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The bad man desires arbitrary power.


What moves the evil man
is the love of injustice.

- John Rawls

When bad men combine, the good must associate;


else they will fall one by one,
an unpitied sacrifice
in a contemptible struggle.

- Edmund Burke

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Bring On the Bad Guys Vol.1

A roster book of evil for use with the


Marvel Super Heroes Role Playing Game

by the Chief Examiner

Special thanks to:


the Marvel Super Heroes
Unofficial Canon Project

This book is an unofficial supplement.


It is work of fan art and not intended for sale in any format.

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Contents

Anubis ........................................................Pg .5 Chessmen ......................................................Pg. 64


Bi-Beast ......................................................Pg .9 Bishop .........................................................Pg. 64
Braggadoom ......................................................Pg. 11 Knights .......................................................Pg. 65
Brigand ..............................................................Pg. 12
Bruiser..............................................................Pg.15 Dr. Rot & Family........................................Pg. 67
Bulldozer (II) .....................................................Pg. 16 Dr. Rot ........................................................Pg. 68
Cauldron. ...........................................................Pg. 17 Baylee Ann .................................................Pg. 70
Death's Head Guard ..........................................Pg. 19 Charlie Chainsaws .....................................Pg. 71
Eye Killers .........................................................Pg. 21 Flesh Puppets ............................................Pg. 72
Excavator ..........................................................Pg. 23 Mother ........................................................Pg. 73
Hel Wolf .............................................................Pg. 25 Nurse Fester ..............................................Pg. 73
Lumus. John .....................................................Pg. 27 Orderlies ....................................................Pg. 74
Madman ............................................................Pg. 29 Taters ........................................................Pg. 75
Manslaughter Marsdale .....................................Pg. 31
Manticore ...........................................................Pg. 32 Ghosts of Cyclops ...................................Pg. 76
Mind Master .......................................................Pg. 33 Firebug .......................................................Pg. 77
Moses Magnum .................................................Pg. 34 Juice . .........................................................Pg. 77
Nuke (Cyborg) ...................................................Pg. 39 Pillar . .........................................................Pg. 78
Nullitor/Nullitron .................................................Pg. 42 Tarpit ........................................................Pg. 79
Ord ....................................................................Pg. 44 Thirst ..........................................................Pg. 81
Piecemeal ..........................................................Pg. 47 Uppercut ....................................................Pg. 82
Pride, Jubula .....................................................Pg. 49
Slaymaster ........................................................Pg. 51 Seekers .....................................................Pg. 84
Uber Alles ..........................................................Pg. 55 Chain...........................................................Pg. 85
Grasp..........................................................Pg. 86
Part 2: Teams Sonic...........................................................Pg. 88

Brute Force ................................................Pg. 58 S-Men ........................................................Pg. 90


Fieldstone ...................................................Pg. 59 Dancing Water............................................Pg. 91
Fizgig ..........................................................Pg. 59 Dangerous Jinn ..........................................Pg. 93
Hoarfrost .....................................................Pg. 60 Goat-Faced Girl .........................................Pg. 94
Hoopsnake ..................................................Pg. 61 Honest John ...............................................Pg. 95
Ingot ............................................................Pg. 61 Insect .........................................................Pg. 96
Loblolly ........................................................Pg. 62 Living Wind ................................................Pg. 98
Scarum ..............................................................Pg. 62 Mzee ..........................................................Pg. 99
Watchfire .....................................................Pg. 63

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ANUBIS (Azis)
Sheikh Ahmad Azis, Priest/Industrialist
Mystically altered human, Villain

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: REMARKABLE (30)
ENDURANCE: REMARKABLE (30)
REASON: GOOD (10)
INTUITION: GOOD (10)
PSYCHE: INCREDIBLE (40)

HEALTH: 90
KARMA: 60
RESOURCES: REMARKABLE (30)
POPULARITY: 0

Known Powers:

Enhanced Abilities: Anubis had superhuman strength and


stamina.

Resurrection: Araamses was returned to life by the spirit of


Khonshu, after being entombed for thousands of years.

Equipment:

Unique Weapon (Helmet): Tech Level: Remarkable (30),


Cost: Excellent (20). As Anubis, Azis wore a high-tech golden
helmet/mask in the image of the jackal headed god. The
helmet had Excellent (20) material strength and would
malfunction if it sustained 20 or more points of damage above
its armor rank. When damaged in this way, it would burn Azis’
face and force him to discard it until it was repaired.

 Lasers: The eyes of the helmet could project


powerful laser beams to inflict up to Amazing (50)
damage at a range of 2-areas. Anubis could only fire
this weapon once every 3 rounds. Because he is
automatically aiming at whatever he’s looking at,
Anubis hits on the Remarkable (30) column.

Staff: Azis carried short walking stick with a gold jackal-head


handle. The head of the staff could spray poisonous cyanide
gas into the face of an opponent at close range.

 The victim must make an Endurance FEAT against


Remarkable (30) intensity to be unaffected.
 If the victim fails this FEAT the poison inflicts
Excellent (20) damage each minute for 6 minutes.
The victim can attempt a FEAT each minute to avoid
the effects.
 The victim must make an Endurance FEAT against
Incredible (40) intensity to avoid being Stunned for 2
rounds, Remarkable (30) for 4 rounds, Excellent (20)
8 rounds or Good (10) for 16 rounds.

Talents: Archeology (Egyptian), Business/Finance, Falconry,


Languages, Leadership, Occult Lore.

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Guards: Anubis had a small army of fanatical soldiers willing
to die for him. His guards and servants wore ancient Egyptian
style clothing and kept poison cyanide capsules inside a hollow
tooth so they could kill themselves to avoid capture. His guards
had all Good (10) rank FASE abilities, Poor (4) Reason and
Psyche, Typical (6) Intuition, 40 Health points and 14 Karma.
His guards carried;
 Ancient Egyptian style daggers (Good (10) damage,
Good (10) material).
 Short swords or spears (Excellent (20) damage,
Good (10) material).
 Excellent (20) rank metal shields (attacks that inflict
greater damage punch through the thin mental and
strike the guard for full damage).
 Snare-staffs that allow them to place a noose around
their target’s neck and choke them into
unconsciousness. The snare requires Good (10) rank
Strength FEAT to escape, break or pull away from the
guard and increases +1CS each time the number of
guards attacking together is doubled (+1CS for 2,
+2CS for 4, +3CS for 8, etc).
 (see Optional Rules for
/Choking/Strangulation/Drowning).

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Background:

In ancient Egypt, Araamses the brother of the Pharaoh Seti


had been the high priest of Anubis the god of the dead.
Araamses has spilled blood to capture the throne after the
Pharaoh’s death, but was captured and buried alive in Seti’s
tomb. Thousands of years later Khonshu, the god of the moon
appeared before Marc Spector inside Seti’s tomb, resurrecting
him and making him his agent on Earth as Moon Knight.
Unknown to Spector, Khonshu’s presence also revived
Araamses, who then lived among the Bedouin tribes and
became a Sheikh. He recovered ancient royal treasure buried
in the desert and became wealthy, creating the identity of
Ahmad Azis and built a palace on an island off Kuwait. Azis
intended to become a conqueror and the Pharaoh of the entire
world, but feared that Khonshu and his avatar Moon Knight
would oppose him. Azis bought Spector’s statue of Khonshu at
an auction, after having a rival bidder murdered. Azis assumed
his persona of Anubis and sent his assassin to kill Spector who
defeated him. Guided by the mystic priests of Khonshu, Moon
Knight infiltrated Anubis’ island but was captured by his guards.
Anubis prepared to destroy the statue of Khonshu and sacrifice
Moon Knight but Spector’s strength became amplified by the
moon and he broke free. Moon Knight battled Anubis and his
guards as a sandstorm engulfed the fortress temple. Moon
Knight damaged
Anubis’ helmet, forcing him to withdraw before the
sandstorm engulfed and destroyed the temple, presumably
killing Anubis but leaving Moon Knight and the statue of
Khonshu unharmed.

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Choking/ Strangulation/Drowning
Table:

Rounds End. End. Damage


FEAT FEAT
vs. vs.
Stun Unconscious

1-2 Ty Fb 3 pts

3-4 Gd Pr 5 pts

5-6 Ex Ty 10 pts

7-8 Rm Gd 15 pts

9-10 In Ex 20 pts

11-12 Am Rm 25 pts

13-14 Mn In 38 pts

15-16 Un Am 50 pts

17-18 Sh-X Mn 75 pts

Optional Rules for


Choking/Drowning/Strangulation:

 The snare-staff noose forces the victim to make


an Endurance FEAT against Typical (6) rank, then
+1CS difficulty every 2 rounds, to avoid being
Stunned.
 Each time the victim fails an Endurance FEAT
he/she is Stunned for that round and takes
damage equal to half the necessary FEAT
intensity. Each failure means the next necessary
FEAT is +1CS higher.
 Another FEAT is required at -2CS this Stun
intensity each round to avoid falling unconscious
for 15 minutes (allies with the First Aid talent can
attempt to resuscitate the victim, reducing the time
spent unconscious to 3 minutes). Both these
FEATS are checked with one roll.
 If the victim is taken by surprise, the Endurance
FEATS begin +2CS higher.
 When the victim regains consciousness he
recovers 1/2 the Health he lost from choking.
 All these difficulties; damage, Endurance FEAT
Intensities, Strength FEAT to escape, etc.
increase +1CS each time the number of guards
attacking together is doubled (+1CS for 2, +2CS
for 4, +3CS for 8, etc).

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BI-BEAST
Android, Villain

FIGHTING: REMARKABLE (30)


AGILITY: GOOD (10)
STRENGTH: UNEATHLY (100)
ENDURANCE: MONSTROUS (75)
REASON: REMARKABLE (30)
INTUITION: GOOD (10)
PSYCHE: REMARKABLE (30)

HEALTH: 215
KARMA: 70
RESOURCES: FEEBLE (2)
POPULARITY: 0

Known Powers:

Body Armor: The durable construction of his android body


provides Bi-Beast with Incredible (40) protection from physical
attacks and Excellent (20) protection from all energy damage.

Growth: Bi-Beasts height has varied between appearances.


He currently stands 7 feet tall but has been as large as 20 feet
and the original Bi-Beast was 20 feet tall. At full height, edged
and shooting attacks that penetrate his Body Armor are
reduced -1CS in damage, he gains +1CS to resist being
Slammed (but not Stunned) by normal sized opponents and
they are penalized -1CS to avoid being Slammed (but not
Stunned) by him. At 7 feet he is +1CS to be hit and at 20 feet
he is +2CS to be hit.

Longevity: The Bi-Beast was designed to “live forever”. It


does not age, and could potentially be immortal as long as it
isn’t destroyed through violence.

Self-Sustenance: The Bi-Beast's android body still needs air,


though it may not need food or water.

Total Recall: The Bi-Beast was built to be a repository of the


Avain's knowledge and it remembers everything it learns and
stores vast amounts of data in its mind(s).

Talents: Both Bi-Beasts were built to contain all knowledge of


Avain culture (lower head) and warfare (upper head), and it
receives a +1CS in matters of Strategy and Tactics. The
original beast was programmed without scientific knowledge
and had Good (10) Reason. The second has the Engineering
and Genetics talents.

BACKGROUND:

Bi-Beast is the second such android built by the humanoid race


of bird-people who inhabited Sky-Island. The androids were
designed to be repositories of the race’s cultural, military and
scientific knowledge should they perish. The original Bi-Beast
was lost when Sky-Island was destroyed during a battle
between the Hulk and AIM. When the second Bi-Beast was
activated, this one containing scientific knowledge the original
lacked, he sought to avenge the destruction of his city on
mankind. Some of the Bird People were found to have survived
in suspended animation, and the Bi-Beast returned to the new
Sky-Island. He has since been seen working as a henchmen
for various villains, and socializing with other criminals in the
bars of Bagalia, possibly establishing allies so that he can
continue to plot against mankind.

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The Bi-Beast originally wanted revenge against
mankind but has since become more of a henchmen for other
villains. He sometimes picks a fight with heroes to just prove
his superiority

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BRAGGADOOM
Artificial life-form, Villain

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: UNEARTHLY (100)
ENDURANCE: UNEARTHLY (100)
REASON: POOR (4)
INTUITION: TYPICAL (6)
PSYCHE: POOR (4)

HEALTH: 230
KARMA: 14
RESOURCES: SHIFT-0 (0)
POPULARITY: 0

Powers

Growth: Braggadoom was continuously growing at an rapid


rate.
 At 40-feet it possessed Monstrous (75) Strength and
Endurance, 180 Health, Amazing (50) weight and
Incredible (40) Body Armor against physical damage
and Excellent (20) against energy. Because of its
immense size, at this height any normal sized Edged
or projectile attacks then penetrate and ignore it’s
Body Armor are reduced by -2CS damage.

 Within 10-20 minutes it reached 100-150 feet in


height and had the ability ranks listed above. At this
stage it had Amazing (50) Body Armor against
physical attacks, Remarkable (30) protection from
energy and Monstrous (75) weight. Because of its
immense size, at this height any normal sized Edged
or projectile attacks then penetrate and ignore it’s
Body Armor are reduced by -4CS damage.

 After 10-20 more minutes it reached its upper limit of


300 feet, had Shift-X (150) Strength and Endurance,
330 Health, Unearthly (100) weight, Monstrous (75)
Body Armor against physical attacks and Incredible
(40) protection from energy. Because of its immense
size, at this height any normal sized Edged or
projectile attacks then penetrate and ignore it’s Body
Armor are reduced by -6CS damage.

Talents: Braggadoom has no appreciable talents.

Background: Scientist Arnold Krank accidentally created a Krank feared the creature’s unstable molecular
new protoplasmic life form while working for Krashner’s Bio- structure would reach a critical mass and it would explode, but
Systems Inc. Believing they had uncovered the secrets of life, instead it shrank down to the size of a doll. Krank took the
his boss Mr. Krashner held a press conference. One of the docile creature to live with him, believing it could be raised as a
reporters touched the protoplasm and was absorbed by it, normal child.
along with Mr. Krashner before it took on a humanoid shape
and began growing. The creature began to rampage across Braggadoom had a low, but normal human level of
the city, still rapidly growing and battled the Thing. Krank hired intelligence and could speak. It’s only motivation was to lash
Luke Cage to aid the Thing but the heroes were overmatched out in anger and smash everything in sight
and Braggadoom reached over 300 feet in height. Cage and
the Thing managed to knock the creature down before it could
destroy one of the city’s bridges.

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BRIGAND
Thief for hire
Normal human, Villain

FIGHTING: EXCELLENT (20)


AGILITY: INCREDIBLE (40)
STRENGTH: GOOD (10)
ENDURANCE: EXCELLENT (20)
REASON: GOOD (10)
INTUITION: REMARKABLE (30)
PSYCHE: INCREDIBLE (40)

HEALTH: 90
KARMA: 80
RESOURCES: EXCELLENT (20)
POPULARITY: 0

Known Powers

Dimensional Travel: Brigand's hideout is the size of a large


room/vault and is located in a small pocket dimension that he
is able to access from a specific location outside of New York.
It's unknown if his dimensional travel is technological or magic
based.

Magic: It’s unclear how much mystical knowledge Brigand


possesses. At the time of his confrontation with Dr. Strange,
Brigand was employed by another sorcerer and he may have
provided the means to infiltrate the Sanctum Sanctorum.
Hitler’s enchanted handgun was something he had sought out
and previously acquired himself, indicating he has at least
some knowledge of mysticism or the occult.

Psi-Screen: The origin or Brigand’s Unearthly (100) rank


mental defenses are unknown. They may be the result of
training, but his power rank makes that unlikely. His Psi-Screen
may be provided for him by a sorcerer who employed him or
he may have purchased the ability or been in possession of a
mystical artifact that provided this protection. Brigand told Dr.
Strange he didn’t know Baron Mordo but generated a mental
image of him. It’s possible Mordo had employed him in the past
and placed an enchantment on his mind to protect his secrets.
When an opponent tries to probe Brigand's mind they
are threatened by their own fears and enemies but a Reason
FEAT enable them to recognize flaws an inconsistencies in the
illusion granting them a +2CS their Psyche FEAT to see
through the illusion. Even when they see through his illusion
they can not read or probe his mind unless they can make a
power FEAT against Unearthly (100).

Stealth: Brigand has proven capable of slipping past some of


the most sophisticated security systems on the planet,
including the Fantastic Four’s Baxter Building and Stark
Industries, without anyone ever knowing he was there. It’s  The gun inflicts Incredible (40) shooting damage.
unknown if he uses technology or mysticism but he was able to  Silver bullets fired from the gun ignore all mystical
bypass the mystic defenses of Doctor Strange’s sanctum, defenses, including; eldritch shields, barriers, force
undetected. His has Unearthly (100) ability to avoid detection fields, enchanted armor or the natural body armor,
by security systems or mystical enchantments. invulnerability or other defensive powers of mystics or
supernatural creatures, at Unearthly (100) rank or
Equipment less.
 Wounds inflicted by this weapon can not be healed by
Unique Weapon (Gun): Brigand had stolen from an unnamed mystical spells or powers, and damage can not be
mystic, the handgun, a Walther P-38, that Hitler had used to recovered through the natural healing abilities or
commit suicide. The gun's connection to such powerful evil regeneration powers of mystics or
imbued it with tremendous negative mystical force. The gun supernatural/mystical creatures.
seems to have been destroyed by Dr. Strange.

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 The bullet must be removed through conventional Sentry Robots: Brigand stole and reprogrammed a number of
surgery and the wound addressed using scientific security robots from the Fantastic Four and Stark Industries
medical treatment. and reprogrammed them to defend his hideout. The robots are
of various designs, some bipedal, some on treads and some
which can fly, their average abilities are:

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: REMARKABLE (30)
ENDURANCE: EXCELLENT (20)
REASON: FEEBLE (2)
INTUITION: GOOD (10)
PSYCHE: N/A

HEALTH: 70

Body Armor: Most of the robots have Good (10) protection


from physical and energy damage, the most heavily armored
ones have Excellent (20).

Edged Weapons: The robots are equipped with various


weapons and tools including buzz saws and large drills that
allow them to inflict Poor (4) edged damage on a Green,
Good (10)) damage on a Yellow or Remarkable (30) damage
on a Red, with Remarkable (30) material strength.

Energy Weapons: Some of the robots are equipped with


repulsors and other energy projectors that inflict up to
Incredible (40) force or energy damage at a range of 2-areas.

Flight: Some of the robots can fly at Typical (6) airspeed (9


areas/round, 135 mph).

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Talents: Brigand has the Acrobatics and Guns talents. He
knows how to bypass the most high-tech Security Systems. He
has all the skills of a master thief; lock-picking, slight-of-hand,
pick-pocket and stealth.
He has stolen a number of advanced robots and may
know how to reprogram and repair them.
Brigand has enough mystical knowledge to slip past
the defenses of Dr. Strange’s sanctum and surprise the doctor
himself, though, he may have had help from an actual sorcerer
and has stated that he hates magic.

Background: Brigand is a professional thief who was hired by


a corrupt pharmaceutical company to steal from Dr. Strange a
mystic elixir that they feared could cure all diseases and put
them out of business. Brigand infiltrated Strange’s Sanctum,
bypassing it’s mystic defenses and took Strange by surprise.
Brigand shot Strange with an enchanted pistol, nearly killing
him and escaped with the elixir. Strange and his allies tracked
Brigand to his pocket-dimension hideout and entered his mind
to learn the identity of his employer. Strange overcame
Brigand's mental defenses and threatened to wipe out his
memories. Brigand relented, revealed that he was hired by
Nicodemus West and Strange left him permanently trapped
inside his own mind.
Brigand is a professional and reputable thief for hire
who has managed to keep a low profile avoiding conflict with
super heroes while developing a reputation among the
underworld. He a remarkably capable thief having stolen
technology from Stark Industries and the Baxter Building,
penetrated the defenses of Dr. Strange’s sanctum and nearly
killing him.

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BRUISER
Real name unrevealed
Unknown physical form, Mercenary

FIGHTING: INCREDIBLE (40)


AGILITY: EXCELLENT (20)
STRENGTH: EXCELLENT (20)
ENDURANCE: INCREDIBLE (40)
REASON: TYPICAL (6)
INTUITION: EXCELLENT (20)
PSYCHE: GOOD (10)

HEALTH: 120
KARMA: 36
RESOURCES: GOOD (10)
POPULARITY: 0

Powers:

Density Manipulation: Bruiser can shift his center of gravity to


any point of his body, allowing the following Power Stunts:

 Body Armor: Bruiser has somewhat greater than


normal mass, density and durability that provide him
with Good (10) protection from blunt physical attacks.

 Kinetic Amplification: Bruiser can focus all his body


weight behind his punches or kicks to inflict Incredible
(40) damage. With a Power FEAT roll on Incredible
(40) he can accomplish this instantly, otherwise using
this power counts as one action/attack for that round
in addition to the attack itself.

 Leaping: By shifting his mass while running Bruiser


can leap with Incredible (40) rank (40 feet up/across,
60 feet down). With a Power FEAT roll he can quickly
shift his mass to his feet/legs and deliver a
Groundstrike or Shockwave on landing.

 Unmovable: Bruiser can shift his center of gravity to


make it more difficult to move or throw him. His
Endurance increases to Amazing (50) rank (no Health
change) against attempts to Slam (but not Stun),
throw, flip or tackle him. This feat also makes it harder
for opponents to find leverage and Bruiser gains a
+1CS to any Wresting rolls. With a Power Feat roll on
Incredible (40) he can accomplish this instantly,
otherwise it counts as one action/attack for that round.

Weakness: Shifting his mass puts intense strain on Bruiser's


bones and any opponent with Weakness Detection or similar
powers, including Daredevil's enhanced senses and radar can
focus on and strike the point of maximum stress, potentially
breaking his bones. If the hero can detect the right place to
strike and make a Yellow Fighting FEAT, Bruiser would need
to make an Endurance FEAT against the hero's damage rank
+3CS, or his bone is shattered and he is incapacitated with
pain.

Talents: Martial Arts A, B, C, Wrestling

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Background: The nature and origin of Bruiser's powers are
unrevealed. Bruiser is a super-powered mercenary working his
way through a list of increasingly challenging opponents he
wants to fight. He has worked for A.I.M., HYDRA, the Secret
Empire, the Serpent Society and the Kingpin, and his costume
is covered with their various logos. While working for the
Midas Corporation, Bruiser fought and defeated Daredevil who
broke Bruiser's knee in their next fight.
Bruiser is overconfident, likes to boast in a fight but is
a highly skilled combatant.

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BULLDOZER (II)
Marci Camp
Mystically-Altered Human, Villain

FIGHTING: GOOD (10)


AGILITY: EXCELLENT (20)
STRENGTH: INCREDIBLE (40)
ENDURANCE: REMARKABLE (30)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 100
KARMA: 18
RESOURCES: POOR (4)
POPULARITY: 0

KNOWN POWERS

Body Armor: Bulldozer's dense flesh provides Excellent (20)


protection from physical attacks and Typical (6) from energy.
Her head, shoulders, upper-torso and gauntlets are covered
with metal armor that provides Incredible (40) protection from
all physical and energy damage. Hitting an uncovered part of
her body requires an Excellent (20) rank FEAT.

Charging: If Bulldozer can start running from at least 2-areas


away, she can run 4-areas/round and inflict up to Amazing (50)
damage. If she starts off at least 4-area away the target is at -
1CS to avoid being Slammed and if she starts off at least 6-
areas away the target is at -2CS to avoid being Slammed. She
rolls using her Endurance +1CS to strike with a charge and
gains +1CS to her Endurance per 2-areas moved (maximum
of +2CS) to resist being Stunned or Slammed while charging.

Talents: Acrobatics

Background: Marci Camp is the daughter of Henry Camp, the


original Bulldozer of the wrecking crew. She was given a
portion of the mystic power shared by the Wrecking crew and
briefly fought the Fantastic Four as part of the Frightful Four.
She later fought alongside her father on the Wrecking Crew.

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Growth: Cauldron is approximately 15-feet tall and normal
CAULDRON sized edged or projectile attacks that penetrate his armor are
Criminal reduced -1CS in damage. Cauldron gains a +1CS to
Mystically altered human, Villain Endurance to resist being Slammed by normal sized
opponents, and they are -1CS to resist being Slammed by him.
FIGHTING: GOOD (10) Heroes gain a +1CS to hit him.
AGILITY: TYPICAL (6)
STRENGTH: AMAZING (50) Heat Generation: Cauldron's hollow body contains a boiling
ENDURANCE: AMAZING (50) hot green liquid that heats it's armored form so that anyone
REASON: POOR (4) punching it takes Good (10) heat damage, a hero who
INTUITION: TYPICAL (6) grapples with him and scores a Partial-Hold takes Remarkable
PSYCHE: TYPICAL (6) (30) heat damage and on a Full-Hold result Incredible (40)
damage.
HEALTH: 116
KARMA: 16 Heat Projection: Cauldron can vomit boiling liquid at a target
RESOURCES: POOR (4) up to 1-area away to inflict Incredible (40) heat damage, once
POPULARITY: 0 every 3 rounds.

KNOWN POWERS Talents: None

Body Armor: Cauldron's body is composed of animated metal Background: Cauldron's origin is unknown, though he is likely
and provides him with Amazing (50) protection from physical a common, and not terribly bright street criminal who was
and energy attacks as well as Unearthly (100) protection from somehow transformed by magic. For unrevealed reason he
heat. Physical attacks greater than Amazing (50) rank can dent attempted to steal a dimensional wave inducer from Bill Foster
his armored body. Presumably, Cauldron was once a normal (Goliath) and was quickly defeated by the Thing. He attempted
man and likely can not transform back. to sue the Thing for excessive force, and lost.

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DEATH'S HEAD
GUARD
Terrorists
Aliens (Gnobians), Villains

FIGHTING: EXCELLENT (20)


AGILITY: EXCELLENT (20)
STRENGTH: EXCELLENT (20)
ENDURANCE: EXCELLENT (20)
REASON: EXCELLENT (20)
INTUITION: EXCELLENT (20)
PSYCHE: INCREDIBLE (40)

HEALTH: 80
KARMA: 80
RESOURCES: EXCELLENT (20)
POPULARITY: -90

Powers:

Astral Projection: The Death’s Head creatures can send out


long-range, telepathic messages as mental energy beamed
over distance to its target’s mind. The target experienced a
blinding flash and disorienting noise before an image of a
Death’s Head figure appears before them and verbally delivers
their message.
Multiple targets can be reached together if they are
close (the same room).

Body Armor: Gnobians are more physically resilient than


humans and have Good (10) protection from physical and
energy attacks, but only Poor (4) protection from Edged
damage. Their Death’s Head uniforms and their
helmets/masks increase their protection +1CS.

Energy Projection: The Death’s Head troopers can project


Incredible (40) damage energy beams from their hands to
range of 7 areas.

Flight: The alien’s mental powers allow them to silently fly at


up to Monstrous (75) airspeed (50 areas/round, 750 Mph).

Telepathy: The Gnobian aliens are empathic/telepathic, and


able to sense emotions and intentions and general impressions
of a target mind up to 1,000 yards away with Incredible (40)
rank ability. At a range of 1 area they can perform a Mental
Probe, psychically projecting themselves into the target’s mind
and memories.

Weapons:

Sonic Rifle: Gnobians have advanced alien technology


including a rifle that fires a stunning hyper-sonic beam. The
sound wave attack affects anyone who can hear it, causes
Excellent (20) damage and forces the victim to make an
Endurance FEAT against Incredible (40) intensity to avoid
being Stunned and against Good (10) rank or be knocked
unconscious. The rifle has a 2-area range.

19
Talents: Aerial Combat (+1CS to Fighting and Agility, +2
Initiative while in flight). Military, Technology

Background: In 1944, Nazi forces under the command of


Baron Wolfgang von Strucker (future leader of Hydra) came
across a stranded extraterrestrial alien of the Gnobian race
outside Gruenstadt, Germany. The telepathic Gnobian mother,
bonded with Strucker’s mind and was psychically poisoned by
his evil, as would be all her progeny. Strucker’s soldiers
slaughtered everyone in the town to conceal his discovery
shortly before Sergeant Nick Fury and his Howling
Commandos arrived and drove them off. The Gnobians
remained in stasis inside their ship for decades until awakened
by Wilhelm Schmitt, a scientist who has been with Strucker in
1944, and Werner von Strucker, the Baron’s son. The two had
intended to undo Strucker’s influence. Imprinted with the elder
Strucker’s memories, the Gnobians emerged as the Death’s
Head Squadron, modeling themselves on Strucker’s SS
soldiers and set out to fulfill his goals of Nazi conquest,
genocide, the destruction of the Western democracies and
revenge against Nick Fury. The Death’s Head troopers
attacked and killed Fury’s squad-mate and friend “Dum Dum”
Dugan and his wife, and kidnapped a number of his SHIELD
allies. They formed alliances with Hydra and other Neo-Nazi
groups (then turned on them for being weak). Death’s Head
troopers attacked an NATO military base, slaughtered
hundreds of soldiers and plotted to launch an alien Kree
missiles at a major city to kill millions while luring Fury onto
their base.
Schmitt had raised an untainted Gnobian, nicknamed Lump,
who along with Fury’s allies was able to connect to the mind of
the Gnobian mother who was briefly freed of Strucker’s
influence and killed herself along with all her progeny.

The empathic Gnobians were by nature, gentle,


benevolent, curious explorers. Their contact with Strucker’s
mind poised their consciousness with bloodthirsty hate. There
were several dozen if not hundreds of Death’s Head troopers.

20
EYE KILLERS
Supernatural creatures, Villains

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10) Eldritch Beams: Eye Killers can project beams of mystic
STRENGTH: REMARKABLE (30) energy from their hands or eyes to inflict Incredible (40)
ENDURANCE: EXCELLENT (20) damage at a range of 2-areas. The exotic energy reduces
REASON: TYPICAL (6) none-mystical defenses by -2CS.
INTUITION: GOOD (10)
PSYCHE: INCREDIBLE (40) Enhanced Senses (Sight): Eye Killers have the head of an
owl, which can turn completely around allowing them to see
HEALTH: 80 directly behind them. They have Infra-Vision, Telescopic-
KARMA: 56 Vision and Night-Vision at Incredible (40) rank.
RESOURCES: POOR (4)
POPULARITY: 0 Movement: In their natural shape, Eye Killers have 20-foot
long serpentine shapes that allow them to move 4-areas per
Powers: round.

Claws: In their natural shape, Eye Killers have the forelegs of Shape-Shifting: Eye Killers can change their shape between
a mountain lion, and retractable claws that allow them to inflict their natural forms and that of a normal human. In order to
Excellent (20) Edged damage. mimic the form of a specific human, they must make a Yellow
Reason FEAT roll. Transforming takes one full round, if they
Counter-Spells: The Eye Killers are powerful mythic creatures are doing nothing else. In human form they retain their
with knowledge of sorcery and can counter-act spells and FASERIP ability ranks, and powers (except for their claws) and
magical attacks cast against them with Monstrous (75) power can only move 1-area per round.
rank.

21
Soul Stealing: Eye Killers are also known as "Stealers of
Souls" and on contact they can drain the life-force from their
victims. Victims must make a Psyche FEAT vs. Incredible (40)
or lose minus 1CS Psyche each round. If the victim’s Psyche is
reduced to Shift-0 the victim dies and is reduced to ashes.

Weakness: Eye Killers can not tolerate sunlight and lose -1CS
to their Endurance ranks and -2Cs to their Counter-Spells at
dawn and dusk, and -2CS to their Endurance, -1CS to their
Strength ranks, -4Cs to their Counter-Spells and -1CS to all
other powers in full daylight. They also take +2CS damage
from fire.

Talents: Mystic Origin

Background: The Eye Killers are "Earth demons", evil


supernatural predators known in the mythology of certain North
American Indian tribes.

Doctor Strange encountered a pair of Eye Killers


disguised as humans in New York when they murdered his
friend. He found they could resist most of his most powerful
spells until he was able to banish them into another dimension.

Storm encountered a pair (possibly the same pair)


while she was de-powered and traveling in another dimension.
She was able to use fire to destroy them.

In their natural form the Eye Killers are 20 to 30-foot-


long green serpents with the feathered head of an owl and the
forelegs of a mountain lion. There are few Eye Killers left on
Earth and they only travel in pairs, usually as mates or with
siblings. They have served powerful masters in the past and
will do so again if they believe it will lead to the return of the old
ways, a low level of civilization, steeped in superstition.

22
EXCAVATOR
Richard "Ricky" Calusky, Criminal
Mystically-altered human, Villain

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: REMARKABLE (30)
ENDURANCE: REMARKABLE (30)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 80
KARMA: 18
RESOURCES: TYPICAL (6)
POPULARITY: 0

Powers

Body Armor: Excavator's dense flesh provides Good (10)


protection from physical attacks and Typical (6) protection from
energy damage.

Equipment:

Unique Weapon (Shovel): Excavator wields a supposedly


enchanted shovel, although it shattered the first time he struck
a super-powered opponent. The shovel has since either been
replaced, restored or regenerated itself.
 He is able to strike for up to Incredible (40) damage,
but requires an Excellent (20) rank Material Strength
FEAT roll any time he strikes for more than
Remarkable (30) damage. Failure (White result)
indicates that the wooden handle shatters.
 He could strike with the edge of the shovel, using it as
an axe to inflict up to Remarkable (30) Edged damage
with it's Incredible (40) Material Strength.

23
Talents: None

Background: Excavator is the long lost son of Brain Calusky,


Piledriver of the Wrecking Crew. He was given a portion of
their shared mystical power, briefly joined the team and was
defeated by the Runaways. He was later recruited into Baron
Zemo's Master's of Evil.

24
HEL WOLF
Demon, Villain
Fire Generation: A denizen of Muspelheim, the fire realm, the
FIGHTING: INCREDIBLE (40) Hel Wolf can breathe fire once every 3 rounds out to a range of
AGILITY: REMARKABLE (30) 3-areas to inflict Monstrous (75) damage.
STRENGTH: MONSTROUS (75)
ENDURANCE: MONSTROUS (75) Growth: The Hel Wolf is roughly 20-feet long from head to
REASON: POOR (4) hindquarters with another 8-feet of tail and stands roughly 12-
INTUITION: INCREDIBLE (40) feet at the shoulder. Opponents get a +1CS to strike but
PSYCHE: REMARKABLE (30) normal human sized beings are penalized -1CS to avoid being
Slammed by her. Normal sized Edged and Shooting weapons
HEALTH: 220 that penetrate the Wolf’s Body Armor are still reduced by -1CS
KARMA: 74 in damage.
RESOURCES: N/A
POPULARITY: 0

Powers:

Bite: The Hel Wolf’s large powerful jaws allow it to bite for
Amazing (50) damage.

Body Armor: The Hel Wolf’s dense flesh and armor plating
provide it with Remarkable (30) protection from physical and
energy damage. It has Unearthly (100) resistance to heat and
Incredible (40) protection from cold.

25
Movement: The Hel Wolf’s powerful legs allow it to leap at
Shift-Y (200) rank (200-feet up or across and 300-feet down).
Hel Wolf can run on all fours at Excellent (20) land speed (12-
areas/round, 180Mph).
Instead of canine paws the Hel Wolf has long
fingered hands and dexterous limbs that allow it to climb with
Remarkable (30) rank.

Tracking: The Hel Wolf’s enhances sense of smell allows it to


track prey with Amazing (50) ability.

Background: The creature known as the Hel Wolf has


referred to itself as a Fire-Giant but is more likely a demon
from the realm of Muspelheim. Anatomically the creature
resembles a cross between a giant dog and a dragon, though
its offspring more resemble Earth dogs.
The Hel Wolf was a servant of the Fire-Demon Surtur
and may have been created by him. The Hel Wolf was held in
captivity by the Asgardians when Odin planned to use it as a
weapon. In need of allies, Loki helped the Wolf escape and
when it tried to eat him he used Thor’s magical bridal to break
him and force the Wolf to serve him as long as it lived. Using
the Wolf as a steed, Loki journeyed to Hel and had the Hel
Wolf battle the giant guard dog Garm. In order to next travel to
Limbo the Wolf had to die and Loki had his allies stab it to
death. Arriving in Limbo, the Wolf having “died”, had fulfilled his
oath to Loki and immediately returned to trying to kill him. The
Wolf was eaten by Surtur but was later restored and sent to
hunt Loki again. He was again later killed by Odin and then
restored to life once again to serve him. The Hel Wolf was later
seen under the command of Hella, the goddess of death.
The Hel Wolf is a vicious, hate-filled creature always
looking for someone to murder and eat.

26
LUMUS, JOHN
Technician
Normal human/High-Tech, Villain

FIGHTING: REMARKABLE (30)


AGILITY: EXCELLENT (20)
STRENGTH: REMARKABLE (30)
ENDURANCE: INCREDIBLE (40)
REASON: GOOD (10)
INTUITION: GOOD (10)
PSYCHE: TYPICAL (6)

HEALTH: 120
KARMA: 26
RESOURCES: GOOD (10)
POPULARITY: 0

Powers:
None

Equipment:

Battle Suit: Tech Level: Remarkable (30), Cost: Incredible


(40). John Lumus had access to a Consolidated
Conglomerates Inc. security battle suit that raised his abilities
to those above. Without the suit he has Good (10) Strength,
Excellent (20) Endurance and 80 Health. The suit provided the
following:

 Body Armor: Lumus' battle- suit provides


Remarkable (30) protection from physical attacks,
Incredible (40) from energy and Amazing (50)
protection from heat and radiation. The suit will
provide protection from the immediate effects of a
radiation blast, but the helmet exposes the lower part
of his face, making him susceptible to radiation
sickness.

 Boot Jets: Lumus’ armor is equipped with boot jets,


though it is never shown to be able to fly. The boots
may instead be used to boost jumps providing the
power of Leaping at Amazing (50) rank (75 feet up,
105 feet across or down), but can only be used twice
before fuel runs out.
The boot jets can be used offensively to inflict
Incredible (40) heat damage at point blank range and
to propel an opponent away from him, requiring an
Amazing (50) intensity Endurance FEAT to avoid
being Slammed 4-areas.

 Electrical Touch: When he scores at least a Partial  Heroes who succeed at the FEAT are not Stunned
Hold in combat, the suit's gloves can deliver a and take only half damage, unless they have
stunning electrical charge that inflicts Good (10) superhuman resistance to poison, then subtract their
damage and forces a Stun check against Remarkable power rank from the poison damage. The needles are
(30) intensity. fired in a wide spray making it difficult to Dodge (-1CS)
and will penetrate armor of Typical (6) rank or less.
 Poison Tipped Needles: The armor’s gauntlets can
fire a barrage of poised tipped needles that inflict Poor  Toxic Gas: Projectors In the armor’s chest can spray
(4) shooting damage on a Green, Typical (6) on a toxic gas into his target’s faces at grappling range.
Yellow or Good (10) on a Red. The darts deliver Victims must make an Endurance FEAT against
poison that forces the victim to make an Endurance Amazing (50) intensity or be knocked unconscious for
FEAT each round against the needles’ damage +2CS, 10 rounds. Targets must also make an Incredible (40)
or suffer that much in damage from the poison each intensity Endurance FEAT each round for 4 rounds,
round for 4 rounds (Example: Typical (6) shooting each failed FEAT means the target is Stunned for that
damage = Excellent (20) poison damage, etc). The round and takes Excellent (20) poison damage.
victim is Stunned each round he/she fails this FEAT.

27
Fission Bazooka: Tech Level: Incredible (40), Cost: Talents: Lumus is a mechanic/technician and has the
Incredible (40). Lumus carried a large nuclear powered, Repair/Tinkering talent. He gets a +1CS with guns and
energy projection weapon that could inflict Amazing (50) knives and probably has the Military and Martial Arts E
force damage at a range of 4-areas and had a maximum talents. He is capable of piloting and operating the
of 10 shots. The weapon had Excellent (20) Material weapons systems of an advanced attack helicopter.
Strength and if it sustained more than 30 points of damage,
the reactor component could separate from the coolant, Background: Little was revealed about John Lumus’ past.
causing an irreversible meltdown in 1D10+3 rounds. The While working as a mechanic he was still a highly formidable
weapon could explode with roughly half the force of the hand-to-hand combatant, proficient with firearms and knives
atomic bomb dropped on Hiroshima. and able to fly an attack helicopter, indicating a military
background.
John was working for CCI (Consolidated
Conglomerates Inc.) in France when his brother, Stanley was
working for the same corporation. Stanley was assigned to
provide security for an isolated corporate vault in the Alaskan
tundra. Stanley took his job seriously, believing the contents of
the vault to be highly valuable, unaware it was actually empty.
This misunderstanding led him to refuse to admit Power Man
and Iron Fist and engaging them in battle . As a result of their
fight, Stanley’s weapon was damaged and he died when it
overloaded and exploded. John, who may have already been
mentally unbalanced, was enraged at his brother’s death and
the fact that he learned about it through a condolence letter
from the CEO. He attempted to murder the CEO, Maxine
Walters, killing several civilians and French policemen along
the way. He was defeated by Iron Fist and sentenced to life in
prison. He soon escaped, killing a number of guards and
inmates and somehow acquired the same type of CCI security
battle-suit and weaponry that his brother had. He targeted
Power Man and Iron Fist, rampaging through New York, and
was again defeated and arrested.

 If the weapon has been fired 1-2 times: The blast


inflicts; Shift-Z (500) heat and Unearthly (100)
force damage to 1 area, Shift-Y (200) heat and
Monstrous (75) force damage to the next 2 areas,
Shift-X (150) heat and Amazing (50) force
damage to the next 4 areas, Unearthly (100) heat
and Incredible (40) force damage to the next 8
areas, Amazing (50) heat and Remarkable (30)
force damage to the next 16 areas, Remarkable
(30) heat and Excellent (20) force damage to the
next 32 areas, Good (10) heat and Good (10)
force damage to the next 64 areas, with a total
blast radius of 127 areas.

 If the weapon had been fired 3-6 times: The blast


has half of each range.

 If the weapon had been fired 7 or more times:


The blast inflicts -1CS the listed maximum
damage with 1/4 of each listed range.

 The area becomes irradiated after the blast and


can cause radiation sickness and cancer.

28
MADMAN
Phillip Sterns, Scientist
Altered human, Villain

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: INCREDIBLE (40)
ENDURANCE: INCREDIBLE (40)
REASON: EXCELLENT (20)
INTUITION: GOOD (10)
PSYCHE: TYPICAL (6)

HEALTH: 110
KARMA: 36
RESOURCES: EXCELLENT (20)
POPULARITY: 0

Known Powers:

Body Armor: At normal size, in his superhuman form Madman


possesses enhanced durability providing him with Excellent
(20) protection from physical attacks and Good (10) from
energy. He has Remarkable (30) resistance to heat, cold and
radiation.

Growth: In his Madman persona, Sterns has two forms. His


tall, thin form has the ability ranks listed above. He can
transform at will to a much larger, more muscular and powerful
form. He increases to about 8-feet in height, gains increased
Body Armor and because of his greater size, opponents get a
+1CS to hit him but normal sized edged or projectile weapons
that penetrate his armor are -1CS in damage. In his larger form
his dense musculature and thick hide provides him with
Incredible (40) protection from physical attacks and Excellent
(20) from energy. He has Amazing (50) resistance to heat, cold
and radiation, and the following enhanced ability ranks:

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: UNEARTHLY (100)
ENDURANCE: UNEARTHLY (100)

HEALTH: 230

Leaping: Like the Hulk, Madman's more powerful musculature


in his larger form can leap with Unearthly (100) rank. (100 feet
up/across, 150 feet down).
 A victim with Shift-Y (200) or greater Endurance must
Equipment: make a FEAT against Shift-X (150) intensity every 2
hours, Shift-X (150) Endurance every hour, Unearthly
Unique Weapon/Discovery (Poison): Madman developed a (100) rank every 1/2 hr, Monstrous (75) every 15 min,
powerful poison that constantly mutates and adapts and is Amazing (50) every 7 minutes, Incredible (40) every 3
capable of killing even the Hulk. Intensity: Shift-X (150) Tech minutes and Remarkable (30) every 1 1/2 minuets (90
Level: Unearthly (100) Cost: Monstrous (75). seconds/15 rounds). Failure causes the victim to
suffer a -1CS to Strength and Endurance with
 Madman receives a +2CS to Reason and Resources cumulative column shifts resulting in Shift-0
when manufacturing the poison which is delivered by Endurance and death. Every loss of -3CS to Strength
a tiny pin injector that penetrates Incredible (40) rank and Endurance also results in a -1CS to Fighting and
armor or less. Agility.

 Anyone failing to make at least a Remarkable (30)  Victims must also make a second FEAT every 15
intensity Endurance FEAT dies within a matter of minutes or be Stunned with chest pains for 1D10
second (1D10 rounds). rounds.

Talents: Phil is a gifted scientist and has the Physics,


Robotics and Bio-Chemistry (+2CS) talents.

29
Background: Phil Sterns is the brother of Samuel Sterns, who Phils’ brother, the Leader viewed Madman as a potential threat
would become the villainous mastermind known as the Leader. but could not bring himself to kill his own brother.
Phil attended college with Bruce Banner and was both envious
of and idolized him. Phil sought military funding for his gamma-
ray based weapon but was passed over in favor of Banner.
Phil spent years attempting to recreate the conditions that
transformed Banner into the Hulk and became physically and
mentally twisted by the process. His mind split between two
personalities, Phil Sterns and superhuman Madman. As a
research scientist Sterns approached Banner and offered to
help free him of the Hulk. Phil Sterns’ personality, still
independent but subservient to the Madman personality
reluctantly injected Banner with a poison capable of killing
even the Hulk. Weakened by the poison the Hulk tracked
Madman to his lair. While Madman had the upper hand, Phil
Sterns’ personality briefly exerted itself and told the Hulk where
to find the cure. Madman then apparently overwhelmed and
“killed” Sterns. The Hulk poisoned Madman and left him for
dead. Madman survived and again attempted to kill the Hulk in
Scotland before flying to England where he kidnapped the
Prince to extort the government to declare him the new king.
He was defeated by the Hulk and Motormouth and
disappeared under a collapsing bridge.

30
MANSLAUGHTER MARSDALE
Altered human, Villain

FIGHTING: REMARKABLE (30)


AGILITY: GOOD (10)
STRENGTH: REMARKABLE (30)
ENDURANCE: INCREDIBLE (40)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 110
KARMA: 18
RESOURCES: TYPICAL (6)
POPULARITY: 0

Powers:

Resist Pain: Manslaughter Marsdale underwent a procedure


that prevents him from feeling pain. He has Monstrous (75)
rank Endurance when checking against Stun, but not Slam
results. He is immune to nerve strikes and most physical
damage is reduced -1CS against him.

Equipment:

Brass Knuckles: Marsdale wears a pair of studded metal


knuckle protectors that have Incredible (40) material strength
and allow him to inflict +1CS damage with his punches.

Talents: Martial Arts B, Crime, Business/Finance (Boxing and


Promotion).

Background: Manslaughter Marsdale is a criminal enforcer,


racketeer and boxing agent who underwent a medical
procedure that prevents him from feeling pain and presumable
enhanced his strength. He used violence and intimidation to
extort his fighters. When he threatened to assault one of his
best fighters Bobby Chance, to prevent him from quitting,
Spider-Man intervened and subdued him. Marsdale was later
recruited into a short-lived gang of super-villains by the
mastermind know as Zodiac . After planting bombs for Zodiac,
Marsdale tracked down Bobby Chance and killed him along
with a bar full of witnesses.

31
MANTICORE
Mercenary
Human Tech-User, Villain

FIGHTING: EXCELLENT (20)


AGILITY: EXCELLENT (20)
STRENGTH: INCREDIBLE (40)
ENDURANCE: INCREDIBLE (40)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: POOR (4)

HEALTH: 120
KARMA: 16
RESOURCES: POOR (4)
POPULARITY: 0

Known Powers:

None

Equipment

Body Armor: The Manticore appears to be a four-legged, fur


covered, half-man/half-lion like creature, but he's actually
wearing a bizarrely designed cybernetic, exoskeletal battle-suit
that provides Excellent (20) protection from physical damage
and Good (10) from energy attacks.

Leaping: Manticore's powerful cybernetic limbs allow him to


leap with Amazing (50) rank, covering 75-feet up, 105-feet
across or down.

Tail: Manticore's suit has a long, prehensile metal tail that he


can use as a whip to inflict Incredible (40) damage, or grapple
with Remarkable (30) strength.

 Laser: The tip of his tail can project a laser that


inflicts Incredible (40) energy damage at a range of 4-
areas.

Claws: Manticore's fingers end is sharp metal claws that inflict


Typical (6) damage on a Green, Excellent (20) on a Yellow or
Incredible (40) on a Red. His claws have Remarkable (30)
Material Strength and inflict no damage vs. Incredible (40)
rank armor, -2CS damage vs. Remarkable (30) armor, -1CS
damage vs. Excellent (20) armor and full damage vs. Good (10)
or less rank armor.

Background: A mercenary agent of the Brand Corporation


was given the Manticore exo-skeleton to replace his missing
legs. His first mission was to kidnap/kill the Avenger Hawkeye
in a plot to reacquire the Hellcat costume for Brand. He was
defeated by Hawkeye after a battle with the Two-Gun Kid and
Ghost Rider.
He was later sent to the Savage Land with Killer
Shrike and Saboteur where he was defeated by Ka-Zar and
the local tribesmen, his cybernetic legs dissolved by Vibranium.

32
MIND MASTER
Ruffio Costa, Crime Boss
Altered human, Villain

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: GOOD (10)
ENDURANCE: INCREDIBLE (40)
REASON: GOOD (10)
INTUITION: GOOD (10)
PSYCHE: AMAZING (50)

HEALTH: 70
KARMA: 70
RESOURCES: GOOD (10)
POPULARITY: 0

POWERS:

Alter Ego: Costa’s Mind and body were both transformed by


exotic energy and without his powers he had Good (10)
Fighting, Endurance, Reason and Intuition, Typical (6) Agility,
Strength and Psyche, 32 Health and 26 Karma.

Energy Projection: Mind Master could focus his tremendous


mental power into destructive energy blasts protected from his
hands.
 Two rounds after he became empowered he could
project Remarkable (30) damage blasts to a range of
3-Areas.
 Two rounds after that his rank increased to Incredible
(40).
 Two rounds after that his rank increased to Amazing
(50) but after two more rounds his powers
disappeared.
 As his powers increased he emitted energy that
progressively interfered with Daredevil’s radar sense.
Every three rounds that he was with 2-areas of Mind
Master, Daredevil’s ability to Dodge or Evade was
reduced by -1CS.

Mind Control: The Mind Master could mentally take


puppet like control of his target, while his victim’s thoughts
and will are unaffected, he remains aware and unable to
stop himself.  Mind Master must exert tremendous concentration to
 His target can attempt a Psyche FEAT against maintain control and if he is Stunned his victim is
Excellent (20) intensity or is completely controlled and freed, and any time Mind Master takes damage he
can put up no resistance. must make a Psyche FEAT to maintain control over
 If the hero can make an Incredible (40) FEAT he can his victim.
resist enough to hold back in combat against an ally  He can only control one person at a time.
reducing his own Fighting and Agility -2CS and pulling
his punches to inflict -1CS damage. Background: Crime boss Ruffio Costa was involved with a
 If he can make a Remarkable (30) intensity FEAT he kidnapping scheme that was foiled by the Black Panther and
can hold back enough to reduce his Fighting and Daredevil. Ruffio was knocked into machinery in an abandoned
Agility -1CS. weapons testing laboratory and bombarded with neutron
 If he can make an Amazing (50) intensity Psyche streams when the machines exploded. The energy heightened
FEAT he can free himself completely. the power of his mind and he emerged (fully costumed) as
 If the hero is forced into unwanted combat by Mind Mind Master. He battled both heroes, taking mental control of
Master, each time he is Stunned or takes a total Black Panther and using him to attack Daredevil. After a brief
amount of damage equal to his Psyche rank, his time his powers flared up, peaked and then dissipated. Once
Psyche is reduced -1CS to resist control. powerless he was subdued and arrested.

33
MOSES MAGNUM
Arms dealer/Terrorist
Altered human, Villain

FIGHTING: EXCELLENT (20)


AGILITY: EXCELLENT (20)
STRENGTH: UNEARTHLY (100)
ENDURANCE: MONSTROUS (75)
REASON: EXCELLENT (20)
INTUITION: EXCELLENT (20)
PSYCHE: EXCELLENT (20)

HEALTH: 215
KARMA: 60
RESOURCES: REMARKABLE (30)
POPULARITY: -30

Powers:

Body Armor: At full power Magnum's dense


musculature provides Incredible (40) protection from
physical and energy damage.

Variable Ranks: Moses Magnum’s power level has fluctuated


widely over the years, from the ranks listed above, allowing
him to challenge the X-Men and Avengers, to lower ranks that
allow the Punisher to seriously injure him. The Judge can
select from the following optional ranks, depending on the
heroes he’s facing.

 Strength: Monstrous (75) Endurance: Amazing (50)


Health: 165 Body Armor: Remarkable (30) Force
Bolts: Amazing (50)

 Strength: Amazing (50) Endurance: Incredible (40)


Health: 130 Body Armor: Excellent (20) Force Bolts:
Incredible (40)

 Strength: Incredible (40) Endurance: Remarkable


(30) Health: 110 Body Armor: Good (10) Force
Bolts: Remarkable (30)

 Strength: Remarkable (30) Endurance: Remarkable


(30) Health: 100 Body Armor: Typical (6) Force
Bolts: None

34
Vibration Generation: Moses Magnum can generate powerful Ground-strike: Moses can use his localized earthquakes to
vibrations that he can project from his hands, either as a force cause a sudden, violent eruption of the ground his opponents
bolt that does damage equal to his current Strength -1CS with are standing on. Victims must make an Endurance FEAT to
a 2-area range (victims are -1CS to avoid being Slammed) or avoid being Slammed and knocked off their feet. Victims who
as ultra-low frequency vibrations that can penetrate his victim’s are Slammed must also check against being Stunned. The
body, disrupting or rupturing internal organs or shattering ground-strike inflicts damage ranging from Good (10) for soft
bones. This form of attack requires a Yellow Power FEAT roll, earth, to Remarkable (30) for flying chunks of concrete. This
inflicts damage equal to his current Strength -1CS, rolled on attack strikes everyone in the range of his power and can not
the Edged attack column, and unless his opponent has a be dodged unless his target can fly. Magnum is immune to all
specific resistance to vibratory attacks, his/her defensive these effects including being knocked off his feet. The ground-
powers are lowered -2CS. strike has an area-of-effect equal to 10% of his current power
rank in areas (Example: Amazing (50) = 5 areas, Monstrous
Earthquakes: Moses can focus the tremendous seismic (75) = 8 areas).
energy his body generates into the Earth to cause localized
earthquakes with a range equal to his current power level in Talents: Business/Finance, Engineering/Physics (Weapons
yards. His power level varies and is equal Design), Leadership
to his current Strength rank +1CS. Example: when he has
Amazing (50) Strength his earthquakes are Monstrous (75)
rank and have a range of 75 yards. He has used large
expensive high-tech equipment in the past that could extend
the range of his earthquakes to power rank x2 miles, far
enough to threaten entire cities and where there is a nearby
fault-line, like Japan, enough to trigger a major earthquake that
could have sunk the entire island.

35
Optional Rules for Earthquakes:

Magnum can use his powerful vibrations to cause buildings to


collapse. Everyone inside the building takes Good (10)
damage for a single floor of light building materials; wood,
plaster, etc. Remarkable (30) damage for buildings made
mostly of brick or Incredible (40) damage for buildings made of
concrete and steel. For each doubling the height of the building
beyond 1 story add +1CS to damage to a maximum of +3CS.

Victims are buried under the ruble by a weight equal to the


damage modified by a 1D10 roll: (1-5) weight equals -2CS
damage (6-10) weight equals -3CS damage. Moses is also
immune to all these effects.

Example: Heroes trapped in a collapsed skyscraper could face


Unearthly (100) damage (Incredible (40) material +3CS for
building 8 stories or higher) and have to dig themselves out
from under rubble weighing (1-5) Amazing (50) or (6-10)
Incredible (40) rank.

A two story brick building could cause Incredible (40) damage


and pin the hero beneath (1-5) Excellent (20) or (6-10) Good
(10) weight.

There’s always the chance that the victim gets lucky and is in a
part of the building that somewhat protects him/her from the
collapse; debris is blocked by a door frame, a piece of furniture
or equipment or support beams fall in such a way it creates a
pocket of safety. In a one story building collapse there is a 50%
chance the hero takes half damage and this chance is halved
(rounded down) for each doubling of the height of the building
(25% for two stories, 12% for four stories, 6% for eight, etc.).

Background: Moses Magnum is an international arms dealer


and terrorist who was originally only concerned with acquiring
wealth and power through his illicit sales and extorting nations
to surrender authority to him.

He became an agent of Apocalypse after the mutant


mastermind saved Magnum from death and imbued him with
his seismic powers so that he would spread chaos. Magnum
once threatens to sink the entire nation of Japan and briefly
ruled the small African nation of Canaan, establishing it as
proposed homeland for disenfranchised African Americans,
though his real goal was to invade neighboring Wakanda to
steal its Vibranium.

As punishment for perceived failures, for a time,


Apocalypse removed Magnum’s ability to control his powers so
that he caused earthquakes whenever he was in contact with
the earth, forcing him to remain on board a ship at sea. His
power have since returned to normal.

Inexplicably, In spite of being a known international


criminal, Moses Magnum was invited to participate in the Pan-
African Congress on the Treatment of Super-Humans, in
response to the American superhuman civil war, possibly given
diplomatic immunity by a host government.

36
Henchmen: Magnum maintains a small army of elite
mercenaries for missions of conquest and terrorism and to help
promote his armaments business. A typical mercenary has all
Good (10) rank FASE abilities, Typical (6) rank RIP abilities ,
40 Health and 18 Karma.

These mercenaries normally wear Typical (6)


rank Body Armor, and carry various oversized guns that either
fire projectiles that inflict Remarkable (30) damage at a 4-area
range or energy blasts for Incredible (40) damage with a 2-
area range.

Battle Suits: Some of Magnum’s private army wear heavy


battle suits called Magnum Shells that have a Tech Level of
Incredible (40), a Cost of Amazing (50), and the following
abilities:

FIGHTING: GOOD (10)


AGILITY: TYPICAL (6)
STRENGTH: REMARKABLE (30)
ENDURANCE: INCREDIBLE (40)

HEALTH: 86

Body Armor: These armored exoskeletons provide


Remarkable (30) protection from physical and energy attacks
including heat, cold, electricity and radiation.

Catchweb Cables: Tech Level: Incredible (40) Cost:


Amazing (50). The Magnum Shells armor can launch a long
metal band that wraps around and restrains the target. On a
Partial Hold the victim is partially wrapped up
and suffers a -3CS to all actions. On a Full Hold the target is
Talents: These mercenaries have the Guns and Military completely wrapped from the neck to his feet and unable to
talents, some are trained to operate high-tech machinery, take any physical actions until freed. The bands have
heavy weapons or pilot aircraft. Remarkable (30) Material Strength and Unearthly (100)
resistance to heat and radiation. If the target is completely
wrapped up, he/she would be unable to project any ranged
attacks until freed and could not project any heat or radiation
powers of Unearthly (100) rank or less, through the bands.
Heroes caught in a partial hold require a Remarkable (30)
Strength FEAT roll to escape. Those caught in a Full Hold
have no leverage and require an Incredible (40) rank FEAT.

37
Guns: The Magnum Shell armors are outfitted with multiple
guns on their gauntlets and shoulders, including:

 Machine Guns: Remarkable (30) damage, 6-area


range, burst can hit 1D10+2 targets in the same area,
targets are -1CS to Dodge and these guns can fire up
to 4 bursts.

 Energy Cannons: Blasters inflict Incredible (40)


energy damage at a range of 4-areas.

Flight: The armor's boot jets allow them to fly at Amazing (50)
airspeed (40 areas/round, 600 Mph).

Shock Shells: The armor can fire a barrage of powerful


concussion munitions at the ground to create shockwaves and
keep opponents off balance. All targets in a 4-area range take
Typical (6) force damage, and are reduced by one Color result
when aiming ranged attacks unless they can make an
Incredible (40) Agility FEAT roll. Targets also need to make a
Good (10) Endurance check against being Stunned and a
Remarkable (30) Endurance check for any ability that requires
concentration (a Psyche FEAT) is reduced by one Color result.

Sonic Cannon: Tech Level: Incredible (40) Cost: Incredible


(40). The Magnum Shells can project hyper-sonic waves to
stun and disorient opponents. The sonic cannon inflicts Good
(10) damage attacking the senses and ignoring any defensive
power other than protected senses.

 Victim's must make an Endurance FEAT vs. Amazing


(50) intensity or suffer a -1CS penalty to all actions for
1 round. Any power that requires concentration
requires a Green Psyche FEAT for one round. If the
power already required a Psyche FEAT, the difficulty
is now one color result higher.
Unique Weapon (Force Field Cage): Tech Level: Monstrous
 Victim's must make an Endurance FEAT vs. (75), Cost: Amazing (50). Two or more Magnum Shells can
Remarkable (30) intensity or suffer a -2CS to all project an energy cage (called the "Powerprison 170) around a
actions for 2 rounds. Any power that requires target area, trapping everyone inside. Two armors working
concentration requires a Yellow Psyche FEAT for one together can generate a cage that will resist up to Amazing (50)
round. If the power already required a Psyche FEAT, physical force or Monstrous (75) energy, including attempts to
the difficulty is now one color result higher. project attacks in between the bars of the cage.

 Victim's must make an Endurance FEAT vs. Good (10)  Four or more armors working together can produce a
intensity or become incapacitated and while still cage that will resist Monstrous (75) rank physical
conscious, they are unable to act for 4 rounds. force and Unearthly (100) energy. The cage can be
Victim's must make an Endurance FEAT vs. Poor (4) deployed up to 2-areas away.
intensity or they are knocked unconscious for 20
minutes.  The cage is powered by Moses’ hovering power-
platform, and destroying it (Excellent (20) material)
will shut down the Powerprison.

38
NUKE (Cyborg)
Frank Simpson, Soldier
Cyborg, Villain

FIGHTING: INCREDIBLE (40)


AGILITY: EXCELLENT (20)
STRENGTH: REMARKABLE (30)
ENDURANCE: AMAZING (50)
REASON: TYPICAL (6)
INTUITION: EXCELLENT (20)
PSYCHE: POOR (4)

HEALTH: 140 (182)


KARMA: 30
RESOURCES: POOR (4)
POPULARITY: -30

Body Armor: Most of Nuke’s skeletal system has been


replaced with cybernetics and his skin is a type of bullet
resistant plastic. He has Remarkable (30) protection from all
physical and energy damage. Nuke is immune to Nerve Strikes.

Extra Body Parts (Heart): Nuke has a second artificial heart


that adds 30% to his Health score, allows him to recover up to
2 lost Endurance ranks per day and at the Judge’s discretion
any Kill result that targets Nuke’s torso may be considered only
as a Stun result.

Pills: Nuke’s handlers give him amphetamines (“reds”) and


other pills ostensibly to control his adrenal levels and enhance
his combat abilities. It has however been revealed that these
pills are placebos and have no real effect except to maintain
his psychological dependency.

Resistance (Heat and Radiation): Somehow Nuke’s body


survived the detonation of a tactical nuclear weapon inside his
torso. His body did not contain the explosion which destroyed
the faculty around him and appeared to have killed him. Even
some of his artificial skin and organs survived the blast and he
may in fact not have died. If so, his cyborg body has Shift-Y
(200) Resistance to Heat and Radiation.

Equipment:

Unique Weapon (Gun: Betsy I): Nuke's original weapon was


a .50 Cal. machine gun named "Betsy". Betsy inflicted In (40)
damage at a range of 8 areas and required a minimum of
Excellent (20) Strength to fire accurately without mounting it on
a tripod or vehicle (-2CS to shoot for each rank or Strength
lower than Excellent (20), though Nuke would often fire it one-
handed at -1CS to hit.

 The machine gun could fire a total of 4 bursts before


reloading (takes 2 rounds to reload). Each burst can
hit 1D10 -2 targets (min. of 1) in the same area.

 The gun had an under slung launcher that fired up to


4 Incredible (40) damage napalm (incendiary)
grenades (hits all targets in a 20 foot radius), and had
a range of 7 areas.

39
 Betsy could fire up to 4 rocket propelled grenades with a
range of 7 areas, that inflicted Incredible (40) damage
with a 20 foot blast radius.

 An LED counter on the side of the gun kept count of


fatalities and the weapon had Excellent (20) material
strength.

Betsy II: Nuke's second weapon of choice is a rotating


multi-barrel mini-gun that inflicts Amazing (50) damage at
a range of 12 areas and requires a minimum of
Remarkable (30) Strength to fire accurately without
mounting it on a tripod or vehicle (-2CS to shoot for each
rank or Strength lower than Remarkable (30).

 The mini-gun can fire a maximum of 3 bursts


before reloading (takes 2 rounds). Each burst can
hit 1D10 +2 targets in the same area.

 Betsey II had the same under-slung grenade-


launcher as his original weapon.

Talents: Edged Weapons, Military, Guns, Marksman, Martial


Arts E

40
Background: Frank Simpson was kidnapped, surgically
enhanced and brainwashed into a berserk super-soldier by the
Weapon Plus program. He served as a soldier during the
Vietnam War where he was tortured and his already delusional
mind become more unhinged, seeing any target he was sent
after as enemies of America. Under the command of a corrupt
general, Nuke was manipulated by the Kingpin into fighting
Daredevil and Captain America. He was later transformed into
a cyborg and attacked civilians in an Eastern European country
where the US was perceived to have recently lost a war,
enraged that American soldiers would have died for nothing.
He was defeated by captain America and taken to a shield
holding faculty, fulfilling a plot by the anti-capitalist terrors
known as the Iron Nail, who detonated a nuclear bomb hidden
inside Simpson’s cyborg body. Nuke somehow survived and
tried to collect Madam Hydra’s bounty on Wolverine.

Simpson is violently insane, delusional, conditioned to


follow orders and is blindly patriotic. He sees his actions as
fighting for America and his fellow soldiers and can sometimes
be appealed to if convinced he’s not acting in the United
State’s best interest.

41
NULLITOR/NULLITRON
Robot, Villain

FIGHTING: REMARKABLE (30)


AGILITY: EXCELLENT (20)
STRENGTH: UNEARTHLY (100)
ENDURANCE: UNEARTHLY (100)
REASON: GOOD (10)
INTUITION: GOOD (10)
PSYCHE: N/A

HEALTH: 250
KARMA: 20
RESOURCES: SHIFT-0 (0)
POPULARITY: 0

Powers

Body Armor: The Nullitor’s armored robotic body has


Monstrous (75) protection from physical damage and Amazing
(50) protection from energy attacks.

Environmental Independence: As a robot, Nullitor has no


need for food, water, air or rest and is immune to all disease
and toxins.

Growth (Permanent): The Nullitor stands between 20 and 30


feet tall. Normal sized opponents gain a +2CS to hit him, are -
1CS to avoid being Slammed by him while he is +1CS to avoid
being Slammed by them. Edged or projectile attacks that
penetrate and ignore his body armor are reduced -2CS in
damage because of his size and bulk.

Energy Generation: Nullitron can generate an Amazing (50)


damage energy attack from his hands on contact.
Energy Refection: Shift-Y (200). Nulitron and hurl a null-
energy sphere at a target that will engulf it and turn it’s own
energy back against it. Nulitron must throw this sphere to a
range of 2-areas and hits on the Incredible (40) column.

 When the field surrounds an object that generates,


stores or emits energy (including the mystic energy of
Thor’s hammer) all of the stored energy is released
and turned inward against the object. The object
takes damage equal to it’s maximum output/damage
rank +1CS.

 The object takes damage each round until it is


destroyed or it’s stored energy is exhausted (1D10 +1
rounds or Judge’s destruction). If the object’s material
strength is less than the damage taken the object
disintegrates.

 Example: An Amazing (50) damage energy rifle inside


the nullification sphere would take Monstrous (75)
damage each round for 1D10 +1 rounds. If it has less
than Monstrous (75) material strength, it disintegrates
in 1 round.

 If the object’s material strength is greater than the


damage taken, the energy is turned back against
anyone holding the object, inflicting damage equal to
its maximum damage/output rank.

42
 Example: If Thor’s hammer can emit blasts of  Striking the sphere with energy of at least Amazing
Unearthly (100) damage energy, Shift-X (150) energy (50) rank of a different type/frequency than what the
is turned back against it. Since his hammer’s material sphere is nullifying at the moment, or an object with at
strength is greater than Shift-X (150) the energy least Monstrous (75) material strength, will disrupt
strikes him instead, for Unearthly (100) damage each and dissipate the sphere.
round.
 If the 1D10 +1 rounds runs out and the object/victim is
 Victim’s holding the object would need to make an not disintegrated, it is because the energy supply is
Endurance FEAT against damage rank to let go and used-up and it/he is powerless until recharged
escape further damage. normally.

 The object can not be fired, moved or used normally  Nullitor can normally generate only one such
while it’s energy is being reflected/exhausted. nullification sphere per hour.

 If Nullitor misses his throw, the energy sphere is


reabsorbed by him and can attempt to use it again in
2 rounds.

Background: The Nullitor was designed by Zarrko


(the Tomorrow Man) to be sent back in time to defeat
Thor to prevent a possible future time-line where Thor
ruled the Earth as a tyrant.

Nullitor rampaged through New York until Thor


confronted him. The robot gained the upper-hand,
surrounding Thor’s hammer in his energy nullification
sphere and turned it’s energy against him. Thor Girl
arrived, disrupted Nullitor’s energy sphere and helped
Thor destroy the robot.

The robot is mostly referred to as Nullitor but it was


called Nullitron at least once. The robot is supremely
confident in its power and likes to boast in combat.

 The energy is turned against the object whether it was


emitting, firing or manipulating energy at the time or
not.

 Presumably the nullification sphere can be used


against living beings with energy
generation/projection powers. Living beings would
have an innate resistance to his/her own energy
type/frequency and take less damage. The target
would take damage equal to his/her maximum
damage/output rank +1CS, minus their maximum rank.
In other words: the difference between the hero’s
maximum rank and the next rank up. The hero would
take this damage even if normally invulnerable to this
type of energy as his body's stored energy is painfully
burnt off.

 Example: Havoc can project Monstrous (75) rank


plasma energy so he would take Unearthly (100)
damage (maximum rank +1CS) minus Monstrous (75)
(his maximum rank), and lose 25 Health points per
round for 1D10+1 rounds.

 Victims must make an Endurance FEAT each round


against their maximum energy rank or be
incapacitated with pain.

43
ORD
(of the Breakworld)
Warrior
Alien, Villain

FIGHTING: INCREDIBLE (40)


AGILITY: EXCELLENT (20)
STRENGTH: AMAZING (50)
ENDURANCE: MONSTROUS (75)
REASON: EXCELLENT (20)
INTUITION: REMARKABLE (30)
PSYCHE: INCREDIBLE (40)

HEALTH: 185
KARMA: 90
RESOURCES: INCREDIBLE (40)
POPULARITY: 0

Powers

Body Armor: Ord's dense alien flesh provides him with


Excellent (20) protection from physical and energy damage.
Ord wears partial metal armor that enhances his protection to
Incredible (40) for most of his body, except his exposed head.

Hyper-Hearing: Ord's race has superhumanly acute hearing at


Amazing (50) rank.

Flight: Ord could fly at Excellent (20) airspeed. Other natives


of the Breakworld do not demonstrate the ability to fly without
vehicles and Ord probably made use of technology in his
armor.

Psi-Screen: Ord’s alien thoughts are indecipherable to


humans so that Telepaths can not control, read or fool his mind
with mental illusions. His resistance is Unearthly (100) rank.

Equipment/Technology:

Neutralizer: The Breakworlders developed a chemical


compound that can neutralize the powers of Earth mutants at
Class-1000 rank. A partial formula, made without all the
necessary materials will have short term effects lasting a few
days, the full "cure" will permanently remove their powers. Ord
wore injectors to deliver the cure on the knuckles on the back
of his gloves.

Resurrection: The warrior people of the Breakworld, though


they both shun and lack most forms of medicine and medical
care, can perform a ceremony to transfer the life-force of one
or more people into the dead body of another to resurrect them
from the dead. The total amount of Health points sacrificed
must equal the original maximum Health points of the person
to be brought back. Normally slaves are sacrificed and
culturally the recipient and those sacrificed are viewed as
"untouchables", socially the lowest of the low. By Earth
standards Breakworld "technology" is closer to magic. If the
character sacrificing life-force has more Health points than the
one being resurrected, he can survive the process but his
ability ranks are permanently reduced.

44
Unique Weapon (Blade): Ord wields a circular, spiked blade Background: Ord is an alien warrior champion from the harsh,
made of an unknown alien metal that inflicts Good (10) hostile planet known as Breakworld. His people’s religion
damage on a Green result, Remarkable (30) damage on a involved a prophecy that one of the X-Men would destroy their
Yellow or Amazing (50) on a Red, and has Shift-Y (150) world. Ord was sent to Earth by Breakworld’s ruling warlord to
Material Strength. The alien metal of Ord's weapon would likely insure the prophecy did not come to pass. Ord obtained the
cut opponents who are intangible, "phasing" or at zero density. body of the X-Man Colossus who had died from the Legacy
Virus and used Breakworld’s advanced science to restore him
Talents: Edged Weapons, Military, Martial Arts A, E, to life. Ord subjected him to torturous experiments to develop a
Leadership way to eliminate genetic mutations. Initially offering this
voluntary “cure” through a front corporation. The X-Men
investigated and discovered and rescued Colossus. Ord was
defeated by the X-Men and placed in S.W.O.R.D. custody.

Ord was returned to his home world aboard a ship


alongside the X-Men and SWORD who were planning a
preemptive strike. He was captured by his people and
sentenced to death for failing his mission. Ord died saving
Colossus from the rebel Breakworlder Aghanne. Aghanne, had
tried to end the harsh and oppressive lives of her people,
created the false prophesy to draw Colossus there and
manipulate him into destroying their world. Ord killed Aghanne
then died himself, saving his world.

45
Warriors of Breakworld
Weapons
FIGHTING: EXCELLENT (20)
AGILITY: TYPICAL (6) Blasters: Warriors of Breakworld often carry energy blaster
STRENGTH: INCREDIBLE (40) pistols that inflict Remarkable (30) damage with a 2-area range
ENDURANCE: INCREDIBLE (40) or rifles that inflict Incredible (40) damage with a 4-area range.
REASON: GOOD (10)
INTUITION: TYPICAL (6) Background: As the champion of Breakworld, Ord possesses
PSYCHE: TYPICAL (6) the peak ability ranks for his species. Typical warriors from his
planet have the ranks listed above.

HEALTH: 106
KARMA: 22

Powers

Body Armor: Breakworlders' dense flesh provides Good (10)


protection from physical and energy damage. Warriors often
wear partial metal armor that enhance their protection to
Excellent (20).

46
PIECEMEAL
Altered human/Cyborg, Villain

FIGHTING: REMARKABLE (30)


AGILITY: EXCELLENT (20)
STRENGTH: MONSTROUS (75)
ENDURANCE: AMAZING (50)
REASON: POOR (4)
INTUITION: GOOD (10)
PSYCHE: POOR (4)

HEALTH: 175
KARMA: 18
RESOURCES: FEEBLE (2)
POPULARITY: 0

Body Armor: Piecemeal‘s body is an amalgamation of body


parts, copied, possibly cloned from other super-villains
including Attuma and the Abomination. Their thick hide and
dense musculature, as well as the bionic arms of the cyborg
Silvermane, provide him with Remarkable (30) protection from
all physical and energy damage.

Energy Projection: Piecemeal can project bolts of Monstrous


(75) damage energy from his hands, with a 3-area range. He
can produce a single blast once every 3 rounds.

Claws: Piecemeal has clawed hands modeled after


Sabertooth that have Incredible (40) material strength and
allow him to inflict Incredible (40) Edged damage.

Tail: Piecemeal has a long prehensile tail that he can use to


inflict Amazing (50) Blunt damage or grapple with Incredible
(40) Strength.

Mind Drain: Piecemeal can drain psychic energy from his


victim's on contact. Victims must make a Psyche FEAT vs.
Incredible (40) or suffer a -1CS to all actions for 1 round,
Remarkable (30) or suffer -2CS to all actions for 2 rounds,
Excellent (20) to avoid being incapacitated and unable to act
for 3 rounds or Good (10) to avoid being knocked unconscious
for 20 minutes and another vs. Amazing (50) Intensity or lose
-1CS Psyche each round.
If the victim’s Psyche is reduced to Shift-0 the body is
reduced to a withered husk and dies.
Because he is a synthetic being Piecemeal does not
gain Health points from the Psyche absorbed, but uses this
power in an attempt to understand life through other's
experiences and emotions. Piecemeal absorbs a percentage of
the victim’s memories equal to the amount of Psyche drained,
for example if the victim loses half his/her Psyche, Piecemeal
will have access to half his/her memories (what specific
knowledge is gained is up to the Judge). If the victim survives
the attack he/she regains +1 Psyche rank per hour until fully
restored.

47
Shapeshifting: Piecemeal has the limited ability to change his
facial appearance based on memories he's accessed with his
Mind Drain. Since his body doesn't change he primarily uses
this ability to surprise or psychologically unnerve his victims.

Swimming: Created with DNA that included the Atlantean


warlord Attuma, Piecemeal is amphibious and can swim at
Typical (6) speed (45 Mph, 3 Areas/Round).

Water-Freedom: Piecemeal's gills allow him to breathe under


water and survive at any depth. He can resist cold at Excellent
(20) rank and his senses adapt to low light and under-water
acoustics.

Talents: Piecemeal's mind is a clean slate hungry for


experience, but he possesses none of the memories or Talents
of the people he was based on.

Background: The man who would become Piecemeal was a


U.S. government agent sent to infiltrate the Red Skull’s
operation but was captured. The operative was surgically
altered and combined with artificial body parts by the Skull’s
scientists. One of the scientists working for the Skull was
secretly the villain known as Madman who implanted a device
that allowed him to track and control the creature now known
as Piecemeal. Piecemeal escaped from the Red Skull and
wound up in Lock Ness where he terrorized local boaters.
When the Hulk investigated the attacks on behalf of the
Pantheon, he battled Piecemeal and Madman. When Madman
killed the former agent of the Pantheon known as Perseus,
Hulk stabbed Piecemeal with Perseus’ spear and he
disappeared into the lake, presumably dead though no body
was found.

48
PRIDE, JUBULA
Arms dealer
Altered human, Villain

FIGHTING: REMARKABLE (30)


AGILITY: REMARKABLE (30)
STRENGTH: GOOD (10)
ENDURANCE: EXCELLENT (20)
REASON: EXCELLENT (20)
INTUITION: EXCELLENT (20)
PSYCHE: EXCELLENT (20)

HEALTH: 90
KARMA: 60
RESOURCES: EXCELLENT (20)
POPULARITY: 0

Powers

Flight: Pride has been bio-engineered with the power to


silently fly under her own power at Good (10) airspeed (12
areas/round, 180 Mph).

Equipment :

Body Armor: Pride's armored costume provides Typical (6)


protection from most physical and energy damage and Good
(10) protection against bullets and edged attacks.

Claws: Pride's armored gloves contain retractable finger-tip


claws with Remarkable (30) material strength that allow her to
inflicts Good (10) edged damage.

Talents: Engineering, Electronics, Martial Arts A, D, E, Aerial


Combat (+1CS to Fighting and Agility, +2 Initiative while in
flight), Business Finance, Streetsmart

49
Background: Jubula Pride is the daughter of crime-lord
Leland Owlsley (the Owl). Owlsley financed her education In
various sciences, developing her natural intelligence and had
her trained as a fighter. He paid for her to be bio-engineered
with enhanced strength and the ability to fly. Thought still very
young, possibly only a teenager, she uses her genius to sell
high-tech weapons to the underworld. When her father was
kidnapped by the Shroud, she briefly teamed up with Daredevil
to find him and then betrayed him to the Kingpin.
In one possible future time-line, and adult Jubula has
become romantically obsessed with Matt Murdock and knows
he’s Daredevil, and becomes one of his frequent criminal
opponents.

50
SLAYMASTER
Real name unrevealed
Normal human, Assassin

FIGHTING: AMAZING (50)


AGILITY: REMARKABLE (30)
STRENGTH: GOOD (10)
ENDURANCE: EXCELLENT (20)
REASON: GOOD (10)
INTUITION: INCREDIBLE (40)
PSYCHE: REMARKABLE (30)

HEALTH: 110
KARMA: 80
RESOURCES: EXCELLENT (20)
POPULARITY: 25

Powers: Slaymaster was a normal human with no true super-


human powers, but was highly trained in esoteric martial-arts
that provided the following abilities:

Hypnosis: Slaymaster could temporarily hypnotize an


opponent who failed to make both a Remarkable (30) Intensity
Intuition FEAT to avoid eye-contact (+2CS to this roll if they are
aware of this ability) and an Excellent (20) Intensity Psyche
FEAT to resist being hypnotized. Victims are momentarily
immobilized, and lose ½ their Initiative roll and are -2CS to
his/her first action for that round.

Knife Hand: Slaymaster was a practitioner of an ancient Ninja


technique used to harden the striking surfaces of his hand to
allow it to inflict edged damage in unarmed combat. His left
hand has been hardened to the equivalent of Excellent (20)
Material Strength and he could us it to inflict Excellent (20)
Edged damage. His left hand was immobile and could not be
used to hold or manipulate objects.

Weakness Detection: Slaymaster had the Incredible (40) rank


ability to sense weaknesses in physical structures, opponents
and energy fields (including Force Fields). There was a 40%
chance the target has a detectable weakness. Analysis takes
1D4+1 rounds.

 If a weakness is detected he can reduces an


opponent’s armor rank –2CS against his attacks
(armor and Force Fields reduced to Excellent (20) or
less are ignored). If his opponent has no armor then
his damage is increased +1CS (maximum of
Incredible (40).

 Slaymaster’s weakness detection stems from his


martial arts discipline and his five natural senses that
allow him to sense only pressure points, physical
stress-points and fracture planes in solid objects or
force fields. He possesses no superhuman psychic
abilities that would allow him to detect specific
weaknesses such as a molecular allergy, specific
energy frequency or mental/psychological weakness.
51
Weapons/Equipment: As a professional assassin, Slaymaster
carried an arsenal of conventional weapons, including guns
that fired explosive ammunition (+1CS damage).

Body Armor: Slaymaster wore a uniform, often concealed


under a disguise, made of bullet-proof fabric that provided
Good (10) protection from projectiles, energy, fire and electrical
attacks. Firearms that inflict Excellent (20) or less damage are
converted to Blunt Physical rather than Shooting damage.

Enhancement Suit: During his final encounter with Captain


Britain, Slaymaster wore a cybernetically controlled
enhancement suit modeled after the Captain's own. The suit
enhances the wearer’s biological energy fields and raised
Slaymaster’s Strength and Endurance to Remarkable (30) rank
(140 Health). The suit provided a Good (10) rank personal
Force Field. The suit also allowed him to fly at Monstrous (75)
airspeed (50 Areas/round, 750 Mph).

Unique Weapon (Gauntlet): Slaymaster sometimes wore a


high-tech gauntlet bristling with weapons and equipped with
metal claws with Excellent (20) Material Strength that would
inflict Remarkable (30) Edged damage.

The gauntlet was equipped with a miniature flamethrower and


electrical blaster that inflicted Remarkable (30) damage and a The gauntlet could also produce a blinding flash at point-blank
1-area range. range that forced his opponent to make an Excellent (20)
Intensity Intuition FEAT to look away or close his eyes before
being blinded for 2 rounds. The flash could be used once every
6 rounds.

His original "atomic wrist-lets" increased his Strength to


Excellent (20) rank (no Health change) and allowed him to fly
at Good (10) airspeed (12 areas/round, 180 Mph) and
contained a lasso/swing line of Excellent (20) Material Strength
and 2-area range.

Unique Weapon (Jazzlers): Slaymaster carried numerous


specially-designed, high-tech bladed weapons that could be
thrown to inflict Typical (6) damage on a Green result,
Excellent (20) damage on a Yellow or Incredible (40) damage
on a Red. These “Jazzlers” disrupt nerve impulses and can
completely paralyze the victim.

 He may use the needle-shaped weapons as an


ordinary Edged attack on any roll or attempt to strike
to paralyze.

 Circuitry within the Jazzlers allow them to ignore


armor or Force Fields of Excellent (20) rank or less.
They will penetrate Remarkable (30) rank armor and
inflict -1CS damage. Incredible (40) rank or higher
armor will complete block the weapon.

 If Slaymaster first uses his Weakness Detection ability,


the Jazzlers can ignore up to Incredible (40) rank
armor or Force Fields. They will penetrate Amazing
(50) rank armor and inflict -1CS damage. Monstrous
(75) rank or higher armor will complete block the
weapon.

 Striking to paralyze with one Jazzler requires that he


win Initiative by at least +4 and rolls a Yellow result, or
he may spend 30 Karma which is not added to the roll
(he may spend additional Karma to enhance his roll,
maximum of another 30), and must still roll a Yellow
result.
52
 Once stuck by a single Jazzler, the victim must make  If he wins Initiative by at least +6, and rolls a Red
and make an Amazing (50) rank Endurance FEAT. Agility FEAT Slaymaster can throw up to 6 Jazzlers at
Failure means the victim is completely paralyzed until once, or he may spend 50 Karma which is not added
it is removed. to the roll (he may spend additional Karma to
enhance his roll, maximum of another 30). Striking
 Success at an Endurance FEAT against Amazing (50) with multiple Jazzlers counts as one attack that inflicts
intensity, means the victim is mostly paralyzed, but +1CS damage and increases the necessary
can painfully struggle enough to move one limb, and Endurance FEAT roll intensities +1CS.
reach out and pull one Jazzler out of his body. The
victim is penalized -4CS to all actions and -2CS to Talents: Guns, Marksman, Disguise, Espionage, Martial Arts A,
Strength. Removing the Jazzler instantly allows the B, C, D, E, Thrown Weapons, Edged Weapons
hero to return to normal movement and combat.
Blinding Strike: Slaymaster could use his knife-like hand to
 Success at an Monstrous (75) rank Endurance FEAT, gouge his opponent's eyes out (Judges discretion). Slaymaster
means the victim is partially paralyzed. The victim is would first need to roll 3 times his target’s Initiative roll and roll
penalized -2CS to all actions and -1CS to Strength. a called Red result to strike (if he "calls" a Red result, declares
Removing the Jazzler instantly allows the hero to he's going to try to roll a Red, and fails, any other result is
return to normal movement and combat. considered a miss).

 Heroes who can make a Unearthly (100) intensity If his roll is successful he there is a 80% chance he
Endurance FEAT can ignore the effects of the Jazzler permanently blinds one eye and a 40% chance of permanently
altogether. gouging out both eyes.

53
Background: Slaymaster was a professional assassin of
Middle-Eastern origin working for the British crime-lord Vixen.
Slaymaster was employed to hunt down and kill a number of
psychic agents of the RCX (the Resource Control Executive) ,
a division of British Intelligence. He battled Captain Briton on
several occasions including one encounter where he defeated
and captured the Captain and attempted to steal his ability
enhancing costume which Vixen partially copied. Slaymaster
savagely beat and blinded Captain Britain’s sister before
ultimately provoking the hero to kill him.

Slaymaster had briefly posed as the costumed


criminal known as the Caterpillar (a leader of extreme genius),
to convince the Alice in Wonderland themed Crazy Gang to
work for him.

Slaymaster considered himself to be an honorable


man and treated those he viewed as worthy opponents with
respect. Unworthy opponents could be brutalized and
humiliated. Slaymaster was an arrogant professional, prideful
of his skill and reputation. He was a merciless killer who
enjoyed the challenge of combat.

Slaymaster as the Caterpillar


(Leader of Extreme Genius)

54
UBER ALLES
Criminal/Terrorist
Humanoid Race (Inhuman), Villain

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: INCREDIBLE (40)
ENDURANCE: INCREDIBLE (40)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 110
KARMA: 18
RESOURCES: GOOD (10)
POPULARITY: -30

Powers

Air Control: Uber Alles can generate and control powerful air-
currents at Amazing (50) rank, and has the following Power
Stuns:

 Vortex: Uber Alles can generate a powerful, swirling


funnel of air that can hold a man-sized opponent
helplessly aloft. His target is unable to engage in
melee combat unless he can overcome an Amazing
(50) rank FEAT using Flight or a similar power. While
levitated the victim can attempt to use ranged attacks
but is penalized -3CS.

Uber Alles threatened to kill Iron Cross while


holding her in an air-vortex, but it’s unclear how he
intended to do it. It’s possible he can suck the air out
of the vortex and suffocate his victim (see Optional
Rules for Suffocation). Alternately he may have
intended to throw her using high velocity air to inflict
Incredible (40) damage or pummel her with debris.

 Kinetic Bolt: Uber Alles can use high velocity air as a


battering ram to inflict Incredible (40) Force damage
and require the victim to make an Endurance FEAT
against Amazing (50) to avoid being Slammed 4-
areas.

 Flight: Uber Alles can use air currents to silently


hover or fly at Good (10) rank (12 areas/round, 180
Mph).

 Shock Blast: When extremely angry (Yellow Psyche


FEAT) Uber Alles can release hurricane force winds
as an area-of-effect attack against all targets within 2-
areas. Wind thrown debris inflicts (roll 1D10) Good
(10) damage on a roll of 1-5 or Excellent (20) damage
on a roll of 6-10. All targets within range would need committing one when they came into conflict with the new Iron
to make an Endurance FEAT against Incredible (40) Cross. Uber Alles overpowered and was threatening to kill her
rank to avoid being Slammed 4 areas. when the Invaders came to her rescue.

Talents: Uber Alles speaks both German and English and has
the Leadership talent. During the battle the renegade Inhuman known as
Lash appeared at attempted to recruit him. Uber Alles initially
Background: Uber Alles (German for: Above All Else) was the rejected the idea that he was an Inhuman and wasn’t of pure
leader of a group of Neo-Nazis in Germany, calling themselves Aryan blood. When the Inhuman royal family joined the fight,
the “Final Solution”. Uber Alles had superhuman abilities but he realized he was outmatched and that his old life was over
was apparently unaware of their origin. His activities were since his people would likely no longer accept him. He fled with
unrevealed but his Nazi cell had acquired high-tech battle suits Lash and hasn’t been seen since.
and they were either plotting an attack or in the process of
55
Henchmen: Uber Alles was the leader of a group of German,
Neo-Nazi skinheads who called themselves the Final Solution.
A typical neo-Nazi had the following abilities inside their battle
suits:

F: Gd (10)
A: Pr (4)
S: Ex (20)
E: Ex (20)
R: Pr (4)
I: Pr (4)
P: Pr (4)

H: 54
K: 14

Without their mechanical exoskeletons, they had Ty (6) Agility


and Strength, Gd (10) Endurance and 32 Health. Their
mechanical battle suits, which probably did not have cybernetic
controls, were of unknown origin and design and provided
Excellent (20) protection from physical damage and Good (10)
against energy. Their heads were uncovered and vulnerable.
Some of the Final Solution carried sub-Machine guns that
inflicted Excellent(20) damage at a range of 4-areas and
carried enough ammunition for 4 bursts.

Talents: Some of the members may have had a military


background and a +1CS with guns and/or explosives.

56
PART 2: TEAMS

57
BRUTE FORCE
Those with potential for superhuman powers were
Brute Force is a team of monstrous superhumans, transformed by Zola. The most successful and powerful
created by Nazi scientist Arnim Zola to serve the subversive became members of Brute Force. One such test subject
Secret Empire. They have been mentally conditioned to serve became Charcoal who would escape and join the Thunderbolts.
the Elite, the ruling class of the Empire. Presumably all were When the Thunderbolts infiltrated the Secret Empire base they
normal humans before being mutated by Zola. The Secret were nearly defeated by Brute Force twice until the second
Empire had recruited people from poor, rural areas of the U.S. battle was interrupted by U.S. Agent and the vigilantes known
and convinced them to abandon democracy and volunteer to as the Jury. Presumably Brute Force were turned over to the
become surfs. authorities.

58
FIELDSTONE
Altered Human, Henchman

FIGHTING: EXCELLENT (20)


AGILITY: TYPICAL (6)
STRENGTH: MONSTROUS (75)
ENDURANCE: AMAZING (50)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 151
KARMA: 18
RESOURCES: POOR (4)
POPULARITY: 0

BODY ARMOR: Fieldstone's body is composed of animated


stone and provides him with Incredible (40) protection from
physical and energy damage.

Talents: Unknown.

Background: Unknown.

FIZGIG
Altered Human, Henchman

FIGHTING: TYPICAL (6)


AGILITY: GOOD (10)
STRENGTH: FEEBLE (2)
ENDURANCE: FEEBLE (2)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 20(10)
KARMA: 18
RESOURCES: POOR (4)
POPULARITY:

Known Powers:

ELECTRICAL GENERATION: Fizgig generates up to


Remarkable (30) rank electricity against targets she makes
physical contact with. She has Amazing (50) rank resistance to
electrical attacks and when her energy sheath is up she has
Good (10) protection from other forms of energy.

 If the target has any sort of resistance to electricity


and takes less than full damage they must make an
Endurance FEAT against Incredible (40) rank to avoid
being Stunned and penalized -1CS to all actions for 1
round, a Remarkable (30) intensity to FEAT to avoid a
-2CS penalty for 2 rounds, an Excellent (20) intensity
FEAT or be incapacitated, conscious but unable to act
for 3 rounds and a Good (10) intensity FEAT to avoid
being knocked unconscious for 20 minutes.

 If the hero has no resistance or protection from


electrical damage, all FEAT intensities above are
+1CS higher.

 She can chose to do as little as Typical (6) damage


and the Stun intensities would also be reduced -2CS,
or -1CS for Good (10) damage.

59
FLIGHT: Fizgig can fly at Good (10) airspeed (12 areas/round, Vulnerability (Heat): Physical contact with a source of heat of
180 Mph). Incredible (40) intensity or higher (such as Watchfire) causes
and explosion of steam and requires him to make a Yellow
SHRINKING (Permanent): Fizgig is approximately 1-3 inches Endurance FEAT to avoid being knocked unconscious for 20
tall and is considered to have only half her normal Health minutes.
against full-sized opponents. She is extremely difficult to hit
especially while flying. Targets would need to make an Talents: Unknown.
Remarkable (30) intensity FEAT to strike her (+1CS when
airborne). Her small size gives her a +2CS to strike normal Background: Unknown.
sized opponents and on a crowded battlefield others are
required to make an Remarkable (30) intensity Intuition FEAT
roll to spot her, otherwise she can make a surprise attack.

Talents: Unknown.

Background: Unknown.

HOARFROST
Altered Human, Henchman

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: GOOD (10)
ENDURANCE: EXCELLENT (20)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 60
KARMA: 18
RESOURCES: POOR (4)
POPULARITY: 0

COLD/ICE GENERATION: Hoarfrost generates tremendous


cold and ice. He can inflict Incredible (40) cold damage on
contact.
 He can encase his victim in ice of Excellent (20)
Material Strength in one round and each round the
victim is not freed they suffer Excellent (20) cold
damage.

 Every 2 rounds on physical contact Hoarfrost can


increase the Material Strength of the ice to +1CS with
a maximum of Incredible (40) rank.

 As long as the victim has not reached zero Health


damage from cold is recovered at a rate of Endurance
rank every 3 rounds once the victim has been
removed from the ice. Up to half the total damage
from the cold can be recovered at this rate.

BODY ARMOR: Hoarfrost is either encased in or composed of


ice providing him with Good (10) protection from physical
attacks, and Typical (6) protection from energy or fire.
Hoarfrost has Unearthly (100) resistance to cold.

60
Leaping: Hoopsnake's long muscular snake-tail allows him to
leap with Incredible (40) rank (40 feet up/across or 60 feet
down).

Talents: Unknown.

Background: Unknown.

HOOPSNAKE
Altered Human, Henchman

FIGHTING: REMARKABLE (30)


AGILITY: EXCELLENT (20)
STRENGTH: EXCELLENT (20)
ENDURANCE: EXCELLENT (20)
REASON: GOOD (10)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH:
KARMA:
90
22
INGOT
RESOURCES: POOR (4) Altered Human/Cyborg, Henchman
POPULARITY: 0
FIGHTING: EXCELLENT (20)
AGILITY: GOOD (10)
Known Powers:
STRENGTH: INCREDIBLE (40)
ENDURANCE: INCREDIBLE (40)
Body Armor: Hoopsnake's scaly reptilian skin provides Good
REASON: TYPICAL (6)
(10) protection from physical attacks and Poor (4) against
INTUITION: TYPICAL (6)
energy damage.
PSYCHE: POOR (4)
Cybernetic Arms: Hoopsnake wears a pair of mechanical
HEALTH: 110
arms attached to a harness on his torso. The arms have
KARMA: 16
Excellent (20) physical Strength and Remarkable (30) material
RESOURCES: POOR (4)
strength. Damage to his prosthetic arms is not subtracted from
POPULARITY: 0
Health, but 30 points will destroy each arm and an area of
effect attack can destroy both at once.
Known Powers:
Claws: His long, flexible cybernetic arms end in clawed hands
BODY ARMOR: Ingot appears to be a cyborg and her armored
that allow him to inflict Excellent (20) edged damage.
body provides Excellent (20) protection from physical and
Grappling: Hoopsnake's long snake-like body can coil around energy attacks.
a victim allowing him to grapple opponent's with Incredible (40)
Talents: Unknown.
Strength, inflicting up to Excellent (20) damage each round.
Background: Unknown.

61
 Loblolly takes full normal damage from
energy, electrical, heat and presumably cold
own. attacks.
 Loblolly has a mind dispersed through its
amorphous form and is presumably
vulnerable to all mental attacks.
 Loblolly can Grapple and Asphyxiate his
opponents with Excellent (20) Strength.
 Loblolly can extend part of his body as a
whip or tendril and Excellent (20) blunt
damage. He can extend his entire body as
one large tendril up to 1-area away for
Remarkable (30) damage. This attack counts
as all actions for that round.
Talents: Unknown.
LOBLOLLY
Altered Human, Henchman Background: Unknown.

FIGHTING: EXCELLENT (20)


AGILITY: EXCELLENT (20)
STRENGTH: EXCELLENT (20)
ENDURANCE: EXCELLENT (20)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 80
KARMA: 18
RESOURCES: POOR (4)
POPULARITY:

Known Powers:

Amorphous Form: Loblolly is a featureless, amorphous blob.


Most physical attacks, punches, bullets, blades, etc. pass
harmlessly through Loblolly’s gelatinous form and inflict no
damage.

 Hitting Loblolly with a large, heavy object will only


propel him away and do him little harm. He takes -
4CS damage from such an attack but he is -2CS to
avoid being Slammed.

 Loblolly can be Stunned and even incapacitated by


impacts from large heavy objects (such as Songbird's
energy constructs) and explosions that splatter, or
squash his entire form. When he is crushed
beneath/between large heavy objects pinning him
against the ground or wall, etc. compressing his entire
form with nowhere for him to deform an absorb the
blow inflicts half damage (-2CS) forcing him to check
fro Stun at -2CS.
SCARUM
Altered Human, Henchman
 Growth, telekinesis or any other power that allows the
hero to grab and stretch Loblolly beyond his limits can FIGHTING: EXCELLENT (20)
inflict half its rank in damage (Am Growth = -25 points AGILITY: REMARKABLE (30)
of damage, Remarkable (30) Telekinesis = 15 points STRENGTH: AMAZING (50)
of damage) ENDURANCE: REMARKABLE (30)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
 Loblolly is able to quickly shift and stretch all
PSYCHE: TYPICAL (6)
parts of his body, rapidly changing forms,
flowing around attacks and opening holes
HEALTH: 130
through his body for projectiles and attacks
KARMA: 18
to pass through. He gains a +2CS to Dodge
RESOURCES: POOR (4)
or Evade.
POPULARITY: 0

62
KNOWN POWERS:

Claws: Scarum's fingertips end in retractable short claws that


allow him to inflict Excellent (20) edged damage.

Leaping: Scarum's great strength and agility allow him to leap


with Remarkable (30) rank, 30 feet up or across and up to 45
feet down without injury.

Resistance to Cold: Scarum's body is covered with thick fur


that provides Good (10) protection from cold.

Talents: Unknown.

Background: Unknown.

WATCHFIRE Energy Sheath: Watchfire appears to be constantly on fire.


Altered Human, Henchman
Anyone physically attacking him takes Excellent (20) damage
FIGHTING: GOOD (10) and anyone attempting to grapple him takes Incredible (40)
AGILITY: EXCELLENT (20) damage on a Partial Hold result or Amazing (50) damage on a
STRENGTH: GOOD (10) Full Hold result. The fire sheath may melt bullets or other
ENDURANCE: EXCELLENT (20) weapons of less than Incredible (40) material strength.
REASON: TYPICAL (6) Watchfire has Good (10) protection from cold/ice based attacks.
INTUITION: TYPICAL (6)
Flight: Watchfire can generate a stream of fire to propel
PSYCHE: TYPICAL (6)
himself and fly at Good (10) airspeed (12 areas/round, 180
HEALTH: 60 Mph).
KARMA: 18
Vulnerability (Cold): Physical contact with a source of cold of
RESOURCES: POOR (4)
POPULARITY: Incredible (40) intensity or higher (such as Hoarfrost) causes
and explosion of steam and requires him to make a Yellow
KNOWN POWERS: Endurance FEAT to avoid being knocked unconscious for 20
minutes.
Fire Generation: Watchfire can project fire blasts that inflict
Talents: Unknown.
Amazing (50) damage at a range of 2-areas. He has Unearthly
(100) rank protraction from heat and fire, and Good (10)
Background: Unknown.
protection from cold damage.

63
CHESSMEN
When chess-obsessed industrialist Obadiah Stane sought to
destroy Tony Stark (Iron Man) and steal his company, he
outfitted his assassins with chess-themed costumes and
weapons as the Chessmen. He initially sent his Knight to kill
Stark and he briefly gained the upper hand against Iron Man
before being defeated. Stane next sent his Bishop to kill the
imprisoned Knight for failure and then attack Iron Man. The
Bishop also initially gained an advantage before Iron Man
subdued him. Later after Stark had upgraded to his “Silver
Centurion” Iron Man armor and attacked Stane, the Chessmen,
including a White Knight were deployed to stop him but were
collectively defeated with a single blast from the new armor. It’s
unknown what became of the chessmen after Stane was
defeated and committed suicide but they turned up years later
and attacked a farmer’s market for an unknown reason. They
were confronted by Iron Man and the Bishop once again nearly
defeated him but he was saved by the assistance of the alien
X-Man Broo.

Bishop
Alban Emond, Criminal
Normal human/Tech User, Villain

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: TYPICAL (6)
ENDURANCE: GOOD (10)
REASON: GOOD (10)
INTUITION: GOOD (10)
PSYCHE: GOOD (10)

HEALTH: 46
KARMA: 30
RESOURCES: TYPICAL (6)
POPULARITY: 0

Powers: None

Weapons:

Unique Weapon (Mental Disruptor): Tech Level: Amazing


(50), Cost: Incredible (40). Contained within the Bishop’s hat
was an electromagnetic wave emitter that disrupted the
victim’s nervous system, causing involuntary reactions. The
victim becomes disoriented, unsure of himself and unwilling to
fight. Victims within 1-area must make a Good (10) intensity
Endurance FEAT or suffer a -3CS to all combat actions,
involuntarily pulling punches and unable to focus or aim. The
victim's damage is also reduced by -3CS including any ranged
weapons with variable settings. Endurance is also reduced
-3CS as the nervous system is disrupted making them easier
to Stun.

64
 The victim must make an Excellent (20) Endurance
FEAT or suffer -2CS to all abilities and damage or a
Remarkable (30) intensity FEAT to avoid a -1CS.

 If the target is wearing a battle suit like Iron Man the


disruption to the nervous system affects the
cybernetic controls and reduces all the suit’s abilities
along with the wearer. Use the Endurance rank of the
hero inside the a battle suit rather than the suit’s rank.

 Note that the types of energy waves are unrevealed


but it effected Tony Stark inside the Golden Avenger
Iron Man suit which had Amazing (50) protection from
energy and Unearthly (100) protection from radiation.

 The mental disruptor is itself cybernetically controlled


and will shut off if knocked off the Bishop’s head.
Victims who move more than 1-area away from the
disruptor regain +1CS to each rank every round. If the
victim is submerged, the water will disperse the
energy waves and negate their effects.

Unique Weapon (Staff): Tech Level: Remarkable (30), Cost:


Incredible (40). Bishop wields a long, golden, high-tech staff
that allows him to manipulate and project energy. It provides
the following abilities:

 EM Pulse: Tech Level: (Unearthly (100), Cost:


Amazing (50). The most recent version of the
Bishop’s staff could project a tremendously powerful
electromagnetic pulse, capable of incapacitating even
Iron Man. Technological battle suits, robots, cyborgs,
etc. would need to make an Endurance FEAT against
Unearthly (100) intensity or have all systems shut
down for 10 rounds.

 Energy Blast: The staff could fire a destructive blast


of Incredible (40) damage energy up to 1-area away,
or Amazing (50) damage on contact, once every 3
rounds. He can energize the staff to damage anyone
else touching it while remaining immune himself.
KNIGHTS
Raleigh Halward and Basil Thorpe, Criminals

Human/Tech users, Mercenaries
Flight: As long as the Bishop is holding his staff he
can fly at Remarkable (30) airspeed (25 areas/round,
FIGHTING: EXCELLENT (20)
375 Mph).
AGILITY: GOOD (10)
STRENGTH: EXCELLENT (20)
 Force Field: Though unarmored, the Bishop seemed ENDURANCE: REMARKABLE (30)
to be able to withstand mild attacks from Iron Man REASON: TYPICAL (6)
with little effect. The staff likely provided him with a INTUITION: GOOD (10)
Force Field that provides Good (10) protection and PSYCHE: TYPICAL (6)
raises his Endurance to Excellent (20) rank (no Health
change). HEALTH: 80
KARMA: 22
 Kinetic Amplification: The staff could be used as a RESOURCES: TYPICAL (6)
club to inflict Incredible (40) blunt damage. He could POPULARITY: 0
also use it to apply a chokehold from behind with the
staff across the victim’s neck, grappling as though he
had Incredible (40) Strength. The staff itself had Body Armor: Tech Level: Excellent (20) Cost: Remarkable
Incredible (40) material strength. (30). The Knight’s high-tech, ability enhancing battle suits
provide Remarkable (30) protection from physical attacks and
Talents: Theology Excellent (20) protection from energy damage. Without the suit
both Knights have Good (10) Strength and Endurance and 50
Background: The Bishop speaks as though he were a real Health. The original Knight's helmet covered his face, later
religious figure punishing his opponents who are agents of the Knight's had exposed faces.
devil and insisting they repent. Bishop considers himself to be
holy and is offended that anyone would dare to strike him.

65
Unique Weapon (Lance): Tech Level: Remarkable (30), Background: The Knights may have been brainwashed or
Cost: Incredible (40) Possibly based on the Dreadnight’s may in fact be insane, staying “In character” as medieval
weapon, the Knights wield high tech lances with Amazing (50) knights even when talking only to Stane and referring to him as
material strength and the following abilities: “your Majesty”.

 Force Bolts: The lances could fire Force Bolts for


Incredible (40) damage at a range of 2-areas. Victims
are -1CS to avoid being Slammed (but not Stunned).

 Edged Attack: The lance can be used to stab or


skewer a victim and inflict Good (10) Edged damage
on a Green result, Remarkable (30) damage on a
Yellow or Amazing (50) damage on a Red. Against
Amazing (50) rank armor, damage is reduced -2CS
(do not subtract armor rank). Against Incredible (40)
rank armor, damage is reduced -1CS. The lance
ignores armor less than Incredible (40) rank and
inflicts full damage but no damage against armor
greater than Amazing (50).

 The lance is designed to be used while mounted on


their flying steed and the Knights are penalized -2CS
to strike and -1CS to damage when trying to use it on
foot. It’s ability to penetrate armor s also reduced -
1CS when used hand-to-Hand.

Unique Weapon (Flying Steed): Tech Level: Incredible (40)


Cost: Amazing (50). The Knights ride flying, legless robotic
horses designed to look like chess pieces. The steeds
manipulate gravity to fly at Monstrous (75) airspeed (50
areas/round, 750 Mph), have Incredible (40) material strength
(providing protection only from attacks coming from bellow)
and have exceptional maneuverability with Incredible (40)
Control rank. The steeds provide the following:

 Enhancement: The steeds make the rider more


durable, likely bolstering their armor with a force field.
As long as the Knight is on his steed his Body Armor
and Endurance are +1CS (no Health change).

 Speed Burst: The steed can sprint through the air at


Unearthly (100) airspeed (100 areas/round, 1.500
Mph) for brief periods but sacrifices maneuverability,
losing -3CS from Control.

 Charging: If the Knight makes a Yellow Fighting


FEAT roll he can quickly accelerate at maximum
speed towards his target, charging with his lance and
gain a +2CS to hit and reduce his opponent’s armor -
1CS vs. that attack. This maneuver counts as all his
actions for the round. While flying at high speeds
(Unearthly (100)), if he misses, he tends to overshoot
his target and will continue in a strait line for 10 areas
before he can turn or stop.

 Shield: The Knights carry a large shields that


provides Incredible (40) protection against attacks the
Knight blocks (in place of Body Armor, not in addition
to it). The shield is large and grants a +2CS to
Blocking attempts, however, when mounted on their
steeds the shield protects only one side and is difficult
to bring around, penalizing them -3CS to block on the
opposite side.

Talents: Aerial Combat (+1CS to Fighting and Agility, +2


Initiative while in flight).

66
Wolverine eventually recovered most of his memories
DOCTOR ROT & FAMILY and slaughtered the orderlies, disemboweling Rot, who
continued to fight (using his own intestines) and escaped with
Dr. Rot was a sadistic psychopath who began Nurse Fester and Charlie Chainsaws.
torturing and killing people at a young age and was committed
to the Dunwich sanitarium, where he was kept in isolation. The Wolverine later tracked Rot to his decrepit family
sanitarium was being used as a criminal enterprise that brain- estate where he had built a new God Brain Machine to restore
washed patients into “lone nut” killers sold to governments, the mind of his grandfather. Wolverine fought his way through
businesses and organized crime as expendable, deniable Rot’s extended family and this time decapitated the Doctor. Rot
assassins. Rotwell caused a riot, killed most of the staff and and most of his family were restored to life by his make-shift
took over the institution as Dr. Rot. Rottwell began performing cloning machine. Presumably the God Brain Machine allowed
horrifying medical and psychological experimentation on the him to transfer his consciousness into his new body. Rot
patients, turning some into serial killers who he released into returned to his work, performing twisted medical experiments,
the world. Rot and his orderlies would kidnap homeless people torture and serial murder.
from shelters to replenish his stock of patients. At some point
Rot built his God Brain Machine from the brains of dozens of
his victims, using the device to subdue and mentally torture
and condition victims. Dr. Rot inadvertently kidnapped
Wolverine (Logan) when he was investigating a pattern of
known serial killers all originating from the same homeless
shelter. Dr. Rot, not knowing he was Wolverine, suppressed
his memories and began to mentally torture and physically
abuse him to unleash his killer instinct.

The Dunwich Sanitarium

67
DOCTOR ROT
Bentley Newton
(Alias: Dr. Algernon Rottwell), Psychopath
Normal human, Villain

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: TYPICAL (6)
ENDURANCE: EXCELLENT (20)
REASON: REMARKABLE (30)
INTUITION: GOOD (10)
PSYCHE: INCREDIBLE (40)

HEALTH: 46
KARMA: 80
RESOURCES: TYPICAL (6)
POPULARITY: 0

Powers:

Berserker: Dr. Rot has a psychopath's tolerance for pain and


continued to gleefully fight even after Wolverine disemboweled
him, using his own intensities as a weapon. In addition to
giving him his normal, exceptionally high Excellent (20)
Endurance rank, he can enter into a killing frenzy for 10 rounds,
once every hour. If he succeeds at a Psyche FEAT roll, he
gains Incredible (40) Endurance vs. Stun (but not Slam) results
and adds +20 Health. He gains a +1CS to his Fighting and
Strength while berserk.

Hyper-Intelligence: It's not known if Dr. Rot has any actual


scientific or medical training but he has an instinctive genius for
kit-bashing available materials into revolutionary, piecemeal
psychic-machinery, engineering new life forms and even
cloning. He has Amazing (50) Reason and +2CS Resources
for building his brain-based devices. He can build them quickly,
on the run and out of ad-hoc salvaged parts and rusted junk
as long as he has fresh human brains.

Equipment:

Unique Invention (Brain Bomb): Dr. Rot has built 2 smaller,


more limited versions of his God Brain Machine. He can
quickly cobble together a Brain Bomb with a single fresh brain
and common objects including; pens, pencils, plastic straws,
kitchen utensils, batteries and phone wires. He can assemble
one in 1D10 +2 rounds. He can spend Karma to reduce this
build time by 1 round for each 10 Karma spent.

When activated the bomb will drive everyone within 3


areas temporarily insane unless they can make a Psyche
FEAT roll against Monstrous (75) intensity. Commonly, victims
have no recollection of 1D10 +2 rounds after they recover their
sanity, time he uses to escape. The Brain Bomb is only good
for one attack.

Rot can build a larger Brain Bomb, requiring at least 2


human brains and machinery that would takes up most of the
space inside a van. This type of Brain Bomb was used to
subdue victims for his asylum. Victims within 6 areas who fail a
Monstrous (75) Psyche FEAT are knocked unconscious for
1D10+1 hours.

68
 Mental Probe: Everyone with 100-yards of the
Machine must make a Psyche FEAT (including Resist
Domination talents) against Amazing (50) rank every
15 minutes to prevent Doctor Rot from gleaning any
information from his/her mind. If the victim fails to
make at least an Incredible (40) intensity FEAT the
Doctor can get a partial reading; an impression of the
characters personality, bits of memory, what makes
them afraid or angry ,or feel guilt, traumatic events,
but still be unable to identify the individual. Failure of
a Remarkable (30) FEAT or less allows Rot to read
his/ her mind at will.
Unique Weapon (Brain Drone): Dr. Rot attached a camera, The device continues to work on mental
sensors, a transmitter and mechanical spider-legs to a human defenses and every 10 hours requires the victim to
brain, turning it into a crawling spy drone. The drone crawls make a Psyche FEAT against Unearthly (100) rank or
and climbs at 1-area/round and has all Feeble (2) abilities, have their Psyche reduced -1CS for all further FEATS
Poor (4) Agility, Good (10) Psyche and 10 Health. It is small against the machine.
enough to hide in shadows and penalizes opponents -1CS to
hit it.  Illusions: Once the victim has failed to resist even a
partial probe, the device can project mental illusions
 Mental Tracking: The Brain Drone likely has a form directly into their minds. The device can convince the
of rudimentary telepathy that allows it to identify and victims that they are moving freely around the
track a subject by their mental energy within 1-mile sanatorium, running and fighting when they are
and Excellent (20) power rank. It may also be able to actually strapped to a table. The illusion can not seem
telepathically hide it’s presence so that even those to completely change their impressions of their
with heightened senses don’t detect it unless they environment, they still believe they are in the same
have a clear view of it ( Amazing (50) rank vs. building. Every 15-minutes the victims can attempt
Psyche). another Incredible (40) difficulty FEAT to snap out of
the illusion.
Unique Weapon (The God Brain Machine): Dr. Rot
combined dozens of human brains into a large, room-sized
machine that allowed him to manipulate massive amounts of
psionic energy.

69
 The machine can create illusions in his victim’s mind while toying with and torturing his victims. He revels in killing
to make them attack the wrong person. and making more killers that he sends out into the world.

 Mind Control: Once the God Brain has at least Henchmen: Doctor Rot has used an number of henchmen,
partially penetrated the victims mental defenses it can creatures and his own (possibly) family members in his
induce madness. The victim can suffer from; crippling schemes.
phobias, schizophrenia, memory loss and/or violent
psychotic behavior. Completely changing the
characters personality takes more time, turning a
peaceful person into a killer can take days. If the
character is already a violent person it can turn them
into a sadistic serial killer within hours. The God Brain
can completely erase all memory and personality
within 1D10X10 days. The device can remove
inhibitions and unleash what inclinations the character
already has if they fail to make more than 3 Incredible
(40) rank FEATS, one FEAT is required every 4 hours.

 The device can exert a limited form of Mind Control to


prevent certain specific behaviors from his victims,
such as making it difficult for Wolverine to pop his BAYLEE ANN
claws. Victims would require a Psyche FEAT vs. Normal human, Psychopath
Monstrous (75) intensity to overcome this
programming. FIGHTING: GOOD (10)
AGILITY: GOOD (10)
 Anyone under the influence of the God Brain machine STRENGTH: POOR (4)
can be rendered unconscious with the press of a ENDURANCE: TYPICAL (6)
button. Victims must make a Psyche FEAT vs. REASON: POOR (4)
Amazing (50) intensity to resist. INTUITION: TYPICAL (6)
PSYCHE: POOR (4)
 The machine can be used to implant post-hypnotic
suggestions that will turn his target into a psychotic HEALTH: 30
killer whenever they hear a specific code word or KARMA: 14
phrase. RESOURCES: FEEBLE (2)
POPULARITY: 0
 Booby Trap: The Machine is dangerous, containing
tremendous amounts of psychic energy, damaging it Powers:
without either carefully, telepathically “disarming”
each component brain, one at a time (Remarkable (30) Berserker: Baylee Ann can enter a psychotic murder frenzy
rank Telepathic FEAT) or completely incinerating the for 10 rounds once every hour, gaining a +1CS to her Fighting,
room-sized device with one shot, will cause a Strength, Endurance and +16 Health.
telepathic shock wave. This wave of energy will drive
everyone within 9-miles of the device insane. Equipment:

Cloning: Doctor Rot built a make-shift machine resembling a Weapons: Baylee Ann often carries a shotgun that inflicts
giant moonshine still that is capable of cloning Rot and his Remarkable (30) damage with a 2-area range, holds 6 shots
family members and henchmen, producing a fully grown body and penalizes targets -2CS to Dodge.
within minutes and using his God Brain devices to transfer their
consciousness. Talents: Balee Ann gains +1CS with Guns and Edged
Weapons.
Weapons: While in his laboratory or operating room Dr. Rot
keeps a large number of sharp implements on hand; from Background: Baylee Ann may or may not be Tater’s sister.
syringes and scalpels to meat-cleavers and bone-saws. His She’s a hillbilly and a psychopath who’s intensely loyal to her
tools inflict from Poor (4) to Remarkable (30) Edged damage. family and vengeful. She may in fact be another brainwashed
He may inject a target using an anesthetic Syringe, forcing victim and not related to Rot at all.
them to make an Incredible (40) intensity Endurance FEAT or
be knocked unconscious.

Talents: Doctor Rot has the Medicine/Surgery,


Engineering/Kit-Bashing, Psychology, Biology, Genetics &
Cloning talents. He has a talent of Esoteric Knowledge (+2CS
to Reason and Resources when building psi-energy
manipulating devices). He gains a +1CS with Edged Weapons.

Background: Nothing was revealed about Dr. Rot's past


before he was committed to the Dunwich Sanitarium. He
enjoys being theatrical, putting on a show and cracking jokes

70
CHARLIE CHAINSAWS
Serial killer Background: Charlie was a serial killer who would cut up his
Normal human, Villain
victims and stack their bodies like fire-wood. He was
committed to the Dunwich sanitarium where Dr. Rot cut off
FIGHTING: EXCELLENT (20)
both of his hands and replaced them with chainsaws. A huge
AGILITY: TYPICAL (6)
(well over 6 feet), physically powerful man, Charlie is now
STRENGTH: EXCELLENT (20)
mentally conditioned to follow Rot’s orders.
ENDURANCE: INCREDIBLE (40)
REASON: POOR (4)
INTUITION: TYPICAL (6)
PSYCHE: POOR (4)

HEALTH: 86
KARMA: 14
RESOURCES: FEEBLE (2)
POPULARITY: 0

Powers:

Growth: At nearly 7 feet in height, opponents get a +1CS to hit


Charlie but smaller enemies are -1CS to avoid being Slammed
by him (no effect on Stun results). Charlie’s bulk provides Poor
(4) Body Armor against Blunt Physical attacks only.

Weapons:

Chainsaws: Both of Charlie’s hands have been replaced by


chainsaws that have Excellent (20) material strength and inflict
Amazing (50) Edged damage. The saws will cut through Good
(10) material instantly (ignoring Body Armor at this rank or
less), through Excellent (20) material in 2 rounds (inflicting -
1CS damage against opponents with Body Armor at this rank)
and inflict -2CS against opponents with Remarkable (30) Body
Armor. The saws will inflict no damage against armor at
Incredible (40) rank or higher. Charlie’s chainsaws are
activated by a primitive cybernetic connection.

Talents: Charlie has no known talents.

71
Shapeshifting: The creatures can partially change their
features to resemble people known to their victim in order to
confuse and disorient them. The transformation is never
complete or convincing, and they remain monstrous, distorted
versions of the people they imitate. The creatures were grown
from pieces of Wolverine’s brain, and destroying one
permanently destroyed part of his memory.

FLESH PUPPETS Tentacles: Some of the Flesh Puppets have long tongues they
Engineered life-forms, Villains can use as whips to strike or grab victims up to 10-feet away
with Good (10) Strength.
FIGHTING: EXCELLENT (20)
AGILITY: EXCELLENT (20) Talents: Flesh Puppets are mindless, rampaging monsters
STRENGTH: GOOD (10) and have no talents.
ENDURANCE: EXCELLENT (20)
REASON: POOR (4) Background: Doctor Rot grew twisted-humanoid shaped
INTUITION: EXCELLENT (20) creatures, cloned from Wolverine's brain tissue. The creature's
PSYCHE: EXCELLENT (20) entire bodies appear to be composed of brain matter and have
vicious claws and teeth. Flesh Puppets are simple creatures
HEALTH: 70 operating on instinct, mindlessly attacking Doctor Rot's
KARMA: 44 enemies and changing shape according to their mind-probes of
RESOURCES: SHIFT-0 (0) the target.
POPULARITY: -90

Powers:

Claws/Bite: Flesh Puppets have clawed hands that allow them


to inflict Excellent (20) Edged damage and wide, gaping
mouths full of viscous teeth that inflict Remarkable (30)
damage but with a -2CS to strike.

Mind Probe: Theses creatures have some form of rudimentary


telepathy which allows them to search their victim’s mind for
people to copy at Excellent (20) rank. This power may allow
them to sense people's mental presence and partially hide their
approach. Victims who fail a Psyche FEAT against Excellent
(20) rank, are -3CS to their Intuition when the Flesh Puppets
are trying to surprise or blind-side them. This intensity
increases +1CS each time the number of Flesh Puppets
doubles beyond 2, with a maximum of Amazing (50) intensity.

The creature's Mental Probes also cause severe headaches


that can distract and disorient victims. Heroes who fail the
above Psyche FEAT are penalized -1CS Fighting and Agility.
These headaches may actually alert the victim that the
creatures are close by.

72
MOTHER
Normal human, Villain

FIGHTING: TYPICAL (6)


AGILITY: TYPICAL (6)
STRENGTH: POOR (4)
ENDURANCE: GOOD (10)
REASON: GOOD (10)
INTUITION: TYPICAL (6)
PSYCHE: POOR (4)

HEALTH: 26
KARMA: 20
RESOURCES: FEEBLE (2)
POPULARITY: 0

Powers: None

Talents: Medicine, Edged Weapons

Background: Nothing is revealed about Mother but it is


unlikely she is Dr. Rot’s actual mother. She helps him perform
medical procedures and torture.

NURSE FESTER
Normal human, Villain

FIGHTING: GOOD (10)


AGILITY: TYPICAL (6)
STRENGTH: POOR (4)
ENDURANCE: TYPICAL (6)
REASON: GOOD (10)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 26
KARMA: 22
RESOURCES: FEEBLE (2)
POPULARITY: 0

Powers: None

Talents: Nurse Fester has the Medicine, First Aid and Edged
Weapons talents. She knows how to operate Rot's cloning
machine and possibly repair and maintain it and probably
some of his other equipment as well.

Background: Nothing is revealed about Nurse Fester’s


background. She wears bandages around her face to conceal
her blistered, diseased skin. She is a murderous psychopath,
loyal to Doctor Rot and seems to have medical training.

73
Orderlies can gang up on a victim. Two orderlies hitting the
target at the same time is considered one attack with damage
and stun intensity increased +1CS (and another +1CS each
time the number of orderlies with cattle prods doubles, to a
maximum of +3CS).

Clubs: Orderlies carry nightsticks that allow them to inflict


Good (10) blunt damage but gain a +1CS to Stun opponents.

Background: The orderlies at the Dunwich sanitarium may


have been patients themselves, actual orderlies or people
snatched off the streets and brainwashed. They were sadistic
bullies looking for any excuse to brutalize the patients.

ORDERLIES
Normal humans, Villains

FIGHTING: GOOD (10)


AGILITY: TYPICAL (6)
STRENGTH: GOOD (10)
ENDURANCE: GOOD (10)
REASON: POOR (4)
INTUITION: POOR (4)
PSYCHE: POOR (4)

HEALTH: 36
KARMA: 12
RESOURCES: FEEBLE (2)
POPULARITY: 0

Powers: None

Weapons:

Body armor: Orderlies wore heavily padded, riot-control suits


and helmets that provide Typical (6) protection from blunt
physical and edged damage. Their helmets provide Good (10)
protection from blunt physical and edged damage. The armor
provides a +1CS to Endurance against Stun and Slam results
(no Health change).

Cattle Prods: Orderlies carry electric cattle prods that inflict


Typical (6) electrical damage and force an Endurance check
against Remarkable (30) intensity to avoid a -1CS penalty for 1
round, vs. Excellent (20) intensity to avoid a -2CS penalty for 2
rounds, vs. Good (10) to avoid being physically incapacitated
(but conscious) for 3 rounds, or vs. Typical (6) to avoid being
knocked unconscious for 20 minutes.

74
Background: Nothing is revealed about Tater’s background.
He may be an actual relative of Rotwell, or another
brainwashed victim. He’s utterly psychotic, short, fast and
vicious. He enjoys taunting his victims. Tater’s was killed by
Wolverine and cloned by Dr. Rot.

TATER
Normal human, Psychopath

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: TYPICAL (6)
ENDURANCE: GOOD (10)
REASON: POOR (4)
INTUITION: GOOD (10)
PSYCHE: TYPICAL (6)

HEALTH: 46
KARMA: 20
RESOURCES: FEEBLE (2)
POPULARITY: 0

Powers:

Berserker: Tater's can enter an psychotic murder frenzy for 10


rounds once every hour, gaining a +1CS to his Fighting,
Strength, Endurance and +24 Health (70).

Weapons: Tater’s weapons of choice are a pair of large,


vicious hunting-knives that have Excellent (20) material
strength and inflict Excellent (20) Edged damage.

Talents: Tater’s appears to be a crazy back-woods hillbilly and


seems to know how to hunt and track in the forest. He gains
+1CS with knives, and he is equally skilled with weapons in
Cloning "still"
either or both hands.

75
The Ghosts of Cyclops
Most are simply immature kids play acting at political
More misguided youth than actual terrorists, the terrorism, and most don't seem intent on causing real harm,
Ghosts of Cyclops are a group of mutant college students and only wanting to scare humans and make a statement. Many of
political activists, who sought to honor and emulate the more the group are afraid of fighting super-human opponents and
militant Cyclops after his death. The group organized "flash- will run away. However any of them could potentially be
mobs" in public spaces, put on a show of their powers to scare persuaded by a strong leader to take more serious action, like
humans, get media attention and then often stole what they join a new Brotherhood of Evil Mutants, especially after a major
could and fled. event like a mutant massacre, or if one of their own was
murdered by anti-mutant mob or some other outrage pushed
them to their ideological extreme.

76
"FIREBUG" Background: Nothing is revealed about Sebastian's
Sebastian (Last Name Unrevealed), Student/Terrorist background. He is not officially called "firebug", only Wolverine
Mutant, Villain (X-23) called him that and she was likely taunting him.
Sebastian is willing to use his powers to hurt people, but will
FIGHTING: TYPICAL (6) run from a fight against super-humans unless his team clearly
AGILITY: TYPICAL (6) has the advantage.
STRENGTH: REMARKABLE (30)
ENDURANCE: REMARKABLE (30)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 72
KARMA: 18
RESOURCES: UNKNOWN
POPULARITY: -20

Powers:

Body Armor: When transformed into his monster form,


Sebastian has a tough, leathery hide or crab-like carapace that
provides Good (10) protection form physical and energy
damage. Sebastian has Amazing (50) resistance to heat and
fire damage. When not transformed, Sebastian has Typical (6)
Strength, Good (10) Endurance and 28 Health.

JUICE
Student, Terrorist
Mutant, Villain

FIGHTING: POOR (4)


AGILITY: EXCELLENT (20)
STRENGTH: POOR (4)
ENDURANCE: GOOD (10)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 38
KARMA: 18
RESOURCES: UNKNOWN
POPULARITY: -20

Powers:

Electrical Generation: Juice can generate electrical energy


from all parts of her body, producing a glowing field that
obscures her features.

 She can project bolts of electricity from her hands to


inflict up to Remarkable (30) damage at a range of 2-
areas.

 If the target has any sort of resistance to electricity


and takes less than full damage they must make an
Endurance FEAT against Incredible (40) rank to avoid
Claws: When transformed, Sebastian's left hand is a large,
being Stunned and penalized -1CS to all actions for 1
crab-like claw that grants him a +1CS in Grappling combat.
round, a Remarkable (30) intensity to FEAT to avoid a
-2CS penalty for 2 rounds, an Excellent (20) intensity
Fire Generation: Firebug can generate green flame from his
FEAT or be incapacitated, conscious but unable to act
clawed hand to inflict up to Incredible (40) damage up to 1-
for 3 rounds and a Good (10) intensity FEAT to avoid
area away.
being knocked unconscious for 20 minutes.
Talent: Other than Student, Sebastian's talents are unrevealed.

77
 If the hero has no resistance or protection from
electrical damage, all FEAT intensities above are
+1CS higher.

 She can chose to do as little as Typical (6) damage


and the Stun intensities would also be reduced -3CS,
or -2CS for Good (10) damage, or -1CS for Excellent
(20) damage.

 She has Unearthly (100) protection from electrical


attacks and when her energy sheath is up she has
Excellent (20) protection from other forms of energy.

Flight: Juice can use her electricity to propel herself


through the air at Good (10) airspeed (12 areas/rd,
180 Mph).

Talent: Other than Student, Juice's talents are unrevealed.

Background: Juice wants to avoid conflict with cops and


super-heroes. Likely Because of her powers, Juice is
completely bald.

PILLAR
Student, Terrorist
Mutant, Villain

FIGHTING: GOOD (10)


AGILITY: TYPICAL (6)
STRENGTH: AMAZING (50)
ENDURANCE: INCREDIBLE (40)
REASON: POOR (4)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 106
KARMA: 16
RESOURCES: UNKNOWN
POPULARITY: -30

Powers:

Body Armor: Pillar’s body is composed of or encased in


animated, organic rock that provides him with Remarkable (30)
protection from all physical and energy attacks.

Talent: Other than Student, Pillar's talents are unrevealed.

Background: Pillar is the most violently aggressive member of


the group, the one most likely to be willing to kill, including
killing policemen.
78
TARPIT
Student, Terrorist
Mutant, Villain

FIGHTING: GOOD (10)


AGILITY: EXCELLENT (20)
STRENGTH: TYPICAL (6)
ENDURANCE: TYPICAL (6)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 42
KARMA: 18
RESOURCES: UNKNOWN
POPULARITY: -30

Powers:

 Ensnaring Missile: Tarpit’s hands secrete a sticky,


black, tar-like goop that he can project at opponents
up to 2-areas away to immobilize them at Remarkable
(30) rank. Tarpit hurls his ensnaring missiles with
Remarkable (30) Agility and can fire a barrage of
multiple missiles that penalize his target -1CS to
Dodge or allow him to strike up to 3 targets in the
same area if they are close together (roll a separate
attack for each target). The missiles in a barrage are
smaller and he can only get the Green or Red effects
listed below, a Yellow result has the same effects as a
Green but can effect multiple targets. His tar
dissolved after roughly 30 minutes.

 On a Green result, Tarpit can ensnare an opponent’s


hand or foot, making movement difficult or sticking
them to any surface they were touching. Victims are -
1CS to all combat actions and -3CS to use any
weapon, tool or equipment that requires manual
dexterity with the ensnared appendage. If the victim is
stuck to a surface; floor, wall, etc. they are unable to
move from it and are -2CS to any melee action until
they free themselves or rip away part of the surface
they’re bonded to.
79
 On a Yellow result he can ensnare both arms or legs,  Once the victim is able to breath normally again they
penalizing him -4CS to all combat actions or sticking instantly regain half the Health lost from suffocation,
him to any surface he was in contact with or within 2- and half of all Column Shifts lost as well. After 10
feet. If the victim is stuck to a surface he is -6CS to all minutes they recover half of the remaining Health lost
physical actions until he breaks free. The victim can and half the remaining Column Shift penalized. After
pull his limbs away from his torso, or pull away from a one hour they recover all the rest. If the victim does
surface with a Remarkable (30) Strength FEAT roll nothing but claw at the goop trying to clear their
but is still covered in sticky tar making normal airways, they can clear enough to breath after 6
movements difficult (-2CS for Strength less than rounds.
Incredible (40) and -1CS for Strength less than
Amazing (50), no penalty for Amazing (50) or grater  Instead of blinding or suffocating his target, Tarpit can
Strength). chose to apply the same effects as a Yellow result to
2 opponents by sticking them to each other if they are
 On a Red result Tarpit can hit his target in the face, within 2-feet of one another.
blinding them or covering their mouth/nose and
potentially suffocating them. Victims are completely  Wall Crawling: Tarpit can secrete small amounts of
blind* unless they spend 3 full rounds scooping the his sticky tar from his fingertips (and possibly feet) to
goop away fro their eyes. After 3 rounds of clearing stick to walls and ceilings and wall-crawl with
their eyes, their vision remains obscured and they are Remarkable (30) adhesion at 1-Area per round.
penalized -3CS to all physical actions. After 3 more
full rounds of clearing they are -2CS, after 3 more Talent: Other than Student and a +1CS when
rounds they are -1CS, after 3 more rounds they can throwing/projecting his tar missiles, Tarpit's talents are
see normally. unrevealed.

(*see "Optional Rules for Fighting While Blind" after Background: Nothing has been revealed about Tarpit's
Uppercut's entry) background.

 Victims who are suffocating must make an Endurance


FEAT every round for 2 rounds, starting at Poor (4)
intensity and increasing +1CS each 2 round period (2
rounds at Poor, 2 rounds at Typical, 2 rounds at Good,
etc). Each time the victim fails a FEAT he takes
damage equal to the intensity of the FEAT and the
next necessary FEAT is +2CS higher instead of +1CS.
Each time the victim takes damage from suffocation
their Ability ranks are reduced -1CS and when the
victims Health reaches zero they pass out and may
die.

80
 Thirst can project a pressurized blast of water at an
opponent within 10-feet of him , inflicting Good (10)
Force damage (Excellent (20) if also Slammed),
forcing an Endurance FEAT against Incredible (40) to
avoid being Slammed and swept away and a Stun
check against Excellent (20) intensity.
In an enclosed space, victims risk drowning.

 Presumably Thirst can not himself drown.

Talents: Thirst has both the Student and Leadership talents.

Background: Thirst is the default leader of the group and is


militant about mutant rights and angry towards humans.

THIRST
Student, Terrorist
Mutant, Villain

FIGHTING: TYPICAL (6)


AGILITY: GOOD (10)
STRENGTH: TYPICAL (6)
ENDURANCE: GOOD (10)
REASON: GOOD (10)
INTUITION: GOOD (10)
PSYCHE: GOOD (10)

HEALTH: 32
KARMA: 30
RESOURCES: UNKNOWN
POPULARITY: -30

Powers:

Matter Creation (Water): Thirst has the mutant power to


produce vast amounts of pressurized water, seemingly from
nowhere (possibly from an extra-dimensional source) and
project it from his oversized mouth. Thirst can fill one entire
area in one round and double the size of the flooded area
every round after that. Everyone in the first area takes Poor (4)
Blunt damage (Typical (6) if also Slammed), and must make an
Endurance FEAT against Remarkable (30) to avoid being
Slammed, knocked off their feet and swept away 1-area per
round, and another check against a Good (10) intensity Stun.

 Characters outside the initial area must check against


the above intensities reduced by -1CS in the second
area, -2CS two areas away, -3CS four areas away,
etc.

81
UPPERCUT
Student, Terrorist
Mutant, Villain

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: GOOD (10)
ENDURANCE: EXCELLENT (20)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: TYPICAL (6)

HEALTH: 50
KARMA: 18
RESOURCES: UNKNOWN
POPULARITY: -30

Powers:

Kinetic Amplification: Uppercut can magnify the impact


energy of her fists allowing her to inflict up to Incredible (40)
Blunt damage and victims are penalized -1CS to avoid being
Slammed.

Talents: Other than Student, Uppercut's talents are


unrevealed.

Background: Nothing is revealed about Uppercut's past. She


is a mutant and college student who enjoys using her power to
bully and intimidate people.

82
Optional Rules for Fighting Blind (or Invisible
Opponents): If the blinded hero has no sense of
what direction the target is in and is picking a
direction at random roll a 1D10. A roll of 10
means he shooting/swinging in the right
direction and can attempt a blind shot.

 If the target is larger than normal add +1 to


the 1D10 roll for every 25 points of growth
power (example: the target has Growth at
Monstrous (75) rank, add +3 to the 1D10 roll
so the hero has a chance of hitting the target
on a roll of 7-10).
 When making a blind-shot, relying completely
on luck; roll a percentile (1D100). A roll of 90-
96 is a Green result, 97-99 is a Yellow and a
roll of 100 is a Red.
 If the hero has some sense of where the
target is; can hear his footsteps, whispers,
gun cocking, etc. the hero can add 1/2
his/her Intuition rank to the percentile roll
(example: Incredible (40) Intuition add +20)
 If the hero has a good sense for where the
target is; knows the target is right in front of
him, hears his voice close by, just got
punched by him, etc. he can add his Intuition
rank to the percentile roll (Example;
Remarkable (30) Intuition, add +30 to the
roll).

83
SEEKERS
The Seekers are a team of ex-AIM agents, three brothers, who
have become freelance bounty-hunters and criminal
mercenaries. The Seekers were employed by the Secret
Empire who upgraded their armor and weapons. The three
men were AIM scientists/engineers who built their own battle-
suits and outside their armor they each have Good (10)
Fighting, Agility and Endurance and Typical (6) Strength
(Health: 36).

84
CHAIN
Thomas Bannion
Normal Human/High-Tech, Mercenary/Bounty Hunter

FIGHTING: EXCELLENT (20)


AGILITY: EXCELLENT (20)
STRENGTH: INCREDIBLE (40)
ENDURANCE: INCREDIBLE (40)
REASON: EXCELLENT (20)
INTUITION: EXCELLENT (20)
PSYCHE: TYPICAL (6)

HEALTH: 120
KARMA: 46
RESOURCES: GOOD (10)
POPULARITY: 0
Powers: None

Weapons:

Body Armor: Chain’s battle suit provides Remarkable (30)


protection from all physical and energy damage, cold, radiation
and electricity and Good (10) protection from heat/fire.

Flight: Chain’s armor is equipped with boot jets that allow flight
at Incredible (40) airspeed (30 areas/round, 450 Mph).

Force Bolts: The Seeker's original armors carried external,


hand-held blasters that inflicted up to Remarkable (30) damage
with a 2-area range. His teammates later incorporated these
blasters into their second generation armor's gauntlets. Its  The chain can be used to strike a target up to 2 areas
unknown if Chain did as well. away for Amazing (50) Blunt Physical damage and he
is limited to 1 attack/round with the whip.
Unique Weapon (Energy Chain): Chain carries a length of
metal chain that he uses as a whip. The chain appears to be  He gains a +1CS to strike and because it is difficult to
energized for an unknown effect. Possibly the chain is judge the weapon's angle of attack opponents are at -
surrounded by a force field to enhance its durability and 1CS to Dodge/Evade.
damage. Alternately it may be produced by the same type of
energy-to-matter conversion technology employed by Grasp’s  The whip can be used to strike up to 1D4 opponents
armor, the glow being a side-effect of the molecular conversion. standing close together with a single attack but
The chain has at least Amazing (50) Material Strength. damage is reduced to Incredible (40) for more than
one target.

85
 His original chain was much shorter and he primarily
used to Grapple, gaining a +1CS to Fighting and
Strength to hold an opponent or apply a choke-hold.
This weapon could not be used at range as a whip.

Sensors: Chain's armor is equipped with a short range radar


that has Remarkable (30) rank a 100-yard radius, allowing it to
detect invisible opponents. Outside his armor he has Typical (6)
Intuition.

Talents: Bannion has the Engineering talent.

Background: Nothing else has been revealed about Thomas


Bannion's past.

GRASP
Herbert "Herb" Bannion
Normal Human/High-Tech, Mercenary/Bounty Hunter

FIGHTING: EXCELLENT (20)


AGILITY: GOOD (10)
STRENGTH: AMAZING (50)
ENDURANCE: AMAZING (50)
REASON: EXCELLENT (20)
INTUITION: EXCELLENT (20)
PSYCHE: TYPICAL (6)

HEALTH: 130
KARMA: 56
RESOURCES: GOOD (10)
POPULARITY: 0

Powers: None

Weapons:

Body Armor: Grasp’s battle suit provides Remarkable (30)


protection from all physical attacks, energy damage, cold,
electricity and radiation and Good (10) protection from heat/fire.  The gauntlet can squeeze its victim and inflict
The armors size and bulk reduces Edged and Projectile Remarkable (30) crushing damage each round (the
damage that penetrate the armor by -1CS. The armor provides target’s Body Armor vs. Blunt Physical attacks is
and independent air-supply for high altitude and high-speed considered -2CS against Crushing damage).
flight or hostile environments. Grasp's original armor provided
only Incredible (40) Endurance and 120 Health.  Either hand can be used and 10 rounds after
launching one gauntlet the armor generates a
Force Bolts: Grasp's armored gauntlets are equipped with replacement.
repulsors that fire Force Bolts, inflicting up to Remarkable (30)
damage with a 2-area range. The Seeker's original armors
carried external, hand-held blasters.

Unique Weapon (Ionic Particle Gauntlet) Grasp can launch


the mechanical hands of his battle suit at his opponents. The
gauntlets increase in size, presumably drawing mass from an
extra-dimensional source and can engulf a human sized target.
The gauntlet hits on the Remarkable (30) column and Grapples
with Amazing (50) Strength. A Partial Hold results penalizes
the target -2CS to all physical action and a Full Hold result
immobilizes the target, ensnaring and pinning all but the
victim’s head.

 Instead of grappling the gauntlet can be launched as


a giant fist that inflicts Amazing (50) Blunt Physical
damage at a range of 3 areas.

86
Unique Weapon (Shock Net): Grasp sometimes carries an
electrified metal net that can ensnare one human sized
opponent. The net has Incredible (40) Material Strength and
can be thrown 1-area with +2CS to hit.

 On a Green result the net fails to snare the target but


brushes against him/her and delivers Excellent (20)
electrical damage (+2CS Stun intensity).

 On a Yellow result the target is partially trapped


(usually upper body) and penalized -3CS to all
physical actions, -1CS to melee damage and
movement is reduced to 1/3 the normal rate. It takes 1
action/attack to free the victim (Grappling FEAT vs.
Incredible (40) Fighting or Excellent (20) Strength.)
The victim is subjected to Incredible (40) electrical
damage/round (+2CS Stun intensity.

 On a Red result the target is thoroughly entangled


and immobilized, -5CS to all physical actions, -2CS to
melee damage and it takes 2 actions/attacks to
escape (a Grappling FEAT vs. Amazing (50) Fighting
or Incredible (40) Strength) or 1 action for another
character to remove it for him. The target takes
Incredible (40) electrical damage each round.

 Note: The Endurance FEAT against the electrical


Stun effect must be made before any attempt to
escape, since the victim may be penalized by the
Stun making escape more difficult.

Flight: Grasp’s armor is equipped with jet boots that allow


flight at Incredible (40) airspeed (30 areas/round, 450 Mph).

Sensors: Grasp is equipped with a short range radar that has


Remarkable (30) rank a 100-yard radius, allowing it to detect
invisible opponents. Outside his armor he has Typical (6)
Intuition.

Talents: Bannion has the Engineering talent.

Background: Herb Bannion's son Theodore died imitating his


hero, the Human Torch. Blaming the Torch for his son's death,
Grasp confronted him and was defeated.

87
SONIC
Daniel Bannion
Normal Human/High-Tech, Mercenary/Bounty Hunter

FIGHTING: GOOD (10)


AGILITY: EXCELLENT (20)
STRENGTH: REMARKABLE (30)
ENDURANCE: INCREDIBLE (40)
REASON: EXCELLENT (20)
INTUITION: EXCELLENT (20)
PSYCHE: TYPICAL (6)

HEALTH: 100
KARMA: 46
RESOURCES: GOOD (10)
POPULARITY: 0

Powers: None

Weapons:

Body Armor: Sonic’s battle suit provides Remarkable (30)


protection from all physical attacks, Excellent (20) protection
from energy damage, radiation and electricity and Good (10)
protection from heat/fire. The armor itself has only Typical (6)
protection from cold based attacks (*see Vulnerabilities). Sonic
has Amazing (50) protection from sonic and vibratory attacks.
His original armor had only Good (10) protection from Energy
attacks.

Force Bolts: Sonic's armored gauntlets are likely equipped


with repulsors that fire Force Bolts, inflicting up to Remarkable
(30) damage with a 2-area range. The Seeker's original armors
carried external, hand-held blasters.
Flight: Sonic’s armor is equipped with jet boots that allow flight
at Incredible (40) airspeed (30 areas/round, 450 Mph).

Sensors: Sonic is equipped with a short range radar that has


Remarkable (30) rank a 100-yard radius, allowing it to detect
invisible opponents. Outside his armor he has Typical (6)
Intuition.

Sonic Cannon: Sonic’s chest plate contains a disc-shaped


sonic blaster that has a range of 6-areas, a 1/round rate of fire
and hits a single target on the Remarkable (30) column as a
disruptor, force bolt or as a sensory based attack that hits all
targets within 1-area automatically.

 Sonic Stun: Sonic can overload a victim’s senses causing


their nervous system to shut down with out doing
permanent damage. This attack inflicts Excellent (20)
damage and ignores body armor and force fields as it
attacks the senses. Victims must make an Incredible (40)
intensity Endurance FEAT to avoid being Stunned (or
+2CS in intensity based on any damage actually taken).
Only force fields that prevent sound from traveling or
Protected Senses will defend against this power. This
attack has a 2-area range and affects all targets in all
directions.

 Kinetic Bolt: Sonic can produce a bolt of force for up to


Incredible (40) damage at a 4-area range.

88
 The leech is even more effective against opponents
inside powered battle-suits like Iron Man (or the
Seekers own), possibly exploiting the suit’s
cybernetic connections to the victim’s nervous
system to make a direct connection for the energy
transfer. Victims must still make an Excellent (20)
intensity Endurance FEAT to avoid being
incapacitated with pain and lose 10 Health points
each round. The victim must use his own Endurance
ranks for this FEAT, not the armor’s Endurance rank.

 This attack ignores the wearers armor rank and


armor Health score and drains Health points directly
from the human pilot. Only suits or powers
specifically listed as resistant to Bio-Manipulation will
protect the hero.

 Once the leech is removed/destroyed, victims


recover drained Health points at a rate equal to their
Endurance rank every 10 minutes.

Vulnerability (Cold): Sonic’s armor is particularly susceptible


to freezing temperatures, possibly as a trade-off for its higher
resistance to sonic and vibratory effects. The armor has
Typical (6) protection from cold damage, however cold or ice-
generation attacks of Remarkable (30) rank or greater cause
the armor to become immobile, inoperable and brittle to the
point that virtually any physical blow will shatter the entire suit.
The wearer has Incredible (40) protection from cold damage
Unique Weapon (Energy Leech): Sonic carries a small semi- even when the armor is encased in ice.
independent spider-like robotic energy leech on his armor’s
forearm or backpack. The robot can move along the ground or  It’s possible that if the armor is frozen its
climb 2-areas/round and leap up to 15-feet into the air. The heating system could defrost it within 10-
robot has Remarkable (30) Fighting, Excellent (20) Agility and minutes if it’s not struck by a physical attack
Good (10) Strength and Endurance (Health is halved because in that time. However, being frozen will
it is always considered a Non-Player Character and halved damage the armor’s systems, disabling half
again because of its small size, Health: 17). The leech is a bio- its weapons and systems until it is repaired.
energy vampire that can fatally drain the life-force of a living
target even through powerful suits of Battle Armor. Talents: Bannion has the Engineering talent.

 The leech (or “crab”) is designed to engulf the targets Background: Nothing is revealed about Daniel Bannion's past.
torso for maximum effect, from front or back,
wrapping its spider-legs around the victim. When
thrown, launched or leaping at the target the drone
hits on the Amazing (50) column.

 If the leech scores a Full Hold result, it wraps itself


around the victim and begins painfully draining them
of their life-energy and holds with Excellent (20)
Strength. Victims must make an Endurance FEAT roll
against Excellent (20) intensity each round or be
incapacitated with pain and lose 10 Health points
each round.

 A partial Hold result means the leech grabbed part of


the victim but didn’t manage to attach itself to the
torso. Victims must make an Endurance FEAT vs.
Good (10) each round and lose 3 Health points. If a
hero grabs or touches any part of the leech these
effects apply.

 Worn body-armor like a Kevlar vest, and probably


natural Body Armor or Invulnerability has a mitigating
effect. The victim must still make their Endurance
FEAT but lose only 5 Health/round.

89
The S-MEN
The S-Men are a team of anti-mutant super-humans The Red Skull and the S-Men set up a concentration camp in
assembled by a clone of the Red Skull. Most had originally the ruins of Genosha, and began performing sadistic medical
been normal humans, each with their own reason to hate experiments and mass slaughter on dozens or perhaps
mutants, and most either underwent bioengineering at the hundreds of captured mutants. Magneto, a survivor of the Nazi
hands of Arnim Zola or acquired their power through mystic death camps attacked and slaughtered most of the S-Men.
means, presumably with the Red Skull’s help. Honest John, Dangerous Jinn and an unnamed monk are the
only known survivors.
The S-Men stole the corpse of Professor X and the Red Skull
dissected the body and took part of his brain to gain his
telepathic abilities. The S-Men battled the X-Men, the
Avengers and Magneto.

90
DANCING WATER
Mutant, Villain

FIGHTING: REMARKABLE (30)


AGILITY: EXCELLENT (20)
STRENGTH: GOOD (10)
ENDURANCE: INCREDIBLE (40)
REASON: TYPICAL (6)
INTUITION: GOOD (10)
PSYCHE: GOOD (10)

HEALTH: 100
KARMA: 26
RESOURCES: POOR (4)

Powers:

Water Form: Dancing Water’s body is composed of animated


liquid in the shape of a human woman from the waist up and
an amorphous mass of flowing water and tentacles from the
waist down.

 She takes no damage from most physical attacks,


ordinary punches, kicks, claws or other melee
weapons pass harmlessly through her.

 She can be harmed and weakened by imposing a


large object into her body, segmenting her physical
form and preventing the pieces from regrouping or
flowing around the barrier. An object large enough to
separate one limb or roughly 25% of her body from
the rest will reduce her Health by -25%. Splitting her
body in half would reduce her Health by -50%. For
each 25% of her body mass and Health lost in this
manner, her FASE ability ranks and powers are all
reduced -1CS.

 Severed parts of her mass would presumably fall to


the ground as inanimate puddles. If she can reach
and make contact with these puddles she can
reabsorb them and recover her Health and lost
Column Shifts.

 Most energy beam attacks pass through her causing  She is likely vulnerable to metal attacks and
minus 1CS damage while fire/heat convert her to particularly susceptible to cold attacks which would
steam and cause full damage. turn her to ice, inflicting +1CS damage and she's
penalized -2CS to avoid being Stunned.

91
 Dancing Water can use her body as a shield vs. Kinetic Bolt: Dancing Water can project a powerful stream of
projectiles reducing damage by -1CS or deflecting water from her hands once every 3 rounds, inflicting up to
objects thrown with strength less than Remarkable Incredible (40) Force damage.
(30). Other projectiles, thrown with higher strength
ranks are -2CS to hit but inflict full damage.
Talents: Dancing Water's talents are unrevealed.
 Tentacles: Dancing Water's tentacles are composed
of animated water and allow her to grapple
opponent's with Incredible (40) Fighting rank, Background: Dancing Water is the daughter of the mutant
Remarkable (30) Strength and she can throw terrorist Avalanche and may in fact be a mutant herself.
opponents up to 2-areas away. Nothing else is revealed about her origin or the reason for her
hatred of mutants.
 She can engulf her target's head in water and if they
can not make an Incredible (40) rank Fighting FEAT
or move more than 2-areas away, they will begin to
drown.

Gateway: Dancing Water can turn any existing body of water,


even a small amount, equal to a glass spilled on the floor, into
a teleportational gateway. As long as the water surface is wide
enough for a person's body to fit through she can turn it into a
doorway. She can create doorways in large enough bodies of
water to allow at least seven people, including herself, to enter
at one time. She can not use the water of her own body in this
way. Her teleportation has a world-wide range. Dancing Water
and her allies can then appear out of any sufficiently large
body of water at her desired location.

92
DANGEROUS JINN
Mystical creature, Villain

FIGHTING: EXCELLENT (20)


AGILITY: REMARKABLE (30)
STRENGTH: REMARKABLE (30)
ENDURANCE: INCREDIBLE (40)
REASON: POOR (4)
INTUITION: EXCELLENT (20)
PSYCHE: AMAZING (50)

HEALTH: 120
KARMA: 74
RESOURCES: POOR (4)
POPULARITY: -30

Powers:

Energy Projection: Dangerous Jinn can hurl fireballs of mystic


energy that inflict Amazing (50) damage. His “Ruby Inferno”
may be a specific spell and posses unspecified magical
properties. Dangerous Jinn has Unearthly (100) resistance to
fire.

Flight: Dangerous Jinn can fly at Remarkable (30) airspeed


(15 areas/round, 225 Mph), the lower half of his body is
composed or purple mystical fire.

Longevity: Dangerous Jinn claims to have lived for thousands


of years and he may be immortal or he may simply not age.
Jinn is vulnerable to physical attacks, but it's unknown if he can
be killed by non-magical means.

Magic: If Dangerous Jinn is in fact a mythical Jinn (or Genii) he


may have other unrevealed magical abilities, He may have
powers that allow him to grant his master's wishes, but he may
be limited to only spells that fulfill it's master's wishes or he
may be limited to attempting to fulfill wishes with his innate
abilities, by stealing or killing enemies, etc. Other magical
powers or limitations are at the Judge's discretion. He likely
could resist spells and other magical attacks at Amazing (50)
rank,

Talents: Other than Mystic Origin, it's unknown what other Background: Dangerous Jinn claims to be an actual Jinn (or
talents he may have. Genie/Djinn), a mystical, mythological creature that has served
the will of it's human masters for thousands of years. It’s
unclear if his current master is the Red Skull, the unnamed
monk of the S-Men or someone else, or if the Jinn is for some
reason motivated by its own hatred of mutants, or simply doing
its master’s bidding.

93
GOAT-FACED GIRL
Mystical-Hybrid, Villain

FIGHTING: GOOD (10)


AGILITY: GOOD (10)
STRENGTH: POOR (4)
ENDURANCE: REMARKABLE (30)
REASON: TYPICAL (6)
INTUITION: TYPICAL (6)
PSYCHE: INCREDIBLE (40)

HEALTH: 54
KARMA: 52
RESOURCES: POOR (4)

Powers:

Power Neutralizer: Unearthly (100). Goat-Faced Girl has the


power to temporarily shut off the superhuman powers of
anyone who meets her gaze.

 Normally, to avoid making eye contact, the hero must


make a Monstrous (75) intensity Intuition FEAT.

 If Goat Faced Girl wins Initiative by at least +6 or


manages to get a surprise attack, the necessary
FEAT is Unearthly (100) intensity.

 If the hero wins Initiative by at least +6, the FEAT is


Amazing (50) intensity.

 If the hero knows about her powers, he gains a +2CS


to this Intuition FEAT for the round if he loses Initiative
and +4CS if he wins.

 Fighting her while avoiding eye contact penalizes the


hero -1CS to all actions and -2 Initiative.

 The nature of Goat Faced Girl’s power is unrevealed.


It may be mystic in origin and other than avoiding eye
contact, it’s possible it can only be resisted by magic.

 The Judge may allow a Psyche FEAT against


Unearthly (100) intensity to resist. Otherwise, it would
require a resistance to Power Manipulation or
Resistance to Bio-Manipulation.

94
 It’s possible that her power only effects mutants. She
did not attempt to use it against Thor and it may not
have been effective against him because he is a god,
because his powers are mystical or because he is a
member of another race. She may have not known if
her powers would work in him, suspected that they
wouldn’t or simply not have had the opportunity to try.

Powers:

Mind Control: Monstrous (75) rank. Honest John has a


specialized form of Mind Control that allows him to use his
oratory skills to talk people into acting on their subconscious
fears, prejudices, hatred, resentment and ego. John can
convince people to act violently, to the point of murder, even
towards their own loved family members.

 John appears to his victims as each person’s ideal


leader or authority figure. He appears differently to
each person who views him, including on television.
He may appear to thousands of different people as
thousands of different leaders. However they see him,
Background: Nothing has been revealed about the origin of his victims will not attack John, even when they resist
Goat Faced Girl or the nature of her powers. It’s unknown if her his message unless they make an Unearthly (100)
head was replaced or transformed into that of a goat or if she rank Psyche FEAT. They may however attack his
is wearing a mask. She may have been transformed by Zola’s allies and agents.
bio-manipulation or her powers may be supernatural, her goat
head may be connected to Satanic mysticism.  Once John has begun speaking his victims will listen
closely and in 1D10 (x2) rounds they will act on his
words unless they succeed at a Psyche FEAT roll
against Monstrous (75) intensity.
HONEST JOHN,  Once he has begun speaking to his target, even in a
The Living Propaganda combat situation, his victim needs to make an Intuition
Altered human, Villain FEAT roll against Amazing (50) intensity to not stop
and listen (the hero may still fight and defend himself
FIGHTING: POOR (4) against other opponents with a -1CS penalty, but will
AGILITY: TYPICAL (6) not attack John while he speaks to them).
STRENGTH: POOR (4)
ENDURANCE: TYPICAL (6)  If the target succeeds at his/her Psyche FEAT but not
REASON: GOOD (10) the Intuition FEAT, he/she will not act on John’s
INTUITION: EXCELLENT (20) words but will continue to listen, giving him more
PSYCHE: MONSTROUS (75) opportunity to convince them.
HEALTH: 20  After 1D10 rounds of listening to him speak, victims
KARMA: 105 can attempt a Reason or Intuition FEAT to notice
RESOURCES: POOR (4) flaws and inconsistencies in the “idealized leader”
John is imitating, granting them a +1 to +2CS to their

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FEAT rolls to resist his manipulation. If the victim
personally knows the authority figure well (a parent, The INSECT
etc.) he needs an Excellent (20) Reason or Intuition Tsar Sultan
FEAT. If the victim doesn’t personally know their Altered human, Villain
perfect leader (a politician, military leader or celebrity,
etc.) he needs either an Incredible (40) Reason or FIGHTING: REMARKABLE (30)
Intuition FEAT or the Judge can decide that it’s AGILITY: EXCELLENT (20)
impossible for them to recognize something wrong STRENGTH: EXCELLENT (20)
with the presenter unless Honest John makes a ENDURANCE: REMARKABLE (30)
glaring mistake. REASON: TYPICAL (6)
INTUITION: GOOD (10)
 The Judge can determine that the target does not PSYCHE: EXCELLENT (20)
have even a subconscious bias towards the target
John is describing (mutants or other religious or HEALTH: 100
ethnic groups, etc.) and award a +1 to +2CS to their KARMA: 36
Psyche and Intuition for resistance FEATS. Note that RESOURCES: POOR (4)
people can have subconscious bias towards even
people within their own groups. Powers:

 John’s influence fades after 10 minutes unless he Body Armor: Tsar Sultan can transform, at will, painfully, into
continues to address his targets. the form of the Insect. When changed, his body is covered by a
tough insect-like carapace that provides Good (10) protection
Talents: Honest John is skilled public speaker and debater. from physical and energy attacks. His costume transforms into
what appears to be metal armor that may or may not be part of
Background: Nothing is revealed about the background or his body. The extra armor on his torso enhances his protection
origin of Honest John. He presumably gained his abilities from to Excellent (20) for covered areas.
Arnim Zola’s bio-engineering experiments.
John used his mental manipulation powers to appear to Thor Claws: The Insect's carapace extends from the back of his
as his father Odin and for a time convinced him to help protect forearms into long, wide, spike-shaped claws that have
humans from mutants and attack his teammates. Incredible (40) material strength, inflict Incredible (40) damage
and allows him to inject his victims with his poison.

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Poison: The Insect can inject his victim with what he calls his
Cassandra Toxin which forces them to experience their worst
fears, what they image to be their most dreaded possible fate.
This can be an imagined future fate or a previous experience.
Wolverine was shown an event (him killing his own son) which
had already taken place.

 Victims can first attempt to resist the bio-chemical


effects of the toxin with an Endurance FEAT against
the Unearthly (100) rank. Heroes who succeed at this
roll gain a +2CS to their Psyche FEAT.

 Victims must then make a Psyche FEAT against


Amazing (50) intensity to avoid being incapacitated by
visions of their fears for 10 rounds.

Background: Tsar Sultan was born in Russia, where his father,


a religious missionary, helped to build a community for outcast
mutants, who Tsar resented and held in contempt. He was
traveling abroad when his family, having moved to the mutant
home-land Genosha, were slaughtered by sentinels along with
millions of mutants. Sultan wife was later killed in an arson fire
set by a mutant and volunteered to undergo a painful process
to gain super-abilities, transforming him into the Insect. Sultan
considers his powers to be a curse that he accepts for the
good of the world, and they may have a super-natural origin.

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Powers:

Winged Flight: The Living Wind has large bat-like wings


protruding from her back, though she is never shown to be
flying. If she can fly her speed is likely limited to Typical (6)
airspeed (9 area/round, 135 Mph).

Equipment:

Unique Weapon (Mystic Pouch): The Living Wind carries a


presumably mystic pouch from which she can draw a powerful
gust of wind to hurl opponents away. Fei Lian must reach into
the pouch she wears on her hip and draw out the wind and
gesture at her target. The wind carried the sound her thoughts.

 Victims must make an Endurance FEAT against


Amazing (50) intensity to avoid being Slammed 6-
areas.
 If the hero can grab onto something, dig his claws
into the ground, etc. he can attempt a Strength FEAT
vs. Excellent (20) to avoid being thrown. If the hero
can not succeed at a Remarkable (30) Strength FEAT,
he/she can not move or attack, only hold on. If he/she
can succeed at the Remarkable (30) FEAT he/she
can try to move at 1/2 normal movement
(Areas/Round) and take combat actions at -2CS. If
he/she can succeed at an Incredible (40) Strength
FEAT, he/she can move -2 Areas/Round and make
combat actions at -1CS. If he/she can succeed at an
Amazing (50) Strength FEAT, the hero can move and
attack normally.
 Heroes who are thrown by the wind take damage
LIVING WIND depending on where they land/what they strike.
Landing in soft dirt, sand or foliage causes Good (10)
Fei Lian damage. Striking thin trees, light wood structures,
Altered human, Villain wood/plaster walls or glass windows causes Excellent
(20) damage. Striking thick trees or brick walls causes
FIGHTING: EXCELLENT (20) Remarkable (30) damage. Smashing into concrete or
AGILITY: EXCELLENT (20) steel structures causes Incredible (40) damage.
STRENGTH: GOOD (10)
ENDURANCE: REMARKABLE (30) Talents: Fei Lian likely has the Mystic Origin talent.
REASON: TYPICAL (6)
INTUITION: GOOD (10) Background: Nothing has been revealed about the
PSYCHE: INCREDIBLE (40) background or origin of Fei Lian. She has a demon-like
appearance, likely tied to her mystic pouch.
HEALTH: 80
KARMA: 56
RESOURCES: POOR (4)

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MZEE
Mystically altered human, Villain

FIGHTING: EXCELLENT (20)


AGILITY: TYPICAL (6)
STRENGTH: MONSTROUS (75)
ENDURANCE: MONSTROUS (75)
REASON: POOR (4)
INTUITION: TYPICAL (6)
PSYCHE: REMARKABLE (30)

HEALTH: 176
KARMA: 40
RESOURCES: FEEBLE (2)
POPULARITY: 0

Powers

Body Armor: Mzee's dense musculature and reptilian hide


provides Remarkable (30) protection from physical damage
and Good (10) protection from energy attacks. His shell
provides Amazing (50) protection from all attacks.

Charging: If Mzee can start running from at least 2-areas


away, he can run up to 4-areas/round and inflict up to
Unearthly (100) damage. If he starts off at least 4-area away
he inflicts Unearthly (100) damage and the target is at -1CS to
avoid being Slammed and if he starts off at least 6-areas away
the target is at -2CS to avoid being Slammed. He rolls using
his Endurance +1CS to strike with a charge and gains +1CS to
his Endurance per 2-areas moved (maximum of +2CS) to
resist being Stunned or Slammed while charging.

Background: Mzee was the only survivor when his village in


Ethiopia was massacred by Magneto’s Brotherhood of Evil
Mutants. Under unrevealed circumstances, possibly with the
help of the Red Skull, he had the mystic Crooked Emerald
placed in his heart. The emerald bonding him with the long-
dead African god of destruction Mzee, the “True Soul”, the
“Impossible Strength” and the “Lord of Physical Will”.

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Bring On the Bad Guys Vol I
is an unoffical supliment for the
Marvel Super Heroes Role
Playing Game

100

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