover the intruder and remove him by "And Doom Against All" The attackers will consist of all the vil- force. lains from "First Blood" who are available, If the heroes or villains attack Galactus, This event is subject to two previous plus Titania, Volcana, Doom, and Ultron. he will send his "Cat" down from the ship events. Galactus must be around, having Ultron and the Molecule Man will respond to take care of the problem. completed his machinery, and Doom must directly to Doom's orders. and have visited Taa II. any of his team will be assigned to freeing "When a Spider Calls" If Doom has perished in combat, prisoners from the Psycho-Stasis cells assume that he has programmed Ultron to (Section P). Molecule Man will remain with do his dirty work for him. If Doom and Doom at the ship. If attacked, he will bring The morning routine is broken by the Ultron are both dead, Kang, Doctor Octo- his full power against the attacker. arrival of a stunning beauty in your pus, or another villain could have discov- If the heroes are driven from the fortress camp. She calls herself Spider- ered enough of Doom's plan to put it into and exit off the mapsheet to regroup. Mol- Woman, and demonstrates her power. operation. No matter what, at least one vil- ecuie Man will exert his powers to the limit lain should be available to implement the and drop a mountain range on them. The Information on the new Spider-Woman™ is plan. If all villains have been defeated or mountains are so vast that the heroes can- given in the Roster Booklet. Treat her as destroyed by this point, the heroes find not get out from underneath before the an NPC unless she is accepted into a Doom's plans on a computer tape, with a mountains fall. All heroes must make a group of heroes. She may at that time be memorandum stating that this is the only added to any team that has lost or is miss- successful Red Intuition FEAT roll to sur- way to defeat Galactus and the Beyonder. vive by finding some pocket beneath the ing members. Whether the heroes choose to use the mass. Encourage them to spend Karma plans is up to them. for this purpose. "And Now Galactus!" Doom has used the information gath- The heroes have four rounds to escape ered from Taa II to learn that Galactus before they are crushed or suffocated. Galactus has spent the past several intends to siphon off the Beyonder's Any hero with Unearthly power can blast a days assembling a world-converter power, destroying Taa II in the process. path to freedom in one round. For exam- machine, capable of draining all Doom's mechanism is designed to steal ple, the Hulk's strength, Thor's hammer, energy from the planet, thus killing the some of the Beyonder's power and all of Iron Man's repulsors, or Captain Marvel's inhabitants and giving Galactus the vic- Galactus's power so that Doom (or his energy blast could free the heroes. (The tory in the Beyonder's game. agent) can become a god-like creature, Human Torch cannot use his flame if he is wielding cosmos-shattering power. Since under the mountain, since the flame would The heroes are in danger of imminent Doom is a mortal, the Beyonder's power consume all the oxygen there and suffo- destruction, as is everyone else on the would give him abilities of Unearthly in cate everyone.) planet. Galactus may be deterred by sev- every category. His body armor, force eral things. field, and power bolts would also become "The Worldship" Unearthly. 1. Full scale attack. Galactus will set the Once Doom has gained this power, he The afternoon sky is darkened as a "Cat" on those who attack him. If the offers the others a choice: he will grant mighty starship, dwarfing the Battle- "Cat" is destroyed or is not available, their greatest desires and return them to planet, appears in the sky. Only the Galactus will enter the fray—trying to kill Earth if only they agree to surrender their Human Torch has seen it before. It is anyone who hurts him. Remind anyone free wills to him. As proof of his power, he called Taa II, and it is the home of considering such an attack that Galactus returns Denver to Earth and resurrects Galactus! has several Class 1000 abilities. any slain villains. 2. Negotiation. Reed Richards may con- NOTE: If Ultron or another of Doom's When Taa II arrives, Galactus begins prep- vince Galactus to delay his action by mak- agents acquire this power, they do the arations to destroy the Battleplanet, using ing a successful Red Intuition roll to same thing. However, if Doom is resur- its energy and the energy of the Worldship persuade Galactus. Professor X and Mag- rected, he refuses to submit, and works to contend with the Beyonder. During this neto, by combining their mental powers, with the heroes to defeat the godlike period the heroes may attempt to gain can persuade Galactus by making two enemy. Galactus' attention and reason with him. successful Red Intuition rolls; treat their The villains then make a Yellow Psyche (The means for contacting Galactus are combined Intuition as Monstrous. Any FEAT roll. Failure indicates that they agree given in the description of the event "And other character must make three success- to go along with Doom, and they are trans- Now Galactus!") Galactus may grant ful Red Intuition rolls to persuade Galac- ported to Earth. If they succeed, they Richards an audience and a chance to tus. If negotiation is successful, Galactus retain their free will and join the heroes in escape if Random Event 10 is rolled. will delay destroying the world for 1 day. fighting Doom. Galactus always retains Doctor Doom recognizes that the arrival Failure means that Galactus sets the his free will, but his power is severely of the Worldship is an opportunity to gain "Cat" on them. reduced. Let the players run Galactus, but great power. He will not personally engage 3. Damaging the Planet. Many parts of all his stats are at his lowest power levels. in any attacks from this point on, concen- the Battleplanet are geologically unstable, Galactus is unconscious for the first five trating instead on entering the ship. and the characters with force beams or rounds after the transfer. If Galactus is attacked, communicated energy powers, including Iron Man, Let the players decide whether they will with, if the Battleplanet is endangered by Cyclops, the Human Torch, and Magneto, accept Doom's offer. If they do, they are the actions of others, or if there is a full- could render the planet dangerously immediately returned to Earth, but they scale battle between heroes and villains in unstable. If this is done, Galactus will stop will never gain new Karma. All Karma they his vicinity, Galactus will be distracted his work to repair the damage, taking four earn is given to Doom, instead. In addi- long enough for Doom to enter Taa II unde- shifts. Then he will return to work on his tion, they are forever at Doom's beck and tected. While aboard the ship, Doom converter. (Doom will dispatch Molecule call as a super-police force to enforce learns a great deal and frees Klaw from Man and four villains your choice to do this Doom's will. Doom creates a on imprisonment. Four shifts after Doom (or if the heroes do not do so by Day 7, eve- Earth for his followers—and a hell for anyone else) enters Taa II, Galactus will ning.) those who do not.

9 It is unlikely that Doom can be defeated If the forces of good have slain all the vil- If the heroes wish to get back to Earth in normal combat. The following methods lains (including Galactus), they will be (especially if the villains have already can be used to defeat Doom. returned to Earth. They get no Karma if departed for there), they can cobble 1. Scientific wizardry. Reed, Banner, they violated their own internal values to together a reverse teleporter. To do this or one of the bad guys who refuses to aid win. They are granted the wish of being they must: Doom can create a "reverse siphon" by accepted as normal beings—they are 1. Locate one of the constructs that kit-bashing. This takes 5 rounds of work if depowered for 1-10 months each. During brought them to the Battleplanet. The pair they have Doom's plans (available from this time, however, old earth-bound ene- of the constructs have crashed on the map any of Doom's lackeys). Success means mies may take advantage of the hero's somewhere. (You as Judge decide.) They that Doom returns to normal, and the depowering to rob, steal, and perhaps get may be guarded, at your option, depend- Beyonder (justly shaken) makes his judge- revenge. ing on how badly hurt the heroes are. ment. If neither side has triumphed, and if nei- 2. Locate the parts necessary to con- 2. New allies. If the heroes attack, ther side has challenged the Beyonder, vert it to a Monstrous teleporter. They may Doom concentrates on Galactus first. This the Beyonder calls the contest to a close. find these parts in any fortress or in Taa II should give the others a little breathing He has gained enough information on the (if it still exists), or they can completely dis- room. If Molecule Man has chosen not to nature of desire to retreat for a while and mantle Iron Man's armor for the circuitry. follow Doom (the heroes may talk to him meditate on what he has learned. As he 3. Using their Reason Ability as and/or supply Karma to help him in the does not wish his kidnapped subjects to Resources, begin to build an Unearthly FEAT), he can eliminate Doom's power kill each other in his absence, he sends Teleporter. This teleporter may take addi- bolts, body armor, and force fields, since the side with the highest Karma total back tional power from Thor's hammer or they are molecular in nature. Galactus can to Earth. The losers are stranded on the Nightcrawler's mutant powers. endow any one of the heroes/villains with Battleplanet, and must find their own way 4. Double-check the circuits. to become as one of his home. 5. Test it. heralds. This means that all abilities and powers become Monstrous. Powers "Going Home" If the teleporter succeeds, each team will already Monstrous become Unearthly, reappear in Central Park, where they dis- and powers that are Unearthly become If the players' heroes are stranded on the appeared from. An equal number of days Shift X. Galactus remains at his lowest Battleplanet (either by having a lower have passed in the meantime. power levels after this act. Karma total or letting the villains scare off If the teleporter fails, one group will be 3. The return of the Beyonder. The the Beyonder), read the following: randomly teleported around the world. Beyonder is shaken but not destroyed by Make a Psyche FEAT roll for each team, Doom's treachery. He returns 15 rounds The sun rises over the Battleplanet, the based on its lowest member. The first after Doom makes his offer to the party. He only star left in an entire galaxy. The team who fails the roll will appear on still has enough power to deprive Doom of war is over, the planet is at peace. You, Earth, but not in Central Park, Use your his stolen power. If there are any heroes however, are trapped here on this own judgment or the following table: alive and free when the Beyonder returns, planet, a world that promises adven- he resurrects any dead and sends all of ture and excitement. You will never see 1-2 the heroes back to Earth. The Beyonder Earth again. 3-4 Japan leaves Doom on the Battleplanet and 5-6 Amazon Jungle retires to Beyond to think about what has 7 The heroes may remain on the Battle- 8 London happened here. planet as long as they wish. Though this 9 adventure is over, the planet is a wide 10 Australian Desert "The Beyonder's compilation of different terrains, peoples, Judgment" and challenges for the heroes to adven- How they get home from there is their ture in. As Judge, you can create your problem. own sections of this patchwork planet for If, by Day Nine, there is no clear victor in the heroes to discover. However, reduce Random Events the Secret War, the Beyonder will make all heroes' Karma by 10 for every day they the following ruling. spend on the planet after the contest "Lesser Tempest." This is a smaller ver- If the forces of evil proved themselves ends. sion of the great Tempest that kept every- strong enough to challenge a mighty soul such as he, they are the winners of his contest. They did not complete his requirements, however, and as such do not get their hearts' desire. They are only returned to their home planet. The heroes are stranded on the Battleplanet, which the Beyonder programs to respond to their wishes until they die. Then the Beyonder retreats to his own dimension. If the forces of evil have slain all the heroes, the Beyonder will grant them great power. All their stats and abilities become Unearthly and they are returned to Earth. The Earth will become a battle- field for a mighty collection of near- unbeatable foes, who will level the land in their fights with each other as well as the surviving super heroes.

10 one indoors on Day 2. The weather will cause Remarkable damage to unshel- tered characters. Characters who attempt to fly in this storm must make a successful Green Agility FEAT roll to avoid crashing. The X-Man Storm can control this weather on a successful Green power FEAT roll. Thor can control the Tempest automati- cally. "The Hunt." One villain decides to dis- Possible only after "Betrayal" Random Event; treat as no event if it occurs before "Betrayal." obey the general order of togetherness to break into the hero stronghold and settle a villain will no longer be available for patrol In addition to their powers, the villains will few old scores. Roll a ten-sided die to and duties that take him or her away from be manning an alien hovercraft (control determine the villain and target. the main base. Make a new loyalty check Excellent; speed Monstrous; body Good). The villain will slip into the complex during for each villain every shift. The villains fall The craft is armed with an electron beam the Evening or of that day, and back into line immediately if one is cannon that fires beams of Unearthly con- stalk the hero. Make an Intuition FEAT roll defeated, imprisoned, or killed by the cussive power (treat as Slugfest damage). for the hero; if it fails, the hero is surprised leader. Body armor has full effect against the by the attack (Karma cannot be spent on beam. The cannon has a range of 3 areas. this roll). If the "stalked" hero is not "A Thunder God Missing." (If Thor is an present or is an NPC, let a player charac- NPC, this event will occur as described. If "My Dinner With Galactus." Run only ter hero discover the villain. Thor is a player character, the player must after Taa II has arrived. If rolled before that decide what to do when this event is time, treat as "Magneto Calls." Galactus "Betrayal." Doom's allies are tired of the rolled.) sends a robotic messenger to Reed and tin-plated tyrant and stage a small palace Thor is called away, either by a meeting any of the surviving Fantastic Four. It will coup. Doom is forced to flee and his ship is with the Enchantress or (if the Enchant- inform them that Galactus plans to destroy struck by an energy bolt from Doombase. ress is dead) an instability in the polar the planet and Worldship in order to battle Making his way to the heroes, a wounded reaches. If the Enchantress is held pris- the Beyonder. As Reed had once aided Doom (Health = 45) offers to help defeat oner by any faction she will be immedi- him, so too does Galactus offer his aid—a the Beyonder. He will lay out his proposed ately freed. In either case, Thor gains 100 ship will be provided to carry the heroes plan—breaking into Taa II, using its tech- Karma while on this mission, and is gone safely away from the planet. The Battle- nology to siphon off the Beyonder's power for four shifts. planet, with all its villains and innocents, through Galactus. What Doom does not will be destroyed. (Make sure the heroes state outright is that he intends to seize "Refugees." A group of alien refugees, understand that they will lose all Karma if the power himself. humanoid in nature, will appear at the they agree to Galactus' proposal.) If the heroes work with Doom, they will hero's base seeking shelter. (Their arrival If the heroes accept Galactus' offer, sacrifice 50 Karma each. In addition, they sets off any alarms.) There will be 10-100 read the following: will find Doom hot-tempered, desiring to refugees, and one of them may have a lead, and willing to desert them as soon as power or weapon useful by the heroes Secured in your space vehicle, you wit- he has healed. (Judge's choice, but healing powers or an ness the last act of this final war. Under Any characters loyal to Doom, such as Unearthly rank weapon is recommended). the effect of Galactus' machines, both Volcana, Titania, Molecule Man, and The aliens are humanoid but not human, the Battleplanet and Taa II explode in a Ultron, will turn against him at this time. and their intentions are not hostile. They flaming conflagration of energy that is Ultron will regain his former programming do not speak English, however. absorbed by Galactus. Swollen to mas- and set up a fourth headquarters based on sive proportions, Galactus' cry rings Robotic Life. "The Trap." The villain's leader will send out across space, a challenge to the a messenger (an expendable one, such as Beyonder. The great light appears "Magneto Calls." Run only if the X-Men one of the Wrecking Crew) under a flag of again, the rift in space. As he did once have not left Herobase. Magneto appears truce to one group of player character before, Galactus launches himself into to Professor X (or the head X-Man), offer- heroes, asking for a parley. The villain the rift. Before, he was repulsed. This ing to team up against Doom and the other leader proposes to meet the heroes, time the barriers do not stop him. villains. There is a 100 Karma reward for alone, at area D on the Outdoor Map, to Galactus pierces them and enters the Professor X if he agrees, and 50 for each discuss handling the Beyonder and tap- Beyonder's realm. There is a , and X-Men who agrees. (If Magneto is a player ping Galactus' power. This is actually an then both are gone, the rift closed. You character, the player can make this offer at ambush. Once the heroes arrive at that are floating alone in a void. any time, if he chooses to make it at all. area, Doom will attack them. The Enchant- Any NPC X-Men will automatically accept ress will use her teleportation powers to The heroes will have to find a way home on the offer.) bring the other villains as reinforcements their own at this point. If they take this to any area 3 away from D. option, further adventures can be created "Hearts and Minds." Many of the villains by the Judge as they pass through have second thoughts about the whole "Patrol." Four of the bad guys loyal to the unknown space looking for a blue-green affair with the Beyonder and with their villain leader will test the heroes' planet named Earth. leader. Check to see if they remain loyal. defenses, hoping to pick off one or two, Make a Popularity FEAT for each against commando style. Any lone hero in the wil- the leader's Popularity. The leader is Doc- derness will be a target for an attack. Oth- tor Doom. If he is dead or captured, the erwise it will be an assault similar to the leader will be either Kang or Doctor Octo- "Sneak Attack" Planned Event. The four pus, in that order. Failure means that the will be fearless if they outnumber the foe.

11 SECTION 6: CAPTAIN MARVEL™. The newest ability to lead (+20 Karma for every battle Avenger, is not a leader, he is in), but still has doubts about altering RUNNING HEROES but a good follower. While Captain Marvel the thoughts of anyone else. Professor X is in her energy form, Magneto can use his will lose ALL his Karma if he tries this, This section concerns the special effects Energy Control powers on her to contain, whether successful or not. the Battleplanet and the events of the war dissipate, or control her (if that becomes STORM™. The air of the Battleplanet is have on the various heroes. The section necessary). thicker, more easy to manipulate, than that also includes notes on running heroes as CAPTAIN AMERICA™. The Living Leg- of Earth. Storm can modify the weather at NPCs. end of World War Two is again in a full- Monstrous level, and in addition carry peo- If you, the Judge, are running heroes, scale war. Despite the bizarre armament ple through the air in her slip stream (a use the following guidelines: of his foes, Cap can use his knowledge of successful Green FEAT roll is required; 1. Don't take up the limelight with the tactics to second-guess the enemy. On a her power rank is shifted one to the left for NPCs. This adventure is for the players' successful Yellow Intuition FEAT roll, he each person above three she tries to enjoyment and their heroes should be at can guess the villains' moves one shift in carry.) When carrying passengers, she center stage. This means that NPC advance. Do not tell this to the player run- flies at Excellent speed. heroes, even if more powerful, should let ning Captain America, but be prepared to NIGHTCRAWLER™. Kurt Wagner has the player heroes run things. NPC heroes allow the attempt if Cap turns his tactical always been a religious person. He has should be willing to help as long as the brilliance to the subject. come to terms with many powerful beings request does not involve certain for The Mighty THOR™. Thor is one of the who have styled themselves as gods, but the NPC hero or killing his opponent. most powerful heroes present, with high now is confronted with a being that dwarfs 2. Let the players make the decisions. Health, limited body armor, and unmatched even their power. Where is the boundary As Judge, you are privy to a great deal of battle skills. Since Thor is so powerful, it is between mere super-powers and a true information that would not be available to recommended that he be held in reserve as godhood? This disturbs Kurt's outlook on the heroes under your control. Discourage an NPC, or if run by a player, then Thor is life. For each Morning shift he remains on the players from leaning on the NPCs for run alone (he is a god, after all, and above the Battleplanet after the first morning, information and support. A great way to the petty squabbling of those he calls his subtract 20 Karma to reflect this unease. prevent your players from asking for allies). Thor makes excellent cavalry to ROGUE™. Rogue is in a ticklish posi- unreasonable help or information is to charge over the hill and drive off the bad tion—her past career with the New Broth- give them several answers from different guys (within the Limited Series, the thun- erhood of Evil Mutants brought her into NPCs, none of which may be correct! der-god faced Doctor Octopus, Ultron, the direct conflict with Captain America and 3. NPC heroes spend no Karma, Absorbing Man, Titania and the Wrecking the Avengers. She now serves with the X- unless instructed to by the players. This Crew by himself). Thor's hammer cannot Men, and is placed in the hero camp. makes the player character heroes more break through the Beyonder's into Rogue's divided loyalties (and her desire effective in the long run than their NPC other dimensions. to be on the winning side) work against allies. However, NPC heroes will always Note that Thor can be called away by his her. When in combat with the villains, she spend Karma to stave off dying or to fellow Asgardian, the Enchantress, in the loses 20 Karma. reduce the effectiveness of a killing Events section, and if run as an NPC, may CYCLOPS™. As with Hawkeye, Scott attack. not be present at every confrontation. is a new husband, taken from HAWKEYE™. The Avengers' archer has his honeymoon by the Beyonder to be part Each hero has his own quirks and abilities, two problems: a limited weapon and a of this war. Each Morning shift after the some of which are affected by events on loved one at home. At the start of the first morning that Cyclops is on the planet, the Battleplanet. When dealing with the adventure, Hawkeye has only those subtract 10 Karma from his score. heroes, remember the following notes on arrows listed in his roster description avail- WOLVERINE™. Like Captain America, the characters. Keep this information in able for use. As each arrow is used, Wolverine is a fighter. Unlike Cap, Wolver- mind when assigning Karma for good play. scratch it off the sheet. Hawkeye will soon ine has no bad feelings about killing in have to carve new, normal arrows, or rely combat. In this adventure, Wolverine suf- The Winsome WASP™. Although she is on the skills of Reed Richards to kit bash fers no Karma penalty for slaying an the leader of the Avengers, the Wasp has high-tech arrows. In addition, Hawkeye is "Evil" opponent. Inform the player run- delegated her leadership to Captain newly married, and his wife, Mockingbird, ning Wolverine of this in his first fight. Wol- America for the duration of the Secret War. is back on Earth. Subtract 10 Karma from verine will still lose Karma for killing Wasp has changed a great deal from her his total for every Morning shift he is on the heroes (including Magneto), or for letting "dippy Van Dyne" days, and can usually Battleplanet after the first morning—he innocents die. be found in forefront of the battle. She and wants to wrap this up and go home (a sen- COLOSSUS™. Peter Rasputin is also the She-Hulk are close friends, and if timent shared by Colossus, Cyclops, and separated from his heart's desire, Kitty something happens to She-Hulk, the Mr. Fantastic). Pryde, back on Earth—subtract 10 Karma Wasp will attempt to seek out the guilty The Invincible IRON MAN™. Iron Man is every Morning shift he is still on the Planet party (+50 Karma if she does so). at this time James Rhodes, Tony Stark's after the first morning. The Savage SHE-HULK™. Not as savage former pilot. He uses the suit but is not LOCKHEED THE DRAGON™. Kitty's as in her early days and intent on making the fully versed in how to handle it or repair it. "pet" Lockheed has his own mind and grade as a super hero, Jennifer will try to Treat the suit as Incredible technology to feelings on the matter of being grabbed stay in her She-Hulk form when on the Bat- repair. and sent off into another galaxy. He will tleplanet. She is close friends with Janet Van PROFESSOR X™. Charles Xavier has wander off after the "First Blood" Event, Dyne (the Wasp), and if something happens recently regained the ability to walk, and is and will reappear if the X-Men are in great to the Wasp, Jennifer will attempt to seek out slowly strengthening himself through prac- need. Treat the dragon as an NPC. the guilty party and avenge her (+100 Karma tice and exercise (which is why his abilities The Incredible HULK™. Bruce Banner if she does so). Jennifer is also concerned are significantly different from those in the currently controls the Hulk, but that con- about the actions of her cousin, Bruce Ban- Campaign Book of the MARVEL SUPER trol is eroding due to the stresses of the ner (the Hulk). HEROES Game.) Xavier is testing his war and other forces on Earth. The Hulk

12 cannot Unearthly Strength while The THING™. The properties of the Bat- being the leader, and is accustomed to Bruce's personality is in control. If Banner tleplanet allow the Thing to change into being obeyed. Enemies are to be killed, as surrenders his mind to the "Savage Hulk," and back to the Thing. This per the Beyonder's instructions. If the Hulk can attain his full power, but will change can occur in stress periods, such crossed, Magneto will fight unless badly react in typical Hulk fashion: attack any- as at the beginning of combat. At these outnumbered and outpowered. Check the thing that threatens, friend and foe, then times, make a Psyche FEAT roll for the Event "A Matter of Magneto..." If a player bound away from anyone for 3 shifts to Thing; add no Karma. If the roll is success- is running Magneto (who, like Thor, should . ("Hulk not care about silly war, ful, the Thing becomes Ben Grimm (this is be run alone), impress upon the player Hulk want to be left alone!") Banner will Ben's subconscious working overtime— these facts of Magneto's personality. Mag- regain control after three shifts have he does not like being the Thing, though neto will lose all Karma if a mutant dies passed. he sees the value in combat). After the (this refers to Professor X or any of the X- stress is over, make another check to see Men), but Magneto will not suffer Karma The Amazing SPIDER-MAN™. Like if he reverts. After the third such change, loss for any other characters dying. Hawkeye, Spider-Man has a high-tech Grimm can change from Ben-form to Magneto's magnetic powers can affect weapon with a limited number of uses (his Thing-form and back at will, but will lose Iron Man's and Doctor Doom's armor, Wol- webshooters). After each major use (a 30 Karma every time he changes from Ben verine's claws and skeleton, Colossus' large amount of webbing shot off, a com- Grimm to the Thing. armored form, Captain America's shield, bat, or a large distance covered by Ben Grimm Ultron's robot body, and any other objects webswinging), make a Reason FEAT roll. made of iron or steel; check the Roster If it fails, the webshooters have run dry. No F A S E R I P Booklet for which heroes and villain's Karma can be spent on this roll. In addi- Ex Gd Gd Gd Gd Gd Rm carry such weapons or equipment. Mag- tion, Spidey's outfit (one of the few not Health: 50 Karma: 50 neto's energy control powers can affect made of unstable molecules) will suffer Resources: Remarkable Popularity: 80 Captain Marvel's electromagnetic form. the wear and tear of combat. The creature The HUMAN TORCH™. The Battle- His force field can stop Thor's hammer if that can replace Spider-Man's outfit is in a planet is the home of Zsaji, the Alien he concentrates and does nothing else. random location at Doombase. This outfit Healer. If the Torch and Zsaji meet, the pair The New SPIDER-WOMAN™. The new has the webshooting abilities of the old, will have an immediate attraction to each Spider-Woman was in Denver when it was and can change shape at Spidey's mental other. Should something happen to her, captured, and came with the real estate. command. Torch will seek out the guilty party, or lose She is unknown to all the assembled MR. FANTASTIC™. Leader of the 100 Karma. heroes and is trying to join them and get Fantastic Four, Reed is troubled by being MAGNETO™. Magneto is placed within off the planet. She is not practiced in her separated from his wife during her second the hero group because he perceives him- mind-web power as yet, so make a Psyche pregnancy. He suffers a 10 point Karma self as a just, fair, and powerful mutant. If FEAT roll each time she uses it—failure loss each Morning shift he spends on the Magneto is an NPC, play him as an arro- indicates that she falls unconscious from planet after the first. gant, angry individual who will insist on the strain for 1-10 rounds.

13 SECTION 7: RUNNING 4. Galactus will spend his own Karma to Doom, but will follow his directions. reduce the effects of attacks against him. DOCTOR DOOM™. Doom is a master THE VILLAINS He will also spend Karma to stay alive. planner. He will join the bad guys during the event "Doom Takes Charge," and Handling the bad guys is slightly different Keep in mind when running the villains remain in control until he is betrayed or from working with NPC heroes. The vil- captured. Doom will accompany his allies lains will always be under your control, that they are not a unified force like most hero groups, but rather a collection of bad on any attacks until Taa II appears—after with one special exception (see the that he will attempt to break into Galactus' Planned Event "And Doom Against AH"). guys with their own ambitions. Several events have been included in the Random ship in order to find the means to defeat Add the Karma of all the villains (except the Beyonder. Galactus) together to form one Karma Event table to reflect that. Certain villains and villainesses have natural alliances Doom will enter Taa II if Galactus' atten- pool. This makes it easier to handle the vil- tion is momentarily diverted by communi- lains, and easier to determine who wins with others, so that the actions of one will affect others. cation, battle, or effects of the heroes or the war, if a Karma comparison is neces- villains in damaging the Battleplanet. If sary. The villains will spend Karma as fol- Further Notes Doom reaches the ship, he will find Klaw lows: and part of the information he needs. Doom will be expelled three shifts after- 1. A villain will spend Karma to save his ABSORBING MAN'". Creel is a wards, and will spend three shifts process- own life if he suffers a "Kill" result on the violent man placed in a situation where his ing the data he has collected. If he has the Battle Effects Chart. If he is reduced to 0 violence will be rewarded. He welcomes opportunity, he then will be able to reduce Health and fails his Endurance FEAT roll, the chance to beat the heroes and collect the Beyonder to near mortal power and he will spend Karma from the pool to pro- the reward promised by the Beyonder. He increase his own abilities. See the Event long his life until rescued. is immune to damage from most energy "...And Doom Against AH" 2. The leaders (Doctor Doom, Kang, rays, and could conceivably absorb Cap- Doom is haughty and proud, with a mind and Doctor Octopus) will also spend tain Marvel's powers, given a chance. He as warped as the twisted face beneath his Karma defensively to prevent or reduce will try to absorb the greatest strength mask. He is accustomed to a position of damage to themselves or to escape. material available at hand before going power, with others carrying out his orders. 3. Doom, Kang, Ultron, and Doctor into combat. Ultron, Molecule Man, Titania, and Octopus will spend Karma if needed for The Absorbing Man is more of a follower kit-bashing or inventing items. than a leader. He does not like nor trust

14 Volcanna are loyal to him, but Doom does such would be a loss of life that he cannot TITANIA™. Formerly Mary "Skeeter" not care if they live or die, as long as his absorb. MacPherran, Doom used the power of the plans succeed. KANG™. Kang the Conqueror is akin to Tempest and the alien technology to give DOCTOR OCTOPUS™. This long-time Doctor Doom in that he is proud, haughty, her great physical strength and invulnera- foe of Spider-Man will lead a direct assault and accustomed to having his orders bility. She revels in her new power, and if necessary, but would prefer to attack obeyed. If he survives, he will plot to over- seeks to prove herself to the others. She from stealth and usually from behind. He throw Doom. This anger towards Doom will always seek out the toughest-looking has a fair understanding of the alien tech- may be capitalized upon by the heroes. male hero in combat, usually the Thing, nology, but he is not the technical genius In addition to the weapons within his the Hulk, or Thor. Titania loyally obeys that Doom is. Octopus feels he is capable armor, Kang has access to the alien tech- Doom's commands. of taking command if the mad tyrant of Lat- nology provided by the Beyonder. He car- ULTRON™. The deactivated Ultron was veria stumbles or is betrayed. ries a high energy force-beam projector recovered and reactivated by the Beyon- ENCHANTRESS™. A native of , that causes Unearthly slugfest damage der, then crippled by Galactus. Doom has as is the hero Thor, the seductive Enchant- and has a range of 3 areas. He cannot use reactivated the robot, but reprogrammed it ress holds a special place in her heart for his force field when firing this weapon. to follow only his commands. If captured the thunder-god. She will not directly KLAW™. If Doom (or another character) and deactivated again, Ultron can be attack him, but will let other villains do so. enters Taa II, he or she will discover the reprogrammed as an Unearthly technol- In combat, the Enchantress prefers the mechanism holding the sound-body of ogy. use of spells and distance weapons to Klaw in sector R. Klaw was trapped in In addition to its normal weaponry, force, but she will engage in hand- Galactus' machine after his sonic form Doom has added a "disintegrator" ray to to-hand combat if attacked in this manner. was absorbed by the , who was it. The disintegrator is actually a trans- The Enchantress cannot summon, enlist then recruited and modified by Galactus. porter that teleports its victims to a holding the aid of other-dimensional beings, or The ordeal of being captured first by Daz- cell in Doombase. use dimensional energies while on the zler, and then by Galactus' machines has Ultron, unless reprogrammed, will Battleplanet. taken a heavy toll on Klaw's mind—his will remain loyal to Doom. If the Betrayal Two of the Enchantress' spells are of to fight is gone, and he is mentally unbal- Event occurs after Doom is in full charge great importance. The first is her telepor- anced. of the villains, Ultron evades Doom's pro- tation spell, which will allow her and up to Klaw will fight only if attacked, or directly gramming and regains its insane hatred of a dozen allies to travel instantaneously ordered to fight by Doom, who must stay all life. Ultron escapes, destroying anyone from point to point. She must make a suc- within three areas of Klaw in order to com- in its way, and sets up its own robotic base. cessful Yellow Psyche FEAT roll to tele- mand him. Klaw fears both Doom and Doom has placed input into Ultron so that port. The attempt is exhausting, and she Galactus. if he, Doom, is defeated, Ultron can carry will be unable to use her magic during the LIZARD™. The Lizard is a brutish crea- out his mission to defeat the Beyonder. next shift. The second important spell is ture, much like the original Hulk. The Liz- VOLCANA™. As with Titania, Volcana her mind-blank spell, which creates psy- ard prefers small battles, one-on-one, as gained her powers when Doom harnessed chic interference of Shift X level. This spell opposed to large-scale melees. Lizard will the Tempest with alien technology. She is blocks telepathic probes, and she will use be in the "First Blood" Event, but after generally loyal to Doom, impressed by his it immediately if Professor X probes the vil- that encounter will seek to escape from charisma, and will follow his orders. She lains' defenses. both sides. Any lone hero may encounter prefers to use her plasma powers at a dis- The Enchantress is uncertain of the lead- the Lizard in the swamp, at your option. tance, however, as opposed to entering ership of the mortal named Doom, but can- The hero would start in area D, the Lizard into hand-to-hand conflict. In her short car- not escape the planet. two areas away. reer as a super-powered villain, she has GALACTUS™. The Eater of Worlds is an MOLECULE MAN™. Owen Reece is fallen for Owen Reece, the Molecule Man. enigma, and is partially removed from the simultaneously the weakest and most Should anything happen to Reece, mundane toils of the others placed in the powerful of the villains. He has the lowest Volcanna will try to seek out and slay those villains' camp. Galactus is as over- Health and no protective body armor or who hurt Owen. matched by the Beyonder as most mere force field, but can literally move moun- The WRECKER™ and the WRECKING mortals are overwhelmed by his presence. tains. The only limits of his ability are your CREW™ (, Piledriver, and Bull- Yet he has a plan. Following his initial imagination, Owen's Psyche FEAT rolls, dozer). This foursome has worked defeat by the Beyonder, Galactus calls his and Reece's limited understanding of together against Thor without much suc- Worldship, Taa II. His intention is to use technology. cess. The other three members recognize the power and technology of Taa II and the Reece was undergoing therapy regard- the Wrecker as their leader, and will follow energies of the Battleplanet to gain the ing his villainy when taken by the Beyon- his orders. The Wrecker does not care strength to confront the Beyonder. This act der. He has a new father figure in Doctor who is in supreme command, as long as will destroy both his Worldship and the Doom, whose orders he will follow to the their team wins the Beyonder's contest. planet, including the combatants, good letter. There is a chance the heroes can He will follow Doom, Kang or Doctor Octo- and evil. He can be delayed from these reason with Owen if they get him away pus, and take over leadership only if the actions by force, reason, or threatening from Doom, so Doom will keep Owen with other three have been neutralized, cap- his resources, as noted in the Event "My him as much as possible in combat. Owen tured, or killed. Dinner With Galactus." will try to avoid physical combat, and will The Wrecking Crew prefers to work as a His long relationship with the Fantastic not use his power if it endangers others team, ganging up on one powerful hero if Four gives Reed Richards a chance of than heroes. He will avoid hand-to-hand possible. If any of the members of talking to him. Galactus' powers are such combat, as it tends to be rather messy. are captured, the survivors will try to seek that a mental command can move moun- During the war, Owen builds a relation- them out and spring them. If any of the tains, level hills, and do up to his highest ship with the super-villainess Volcana. He crew is killed, the survivors will seek Rank Number of damage to one character, has deep feelings for the woman, and will vengence on the killer, regardless of any depending on the strength of abilities. react violently if she is hurt or endangered, orders to the contrary, as described in the Galactus is loath to kill in this fashion, as seeking revenge. "Hunt" Event.

15 KARMA AWARDS: rank number to this award for each oppo- may form a common pool from which all nent that is captured. heroes may draw. THE SECRET WARS If a hero kills a villain, that hero's Karma Finally, certain actions gain Karma for drops to 0. In addition, any other hero con- certain heroes. Karma can prove to be one method of trolled by the same player loses 100 determining who wins the Secret War. For Karma. If the killing hero was part of a If the FF, AVENGERS, and IRON MAN this reason, Karma awards are summa- Karma pool, then the pool drops 200 drive off Magneto in rized here. points as well. (Example: if Hulk and Iron Event 1 .100 each Normal campaign awards for obliga- Man are controlled by the same player, THOR: controls Tempest +30/Shift tions, responsibilities, and the like are not and Hulk kills Doctor Octopus, then Hulk STORM:controls Tempest +30/Shift PROFESSOR X: Joins Magneto +100 made in this adventure. Most of the "sup- loses all Karma, and Iron Man loses 100 porting cast" for a hero is back on Earth. X-MEN: Join Magneto +50 each Karma). The exceptions to this rule are THOR: Answers Enchantress' call +100 Certain heroes (notably Hawkeye, Wolverine (who loses nothing for killing vil- Cyclops, Mr. Fantastic, and Colossus) will WASP: Avenges She-Hulk +50 lains, nor does his Karma pool), and Mag- SHE-HULK: Avenges Wasp +100 suffer a penalty for remaining on the Bat- neto (who loses Karma only if a mutant HUMAN TORCH: Avenges Zsaji +100 tleplanet because of the situation at home. dies—any other heroes controlled by the PROFESSOR X: Fights in battle +20 In large-scale combat involving dozens same player lose Karma, however.) PROFESSOR X: Tries mind alteration . . .-ALL of super-powered beings, it is difficult to For purposes of Karma awards, con- ROGUE: Fights villains -20 tell overall winners and losers. Use the fol- sider the end of a battle to be when one NIGHTCRAWLER: Each Morning -20 lowing figures to determine Karma: CYCLOPS: Each Morning -10 side or the other escapes, or are all ren- MR. FANTASTIC: Each Morning -10 dered unconscious, or are placed in a For each character on a side to survive COLOSSUS: Each Morning -10 combat in a conscious state *100 position where they cannot fight back. HAWKEYE: Each Morning -10 For each character unconscious -50 For villains, find the total and add it to WOLVERINE: Kills Villains NO LOSS For each opponent unconscious or the total pool. For heroes, divide it among BEN GRIMM: Becomes Thing -30 captured *100 the players in the game. They in turn may MAGNETO: Lets a Mutant Die -ALL In addition, add the opponent's highest assign it to specific heroes they control, or ALL PLAYERS: Playing in character (Judge's Opinion) +30/Day

Designed by Jaunty Jeff Grubb Edited by Ebullient Ed Sellers Graphic Design by Raffish Ray Silbersdorf Front Cover by Back Cover by Illustrations by Jeff Butler, Bob Layton, and Mike Zeck Maps by David S. "Diesel" LaForce Interior Illustrations: Roster Book Jeff Butler, , , Kerry Gammill, , Bob Layton, Luke McDonnell, , , , and . Interior Illustrations: Adventure Book Mike Zeck and Bob Layton

6860

394-54172-3TSR0600

ISBN 0-88038-184-1

6860XXX1509 16 Official Game Accessory

HOW TO USE THE ROSTER BOOKLET This booklet contains the statistics and abili- briefly summarizes the character's or that Jim Rhodes is Iron Man at the time ties of the majority of the heroes and all the and how he or she was drawn into the of the SECRET WARS. Knowing where to villains that were a part of the SECRET SECRET WARS. find the information is more important than WARS™. The following heroes are not This text can also serve as a reference knowing the exact information (another included: Spider-Man™, Mr. Fantastic™, The text for adventures within your own good reason not to cut up the book). Thing™, The Human Torch™, Captain Mar- MARVEL SUPER HEROES campaign, as You should note that certain characters vel™, Captain America™, and Wolverine™. it contains more than 30 important heroes have special limitations placed upon Their abilities and powers can be found in and villains in the . When them, either due to the nature of the the MARVEL SUPER HEROES™ Role Play- assigning characters, either photocopy SECRET WARS Battleplanet, or because ing Game boxed set and are not duplicated necessary pages for your players, or per- they are separated from loved ones left on here. mit them to copy the information on their Earth. Such limitations are noted in the Each entry is broken down as follows: Character Information Sheets. Photo- Heroes and Villains sections of the Adven- the hero's name and identity; a summary copying material in this book for private ture Booklet. The characters should be of his ability ranks and variable abilities; use only is permitted. Cutting up the book made aware of these limitations as they his powers and talents; and finally a back- is not recommended, as the individual develop, but not told them at the start of ground section. The hero's name is his heroes and villains will tend to get mis- the adventure. "business name" when fighting crime (or placed. The basic abilities and powers of all the committing crimes, in the case of villains). As Judge, familiarize yourself with the heroes and villains are listed on the Sum- A hero's ability ranks and variable abilities characters and get a general idea of their mary Chart inside the cover of this are as defined in the MARVEL SUPER powers and limitations. It will help to know module. This allows you an easy refer- HEROES rule books. Powers and talents Hawkeye is packing a flame-killer arrow if ence in combat. are those specially tailored to that hero- he's attacked by Volcana, or that Klaw's Herein are the Earth's mightiest heroes similar powers are not always handled the Reason ability has been diminished by his and most fiendish villains—The combat- same way. Finally, the background section long stay in the bowels of Galactus's ship, ants in the SECRET WARS.

This book is protected under the copyright laws of the United States of America. Any reproduction or other use of the material or artwork contained herein is prohibited without the express written con- sent of TSR, Inc. and Marvel Comics Group. ©Copyright 1984 Marvel Comics Group. AH Rights Reserved. Game Design ©Copyright 1984 TSR, Inc. All Rights Reserved. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Com- ics Group. ©Copyright 1984 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S.A. The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. DUNGEONS & DRAGONS and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc. 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 COLOSSUS™ Health of his armored form is below 60; if it is Peter Rasputin, student below 60, Peter's human form has that level of Health. If Peter is hurt in human form, that dam- Fighting: GOOD age is carried over to his armored form. If Peter Agility: GOOD is knocked unconscious, he reverts to human Strength: EXCELLENT [MONSTROUS] form. Endurance: EXCELLENT [AMAZING] 2. In steel form Colossus gains Amazing body Reason: TYPICAL armor, Monstrous resistance to heat and cold, Intuition: TYPICAL and Remarkable resistance to radiation and Psyche: EXCELLENT .

Health: 60 [145] Background: Peter Rasputin was born near Karma: 32 Lake Baikal in the . His mutant Resources: POOR powers manifested themselves in his teens, and Popularity: 10 the young was recruited by Professor X into the X-Men. At the time of the SECRET Powers: WARS, Peter has a sweetheart relationship with (Ariel), and his younger sister Illyana ARMORED FORM. Peter can convert his body is a member of the . Kitty and to organic osmium steel at will, turning himself Illyana are back on Earth, and Colossus thinks into an armored giant. In armored form, he has about them often. these powers:

1. Peter's Strength, Endurance, and Health are raised to the bracketed levels. Damage to Peter's armored form is healed when he changes to human form, unless the current

CYCLOPS™ Talents: Scott is an accomplished pilot. Scott Summers, adventurer Background: Scott Summers and his brother Fighting: EXCELLENT Alex were orphaned at a young age when their Agility: EXCELLENT parents were captured by the alien Shi'ar. Scott Strength: TYPICAL was the first mutant recruited by Professor Endurance: REMARKABLE Charles Xavier. Scott has led both the old and Reason: EXCELLENT new X-Men, and has usually demonstrated a Intuition: REMARKABLE level-headed attitude toward leadership. After Psyche: REMARKABLE the death of his long-time love, (who was Marvel Girl of the original X-Men and later Health: 76 Pheonix), Scott in love with and married Karma: 80 Madelyne Pryor, a pilot for his grandparent's Resources: GOOD Alaskan airline. Scott was on his honeymoon in Popularity: 5 Hawaii when he was pulled (literally) into service in the SECRET WARS. Powers:

OPTIC BLASTS. Scott's eyes constantly emit a ruby-colored beam of force which he controls with an adjustable visor or with special glasses. The beam causes Amazing slugfest damage when on the narrowest setting. The narrow beam has a range of three areas. Cyclops may widen the opening in his control-visor to take in multiple targets, though all these target must be in the same area. The wide beam causes Excel- lent slugfest damage to everyone in the target area. The range of this wide beam is one area. Cyclops fires his optic blasts with Incredible Agility.

2 HAWKEYE™ ARROWS. At the start of the SECRET WARS Clint Barton, Avenger adventure, Hawkeye has the following assort- ment of arrows in his quiver: Fighting: GOOD Agility: REMARKABLE 12 Blunt-tipped arrow (Excellent Slugfest dam- Strength: GOOD age) Endurance: EXCELLENT 6 Sharp-headed arrows (Excellent Shooting Reason: TYPICAL and Throwing damage) Intuition: GOOD 4 Explosive (Amazing damage); effect is simi- Psyche: TYPICAL lar to high explosive grenade 4 Smoke (Covers 1 area) Health: 70 3 Electrical (Amazing damage) Karma: 22 3 Tear Gas (Excellent Potency) Resources: TYPICAL 2 Flare (2-area radius light or Good fire dam- Popularity: 45 age) 1 (Incredible material; length 2 areas) Powers: 1 Flame-killer (Amazing smothering effect or damage to flaming targets) EXTRAORDINARY VISION. Hawkeye has Remarkable vision, hence his name. Talents: Hawkeye has trained under Captain America, and is skilled in several martial arts. IMPAIRED HEARING. Hawkeye wears a hear- ing aid to correct damage from an earlier adven- Background: Hawkeye became proficient with ture. His Intuition is Poor when listening. the bow when he was growing up in a circus. He began his career as a villain, but soon switched BOW SKILL. Hawkeye has Monstrous Agility over to , joining the Avengers. His with a bow, and Amazing Agility with any brash, head-strong personality has moderated weapon that requires an Agility FEAT in combat. somewhat since his recent marriage to Barbara His bow has a 75-lb pull and a range of 7 areas. Morse, the Mockingbird.

THE HULK™ Robert Bruce Banner, physicist ADRENALINE SURGE. The statistics above are for the Hulk at normal times. When angered, Fighting: REMARKABLE the Hulk undergoes a surge of adrenaline which Agility: GOOD will raise his Fighting ability to Amazing and his Strength: UNEARTHLY Strength ability to Shift X (raise his abilities by Endurance: MONSTROUS one level each round). If severely provoked, the Reason: REMARKABLE Hulk can reach Class 1000 Strength, at the Intuition: GOOD Judge's discretion (usually only when con- Psyche: TYPICAL fronted with a Class 1000 obstacle). The Hulk loses half of all his Karma when he undergoes Health: 215 this adrenaline surge, and will tend to be unsta- Karma: 46 ble, vicious toward foes and wary of friends. At Resources: FEEBLE the time of the SECRET WARS, Bruce Banner's Popularity: 1 personality is in control of the Hulk. Using the adrenaline surge causes the Hulk to lose control Powers: and revert to his brute personality. When using the adrenaline surge (and for three rounds after DENSE FLESH. The Hulk's tough, massive that), the Hulk's Reason = Feeble, Intuition = Typ- body gives him Monstrous protection from phys- ical, and Psyche = Remarkable. ical attacks and Amazing protection from energy attacks. Talents: Dr. Banner's studies specialize in radi- ation applications and nuclear . His rea- EXTRAORDINARY SENSE. The Hulk can see son is Incredible in these fields. forms in the Astral Plane. He has no other psy- chic powers. Background: A gamma-bomb test irradiated Dr. Banner, turning him into the savage Hulk. At LEAPING. The Hulk has Unearthly leaping abil- the time of the SECRET WARS, Banner controls ity, and after the first leap can double his normal his Hulk-form, but that control is slipping, mak- distance on the second. He uses this power pri- ing him irritable and angry. marily for long-distance travel, but can use it in combat (treat as a charging attack).

3 IRON MAN™ Iron Man to see in darkness or blind an unsus- James Rhodes, mercenary pecting foe for 1-10 rounds. The victim can avoid blindness by making a successful Endur- Fighting: EXCELLENT ance FEAT roll. Agility: EXCELLENT Strength: TYPICAL [INCREDIBLE] AIR SUPPLY. When sealed, the armor contains Endurance: TYPICAL [MONSTROUS] enough air for 2 hours underwater or in total Reason: GOOD vacuum. Intuition: EXCELLENT Psyche: TYPICAL FIRE EXTINGUISHER. The armor can spray a one area foam that has a Remarkable effect on Health: 52 [155] fires. Karma: 36 Resources: GOOD ENERGY ABSORPTION. The armor can Popularity: 70 absorb up to an Unearthly amount of electricity in one round, and channel it out through the Powers: repulsors. The electrical blast has a range of 10 areas. The armor's storage pods can contain up All of Iron Man's powers derive from his steel- to three rounds of Unearthly absorption. The alloy armor. The armor increases his Strength, armor can be modified to absorb other forms of Endurance, and Health to the bracketed levels energy. and has the following powers: OVERRIDE. Iron Man can remove the armor's BODY ARMOR. The armor provides Amazing safety interfaces to channel all his power into protection from physical damage, as well as one round of Unearthly Strength or Unearthly Unearthly resistance to radiation and Remark- repulsor damage. Following the round, make a able resistance to heat, cold, and acid. Yellow FEAT roll on the Shift 0 column—failure means that the armor is immobilized by damage FLIGHT. The jets in Iron.Man's boots enable and must be repaired. him to fly at Monstrous speed. Background: The Iron Man armor was REPULSORS. Each contains a plasma .designed by inventor Tony Stark. James "Rho- projector capable of causing Amazing damage. dey" Rhodes was given the suit when Stark lost A repulsor has a range of 10 areas. his battle with alcoholism. At the time of the SECRET WARS, Rhodey is still learning to use CHEST LAMP. The high-intensity lamp allows the armor effectively.

MAGNETO™ FORCE FIELD. Magneto can generate a force Magnus, mutant leader field of Unearthly rank around 1 area; the force field becomes one rank weaker for each addi- Fighting: GOOD tional area it encloses. This field is different from Agility: REMARKABLE most force fields because Magneto can use his Strength: GOOD energy attacks and magnetic manipulation Endurance: MONSTROUS powers through this field. This force field is Reason: INCREDIBLE effective against physical, energy, and mental Intuition: GOOD attacks. Psyche: AMAZING FLIGHT. By manipulating the normal magnetic Health: 125 field of a planet, Magneto can fly at Remarkable Karma: 100 speed. Resources: AMAZING Popularity: 10 ASTRAL PROJECTION. Magneto has some limited mental powers. He can project his spirit Powers: into the astral plane; his power rank is Typical.

MAGNETIC CONTROL. Magneto is the Mutant . Another of Magneto's mental Master of Magnetism. He can mentally manipu- powers is his Typical telepathy. This is usually late iron and iron-based materials (such as steel sufficient to control a weak or badly defeated and ) with Unearthly power. He can mind. assemble complicated machinery by force of will and manipulate ferrous objects at any dis- Talents: Magneto has Amazing reason in the tance he can directly see. of genetics and electronics.

ENERGY CONTROL. In addition to his mag- Background: Magneto is devoted to the preser- netic powers, Magneto has Monstrous control vation of mutantkind, Homo Superior. To that over all forms of -magnetic energy: heat, end he will take actions he deems necessary to light, electricity, , gamma rays, X-rays, help mutants, including the enslavement of the radio waves, and even gravitons. He can project "normal" majority, Homo Sapiens. He believes these energies to any distance in direct sight. that his goals justify the use of force and vio- Magneto can use these energies to cause lence. This attitude has brought him into conflict Amazing damage from a distance, or Monstrous with Professor X, the X-Men, and other heroes. damage when touching the victim.

4 NIGHTCRAWLER™ PREHENSILE TAIL. Nightcrawler can support Kurt Wagner, adventurer his own weight with his tail, or use the tail as an additional grasping limb. Fighting: EXCELLENT Agility: AMAZING INDIGO FUR. Nightcrawler's dark fur allows Strength: TYPICAL him to blend into deep shadow. Anyone looking Endurance: REMARKABLE for him in the dark (without infravision) shifts his Reason: GOOD Intuition two columns to the left. Intuition: EXCELLENT Psyche: EXCELLENT Talents: Kurt is a skilled acrobat and fencer. He shifts one column to the right when fighting with Health: 106 a sword. He is also skilled in first aid, electron- Karma: 50 ics, and mechanical repair. Resources: POOR Popularity: 2 Background: Kurt Wagner was born in the Bavarian Alps and raised by a gypsy circus. Powers: When local townspeople accused him of being a demon, the young German was rescued by TELEPORTATION. Nightcrawler can move Professor Xavier and recruited into the X- Men. instantaneously from point to point, his move- Kurt is a deeply religious and caring young man, ment accompanied by a cloud of sulfurous but he uses a flippant attitude to hide his true smoke and a "" noise. He can teleport up feelings. to 2 miles east or west, 3 miles north or south, and 2 miles vertically. If Kurt teleports near these limits, or carries additional weight while teleporting, he must make a successful Endur- ance FEAT roll or fall unconscious for 1-10 rounds. Anyone accompanying Kurt on a tele- port must make a successful Yellow Endurance FEAT roll to stay conscious. Nightcrawler nor- mally does not teleport to locations he cannot see. Kurt can perform a second action in the round he teleports if he makes a successful Endurance FEAT roll.

PROFESSOR X™ in this fashion, unless the victim is attacking Charles Xavier, geneticist Xavier (you must decide when any other use of mind alteration is justified). Fighting: FEEBLE Agility: GOOD MENTAL BOLTS. Xavier can attack any living Strength: TYPICAL target within two areas with bolts of mental Endurance: REMARKABLE force. These attacks use his Monstrous Psyche Reason: INCREDIBLE rank and the slugfest column of the Battle Intuition: AMAZING Effects Table. These bolts cause up to Psyche: MONSTROUS Unearthly damage, and are unaffected by body armor or force fields (except mentally-created Health: 48 force fields). Karma: 165 Resources: REMARKABLE MUTANT DETECTION. Professor X is sensitive Popularity: 20 to the mental wave-lengths of fellow mutants. He can detect another mutant four areas away Powers: automatically. This range is boosted signifi- cantly by , a mind-enhancing device TELEPATHY. Xavier is the world's most power- located in his mansion. ful telepath; his power rank is Unearthly. He can read the thoughts of others and contact other ASTRAL FORM. Xavier can separate his astral sentient minds at a range of 250 miles normally, self from his body and enter nearby mystic or up to 500 miles if he makes a successful planes. His ability rank is Monstrous. Endurance FEAT roll. He can alter the thoughts of one person per turn, but only if that person is Talents: Xavier is skilled in electronics and is a in Xavier's presence (same area). Xavier can leading authority in genetics. generate mental illusions, make himself appear invisible, or induce temporary paralysis in oth- Background: Charles Xavier is the founder and ers. Xavier must make a successful FEAT roll to of the X-Men. His actions have use his telepathic powers; his Unearthly power remained behind the scenes until recently, rank is shifted one column to the left for each when he regained his ability to walk. Now he can rank of the victim's Psyche above Typical. (For lead his team from the forefront, and he intends example, if Xavier tried to alter the thoughts of to do so. someone with an Incredible Psyche, Xavier's power rank would be Remarkable.) Altering the minds of others is anethema to the Professor—he loses all Karma if he attacks

5 ROGUE™ make a successful Psyche FEAT roll to avoid a (Real name unrevealed), adventurer permanent transfer. Failure indicates that the victim's mind is wiped clean, Rogue takes on the victim's personality, and her Psyche is low- Fighting: GOOD ered one rank. If her Psyche ever drops below Agility: EXCELLENT Feeble, Rogue goes mad and must be con- Strength: AMAZING trolled by the Judge. Endurance: GOOD Rogue can possess the powers of more than Reason: POOR one victim at once. However, she cannot absorb Intuition: GOOD artificial abilities or extreme physical differ- Psyche: POOR ences (such as Nightcrawler's tail). Her power does not affect robots. Health: 90 Karma: 18 FLIGHT. Rogue can fly at Good speed, an abil- Resources: POOR ity she drained permanently from Ms. Marvel. Popularity: 0 BODY ARMOR. Another theft from Ms. Marvel, Powers: Rogue has Incredible body armor.

POWER ABSORPTION. Rogue automatically CONFLICTING PERSONALITIES. Because absorbs the powers and abilities of other beings she has two separate thought patterns, Rogue by touching her to theirs. If an opponent has Unearthly resistance to mental probes and tries to avoid her touch, Rogue must mental attacks. make a successful FEAT roll, using her Amazing power rank, to touch the opponent. Each round Background: Rogue grew up on the lower Mis- of contact transfers all the victim's abilities to sissippi, but most of her background remains a Rogue for four rounds. During this time the vic- mystery. She was formerly a member of the New tim is unconscious. Contact beyond one round Mutants, but after she is dangerous, because the victim's personality absorbed permanently the powers and memo- and memories, as well as his abilities, may be ries of (Ms. Marvel), Rogue lost transferred to Rogue permanently. Rogue must control of her abilities. She has sought help from Professor X, but she is unsure about herself as a "hero."

SHE-HULK™ Jennifer Walters Jennifer Walters, lawyer F A S E R I P Ty Ty Pr Gd Gd Gd Ty Fighting: REMARKABLE Agility: EXCELLENT Health: 26 Strength: AMAZING Karma: 26 Endurance: AMAZING Resources: Excellent Reason: TYPICAL Popularity: 10 Intuition: GOOD Psyche: EXCELLENT Talents: Jennifer was a lawyer before her trans- formation into the She-Hulk. Her Reason is Health: 150 Excellent in matters of the Law. Karma: 36 Resources: EXCELLENT Background: Jennifer Walters was involved in Popularity: 30 a gangland shooting, and saved only by a blood transfusion from her cousin, Dr. Bruce Banner Powers: (the Hulk). Banner's gamma-irradiated blood gave her the ability to transform into the She- DENSE FLESH. She-Hulk's dense flesh pro- Hulk. Jennifer became a crime-fighter on the vides her with Incredible body armor. West Coast. She moved recently to to join The Avengers. LEAPING. She-Hulk can make Remarkable leaps of up to 3 areas distance by using her powerful leg muscles.

ALTER EGO. Like the Hulk, She-Hulk has a weaker . She can change from one form to another at will, but prefers her She-Hulk form. She retains a similar personality in both forms, though the She-Hulk is usually more short-tempered and action-oriented. Exposure to gamma radiation will force her to change from one form to another unless she makes a suc- cessful Endurance FEAT roll.

6 SPIDER-WOMAN™ ded. The web disappears if Spider-Woman is (Real name unrevealed) knocked unconscious. Spider-Woman can move when projecting this web only if she Fighting: GOOD makes a Red Psyche FEAT roll; the web disap- Agility: AMAZING pears if she fails the roll. Strength: INCREDIBLE Endurance: REMARKABLE Background: The full background of the New Reason: GOOD Spider-Woman is unrevealed at the time of the Intuition: TYPICAL Secret Wars. It is known that she is relatively Psyche: REMARKABLE new at super-powered adventure, having used her powers three or four times before the war. Health: 130 She was caught when the part of Denver she Karma: 46 was in was taken by the Beyonder to complete Resources: GOOD the Battleplanet. Popularity: 7

Powers:

WALL-CRAWLING. Spider-Woman sticks to all surfaces automatically as she desires, allowing her to walk up walls and hang from ceilings. She must make a successful Agility FEAT roll to adhere to a wet or slippery surface.

PSYCHIC WEB. Through intense concentra- tion, Spider-Woman can create a web. This web radiates from Spider-Woman in all directions, and imprisons anyone within its range, friend or foe. Within the area Spider- Woman is occupying, the web is a Monstrous material, while in immediately adjacent areas it is a Remarkable material, and two areas away the web is a Typical material. The web is a phys- ical manifestation that can be ripped or shred-

STORM™ FLIGHT. By controlling the wind, Storm can fly Ororo Munroe, adventurer at Excellent speed. She can create enough wind to carry others, if she makes a successful Fighting: EXCELLENT power FEAT roll; her power rank is shifted one Agility: REMARKABLE column to the left for each person over three Strength: TYPICAL she tries to carry. Endurance: AMAZING Reason: TYPICAL Talents: Ororo is a skilled lockpick, thief, and Intuition: EXCELLENT escape artist. Her Agility is Incredible when she Psyche: GOOD is using this talent.

Health: 106 Background: Ororo was born in America, but Karma: 36 moved to Cairo as a child. Her parents were Resources: POOR killed in an air raid, and Ororo grew up on the Popularity: 4 streets of Cairo. As her powers matured, she wandered the African continent, finally being Powers: worshipped as a goddess in Kenya. Professor X contacted her there when forming the new X- WEATHER CONTROL. Storm has the power to Men. She has led the X-Men since Scott Sum- manipulate weather patterns, creating wind, mers' departure. Storm has undergone some rain, lightning, and other effects at will. Her significant changes since she assumed the power rank is Amazing, and she may cause up mantle of leadership, and is not happy with the to Amazing damage per round with weather idea of giving it up to Xavier. attacks. If Storm is using her power at maximum level for more than four rounds, she must make a successful power FEAT roll each following round to keep the storm under control. If she fails the roll, the storm goes wild, causing Mon- strous damage to those in the area until the storm is brought under control. If Ororo is knocked unconscious, any weather she has cre- ated clears, unless it is of Amazing intensity; in this case a successful power FEAT roll means that the weather clears, failure means that the weather goes wild.

7 THOR™ 3. Weather Control. Thor has Unearthly con- Thor, Prince of Asgard, God of Thunder trol of weather, and can create storms and light- ning that cause Monstrous damage each round. Fighting: UNEARTHLY He can also fire lightning bolts of Monstrous Agility: EXCELLENT rank directly from the hammer. Strength: UNEARTHLY 4. Dimensional Travel. By whirling his ham- Endurance: UNEARTHLY mer in a predetermined manner, Thor can open Reason: TYPICAL a mystic rift that allows him to enter other dimen- Intuition: EXCELLENT sions (such as Asgard, Olympus, or Limbo) or Psyche: AMAZING teleport across the globe. 5. Flight. By throwing his hammer and grab- Health: 320 bing the thong, Thor can fly by being pulled by Karma: 76 his hammer. Thor mentally controls his flight Resources: EXCELLENT path. He flies with Amazing speed, and can Popularity: 100 carry up to 100 tons in flight. 6. Shield. By spinning his hammer swiftly, Powers: Thor can deflect missiles and energy beams of Remarkable strength or less. DENSE FLESH. Thor's tough skin gives him Excellent body armor. Background: The son of and Gaea, Thor wandered the earth for many years in mortal UNIQUE WEAPON. , Thor's hammer, is form before his father revealed his heritage. forged of mystical uru metal, a Class 1000 mate- Thor holds a love for both Asgard and Midgard rial. Thor's Fighting ability is Shift X when he (Earth). Thor is a founder of the Avengers, and uses the hammer. Mjolnir has the following was with the group when they were kidnapped powers: for the Secret Wars. 1. Returns. Thor can throw the hammer up to 10 areas. The hammer will return to his hand in the round that he throws it. 2. Worthiness. Only those living beings pure of heart may wield the hammer. A worthy being (other than Thor) must have at least Remark- able strength and 1000 Karma. If Thor becomes villainous or cowardly, he too must attain the 1000 Karma level before being able to wield it again. A non-living force with Remarkable strength may also wield the hammer.

WASP™ INSECT . Janet can com- Janet Van Dyne; heiress municate with and control insects; her power rank is Typical. Fighting: GOOD Agility: EXCELLENT Talents: none. Strength: TYPICAL Endurance: GOOD Background: Heiress Janet Van Dyne gained Reason: EXCELLENT her powers from the research of her partner and Intuition: EXCELLENT later husband, Henry Pym. The two were both Psyche: GOOD members of The Avengers™ until their divorce and Pym's subsequent retirement. Janet has Health: 46 proved a capable leader of The Avengers Karma: 50 despite the "dizzy brunette" act she puts on. Resources: EXCELLENT She has expensive tastes and an obsession for Popularity: 65 fine clothing.

Powers:

SHRINKING. The Wasp has Incredible shrink- ing abilities, allowing her to reduce her body to half an inch in height. She retains her Fighting ability and combat Strength at this size, although she can carry only a half-ounce of weight.

FLIGHT. At her smallest size, a pair of wings unfold from the Wasp's back, letting her fly with Good Speed.

WASP'S STINGS. Janet's wrists have implanted bio-electric blasters capable of caus- ing Remarkable damage. The sting's range is limited to the area the Wasp is in.

8 GALACTUS'S "CAT"™ LOCKHEED THE DRAGON™ Guard robot Alien creature

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

Health: 250 Health: 48 Karma: 16 Karma: 40 Resources: none Resources: none Popularity: none Popularity: 4

Powers: Powers:

BODY ARMOR. The "Cat" has Monstrous body FLIGHT. Lockheed flies at Typical Speed (6 armor which protects against all physical, areas per round), and can hover in place. energy, and magical attacks. The robot's eyes and mouth aren't protected by body armor. The FLAME BREATH. Lockheed can breathe a rib- "Cat" can take damage from hits in either of bon of flame, causing Remarkable damage, at a these weak spots. (Hitting the robot's eyes or target up to one area away. He may use his mouth requires a called shot attack.) flame breath more than once per day, if he makes a successful Endurance FEAT roll each PARALYZING FOAM. The "Cat" can belch a time; failure means he cannot attempt to use his yellow paralyzing foam from its mouth, with a flame breath for the remainder of the day. range of two areas. This foam has Unearthly potency. Everyone in the target area must make Talents: none. a successful Red Endurance FEAT roll to avoid Talents: none. being paralyzed for a shift. Those avoiding Background: While exploring another planet, paralysis still lose their next round of actions. Background: The "Cat" is a 20-foot-tall robot the X-Men discovered Lockheed. He returned This foam only affects living creatures, and created by Galactus for guarding his massive with them to Earth, becoming fond of Kitty while able to penetrate cloth and most natural base Taa II, and dealing with any that Pryde. Kitty and the X-Men are Lockheed's body armor, has no effect on substances such could inconvenience him. It has no separate will friends, not his owners. While he thinks primar- as Iron Man's armor. other than the programming given it by Galac- ily about eating, he will leap into a fight to defend tus. his friends.

ZSAJI™ the mending of broken bones and torn cartilage. Alien healer She may rescue someone from the brink of death at a great personal risk. To save a charac- Fighting: TYPICAL ter who is losing Endurance ranks, Zsaji must Agility: GOOD make a Endurance FEAT roll. Failure indi- Strength: GOOD cates that Zsaji has given her life in exchange. Endurance: MONSTROUS Success restores the injured character's Endur- Reason: TYPICAL ance, and leaves both Zsaji and the injured Intuition: EXCELLENT character with 10 Health points. After restoring Psyche: MONSTROUS someone's Endurance, Zsaji cannot heal again for two days. Health: 101 Karma: 101 Talents: none. Resources: none Popularity: 20 Background: Zsaji's people were taken to the Battleplanet when the land their village occu- pied was taken by the Beyonder. Trapped in a Powers: strange world, they kept to their village as the HEALING. Zsaji may heal by the laying on of war began. If they are contacted by heroes in hands, up to Monstrous damage (75 points) per need of healing, Zsaji will aid the heroes as best person per day. She can heal as many people as she can. If Johnny Storm (the Human Torch) is she chooses. The healing is complete, including present, she will become romantically involved with him.

9 ABSORBING MAN™ energy he absorbs. He can retain absorbed Carl "Crusher" Creel, criminal energy for a maximum of 10 rounds. Creel can also absorb physical properties of Fighting: EXCELLENT an object. If he touches a spiked mace, he will Agility: TYPICAL get both the strength of iron and spikes. He may Strength: GOOD (Varies) enlarge by touching a building. Endurance: EXCELLENT (Varies) Lastly, Creel can take on the physical Reason: POOR strength and properties of another character by Intuition: POOR touching that character. He can gain Thor's Psyche: TYPICAL Strength, Endurance, and body armor by touch- ing the Thunder God. He cannot control any Health: 56 new abilities—he could duplicate the Vision's Karma: 14 density changes but not control them. Creel Resources: POOR does not steal the abilities of a person he Popularity: 1 touches; he merely copies them.

Powers: WEAPON. Creel was carrying a prisoner's ball and chain during his transformation. This magi- ABSORPTION. Creel can take on the proper- cal weapon will change as he changes, if he is ties of any material he touches, giving him the touching it when he transforms. His Fighting Strength, Endurance, and body armor equiva- ability is shifted one column to the right when he lent rank of the material he absorbed. (If he uses the ball and chain as a weapon. grabbed a steel girder, he would gain Remark- able Strength, Endurance, and body armor.) Talents: none. Each time Creel changes form, adjust his Health to the new sum of his Fighting, Agility, Background: Crusher Creel gained his powers Strength, and Endurance (in this case Health = by 's enchantment. Loki hoped that the 86). His Strength and Endurance are limited to a Absorbing Man could defeat Thor. Creel has maximum of Unearthly (100), even if Creel met defeat at the hands of Thor and the Aveng- absorbs Class 1000 material. He can remain in ers on several occasions, and is eager to get his transformed state as long as he wishes. revenge. If the absorbed material is holding or emitting energy (such as a battery, steam turbine, or pipe of liquid oxygen), he absorbs the energy proper- ties as well. He absorbs that energy immedi- ately, thereby gaining body armor equal to the damage it would cause. Creel is not hurt by the

DOCTOR DOOM™ FLIGHT. Doom has a jet-pack built into his Victor Von Doom, monarch of Latveria armor, allowing him to fly at Excellent speed in the atmosphere. Fighting: REMARKABLE Agility: EXCELLENT AIR SUPPLY. When sealed, the armor contains Strength: REMARKABLE enough air for 4 hours underwater or in total Endurance: INCREDIBLE vacuum. Reason: AMAZING Intuition: INCREDIBLE Talents: Victor Von Doom is a scientific genius Psyche: AMAZING who has built time machines, space craft, robot servants and guards, mind control devices, and Health: 120 innumerable super-weapons. His reason is Karma: 140 Monstrous when inventing things. Resources: AMAZING Popularity: 40 Background: Victor Von Doom was born of gypsy parents in the Balkan country of Latveria. Powers: Self-taught in Western and gypsy magic, the young Doom attended State Doctor Doom's powers are derived from his University, where he first encountered Reed nuclear-powered, computer-assisted, iron Richards. Despite Richards' warning, Doom armor. continued with experimentation to contact the spirit world. The experiment ended in disaster, BODY ARMOR. Doom's armor provides him an explosion that permanently disfigured his with Incredible body armor. face. Doom fled to Tibet, where an order of monks FORCE FIELD. Doom's armor can project a taught him their secrets and forged his first suit Monstrous force field around him. The force of armor. Returning to his native Latveria, Doom field is effective against all physical and energy soon took over that country, ruling it with an iron attacks, including magnetism, but excluding fist, and nurturing a deep hatred for Reed magical and psionic attacks. Richards and the Fantastic Four. Shortly before the heroes were transported to FORCE BEAMS. Doom's gauntlets are the Beyonder's Battleplanet, Doom was appar- equipped with miniature particle accelerators. ently destroyed in one of his plots. The These shoot beams of Amazing energy to of whether this was a permanent death which he Remarkable distance (7 areas). could now avoid, or a seeming death is open for debate.

10 DOCTOR OCTOPUS™ is used— Remarkable for one, Incredible for Otto Octavius, criminal mastermind two, Amazing for three, and Monstrous for all four. Fighting: POOR Octopus can use his tentacles to move over Agility: GOOD long distances, up to 4 areas per round, ignor- Strength: REMARKABLE ing structures under 2 stories in height. He can Endurance: EXCELLENT scale sheer surfaces at 3 stories per round, pro- Reason: EXCELLENT vided he can grasp or punch handholds in the Intuition: TYPICAL surface. Psyche: EXCELLENT Talents: Otto Octavius is a specialist in mechan- Health: 64 ics, radiation, and . His Reason is Incredi- Karma: 46 ble in these areas. Resources: GOOD Popularity: 3 Background: Otto Octavius was a researcher whose tentacle-harness permitted Powers: him to handle radioactive materials from a safe distance. A nuclear accident bonded the har- TENTACLES. Doctor Octopus gains his nom du ness to Octavius' nervous system, allowing him crime from the four artificial tentacles grafted to to control the arms through direct mental com- his midsection. These tentacles are made of mand. Turning to a life of crime, Doctor Octopus Amazing rank steel, and each ends in three pin- was defeated repeatedly by Spider-Man, for cers of Remarkable material. whom he possesses an incurable hatred. Each tentacle has Remarkable Strength. Two tentacles working together may lift with Incredi- ble strength. These tentacles can reach any part of the area the Doctor is in. Doc Ock can attack twice per round, attacking different tar- gets if he chooses. He may attack with three or four tentacles by making a successful Endur- ance FEAT; if he fails, he cannot attack in the next round. When multiple attacks are hitting the same target, make one roll to attack, but increase the damage if more than one tentacle

ENCHANTRESS™ ALLURE. Most of the Enchantress' magic is Amora, sorceress of Asgard devoted to her ability to charm men. Any mortal being who kisses the Enchantress must make a Fighting: EXCELLENT successful Yellow Psyche FEAT to avoid being Agility: EXCELLENT enslaved; the victim's Psyche is shifted five Strength: AMAZING columns to the left. Immortal beings such as Endurance: AMAZING Thor would have to make a successful Green Reason: GOOD Psyche FEAT roll, without a column shift. Intuition: INCREDIBLE Enslaved beings will serve Amora faithfully for Psyche: AMAZING one week, after which they will be free. Certain events will allow an enslaved character to make Health: 140 an immediate Psyche FEAT roll; success means Karma: 100 that the character has broken Amora's control. Resources: REMARKABLE These events are: Amora ordering the character Popularity: 20 to do something that is against his normal beliefs; Amora kissing the character again Powers: before the week of service is over; the character sees Amora using her magic to harm someone. DENSE FLESH. As do all Asgardians, Amora has extremely dense mass, her lithe form Talents: none. weighing 450 Ibs. This provides her with Good body armor. Background. An Asgardian of unknown parent- age, Amora studied magic under Karnilla, MAGIC. The Enchantress has Amazing magical Queen of the Norns, but was expelled when she powers, allowing her to cast energy bolts and proved too undisciplined. Since that time she shields of Amazing rank, as well as a wide vari- has grown in magical power, mostly due to ety of Asgardian spells, including illusion gener- seducing Asgardian magicians and learning ation, conversion of one element into another, their secrets. As the Enchantress, Amora is and teleportation through or across dimensions, devoted to the good life and having her own all at Amazing ability. She can also cast a mind- way. Anyone who denies her what she wants is blank spell, at Shift-X level, which protects. to be enslaved or disposed of. everyone in her area from telepathic probes and mental attacks.

11 GALACTUS™ GALACTIC . In order to maintain his Galactus, eater of worlds abilities, Galactus must feed on the biosphere of life-bearing or potentially life-bearing planets. Fighting: MONSTROUS This feeding must take place about once a Agility: MONSTROUS month at the present, and results in the com- Strength: CLASS 1000 plete destruction of that planet. Endurance: CLASS 1000 Galactus normally assembles converter Reason: UNEARTHLY machinery by telekinesis to consume the bio- Intuition: UNEARTHLY sphere, but if pressed by his hunger, he can Psyche: CLASS 1000 destroy the planet by himself (a process that leaves him unconscious for 1-10 weeks). Health: 2,150 (Varies) If prevented from feeding, Galactus weakens. Karma: 1,200 (Varies) In the first month all abilities at Class 1000 will Resources: CLASS 1000 drop to Shift X. In the second month, all Shift X Popularity: 0 abilities will drop to Unearthly, and at his weak- est, in the third month all abilities will drop to Powers: Monstrous.

ARMOR. Galactus' armor provides Unearthly Talents: none. protection from all physical or energy attacks, but not from magical attacks. Background. Galactus is the sole survivor of the universe that existed before the big bang. ENERGY CONTROL. Galactus controls and He was a space explorer granted mind-stagger- alters energy with Shift X ability. He can project ing powers by the energy that became concussive bolts causing 150 points of Slugfest our universe. Galactus is not an evil being in its damage, create force fields of Shift X rank, tele- own sense, but an amoral force of the universe, port other objects across time and space, and eating the worlds of others not out of , but reconstruct matter. merely of hunger.

TELEPATHY. Galactus has Unearthly telepathic powers.

TELEKINESIS. Galactus has Unearthly teleki- netic powers, and can assemble complex machinery or destroy objects by telekinesis.

KANG™ GAUNTLETS. Kang's gauntlets contain anti- True name unknown, conqueror projectors that enable him to lift objects with Remarkable Strength. These gauntlets can Fighting: TYPICAL fire energy bolts of Remarkable power, with a Agility: GOOD range of 5 areas. Strength: REMARKABLE Endurance: INCREDIBLE DEVICES. Kang usually has at his disposal a Reason: AMAZING number of devices either of his own design or Intuition: REMARKABLE looted from his future empire in the 30th cen- Psyche: GOOD tury. These devices will always have a maxi- mum of Monstrous effect. Health: 86 Karma: 90 Talents. Kang is a technical and inven- Resources: MONSTROUS tor, in addition to possessing 10 centuries of Popularity: 8 knowledge on his normal foes. His reason is Monstrous for inventing things. Powers: Background. Kang may or may not be a ARMOR. Kang's armor provides him with descendent of the 20th century tyrant Doctor Remarkable protection against physical Doom, but with the aid of Doom's time machine, attacks. found in his era, Kang has lived under several alternate guises, including Rama-Tut of the 3rd FORCE FIELD. Kang's armor can generate a Millennium BC, the Centurion of the late force field of Unearthly power, effective against 20th Century AD, and Kang of the 40th Century all types of energy. He can extend the force field AD. His time-travelling and world-conquering to enclose one full area. have created many manifestations of Kang the Conqueror, one of which is fated to become ENVIRONMENTAL INDEPENDENCE. The Immortus, the Master of Limbo. armor has a complete life-support system that eliminates Kang's need to eat or sleep while he wears it.

12 KLAW™ range of 10 areas. In addition, victims of the Ulysses Klaw, criminal blast must make a successful Red Endurance FEAT roll to avoid deafness lasting one day. Fighting: GOOD The converter is made of Incredible rank Agility: EXCELLENT steel; if the converter is destroyed, Klaw's body Strength: TYPICAL will dissipate. Endurance: MONSTROUS Reason: FEEBLE SOUND OBJECTS. Klaw can create objects Intuition: TYPICAL made of sound. He may create fixed objects of Psyche: TYPICAL Remarkable strength and "sound animals" with the following abilities: Health: 111 Karma: 14 F A S E R I P Resources: TYPICAL Ty Ty Rm Rm Fb Fb Fb Popularity: 3 Health: 72 Powers: These "sound creatures" appear in the area BODY TRANSFORMATION. Klaw's body is Klaw is in, but may move up to 10 areas away composed of living sound. Though solid, he has and stay under his command. Klaw must keep no need to eat, drink, breathe or sleep. His only the "sound creatures" in sight to control them. requirement is a medium in which sound can The "sound creatures" dissipate immediately if exist—exposure to a vacuum would cause him Klaw stops controlling them. Remarkable damage each round. Talents: none. BODY ARMOR. Klaw's body is not made of nor- mal matter, and he has the equivalent of Incredi- Background. Ulysses Klaw was a physicist ble body armor. This body armor has no effect working on sound energy to matter conver- on attacks that affect sound, or on materials sions. His experiments required a large amount made of sound-dampening (such as of vibranium, which he attempted to steal, being Captain America's shield). If reduced to 0 foiled by the young T'Challa (Black Panther). Health, Klaw's form dissipates and is absorbed Later conflicts converted Klaw into a being of by his sound converter. sound, and finally imprisoned him in Galactus' ship. Klaw's Reason, normally Good, has deteri- SOUND CONVERTER. With this device, Klaw orated during his imprisonment in Galactus' can project sonic blasts of Incredible power to a ship.

LIZARD™ REPTILE CONTROL. The Lizard can communi- Curtis Connors, biologist cate telepathically with reptiles and control all reptiles within one mile of himself; his power Fighting: EXCELLENT rank is Amazing. Agility: REMARKABLE Strength: INCREDIBLE ALTER EGO. The Lizard's human alter- ego, Dr. Endurance: AMAZING Curtis Conners, has the following abilities: Reason: POOR Intuition: GOOD F A S E R I P Psyche: REMARKABLE Ty Ty Ty Gd Rm Gd Ty

Health: 140 Health: 28 Karma: 44 Karma: 46 Resources: GOOD Resources: Good Popularity: 3 Popularity: 10

Powers: When in human form, Conners does not have a right arm. His Reason in reptile is TOUGH HIDE. The Lizard's hide is tougher than Incredible. a cured alligator skin, providing him with Good body armor. Talents: none.

TAIL. When using his 61/2-foot tail as a weapon, Background. Curt Connors was a noted expert the Lizard may cause up to Amazing damage. in reptile biology, his interest in reptilian regen- eration abilities inspired by the loss of an arm in WALL-CRAWLING. The pads of Lizard's hands the Korean War. Dr. Connors isolated the regen- and feet are similar to those of a gekko lizard, eration compound, but in testing on himself was giving him Incredible ability to climb and adhere transformed into the lethal Lizard, a bestial to vertical surfaces. creature of limited intelligence. Though - rarily cured several times, Connors has reverted SPEED. The Lizard can move up to 4 areas in a to his lizardlike form. single round. He can jump over a two-story building easily (no FEAT roll required).

13 MOLECULE MAN™ Talents: none. Owen Reece, criminal Background. Owen Reece was a laboratory Fighting: FEEBLE technician for the Acme Atomic Corporation Agility: POOR when he was bombarded by strange radiation in Strength: POOR a nuclear accident. The accident granted the Endurance: GOOD timid Reece the mighty powers that he pos- Reason: GOOD sesses. The Molecule Man is a meek, rather dis- Intuition: POOR turbed individual. At the time of the Secret Wars, Psyche: MONSTROUS Reece was undergoing analysis to help him deal with his powers. He will often try to let nat- Health: 20 ure take its course without his interference, but Karma: 89 will use his powers to impress his friends, defeat Resources: EXCELLENT his enemies, and dominate those who insult Popularity: 1 him; he is very sensitive to being called a "nerd'.'

Powers:

MOLECULAR CONTROL. Owen Reece has Unearthly control over molecules. He can men- tally transform, rearrange, or convert molecules as he wishes. This includes materials that are normally impervious due to force fields or Class 1000 materials (such as Captain America's shield or Thor's hammer). All uses of his power require a successful power FEAT roll. Molecule Man cannot affect living organic matter, nor is he very skilled at arranging mole- cules into working mechanical objects (he once disintegrated Iron Man's armor, but when forced to rebuild it, gave him an armored three-piece suit). The limits of Molecule Man's powers are only those of his conception and the above limi- tations.

TITANIA™ Designed by Jaunty Jeff Grubb Mary "Skeeter" MacPherran Edited by Ebullient Ed Sellers Graphic Design by Raffish Ray Silbersdorf Fighting: AMAZING Front Cover by Mike Zeck Agility: GOOD Back Cover by Bob Layton Strength: UNEARTHLY Illustrations by Jeff Butler, Bob Layton, Endurance: MONSTROUS and Mike Zeck Reason: GOOD Maps by David S. "Diesel" LaForce Intuition: GOOD Interior Illustrations: Roster Book Psyche: GOOD Jeff Butler, John Byrne, Dave Cockrum, Kerry Gammill, Mark Gruenwald, Bob Health: 235 Layton, Luke McDonnell, Al Milgrom, Karma: 30 Keith Pollard, Walt Simonson, Paul Smith Resource: GOOD and Ron Wilson. Popularity: 10 Interior Illustrations: Adventure Book Mike Zeck and Bob Layton Powers:

BODY ARMOR. Titania's transformed flesh serves as Monstrous body armor against physi- cal attacks, and provides Amazing resistance to heat, flame, cold, energy attacks, and acids.

Talents: none.

Background. "Skeeter" MacPherran was a petite young lady who suffered from jokes about her size. When the portion of Denver she was in was taken by the Beyonder to form his Battle- planet, MacPherran took it as an opportunity. She was contacted by Doctor Doom, who har- nessed the force of the initial Tempest to trans- form her into Titania. The transformation added two feet of height and 75 pounds of muscle to her scrawny frame. MacPherran intends to use her powers to dominate those weaker than her- self. Her most likely targets will be the strongest male available.

14 ULTRON™ ENCEPHALO BEAM. Only effective in an adja- Ultron, insane robot cent area, this beam will effect all people in the area, causing them to fall asleep unless they Fighting: EXCELLENT make a successful Endurance FEAT roll. Agility: REMARKABLE Strength: INCREDIBLE POWER ABSORBER. This device can drain all Endurance: UNEARTHLY the energy from any artificially-powered device. Reason: INCREDIBLE The absorber's power rank is Unearthly. In the Intuition: GOOD past this device drained all the energy from Iron Psyche: POOR Man's armor. There is no danger that the absorbed energy will overload Ultron's power Health: 190 supply. Ultron itself is powered by an internal Karma: 54 nuclear fusion reactor. Resources: REMARKABLE Popularity: 0 Talents: none.

Powers: Background. Ultron was created by Henry Pym, and accidently given an artificial creative ARMOR. Ultron's body is made of pure ada- intelligence. Ultron possesses a deep psycho- mantium, a Class 1000 material. It cannot be pathic hatred of organic life. Its hatred for Pym damaged by most forces in the universe, Galac- and Janet Van Dyne (the Wasp) is extremely tus and the Molecule Man being notable excep- strong. Deactivated numerous times in battles tions. with the Avengers, Ultron was reactivated when kidnapped by the Beyonder. BLASTERS. Ultron's hands can project beams of radiation, electricity, or flame. These blasts cause Monstrous damage, and have a range of 4 areas.

TRACTOR BEAMS. Issuing from Ultron's hands, these beams can attract objects from up to 10 areas away. The beams are equivalent to Remarkable Strength.

VOLCANA™ ALTER EGO. Volcana can transform herself Marsha Rosenberg from plasma-state to normal, and must do so to eat or sleep. In her normal state Volcana's abili- Fighting: EXCELLENT ties are as follows: Agility: INCREDIBLE Strength: EXCELLENT F A S E R I P Endurance: REMARKABLE Ty Ex Ty Gd Gd Gd Gd Reason: GOOD Intuition: GOOD Health: 42 Psyche: GOOD Karma: 30 Resources: Good Health: 110 Popularity: 5 Karma: 30 Resources: GOOD Talents: none. Popularity: 5 Background. A native of Denver, Marsha Powers: Rosenberg was trapped in the area of that city that the Beyonder removed from earth and FIERY BODY. When Volcana is in her plasma- transplanted onto his Battleplanet. There she based form, she has Amazing protection was contacted by Doctor Doom and trans- against hand-held or missile weapons. Weap- formed, using the energies of the initial Tem- ons made of less than Amazing material will pest, into her plasma state. While pleased with melt on contact, causing no damage to Volcana. her transformation, she is not as intent on prov- Anyone who touches her plasma-body suffers ing herself as her partner, Titania. Amazing damage. Volcana suffers normal dam- age from unarmed attacks.

THERMAL ENERGY BLASTS. Volcanna can shoot thermal energy blasts with Incredible agil- ity. The blast causes Unearthly damage, and has a range of 10 areas.

FIRE RESISTANCE. Volcana has Unearthly resistance to heat and fire.

15 WRECKING CREW™

PILEDRIVER™ WEAPONS. The Wrecker possesses a steel Brian Calusky, farmhand wrecking bar that has been enchanted to WRECKER™ Unearthly material. The Wrecker's Fighting abil- Dirk Garthwaite, criminal Fighting: REMARKABLE ity is shifted one column to the right when using Agility: GOOD the bar. Thunderball carries an iron wrecking ball Fighting: INCREDIBLE Strength: INCREDIBLE made of Remarkable material. His Fighting abil- Agility: EXCELLENT Endurance: REMARKABLE ity is shifted one column to the right when using Strength: INCREDIBLE Reason: POOR the ball in combat. Endurance: REMARKABLE Intuition: POOR Psyche: TYPICAL Bulldozer wears a helmet of Remarkable Reason: TYPICAL steel. His Strength is shifted one column to the Intuition: TYPICAL right when calculating damage from his charg- Psyche: GOOD Health: 110 Karma: 14 ing attack. Health: 130 Resources: POOR Talents: none. Karma: 22 Popularity: 3 Resource: TYPICAL Background. The Wrecker gained his powers BULLDOZER™ Popularity: 10 by accident. Already acting as a vandal, Sgt. Henry Camp, U.S. Army Garthwaite was inadvertently granted super- THUNDERBALL™ human powers by'Karnilla, Queen of the Norns, Dr. Elliot Franklin, physicist Fighting: EXCELLENT when he interrupted a spell between her and Agility: GOOD Loki. The Wrecker, with far more power than he Fighting: REMARKABLE Strength: INCREDIBLE now has, was defeated by Thor and imprisoned. Agility: REMARKABLE Endurance: INCREDIBLE The Wrecker escaped with three fellow inmates Strength: INCREDIBLE Reason: TYPICAL and recovered the iron bar that was both the Endurance: REMARKABLE Intuition: POOR symbol and the focus of his power. The bar was Reason: EXCELLENT Psyche: TYPICAL struck by lightning while all four convicts Intuition: GOOD gripped it, dispersing Wrecker's abilities among Psyche: TYPICAL Health: 110 the four. Since that time the Wrecking Crew has Karma: 16 acted together and as individuals, but always Health: 130 Resources: POOR with a total lack of success. Karma: 36 Popularity: 3 Resources: GOOD 6860 Popularity: 5 Powers:

DENSE FLESH. All members of the Wrecking 394-54172-3TSR0600 Crew have Excellent body armor. ISBN 0-88038-184-1

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