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Table A: UN Proposed Avengers Bases

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Avengers Branch TeamsFor years, the Avengers operarelatively autonomously, as diFantastic Four and other supeteams. As the complexities of fighting expanded and the actAvengers expanded to meet thteam's needs changed. Their local law enforcement forces aUnited States government devhaving direct access to U.S. gand military information netwoAvengers' special compensatidomestic use of super-sonic atheir Quintets) were contingenwith the U.S. National Security After a number of years of turelations with the U.S. governmespecially their NSC liaison HeGyrich, the Avengers' ties withgovernment were severed andcharter was revoked. After a cwith the Tetrarchs of Entropy asubsequent two-day meeting oAvengers' full membership, thcharter was re-established unUnited Nations. Immediately following the puannouncement of the Avengerassociation with the United Naworld looked upon the Avengeanother toy in the political arenitself, however, has not interfeany overt demands on the teaof their membership and organThis fact could be attributed toAmerica's years of experiencebureaucracy and military orgaperhaps it was simply becauseAvengers were often off on miworld-wide importance. That is not to say that there hextensive lobbying on the partmember nations and individuagroups for securing membershrepresentative superhumans iAvengers. Seen as a mark of and prominence both for the

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hero/heroine and the sponsoring nation,avengers membership for national heroeshas become the latest political power chipinvolved in United Nations negotiations.Some member nations, such as therepresentatives of the former SovietRepublics and their Peoples' Protectorate,have lobbied for whole teams of poweredbeings to be admitted as affiliatedAvengers' branch teams. The most prominent proposal nearing avote is the General Assembly's desiredestablishment of an Avengers' branchteam for the purpose of policing areasoutside of the American continent. Thisproposal has been welcomed by allmember nations except the United States,but has never come close to resolutionsimply because of national disagreementsover membership proposals and thelocation of a base of operations. Table Ashows all the superheroes and baselocations proposed by member nations.How these politically-loaded nominationsaffect the Avengers in your game world isknown only to the Judge and Uatu.

Table A: UN Proposed Avengers Basesand New MembersAustralia: Sydney; Talisman IChina: Moscow; Collective ManEgypt: Cairo; Scarlet ScarabFrance: Paris; PeregrineGermany: Berlin; Blitzkrieg, HauptmannDeutschlandGreat Britain: Paris; Spitfire, Micromax,ShamrockIsrael: Tel Aviv; SabraJapan: Undecided; SunfireKorea: Undecided; Auric, SilverSaudi Arabia: Undecided; Arabian KnightSoviet Republics: Moscow; Peoples'Protectorate (Perun, Phantasma, RedGuardian, Vostok) and Crimson DynamoSpain: Undecided; DefensorSymkaila: Undecided; Silver SableTaiwan: Moscow; Jade DragonWakanda: Wakanda; no nominations formembers

The New AvengersIn every MARVEL SUPER HEROESgame world and even in all the alternateworlds explored by Uatu the Watcher, theAvengers are the ultimate guardians ofjustice and stand as symbols of all that isgood and right in the superhumanpopulation expansion of the late 20th

century. And now, players and Judgesalike have the chance to make their ownlegends alongside those of Thor, IronMan, the Vision, and the rest of theAvengers. Your campaign heroes andheroines have been chosen formembership in the Avengers!

Security and Background ChecksAll new members of the Avengers undergoa complex security screening process todetermine their suitability as members ofthe Avengers. The most important checkdetermines their suitability for access tosecret information. Every memberundergoes these checks before beingissued an Avengers Identicard orCommunicard. A specialized computer system in theAvengers command center handles theentire background check process. Thissystem, designed by Tony Stark(someone who understands the need forsecrecy), makes its information checks viaa unique random sequence code thatinitiates information checks through thedata banks of the FBI, the CIA, Interpol,the U.S. and the United Nations NationalSecurity Councils, and AMEX. The checksare disguised by encoding, identifyingthem as standard background checks forprospective employees of the U.S.Department of Agriculture. Areas of focusfor the program include checks on familystatus, past criminal behavior, psychiatrictreatment, substance abuse, andparticipation in anti-American (recentlychanged to "anarchist") groups. Thesystem also looks into any outstandingdebts and current credit ratings andevaluates any existing

educational records. Any information input by theoperator/new Avenger, most specificallythe hero's or heroine's civilian identity andaddress, is permanently erased fromAvengers computer files after the searchis complete. Safeguards like this areessential for members who choose tokeep their identities secret. After theprocess is completed, operators arenotified whether they have passed thesecurity qualifications. If player characterspass the security checks, they move up tofull-time Avengers status!

Benefits of MembershipHeroes in the MARVEL UNIVERSE havelong known the advantages of allyingthemselves with others against commonfoes. This is the most basic of benefitswhen a player character joins theAvengers. In addition, neophyte heroesgain access to the knowledge of moreexperienced teammates. It's best to learnthings first hand, but fighting theAbsorbing Man without any preparatoryknowledge is not recommended if anyonecan help it! Aside from these basic privileges, beingan Avengers branch team grants playercharacters special United Nations status,a state-of-the-art headquarters, and use ofAvengers technology. Tony Stark, ReedRichards, and King T’Challa of Wakandaprovide all Avengers with cutting-edgevehicles, weaponry, and more.

United Nations StatusAll members of the Avengers have aspecial status as a peace-keeping agentof the United Nations. They have theauthority to operate as deputized lawenforcement officials in any country ofEarth with the express permission of thatnation's government. United Nationsmember nations can choose to reject theaid of the Avengers, but currently, the onlynation to reject the Avengers has beenDemonica.

This special United Nations status alsoprovides a limited diplomatic immunity forheroes operating in Avengers capacity.This most often applies to violations ofaircraft regulations, the use ofsuperhuman force in the arrest andcapture of criminals, and the usual resultsof any battles such as property damageand personal injury of combatants andbystanders. Avengers can command assistance fromlocal authorities on an emergency basis,and Avengers priority provides themsupport from any government or publicemployee. These powers best serve theheroes in the course of major mayhem,allowing them to take command of on-siteforces and handle the source of theproblem while local officials handle crowdcontrol. United Nations status grants an Avengera high-level security clearance for accessto high-security government buildings,data, classified information, andgovernment officials. Liaison officers arecurrently established between theAvengers and a number of governmentsand world-wide power groups such as theFBI (Agent Derek Freeman), Interpol (nocontact yet established), S.H.I.E.L.D.(Nicholas Fury), United Nations (DeviBannerjee), United States (RaymondSikorsky, NSC; Presidential access byChairbeing only), and Wakanda (KingT'Challa).

TechnologyThe Avengers count some of the greatestminds alive in the world today as membersand thus the team has instant access tothe latest technologies developed on Earthor elsewhere! Much of their technology islocated in their headquarters. Everybranch is provided with its own base. Forinformation about branch teamheadquarters construction, see AppendixOne of this book. Details of the New YorkHQ are shown on a poster map includedin this box.

Most other technologies developed by orfor the Avengers, aside from theirvehicles, costumes, clothing, andcommunicators, is undertaken on a case-by-case basis and is not generallyavailable except when absolutely needed.The following is a list of currentlyaccessible Avengers technology andincludes all appropriate information. Gamestatistics for vehicles are provided onTable B: Avengers Vehicles.

Air Car Mk I: Designed by the Black Knightin conjunction with Wakandan designgroups, this open-top Air Car has asnub nosed body, and flies by meansof five jets. One primary engine ismounted in the rear and four boosterjets are on external side mountings. At18 feet long and 12.5 feet wide withside mounted jets, this Air Car hasseating for four adult-size humans.This Air Car was designed for innercity and local transport to avoidproblems with the use of supersonicQuinjets within New York City. The AirCar is equipped with

Amazing range sensors andcommunications systems, but it is notfurnished with weapons systems. Material Strength: The Air Car isconstructed of Excellent rank,lightweight steel alloys. The open topaffords passengers only Good rankprotection from attacks. Availability: Though the first model wasdestroyed recently by the Swordsman,there are currently two of theseavailable at Avengers Headquarters inthe hangar. The plans are in thecomputer networks and are availableto all Avengers teams.

Air Car Mk II: This subsequent Air Cardesign, also by the Black Knight, ismore aerodynamically streamlined. Itsmain body measuring 14.9 feet by 8feet. Three jet assemblies are all rearmounted for more thrust andmaneuverability. They are capable ofgenerating the equivalent thrust of aQuinjet for up to 10 minutes at a time,but its open-air construction makesthis hazardous to occupants. Like its

predecessor, the second generationAir Car is equipped with Amazingrange sensors and communicationssystems but no weapons systems. Material Strength: The Air Car Mk II isconstructed of Excellent rank,lightweight steel alloys. The open topaffords passengers only Good rankprotection from attacks. Availability: The first operable model ofthe Mk II was sabotaged and crashedin midtown New York. It was totallydestroyed by Raza's attemptedassassination of the Black Knight.There have since been two modelsconstructed and on hand in the NewYork headquarters.

Avengers Jacket: Made of a syntheticmaterial with the appearance ofleather, these jackets are now astandard accessory for manyAvengers. Despite their simpleappearance and casual wear, thesejackets hold more than expected. • Body Armor: The material, thinnerand more supple than Kevlar, is nearlybullet-proof and provides Goodprotection vs. physical attacks andTypical protection vs. energy attacks.• Tracking Beacon: The red "A"shoulder patch on the jackets containscircuitry for an Amazing range beaconthat can be traced from any Avengersbase to locate team members.• Temperature Resistance: Thematerial has a microcircuitry weavethat generates heat or cold, affordingthe wearer Good rank protection fromsuch temperature attacks or climes. Material Strength: The jackets aremade of Excellent strength material. Availability: Jackets can be tailor-madefor any member of the Avengers.

Bio-Analyzer: Standard equipment for anyheadquarters, this machine (in hand-held models or a wide-range sensorarray) performs the following: • Detection: The bio-analyzer candetect the presence of mutants,shape-changers, and aliens of anyrace known to the Avengers withIncredible ability and range (11 areas).

Material Strength: Hand-held units aremade of Excellent strength materials.Larger, built-in sensor arrays are thesame material strength as the wallinstallation (minimum of Excellent).Availability: One Bio-analyzer is kepton hand in both the Avengers L.A.compound and the New York HQ.

Communicard: Every Avenger carries aCommunicard, an Avengers ID cardwith microcircuitry that allows:• Communications: Avengers cancommunicate visually through a smallscreen on their cards. The screennormally shows a photo of the Avengerwho carries it. The card beeps like apager when called. The range forcommunications is 5,000 miles (Class1000 range), though signals can beboosted by central communications atAvengers HQ for a range of 1,000,000miles (Class 5000).• Computer Terminal: A keypadallows numerical code access to anyAvengers computers within range.• HQ Access: The cards aremagnetically encoded to open allentrances at any Avengers bases.• Resource Card: The card alsoacts as a bank card for access to aspecial Avengers contingency account.Material Strength: Cards areconstructed of Remarkable strengthmaterial and are fully waterproofed.Availability: All Active and Reservemembers have cards. InactiveReservists have cards on a limitedbasis, based on their reliability to theteam and their locations.

Quinjet: The Quinjet is the standard modeof transportation for the Avengers. On-board systems include:• Auto-Pilot: The on-boardcomputer can maintain Typical control,though it cannot take oft or land theQuinjet.• Communications: The Quinjetshold Monstrous rank and range radiosand other communications devices. Allincoming and outgoing signals can bescrambled with Monstrous efficiencyfor security. Quinjets can link with allstandard and covert air frequencies.• Modifications: Quinjets can alsobe modified for a variety of situations,such as space or submersible travel.Quinjet statistics are on Table B.• Security: Quinjets are onlyoperated by someone with an ActiveAvengers Communicard. They canalso be voice-activated by ActiveAvengers for quick starts. Otherwise,Quinjet hatches and the canopyremain magnetically sealed.• Stealth: Quinjets can becomeradar-invisible with Incredible ability. Material Strength: Quinjets arenormally made of Excellent strengthmaterials.Availability: Each team has twooperating Quinjets at any given time.Parts are always available for theconstruction of another, or to repair

a damaged Quinjet. These jets aremade by Stark Industries, but only aChairbeing or the Chief Executive isauthorized to order these for a team.

Skycycle: Originally constructed forHawkeye, the skycycle has becomestandard equipment for Avengers onsolo missions. Its size makes it moreuseful for clandestine missions since itis more easily hidden and harder totrack than a large Quinjet. Just like theQuinjets, Communicards are used tooperate the skycycles. The cards areactually used as ignition keys, thoughthere is no voice activation of theskycycle, only manual control. Twoskycycles can be transported by aQuinjet if the seats are removed toexpand cargo space. Skycycles haveAmazing rank and range sensors andradio systems.Material Strength: Skycycles are madeof Excellent strength materials, thoughthey give only Good protection to theirpassengers.Availability: Skycycles are now built byStark Industries after they purchasedthe design from Jorge Latham. Theyare provided in pairs for the Avengers.There are four skycycles at the NewYork and the L.A. bases, with parts onhand for repairs.

Table B: Avengers Vehicles

Vehicle Price Body Control Air Speed Max. # ofPassengers

Air Car Mk I AM EX(GD) RM AM 4Air Car Mk II AM EX(GD) IN MN 6Quinjet, standard AM EX RM Shift Y 7Quinjet, submersible MN IN RM EX(Underwater) 7Quinjet, space-worthy MN AM IN Shift Z(Space) 7Skycycle RM EX(GD) EX IN 2

All the above vehicles are equipped with VTOL and hover capabilities.

Inter-Team CoordinationThough each branch team of theAvengers has autonomy within theboundaries of their appointed protectorate,no team is considered superior to anyother Avengers team. In essence, with therecent changes to the Charter, theAvengers are all one team. With the Avengers as one unified force,each Avengers team can call on otherteam members whose specific talentsmight help. Call Hank Pym when you needa biochemist, or talk to Iron Man or theBlack Panther when trying to comprehendthe workings of some alien device. Alwayskeep in mind that player characters inneed of aid can call on their fellowAvengers in times of need. That's whatthey're for! Player character teams will have toappoint their own reserve substitutes oncetheir Avengers statue is cleared. Anyempty reserve or active slots in themembership can be appointed by theChief Executive. During the initialestablishment of a new branch, it might beuseful for the player characters to be ableto learn from a veteran. The ChiefExecutive (the Judge, of course) canassign any Reservist to detached dutywith the new team for a preliminary perioduntil such time that they are Avengers inevery sense of the word! Good luck, players and Judges. Yourcharacters are joining the ranks of theworld's mightiest heroes. Be prepared fornothing but great action and adventure inyour Avengers game campaigns! Are youprepared to enter the MARVELUNIVERSE and protect New York fromthe Masters of Evil? Then turn the pageand be ready for the cry of "AVENGERSASSEMBLE!"

There is always a need and a time forheroes, regardless of their location, thecolor of their costumes, or the notoriety oftheir exploits. And that time has nowarrived for the heroes of any Judge'scampaign. These adventures are writtento establish a team of player characterheroes as members of the Avengers.Players and the Judge alike canexperience a new Avengers legend in themaking. If you use established Marvelheroes in your games, you can still playthese adventures and save the world fromdisaster. Prepare your characters for theclarion cry of "Avengers Assemble!”

Adventure OpportunitiesThe Judge is presented with bothCampaign Timelines and an AdventureTimeline spanning a number of months’ ordays' events that happen on mapsprovided in this sourcebox or in theMARVEL SUPER HEROES Basic Set. Infact, the street map located in thissourcebox fits together with Basic Set map(match the upper left corner to the lowerright corner of the Basic map to fit). The timelines allow the Judge andplayers to see a whole months' or a wholedays' events and adventure possibilities atonce, not just the scope of the current plot.All the clues and events of at least twoadventures are in place, and it's simply upto the heroes to be in the right place at theright time (as well as deduce what all theevents truly mean) for them to participate. Within this sourcebox, there are also twomajor Adventure Plotlines designed todirectly involve the heroes, and two minorAdventure Plotlines that the heroes canuncover as well. The major points are fullydelineated in terms of scope andramifications. The Judge effectively has acopy of the villain's handbooks and plans.Potential Karma awards are listed for bothsides, yes, villains can actually gain theirnegative Karma points within the scope of

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ADVENTURE campaign adventures. Tactics fort and some role-playing encounterso included for the villains. The are at last prepared for theers, so watch out, heroes! Theplots are generally presented as two event scenarios, and can bed by smaller groups of heroes orolo heroes.ARVEL SUPER HEROES Game

boxes are tailored for the focalters to be used in some fashion.

s MHR2, WEBS: The SPIDER-MANr, and its adventures, were plotted

ider-Man or another lone hero, thetures in this sourcebox areished for heroes who callelves Avengers. Even though thescenarios are designed for a team to seven heroes, there are alwaystures here for the lone hero or a paires.

acters established for use in thetures are presented in the nextr, "Avengers' Assemblage." Ninety and villains collected for thes purpose of establishing thest battles of the Avengers on the's and players' game world. Not allaracters may be used in thees, but they are given to establishdventure hooks and plotlines usingengers.

aign Timeliness are provided with expandedign timelines that cover a number ofevents that occur after (or before)ventures. These timelines allows and players to use theirboxes for extended periods ofplay. Campaign timelines can alsoe minor links with all MARVELR HEROES game sourceboxes, Judges use recurring charactersots to provide a greater sense ofworld continuity and campaignre. The Marvel Universe comesn your gaming table!

Adventure TimelinesHere's where it all happens. Any and allmajor events are listed chronologically inthe Adventure Timeline and it's up to theheroes to be ready for them. The Judgeshould read through each day thoroughlyand decide how many or how few actionswill definitely be happening and prepare tohave a number of things active at once. Ifthe heroes are fighting the U-Foes onRegency Street, that won't stop a planefrom crashing in the center of the city. Itmeans they have to decide which actionscome first and how best to serve thepublic. Each day listed on the timeline is dividedinto four sections: Setting, Heroes,Villains, and Action. All the sections areinterwoven with various plots, but eachhas specific goals and actions that occurregardless of any other happenings. Forexample, Roger Blake has to rob the 1stNational Bank on Tuesday at 2:00 p.m.Unfortunately for him, Spider Woman hasan appointment with an investment bankerat that time and stands a good chance offouling his robbery attempt.

Setting: This section describes minor orinactive changes to the surroundings andminor bits of action. Unlike the Actionsection, all of the setting notes and eventsare not dangerous in and of themselves.They simply offer more backgrounddetails. For instance, if there was a battleon Jefferson Street on Tuesday, thereshould still be some damage onWednesday (even if Damage Control wascalled in!). This section also has notes onminor physical changes to the city such asBuilding A set for demolition, road crewsat work at these areas (closed to normaltraffic, etc.), or noting the times whentraffic copters are flying over the areas.Setting notes also describe weather andits physical effects on the city and theheroes.

Heroes: These incidents present actionpossibilities for the player characters toinvestigate at any given time. Many ofthem are mandatory and Karma penaltiesare the result of missing any necessaryactions. At least one action given per daywill have ties to the major plot or plots.Often, there will also be mention of otherNPC heroes and their actions (allies aren'thard to find).

Villains: These menacing scenarios areall planned by their respective participantsbut many are often tentative. There is nostealing armored cars escorted by Thorunless you have the power to deal withhim. All the villains have the potential formuch chaos and destruction and that'swhat the heroes must stop. Only theprimary plot clues and actions are alwaysgoing to happen. Action: These are all the other randomevents that take place every day in thecity, or whatever setting the Judge haschosen, from car accidents to poweroutages to monsters rampaging throughtown. These actions will add the realism ofa world existing outside the plotlines andgive the Judge a wider variety of scenariosand situations to work into his or herimmediate adventure.

Avengers Assemble!For these game scenarios, the Judgeshould have the campaign's pre-existingheroes recruited by the Avengers asReserve members. In the Judge's gameworld, the Avengers and the UnitedNations have made a concerted effort topool all superhuman resources as muchas possible under the Avengers. Thismakes it easier to mobilize the forcesnecessary to repel another Atlanteaninvasion, or to halt the encroachment ofalien forces onto Earth. If players are,therefore, using their own characters,move on to That's The Why It Is... and

begin your own adventures as Avengers. If the Judge's game is currently usingestablished Marvel heroes, the world is ina crisis. All of the active members of theAvengers teams are missing, as are manyof the established Reservists. If playersare using any of these characters, theJudge must explain that they havedisappeared into thin air, some in front ofhundreds of witnesses! Any non-Avengerscan join in this emergency situation, butonly four previous members of theAvengers are reachable on Earth whenthe call to assemble goes out. Unlessother heroes answer the call, the sixheroes assembled as Avengers are Ant-Man, Dr. Pym (leader), Firebird, GiantMan, Hellcat, and the Wasp. For seven oreight heroes, add Rage and Red Wolf tothe team. Once this team, or some variantof it (at least one member must be fromthe above list), is established, move on tothe next section.

That's The Way It Is...Over the past few days, some mysteriousforce has been plucking Avengers out ofthin air and abducting them to partsunknown. The Avengers' ranks are guttedand they are the only heroes to answerthe call. As Earth's primacy defenders, it will bethe job of the player character Avengers torespond to threats to world security asdemanded by the United Nations and bynecessity. Despite the locations of thevaried heroes, the call to assemblebrought them all to the Avengers' centralheadquarters in New York City. Locationswithin the continental United States can bereached within two hours by Quinjet,though the majority of the action occurswithin minutes of Avengers HQ.Temporary Quarters will be established formembers in New York if needed, and theteam will constantly be on call. Dr. Pymwill be spending time to locate the missingteam members, but his efforts will befruitless until the heroes are returned bythe Grandmaster. Any pre-existing storylines and plotswithin a Judge's game campaign shouldbe interwoven into the heroes' requiredactions on the timelines. Though theheroes have been called in to serve as theprimary Avengers team, their normal livesdo not stop and any sub-plots andsituations of potential Karma gain or loss(such as meeting one's girlfriend or dotingaunt for dinner or fulfilling a charityappearance) must be addressed. Theheroes' lives have not changed except thatthey now have the added responsibilitiesof being Avengers. Campaign Timeline I provides Judgeswith basic setup information for manycharacters in the New York City of theMarvel Universe. The information can alsobe planted into newspapers and othermedia to be given to the player characterswhen the adventures officially start(Adventure Timelines date of December27). After following the

Adventure Timeline, Campaign Timeline IIcovers a four-month timespan, givingfollow-up information on the adventures aswell as news to use as hooks for futureadventures. It is strongly suggested that the Judgeread through all the material in thisadventure section before actually playing.There are many activities occurring atonce, and the better acquainted the Judgeis with the material, the smoother thegame will run. Good luck. Avengers!

Avengers M.I.A.For the Judge's information, the missingAvengers have gone somewhere and witha purpose, though not one of their ownchoosing. The Grandmaster has accepteda challenge from one of the Avengers'greatest foes, Loki! The game is to settle awager of the Judge's choice. The twovillains chose the Avengers as suitableagents to play their game. Unfortunately,the varied members of the Avengers havefit the bill as pawns in the game. TheAvengers are placed on a generic worldwith the express purpose of fighting theircomrades. If they refuse to cooperate, thenatives of that world will be slaughtered.The heroes are to collect the componentsfor some universal device (of the Judge'smaking) that is the prize for either Loki orthe Grandmaster. When the game iscompleted, the heroes will be returned toEarth after one week of game time (oranother length of time as determined bythe Judge), their memories of the contesterased. If the players wish to play outthese scenarios, the Judge can use all ofthe 40 missing heroes in planetarymissions of his or her own design. Themissions should involve the search for thefive pieces of the cosmic gadget toconstruct and also involve fighting theircomrades. These tournaments are meantmore to test the mettle of the pawns. Thegame is what's important, not the result.Good gaming!

CluesWithin the timeline, there are a number ofinstances where heroes can stumbleacross small pieces of a plot and, with alittle detective work, uncover the plans ofthe villains. With all the happenings on thetimelines, there isn't enough room toprovide individual clues for each potential. The following are some of the villainsinvolved in the primary adventure plots,complete with general clues that mightprovide hints for the player characterAvengers. The clues mentioned are oftenside-effects of power use, and go beyondthe standard destruction left in the wake ofany supervillain. If no clue is listed for aspecific villain, player characters must relyon eyewitness identification of the villains.Directly following the clues section are anumber of combat tactics usable for manyvillains or heroes.

Beetle: The Beetle can be tracked via hismicrowave power generator. It disruptsradio and television signals as well ascertain other frequencies.

Grey Gargoyle: Duval has picked up anabsent-minded habit of flipping coins whenhe is nervous. Given the nature of hispower, look for out-of-the-ordinary stoneitems like quarters or small objects likeballs that have been turned to stone.

Klaw: Klaw, being composed of solidsound, unconsciously emits highfrequency sound waves beyond the rangeof human hearing when he moves. Cluesleft behind by Klaw include crackedwindows and fragile items, irritated andbarking dogs and other animals who canhear his sonic emissions, or faulty non-visual security sensors. If sonics are usedto detect movement by sensors, Klaw mayconfuse the machine and interfere with itsproper functioning.

Moonstone: Background traces of aunique radiation can be found within twohours of her leaving an area if usingRemarkable rank or batter radiationsensors. If sensors are used to track, theycan follow Moonstone unless she is in thecompany of Chen Lu (see RadioactiveMan). The largest concentration ofMoonstone's radiation is found in the BlueArea of the Moon.

Quicksand: When Quicksand walks, sheeasily scrapes polished floors and oftenleaves a tiny amount of residual sandbehind. Paint may be stripped off objectsfrom the use of her sand powers.

Radioactive Man: Chen Lu constantlyemits low level radiation that is kept incheck by his energy harness. Currently,the harness is in need of repair and islosing small amounts of the Cadmiumfibers woven into it that can be found. Thefibers, in addition to the traces of spectrumradiation found on site, serve to show thepresence of the Radioactive Man for up to12 hours after his passing.

Super-Adaptoid: The only flaw in theSuper-Adaptoid's new Captain Marvelconfiguration is that he wears the Nega-Bands on his wrists, despite their theft anddestruction by the Shi'ar. If confronted withthis, the Adaptoid must make a YellowReason FEAT roll to provide anexplanation (bracelets that provide himwith the energy that animates him now oranother of the Judge's choice) or else he'lldrop his cover and attack his foes, lookingto incapacitate, not to kill.

Whirlwind: His most obvious clue is thepattern of destruction. Debris tends to beswirled into circular formations from hisspinning and his cyclone winds. Also, hisminiature buzz-saw blades can be foundembedded in wrecked walls if heencountered resistance.

Teamwork and Combat TacticsThe following are basic tactics used by thevillains (and heroes) as a team, an aspectof fighting often forgotten. The tactics lookat double-teaming opponents, massdestruction, pre-planned escapes, andbreaking and entering.

Double-teaming• Fastball specials work when a strong

character throws another hand-to-hand fighter at his target (Goliaththrowing Tiger Shark or Titaniathrowing the Grey Gargoyle).

• Cover ground-based heroes, with twoor more fliers, with distance weapons,catching (tem in multiple crossfires(Moonstone and Laser blasting atheroes simultaneously or blasting anairborne figure from both skies).

Mass Destruction• An airdrop of invulnerable allies

wreaks maximum destruction (Beetleairdrops Goliath at human size and hegrows as he drops for a wider impactradius).

• Shock waves radiating from twoopposing powerful forces (Goliath'sclap, Absorbing Man's ball vs. Thor'shammer, etc.).

Escape Tactic• Blinding opponents for a round or two

to escape (Living Laser or Sunstrokeblinds everyone while villains split offin different directions).

Breaking and Entering• Utilizing Avengers HQ skylight,

Radioactive Man releases a potentradiation pulse to temporarilyscramble scanners and sensors.Living Laser and Moonstone blastopenings in the roof and phasethrough the skylight, hitting all securityweapons at light speed. Once inplace, they seal the metal doors withlasers.

Campaign Timeline I

October• (October 6, pm) The Symkarian

Jewels exhibit at the SymkarianEmbassy is disrupted by varioussuper villains such as the Scorpionand Man Mountain Marko (seeMHR2: WEBS for details).

• (October 19, all) A freak snowstormstrikes the city and reports of"abominable snowmen" in CentralPark flood the local media. Adimensional rift to Niffleheim openedin the park and a previously unknowntribe of 13 man-sized hairy creatureswandered out. If encountered, theyare generally docile, but one clutch offour creatures are savage. They aretwo mothers and their matesprotecting their three infants.

November• (November 2) The Avengers West are

contacted by both the X-Men andlocal law enforcement officialsregarding a dangerous mutant inSeattle, Washington with powerreadings that go off the scale. He hasbeen looting local banks and isalways attended by darkness. Thisman has Shift X Sound and LightAbsorption powers. These powersgive him uncontrolled size changesand strength as well as Darknesspowers and an Invulnerability to sonicand light-based attacks. The mediahas dubbed him the new Blackout.

• (November 11-13) At least fourAvengers of either team are called into protect the British, French, andWakandan Prime Ministers at adiplomatic conference in Paris. Thedeath threats of both ULTIMATUMand Fenris have all parties worried.The Black Panther is also at thisconference with his Prime Minister,

and can aid the Avengers against thejoint attack of the Flag-Smasher, haULTIMATUM goons, and Fenris.

• (November 27, pm) The first majorsnowstorm of the season buries muchof eastern New York in a foot of snow.The snow remains on the ground untila day-long thaw on December 1. AVault armored truck with prisoners isdelayed by snow, and ice later forcesthe truck off the road in central NewYork. The Radioactive Man, Klaw,and Moonstone escape their captors.

December• (December 1, am) The Space

Phantom impersonates Peggy Carterand infiltrates Avengers HQ. He is outto steal the secrets of Henry Pym'ssize-changing serums. Only Sersi oranother telepath can detect hispresence (Red FEAT). If no telepathsare available on this date, the SpacePhantom escapes with samples ofsize changing gases.

• (December 2, am) All the activeAvengers abruptly disappear duringthe day. The East Coast teamdisappears as of 9:15 am, followed bythe West Coast team at 8:00 pm.

• (December 5, 12:35 pm) Dragon Mangoes on a rampage near thetenements on 9th and Arthur on theBasic Set map. Daredevil attempts tostop him and two other figures, and isseverely beaten. Spider-Man savesDaredevil, delivers him to a hospital,and vanishes in front of 21 witnessesin the emergency room at 12:55 pm.Dragon Man and his friends alsoteleport away before capture.

• (December 6, am) All of the inactiveAvengers, excluding those in theadventure (Spider-Man'sdisappearance is listed above),vanish at 12:55 am.

• (December 10, pm) Sunstroke andthe Living Laser escape from ProjectPegasus with the aid of Moonstoneand Klaw. They also steal the Beetle'sarmor from storage here.

• (December 12. pm) Yellowjacket isreleased from the Vault for goodbehavior and she is out on parole.

• (December 14, am) During a trainingexercise for the Guardsmen, theAbsorbing Man and Titania escapethe Vault and flee into the Rockies.Fellow prisoner Marvel Boy gets aconcussion trying to stop them. TwoGuardsmen are killed in the escape.

• (December 24, am) The remainingreserve Avengers fade away during apress conference on the disappearingheroes. The West Coast reservists flyout to investigate, and all but Dr. Pymand the Wasp vanish during the flight.The emergency call to assemble goesout this afternoon to the PCs.

• (December 25, pm) Snow falls heavilyfrom 6:00 pm until 9:00 pm on the26th, leaving the city under three feetof snow (-1 area/round landmovement). City plows are allinoperable.

• (December 26. pm) Mysterious firesengulf two buildings on Arthur Street.Evidence points to arson, andbuildings aren't saved because ofsnow blocking quick access by thefire department. Two buildings weredemolished after the Dragon Man'srampage on May 5. Two moreapartment buildings are on fire. Ifinvestigated, an unscrupulouslandlord is found to be "fueling thefire" to collect insurance money.

Adventure Timeline I

Sunday, December 27Setting• The snow has stopped and has

buried many cars and other objectsunderneath three feet of snow. Mostcity streets are closed to all trafficbecause of conditions. Huge andheavy patches of ice are on streetsand sidewalks (-1CS on Agility FEATsand same movement penalty).

• Ice weighing down power lines hascaused a number of line breaks. Ice isheaviest along Wilson Street and theHudson Expressway. If nothing isdone to clear the ice, power linessnap by 10:00 am and cause anIncredible rank fire in the warehouseat 5th and Wilson. The fire spreads tothe adjoining warehouse by 10:45 amand both warehouses are consumedby 12:30 pm if not stopped.

Heroes• The Mayor calls Avengers HQ at 6:00

am, asking for help to clear thestreets and restore the plows toworking order. There are any numberof trapped cars as well as trafficaccidents all along the map (includingthe Basic Sat map, if connected to thebox map). The city can donate anyequipment they are able to, though allof their snow plows are broken. Eachhero can gain 20 Karma points foreach person saved from injury andPopularity rises by +10 for their help.Ignoring the mayor causes a loss of -5 Karma each.

• The Avengers leader has a pre-scheduled briefing with the Presidentat 11:00 am on the status of the teamand any information on the location ofhis teammates (Karma worth +/-5).

• If anyone is on duty incommunications between 1:10 amand 3:35 am, there

are eight separate alarms set off atremote storage facilities used by theAvengers. At 1:10 am, an alarm isreceived about a break-in at StarkIndustries on Long Island. If contactedand/or investigated, it appears to beonly a short in the alarm system andnothing is missing. The same occurswith alarms at 1:47 am (at OvertonStorage), 2:03 am (at 5th and Wilsonwarehouse), 2:17 am (at OvertonStorage), and 2:20 am (at KeyBuilding on 7th and Harrison). All thealarms have lasted 1-3 secondsbefore cutting out, though thecomputer traces their signals. Threeother alarms, at 2:21 am, 2:22 am,and 3:13 am respectively, areexplained in the Villains section. If theAvengers monitor the police bands,they notice that this is a problemoccurring all over the city. Everyalarm system is malfunctioning atrandom, so the air outside is filledwith alarms from cars, stores, andhomes. Failure to check out alarmscosts no Karma, though the three finalalarms, if missed, cost heroes -20Karma for allowing the thefts.

Villains• There is a robbery at Overton Storage

on 9th Ave. and Garfield St. at 2:21am. The alarm sounds for only 2.7seconds at Avengers HQ. Goliath andKlaw remove a number of large cratesby breaking the reinforced skylights.Only an eight-year-old boy namedJuan Martinez sees this occur. Withinthree minutes, they load an air carwith some crates and fly off,projecting an illusion of a policehelicopter. Missing goods include oldStark and Avengers technology suchas a variety of older spare Quinjetparts and an old holographicprojector.

• At 2:22 am, the alarms at the KeyBuilding on 7th and Harrison activateand sound for four seconds beforedying out. The Beetle and

Rampage set off high explosives onthe roof, intending solely to causemore chaos and distract theAvengers. The two set the charges insix places on the root, and finish at3:18 am with the explosives all set toexplode at 2:21 am. The two remainin civilian garb in Peabody Park towatch the "fireworks" until 2:24 am,their armor hidden under heavytrench coats.

• At 3:13 am a signal from theAvengers West Coast Compoundannounces a break-in. The Judge candetermine who it is and what they areafter. The burglars have been paid bythe Radioactive Man to keep theAvengers occupied.

• At 5:12 am, Moonstone pays a visit tothe Wizard, who is currently hidingunder an assumed name in a privatehome on 11th Avenue off HarrisonStreet. The Wizard has beencontracted to construct some liftingdisks for the Masters. In need of themoney and wanting a small hand inrevenge against the Avengers, he hascreated 25 6-inch-wide disks, eachgenerating an anti-gravity field ofAmazing strength. Moonstone has abriefcase with $12,000,000 for theWizard in exchange for his services.

Action• Between 1:00 pm and 3:00 pm, X-

Factor is in town investigating arecant rally in Central Park where twomutants were apparently killed.Evidence is scarce, though theoriespoint to the Watchdogs or the Sons ofthe Serpent.

• From 9:12 pm to 9:47 pm, TheFantastic Four fight against Blastaarwithin Four Freedoms Plaza. He hasescaped the Negative Zone again andflees from the quartet, hiding himselfin the city. The FF search the city, butBlastaar has vanished with little trace.

Monday, December 28Setting• Plows are finally clearing any blocked

streets left from the holiday weekend.All street movement is back to normalby 10:00 am, though the sidewalksaren't fully clear until 1:00 pm. All icehas been cleared from power tinesand all power has been restored.

Heroes• The Avengers have a 10 am meeting

for the entire active membership. Themeeting is interrupted by Jarvis andJuan Martinez. Juan tells them about"the huge brown guy with red eyesand the little red guy with the gun onhis hand" and how they broke intoOverton Storage on Sunday. GreenReason FEATs allow the heroes toidentity Goliath and Klaw. If any heroopenly doubts Juan's story, the boybursts into tears and runs out ofAvengers HQ despite Jarvis' bestefforts to keep him there (-5 Karma).

• The news media phones AvengersHQ from 1 to 3 pm asking for a pressconference. If one is called, heroesgain +5 Karma (role-playing bonus).

Villains• At 10 pm, Radioactive Man collects

his team at a location of the Judge'schoice for a debrief of their activities.All are present from 10 pm until 11:21pm except for Tiger Shark. All are incivilian garb, but are still recognizableif close examination is allowed (GreenReason FEAT for any Avenger whostudied their villain dossiers).

• Tiger Shark places the flying disks atstrategic points on the submergedAvengers Island from 9:45 pm to 10pm. From 10 pm to 11 pm, heactivates the disks, freeing the islandfrom New York harbor. He keeps theisland submerged but pushes it closerto shore in preparation for tomorrow'sraid on Avengers HQ.

• By 11:30 pm, Baron Zemo is notifiedabout the meeting of the RadioactiveMan's Masters of Evil. The informantcan be a stool pigeon or it could bethe Wizard or Tiger Shark looking formore money or power. In any case,the Baron knows of the plan forAvengers Island.

Action• The Prowler and Will O’ The Wisp, on

retainer with Silver Sable, are on thetrail of AIM weapons smugglers. At astakeout at the Wilson Street junkyardat 11 pm, they catch a sale in action.Unfortunately, the buyer is theMaggia, and the heroes have to clashwith Tombstone for an hour.

• The Fantastic Four abandon theirsearch for Blastaar to race out to theRichards family estate in California,which is under attack, possibly by thesame perpetrators that attacked theAvengers' L.A. Compound earlier.

Tuesday, December 29Setting• The day's temperatures range from 0

degrees to 33 degrees, and skies arecloudy (-1CS for long range visibility).

• At 9 am, a water main bursts at 4th

and McKinley, flooding theintersection to a two-area radius. Thewater flow is shut down by 9:30 am,but the areas mentioned are coveredby ice (-2CS Agility, - 2 areas/roundmovement). The intersection is closedthe entire day.

Heroes• By 4:00 pm the Support Crew and

Jarvis all get a severe case of foodpoisoning from their lunch of FabianStancowicz's chili. Heroes of less thanRemarkable Endurance need to makeYellow Endurance FEAT rolls toremain healthy, if they fail, all physicalstatistics, FEAT rolls, and actions areat - 1CS for 12 hours.

• The Avengers get an emergency callover local police bands at 5 pm fromthe Coda Recording Studio about ahostage situation (see Action).

Villains• With $15,000,000 in gold, Baron

Zemo pays the Wizard to betrayRadioactive Man. The Baron receivesa remote transceiver that overridesthe anti-gravity disks' programmingand grants control to him. Thistransaction is completed by 11 am.

• By 4:45 pm, Nitro has holed up in theCoda Records Studios. He is holdinghostage a five-member filming crew ofthe soap opera Secret Hospital, fouractresses (including Mary JaneWatson-Parker), and Rick Jones andhis four member band (in a guestspot). Nitro originally wanted only themoney in the offices. He has nowdecided that MJ's character of Sybil istoo pedantic. And what could bebetter than a live taping of Sybil'sdeath at the hands of a notorioussuper villain? Rick has covertlycontacted the Pantheon, and the Hulkarrives to help if the Avengers needaid. If not, he'll arrive simply to takeRick back to Arizona, if Nitro begins tolose, the Absorbing Man arrives tohelp him escape, turning to air afterNitro is clear so they both can escapethe heroes.

• The Baron convenes his own Mastersof Evil contingent (not located on themaps) by 8:00 pm. Precautions takenby the Baron ensure no informationleaks out of his or his new comrades'locations and activities.

Action• Rita DeMara (Yellowjacket II) takes

up residence in one of the lofts on 5thAvenue. She spends the next monthrebuilding her Yellowjacket costumeand circuitry (the original wasimpounded by the Avengers).

Wednesday, December 30Setting• A sleet and ice storm covered the city

between midnight and 2 am. All landmovement is restricted (-1 CS onAgility FEAT rolls with a movementpenalty of –2 areas/round) until 10 amwhen salt trucks and the sun melt offthe glare ice that is over everything.

• A city work crew finally arrives topatch up the intersection and reopenthe intersection by 2 pm.

Heroes• At 9 am, the Avengers are contacted

by a Lieutenant Bruce Griffin at thePentagon. Some documents holdingschematics and security breakdownsof Hydro-Baee have apparently beenstolen by unknown parties. If Lt.Griffin can find out anything more, hewill contact the team immediately.

• If any of the PCs have magical talentsor a contact with Dr. StephenStrange, he arrives at Avengers HQat 11:57 am and asks for the team'said in battling a menace quite closeby. His minotaur apprentice is withhim, its appearance magicallycloaked. It is the Judge's option if thesecurity system reacts offensively toRintrah's presence. See Action formore information.

• The Avengers are alerted to anongoing robbery attempt at theHenkel Art Museum at 7:30 pm. SeaPlotline Two for more information.

At 10 pm another call comes from Lt.Griffin at the Pentagon. In his check of theAvengers' files, he discovered that somedocuments on their current securitysystems and codes were photocopies, notoriginals. Griffin apologizes for theinformation leak, and will personally trackdown the leak. The Judge can use thisplot for later havoc. The leaks come froma well-placed colonel who is a thrall of theLeader. The Leader gets the data andreleases it for stiff fees through ananonymous third party.

Villains• Rampage is at the Henkel Museum of

Art, a trench coat and bulky suit overhis armor. At 8 pm, he is to steal twopieces of Atlantean statuary for ananonymous buyer. He will meet himat midnight at 9th and Arthur with thepieces in exchange for $5,000,000.See Plotline Two for details.

Action• The Prowler, the Sandman, Silver

Sable, and Will O' The Wisp trackdown the AIM weapons developers toan isolated lab (Judge's location) andend up fighting MODAM. Thisconfrontation occurs at 9:30 pm.

• A force field engulfs Peabody Park at2 pm, forcing everyone out exceptany PCs, in costume or not. The fieldprevents anything from leaving thepark. It is for the city's protection. Dr.Strange, Rintrah, and any PCs mustclose a dimensional rift in PeabodyPark. See Plotline Three for details.

• At 9 pm, a battered guard alerts theAvengers to a battle in Wakanda.Ultron-13 had attacked certainsections of Wakanda's capital with asmall army of robots. The Wakandanforces destroyed his attendant robot,but could not stop Ultron fromescaping with some technology. Theyneed no help now, but will keep themposted on what technology wasstolen. They also inquire about theirking who disappeared (The BlackPanther was also abducted unawaresby the Grandmaster), but expresshope for his eventual return.

• Numerous accounts fitter in all daywith people reporting sightings of along-dead hero—Captain Marvel I!The Judge is encouraged to spreadmany accounts around, but if anyAvengers spot the Captain, he quicklyeludes them and disappears. SeePlotline Two for more details.

Thursday, December 31Setting• There are high winds in the city from

8 am throughout the rest of the day.All airborne craft and super-poweredbeings have a -1CS penalty on flightspeed and Control of aircraft (-1CSAgility in flight for flying beings).

• The winds tear loose three large steelgirders from the incomplete OracleIndustries building on 5th Avenue.One topples into the junkyard, theother falls across the intersection ofWilson and 6th, causing a three-carpileup at 2 pm. Luckily, no one isimmediately injured, but a youngwoman and her two small children aretrapped in their car. There are anumber of gasoline leaks from allthree cars in the immediate area.

Heroes• The being that resembles Captain

Marvel I appears wherever theAvengers are at 5:45 pm (whenRadioactive Man's team begins itsassault on the headquarters). Hewarns the Avengers about theMasters of Evil and accompaniesthem to the battle. He does notanswer questions about his returnfrom the grave or how he knows thisexcept to say, "Cosmic awarenessreveals many things thought hiddenfrom the eyes of mortal beings."

• If the Avengers return to HQ, thevillains can be confronted where thetimeline places them. Captain Marvelfights with the heroes, but staysoutside sensor range of HQ. SeePlotline Two for more information.

Villains• Unless extraordinary precautions

were taken with Rampage's arrest(holding in Avengers HQ or

immediate transport to the vault), hebreaks free from his prison at 1 amwith the help of the Beetle and Klaw.

• The first squad of the Masters of EvilV(a) attacks (something on the BasicSet Map) at 6:35 pm, screaming at allwitnesses during the chaos to bringthe Avengers to them!

• The second squad of the Masters ofEvil V(a), which include RadioactiveMan, the Living Laser, andMoonstone, arrives over AvengersHeadquarters on a floating andapparently whole Avengers Island(see Plotline One and map for details)at 5:43 pm. The island is fully cloakedand invisible to radar and the nakedeye, but if heroes show up to opposethem, the villains drop the cloak andshow the island hovering over theirheads. If any Avengers are there, orany other heroes, their task is tothreaten the other Avengers intogiving them a space-worthy Quinjetand the coordinates for the Blue Areaof the Moon, or else they will let theisland fall onto the headquarters andmuch of midtown. If no heroes arenearby to stop them, the villains usethe Breaking and Entering tactic (seeTeamwork) to obtain entry in twominutes and move quickly to thecommunications complex to stealdata from the Avengers' computers.These secrets are well-protected andit takes the villains 25 minutes tobreak through the security codes ofthe computer to obtain them (6:10pm). Once data is available, thevillains take a hard copy of thecoordinates, set up a transmit link totheir own computers, and downloadevery scrap of data to theircomputers. By 6:15 pm, they plan togo to the hangar, steal a Quinjet, andflee over the harbor and out to sea.They expect to bring the island withthem by remote control.

• If Avengers are in danger of severeinjury or defeat, whether at the HQ orelsewhere, by the Radioactive Man'sMasters of Evil, Baron Zemo and histeam arrive to "save my noble foesfrom such ignominious defeat at thehands of such mongrel traitors! Theywho dared usurp the legacy of myfather and myself shall pay in bloodfor such perfidy!" The Baron promptlyfades away from where he was andhis Masters of Evil attack the villainsalongside the Avengers. For details,see Plotline Two.

Action• The Taylor Foundation New Year's

party is crashed by a number ofknown super villains looking to lootrich patrons of the party. The NewWarriors go into battle against theSinister Syndicate (minus the Beetle).The battle starts at 11:30 pm andends at the stroke of midnight!

• In Times Square, the peoplecelebrating New Year's Eve findthemselves under attack by 40airborne ULTIMATUM soldiers andthe Flag-Smasher at 11:47 pm.

• Heroes on hand to stop them areDaredevil, Darkhawk, Hyperion,Doctor Spectrum, Whizzer, Shape,Arcanna, Lady Lark, and PowerPrincess of the Squadron Supreme.Out of a crowd of 25,000, 25 peopleare killed and 231 wounded. All themedia and the newspapers (even theDaily Bugle) mourn the losses butpraise the heroes for their rescue.

• The French Embassy is the target ofthe Black Fox who is looking to add afew new gems to his "retirementfund." The French hero Peregrine ison hand to stop him.

Campaign Timeline IIJanuary• (January 5, am. This can occur earlier

or later at the discretion of the Judge.)The missing Avengers are teleportedback to the precise spots they leftfrom. They know exactly what'shappened to them, though they cannever remember who theGrandmaster's opponent was. ThePCs receive many thanks from theAvengers for their help and aredemoted to Reserve Status. In theJudge's campaign, the PCs can opentheir own branch team if it obeys theAvengers By-Laws and Charter.

• (January 12, am) The Fantastic Fourtake off in a spacecraft from KennedyAirport at 11 am for space.

• (January 27, pm) At 3:13 pm (NewYork time), a small Kree scout cruisercrash lands on the Wakanda-Azaniaborder in the heart of Africa. Out of acrew of seven, three survived and areloose in the jungles. Their craft isrelatively intact and protected by anenergy field, but the star drive isirreparably damaged. Their mission isto seek out the Avengers and slaythem in retribution for the destructionof the Supreme Intelligence. One ofthe survivors is an Accuser (Judge'soption of using Ronan the SupremeAccuser or a lesser known foe).Azania wants the Kree technology,the Kree want transportation to anyknown locations of Avengers, and theWakandans want and need to stopboth parties, with or without help fromEarth's heroes.

February• (February 5, pm) Blastaar attacks

Four Freedoms Plaza. (The FantasticFour are still absent on a deep spacemission.) Blastaar seeks to open theNegative Zone portal

• and bring his armies to Earth andplunder and conquer it.

• (February 6, am) After a few hours ofworking with the machines, Blastaaropens a portal, but brings throughAnnihilus and his armies!

• (February 7, pm) The Fantastic Fourarrive from space and lead an army ofheroes against Annihilus' forces.

• (February 24, am) Because oftempers and old hatreds raised duringthe Kree starship controversy, Azariadeclares war on Wakanda and usesits Supremacists in flagrant violationof the laws against superhumans in acountry's armed forces. The Avengersand the Black Panther are called in toarbitrate and to pull the Supremacistsout of the conflict.

March• (March 11, am) Eight Sons of the

Serpent hold a rally in Peabody Park,seeking converts for their messagesof hate. A counter-protest forms andsoon violence erupts. The

Avengers are meeting with the UNSC atthe time and are under orders not toinvolve themselves.• (March 15, pm) Ultron's plans come to

fruition, as his new technologies allowhim to broadcast energy waves overNew York. They cause masshallucinations of giant monstersrampaging through the city. All aregeared toward driving all the humansout of the city and leaving it for Ultronto populate with his artificial servitors.

April• (April 1, am/pm) Madcap throws

himself and the city a huge party andparade for April Fool's Day, completewith laughing gas grenades, squirtguns fitted with Adhesive X (a presentfrom Baron Zemo, anonymously ofcourse), and a 10-foot-diameterchocolate cream pie to be dropped onAvengers HQ in honor of Madcap'sfavorite hero, Captain America.

Adventure Plotlines

Plotline One: Island Raiders With his recent escape from a Vaulttransport, Dr. Chen Lu, the RadioactiveMan, has been in hiding for a month.During that time, he has assembled hisown Masters of Evil team, seeing it as hisright, since he is the sole remainingmember of the original Masters of Evil.Klaw and Moonstone escaped with him,and they later collect Sunstroke's, theLiving Laser's, and the Beetle's armorfrom Project Pegasus. Goliath and TigerShark are recruited and the two of thembreak Abner Jenkins out of Ryker's Islandprison. Chen Lu's plan for his Masters of Evil isto strike back at the Avengers slowly,taking things from them bit by bit. Afterstealing much of their own technologyfrom the Avengers, including a space-worthy Quinjet, Lu's team can go to theMoon. Radioactive Man has heard storiesof the Blue Area and the abandoned aliencity there, and he wants to plunder it foralien technology. With all the technologyof the Avengers and an alien culture, hisMasters of Evil would be unstoppable! For the most part, Chen Lu's team wascomposed by necessity and the allies hefound closest to him Klaw, Moonstone,and Tiger Shark were his first recruits.From there, he freed allies from ProjectPegasus and set his plan into motion. WithKlaw and Tiger Shark working underwater,they cut away much of the decimatedwreckage of Hydro Base and salvagesome forgotten technology, as well asone-fifth of the island itself. Moonstone contracts the Wizard toconstruct some lifting disks for theMasters. For $12,000,000, he creates 256-inch-wide disks, each generating ananti-gravity field of Amazing strength.Tiger Shark later places the flying disks onthe submerged island. The RadioactiveMan plans to float the island

over midtown and Avengers Mansion (andthreatens to drop it!), using it as a lastresort bargaining chip to gain thecoordinates of the Blue Area of the Moonand some missing pieces for the Quinjet. On the day of the infiltration of theAvengers HQ, Klaw, Gofiath, the Beetle,Tiger Shark, and Sunstroke, and perhapsRampage, are to rampage throughmidtown and distract the Avengers whileChen Lu, Moonstone, and the Laser enterthe headquarters. The island fragment isfully cloaked and invisible to radar and thenaked eye, but if heroes show up tooppose them, the villains drop the cloakand show the island hovering over theirheads. If any heroes are on hand, ChenLu threatens to let the island fall. If noheroes are nearby to stop them, thevillains enter HQ in two minutes and movequickly to the communications complex tosteal data from the Avengers' computers.Once the information is available, they setup a link to their own computers anddownload every scrap of data to theircomputers. They write down separatelythe coordinates of the Blue Area. Theythen plan to go to the hangar, steal aQuinjet, and flee over the harbor and outto sea. They expect to bring the islandwith them by remote control and go to theMoon within an hour after that.

Plotline Two: Zemo's FuryAfter hearing of the New Masters of Evil,Baron Zemo angrily summons his ownallies to attack those who dared usurp thelegacy of his father. Zemo brings togetherthe Absorbing Man, Grey Gargoyle,Quicksand, Titania, and Whirlwind. Underhis direct technological control are theDragon Man and the Super-Adaptoid aswell. The Adaptoid is disguised as CaptainMarvel I (using the powers of Spider Man,Daredevil, and Will O' The Wisp) toconfuse the Avengers and the otherMasters of Evil, allowing Zemo to have theupper hand.

Baron Zemo discovers Dr. Lu's plans forAvengers island and pays the Wizard tobetray Radioactive Man. The Baronreceives a transmitter that grants himcontrol of the anti-gravity discs. He alsosets up Rampage for a fall, anonymouslyposing as a black market buyer of artifactsto lure him to steal items. The Baron thennotifies the Avengers of the thief. All this isdone to confuse the Radioactive Man, whowanted Rampage as a final operative. Baron Zemo's Masters of Evil are kept inreserve until needed. Then, Baron Zemoand his team arrive to "save my noble foesfrom such ignominious defeat at the handsof such mongrel traitors! They who daredusurp the legacy of my father and myselfshall pay in blood for such perfidy!" Thetwo villain teams clash, with the heroessaved by their former allies. Zemo thenplans to escape with the island and itsresources before any Avengers canpursue them. He has promised his alliesthat he can break them out of jail if they'recaptured. Otherwise they are to scatterand will be contacted later to regroup

Notes: Super Adaptoid"Captain Marvel I" aka the Super-Adaptoidis primarily used to keep everyone offbalance and to gain information about theBaron's foes. If the Avengers seek to stopthe Baron and his allies from escapinglater, the Super-Adaptoid will be used atits fullest to keep them from capturing theBaron. In Marvel Comics, the Super-Adaptoid ismissing, stolen from the sunken AvengersIsland by parties unknown. In this gameuniverse, the Adaptoid was taken by Dr.Doom and repaired in Latveria. He is nowenergized by the Power Cosmic Generatorafter some internal modifications whichslightly altered his powers. His originalpower source of a Cosmic Cube sliver wasremoved by Kubik. The Super-Adaptoid

now has full control of its coloration, anddoes not automatically revert to kellygreen when two or more powers areadded. He still cannot use more than onebeing's abilities at once, though he rarelyneeds to do so. As "Captain Marvel I," heuses Will O' The Wisp's sparkling flighttrail and power emissions, Spider-Man'sstrength and spider-sense, andDaredevil's radar-senses at individualtimes to simulate Marvel I's strength, flight,energy blasts, and his cosmic awareness. Doom restored the Adaptoid with limitedprogramming to lead it to Zemo. Unknownto both the Adaptoid and Baron Zemo, theSuper-Adaptoid was now programmed totransmit information back to Doom at alltimes. It serves Doom's purposes to allowa predictable enemy like the young Zemoto have control over a powerful toy for themoment. Doom planned an eventualattack against the Fantastic Four andneeds the Avengers to be occupied with abattle against the Masters. Besides, withthe Adaptoid as a free agent, and Doomable to recall the robot via implantedhoming circuitry, he has a great way toinconspicuously learn about the otherheroes.

Plotline Three: Magic in the ParkAlerted to magic afoot in the park by Dr.Strange, the Avengers can help to seal adimensional rift. There is a two-area-diameter dimensional warp at the center ofthe park that is releasing three impishcreatures each round. They are called theG'haarak and have the followingcapabilities:

F A S E R I PEx Gd Rm Gd Pr Gd GdHealth: 70 Karma: 24

• Body Armor: Their red skin providesthem with Good protection vs.physical and energy damage.

• Claws: Excellent edged damage.• Flight: Excellent speed.• Heat Generation: They generate

Good rank heat from their skin.• Phasing: Excellent ability to turn into a

mirage; anyone in contact with ittakes Excellent heat damage.

These creatures are mischievous, likethe faeries of legend. They are dead seton seeing what that neat white stuff is onthe ground! They are simply curious. Therift is an accidental occurrence they tookadvantage of. Prepare for a snowball fightof universal proportions before Dr. Strangesends them home!

Plotline Four: InvasionBlastaar has escaped the Negative Zoneand has brought a number of monstersthrough with him. Four Freedoms Plazabecomes a battle zone until Blastaarescapes into the city and goes into hiding.When the Fantastic Four leave the city,Blastaar enters their building and opensthe Negative Zone portal for his invadingarmies. Unfortunately, the armies thatissue forth are led by Annihilus! The icywinds of January in New York cannot stopthe invasion from the anti-matter universe.Only the heroes are capable of sendingthem home!

AVENGERS ASSEMBLAGE

ABSORBING MANCarl “Crusher” CreelID: PublicTeam Affiliation: Masters of Evil IV;partner to Titania

F A S E R I PEX TY GD EX PR PR TY20 6 10 20 4 4 6Health: 56 Karma: 14Resources: PR Popularity: -20

KNOWN POWERSMaterial/Energy Duplication: Absorbing

Man can duplicate the physicalproperties of any material he touches,giving him Strength, Endurance, andBody Armor equal to the materialstrength of the object touched. HisHealth increases if abilities increase,but does not decline if the materialstrength reduces his normal abilities.Creel can maintain a transformationindefinitely, and the limit for absorbingmaterial strength is Unearthly. If theobject touched has energy in it, suchas a furnace or Thor’s hammer, theenergy properties are absorbed aswell; Creel can retain such energies forno more than 10 rounds.

Power Absorption: Creel can duplicatesuperhuman powers buy touchingsomeone using them. This powerallows absorption of up to Monstrousrank powers, but he cannot controlthem beyond the basic capabilities.

Life Support: If the Absorbing Man's bodyis broken into pieces, he can pullhimself together mentally and willhimself to become human, restoringhis form. If specific pieces aredetached, he can hold them in placeand turn human to reattach them.

Wrecking Ball (Equipment): Formerly hisprison ball and chain, this Remarkablestrength object transforms as Creeldoes if held during the transformation.

TALENTS: Blunt Weapons (+ 1CS toFighting and Throwing).

ANT MAN IIScott LangID: SecretTeam Affiliation: Ally of Avengers;Contacts include Doctor Pym, Iron Man,Tony Stark, and Janet Van Dyne

F A S E R I PGD GD TY TY EX TY TY10 10 6 6 20 6 6Health: 32 Karma: 32Resources: GD Popularity: 20

KNOWN POWERSNone. All of Ant-Man's powers are derivedfrom his equipment.

EQUIPMENTCybernetic Helmet: Ant-Man's helmet has

these capabilities:• Disrupter Sting: Ant-Man can fire an

Excellent rank energy bolt from thefront of his helmet.

• Gas Mask/Air Supply: The helmet hasa retractable seal and Ant-Man canbreathe for four hours with thehelmet's normal air supply. Thishelmet gives Excellent protectionagainst toxic gases.

• Insect Communication and Control:Ant-Man has the Remarkable rankability to "talk" with ants and otherinsects. His standard power stuntsare summoning swarms to attackfoes, freeing himself from traps, andspelling out messages on floors forallies.

• Loudspeaker: This allows Ant-Man tobe heard at normal volume when heis reduced to ant-size.

• Radio Communication and Control:Ant-Nan can receive and broadcastradio signals to communicate at adistance. His transmitting range isAmazing (20 areas).

Shrinking: Ant-Man has incredible rankshrinking powers using Hank Pym'sshrinking gas. This power can be usedto shrink other people or objects.

TALENTS: Business/Finance, Computers,Electronics, and Repair/Tinkering skills.

AVENGERS, GREAT LAKES

BIG BERTHAAshley CrawfordID: SecretTeam Affiliation: Great Lakes Avengers;Ally of Hawkeye and Mockingbird

F A S E R I PTY TY RM IN TY GD TY6 6 30 40 6 10 6

Health: 82 Karma: 22Resources: EX Popularity: 0

KNOWN POWERSBody Transformation: Ashley can increase

her body mass to transform herselfinto the immensely obese Big Bertha.In this form, she has these powers:

Body Armor: Her toughened skin andsemi-elastic form grant her aRemarkable rank Body Armor. Shecan catch projectiles in her mass andreflect them back at attackers for PoorBlunt damage. And by relaxing andtaking a blow, she can allow blunthand-to-hand weapons to hit her and"bounce" back for Good force damagethrough the shaking weapon.

Leaping: At Unearthly rank, Bertha canjump up to 100 feet.

TALENTS: Modeling, FashionPhotography, and Pilot Aircraft.

DINAH SOAR"Dinah"; Full name unrevealedID: SecretTeam Affiliation: Great Lakes Avengers;Ally of Hawkeye and Mockingbird

F A S E R I PTY RM TY EX TY TY TY6 30 6 20 6 6 6

Health: 62 Karma: 18Resources: PR Popularity: 0

KNOWN POWERS

Hyper-Senses: Dinah Soar can emitRemarkable rank hyper-sonic pitchesthat can calm angry and enragedpeople (green or better Pysche FEATroll at -2CS to resist). This is especiallyeffective in calming Mr. Immortal'sberserk rages.

Wings: Dinah's arms and body have beenadapted as wings, and these allow herto fly at up to Incredible speed (20areas/round). She has also developeda Charging attack by flying overopponents and buffeting them to theground with her wings.

LIMITATIONS: Dinah Soar appears to bemute, though she may simply be loathto speak. To communicate with herteammates, she blows a whistle.

TALENTS: Unrevealed.

DOORMANHollis DeMarrID: SecretTeam Affiliation: Great Lakes Avengers;Ally of Hawkeye and Mockingbird

F A S E R I PGD GD TY EX TY TY TY10 10 6 20 6 6 6Health: 46 Karma: 18Resources: TY Popularity: 0

KNOWN POWERSGateway: Doorman has the Incredible

rank ability to transform his body intoan interdimensional portal. Oncetransformed and against a solidsurface, people can pass throughDoorman to the other side of thesurface. He cannot use his power topass through obstacles himself. Thereis some evidence that his power islinked with the Darkforce Dimension.

Levitation: Doorman can levitate and floatat Typical speed (six areas/round).

TALENTS: Unrevealed.

FLAT MANDr. Ventura; first name unknownID: SecretTeam Affiliation: Great Lakes Avengers;Ally of Hawkeye and Mockingbird

F A S E R I PGD GD TY GD EX TY TY10 10 6 10 20 6 6Health: 36 Karma: 32Resources: TY Popularity: 0

KNOWN POWERSFlatness: Flatman's entire body is about

one inch thick, allowing him to fitthrough narrow openings. He also hasthese additional powers:

Elongation: Flatman can stretch any partof his form with Remarkable ability (upto three areas away).

Plasticity: Flatman's pliable body canabsorb impacts, granting him BodyArmor with Remarkable physicalprotection and Excellent energyprotection.

TALENTS: Unrevealed.

MR. IMMORTALCraig; last name unknownID: SecretTeam Affiliation: Great Lakes Avengers;Ally of Hawkeye and Mockingbird

F A S E R I PEX IN TY GD TY TY PR20 40 6 10 6 6 4Health: 76 Karma: 16Resources: TY Popularity: 0

KNOWN POWERSImmortality: Mr. I can be killed but is

restored to life in 1-10 rounds at fullHealth. Mr. I has no vital life signs(clinically dead) during his "deaths."

TALENTS: Acrobatics and Martial Arts B.

BARON ZEMO IIHelmut ZemoID: PublicTeam Affiliation: Masters of Evil IV;Former ally of Mother Superior, Primus,and the Red Skull

F A S E R I PGD TY GD EX IN GD GD10 6 10 20 40 10 10Health: 46 Karma: 60Resources: RM Popularity: -10

KNOWN POWERSNone. All of Baron Zero's power is derivedfrom his equipment.

EQUIPMENTAdhesive X: Adhesive substance ofUnearthly strength that bonds to surfacesin one round.Cybernetic Control Helm: Baron Zemo's

gold helm contains cybernetic circuitrythat allows him to control specificallyconditioned pawns, whether human orartificial. Zemo's helm has a controlrange of 20 areas (Amazing rank).Commands are transmittedtelepathically and the helm allowsZemo to control up to two targets.

Energy Pistol: This pistol has threedifferent energy settings, but allsettings operate with a five-area range:

• Disintegrator: Remarkable intensitydisintegrator changes 30 cubic feet ofinorganic matter to light energy perburst. This acts as a Remarkableenergy attack on living tissue.

• Laser: This laser has an Excellentenergy attack and is the setting toenergize the humanoid robots (seefollowing).

• Stunner: Targets must make animmediate Endurance check vs. Stunagainst this Remarkable intensityattack.

Humanoid Robots: These humanoidrobots, an old invention of Baron ZemoI, are usually six inches tall, but theircircuits hold a few surprises for Zemo’senemies. Their primary and secondarystatistics are:

F A S E R I PRM GD RM EX FB n/a n/aHealth: 90 Karma: 0

• Body Armor: Humanoid robots have atough artificial hide that affords themGood protection from physicalattacks.

• Energy Absorption: Humanoids canabsorb energy with Excellentefficiency. The first 20 points causethe robot to grow from six inches tonine feet tall. Each energy attack afterthat allows the robot to heal 20 pointsof damage.

• Growth: Humanoids grow only whenexposed to Excellent or greater rankenergies. Their maximum size is ninefeet tall, and they reach this size afterabsorbing 20 points of energy.

TALENTS: Biology, Biochemistry,Chemistry (+ 1CS Reason). Baron Zemocan also expertly reconstruct his father'sdevices.

BEETLEAbner JenkinsID: PublicTeam Affiliation: Sinister Syndicate;Former member of Masters of Evil III,former employee of the Collector

F A S E R I PGD GD RM EX EX RM TY10 10 30 20 20 30 6Health: 70 Karma: 56Resources: EX Popularity: -10

KNOWN POWERSNone. All of the Beetle's power is derivedfrom his armor.

EQUIPMENTBeetle Armor: Jenkins' armor provides the

following:• Battle Computer: This computer in the

Beetle's armor can be programmed toanticipate specific foes' tactics andmoves. When fighting programmedopponents, Beetle has Remarkablefighting, Excellent agility, andAmazing intuition (includes initiative).Beetle is programmed to fight CaptainAmerica, Iron Man, and Spider-Man.

• Body Armor: It grants Excellentphysical protection and Remarkableenergy protection. It also jamsmicrowaves with Incredible intensitywithin three areas.

• Electro-Bite: Beetle can fire Excellentelectrical energy attacks up to 10areas away.

• Flight: With a normal flight speed ofPoor (four areas/round), Beetle canroute all power to the Good materialstrength wings and move at Goodspeed (eight areas/round).

• Wall-Crawling: Beetle's suction cupgloves and boots allow him to climbup sheer surfaces with Excellentability.

TALENTS: Electronics andRepair/Tinkering skills.

BLACK KNIGHT IIIDr. Dane WhitmanID: SecretTeam Affiliation: Avengers; Formermember of Masters of Evil II

F A S E R I PRM EX GD GD GD TY TY30 20 10 10 10 6 6Health: 70 Karma: 22Resources: EX Popularity: 40

KNOWN POWERSNone. All of the Black Knight's power isderived from his equipment.

EQUIPMENTBody Armor: Dane wears chain mail for

Good protection from physical attack.Ebony Blade (Former Weapon): The

Unearthly strength Ebony Blade inflicts10 points Edged damage or 16 printsBlunt damage (flat of the blade).Merlin's magics give it these powers:

• Energy Absorption/Deflection: Itdeflects magic and other energies ofup to Unearthly strength. It can alsocleave energy barriers (includingmystical) of Unearthly rank. It canabsorb energy directed at it andrelease the energy at equal strength.

• Blood Curse: If blood is drawn withthis sword, the wielder is slowly (1d10days) transformed into a comatosestatue with the sword's properties.

• Summoning: With a red Psyche FEATroll, the Black Knight can summon hissword to him or teleport to its location(CL3000 rank).

Energy Sword: Dane's energy sword hasvariable settings (Good to Monstrouspower output). It can cut throughAmazing strength materials but is oftenset to stun living beings (IncredibleIntensity) for 1-10 rounds.

TALENTS: Genetics, Physics,Repair/Tinkering, and WeaponsSpecialist (Sword; +2CS).

BLACK PANTHERT'Challa, King of WakandasID: PublicTeam Affiliation: Avengers

F A S E R I PAM IN EX RM GD RM EX50 40 20 30 10 30 20

Health: 140 Karma: 60Resources: AM Popularity: 66

KNOWN POWERSInfravision: The Black Panther can see

perfectly in all but absolute darkness.His Excellent infravision allows himnormal sight on moonless nights.

Tracking: The Panther's keen sensesgrant him Amazing Tracking abilities.He can follow an outdoor/wildernesstrail for up to 12 hours after it wasmade. Within an urban environment,he can track a scent for up to sixhours.

TALENTS: Electronics, Physics,Acrobatics, Martial Arts A, B, C, and E,and Tumbling.

BLACK TALONName UnrevealedID: SecretTeam Affiliation: None; Former member ofthe Lethal Legion II

F A S E R I PTY TY GD EX TY EX RM6 6 10 20 6 20 30

Health: 42 Karma: 56Resources: TY Popularity: -10

KNOWN POWERSNecromancy: The Black Talon has

Monstrous rank magical powers ofnecromancy. Among his knownabilities are those listed below, thoughthese may not be all he is capable ofwhen in his place of power.

• Zombie Animation: Black Talon cananimate the corpses of dead humanbeings as zombies (also calledzuvembies). Animation isaccomplished by an elaboratemystical ceremony performed in thepresence of the corpse. As many as20 corpses can be animated duringone ceremony. Zombies created fromnormal human remains have thefollowing primary abilities:

F A S E R I PTY PR TY GD FB PR FB• Zombie Control: The Black Talon can

telepathically command and controlany zombies in his presence withMonstrous ability. There is no limit tothe number of zombies he cancontrol. Any within 15 areas of theBlack Talon fall under his control. Ontheir own, zombies obey simpleverbal commands and instructions

EQUIPMENTBlades: Black Talon often carries a short

sword and a dagger (Good and TypicalEdged damage). Talon's Fighting isGood when using the sword.

TALENTS: Occult Lore and Voodoo.

BLACK WIDOWNatalia Romanova; Natasha RomanoffID: PublicTeam Affiliation: Avengers; Former leaderof the Champions, former S.H.I.E.LD.operative and partner of Daredevil

F A S E R I PIN RM GD EX GD IN EX40 30 10 20 10 40 20

Health: 100 Karma: 70Resources: GD Popularity: 30

KNOWN POWERSNone. All of the Black Widow's power isderived from her equipment.

EQUIPMENTWall-Crawling: The gloves and boots of

the Widow's costume containmicroscopic suction cups that give herRemarkable wall-crawling abilities.

Weapon Belt: The Black Widow used towear this belt that contained 12explosive disks that acted asRemarkable rank explosive grenades.

Widow's Bite: Natasha's bracelets containminiaturized weaponry and equipment:

• Cable Launcher: The Widow canlaunch an Incredible strength cable upto three areas away. It ends with agrappling hook.

• Electro-Blaster: With a range of fourareas, Natasha's official "Widow'sBite" is this Excellent energy attack.

• Gas Launcher: The bracelets canshoot gas filled capsules up to fourareas away. The capsules generallycontain Excellent intensity tear gasthat fills one area upon impact.

• Two-Way Radio: With an Incrediblerange, this radio can be tuned toclassified S.H.I.E.L.D. and Avengersfrequencies for communications.

TALENTS: Detective/Espionage, MartialArts A, B, and E, Military, Multi-lingual,Weapons Specialist (Widow's Bite).

CAPTAIN AMERICASteven RogersID: SecretTeam Affiliation: Avengers; Formermember of the All-Winners Squad, theInvaders, and former partner of Bucky,Falcon, Nomad, and D-Man

F A S E R I PAM IN EX RM GD IN AM50 40 20 30 10 40 50

Health: 140 Karma: 100Resources: TY Popularity: 100

KNOWN POWERSCaptain America is the epitome of homosapiens, thanks to the Super Soldierserum. The serum prevents fatiguepoisons from building within his system,and acts as an Excellent immune system,protecting Cap from many Earthlydiseases.

EQUIPMENTArmor: Cap's chain mail vest and

reinforced costume provide Goodprotection from physical attacks.

Shield: Cap's primary weapon anddefense is his unique disk-shapedshield. It is made of Class 3000strength material, immune to harmfrom any force except magic orpsionics. Cap can throw the shield upto three areas away to inflictRemarkable Blunt damage. Cap'scommon stunt is to bounce the shieldoff a number of hard surfaces (up tothree targets) and have it return to himthe following round. The shield canabsorb 90 points of damage per roundwhen held as a defense and reducesStun/Slam effects by -4CS (fallingdamage also reduced if landing on theshield) because of its force-absorbingqualities.

TALENTS: Acrobatics, Artist, Leadership,Martial Arts (All), Military, Tumbling,Weapons Specialist (Shield).

CAPTAIN MARVEL IIMonica RambeauID: SecretTeam Affiliation: Avengers; Formermember of New Orleans Harbor Patrol

F A S E R I PEX RM TY RM TY GD GD20 30 6 30 6 10 10

Health: 86 Karma: 26Resources: EX Popularity: 25

KNOWN POWERSEnergy Sheath: An Unearthly energy field

surrounds Captain Marvel when shemanifests her power. The field allowsher to use the following powers:

• Energy Blast/Field: This energy blastof Monstrous rank can be used as abeam with Monstrous range (40areas) or as a spherical field centeredaround the Captain (maximum extentof field can cover one area). Energyforms usable with this power includeHard Radiation Emission, Heat and/orLight Generation, and Kinetic Bolt.

• Flight: Captain Marvel can attain up toUnearthly air speeds in flight (40areas/round).

• Force Field: Monica's energy fieldalso acts as a force field of Monstrousenergy protection and Amazingphysical protection.

• Radiowave Generation: She canmake radio waves to communicatewith Monstrous ease and range. Thispower can also jam radiotransmissions.

LIMITATIONS: Captain Marvel can fly anduse a maximum of one other power atany time. She can switch powers everyother turn.

TALENTS: Boating, Criminology, LawEnforcement, Maritime Law, MaritimeNavigation, Marksmanship (pistol),Martial Arts A, B, and E, Multilingual(English, French, Portuguese, andSpanish).

CRYSTALCrystal Amaqualin MaximoffID: PublicTeam Affiliation: Royal Family of theInhumans, Avengers; Former member ofthe Fantastic Four

F A S E R I PGD EX GD EX GD GD TY10 20 10 20 10 10 6

Health: 60 Karma: 56Resources: EX Popularity: 20

KNOWN POWERS"Elemental" Matter Animation: Crystal can

manipulate matter on molecular levelswith Monstrous ability. Her control islimited to the "elements" of nature: air,earth, fire, and water. All of her powershave a range of five areas.

• Air Control: Crystal's control over aircurrents gives her powers likeRemarkable strength whirlwinds thataffect an entire area or IncredibleLevitation and Gliding by riding aircurrents (for Crystal alone; Excellentfor up to five people in same area).

• Earth Control: She can animateMonstrous amounts of natural soiland rock into crude pillars forMonstrous Blunt attacks. Crystal canfire rocks as missile weapons ofIncredible Blunt damage. She alsocauses Amazing intensity tremors thataffect 1-5 areas.

• Fire Control: Crystal can negate firesof up to Remarkable intensity. Shecan also manipulate fires in size andform.

• Fire Generation: Crystal makes fire ofExcellent intensity.

• Water Control: She can manipulateMonstrous amounts of water.

• Weather Control: Crystal'sRemarkable control over weather islimited to creating fog, rain, or hail.

TALENTS: First Aid, Politics. She is alsofamiliar with the advanced technologyof Attilan and the Fantastic Four'sequipment.

DOCTOR DEMONICUSDouglas BirelyID: PublicTeam Affiliation: Pacific Overlords

F A S E R I PTY TY PR TY RM GD GD6 6 4 6 30 10 10

Health: 22 Karma: 50Resources: IN Popularity: -10

KNOWN POWERSNone. All of Doctor Demonicus' power isderived from his equipment. DoctorDemonicus suffers from a form of cancerthat has mutated his face and skin. Eightypercent of his hair has fallen out and hehas grown prominent horns on hisforehead. His skin now has a largenumber of mottled gray patches on it. Hiscancer is currently in remission, but hisdependency on his suit remainsundiminished (see below).

EQUIPMENTArmored Suit: This suit provides

Demonicus with Typical Body Armoragainst physical and energy attacks. Italso maintains a state of remission forhis unique form of cancer caused byradiation exposure.

Lifestone: Dr. Demonicus still retains asmall piece of a radioactive meteor hehas dubbed the "lifestone." The doctoruses the lifestone's radiation toartificially mutate both humans andanimals. Under controlled conditions,Demonicus can create any number ofsuper-powered guardians for his newisland nation of Demonica.

TALENTS: Biochemistry, Bioengineering,Electronics, Genetics, Geology/PlateTectonics, and Repair/Tinkering.

DOCTOR DRUIDAnthony DruidID: PublicTeam Affiliation: Avengers

F A S E R I PEX GD TY RM EX EX IN20 10 6 30 20 20 40

Health: 66 Karma: 80Resources: GD Popularity: 5

KNOWN POWERSDruidic Spellcasting: Dr. Druid can

perform rituals of 1-10 hours durationto gain one or more of the powersbelow as spells of Remarkable rank:

• Animal Empathy.• "Element” Control: Control over the

four classic elements of nature,Air/Earth/Fire/Water.

• Plant Control.• Power Transfer: Dr. Druid can invoke

the Celtic gods to add power to spells.This ritual must be continuous andadds 30 points to spells'effectiveness.

Magical Sensitivity: With an IncredibleFEAT roll, Druid can identify past usesof magic (green FEAT roll) withinrange, the spellcaster (yellow FEATroll), and even the actual spell (redFEAT roll).

Metabolic Control: Druid has Remarkablecontrol of all his body functions.

Mental Powers: Dr. Druid's mind has beentrained in the following powers:

• Danger Sense: Judges make anIncredible FEAT roll 30-45 minutes(game time) before upcoming danger.If the roll is successful, the Judgeshould warn Dr. Druid's player.

• Illusion Generation: Amazing rank.• Levitation: Feeble rank.• Mesmerism: Incredible Mind Control.• Telekinesis: Good rank.• Telepathy: Unearthly rank.

TALENTS: Hypnotism, Martial Arts A,Medicine, Mesmerism, Mystic Training,Occult Lore, Psychology, ResistDomination, Trance.

DOCTOR PYMDr. Henry "Hank" PymID: PublicTeam Affiliation: Avengers; Formermember of Defenders, Masters of Evil II,and partner/husband of the Wasp

F A S E R I PEX EX TY EX EX GD GD20 20 6 20 20 10 10

Health: 66 Karma: 40Resources: EX Popularity: 20

KNOWN POWERSProjective Shrinking: Dr. Pym can

generate a field of "Pym Particles" toalter the size and mass of anyinorganic object he touches withIncredible effect. Intelligent and/ororganic targets touched by Dr. Pymcan make green or better materialstrength FEAT rolls (for robots andanimated constructs) or green or betterPsyche FEAT rolls (for humans andother living beings) against Pym'sIncredible power to resist the sizealtering affects.

EQUIPMENTMicro-Equipment: Dr. Pym maintains a

variety of miniaturized equipment in hisjumpsuit. Items can be enlarged tonormal or greater size in one round.Unless stated otherwise, these itemshave Remarkable material strength.Dr. Pym carries at least the following:

• Bat: Good Blunt damage.• Chain Saw: Excellent Edged damage.• Energy Gun: Pistol (three-area range)

or Rifle (six-area range) withRemarkable Stun or IncredibleEnergy attacks.

• Flight Pack: These back-mounted jetsallow Hank a Typical air speed (sixareas/round) with Excellent Control.Flying in a vacuum, speed is Good(eight areas/round).

• Helmet: Pym carries an old Ant-Manhelmet. It is the same as Scott Lang'sAnt-Man helmet except Pym's has nohelmet disrupter (see Ant-Man II).

• Laser Drones: Excellent Stun orRemarkable Energy attacks (five-arearange for both). These can fly withPoor air speed on remote control.

• Restraining Spheres: Thesereinforced glass globes are used totrap and restrain foes (green or betterAgility FEAT roll to avoid capture).Some globes might be fitted withdevices for particular enemies likeenergy dampers (Incredible EnergyAbsorption) or power inhibitors(cancel up to Incredible rank mutantpowers).

TALENTS: Biochemistry, Biology,Chemistry, Electronics, Engineering,Genetics, Mechanics, Physics,Repair/Tinkering, and Robotics.

ROVERRover is Pym's latest robotic creation. It isa two-seated vehicle shaped like an ant'shead with limited artificial intelligence.Rover can speak and has a childlikecuriosity about its world (Typical Reason).Its capabilities are:• Acid/Gas Attack: Rover can emit acid

sprays or Knock-Out gas attacks ofRemarkable intensities to a range oftwo areas. Either attack covers onefull area for effects.

• Armor: Rover and its passengers gainExcellent protection from physical andenergy attacks.

• Fire Control/Generation: Rover canproject flames of Excellent intensityup to two areas away. Rover is alsoequipped with fire extinguishing foamto snuff Excellent fires.

• Flight: Rover has an Amazing groundspeed (eight areas/round) and flieswith Excellent air speed (10areas/round).

• Gripping Claws: Rover has retractableclaw cables with Remarkable strengthand fighting Ranks (Grappling orBlunt attacks; range of two areas).

• Wall-Crawling: Rover's treads allow itto move up vertical surface's atRemarkable speed (six areas orfloors/round).

DRAGON MANDragon ManID: PublicTeam Affiliation: None; Former pawn ofDiablo, Dr. Dorcas, and Machinesmith

F A S E R I PGD GD AM MN FB FB PR10 10 50 75 2 2 4

Health: 145 Karma: 8Resources: N/A Popularity: 0

KNOWN POWERSBody Armor: Dragon Man's artificial scaled

hide provides him with Incredibleprotection vs. physical and energyattacks.

Fire Generation: Dragon Man can exhaleflames of Monstrous intensity, affectingany target within two areas.

Flight: Dragon Man's large wings (38-footwingspan) provide him a Poor airspeed (four areas/round).

Tail: The android's heavy tail can beswung and used as a blunt weapon,causing Incredible Blunt damage toany target behind the Dragon Man orbelow him while in flight.

LIMITATIONS: The Dragon Man androidis highly susceptible to sonic attacks.Certain hypersonic frequencies causethe android to become paralyzed or toexhibit extreme mood swings fromrage to docility. These hypersonicsalso make him extremely vulnerable toexternal control.

TALENTS: None. Dragon Man'soperational intellectual capacities areequivalent to a domestic dog and hereacts only to simple feelings andinstincts.

FALCONSam WilsonID: PublicTeam Affiliation: Avengers; Former partnerof Captain America

F A S E R I PRM RM GD RM GD GD TY30 30 10 30 10 10 6

Health: 100 Karma: 26Resources: TY Popularity: 40

KNOWN POWERSAnimal Communication and Control—

Birds: The Falcon shares an empathiclink with his falcon, Redwing. Thisallows him Incredible rank power withRedwing, while it acts as an Excellentrank power with all other birds.

EQUIPMENTWing Harness: The Falcon wears a set of

jet-powered glider-wings that allowSam to fly at Excellent air speed (10areas/round). For up to 10 rounds at atime, he can boost his air speed toRemarkable (15 areas/round), but thisrequires a green or better EnduranceFEAT roll to maintain his breathing andproper arm tension. Falcon can easilycarry up to 200 pounds while in flight,and can carry 400 pounds for a shorttime with a green or better StrengthFEAT roll.

Pet, Redwing: Redwing is a uniquehunting falcon empathically linked toSam Wilson by the Cosmic Cube. Thebird has these attributes:

F A S E R I PGD EX PR RM FB RM EX10 20 4 30 2 30 20

Health: 64 Karma: 52

• Flight: Redwing flies at Excellent airspeeds (10 areas/round).

• Talons: Redwing has foot talons thatcan inflict Poor Edged damage.

TALENTS: Acrobatics, Aerial Combat,Law, Martial Arts A and E, and SocialWork.

FIREBIRDBonita JuarezID: SecretTeam Affiliation: Avengers; Formermember of the Rangers

F A S E R I PGD GD TY RM TY EX RM10 10 6 30 6 20 30

Health: 56 Karma: 56Resources: TY Popularity: 10

KNOWN POWERSHeat Generation and Manipulation:

Firebird can generate and manipulateheat (and resulting fires) with Amazingability. Her known powers are:

• Air Control: By altering the immediateair temperatures, Firebird can createRemarkable strength wind within onearea. By creating thermal updraftsand convection currents, she canmove up to 10 tons of material as ifshe had Incredible strengthTelekinesis.

• Firebird Effect: Firebird can fill threeareas (including hers) with a flameblast of Amazing intensity shaped likea bird.

• Flame Sheath (Body Armor): Firebirdsurrounds herself with a sheath ofIncredible heat that destroys items ofup to incredible material strength.Anyone who touches Firebird suffersIncredible heat and flame damage.

• Flight: Firebird can fly at Excellent airspeed (10 areas/round).

• Heat Bolts: Firebird can project boltsof Amazing intensity heat to a rangeof two areas. These bolts can causeforce (heated air blast) or flamedamage.

• Heat Absorption and Storage: Firebirdcan absorb and store up to Amazingamounts of heat energy.

• Invulnerability: Firebird has Class1000 resistance to fire and heat. Sheis also immune to disease, poisons,and the vacuum of space.

TALENTS: Religion and Social Work.

GIANT MAN IIWilliam "Bill" FosterID: SecretTeam Affiliation: Ally of the Thing, Quasar;Former Champion, partner of Dr. Pym,and employee of Tony Stark

F A S E R I PGD GD GD RM EX GD AM10 10 10 30 20 10 50

Health: 60 Karma: 80Resources: GD Popularity: 10

KNOWN POWERSPsionic Resistance: Giant-Man has

Amazing resistance to mental attacks.Size Alteration—Growth: Giant-Man

recently rediscovered the Pym growthparticles and improved their effects onhis cell structure. He has remained athis 22-foot-high stature for months inhopes of ridding his body of cancer. Allthe former detrimental effects of hisAmazing rank size changes have beenovercome. He has also boosted hisStrength gain from its maximum ofIncredible to Amazing at his maximumheight.

TALENTS: Biochemistry and Medicine(Cancer).

GILGAMESHUnrevealed; "Forgotten One," "Hero"ID: SecretTeam Affiliation: Olympian Eternals,Avengers; Former pawn of the FourthHost of the Celestials

F A S E R I PMN RM UN UN EX RM RM75 30 100 100 20 30 30

Health: 305 Karma: 80Resources: RM Popularity: 20

KNOWN POWERSEternal Abilities: Gilgamesh has the

standard abilities of Earth's Eternals,though he has focused much of hispower into Strength. His powers are:

• Cosmic Energy Manipulation:Gilgamesh can manipulate cosmicenergy with Amazing ability,projecting Amazing force beams fromhis eyes.

• Flight: Gilgamesh can fly at Shift X airspeeds (50 areas/round).

• Invulnerability: Gilgamesh has Class1000 resistance against Cold,Disease, Electricity, Energy, Heat,Radiation, and Toxin attacks. He alsodoes not age. He can still be affectedby Stun and Slam effects as well asKill results. Kill results are onlyeffective if they scatter Gilgamesh'satoms over more than six areas.

• Illusion Generation: Gilgameshgenerates Remarkable rank illusionsto disguise his own appearance.

• Teleportation: At Shift Z rank, he canteleport up to 400 areas away, but hemust make a red Psyche and a redEndurance FEAT roll to do so withoutbecoming paralyzed with pain for 1-10rounds at his destination. No Karmacan be spent on these rolls.

• Uni-Mind: Gilgamesh, like all Eternals,can join the Uni-Mind.

TALENTS: Martial Arts A, C, and E, Multi-lingual (Ancient/Dead Languages), andWrestling.

GOLIATH IIIEric JostenID: PublicTeam Affiliation: Masters of Evil IV;Former henchman of Count Nefaria,Mandarin, Red Skull, and former memberof the Lethal Legion I and II

F A S E R I PEX GD IN/UN MN TY PR PR20 10 40 75 6 4 4

Health: 145 Karma: 14Resources: TY Popularity: -20

KNOWN POWERSBody Armor: Goliath has Amazing

resistance to physical and energyattacks.

Invulnerability: Goliath has Class 1000resistance to Cold and Heat attacks.

Life Support: Goliath has this power atClass 1000 rank. He no longer needsfood, water, or air to survive. Goliathhas yet to learn of this, and he panicsif his air passage is blocked. He willstill pass out as if deprived of oxygeneven though he has no need of it. Hecan exist in deep apace for shortperiods and no longer ages.

Size Alteration—Growth: Goliath has ShiftY Growth powers, gaining up to hismaximum of Unearthly Strength at 30feet. His maximum size is 50 feet buthis Strength remains Unearthly. Ifrendered unconscious, Goliathremains at his increased heightinstead of reverting to normal size.

TALENTS: Unrevealed.

GRAVITONFranklin “Frank” HallID: PublicTeam Affiliation: Fundamental Forces;Former partner of the Blank

F A S E R I PPR TY TY RM EX GD TY4 6 6 30 20 10 6

Health: 46 Karma: 36Resources: RM Popularity: -10

KNOWN POWERSGravity Manipulation: Graviton's Shift Y

control over gravity is limited to sixeffects at any given time, the averagebeing four effects in one round. If heattempts more than four effects in oneround, he must make a green or betterpower FEAT roll. Failure cancels allbut the two most recent power effects.Graviton's power stunts are:

• Force Bolts: Unearthlyintensity/range.

• Force Field: Unearthly physicalprotection and Amazing energyprotection.

• Gravity Increase: Graviton canincrease the weight of targets byUnearthly increments. Living targetsmust make green or better EnduranceFEAT rolls against this power tomove.

• Gravity Reduction: He can alsoreduce gravity's influence byUnearthly amounts. He can then liftobjects as if his power rank were hisStrength.

• Levitation/Telekinesis: If items areless than Unearthly weight, Gravitoncan cause such objects to levitate byreducing their gravity. He can levitateand move these items through the airwith up to incredible control andspeed (20 areas/round).

TALENTS: Physics.

GREY GARGOYLEPaul Pierre DuvalID: PublicTeam Affiliation: Masters of Evil IV;Former ally of AIM, former captain of thestarship Bird of Prey

F A S E R I PRM EX IN IN EX GD TY30 20 40 40 20 10 6

Health: 130 Karma: 36Resources: GD Popularity: -15

KNOWN POWERSBody Transformation—Self and Other

(Stone): Using his right hand, Duvalcan transform people or objects toIncredible material strength stone. Theeffect lasts for one hour and petrifiesthem for the duration. This powerworks through clothing, but touchingsomeone in a battlesuit affects the suitonly. The power is non-conductive,meaning that only the person or objecttouched turns to stone. The maximumamount of material affected at once is10 cubic yards. The Grey Gargoylehas a glove that blocks his powerwhen he doesn't want to use it. By touching himself with his righthand, Duval transforms his entire bodyinto a living statue. He retains hismobility in his stone form and gains thefollowing powers:

• Body Armor: His Stone skin gives himIncredible protection against allphysical and energy attacks.

• Enhanced Abilities: Duval's primaryphysical abilities are all Typical, givinghim a Health of 24. Transformed,Duval’s abilities are as listed above.

• Life Support: In stone form, Duvaldoes not need air, food, or water.

• Temperature Resistance: The GreyGargoyle has Incredible resistance tocold, fire, heat, and radiation.

TALENTS: Acrobatics, Chemistry, MartialArts B and E.

GRIM REAPERHero IdentityID: PublicTeam Affiliation: Lethal Legion I and II;Former member of HYDRA, Maggia, andformer partner of Space Phantom

F A S E R I PGD EX RM IN TY TY TY10 20 30 40 6 6 6

Health: 100 Karma: 18Resources: FB Popularity: -15

KNOWN POWERSBattle Scythe: The Incredible strength

steel scythe inflicts Excellent Edgeddamage or Remarkable Blunt damagewith the flat of the blade. The scythecan cut into any inanimate or livingmatter. Natural Body Armor (likeThor's) is reduced by two ranks butartificial Body Armor (like Iron Man's)protects with normal effectiveness.

• Blaster: Causes Remarkable Forcedamage with a range of five areas.

• Knock-Out Gas: Excellent intensitygas fills one area.

• Rotor: The scythe acts as a helicopterblade (fall from any height), and canwhirl to provide Excellent protectionagainst projectiles.

• Stunner: Monstrous Stun attack withone area range and permanent comastate, reversed only by the scythe.

Magic Use: The Grim Reaper has learneda number of magical spells andeffects:

• Teleportation (Self and Others): TheGrim Reaper can teleport himself orup to three others up to Incredibledistances away.

• Dimensional Rift: Using his scythe,the Reaper can cut tears indimensional walls, creatingteleportation gateways of Monstrousrank and range.

• Illusions: This spell allows the Reaperto cast illusions (or set the magic toactivate under certain conditions likea command word) of Excellent ability.

The illusions have visual and auralcomponents.

Zombie Powers: Eric was reanimated as azombie with the following powers:

• Body Armor: Excellent rank.• Health-Drain Touch: The Reaper has

Incredible rank Health Absorptionfrom living targets by touching themwith his scythe. He can absorb morethan his normal Health limits andexcess Health points absorbed aredivided among his Health, Strength,and Endurance. Enhanced scoresdecrease by 10 points/hour until downto standard levels. The Reaper'sHealth decreases by 10 points/houruntil normal, and he can maintain hisnormal Health level for 12 hourswithout absorbing any life-energy.After that, his Health drains at a rateof five points/hour until the Reaperabsorbs enough life-energy to returnhis Health point total to normal.

• Invulnerability: Class 1000 resistanceto disease, heat, cold, radiation, andtoxins.

LIMITATIONS: The Grim Reaper mustabsorb the life force of at least onehuman (minimum of 24 Health) perday to maintain his undead existence.The Reaper cannot absorb WonderMan's lifeforce. If the Grim Reapercomes into contact with Wonder Man,there is an immediate life energy drainof Remarkable (30) intensity from theReaper into Wonder Man.

TALENTS: Weapons Specialist (Scythe).

HAWKEYEClint BartonID: SecretTeam Affiliation: Avengers; Former leaderof Great Lakes Avengers

F A S E R I PGD RM GD EX TY GD TY10 30 10 20 6 10 6

Health: 70 Karma: 22Resources: GD Popularity: 45

KNOWN POWERSEnhanced Vision: Remarkable eyesight.

EQUIPMENTBow: This specialized bow allows

Hawkeye to fire three arrows/roundwith a range of seven areas.

Harness: His tunic harness has specialquick-release compartments forholding 36 additional arrowheads.

Hearing Aids: Hawkeye is 80 percent deafbecause of prolonged exposure tohypersonics. He now wearsspecialized miniature hearing aids thatallow him to hear normally. They canbe boosted to provide Remarkablehearing within a range of two areas(for locating hidden mechanisms orother clues) as well as shutting themoff to afford Remarkable protectionagainst sonic attacks. This does notprotect Hawkeye against any sonicforce attacks, but it does prevent himfrom being hypnotized or stunned bysonic energy attacks.

Quiver: The quiver has a 36-shaftcapacity. Each arrow is clamped to thebase of the quiver, unlocked by a slighttwist of the nock while drawing. Twelveof the shafts are standard target pointarrows (Typical Shooting damage) andanother six have three-bladedbroadheads (Good Shooting damage).The remaining 18 have custom headson them. The 12 target points canbecome "trick" arrows by adding amodular arrowhead from the harness(two seconds to add arrowhead).

“Trick" Arrowheads: Hawkeye's modulararrowheads all have a range of sevenareas except where noted below. Each

of these arrowheads is on a shaft inHawkeye's quiver and he has a sparestored in his tunic harness except forthe Adamantium and Vibraniumarrowheads. Hawkeye only has one ofeither of these special arrowheads onhand when expecting a fight againstUltron or another heavy-weight foe.

• Acid: MN, three-area range.• Adamantium: EX Edged damage and

pierces up to Unearthly materials,combined with Monstrous rankElectrical arrowhead.

• Blunt: Excellent Blunt attack.• Bola: Remarkable entangling attack.• Boomerang: Computerized returning

head, can add to other arrowheads.• Cable: Two-area long Incredible

strength cable.• Electrical: AM damage, five-area

range.• Explosive: Amazing Force damage.• Flare: GD intensity light in 2-area

radius, Amazing damage to sightedtarget.

• Magnetic: Incredible adherence tometal, can carry other arrowheads.

• Net: Incredible entangling attack.• Putty: RM adhesion to rough

surfaces, good for stopping exposedmachinery.

• Rocket: Boosts range by one area.Can carry other arrowheads.

• Smote: EX Darkness in one area.• Sonic: Excellent noise in one area,

roll green or better Endurance FEATor be stunned for 1-10 rounds.

• Suction Cup: RM Adhesion to smoothsurfaces, can add to any arrowheads.

• Tear Gas: RM Tear Gas in one area.• Thermal: Remarkable Heat damage.• Vibranium: Must have supplement

Magnetic, Putty, or Suction Cuparrowhead to stick to target. Candeaden Remarkable energy or forceat target.

• Vibration: Excellent Force damage.

TALENTS: Archery, Arrowhead Designand Construction, Circus Lore,Leadership, Martial Arts A and E,Marksman, Weapons Specialist (Bow).

HELLCATPatricia "Patsy" Walker HellstromID: PublicTeam Affiliation: Hellstrom and HellstromParanormal Investigations, Avengers;Former member of Defenders

F A S E R I PEX EX GD EX GD GD EX20 20 10 20 10 10 20

Health: 70 Karma: 40Resources: GD Popularity: 10

KNOWN POWERSMagic and Psionic Detection: Patsy can

detect any magical or psionic energyat Excellent rank (six-area range).

EQUIPMENTCat Costume: Hellcat wears a costume

that was specifically designed to grantthe following abilities:

• Ability Enhancement: By wearing thesuit, Patsy's normal Agility, Strength,and Endurance are raised by + 2CS.

• Cable Claw: This self-firing,Remarkable strength cable withgrappling hook has a one-area range.It can snare objects with a green orbetter Agility FEAT roll.

• Claws: Hellcat's boots and glowshave retractable Excellent strengthmetal claws that cause ExcellentEdged damage.

• Wall-Crawling: Her boot and gloveclaws allow Hellcat to scale verticalsurfaces at Feeble rank and speed.

TALENTS: Martial Arts B, D, and E,Occult Lore, and Resist Domination.

HERCULESHerakles (Original Greek name)ID: PublicTeam Affiliation: Olympian Pantheon,Avengers, ally of Thor I and II; Formermember of the Champions

F A S E R I PUN EX UN UN GD GD RM100 20 100 100 10 10 30Health: 320 Karma: 50Resources: TY Popularity: 70

KNOWN POWERSOlympian God: As a member of the

Olympian pantheon, Hercules has anumber of godly abilities:

• Body Armor: Hercules' tough skinprovides him with Excellent protectionagainst physical and energy attacks.

• Immortality: Hercules is an immortal.He never ages and can only be killedon the Plane of Olympus.

• Invulnerability: Herc has Class 1000resistance to any form of Earthlydisease.

• Recovery: Herc has a heartyconstitution, allowing him to regainany lost Endurance ranks quickly.

EQUIPMENTGolden Mace: Hercules' Golden Mace was

forged from Class 1000 material byHephaestus, the Weapons Maker ofOlympus. With this mace, Herculescan inflict Shift X Blunt damage.

TALENTS: Ancient Lore (ClassicalGreece, Olympian Pantheon), Multi-Lingual (English, Ancient and ModernGreek, Latin).

HULKDr. Robert Bruce BannerID: PublicTeam Affiliation: Pantheon, Defenders,partner of Rick Jones; Former member ofthe Avengers, Berengetti Enterprises, theHulkbusters, and former partner of JimWilson

F A S E R I PIN GD UN UN RM GD RM40 10 100 100 30 10 30

Health: 250 Karma: 70Resources: GD Popularity: 10

KNOWN POWERSAdrenalin Surge: In times of stress or

anger, the Hulk's Fighting and Strengthscores as well as attack damageincrease by +1 CS/round of stress untilpeaking at Shift Y.

Astral Detection: Because of someunknown factor, the Hulk has theUnearthly rank ability to see and hearastral forms.

Body Armor: The Hulk's emerald hidegrants him Monstrous protection fromphysical damage and Amazingprotection from energy damage.

Invulnerability: Bruce has Class 1000immunities to cold, disease, fire, andheat.

Leaping: His powerful legs allow Bruce toleap to a maximum range of Class5000 (50 areas/round).

TALENTS: Crime, Electronics, Physics,Radiation (Specialist—Gamma Rays).

HUMAN TORCH IHuman Torch; "Jim Hammond"ID: SecretTeam Affiliation: Avengers; Formermember of the All-Winners Squad, theInvaders, and former partner of Toro

F A S E R I PEX EX EX RM TY TY EX20 20 20 30 6 6 20

Health: 90 Karma: 32Resources: GD Popularity: 30

KNOWN POWERSThe Torch's flame powers are currentlydeactivated in the Marvel Universe, butnot necessarily in the game universe. Thefollowing are his normal powers:Android Body: The Torch is a synthezoid

created in the 1940s. His artificialnature gives him:

• Disease Resistance: Unearthly rank.• Universal Donor: His blood can be

used to replace human blood.Fire Control and Generation: The Human

Torch generates Monstrous intensityflames and has Unearthly control overany flames' form and intensity. Ha alsohas these power stunts:

• Body Armor: MN protection vs.physical and energy attacks; Shift 0vs. cold-, water-, or wind-basedattacks.

• Fireballs: Monstrous damage, three-area range.

• Flame Constructs: AM intensity flamebarriers and cages, three-area range.

• Flight: EX speed (10 areas/round).• Invulnerability: Immune to Fire and

Heat.• Nova Flame: Burst of Shift Z intensity

damage to all within a one-arearadius, Shift X damage to all withinfive-area radius, powers at Feeble for1-10 rounds.

LIMITATIONS: Cold-based, water-based,or wind-based attacks of Shift X orgreater extinguish Torch's flames.

TALENTS: Law Enforcement and Trivia(1940s and 1950s).

IRON MAN IAnthony "Tony" StarkID: SecretTeam Affiliation: Avengers, StarkEnterprises

F A S E R I PTY TY TY TY IN EX TY6 6 6 6 40 20 6

Health: 24 Karma: 66Resources: AM Popularity: 15

IRON MAN IIJames “Rhodey” RhodesID: SecretTeam Affiliation: Avengers, StarkEnterprises

F A S E R I PGD GD TY GD GD EX TY10 10 6 10 10 20 6

Health: 36 Karma: 36Resources: GD Popularity: 10

KNOWN POWERSNone. All of Iron Man's powers are basedon his technological battle suit.

EQUIPMENTMark VIII Armor: This red and gold suit of

armor is the most recent all-purposeIron Man armor. Its powers are:

• Ability enhancement: All physicalabilities are enhanced as follows:

F A S EI: IN IN MN UNII: IN IN MN UN

• Anti-Theft Device: Attempts to copy ordismantle the circuitry cause thearmor to detonate in two rounds forIncredible damage to all in one area.

• Body Armor: The Remarkablestrength material armor can bereinforced by the force field, grantingAmazing physical and energyprotection.

• ECM: The armor has Remarkableinvisibility to radar and sonar.

• Electro-Magnetic Pulse: The EMP

shuts down all electrical devices (andall but Iron Man's life support andsensors) in one area for six minutes.

• Energy Absorption: Iron Man canabsorb up to 300 points of energy forweapons systems, raising them toMonstrous for a round. He can absorban incoming attack with a yellow orbetter FEAT roll on the Unearthlycolumn.

• Flight: Iron Man flies at Excellent (10areas/round) speed. He can fly atShift X (50 areas/round) in clearflightpaths.

• Force Field: Iron Man can cancel allweapons and shunt all power to thissystem for Monstrous protection.

• Magnetism: He can magneticallycontrol metal items (Incredible ability).

• Plasma Bolts: These energy pulsescause seven points of force damageper area they travel with a range of 15areas (maximum of 100 points ofdamage).

• Protected Senses: The armor givesRemarkable protection against soundand light-based attacks. If blinded, theeffect lasts for one round.

• Repulsors: Iron Man's primaryweapons are his repulsors. Fired fromhis gauntlets, they do Amazing forcedamage to a range of 10 areas.

• Sensors: Iron Man has Incredible rank

radar/sonar/electronic systems to detectobjects, radio waves, and othercommunication signals.• Unibeam: The armor's chest beam

(three-area range on all effects) canproduce an Incredible Heat Beam, anAmazing Laser, a Remarkable LightBeam, a Remarkable strength TractorBeam (Telekinesis), and can makeGood holographic illusions of IronMan.

LIMITATIONS: Tony Stark was analcoholic but was not drinking the pastfew years. Tony's nervous system istotally destroyed because of acybernetic implant and, as a result, henow needs a special artificial skin thatcybernetically performs as his nervoussystem. He is in cryogenic deep freezeuntil his condition is repairable, andRhodey is acting as Iron Man.

TALENTSIron Man I: Bionics, Business,

Cybernetics, Electronics, Engineering,and Weapons Design.

Iron Man II: Martial Arts B and D, Military,and Pilot Aircraft (Combat andNormal).

JOCASTAJocastaID: PublicTeam Affiliation: Avengers

F A S E R I PGD EX IN UN GD PR GD10 20 40 100 10 4 10

Health: 170 Karma: 24Resources: FB Popularity: 20

KNOWN POWERSRobot Body: Jocasta is an artificial robot

lifeform created by Ultron andimprinted with the brain patterns andpersonality of the Wasp. Her robotbody has these powers:

• Body Armor: She is constructed ofAmazing strength metal alloys, givingher Amazing protection vs. physicaland energy attacks.

• Detection: Jocasta has Energy andMutant Detection of Amazing rank(20-araa range).

• Enhanced Senses: She hasRemarkable rank hearing and vision.

• Invulnerability: Jocasta is totallyimmune to disease and toxins.

• Optic Beams: Jocasta can emitMonstrous intensity heat beams fromher eyes (five-area range).

• Resistances: Her metal skin allowsher Incredible resistance to cold, fire,heat, and radiation damage.

TALENTS: Unrevealed.

Note: Jocasta is currently destroyed, herlast known location on the flagship of theHigh Evolutionary during the EvolutionaryWars. Though her current status remainsthe same in the comics until the nextcentury (she is rebuilt in the future), it iscertainly possible for heroes to retrieve herrobotic remains and reactivate her forcurrent game campaigns.

JONES, RICHARD "RICK”Richard J. "Rick" JonesID: PublicTeam Affiliation: Pantheon, ally of theHulk; Honorary member of the Avengers,former leader of the Teen Brigade, formerpartner of Captain America and CaptainMar-Vell, and former ally of Rom theSpaceknight

F A S E R I PGD GD TY GD TY GD TY10 10 6 10 6 10 6

Health: 36 Karma: 22Resources: TY Popularity: 10

KNOWN POWERSRick currently possesses no activesuperhuman powers, though his penchantfor being in the thick of any action ortrouble still operates with Unearthly ability.He is also psychically linked to the Leader,though he himself is unaware of this link.

TALENTS: Martial Arts A, B, and E,Performer (Sing, Guitar, Harmonica),and Resist Domination.

KANGReal Name UnknownID: SecretTeam Affiliation: None

F A S E R I PGD GD RM IN AM RM IN10 10 30 40 50 30 40

Health: 90 Karma: 120Resources: MN Popularity: -30

KNOWN POWERSNone. All of Kang's powers are derivedfrom his equipment.

EQUIPMENTArmor: Kang the Conqueror has always

been identified by his distinctive purpleand green armored garb. Made ofRemarkable materials and interwovenwith microcircuitry, the suit providesthe following abilities:

• Body Armor: Kang's armor provideshim with Remarkable rank protectionfrom physical and energy attacks.

• Force Field: Kang can generate aforce field of Unearthly rank thatprotects against all attacks exceptpsionic or magical attacks.

• Gaunter Blasters: Kang's gauntletscan shoot force or energy beams ofUnearthly rank and range.

• Life Support: Kang's life supportsystems grant Monstrous protectionagainst corrosives, disease, andtoxins. It also allows Kang to gowithout food or sleep while wearingthe armor.

Growing Man Android: Kang's mostformidable supplementary weaponsare his Growing Man androids. Theirprogramming allows them limitedautonomy to pursue their pre-setgoals. Their statistics are:

F A S E R I PEX EX RM RM TY PR PR20 20 30 30 6 4 4

Health: 100 Karma: 14

The Growing Man androids have onePower system that makes them veryeffective against most foes:• Kinetic Absorption: The androids

absorb kinetic force and convert it tosize and strength. When a GrowingMan is hit with a force greater than hisStrength or Endurance, the respectivestatistics raise to the rank of the forceencountered. The size of the GrowingMan also increases to the equivalentrank of the force attack (see Growthpowers). If the Thing hits a GrowingMan for Amazing blunt damage, theandroid's Strength and Endurance arenow Amazing and he is 22 feet tall(Amazing rank Growth).

The Growing Man suffers nodamage from absorbed attacks orfrom physical attacks of less than hiscurrent Endurance rank. The GrowingMan cannot be stunned, though hecan still be slammed by attacks,including those he absorbs. Hismaximum limit is Monstrous rankGrowth, Strength, and Endurance.

Sidearms: Kang generally carries 1-5concealed weapons on his person inthe event that his armor is disabled.The weapons generally are sidearmenergy or force blasters of Unearthlyrank and range.

Time Circuitry: Kang has time-controlcircuitry in his armor and also in aconcealed portable unit. These allowKang to use his time ship's equipmentand capabilities at Unearthly distances(60 areas), letting him teleport throughtime and create localized time warps.

Time Ship: This 11-ton ship can travelthrough time and interplanetary space.Its statistics are:

Body Control SpeedAmazing Amazing Class 1000

TALENTS: Engineering, Repair/Tinkering,and Trivia (Future).

KLAWUlysses KlawID: PublicTeam Affiliation: None; Former member ofMasters of Evil II

F A S E R I PGD EX RM MN EX GD TY10 20 30 75 20 10 6

Health: 135 Karma: 36Resources: TY Popularity: -5

KNOWN POWERSBody Transformation + Self (Sound):

Klaw's body is composed of sonicenergy. If his Health falls to 0, his formis absorbed into his sonic converter.He has these powers:

• Body Armor: Klaw has Incredible rankphysical protection and Amazing rankenergy protection.

• Life Support: Klaw does not need toeat, drink, breathe, or sleep.

LIMITATIONS: Klaw's sonic body hassome special weaknesses:

• Sonic Attacks: Sonic attacks reduceKlaw's Health by the intensity,ignoring his Body Armor.

• Vacuum: Exposure to a vacuuminflicts Remarkable damage to Klaweach round he is in it.

• Vibranium: Attacks with anyVibranium weapons inflict full damageon Klaw. Klaw needs a green orbetter Endurance FEAT roll to remainsolid in the presence of 10 pounds ormore of Vibranium.

EQUIPMENTSonic Converter: Klaw's right hand is

replaced with an Incredible materialstrength prosthetic device thatmanipulates sound. If the converter isdestroyed, Klaw must make a green orbetter Psycho FEAT roll or fallunconscious. The converter has theseeffects:

• Sonic Blasts: Klaw's converter firesIncredible intensity sonic force blasts

with a 10-area range.• Sonic Force Field: Klaw can project

an Incredible strength force field thatcovers up to one area.

• Sonic Objects and Creatures: Klawcan create solid objects ofRemarkable material strength andmobile sonic creatures that he cancontrol (range of six areas). They takedamage normally and all have thesestatistics:

F A S ETY TY RM RM

• Sonic Stun: He can emit an IncredibleStun pulse that affects one entire areain a three area range (green or betterEndurance FEAT roll or be stunnedfor 1-10 rounds)

TALENTS: Physics.

LEADERSamuel SternID: PublicTeam Affiliation: None

F A S E R I PGD EX TY RM AM RM AM10 20 6 30 50 30 50

Health: 66 Karma: 130Resources: IN Popularity: -30

KNOWN POWERSEnhanced Mind: The Leader's gamma

irradiated brain gives him total memoryrecall and flawless logic.

Mind Control: The Leader can now controla person's mind with Amazingefficiency. The Leader must touch hisvictim and make a green or betterFEAT roll against the target's Psyche.Minds of Good Psyche or less arecontrolled indefinitely. Stronger mindsget one Psyche FEAT roll per week.

Psychic Link: The Leader has a psychiclink to Rick Jones. He experienceseverything that Rick does and caneven access Jones' memories andtalents. Rick is not aware of this link.

TALENTS: All scientific talents (GammaRadiation Specialist).

LIVING LASERArthur ParksID: PublicTeam Affiliation: None; Former member ofBatroc's Brigade, the Lethal Legion, andthe Mandarin's Minions

F A S E R I PGD GD N/A EX PR TY TY10 10 0 20 4 6 6

Health: 40 Karma: 14Resources: N/A Popularity: -10

KNOWN POWERSBody Transformation—Self (Light): The

Living Laser's physical body is nowpermanently destroyed and his mindresides in a laser-energy form with thefollowing powers:

• Flight: The Living Laser flies at Class3000 air speed (speed of light).

• Illusion: The Laser's Feeble illusionallows him to maintain theappearance of his human form but notits solidity.

• Laser Beam: He can fire Monstrousintensity laser beams to a maximumrange of 40 areas. This energy attackdamage is also released upon contactwith the Laser's energy form.

• Light: The Living Laser can generateMonstrous intensity light. Yellow orbetter Endurance FEAT rolls areneeded to avoid being blinded for 1-10 rounds.

TALENTS: Electronics, Laser Technology,and Repair/Tinkering.

LIVING LIGHTNINGMiguel SantosID: PublicTeam Affiliation: Avengers

F A S E R I PGD GD TY EX GD TY TY10 10 6 20 10 6 6

Health: 46 Karma: 22Resources: EX Popularity: 10

KNOWN POWERSBody Transformation—Self (Electricity):

Miguel Santos' physical body waschanged and his body's natural state isnow a human-like body of sentientplasma energy. The body allows thefollowing abilities

• Electrical Generation: Santos can firebolts of electricity which can inflict upto Unearthly damage.

• Flight: While in his energy form,Santos can fly at Shift X speeds (50areas/round or 750 mph).

• Invulnerability: While in his energyform, Santos cannot be harmed byphysical or most energy attacks. Hemay be harmed by magic-based,psionic-based, and plasma-basedattacks.

EQUIPMENTStasis Suit: Santos wears a special suit

designed by Doctor Demonicus andmodified by Doctor Pym. Pods locatedon the hips of this suit emit a stasisfield that allow Miguel to revert back tohis physical body from his now naturalenergy state. By turning off thesepods, he can assume the plasmaenergy form of Living Lightning.

TALENTS: Unrevealed.

LOKILoki LaufeysonID: PublicTeam Affiliation: Asgardian Pantheon;Sometime ally of Dormammu, theEnchantress, the Executioner, and Karnillathe Norn Queen

F A S E R I PRM EX AM AM EX EX MN30 20 50 50 20 20 75

Health: 150 Karma: 115Resources: RM Popularity: -25

KNOWN POWERSBody Armor: Loki has Excellent protection

from physical and energy attacks.Magical Abilities: Loki's mastery of magic

is at Monstrous level unless otherwisestated among his powers below:

• Ability Enhancement—Other: Loki canmagically grant power to mortals.White FEAT roll = two abilities +2CS;green FEAT roll = three abilities +3CS and one Power; yellow FEAT roll= three abilities +3CS and twoPowers; and red FEAT roll = fourabilities +3CS and three Powers.

• Animate Object: Unearthly power.• Eldritch Bolts: Monstrous energy or

force (10-area range).• Eldritch Shield: Monstrous shield vs.

physical, energy, and magic attacks. Mental Abilities: Loki has a number of non-

magical abilities:• Enhanced Senses: Loki can see the

happenings he wishes in distantplaces and other dimensions.

• Image Projection: Loki can project animage of himself with Monstrousability (see Astral Projection power).

• Thought Casting: Loki cancommunicate telepathically with Class1000 ability across dimensions.

TALENTS: Mythology (Asgard) andOccult Lore.

For more details, see MU2.

MACHINE MANX-51; "Aaron Stack"ID: SecretTeam Affiliation: Avengers; Former minionof the Ultimate Adaptoid

F A S E R I PEX EX RM UN RM IN RM20 20 30 100 30 40 30

Health: 170 Karma: 100Resources: TY Popularity: 20

KNOWN POWERSRobot Body: Machine Man is a highly

advanced robot created as a "selfmotivated mobile weapons system." Itis a walking tank that can think Hisabilities are:

• Body Armor: Machine Man isconstructed of Remarkable strengthmaterials, granting him Remarkablephysical and energy protection.

• Electrical Generation: He can channelIncredible energy through his circuitsand release it by touch. He mustmake a green or better EnduranceFEAT roll to avoid malfunctioning(Stun) for 1-10 rounds.

• Elongation: Machine Man can stretchhis arms and legs a maximum ofthree areas (Remarkable rank).Stretching beyond one area reduceshis strength by one rank per area(Good strength in his arms at fullextension).

• Flight: Machine Man can hover or flyat Feeble speed (two areas/round).

• Invulnerability: Machine Man isimmune to poisons and toxins, andcan survive in a vacuum.

• Life Support: Machine Man does notneed to breathe, drink, eat, or sleep.

• Temperature Manipulation: He canradiate Remarkable heat or cold witha radius of three areas.

• Weapon Hands: Machine Man'sfingers can be two .357 Magnumpistols (Good Shooting, one area), ora laser (Remarkable Energy, onearea).

TALENTS: Unrevealed.

MANTISUnknownID: SecretTeam Affiliation: Avengers; Former ally ofthe Silver Surfer, former pupil of thePriests of Pama

F A S E R I PIN IN TY RM GD RM AM40 40 6 30 10 30 50

Health: 116 Karma: 90Resources: TY Popularity: 20

KNOWN POWERSEmpathy: Mantis can sense emotions with

Amazing ability (20-area range).Recovery: Mantis has complete control

over her body processes, allowing herto heal herself at Amazing rank.

Resistances: Mantis has an Incrediblerank resistance to disease and toxins.

Plant Abilities (Former): Mantis, in her roleas the Celestial Madonna, formed aunion with the Cotati, an ancient raceof plants. With this union, she gained anumber of plant-like abilities, though itis unknown whether Mantis retainsthese powers now that she has beenreturned to her original body. Herplant-simulacrum bodies had theseabilities:

• Danger Sense: Monstrous rank andrange if in the presence of plants.

• Healing: Monstrous rank by touch.• Life Support: Shift Y protection in a

vacuum or in hostile environments.But she did need food, water, andsleep.

• Plant Communication: Telepathiccontact with any and all plant-basedlife at Monstrous rank and range.

• Teleportation: Mantis could teleportfrom one plant to another with Class5000 abilities, moving acrossinterstellar distances by transmittingher awareness into a new plant-simulacrum body.

TALENTS: Mantis has Martial Arts A, B,D, and E, and Resist Domination.

MASTER PANDEMONIUMMartin PrestonID: SecretTeam Affiliation: None

F A S E R I PGD GD RM EX TY GD RM10 10 30 20 6 10 30

Health: 70 Karma: 46Resources: RM Popularity: 0

KNOWN POWERSDemon Horde: Master Pandemonium can

summon 1-10 demons per roundthrough the cavity in his chest

Demonic Limbs: Master Pandemoniumcan shed his limbs at will, transformingeach into a demon.

Invulnerability: He is immune (Class 1000resistance) to the effects of fire.

Magical Ability: Master Pandemoniumcasts two spells at Monstrous level:

• Eldritch Bolt: He can projectMonstrous force bolts (40-arearange).

• Eldritch Flames: He exhales flames ofMonstrous intensity that affect thoseimmune to normal fire (three-arearange).

EQUIPMENTAmulet of Azmodeus: This magical device

grants the wearer the following:• Familiar: Azmodeus has the standard

powers of a demon servant as well asAmazing Magic Detection andExcellent Growth powers.

• Teleportation: Amazing range andrank for the wearer and his familiar.

• Demon Servants: MasterPandemonium controls demons withUnearthly ability. His servants allshare these abilities:

F A S E R I PRM GD RM GD TY GD TYHealth: 80• Body Armor: Good vs.

physical/energy.• Claws: Excellent Edged damage.• Flight: Excellent speed.

TALENTS: Acting, Business/Finance, andOccult Lore.

MOCKINGBIRDBarbara "Bobbi" Morse BartonID: SecretTeam Affiliation: Avengers; Former agentof S.H.I.E.L.D., trainer/leader of GreatLakes Avengers

F A S E R I PEX EX TY GD EX TY TY20 20 6 10 20 6 6

Health: 56 Karma: 32Resources: TY Popularity: 50

KNOWN POWERSNone. All of Mockingbird’s power comesfrom her skills and equipment.

EQUIPMENTBattle Staves: Mockingbird wields a pair of

Remarkable material battle staves thatcause Excellent hand-to-hand Bluntdamage. The staves also have thefollowing combat options:

• Javelins: Fitted together and thrownas a javelin, they cause RemarkableBlunt damage to any target (four-arearange).

• Projectiles: Mockingbird has spring-loaded holsters for the staves on herforearms. She can release the stavesdirectly from the holsters and causethem to fly up to three areas away forExcellent Blunt damage. She cancatch the staves on the rebound witha green or better Agility FEAT roll.

• Vaulting Pole: Joined together andelongated, Bobbi has an eight-foot-long vaulting pole.

Body Armor: Mockingbird’s costumeprovides her with Remarkableprotection from physical attack andExcellent protection from fire.

TALENTS: Acrobatics, Biology, Detective,Espionage, Law Enforcement,Weapons Expert (+1CS Fighting withbattle staves).

MODAMUnknown; "Maria Pym," "SODAM"ID: SecretTeam Affiliation: Agent of AIM; Former allyof Superia

F A S E R I PPR RM RM IN IN EX IN4 30 30 40 40 20 40

Health: 104 Karma: 100Resources: IN Popularity: 0

KNOWN POWERSForce Field: Modam can generate an

Incredible rank personal force field.Mind Control: Modam has Good rank mind

control powers.Multi-tasking: Modam can use two abilities

or powers at once.Synaptic Disrupter: This Incredible psi-

force attack will knock someone out for1-10 rounds unless a green or betterPsyche FEAT is rolled. Force fieldsand psi-screens help against thisattack.

Telepathy: Modam's Excellent telepathycan mentally link with Excellent orlower Psyche minds (60-area range).

EQUIPMENTHover Chair: Modam's hover-chair

supports her massive cranium andprovides the following powers:

Control Speed BodyEX RM RM• Flight: Modam can fly at Remarkable

air speed (15 areas/round).• Headband: This device helps Modam

focus her psionic energy. If it isdamaged, all of Modam's mentalpowers are reduced by -2CS.

• Plasma Cannon: This fires Incredibleenergy damage (11-area range).

• Telescopic Arms: Modam hasAmazing material arms that canstretch an area away (Excellent Bluntdamage and grappling strength).

TALENTS: Unrevealed.

MOONKNIGHTMarc SpecterID: PublicTeam Affiliation: Avengers

F A S E R I PRM EX GD EX GD EX RM30 20 10 20 10 20 30

Health: 80 Karma: 60Resources: RM Popularity: 6

KNOWN POWERSNone. All of Moon Knight's power comesfrom his equipment.

EQUIPMENTMoon Knight Armored Battle-Suit: Moon

Knight wears an armored battle-suit ofExcellent material strength. It containsthe following abilities:

• Body Armor: Excellent physicalprotection and energy protection, andRemarkable fire/heat resistance.

• Crescent Darts (Silver, Adamantium,explosive): Can be fired from hisgauntlets with a Good range, and theycause Good (silver) or Excellent(Adamantium) Edged damage orRemarkable force damage(explosive).

• Gliding Cloak: Poor air speed.• Magnetic grapple in gauntlets: Allows

immediate retrieval of truncheon ordarts within one area.

• Remote Control: Remarkable mentalor preprogrammed control over hisvehicles up to a range of 40 areas.

• Truncheon (Adamantium): Class 1000material truncheon (Remarkable Bluntdamage) can expand into an eight-foot pole. The truncheon's centertelescopes outward for expansion andcan inflict Excellent Blunt damage.

• White Noise Generator: Earpiecesthat provide Remarkable rankprotection against sonic attacks.

TALENTS: Art, Business/Finance, Driver,Handguns, Military, WeaponsSpecialist (Crescent darts).

MOONSTONEDr. Karla SofenID: PublicTeam Affiliation: Masters of Evil III and IV

F A S E R I PGD EX IN RM GD GD EX10 20 40 30 10 10 20

Health: 100 Karma: 40Resources: GD Popularity: -15

KNOWN POWERSFlight: Moonstone can fly at Poor air

speeds (four areas/round)Light Control: Moonstone's major power is

her Amazing control over light in anyportion of the spectrum, includinginfrared and ultraviolet. She hasdeveloped the following power stunts:

• Blinding Flash: This Amazing intensitylight burst acts as a blinding attackagainst everyone in Moonstone's areaexcept herself. This can blind/stunopponents of up to UnearthlyEndurance for 1-10 rounds.

• Laser: This Amazing energy attackcan hit targets up to 20 areas away.

Phasing: Moonstone can phase herselfand her costume with Amazing ability.She can remain phased as long as shecan hold her breath, though her powerdoes not disrupt electrical circuits.

TALENTS: Medicine and Psychiatry.

NITRORobert HunterID: PublicTeam Affiliation: None; Former member ofthe Lunatic Legion

F A S E R I PGD GD TY EX GD TY TY10 10 6 20 10 6 6

Health: 46 Karma: 22Resources: GD Popularity: -10

KNOWN POWERSExplosive Body: Nitro can agitate his own

molecular structure and cause it toexplode with Amazing force.Everything within Nitro's area receivesAmazing force damage and everytarget in adjacent areas suffersRemarkable force damage. He isreduced to a gaseous state afterexploding and he can reform his bodyin two rounds. Any and all parts of hisbody can explode and, if he limits hisexplosive power to his fists, he candeliver Remarkable force punches thatcan Slam or Stun foes with up toMonstrous Endurance.

LIMITATIONS: If any part of Nitro'sgaseous form is separated from therest of him, he cannot reconstitute hiscorporeal form.

TALENTS: Engineering (Electrical) andRadio.

ORKAOrkaID: PublicTeam Affiliation: Minion of Attuma; Formerminion of Warlord Krang, former agent ofthe Brand Corporation

F A S E R I PEX GD MN AM PR TY FB20 10 75 50 4 6 2

Health: 155 Karma: 12Resources: GD Popularity: -20

KNOWN POWERSAir and Water Breathing: Orka has a

dorsal nostril ("btow-hole") that allowshim to breathe indefinitely on land andhe also has gills to breatheunderwater. Extended periods of timeon land diminish his strength (AmazingStrength after two hours, IncredibleStrength after four hours or more).

Body Armor: Orka's blubber grants himIncredible physical protection andRemarkable energy protection.

Swimming: Orka can swim at Remarkablespeed underwater (six areas/round).

Temperature Resistance: Orka hasExcellent resistance to heat and coldattacks.

TALENTS: Military (Atlantean).

QUASARWendell Elvis VaughnID: SecretTeam Affiliation: Avengers; Former agentof S.H.I.E.L.D., security chief at Project:PEGASUS; current Protector of theUniverse

F A S E R I PEX EX GD GD GD RM MN20 20 10 10 10 30 75

Health: 60 Karma: 115Resources: GD Popularity: 20

KNOWN POWERSNone. All of Quasar's power emanatesfrom his Quantum Bands.

EQUIPMENTQuantum Bands: Quasar wields a pair of

Quantum bands made of Unearthlymaterial. These bands tap energy withClass 1000 ability. Quasar can usethem to achieve the following powers:

• Electromagnetic Energy Generationand Manipulation: Any energy controland generation powers at Unearthlyrank.

• Energy Identification/Tracking:Monstrous rank identification andClass 1000 tracking of energypatterns.

• Energy Siphon: Monstrous absorptionof energy.

• Flight: Shift Y maximum, standardSpeed of Remarkable inatmospheres.

• Force Blast: Monstrous intensity.• Force Field: Monstrous rank energy

sheath for up to one whole area.• Life Support: Monstrous rank.• Light Burst: Monstrous intensity

blinding attack.• Quantum Constructs: Monstrous

strength solid light constructs.• Quantum Jump: Class 1000 ability to

open gales to Quantum Zone. Acts asClass 5000 Teleportation.

TALENTS: Espionage, Law Enforcement,Martial Arts A and B, and WeaponsSpecialist (Quantum Bands).

QUICKSANDUnrevealedID: SecretTeam Affiliation: Ally of the Mongoose

F A S E R I PRM IN UN MN GD GD TY30 40 100 75 10 10 6

Health: 245 Karma: 26Resources: PR Popularity: -5

KNOWN POWERSMineral Body: Quicksand's body is made

entirely of sand that she manipulateswith Amazing ability to gain thefollowing powers:

• Body Armor: Amazing physical andIncredible energy protection.

• Elongation: Quicksand can stretch herbody parts up to two areas away.

• Phasing: By reducing her solidity,Quicksand can flow throughminuscule openings with Incredibleability.

• Sand Blast: Amazing intensity forcesand blast with a three-area range.

• Sand Sculpture: Quicksand can sculpther sand form into a wide variety offorms, all of which have Amazingmaterial strength and such shapes assand hammers or cages.

• Sand Storm: Remarkable damage toall targets in a two-area radius.

• Suffocation: Remarkable damageeach round to air-breathing creaturesby smothering them with sand.Victims must make a green or betterStrength FEAT roll againstQuicksand's Strength to break free.

LIMITATIONS: Heat and flame attackscan fuse Quicksand's body into glass.Water-based powers or water-basedcreatures are absorbed into her formand transform her into a mindlesssludge-form with identical powers andstatistics (except Reason andIntuition).

TALENTS: Nuclear Engineering.

RADIOACTIVE MANDr. Chen LuID: SecretTeam Affiliation: None; Former member ofthe Masters of Evil I, II, and III, formermember of the Titanic Three

F A S E R I PGD GD RM EX EX TY TY10 10 30 20 20 6 6

Health: 70 Karma: 32Resources: GD Popularity: -10

KNOWN POWERSRadiation Manipulation: The Radioactive

Man's body is a living nuclear reactor,constantly emitting Feeble radiation.When garbed in his special harness,he can tap the following powers:

• Blinding Flash: He can generate anAmazing intensity light-burst to blindopponents in one area (green orbetter Endurance FEAT roll or blindedfor 1-10 rounds).

• Energy Absorption: Radioactive Mancan absorb Amazing amounts ofradiation and radioactive energy perround. He does not gain any bonuses.

• Force Field: He has Monstrousprotection vs. physical and energyattacks. With a green or betterAmazing FEAT roll, he can redirectprojectiles at a target of his choice(damage -1CS).

• Hypnosis: He can hypnotize targets(one-area range) with Remarkableability.

• Invulnerability: Chen Lu has Class1000 resistance to radiation.

• Radiation Blasts: Radioactive Mancan project Amazing radiation energyblasts to a range of 20 areas.

EQUIPMENTRadiation Harness: This Remarkable

harness allows Chen Lu to control hisradiation powers and absorbs theconstant Feeble radiation he emits.

TALENTS: Physics (Specialist + Nuclear)and Radiation.

RAGEElvin Daryl HolidayID: SecretTeam Affiliation: New Warriors; Formermember of the Avengers

F A S E R I PRM GD MN MN GD GD GD30 10 75 75 10 10 10

Health: 190 Karma: 30Resources: FB Popularity: 10

KNOWN POWERSBody Armor: Rage's skin provides him

with Incredible protection vs. physicalattacks and Remarkable protection vs.energy attacks.

Lightning Speed: Rage can run atRemarkable speed (six areas/round).

TALENTS: Unrevealed.

RAMPAGEStewart ClarkeID: PublicTeam Affiliation: Resource Raiders;Former ally of Crimson Dynamo and theGriffin

F A S E R I PGD EX IN AM EX TY TY10 20 40 50 20 6 6

Health: 120 Karma: 32Resources: FB Popularity: -5

KNOWN POWERSRampage Armor: The Rampage armor is

made of Remarkable strengthmaterials and its exoskeletal supportstructure is made of Incredible strengthmetals. With the cybernetic helmetattached to the suit, the wearer hasthese powers:

• Body Armor: With a low level energyfield protecting the wearer as well asthe metallic weave of the suit, theRampage armor grants Amazingphysical and energy protection.

• Exoskeleton: Clarke's Strength andEndurance are boosted +4CS and+8CS respectively by the exoskeletonon the Rampage armor.

• Flight: The Rampage armor has bootjets that allow Good airspeed (eightareas/round). At least one suit ofRampage armor had a back-mountedjet pack that boosted its airspeed toRemarkable (10 areas/round), thoughthe jet pact has been destroyed.

TALENTS: Crime, Electronics,Engineering, and Repair/Tinkering.

RED WOLF IIWill TalltreesID: SecretTeam Affiliation: Ally of the Avengers;Former member of the Rangers

F A S E R I PRM IN RM IN GD MN RM30 40 30 40 10 75 30

Health: 140 Karma: 115Resources: TY Popularity: 5

KNOWN POWERSEnhanced Senses: Red Wolf’s sight,

hearing, and sense of smell all operateat Monstrous rank.

Tracking: Red Wolf can track targets byhis sense of smell and various minutevisual cues with Monstrous rank.

EQUIPMENTWeapons: Red Wolf carries a variety of

weapons, but is never found with lessthan two. All are of Remarkablematerial strength except as noted:

• Bow/Arrows: Red Wolf uses a regularbow and arrows that cause 10 pointsof Edged damage (range of fourareas).

• Coup Stick: This staff can be used asa bludgeon or a javelin for 10 pointsof Blunt damage (four-area range).

• Knife: This Excellent strength bladecauses 20 points of Edged damage inhand-to-hand combat. If thrown, theknife inflicts 10 points of Edgeddamage with a range of four areas.

• Spear: Red Wolf’s spear is made ofExcellent strength wood and steel. Hecan throw it up to four areas away tocause 10 points of Edged damage.

• Tomahawk: Red Wolfs flint-edgedtomahawk causes 10 points of Edgeddamage and 16 points of Bluntdamage. This weapon can be thrownfour areas.

TALENTS: Acrobatics, Military, ThrownWeapons, and Tracking.

SANDMANWilliam BakerID: PublicTeam Affiliation: Employee of Silver SableInternational, ally of the Thing; Formerprobationary member of the Avengers,and former member of the Sinister Six andthe Frightful Four

F A S E R I PRM RM IN MN TY GD RM30 30 40 75 6 10 30

Health: 175 Karma: 46Resources: GD Popularity: 5

KNOWN POWERSMineral Body: Sandman can transform his

body into various sand-forms. Hemanipulates his form with Amazingability to gain the following powers:

• Body Armor: Sandman has Amazingphysical and Incredible energyprotection.

• Elongation: Sandman can stretch anypart of his body up to two areas away.

• Regeneration: Because of his unusualcomposition, Sandman regenerateslost Health at Excellent rank if allowedto rest for at least one hour.

• Phasing: Sandman can flow throughsmall openings with Remarkableease.

• Sand Blast: His Incredible intensityforce sand blast has a three-arearange.

• Sand Forms: Sandman can alter hislimbs to form objects. His standardforms tend to be cages (Incrediblematerial strength), elongated hands(Incredible Grappling attack), andhammers (Amazing Blunt damage).

LIMITATIONS: Heat and flame attackscan fuse Sandman's body into glassWater-based powers or creatures areabsorbed into his form and transformhim into a mindless sludge-form withidentical powers.

TALENTS: Crime, Espionage, and MartialArts E.

SCARLET WITCHWanda MaximoffID: PublicTeam Affiliation: Avengers; Formermember of the Brotherhood of EvilMutants I

F A S E R I PGD GD TY EX GD EX RM10 10 6 20 10 20 30

Health: 46 Karma: 60Resources: TY Popularity: 20

KNOWN POWERSMagic Use: Wanda can manipulate magic

with Incredible ability. Her knownspell/abilities are:

• Eldritch Bolts: Wanda can generatemagical force or energy bolts ofRemarkable rank (eight-area range).

• Eldritch Shield: She can also formmagical shields that provideIncredible protection from physical orenergy attacks (including magic).

• Telekinesis: She can manipulatemagical forces to allow her a Goodrank telekinetic power.

Probability Manipulation: Wanda's primarypower is her Amazing rank ability toalter probability. With this power, theScarlet Witch can alter the probabilitiesso improbable (not impossible} eventsdo occur. The Witch's player does notknow what will occur. The Judgemakes that decision after seeing thestrength of the FEAT roll. White resultscreate situations bad for both heroesand villains, whereas red results arehighly beneficial to the heroes and notthe villains. Green results generally donot stop foes, but have small effectssuch as a -1 or -2CS to their attacks.Each use of this power is highlyindividual. Karma can be added to theroll when using this power.

TALENTS: Mystic Background and OccultLore.

SERSIID: PublicTeam Affiliation: Avengers, OlympianEternals

F A S E R I PGD RM AM AM EX RM IN10 30 50 50 20 30 40

Health: 140 Karma: 90Resources: RM Popularity: 25

KNOWN POWERSEternal Abilities: Sersi has the standard

abilities of Earth's Eternals, though shefocused the majority of her power intoTransmutational abilities and passed itoff as illusion or magic over thecenturies. Her powers are:

• Cosmic Energy Manipulation: Sersican manipulate cosmic energy withAmazing ability, projecting Amazingbeams of force, heat, or light from hereyes.

• Flight: Sersi can fly at Shift X airspeeds (50 areas/round).

• Illusion Generation: Sersi generatesUnearthly rank illusions that affect allfive human senses.

• Invulnerability: Sersi has Class 1000resistance against cold, disease,electricity, energy, heat, radiation, andtoxin attacks. She does not age. Shecan still be affected by Stun and Slameffects as well as Kill results. Killresults are only effective if theyscatter Sersi's atoms over more thansix areas.

• Levitation: Sersi can levitate herselfand others with Shift X ability.

• Matter Transmutation: Sersi has theUnearthly ability to alter molecularstructures, allowing her near-unlimitedpower in altering all forms of matter.

• Mind Control: Sersi can control theminds of Eternals, humans, andDeviants with Excellent ability (greenor better Psyche FEAT roll againstExcellent rank to resist).

• Telekinesis: Sersi can telekineticallymanipulate objects with Incrediblestrength and generate a Force Fieldof Excellent rank.

• Telepathy: Sersi can communicatetelepathically with Excellent ability,though she cannot mentally read themind of any Deviant.

• Teleportation: At Shift Z rank, she canteleport up to 400 areas away, butshe must make a red Psyche roll anda red Endurance FEAT roll to do sowithout becoming paralyzed with painfor 1-10 rounds at her destination. NoKarma can be spent on these rolls.

• Uni-Mind: Sersi, like all Eternals, canjoin the Uni-Mind.

TALENTS: Martial Arts A, C, and E, Multi-lingual (Ancient/Dead Languages), andWrestling.

SHE-HULKJennifer WaltersID: PublicTeam Affiliation: Avengers; Formermember of the Fantastic Four

F A S E R I PRM EX MN AM TY GD EX30 20 75 50 6 10 20

Health: 175 Karma: 36Resources: EX Popularity: 30

KNOWN POWERSBody Armor: She-Hulk's gamma-irradiated

shin provides Incredible protectionagainst physical attacks and Excellentprotection from energy attacks.

Leaping: She-Hulk has Shift Z leapingabilities, allowing her to leap four areasin a single bound.

TALENTS: Law, Martial Arts C, and Pilot.

SHROUDUnrevealedID: SecretTeam Affiliation: Night Shift; Ally of theAvengers

F A S E R I PRM EX GD EX GD IN EX30 20 10 20 10 40 20

Health: 80 Karma: 70Resources: GD Popularity: -10

KNOWN POWERSDarkforce Control: The Shroud can tap

into the energy of the Darkforcedimension to generate areas ofdarkness. He can generate one areaof darkness per round up to amaximum of five areas of darkness.This darkness cancels all light sourcesof less than Amazing rank, causing alltargets within the darkness to takepenalties of -3CS on all combat andFEAT rolls. He also has a low-levelcontrol over the shape of the darkness,creating shadow forms as decoyswhen stalking his foes.

Mystic Vision: The Shroud is blind butrelies on a unique mystic-based visionpower that allows him to see withoutpenalty, even in his darkness. Hismystic senses can pierce walls andbarriers, but he can only "see" the areahe is in and "look" into areas adjacentto his own.

TALENTS: Crime, Martial Arts A, B, C,and E, Mystic Background, and OccultLore (Cult of Kali).

SONS OF THE SERPENTVariousID: SecretTeam Affiliation: Sons of the Serpent

Average Serpent SoldierF A S E R I P

TY TY TY GD TY PR PR6 6 6 10 6 4 4

Health: 28 Karma: 14Resources: TY Popularity: -10

KNOWN POWERSBody Armor: In all of their four

incarnations, the Sons of the Serpent(and their leaders, the SupremeSerpents) have worn armor. The latestgroup wore metallic weave battle suitsthat provided Excellent rank protectionfrom physical attacks.

Weaponry: The Sons of the Serpent havealways wielded a wide variety oftechnology, though the latest sextethad access only to military surplusweaponry. If organized on a widerscale, all the following weapons mightbe available to the Sons of theSerpent:

• Automatic Pistols: Typical Shootingdamage and range.

• Automatic Assault Rifles: GoodShooting damage, Excellent range.

• Clubs: Good Blunt damage.• Gas Grenades: Excellent intensity

knock-out gas grenades that affectone whole area.

• Poison Dart Guns: Toxic poison darts(yellow or better Endurance FEAT rollor die; Excellent damage if not killed)fired from gun with Good range.

• Snake Staffs: Staffs often planted bySerpents with messages recordedinto them—after message playback,staffs explode for Excellent Edgeddamage to all targets in one area.

• Stinger Missile Launcher: IncredibleShooting damage in one area effectwith Amazing range.

TALENTS: Unrevealed.

SPACE PHANTOMUnknownID: SecretTeam Affiliation: None; Former ally of theGrim Reaper and HYDRA

F A S E R I PPR TY GD TY RM TY TY4 6 10 4 30 6 6

Health: 26 Karma: 42Resources: EX Popularity: 0

KNOWN POWERSPower/Shape Imitation: The Space

Phantom can transform his body into aduplicate of any being of any size ormorphology. In changing his form, hegains any powers indigenous to thatform, whether natural or technologicalin nature. The upper rank he can adaptany powers is Unearthly. The SpacePhantom's power is limited to a one-area range, so he must be close to hisvictim. When the Phantom adopts theform of a given person, that person isteleported to Limbo in a state ofunconsciousness. This transfer takesone round. The Space Phantom canmaintain his duplicated form for anindefinite period of time.

LIMITATIONS: The Space Phantomcannot imitate the forms of gods,immortals (or the power of immortality)or magical beings and items. If heattempts to do so, he is catapulted intoLimbo (though he is not unconsciousbecause of the transfer).

TALENTS: Leadership, Military, and Timeand Dimensional Travel.

SPIDER-MANPeter ParkerID: SecretTeam Affiliation: Avengers, ally of Dr.Strange, the Human Torch II, and variousother heroes; Frequent freelanceemployee of Silver Sable

F A S E R I PRM AM IN IN EX GD IN30 50 40 40 20 10 40

Health: 160 Karma: 70Resources: TY Popularity: 30

KNOWN POWERSCombat Sense: Spider-Man's "spider-

senses" alert him to dangers withAmazing ability. Spider-Man cannot beblind-sided and can perform defensiveactions against attacks with asuccessful FEAT roll.

Wall-Crawling: Spider-Man move acrossvertical and upside-down surfaces withAmazing ability.

EQUIPMENTSpider-Light: This Good rank spotlight,

worn on Spider-Man's belt, shines abeacon that looks like Spider-Man'smask to a range of four areas.

Spider-Tracers: These electronic bugssend out a special-frequency homingsignal that Spider-Man can track withAmazing accuracy from a maximumdistance of one mile.

Web-Shooters: Spider-Man wears theseExcellent strength devices on hiswrists to fire artificial webs. Thewebbing has Monstrous strength forone hour and can be used as:

• Web Balls: Heavy webbing shot forExcellent Blunt damage (three-arearange).

• Web Lines: Travel three areas/roundon swinging line.

• Web Shield: Monstrous strength forone area protection.

TALENTS: Chemistry, Photography, andPhysics.

SPIDER-WOMANJulia CarpenterID: SecretTeam Affiliation: Avengers; Formermember of Freedom Force

F A S E R I PEX AM IN RM GD TY RM20 50 40 30 10 6 30

Health: 140 Karma: 46Resources: GD Popularity: 5

KNOWN POWERSPsychic Web: Spider-Woman's primary

power is her ability to weave a psychicforce web. The webs can be destroyedby physical force, and they alsodissolve if Spider-Woman is knockedunconscious. Because of her time withFreedom Force and the Avengers,Julia has overcome many of her earlierlimitations when using her powers.This Monstrous power allows her tocreate webs as follows:

• Within her own area, psychic websare of Monstrous material strength.

• Up to one area away, the webs are ofIncredible strength.

• Two areas away, they are Excellentstrength webs.

• At three areas distance (hermaximum range), Spider-Woman'swebs are Typical strength.

Wall-Crawling: Spider-Woman can moveacross vertical and upside-downsurfaces with Amazing ability.

TALENTS: Espionage.

STARFOXEros of TitanID: PublicTeam Affiliation: Avengers, TitantianEternals; Ally of Drax the Destroyer

F A S E R I PGD EX AM AM EX TY RM10 20 50 50 20 6 30

Health: 130 Karma: 56Resources: EX Popularity: 75

KNOWN POWERSEmotion Control: Starfox has the Amazing

rank power to stimulate the pleasurecenters of a target's brain. This affectscreatures for 10-100 rounds, makingthem friendly and cooperative withStarfox. It is avoidable only with agreen or better Psyche FEAT roll or ifStarfox orders his victim to perform anact that would cause that person tolose Karma.

Eternal Abilities: The Eternals of Titanhave focused their energies in differentways than those on Earth, and thustheir base abilities are different. Thefollowing abilities are standard formany, if not all Titanians, though thepower ranks are higher than normal:

• Body Armor: Starfox's skin providesGood physical and energy protection.

• Flight: Starfox can fly at Remarkableair speeds (15 areas/round).

• Invulnerability: Eros has Class 1000rank resistance to the effects of aging,cold, disease, electricity, heat,radiation, and toxins.

• Regeneration: Starfox, though not asin tune with his body's molecules asSersi or Ikaris, has enough control togenerate Amazing rank self-healing.

• Uni-Mind: Starfox, like all Eternals ofEarth or Titan, can join the Uni-Mind.

TALENTS: Electronics (Earth and Titan),Pilot, and Repair/Tinkering.

STINGRAYDr. Walter NewellID: PublicTeam Affiliation: Ally of the Avengers andthe Thing

F A S E R I PGD RM AM IN EX GD GD10 30 50 40 20 10 10

Health: 130 Karma: 40Resources: RM Popularity: 20

KNOWN POWERSNone. All of his power comes from theStingray armor.

EQUIPMENTStingray Armor: The Stingray armor was

created for underwater marine biologywork but also makes him a part-timehero and a staunch ally of theAvengers. His powers are:

• Ability Enhancement: The suit boostshis innate Agility by +2CS, Strengthby +5CS, and Endurance by +3CS.

• Body Armor: The Stingray armorprovides Excellent energy protection,Remarkable physical protection(includes depth pressure), andAmazing protection from cold,electricity, and heat.

• Electricity Generation: Stingray canfire Incredible intensity electricityblasts (one-area range). Victims mustmake green or better EnduranceFEAT rolls or fall unconscious for 1-10 hours.

• Gliding: He can attain Poor (fourareas/round) air speed up to 100 feetin the air.

• Swimming: Stingray can swimunderwater at Good speed (fourareas/round).

• Water Breathing: He has artificial gillson his suit for breathing underwater.

TALENTS: Cetology, Ichthyology,Oceanic Archaeology, andOceanography; Incredible Reason foradapting humans to underwater life.

SUB-MARINERNamor I of Atlantis; Namor McKenzieID: PublicTeam Affiliation: Avengers, Defender;Former member of the All-Winners Squad,the Invaders, and former ally of Dr. Doom

F A S E R I PIN RM MN IN TY RM IN40 30 75 40 6 30 40

Health: 185 Karma: 76Resources: MN Popularity: 15

KNOWN POWERSAtlantean Body: Namor's hybrid

human/Atlantean body is still adaptedfor life on both sea and land. He isimmune to depth pressures and hasExcellent resistance to cold.

Flight: Namor's ankle wings allow himPoor rank flight (four areas/round).Currently, Namor's ankle wings haveatrophied and do not work. How longbefore the wings regrow is unknown.

Swimming: Namor can maintain Typicalspeeds (three areas/round)underwater.

LIMITATIONS: For every hour away fromwater, Namor's Strength andEndurance drop by –1CS until theyreach a minimum of Typical rank. Thisdecrease doesn't affect his Health.Namor was, until recently, under anUnearthly strength amnesia spell castby Master Khan; he had no idea ofwho he was, and he did everything inhis power to flee from people whoknew him. Through great strength ofwill, and the aid of Dr. Doom, Namorbroke free and his memory is restored.

TALENTS: Atlantean Lore and Science,Ichthyology, Leadership,Oceanography, and Politics.

SUNSTROKEUnknownID: SecretTeam Affiliation: Minion of Dominus

F A S E R I PEX GD GD RM GD TY GD20 10 10 30 10 6 10

Health: 70 Karma: 26Resources: GD Popularity: 0

KNOWN POWERSSolar Energy Manipulation: Sunstroke can

absorb, store, manipulate, and projectsolar energy in the forms of heat andlight. He has developed the followingabilities with his power:

• Gliding: By creating thermal updrafts,Sunstroke can glide with Typical airspeed (six areas/round).

• Heat Blasts: Sunstroke can fireIncredible rank heat blasts up to sixareas away. He can also radiate heatoutward from his entire body. CausingIncredible heat damage to all withinhis area and Excellent damage to allwithin adjacent areas.

• Light Burst: Sunstroke can alsoproduce Incredible intensity bursts oflight that can blind opponents for 1-10rounds if an Endurance FEAT roll isfailed.

EQUIPMENTCostume: Sunstroke's costume provides

him with glider wings to harnessthermal updrafts and use them toglide. Without them, he could glide atonly Feeble speed (two areas/round).

LIMITATIONS: Sunstroke can only wieldhis powers for a maximum of 40 turnswhen not in direct sunlight. He canrecharge his powers and stores ofenergy after one hour of exposure tosunlight.

TALENTS: Unknown.

SUPER-ADAPTOIDNot applicableID: Public.Team Affiliation: None; Former leader ofHeavy Metal as the Supreme Adaptoidand former agent of AIM

F A S E R I PTY TY TY TY TY TY TY6 6 6 6 6 6 6

Health: 150 Karma: VariesResources: N/A Popularity: 0

KNOWN POWERSImitation: Adaptoid has the Shift Z ability

to make its appearance match anychosen being. However, if powers ortraits of two or more beings are used,the Super-Adaptoid's coloring changesto kelly green.

Power Duplication: It can duplicate anybeing's powers with Shift Z ability. Itcan store and utilize the powers andabilities of up to eight different beings.

LIMITATIONS: If the Super-Adaptoid usesthe abilities or powers of more thantwo beings in a single round orsimultaneously, it is rendered inert andcan lose those powers.

TALENTS: As the beings imitated.

TASKMASTERHero IdentityID: SecretTeam Affiliation: None

F A S E R I PAM AM GD RM GD RM GD50 50 10 30 10 30 10

Health: 140 Karma: 50Resources: GD Popularity: -10

KNOWN POWERSCombat Sense: Taskmaster needs a

green or better Intuition FEAT roll tocorrectly guess an opponents actions.He is allowed one Intuition FEAT rollper enemy each turn.

Body Control—Photographic Reflexes:This Monstrous rank power allowsTaskmaster to exactly duplicate thefighting skills of any foes he observes.He has studied El Aguila, CaptainAmerica, Daredevil, Hawkeye, Hellcat,Iron Fist, the Punisher, Spider-Man,and Tigra. All of these heroes fightTaskmaster at –2CS Fighting ability.

EQUIPMENT• Billy Club: IN material; EX Blunt

damage.• Bow/Arrows: Longbow and 24 arrows

(identical to Hawkeye's arrows).• Grenades: Up to six Excellent

grenades (flash, force, fragmentation,smoke, sonic, tear gas).

• Helmet: Provides Excellent protectionvs. gas, smoke, sonic, and lightattacks.

• Pistol: EX material strength and Goodrange. Bullets are variable (normal,armor-piercing, rnercy, rubber,explosive).

• Shield: IN material; EX Blunt damage.• Sword: IN material; GD Edged

damage.

TALENTS: Acrobatics, Archery, Crime,Marksman (Bow, Grenades, and Pistolare +1CS), Martial Arts (All), Pilot,Tumbling, Weapons Specialist (BillyClub, Bow, Shield, and Sword are+2CS Fighting), and Wrestling.

THANOSThanos of TitanID: PublicTeam Affiliation: None; Sometime ally ofAdam Warlock and Infinity Watch

F A S E R I PMN RM UN UN AM IN AM75 30 100 100 50 40 50

Health: 305 Karma: 140Resources: AM Popularity: -100

KNOWN POWERSEternal Abilities: The Eternals of Titan

have focused their energies in differentways than those on Earth, and thustheir base abilities are different.Thanos' abilities are higher than anyother Eternal of Titan including hisfather, Mentor. It has been suggestedthat Thanos is either a mutant Eternalor he has boosted his abilities andpowers through bionics and mysticenhancements:

• Body Armor: Thanos' skin providesMonstrous physical and Amazingenergy protection.

• Energy Generation: Thanos can fireplasma bolts from his hands or eyes(Unearthly intensity force damage).

• Invulnerability: Thanos has Class1000 rank resistance to the effects ofaging, cold, disease, electricity, heat,radiation, and toxins.

• Life Support: Thanos can surviveindefinitely without food, air, or water.He is capable of sustaining his ownlife within a vacuum.

• Mental Force Bolt: He can fire psionicbolts of force into the minds of histargets (Amazing intensity and range).

• Teleportation: Thanos can teleportwith up to 10 others in his immediatearea with Unearthly ability and range.

TALENTS: All Scientific Skills, especiallyEngineering and Repair/Tinkering.

THOR IThor of AsgardID: PublicTeam Affiliation: Asgardian Pantheon,Avengers

F A S E R I PUN EX UN UN TY EX AM100 20 100 100 6 20 50Health: 320 Karma: 76Resources: EX Popularity: 50

THOR IIEric MastersonID: SecretTeam Affiliation: Avengers; Ally ofHercules and Thor I

F A S E R I PMN EX UN UN EX EX GD75 20 100 100 20 20 10

Health: 295 Karma: 50Resources: GD Popularity: 50

KNOWN POWERSBody Armor: Thor's skin provides

Excellent physical protection andTypical energy protection.

Illusion Detection: Thor gains a +1CS toIntuition when seeing and resistingillusions.

Invulnerability: Thor has Excellentresistance to aging, cold, disease,heat, radiation, and toxins.

EQUIPMENTBelt of Strength (Thor I only): This beltboosts Thor's strength to Shift X whileworn. When it is removed, Thor'sEndurance is -2CS for 24 hours.Mjolnir: Thor's hammer, Mjolnir, ismade of Uru, a Class 3000 material.Thor's Fighting rank is Shift Y with thehammer, and the hammer causes ShiftX Blunt damage. Thor can throw thehammer up to 10 areas away. Thepowers of Mjolnir are:

• Air Control: It has Monstrous intensitywind generation, and gives Monstrousprotection vs. projectiles for all withinone area. Thor can also use this tocarry others with him at Incredibleflight speed (20 areas/round).

• Alter Ego: Thor II can change fromThor to Eric Masterson and thehammer becomes a wooden walkingstick. If the hammer and Thor areseparated for more than one minute,he reverts to Eric. His statistics are:

F A S E R I PTY PR TY GD EX EX GD6 4 6 10 20 20 10

Health: 26 Karma: 50• Automatic Return: Mjolnir returns to

Thor's hand after it is thrown, whetherit hits its target or not.

• Deflection: By spinning his hammerbefore him, Thor can provideRemarkable protection againstphysical, energy, and magical attacks.

• Dimensional Travel: By spending allhis Karma, Thor can opendimensional rifts to other dimensions.Anyone within the area of the riftwhen it forms is forced into it by ShiftZ energy forces. Thor can determinewhich dimension he accesses.

• Flight: Thor can move at up toAmazing air speeds (25 areas/round).

• Life Force Drain: The hammer candrain life forces and can thus killimmortals. This drains all of Thor'sKarma and all Health except for 10points.

• Light Emission: Mjolnir can emitIncredible intensity flashes of light

• Lightning Bolts: Thor can projectMonstrous intensity lightning bolts.

• Magic Detection: Thor can senseAsgardian magic with Good ability.

• Power Absorption/Reflection: Mjolnircan absorb energy and psionicattacks of up to Class 1000 intensity,but must release the energy by thenext round. Energy can be reflectedback to us source with an ExcellentAgility FEAT roll.

• Weather Control: Thor has Unearthlycontrol over the weather.

• Worthiness: Mjolnir can only bewielded by a pure and noble personof Excellent Strength or greater.

TALENTS: Marksman, WeaponsSpecialist (Mjolnir) (both); AsgardianLore, Multi-lingual (Ancient and DeadLanguages), and Swordsmanship (+1CS) (Thor I); Architecture andEngineering (Thor II).

TIGER SHARKTodd ArlissID: PublicTeam Affiliation: Masters of Evil III and IV

F A S E R I PRM EX MN RM TY RM EX30 20 75 30 6 30 20

Health: 155 Karma: 56Resources: TY Popularity: -10

KNOWN POWERSBody Armor: Tiger Shark's body can

withstand deep-sea pressures and thisprovides him with Excellent protectionvs. physical attacks.

Resistance to Cold: He is immune to theeffects of up to Excellent rank cold.

Swimming: Tiger Shark has Good rankspeed swimming on or under water(four areas/round).

Teeth: His razor-teeth are made ofExcellent materials and Tiger Sharkcan bite grappled opponents forExcellent Edged damage.

Water Breathing: Tiger Shark hasmutagenically created gills that allowhim to breathe both water and air.

EQUIPMENTHydro-Suit: His Good material strength

suit does not provide extra physicalprotection, but it does contain areservoir of water and a filtrationsystem. This allows him to operate aswell on land as in the sea. Withoutexposure to water, Tiger Shark'sabilities would decline to normalhuman levels (except for Strength andEndurance of Good).

TALENTS: Olympic Swimming andUnderwater Combat.

TIGRAGreer Grant NelsonID: secretTeam Affiliation: Avengers

F A S E R I PEX IN IN RM TY RM EX20 40 40 30 6 30 20

Health: 130 Karma: 56Resources: TY Popularity: 30

KNOWN POWERSAlter Ego: Greer can change between her

human form and her Tigra form byusing a mystic amulet of the CatPeople that she wears on her top. AsTigra, she gains the following powers:

• Claws: Tigra's Good strength handand foot claws inflict Good Edgeddamage, though she can retract themwhen using her normal Blunt attacks.

• Climbing: Tigra can climb verticalsurfaces at her normal land speed.

• Enhanced Abilities: As Tigra, Greer'sExcellent Agility, Strength,Endurance, and Intuition are allboosted to the levels listed above.

• Enhanced Senses: Tiara's sight,sense of smell, and hearing operateat Monstrous levels. She suffers a -1CS on FEAT rolls against attacks onthese senses. She can track targetswith Amazing ability.

• Lightning Speed: Tigra can run at fourareas/round (Good rank). She can runwith Monstrous Endurance.

• Night Vision: At Incredible rank, Tigracan perceive objects in almost totaldarkness, and suffers no penaltieswhen fighting in the dark.

• Empathy: From her original trainingas the Cat, Greer gained theExcellent ability to detect emotions.She can also communicate on animallevels with felines of all types atIncredible levels (such as roaring toinduce fear or purring for calm).

TALENTS: Biology.

TITANIAMary "Skeeter" MacPherrenID: SecretTeam Affiliation: Masters of Evil IV,partner of the Absorbing Man

F A S E R I PEX GD MN MN GD GD GD20 10 75 75 10 10 10

Health: 180 Karma: 30Resources: TY Popularity: -10

KNOWN POWERSBody Armor: Titania's augmented body

grants her Monstrous physical andAmazing energy protection.

Resistances: Titania has Amazingresistance to cold, corrosives, disease,fire, heat, and toxins.

TALENTS: Unknown.

ULTRON-13UltronID: PublicTeam Affiliation: None; Former leader ofMasters of Evil II (U-5), former ally of theGrim Reaper (U-13)

F A S E R I PEX RM AM UN IN GD PR20 30 50 100 40 10 4

Health: 200 Karma: 54Resources: RM Popularity: -10

KNOWN POWERSRobot Body: Ultron-13's new body is less

streamlined than previous models,favoring articulated metallicmusculature, though it is no lessimpervious than the other Ultrons.

• Body Armor: Ultron's Adamantiumcovering gives him Class 1000protection against physical andenergy attacks. At his joints, however,he has only Shift X protection.

• Invulnerability: Ultron is immune tocold, corrosives, heat, and radiation.

• Molecular Rearranger: This device inUltron's chest allows him to alter hisform with Monstrous ability.

Weapon Systems: Ultron has weaponsintegrated into his robotic form:

• Concussion Blasters: These hand-blasters cause Monstrous forcedamage in a four-area range.

• Encephalo-Beams: Ultron's head canemit an electronic pulse that giveshim the equivalent of Incredible MindControl powers. This power can befocused into a beam of Incrediblepsionic force with an 11-area range.

• Induction: Ultron can absorb up toUnearthly rank external energies. Hecan use this energy to restore Health.

• Life Force Transfer: Ultron can absorb"life force" from any andrones (seebelow), using this energy to restorehis Health.

• Laser Beams: Ultron can fireIncredible intensity lasers from hiseyes to a range of six areas.

• Tractor Beams: These hand-beamscan exert up to Remarkable strengthpulling power up to eight areas away.

EQUIPMENTAndrone Robotization Crystals: Ultron

uses a unique crystal (in gas form) togenerate human-android slaves. Onceingested by living creatures, thecrystals change organs and tissuesinto metal and computer chips, andmake the "andrones" subject toUltron's Monstrous rank Mind Control(with a Class 1000 range). Tissuesbecome partially metallic, granting anExcellent rank Body Armor. Effectscan be resisted with green or betterEndurance FEAT rolls with eachexposure to the gas, but are onlycurable by exposure to highconcentrations of infrared light(Endurance FEAT rolls at +1CS).

TALENTS: Engineering andRepair/Tinkering.

U.S. AGENTJohn WalkerID: SecretTeam Affiliation: Avengers, agent for theCommission on Superhuman Activates;Former partner of the Buckies, formerpartner of Battlestar

F A S E R I PRM RM IN IN TY GD PR30 30 40 40 6 10 4

Health: 140 Karma: 20Resources: GD Popularity: 5

KNOWN POWERSBody Armor: U.S. Agent's enhanced

musculature provides him withExcellent protection against physicaland energy attacks.

EQUIPMENTArmor (Chain Mail): The Agent's chain

mail costume provides Goodprotection against Edged attacks.

Shield: He uses a Vibranium alloy shield(Incredible material strength).

• Projectile: US. Agent can throw theshield up to six areas away, causingIncredible Blunt damage. He canbounce the shield off two surfacesand have it return to him with a yellowor better Agility FEAT roll.

• Protection: The shield providesUnearthly protection againstconcussive force attacks (sonics,shock waves, force beams, etc.) andnegates any Slam/Stun effects. Itprovides Incredible protection againstother physical or energy attacks, andthese can Stun or Slam U.S. Agent.

TALENTS: Acrobatics, Acting,Leadership, Marksman (shield), MartialArts A, B, C, and E, Military, andTumbling.

VISIONVision; "Victor Shade"ID: Public; Victor's ID is SecretTeam Affiliation: Avengers

F A S E R I PRM EX AM IN EX GD RM30 20 50 40 20 10 30

Health: 140 Karma: 60Resources: GD Popularity: 30

KNOWN POWERSSynthezoid Body: Vision is made of Good

rank synthetic and mechanical parts,and has the following abilities:

• Invulnerability: Vision is immune tothe effects of aging, disease, andtoxins.

• Life Support: Vision has no need forfood, water, or air.

• Solar Beams: He can fire Remarkableheat beams from his eyes or foreheadjewel to a range of eight areas.

• Solar Regeneration: In sunlight,Vision regenerates at Amazing rank.He can regain Health points equal tothe intensity of solar or laser energydirected at his jewel, up to amaximum 50 points per round.

Density Manipulation—Self: Vision'sUnearthly control over his densitygives him a wide range of abilities:

• Body Armor: At densities above Good(maximum of Unearthly), Vision hasBody Armor equal to his density rank.At Incredible or greater, he is -1CS toFighting and Agility, but uses hisdensity rank as Strength.

• Disruption: Vision can disrupt livingand nonliving material by inserting hisphased hand into a target. Damageinflicted is equal to his density,ignoring any Body Armor.

• Flight: At Shift 0 density, Vision fliesat Poor air speed (four areas/round),

• Phasing: He can phase throughobjects at Shift 0 density.

TALENTS: Photographic Memory andRepair/Tinkering.

WASPJanet Van DyneID: PublicTeam Affiliation: Avengers; Former partnerand wife of Dr. Pym

F A S E R I PGD EX GD EX GD EX EX10 20 10 20 10 20 20

Health: 60 Karma: 50Resources: RM Popularity: 50

KNOWN POWERSSize Manipulation—Shrinking: Jan can

shrink with Incredible ability, reducingher normally to a 1/2-inch height. Shecan vary her height while maintainingher other powers to a maximum of 48inches before she loses her otherabilities. When she shrinks, wingsgrow from her back and vestigialantennae grow from her forehead.

• Flight: Wasp can fly at Poor airspeeds (four areas/round) and can flyat any size up to 48 inches. Shecannot carry any extra weight while inflight.

• Enhanced Abilities: Jan's Strength israised by + 1CS at her smallest sizebut her Health does not change. Atthis size, she also gains a +2CS toFighting normal-sized targets.

• Insect Communication: Wasp cancommunicate and command insectswith Typical ability and range.

• Wasp Sting: Jan's bioelectric sting ischarged by her shrinking, allowing herto fire Remarkable energy bolts fromher hands with a range of one area.

TALENTS: Aerial Combat,Business/Finance, Fashion Design,and Martial Arts D.

WHIRLWINDDavid CannonID: PublicTeam Affiliation: Masters of Evil II, III, IV;Former ally of Count Nefaria, Batroc,Porcupine, Tiger Shark, and Trapster

F A S E R I PGD IN GD RM TY TY TY10 40 10 30 6 6 6

Health: 90 Karma: 18Resources: TY Popularity: -10

KNOWN POWERSSpinning: Whirlwind can spin his body at

400 rpm for the following abilities:• Air Blast: He can create Remarkable

force air blasts (three-area range) byfocusing surrounding air currents.

• Body Armor: The air aroundWhirlwind provides Remarkable BodyArmor against physical and missileattacks.

• Lightning Speed: Whirlwind moves atExcellent speed (five areas/round).

• Flight: He can fly like a helicopter atGood speeds (eight areas/round).

• Tornado: He can generate a tornadoof Remarkable strength, affectingeverything in that area. Whirlwind canthrow an enemy out of the area with ayellow or better Catching roll.

EQUIPMENTEdged Weaponry: Whirlwind now wields

Remarkable strength blades on hiswrists and has other blades of Goodstrength:

• Arm Blades: While whirling with armsoutstretched, he can inflict AmazingEdged damage to opponents.

• Throwing Blades: Smaller blades arethrown for Remarkable Edgeddamage up to three areas away.Whirlwind carries 10 of these at alltimes.

TALENTS: Driving, Performing (Circus,Ice Skating), and Wrestling.

WONDER MANSimon WilliamsID: PublicTeam Affiliation: Avengers; Formermember of Masters of Evil I

F A S E R I PEX RM UN MN GD TY EX20 30 100 75 10 6 20

Health: 225 Karma: 36Resources: GD Popularity: 50

KNOWN POWERSIonic Energy Body: Simon's body is

composed entirely of ionic energy in asolid form. Because of recent changes,Simon can tap his ionic energy for awider variety of powers. Right now, hemaintains these listed powers, thoughmore may emerge in the future:

• Body Armor: Wonder Man's skinprovides Amazing protection from allattacks except psionics.

• Invulnerability: Simon is immune tothe effects of cold and heat.

• Life Support: Wonder Man does notneed air, food, or water to survive,and he can survive in a vacuum withno ill effects.

NOTESimon's ionic energy body has recentlybeen adapting to a massive influx ofradiation from the Negative Zone. Theseenergies have disrupted his normal controlover his ionic energies. To maintain hiscurrent statistics and abilities, Simon mustremain angry. If he begins to doubt hisabilities or himself, his Strength,Endurance, and powers drop by -3CS perround.

EQUIPMENTJet Packs: These jet packs tap his ionic

energy and provide Good air speed(eight areas/round).

TALENTS: Business, Engineering, andPerforming (Acting, Stuntwork).

YELLOWJACET IIRita DeMaraID: PublicTeam Affiliation: Avengers; Formermember of the Masters of Evil IV

F A S E R I PTY GD TY EX GD TY GD6 10 6 20 10 6 10

Health: 42 Karma: 26Resources: TY Popularity: 0

KNOWN POWERSNone. All of Yellowjacket's powers areartificial in nature (see Equipment).

EQUIPMENTYellowjacket Costume: Designed by Henry

Pym, this costume can allow its wearerthe following powers:

• Disrupter Sting: Yellowjacket can fireRemarkable energy beams with aone-area range (when shrunk) or athree-area range (at full size).

• Flight: She can fly at Good air speeds(eight areas/round) by means of herartificial wings and the anti-gravitydevices in the suit.

• Insect Communication: The originalcybernetic helmet stolen by Rita couldcommunicate and command insectswith Typical ability and range.Whether she still has this ability isunknown, since she rebuilt thehelmet.

• Protected Vision: Yellowjacket'shelmet provides her Excellentprotection against light-based attacks.

• Size Manipulation—Shrinking:Yellowjacket can shrink withIncredible ability with the aid of herhelmet, reducing her to a 1/2-inchheight.

TALENTS: Electronics, Engineering, andRepair/Tinkering.

Well, now that your player characters arepart of the illustrious Avengers, they haveneed of a headquarters! As Avengers,your characters now have funding fromthe Maria Stark Foundation, a trust fund oIncredible rank resources. This fund,independent of other Stark holdings,provides the resources needed to keepthe Avengers and their equipmentfunctioning. With the establishment of anew branch team within the Judge's gamecampaign universe, it is time to have theteam's official Avengers branchheadquarters. For new player characters,or those without a base, read Location isEverything and begin piecing together thenext Avengers HQ! While doing so,players create the map of the base, sincethey, not the Judge, are outfitting it to theircharacters' needs. If a base has already been establishedwithin the Judge's campaign that suits thelocation limitations within the By-Laws, itcan be upgraded to have morecompatibility with the Avengers' systems.Internal upgrades tend to be in the areasof computers (information processing andretrieval), communication systems, andlaboratories. External upgrades concernsecurity systems and reinforcement of thepre-existing structures.

minimum monitoring equipmentdemanded by the UNSC. The rest of theheadquarters needs to be financed by theheroes themselves for their initialprobationary period. Table C (page 64)shows the basic structures that a team offour to eight heroes could use as aheadquarters, assuming the basics ofspace for living quarters and equipmentand storage.

Under ConstructionNo matter how you find your prospectiveheadquarters, unless you've appropriatedan abandoned alien base or the home of

HOME FOR THE HEROES

HOME FOR THE HEROES

f

Location is Everything!When establishing a base forsuperheroes, it is required that aheadquarters must be a meeting placeaccessible by other heroes and (to alimited extent) the public, and it mustprovide a solid defense against thevarious foes of the heroes. These thingsare immediately contingent on the locationand function of the base. The building itself, as the initialconsideration for a headquarters, must belarge enough to contain all the necessaryAvengers equipment as well as rooms forliving quarters, if so desired. The buildingshould also be defendable againstintruders. An Amazing rank securitysystem will protect your HQ, but a goodisolated location (like the Avengers WestCompound) allows for easy defense withless cost.

BuildingWhile many independent heroes operatefrom their homes (like Daredevil and theFantastic Four), most heroes and herogroups work out of a separateheadquarters. The first thing to consider isthe building itself, its size, and itsstructural strength. The Stark Foundationprovides for the financing and purchase ofa building, the surrounding grounds, andthe

your arch-enemy, your team of heroes willhave to modify it for their needs.Modifications tend to involve strengtheningthe structure to withstand the rigors ofconstant superhuman traffic, updating andenhancing existing communications andsecurity setups and custom-fitting livingquarters to the needs and wants ofindividual heroes. Table D (page 64) andits notes explain the major outfittingchanges that are needed to make anybuilding a superheroes' headquarters. TheUNSC will allow the new Avengers toutilize any stockpiled equipment salvagedfrom the sunken Avengers island at alower price. If the Judge chooses to allowany equipment on Table D to be amongthis salvage, reduce the Resource cost byone rank, and keep in mind that some ofthis may be in need of repair.

Support Your Local AvengersLast, but not least, the Avengers havecome to understand a need for supportstaff to aid them in the smooth operationof their facilities as well as maintaininginter-team communications, the repairingof team equipment, and the like. Table E(page 64) provides example support staffthat can be hired for various functionswithin the team headquarters.

Table C: Prospective Headquarters SitesHQ Type Cost1 Size2 Material3Factory, Medium Amazing Large RemarkableFactory, Large Monstrous Deluxe IncredibleHouse, Large (14 rooms) Incredible Medium GoodManor, Small (18 rooms) Amazing Large ExcellentManor, Large (24 rooms) Monstrous Deluxe ExcellentOffice Building (12 rooms/floor)2 floors Incredible Large Excellent4 floors Amazing Large Excellent6 floors Monstrous Deluxe RemarkableWarehouse, Medium Incredible Large TypicalWarehouse, Large Amazing Deluxe Good

1. Building costs vary by location. If searching within a major metropolissuch as Chicago or London, raise the cost by +1CS. Respectively, a placesomewhat more remote or secluded, such as Lake Geneva, an island, ora similar suburb of a large city, reduces the cost of buying the building by–1CS.2. The smallest HQ for four heroes and some equipment (with no room forliving quarters) is Medium. Large buildings provide room for up to sixheroes, equipment, a staff of two, and living quarters. Deluxeaccommodations are the largest and provide space for up to nine heroes,a support staff of up to 12 people, living quarters for all, storage forvehicles, and various extras such as trophy rooms or Danger Rooms.3. Material lists the pre-existing strength of the walls and floors. Floorssupport weights equal to their material strength +2CS indefinitely andgreater weights under temporary stress (foot traffic, loading bays, etc.).

Table D: Headquarters Equipment PackagesLow and high end examples given with costs involved.Basic Package Cost EquipmentDining Room Good

RemarkableTable, chairs, ceiling lamp+ chairs, china, sterling

Kitchen GoodRemarkable

Stove, cabinets, tableware+ fridge, microwave, washer

Library Excellent Chairs, table, desk, 5 shelvesLiving Room Good

RemarkableSofa, chairs, end tables, lamps+ TV, stereo, piano

Office GoodRemarkable

Desk, chairs, lamp, typewriter+ computer, double above

Pool RemarkableIncredible

Outdoor Olympic pool, boardsIndoor Olympic pool, boards

Quarters GoodRemarkable

Bed, desk, 2 shelves, dresser+ TV, computer, fridge

Rec Room ExcellentAmazing

Sofa, chairs, pool table, TV+ pinball, holographic video

Custom Package Cost EquipmentCommunicationsRoom

RemarkableIncredible

Regular/police radio, computer+ video network, UNSC alert

Computer Room RemarkableIncredible

EX Computer w/ext. modemsRM Computer & crime files

Conference Room RemarkableIncredible

L. table, 10 chairs, podium+ 30 chairs, wood panel table

Danger Room IncredibleMonstrous

See notes below

Defense Excellent

Incredible

RM effect Stunners, restraintcables, nets, pit traps, etc.+ 1CS effect; equip as above

Gymnasium ExcellentAmazing

Weight-lifting equip, lockers+ robot boxing, UN weights

Hanger Excellent Storage/repair space (1 area)Each vehicle requires its own hanger package.

Imprisonment Cells ExcellentIncredible

Standard RM restraintsAM restraints, EX inhibitors

LaboratoryLg. Equipment Incredible Indiv. for each lab and jobMedical Remarkable

AmazingER care, regular antidotes+ OR, X-ray, and cryogenics

Scientific RemarkableAmazing

Basic chemistry lab equipment+ computer, poison antidotes

Power Room RemarkableAmazing

Backup generator (12 hr)+ Solar and no ext energy need

Security Systems GoodExcellentRemarkableIncredible

Mech. Locks, burglar alarms+ ID Card locks (Minimum)+ Palm-print scan, auto-def.+ Full body scan, benign ID

One security package covers one door or window.Trophy Room Excellent

RemarkableGallery and showcases+ holding IN dangerous items

Workshop RemarkableAmazing

Metal/woodworking shop+ full automation

1. Danger Room: Danger Rooms are programmable computerizedgymnasiums (Incredible rank min) with advanced equipment designed totest heroes under simulated combat conditions. The room itself can haverecessed tests, and it can also build robots and other constructs as perdesired simulation. Automated threats have maximum Strengths andintensities equal to the Resource cost. Holographic illusions can beincorporated into them at an effectiveness of –2CS Resources. TheDanger Room of the X-Men has incorporated alien technology and isconsidered unique. The Avengers East Coast team has an Amazing rankDanger Room set up with an Excellent self-repair ability and voice-programming systems (Monstrous rank/Resource cost) while the WestCoast team simply uses their lawn in sparring matches. Existinggymnasium areas can be adapted and upgraded to a Danger Roomstatus of equal rank with a Remarkable Resource expenditure.

Table E: Support StaffOccupation Income rankButler TypicalCommunications Director TypicalDoctor GoodPilot GoodSecurity Chief TypicalTechnician Typical