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WEBS: The SPIDER-MAN Dossier - mshgamer.commshgamer.com/.../2013/03/TSR6907.MHR2_.Webs-The.Grandmaster.L… · WEBS: The SPIDER-MAN Dossier The GRANDMASTER Log by Scott Davis Table

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WEBS: The SPIDER-MAN DossierThe GRANDMASTER Log

by Scott Davis

Table of Contents

Introduction ……………………………………………………………………………………………….. 2GRANDMASTER Log Entries …………………………………………………………………………... 3SPIDER-MAN ……………………………………………………………………………………………… 3SPIDER-MAN Supporting Cast ……………………………………………………………………………. 7SPIDER-MAN Allies ……………………………………………………………………………………… 10SPIDER-MAN Foes ……………………………………………………………………………………….. 18An Adventurous Week …………………………………………………………………………………… 56Set-up ………………………………………………………………………………………………………. 56Timelines …………………………………………………………………………………………………… 58Future Storyline Tips ……………………………………………………………………………………….. 64

Credits:

Design: Scott Davis Art Coordination: Peggy CooperEditing: Dale A. Donovan Typography: Tracey ZamagneCover Art: Mark Bagley & John Romita Cartography: Steven SullivanInterior & Foldup Art: The Marvel Bullpen Design & Production: Paul Hanchette

This book is protected under the copyright law of the United States of America. Any reproduction or unauthorized use of the material or artwork herein isprohibited without the express written consent of TSR, Inc. and Marvel Entertainment Group, Inc.The names of the characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living ordead are merely coincidental.Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the bookand hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.MARVEL SUPER HEROES and MARVEL UNIVERSE are trademarks of Marvel Entertainment Group, Inc. All Marvel characters, character names, and thedistinctive likenesses thereof are trademarks of Marvel Entertainment Group, Inc. 1992 Marvel Entertainment Group, Inc. All Rights Reserved.The TSR logo is a trademark owned by TSR, Inc. 1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

TSR, Inc.P.O. Box 756Lake Geneva

WI 53147U.S.A.

Crossing the depths of Infinity in searchof contests worthy of me, I contemplatefuture games, appropriate pawns, and alloutcomes of limitless contingencies. Iam an Elder of the Universe, I amimmortal. I am the Grandmaster, theuniversal master of games of chance. Ihave defeated the likes of beings merehumans have not the intellect tocomprehend. The denizens of the third planet fromSol provide excellent pieces for mycosmic matches. Upon my driftingabode, my thoughts often turn to thehuman known on his world as PeterParker, and of the beings that congregatearound his costumed identity of Spider-Man.

Many are the matches that this Spider-Man, his friends, and his foes couldprovide me. In preparation for such future contests,I've compiled the following informationabout the allies and enemies of Spider-Man. A host of interesting and variedindividuals surround the arachnidadventurer, many who would makewonderful pawns, and even a rook ortwo, in upcoming campaigns. A sample week in the life of one ofyour Earthly cities has been included inthis log, for you to test your own heroicmeddle against some of Spider-Man'sgreatest foes. Play to the best of yourabilities, and learn the lessons that willaid you in the

future. Study the entries in this log withpatience and care, for human mindscannot guess when or where I, theGrandmaster of the Universe, shallrequire the services of your like again.Knowledge of your enemy's powers andtactics greatly alters the odds of survivalto your favor. Conversely, you may be called todefend your world against me and mychosen pawns. Woe to you if you areamong this globe's defenders when amatch beckons. Who among you areprepared for the greatest test of yourexistences, who among are ready to takeup the gauntlet of the Grandmaster, thegreatest gamesman in the universe?

Introduction

Spider-Man andPeter ParkerSpider-Man is the epitome of the wordhero in the MARVEL UNIVERSE.Faced time and again with impossibleodds and hopeless situations, the manknown as Peter Parker perseveres for, ashe has learned, with great power theremust also come great responsibility.

Spider-ManF A S E R I P

RM AM IN IN EX GD IN30 50 40 40 20 10 40

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

Real Name: Peter ParkerOccupation: Freelance photographer,

Adventurer.Identity: Secret.Legal Status: Citizen of the U.S. with

no criminal record.Other Known Aliases: None.Place of Birth: Queens, New York City.Marital Status: Married.Known Relatives: Mary Jane Watson-

Parker (wife), Richard Parker (father),Mary Parker (mother), BenjaminParker (uncle, deceased), May Parker(aunt), Philip Watson (father-in-law),Gayle Watson-Byrnes (sister-in-law),Tommy and Kevin Byrnes (nephews)

Base of Operation: New York City.Group Affiliation: Spider-Man is a

reserve Avenger and he has workedwith Silver Sable's organization onoccasion.

KNOWN POWERSWall-Crawling: Spider-Man can crawl

on vertical and horizontal surfaces withAmazing (50) ability.

Combat Sense: Spider-Man has aCombat Sense of Amazing (50) abilitythat works all the time. When thissense is activated, a mental "buzzing"alerts Spider-Man of the potentiallydangerous situation. The intensity ofthe sense depends upon the amount ofdanger he with which he is beingthreatened. While his Combat Sense isworking, Spider-Man cannot beblindsided, and he may make defensiveactions if he makes a successfulIntuition FEAT. If his sense has beennullified, then his Intuition is as listed,and all Agility FEATs are at -1CS.

EquipmentWeb-Shooters: Spider-Man has a device

on each wrist that fire a web-likechemical formula. The webbing is ofIncredible (40) material strength in theround it is fired, and hardens intoMonstrous (75) strength in the nextround. This webbing is used by Spider-Man for travel (three areas/round), forrestraining opponents, for temporarilyblinding them, and for creating avariety of objects:• Web Shield: Monstrous (75)

material strength.• Web Parachute.• Web Hang Glider: Typical (6) air

speed.• Web Missiles: Excellent (20) Blunt

Attacks damage with a three-arearange.

GRANDMASTER Log Entries

Spider-Tracer: Spider-Man has created asmall homing device shaped like aspider that sets off his Spider Sense ifhe is within a mile of the tracer. He cantrack these tracers with Amazing (50)accuracy up to a mile away.

Spider-Light: Spider-Man has a smallbelt-light that projects a spider symbolas a means to intimidate his opponents.The light is of Good (10) intensity.

Web Cannons: Recently, Spider-Manconcocted a large gun of Excellent (20)rank material, capable of firing hiswebbing over one whole area, trappinganyone in the area. The Web Cannonshave a range of one area. The cannonhas a weakness in that the connectionsare only made of Good (10) rankmaterial and can easily be broken,covering the user in a large mass ofwebbing. This weakness may havebeen fixed by the next time thisweapon is used, however.

Spider-Mobile: Johnny Storm, a.k.a. theHuman Torch, gave Spider-Man a red-and-blue dune buggy-type vehicle,adorned with spider symbols. Thevehicle has the following statistics.

Body Control Speed ProtectionTY TY GD PR

(Unknown to Johnny Storm, Spider-Man had never driven a car in his life.The only vehicle that Spider-Man wasfamiliar with is a motorcycle, that hehad driven in his college days. Soon,the unlikely Spider-Mobile was drivenoff a pier and Spider-Man wrote off theidea of ever reviving the car.)

TALENTS: Peter Parker is a

graduate student in chemistry with astrong background in physics. He isalso able to support himself through hisphotography.

CONTACTS: Peter Parker has contactswith the Daily Bugle staff andmembers of Empire State University'sfaculty. Although Spider-Man is aloner by inclination, he has developedfriendly contacts with most American-based super heroes, including theFantastic Four, the Avengers, andDaredevil. A few of these people knowhis secret identity including MattMurdock (Daredevil), Felicia Hardy(Black Cat), and Mary Jane Watson-Parker.

IN BRIEF: Peter Parker is a man drivenby an overriding sense ofresponsibility. After he first gained hispowers, he had the chance to stop athief by just slowing the running mandown. Concerned only with his owninterests, he allowed the man to escape.Shortly thereafter, Peter discoveredthat the man he could have stoppedkilled his Uncle Ben. At that moment,Peter soon realized that with greatpower comes great responsibility, andhe has lived by that motto since thatpivotal moment in his life. As Spider-Man, he cracks jokes andbanters with his opponents as a releaseof tension, and as a way to keep themoff-guard. Spider-Man is careful withhis power, usually pulling his punchesunless he knows that his opponent isextremely dangerous or has superpowers of his own.

AlternateSPIDER-MAN StatisticsThroughout his career, Spider-Man hasundergone some extreme, albeittemporary, changes. Some of thesechanges were quite drastic, such as PeterParker with the augmented powers of themysterious Captain Universe. Otherswere caused by natural changes such asage. As Peter has grown, he has maturedphysically. This is taken into account inSpider-Man's current statistics, but weare also presenting his original powerlevels. These transformations andSpider-Man's altered statistics are shownin the following section.

The Original SPIDER-MANPeter Parker has grown much in theyears since he gained his powers, bothphysically and emotionally. Here are hisstatistics for his first few classic years ofadventuring.

F A S E R I PEX IN RM RM GD GD IN20 40 30 30 10 10 40

Health: 120 Karma: 60Resources: TY Popularity: 10

Six-Armed SPIDER-MANFor a short period of time, Spider-Manactually resembled a spider in themanner that he grew four extra arms. Inan effort to remove his powers, Petercaused two more sets of arms to growfrom his torso, below his original arms.This condition only lasted for a briefperiod, but it is still worthy of adescription. What if Peter Parker

hadn't been able to rid himself of hisextra arms?

F A S E R I PRM RM IN IN EX GD IN30 30 40 40 20 10 40

Health: 135 Karma: 70Resources: TY Popularity: 5

Weaknesses: The two pair of arms thatSpider-Man had gained hindered himmore than helped him. He had troubleadjusting to the two new appendageshe had on both sides of his chest. If thecondition had lasted longer, however,his statistics could be raised to theirpre-arms levels, and Spider-Manwould have two extra attacks perround.

Cosmic SPIDER-MANFor another more recent period in

Spider-Man's tumultuous life, he wasgranted the powers of Captain Universe,giving him an extreme amount of power.He was given these powers to defeat apowerful threat to the world, and after heaccomplished that feat, the powers lefthim. For a while there, Spider-Man wasa able to spar with Goliath, the BrothersGrimm, Titania, Graviton, and theTrapster all at once and come out on top.With these powers, he even knocked theHulk into orbit! It should be noted that Spider-Man wasstill exploring the extent of his newpowers when they were taken away fromhim.

F A S E R I PRM MN SZ IN EX GD UN10 75 500 40 20 10 100

Health: 645 Karma: 130Resources: TY Popularity: 30

KNOWN POWERSHe has all his usual powers with thefollowing additions:Body Armor: Unearthly (100)Kinetic Bolt: Unearthly (100) Force

damage with a 10-area range.Penetration Vision: Unearthly (100) with

a 10-area range.Telescopic Vision: Unearthly (100)

intensity and range.Molding/Animate/Molecular

Conversion: Unearthly (100) ability,but he must be touching the objectsthat he affects with this power.

Spider Sense: His Combat Sense hasbeen enhanced to Unearthly (100) rankand now includes super hearing. Incombat, his Spider Sense sometimesthreatens to overload his

senses and distract him. Every roundthis Spider Sense is activated, Spider-Man must make a successful ReasonFEAT roll to avoid his having hisIntuition fall to Typical (6) for thatround.

Plasma Bolt: Unearthly (100) rank witha 10 area range.

Flight: Remarkable (30) air speed (15areas per round)

Light Flash: Remarkable (30) intensitywith a two-area range.

Spider-HulkSpider-Man was once irradiated withbio-energy of the Hulk, which causedhim to change into a Spider-Hulk forshort periods of time. He was eventuallycured of the condition and no aftereffectsof the transformations have been seen.

F A S E R I PRM RM AM AM TY GD GD30 30 50 50 6 10 10

Health: 160 Karma: 26Resources: PR Popularity: 0

KNOWN POWERSAlter Ego: While under the influence of

the bio-energy, Spider-Man underwenta transformation into the Spider-Hulkwhen he was shocked or stressed. Hisintelligence dropped as his strengthwent up. Only upon falling asleep didhe undergo the change back to Spider-Man.

Spider-LizardIn an event similar to the one that createdthe Spider-Hulk, Spider-Man absorbedradioactive feedback from a portableenervator, which caused him totransform into the Spider-Lizard. In thisform, he

operated only on the most basic, bestialinstincts, attacking anything he met. Dr.Curt Connors, the Lizard's alter ego,finally cured Spider-Man of thisaffliction.

F A S E R I PRM IN AM AM PR GD GD30 40 50 50 4 10 10

Health: 170 Karma: 24Resources: PR Popularity: -5

KNOWN POWERSAlter Ego: All of the Spider-Lizard's

powers are only applicable when theLizard is dominant.

Body Armor: The tough skin of theSpider-Lizard provides him with Good(10) protection from physical attacks.

Tail: The Spider-Lizard can use his 61/2' tail to attack, doing Amazing (50)damage. He is +1CS when using thisattack.

Wall-Crawling: Using the pads andretractable claws on his hands and feet,the Spider-Lizard can adhere tovertical surfaces with Incredible (40)ability. Also, he can inflict Incredible(40) damage on the Edged Attackscolumn.

The life and stories of Peter Parkerwould not be the same without his richand varied supporting cast. From hisAunt May to his friends and co-workers,the foundation provided by these peopleis the real strength of Spider-Man'spopularity. The supporting cast is asimportant to Spider-Man's life as are hisactual powers and super-powered foes.Any campaign that includes Spider-Manmust have some interaction with thesefolks, if only in a cameo role. Thesepeople are Peter Parker's friends and co-workers, not all allies who follow himinto battle. Hence, only characters whonormally take part in such dangerousactivities have games statistics beenincluded here.

RelativesRichard and Mary Parker Peter Parker's natural parents havereturned to New York City. It wouldappear that their "deaths" via a planecrash years ago were faked and theywere actually held as prisoners all theseyears. How their relationship with Peterwill develop is unknown, but they arenow as of this writing, a very importantpart of his life.

May Reilly Parker May Parker was widowed on the nightthat the hero Spider-Man was born. Herhusband Ben was shot and killed by aburglar, a man that her nephew, PeterParker, could have stopped days beforein the guise of Spider-Man. May has lived off of her SocialSecurity checks and occasional help

of Peter ever since that night. She is aplucky woman who has endured muchhardship in life, yet she continues to lookon the positive side of events. One of the reasons that Peter Parkerkeeps Spider-Man's identity a secret is toprotect his aunt. He believes that therevelation would be too much of a shockfor her system to take. May has alwaysprofessed an intense dislike for Spider-Man until very recently, when the web-slinger saved her and Mary Jane fromthe criminal Vulture.

Mary Jane Watson-Parker MJ is a successful model and soap-opera actress, and she has overcomemuch adversity to be where she is today.Her childhood was marred by a cruelfather who physically abused his wife.To cope with the problems at home,Mary Jane created a party-girlpersonality for all her friends at school.She was always happy on the outside,with her motto of "never miss a goodtime." After her mother's death, she moved toNew York City and lived with her AuntAnna. It was at this time that she gotinvolved with Peter Parker, Gwen Stacy,and the other members of that crowd. Peter and Mary Jane became friendsover time, with Peter never guessingMary Jane's secret knowledge. MaryJane Watson was the first person to learnof Peter Parker's dual identity, but shekept the information to herself for years. After Gwen Stacy died, Peter and MJstarted dating and Peter actually askedher to marry him, but she

refused. Not long after the proposal, MJleft Peter's life for a time. When they finally got back together,she revealed to Peter that she had knownhis secret all along and she told him ofher past, something she had neverconfided to anyone else. Building on thisfoundation of trust, they became manand wife. MJ is currently employed as an actresson the soap opera, Secret Hospital.

Friends & Co-workersElizabeth "Liz" Allen Liz Allen is a high-school friend ofPeter Parker, who eventually married hisbest friend, Harry Osborn. In the earlyyears of Spider-Man's career, Liz andPeter felt affection for one another, butnothing beyond friendship ever came ofthe relationship. She and Harry have a son, Norman,and her brother is Mark Raxton, theformer criminal known as the MoltenMan.

Lance Bannon Lance is a freelance photographer forthe Daily Bugle. He and Peter'srelationship started out rough, becausethey both were competing for the sameassignments. Recently however, Peterand Lance have been more amicabletowards one another, even though theyare still competing for assignments.

Betty Brant-Leeds Betty is Kate Cushing's secretary, andhas been involved both in the life of bothwith Peter Parker and his

SPIDER-MAN Supporting Cast

costumed counterpart since thebeginning of his career. She was thesecretary for the Daily Bugle's publisherJ. Jonah Jameson when she first metfreelance photographer, Peter Parker. Abudding romance with Peter was cutshort when her brother was killed in afight in which Spider-Man was aparticipant. From that point on, shedreaded the idea of Peter exposinghimself to danger just to takephotographs. Realizing that if Bettycouldn't even accept the dangersassociated with photojournalism, shewould never consider a life with Spider-Man, so Peter cooled his relationshipwith her. The relationship was endedcompletely when a rival for Betty'sattentions entered the picture, reporterNed Leeds. Betty eventually married Ned, and hada somewhat stormy relationship with herhusband until his recent death. Unknownto her, Ned was the costumed villainknown as the Hobgoblin, and he waskilled as a result of his criminalactivities. Recently, after some difficult timesgetting over the death of Ned, she hasreturned to work at the Daily Bugle asthe City Editor Kate Cushing's secretary.

Katherine "Kate" Cushing Kate Cushing is the City Editor for theDaily Bugle, although she is currently onthe "outs" with the Bugle's publisher, J.Jonah Jameson. She is in charge of assigning storiesand photographers for the paper, and sheis not very fond of Peter Parker's work orattitude.

Gloria "Glory" Grant Glory is J. Jonah Jameson's secretary.She and Peter Parker are good friendsbut she carries a strong hatred of Spider-Man. The man she was in love with wasEduardo Lobo, a criminal who happenedto be a werewolf whom she shot whilehe and Spider-Man were fighting. Infact, she was aiming for Spider-Man butmissed, and blames the web-slinger forher love's death.

J. Jonah Jameson JJJ is the Publisher of the Daily Bugle,NOW and Woman Magazines. Jolly Jonah, as his employeesoccasionally call him (but never to hisface) has been the publisher of the DailyBugle for at least as long as Peter Parkerhas been wearing his Spider-Man suit.Jonah has consistently maintained anadversarial viewpoint about costumedadventurers in general and Spider-Manin specific. Jameson has been againstSpider-Man since the web-slinger's firstpublic appearance on television, and heisn't shy about letting his opinions beknown to hie readership. The DailyBugle led a campaign against Spider-Man for many years, decrying thecostumed adventurer's actions in boldheadlines on page one. Even if Spider-Man had saved the lives of many people,the Bugle somehow put a twist on thestory that placed the hero in anunflattering way. Over the years, Jonah has hired manypeople specifically to discredit Spider-Man, even going as far ascommissioning an inventor to create arobot to fight Spider-Man that Jameson

could control from a remote location. Currently, Jameson is married to Dr.Maria Madison and has a grown son,John Jameson, a former astronaut.

Joy Mercado Joy is a reporter for NOW Magazine,and has shared many story assignmentswith Peter Parker, not all of them onfriendly terms. Because of his costumedresponsibilities, Peter is forced to leavescenes of danger and excitement tochange and help the situation as Spider-Man. When he was paired with Joy, shedidn't appreciate being left alone tocover the news without herphotographer, no matter how good hiswork turns out. She regarded Peter astotally unprofessional, therefore puttinga strain on their relationship from thestart. Since their first few assignments,Joy and Peter have worked out most oftheir difficulties.

Harold "Harry" Osborn Harry first encountered Peter Parker incollege and held an instant dislike for thedistant bookworm. He got over that firstimpression and they became closefriends, eventually sharing an apartmenttogether. Harry is currently married to Liz Alienand has a young son, Norman. Harry's father was the original GreenGoblin, starting a tradition that Harry hasunfortunately carried on. Harry becameaddicted to drugs in his college years,but was helped through that time by hisfriends and counseling. When he witnessed his father's

death, as the Green Goblin, during abattle with Spider-Man however, hisdelicate mental state broke and Harryspiraled into the depths of madness,taking up his father's ways. Spider-Man defeated the new Goblin,but it took years for Harry to cope withhis problems. He eventually recovered,married, took over Osborn Industries,Inc., and had a son. The specter of the Green Goblinwouldn't let him go however, and he hascurrently reverted to his evil persona.

Joe "Robbie" Robertson Robbie is the Editor-in-Chief of theDaily Bugle and hence, is the editorialsecond-in-command of that paper.Robbie has long been the voice of reasonin the office, offsetting his publisher'srigid ideas. He tries to produce apolished, even-handed paper, and has cutback on the stories and scathingeditorials against Spider-Man. Recently, Robbie was sentenced to jailfor withholding knowledge of a murderfor more than twenty years. A boyRobbie had known in high school,Lonnie Lincoln, was a hit man for themob. When the young Robertsonstumbled upon Lincoln, now known asTombstone, strangling and killing a mobinformant, he kept the incident secret toprotect his family. Finally, Robertson broke that silenceand confronted Tombstone. Tombstonealmost killed Robbie but the reporterpersisted and got the charge to stick incourt. Tombstone was sent to jail.Unfortunately, the

judge didn't look kindly upon a newsmanwithholding evidence of a felony crimeand sentenced Robbie to the same prisonas Tombstone. Eventually, he waspardoned and released.

Eugene "Flash" Thompson Flash was always the big man oncampus, whether in high school orcollege. Since the early days of Spider-Man's career, Flash has been Spidey'sstaunchest supporter, even donning aSpider-Man costume to prove his web-slinging hero's doubters wrong. As muchas he liked Spider-Man, he equallydisliked Peter Parker. The two wererivals throughout high school andcollege, but the situation changed whenFlash returned from his tour of duty inVietnam. His time in the military servicematured Flash, and when he returned tothe U.S., he and Peter became goodfriends, a friendship that has lasted tothis day. Because of his closeness to PeterParker, and therefore, Spider-Man, Flashhas had a complicated and tumultuouslife. In the recent past, he was framed asthe Hobgoblin (but has since beencleared of that charge) and is datingFelicia Hardy, otherwise known as theBlack Cat. Flash doesn't know aboutFelicia's dual identity. Flash currently isin training as a boxer and helps youngchildren at the gym.

BLACK CATFelicia HardyFormer Cat Burglar, Adventurer

F A S E R I PGD AM TY EX GD GD EX10 50 6 20 10 10 20

Health: 86 Karma: 40Resources: TY Popularity: 2

KNOWN POWERSThe Black Cat's powers have changedthrough her career. Former powersinclude the following:Luck Manipulation: Felicia

unconsciously created a probability-altering field around her, causing badluck to befall all who attacked her. Thebad luck usually manifested itself inspectacular ways, always protectingher.

Her current powers are:Infravision: Excellent (20) rank.Claws: The Black Cat has claws made of

Excellent (20) material strength. Theyinflict Excellent (20) Edged damage.

Grapple Line: The Black Cat has a thinmetal wire (Excellent (20) material)ending in a cat claw that is fired fromthe back of her wrist and is used as aswing line.

TALENTS: Martial Arts A, E,Acrobatics, Tumbling, Espionage, andTightrope Walking.

IN BRIEF: In the past, Felicia Hardywas always looking for the excitinglife. Excitement is what first attractedher to Spider-Man, but when therelationship went beyond theircostumed identities, there was nocommon ground. The

relationship between the two ended,not very amicably.

By the time Felicia re-entered PeterParker's life, he had gotten married toMary Jane Watson. In retaliation forthis, Felicia started dating FlashThompson to get back at Peter. Sheintended to make Flash, a friend ofPeter's, love her, then break his heart.However, the relationship with Flashhas become more serious than she hadexpected. She has grown to like, andmaybe, love him.

After saving Spider-Man's life whenhe was powerless for a time, the twoheroes are now on amicable termsagain.

CLOAK AND DAGGERRecently, both Cloak's and Dagger'spowers went through a transformationwhen the evil entity, D'Spayre, revealedto them that he had placed a dark andlight entity into them when they firstexhibited their powers. These creaturesgave Cloak and Dagger some of theirpowers, such as Cloak's Darkforce andDagger's Healing light. D'Spayre, in an attempt to demoralizethe heroes, withdrew the dark and lightbeings from Cloak and Dagger. In theensuing moments, their powers evolvedand the new Cloak and Dagger wereborn. They are still fighting the war againstdrugs in all its forms.

CLOAKTyrone JohnsonVigilante

F A S E R I PTY GD EX IN TY EX GD6 10 20 40 6 20 10

Health: 76 Karma: 36Resources: PR Popularity: 5

KNOWN POWERSGateway: Cloak has the Unearthly (100)

ability to create an opening to the voidcontained within his cloak. Currently,it is only a dark void, where captivesmust face themselves in the darkness.

Teleportation: Cloak is able to teleportto any other point on the globe bystepping through his cloak andemerging from the void at another spoton Earth. He is able to bring otherpeople along with him or can sendother people through while his physicalform stays on Earth. In the past, heteleported an entire train a shortdistance.

Elongation: Cloak can reach up to onearea away with his cloak, that acts asan extension of his body.

TALENTS: None.IN BRIEF: Tyrone is a timid, shy

person who along with Tandy Bowen,was captured by Maggia thugs andexperimented on with a new form ofaddictive drug. Instead of killing them,as it had the other subjects, Tyrone andTandy were endowed with the powersof Cloak and Dagger. They have sinceused their powers to fight a drug war oftheir own, destroying the people whodeal drugs and trying to cure theaddicted children that they meet.

Log Entries: Allies

DAGGERTandy Bowen

F A S E R I PEX EX TY RM GD GD GD20 20 6 30 10 10 10

Health: 76 Karma: 30Resources: FE Popularity: 5

KNOWN POWERSLight Generation: Dagger can create

Remarkable (30) intensity light thatfills up to two areas. Opponents caughtin this light must make an EnduranceFEAT or be Stunned. Any attacksmade against the glowing form are -2CS to hit her.

Light Knives: Dagger is able to createsolid light daggers that do Excellent(20) Edged damage. She can throwfour daggers/round at up to fourdifferent targets if she so desires.These daggers dissipate one roundafter they leave Dagger's hand.

Light Shield: Dagger is able to generatea shield of light around her thatprovides Excellent (20) protectionfrom physical and Force attacks.

TALENTS: Acrobatics, Tumbling, andMartial Arts C.

IN BRIEF: In this duo, Tandy is themore light-hearted, offsetting theseriousness of Cloak. She sometimeswishes for a normal life, but realizesthat the good done by Cloak andDagger is necessary.

FROG-MANEugene Paul PatillioCollege Student, OccasionalAdventurer

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

Health: 22 Karma: 16Resources: PR Popularity: 3

KNOWN POWERSLeaping: Frog-Man wears a suit with

electronically-controlled springs in thefeet that give him Unearthly (100)Leaping ability (100' up or across).Eugene is inexperienced with the useof the frog suit and must make anAgility FEAT roll to stop or hecontinues to leap out of control. Hemust continue trying to make AgilityFEAT rolls until he succeeds. Whenbouncing around out of control, Frog-Man is -2CS to be hit and is +1CS tohit when Charging.

Body Armor: The suit provides Eugenewith Good (10) protection fromphysical and Force damage.

TALENTS: None.IN BRIEF: Eugene wants desperately to

be a famous super hero and is eager toprove himself any chance that he gets.He is trying to continue the "Frog"tradition of his family, as his fatherwas the minor villain known as theLeap-Frog.

MADAME WEBCassandra WebProfessional Medium

F A S E R I PFE FE FE FE TY GD MN2 2 2 2 6 10 75

Health: 8 Karma: 91Resources: TY Popularity: 0

KNOWN POWERS

Precognition: Because a wide variety ofevents affect the future, any divinationof the future is impossible to doaccurately. Madame Web is able to seevarious futures in her vision and theones that are most probable appearmore luminous than others. She mustbe in contact with a person or object touse this power.

Postcognition: She has the Incredible(40) ability to see into the recent pastof a person or object. Madame Webmust make a successful Power rankFEAT roll with the color resultdetermining the length of time that canbe read.• Green: Within one day.• Yellow: Within one week.• Red: Within one year.

Psionic Detection: This is a Remarkable(30) rank power that detects the use ofparanormal abilities.

Telepathy: Madame Web has the abilityto communicate mind-to-mind at theExcellent (20) rank. This also includesthe ability to read others' surfacethoughts. Willing targets and thosewith Psyche scores lower than hers canbe contacted with a green FEAT result.Subjects of equal Psyche require ayellow FEAT, while subjects with ahigher FEAT or mental screening takesa red FEAT. Subjects who areunwilling and have a higher Psyche areimpossible FEATs. Madame Web hasdeveloped a Power Stunt of using thisability as a Typical (6) intensity MentalProbe. The range of this power is 64areas or about 1.5 miles.

TALENTS: None.IN BRIEF: Cassandra Web's

motivations have never been

revealed, but she has demonstratedgreat concern for people who havehelped her. She has alluded that shehas nurtured others with psychic talentalong, but just who she has aided isunknown.

As an adult, Madame Web wasstricken with the disease, myastheniagravis, that slowly erodes the centralnervous system. As the last act beforehe died, Madame Web's husband builther a life-support system that providesfor all her vital functions. Thismachine has isolated her from normalsociety as she has to stay connected toit to stay alive.

Madame Web and Spider-Man haveteamed up in the past to thwart anassassination and to prevent MadameWeb's own death. In an encounter withthe Juggernaut, Madame Web wasdisconnected from her machine by thevillain. She survived, thanks to theswift action of Spider-Man, but she haslost all memory of her previous life.Included in that loss was theknowledge of Peter Parker's identity ofSpider-Man.

PROWLERHobie BrownProfessional Technician, OccasionalAdventurer

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

Health: 32 Karma: 32Resources: GD Popularity: 20

KNOWN POWERS

Claws: The Prowler wears gauntletsmade of Incredible (40) strengthmaterial, that inflict Good (10) Edgeddamage.

Wall-Crawling: The Prowler scales wallsmade of stone and concrete with Good(10) ability by using his claws. Heleaves large holes where he has passed.

Flechettes: The wrists of his gauntletsfire small, diamond-shaped, metalflechettes that inflict Good (10) Edged,throwing damage.

Gas: Also in his gauntlets are gascanisters that can be fired at hisopponents. They produce the followingeffects.• Remarkable (30) potency knock-out

gas.• Weakness gas that affects all stats

by -1CS if Endurance FEAT roll isfailed by targets.

• Compressed Air blast forRemarkable (30) Force damage.

• Obscuring fog in one area that lastsfor 1-10 turns. This is usually usedfor the Prowler to escape.

TALENTS: Martial Arts B.IN BRIEF: Hobie has matured from a

hot-headed kid into a level-headedadventurer. He is devoted to his friendsand will go out of his way to help themin any way possible. Recently, he hasbeen working with Silver Sable as amember of the group known as theOutlaws.

PUMAThomas FireheartChief Executive Officer of the

Fireheart Enterprises, MercenaryHuman form

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

Health: 36 Karma: 60Resources: IN Popularity: 0

Puma FormF A S E R I P

RM AM IN IN EX MN RM30 50 40 40 20 75 30

Health: 160 Karma: 125Resources: IN Popularity: 15

KNOWN POWERSAlter Ego: Thomas Fireheart can

transform himself into the Puma in tworounds. All the powers that Firehearthas are in the Puma form only.

Claws: Remarkable (30) materialstrength and Edged damage.

Hypersensitive Senses: Monstrous (75)sight, hearing, and smell.

Invulnerability: Good (10) resistance tophysical and Force attacks.

Tracking: Monstrous (75) rank.TALENTS: Business/Finance.IN BRIEF: The Puma is the result of

many generations of controlledbreeding and mysticism by anAmerican Indian tribe. He was bredwith the sole intention of protecting theworld from a being of infinite powerwho would pose a threat to the entireworld. Not quite believing thatprophesy, Thomas Fireheart used hishereditary powers as a mercenary. Oneof those missions was to kill Spider-Man, at the orders of the Rose. The Puma traveled to New York

City where he battled Spider-Mantwice. In the second battle, innocentswere placed in danger, and whilesaving them, Spider-Man was injured.Upset at his own actions and impressedby Spider-Man's heroism, Pumadeparted. Soon after, the contract wasrescinded and Puma returned to hishome.

The being of infinite power was theBeyonder, whom Puma did battle.However, doubt entered his mind at thelast moment, and the mystical energythat had infused his body seeped away,leaving the Puma defeated.

Displeased that he had sullied hishonor by attacking an honorable man(Spider-Man), Puma vowed to squarethe debt in his own way. To that end,he gained ownership of the DailyBugle and started a pro-Spider-Mancampaign, trying to undo all thenegative feelings the Bugle hadfostered over the years.

Finally, Spider-Man and ThomasFireheart confronted each other on abattlefield in the desert of Puma'snative land. The end result of theencounter was that the two men partedas equals, impressed with each other'smettle. They did not part as friends, butneither as enemies either.

PUNISHERFrank Castle (Castiglione)Vigilante

F A S E R I PAM EX GD EX TY EX TY50 20 10 20 6 20 6

Health: 100 Karma: 32Resources: GD Popularity: 5

KNOWN POWERSEquipmentBody Armor: Kevlar vest providing him

with Excellent (20) protection againstphysical and Force attacks.

M16 Assault Rifle: Range: seven areas;Damage: 10 points of Shootingdamage; Rounds: 10.

Sterling Mk 6 Submachine Gun: Range:five areas; Damage: five (25 for burstof five bullets) points of Shootingdamage; Rounds: 24.

Browning Autorifle: Range: five areas;Damage: 10 points of Shootingdamage; Rounds: 14

Smith and Wesson .357 Revolver: Range:three areas; Damage: sic points ofShooting damage; Rounds: 6.

Colt 45 Pistol: Range: three areas;Damage: five points of Shootingdamage; Rounds: 10.

.223 Derringer: Range: two areas;

Damage: four points of Shootingdamage; Rounds: 4.Browning 9mm Pistol: Range: three

areas; Damage: four points of Shootingdamage; rounds: 14.

All of the firearms can be loaded withconventional ammo, dum-dum (+5damage), or "mercy bullets" (Amazing(50) potency knock-out drug).

Gerber Mk II Combat Knife: Good (10)Edged Damage:

Grenades:Concussion: Incredible (40) Force

damage.Explosive: Remarkable (30) damage to

everyone in target area.Tear Gas: Incredible (40) potency:

victims must make an EnduranceFEAT or be Stunned. Victims'Intuition decreases -3CS for 1-10 turns.

Battle Van: The Punisher has a battlevan equipped with much of his gear,

and has the following statistics: Body:AM (50); Control: RM (30), Speed:RM (30), Protection: AM (50).

TALENTS: Martial Arts B, Firearms,and Military.

IN BRIEF: The Punisher is a mandriven by his hatred for criminals,some of whom killed his family. He isoften judge, jury, and executioner ofpeople he deems as having broken thelaw. His obsession with his own brandof justice sometimes brings him intoconflict with heroes who deem hisactions as criminal. Frank Castle is abitter man with no joy or happiness leftin him.

ROCKET RACERRobert FarrellStudent, Inventor, OccasionalAdventurer

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

Health: 60 Karma: 36Resources: PR Popularity: 0

KNOWN POWERSSkateboarding: Incredible (40) rank

skateboarding ability. While on hisskateboard, Rocket Racer can performAcrobatic feats and gains +1CS to hisAgility and Endurance FEAT rolls.

Unique Vehicle: Rocket Racer rides arocket-powered, magnetic skateboard.The board is controlled through acybernetic system built into the Racer'sheadset, but the physical connection atthe feet straps

between the Racer and the board needsto maintained for the cybernetic link tofunction. The board propels him atGood (10) speed (four areas/round)and has a range of about 75 milesbefore running out of fuel. The boardperforms the following power stunt:

Wall-climbing: Special gyroscopes in theboard allow the Rocket Racer to climbwalls with Incredible (40) ability.

Weapons: The Rocket Racer's gloves areequipped with minirockets that explodewith an Incredible (40) rank Forceblast. This attack has a range of threeareas. The gloves also perform thefollowing stunt:

Rocket-powered Punch: Some of theminirockets have been designed todeliver a special punch, that gives theRacer +2CS to his Strength whenstriking a target. He can only performthis six times per encounter.

TALENTS: Biology, Chemistry, andPhysics.

IN BRIEF: Farrell began his super-powered career as a villain not bychoice but by circumstance. He stole tohelp his family meet their financialobligations. With Spider-Man's help,however, the Rocket Racer turnedaway from a life of crime and nowfights on the side of the law. Hecurrently works for Silver Sable as partof the super-hero group known as theOutlaws.

SANDMANWilliam BakerEx-professional Criminal, Adventurer

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

Health: 175 Karma: 46Resources: TY Popularity: 0

KNOWN POWERSMineral Body: Baker can transform his

body into sand-like particles under hiscontrol.

Topology: Amazing (50) ability toreform his body at will and has beenknown to perform the following stunts:• Create sand hammers doing

Amazing (50) Blunt damage.• Create Incredible (40) material

strength cages.• Phasing through openings with

Remarkable (30) ease.• Elongate up to two areas distant.

Body Armor: Amazing (50) protectionagainst physical and Force attacks,Incredible (40) protection against mostEnergy attacks.

Sandblast: Incredible (40) IntensityForce attack with a range of two areas.

Molecular Conversion: Amazing (50)ability to transform normal sand intohis special form.

Healing: Up to half his damage per day.Weaknesses: Heat and flame attacks can

fuse his body into glass. Incredible(40) intensity or better wind tears hisbody into helpless particles. Water-based powers of Monstrous (75) rankor water-based lifeforms absorb theSandman into a mindless sludge.

TALENTS: None.IN BRIEF: The Sandman began his

career as a criminal but has since

mended his ways. He is trying to makeamends for his past life and is fightingalongside the heroes battling crime. Heworks with Silver Sable and is amember of the super-hero team knownas the Outlaws.

SILVER SABLEMercenary, Leader of the Wild Pack

F A S E R I PRM EX GD EX EX EX GD30 20 10 20 20 20 10

Health: 80 Karma: 50Resources: IN Popularity: 20

KNOWN POWERSWeapons: Silver Sable employs a

number of personal weapons,including:

Chai: This projectile does five points ofEdged, throwing damage.

Katana: Her sword does 15 points ofEdged damage.

Pistol: Excellent (20) Shooting damagewith a range of three areas.

TALENTS: Martial Arts A, C, E,Leadership, Acrobatics,Business/Finance, Weapons Master.

IN BRIEF: Silver Sable leads theinternational mercenary group knownas the Wild Pack. The group wasformed in the country of Symkaria inorder to hunt Nazi war criminals; thegroup is now the major source ofoutside income for Symkaria. UnderSilver Sable International, theorganization apprehends wantedcriminals and recovers stolen propertyfor a wide spectrum of clients, frommajor insurance companies to smallnations.

Recently, Silver Sable has been usingmore super-powered agents and hasorganized a group called the Outlaws,which consists of the Prowler,Sandman, Rocket Racer, and Will 0'Wisp; all people who have beenconsidered wanted by the law at somepoint in their careers.

WILL O' THE WISPJackson ArvadFormer Scientist, ReluctantAdventurer

F A S E R I PGD EX IN AM EX GD GD10 20 40 50 20 10 10

Health: 120 Karma: 40Resources: PR Popularity: 0

KNOWN POWERSDensity Control-Self: Will O' The Wisp

has Remarkable (30) control over hisown density. He can increase hisdensity enough to give himselfRemarkable (30) body armor ordecrease it so that physical objects passthrough him. He can also solidify partsof his body while the rest remainsintangible.

Phasing: He can phase through solidobjects with Remarkable ability.

Flight: At minimum density, he can flyat Typical (6) air speed (sixareas/round). Moving at Feeble (2)speed or faster, Will O' The Wispappears as a glowing ball of light. Hecan't carry anything while flying.

Hypnosis: A light from his chest canhypnotize his opponents at Remarkable(30) ability. The victim can roll a

Psyche FEAT to try to resist theRemarkable (30) hypnosis.

Cybernetic Manipulation: Whileintangible, Will O' The Wisp can takeover cybernetic systems used by manyvillains. This is done at Remarkable(30) ability and Will O' The Wisp mustmake a Red FEAT roll to use thispower.

TALENTS: Physics, Computers,Electronics, and Repair/Tinkering.

IN BRIEF: At the beginning of his lifeas Will O' The Wisp, Arvad's only goalwas to exact his revenge upon theBrand Corporation for turning him intoa freak. He was obsessed with this goaland performed unheroic actions toaccomplish his objective. Now that hefeels he has gotten his revenge, Will O'The Wisp has been helping the supergroup known as the Outlaws, but as towhere he exactly stands in thespectrum of good and evil has yet to berevealed.

BEETLEAbner JenkinsProfessional Criminal

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

Health: 70 Karma: 56Resources: EX Popularity: -10

KNOWN POWERSAll of Abner Jenkin's super powers arederived from his microwave-poweredarmor. His Strength and Endurance areboth TY without his armor.Body Armor: The Beetle's suit provides

Excellent (20) protection from physicalattacks and Remarkable (30) protectionfrom energy attacks. The suit also jamsmicrowaves within three areas withIncredible (40) ability.

Wall-Crawling: The suit has suctioncups on its gloves that give its wearerExcellent (20) ability to cling tovertical surfaces.

Flight: The Beetle can fly at Good (10)speed (eight areas/turn) or, by takingpower from all other systems, can flyat Excellent (20) speed (10areas/round). He can also hover inplace. The wings are cyberneticallycontrolled and are made of Mylar(Good (10) material strength)

Electro-Bite: By placing the second andthird fingers of a gauntlet together, theBeetle can fire Excellent (20) Energyblasts up to 10 areas away.

Battle Computer: The Beetle's BattleComputer, housed in the chestplate

of his armor, can be programmed withthe fighting styles of various foes. Thecomputer is able to anticipate themoves of an opponent, thereby givingthe Beetle bonuses during the fight.Against foes that the Computer hasbeen programmed with, the Beetlegains +2CS on Fighting FEATs, +1CSon Agility FEATs, and +2CS onIntuition FEATs, including a +2 onInitiative rolls. The fighting style of afoe must be studied, analyzed andprogrammed into the computer beforegaining these abilities. Currentlyprogrammed into the computer areSpider-Man, Iron Man, CaptainAmerica, and Daredevil.

TALENTS: The Beetle has Electronicsand Repair/Tinkering skills.

IN BRIEF: The Beetle turned from thelife of a master mechanic to the life ofa criminal to escape the boredom ofnormal life. Jenkins is a mercenary inthe truest sense of the word. He iswilling to work for anyone who hasuse for his services. He holds a minorgrudge against Spider-Man but doesn'tgo far out of his way to pursue it. He'drather be making money.

BOOMERANGFred MyersMercenary, Professional Assassin

F A S E R I PEX RM GD EX GD GD TY20 30 10 20 10 10 6

Health: 80 Karma: 26Resources: GD Popularity: -5

KNOWN POWERSBoomerangs: Myers carries seven

boomerangs of Excellent (20) materialstrength.

Bladerangs: Incredible (40) Edged,throwing damage, no effect on BodyArmor of Good (10) or higher rank ormaterial strength.

Gasarang: Monstrous (75) intensity teargas, affecting everyone in one area.

Gravityrangs: Creates local gravity fieldof Incredible (40) intensity.

Reflexerangs: Solid-weightedboomerangs. "Bullseye" result onBlunt Throwing column indicatestarget must check for Stun.

Shatterang: Amazing (50) damage toeveryone in one area when explodes oncontact.

Razorangs: Incredible (40) materialstrength, Inflicts Remarkable (30)Edged, throwing damage.

Screamerangs: Excellent (20) intensitysonic attack.

Flight: Boot jets give him Typical (6) airspeed (six areas/round)

TALENTS: Weapon Specialist withBoomerangs, gaining +2CS to hit.Also, he is +1CS to hit with otherthrown weapons.

IN BRIEF: Boomerang is a confidentindividual, with him usually ending upin situations too difficult to handle.

CALYPSOCalypso EziliEvil Magician

SPIDER-MAN Foes

F A S E R I PTY GD PR EX GD IN IN6 10 4 20 10 40 40

Health: 40 Karma: 90Resources: GD Popularity: 0

KNOWN POWERSMagic: Calypso is a Master of Voodoo

Magic. She bartered her soul to gainpowers from a mysterious evil entity.Most of her spells have not beenrevealed yet. She has used thefollowing spells in the past.

Illusion (Universal): She createsillusions in the minds of her opponents.The spell is cast at Remarkable (30)rank with an area of effect of twoareas. The illusion looks, smells,sounds, and appears real, but, since itonly appears in the mind, it cannotdirectly cause any damage. Also, noone outside the area of effect can seethe illusion. Calypso must continue toconcentrate on the illusion for it toremain believable. Characters in thearea of effect may try a Psyche FEATroll to disbelieve the illusion eachround. If the character succeeds, theimage fades away.

Mental Control (Universal): Calypso cancontrol others mind at Incredible (40)rank through the use of her magic. Thetarget must have a Psyche of less thanIncredible (40) and Calypso must makea spell rank FEAT roll to take over theother's mind. If she succeeds, Calypsocan control the victim for one day.However, if a controlled person iscommanded to perform an actioncounter to their values, a Psyche FEATroll can be attempted to break thecontrol.

Telepathy (Personal): Calypso can

broadcast her thoughts to others andreceive a reply up to 40 areas away.She casts this spell at Monstrous (75)rank. When she uses Telepathy inconjunction with the Mental Controlspell, she gains a +1CS, making herMental Control spell rank Amazing(50). Also, if Calypso tries tocommunicate with a being of a higherPsyche than her own, she must firstsucceed at a spell rank FEAT roll.

Telekinesis (Personal): Calypso can castthis spell at Incredible (40) rank, whichcan move up to 10 tons of materialwithin an area of effect of five areas.

TALENTS: Calypso has trained herselfto be able to go without food or sleep ifshe is researching a magical matter oris casting a spell.

IN BRIEF: Calypso is an unbalancedwoman, whose primary desire in life isto torment and kill Spider-Man. She iscompletely evil, having been totallycorrupted in her quest for power.Calypso enjoys forcing other people todo her evil deeds, relishing thepsychological torture forced on hervictims.

CARDIACElias WirthamDoctor, Vigilante

F A S E R I PEX RM EX RM EX GD TY20 30 20 30 20 10 6

Health: 100 Karma: 36Resources: RM Popularity: 0

KNOWN POWERSBionics: Cardiac has an artificial heart

and other artificial body parts, createdby

beta technology, that provide him withhis powers to fight crime. The amountof artificial parts his body possesseshas not been revealed. So far, his lefthand has been shown to have twopanels that open to reveal circuitry,which is somehow connected to hisheart, and his right forearm has beenshown to be metallic with artificialskin over it.

Pulse Staff: A normal-looking walkingstick becomes Cardiac's main weaponwith a little energy from Cardiac'sbionic system. Its force blast has arange of two areas and inflictsRemarkable (30) damage. Cardiac isable to regulate how much energy isused in his blasts, allowing the damageto range from Feeble (2) toRemarkable (30)

Disintegration: Energy from his handscan disintegrate objects at Excellent(20) rank.

Body Armor: Cardiac's suit provides himwith Remarkable (30) protectionagainst physical attacks.

Flight: Cardiac has a remote controlflyer that attaches to his pulse staff.The flier moves at Typical (6) airspeed (six areas/round)

TALENTS: Medical, Business.IN BRIEF: Cardiac metes out his

personal brand of justice. When hediscovers that a company has donesomething unethical, such as covertlyfunding research for nerve gas, Cardiacdeals with the matter in a forthrightmanner; he destroys most of theirphysical assets. Wirtham, in his normal life, is incharge of a large medical facility and

has a large fortune of his own. He usesthese as tools to ferret out the corporatecrimes, then Cardiac goes to work,bringing them down.

He has allied himself with Spider-Man in the past, but the two have awide gap in their beliefs of the judicialsystem. Spider-Man has faith in thecourts, whereas Cardiac believes inonly his own justice.

CARNAGECletus KasadyProfessional Criminal

F A S E R I PIN IN AM IN GD RM TY40 40 50 40 10 30 6

Health: 180 Karma: 46Resources: TY Popularity: -30

KNOWN POWERSSymbiote: All of Carnage's powers come

from an alien symbiote that ispsionically bound to Cletus. Thesymbiote is Venom's offspring, but ithas different powers. It can change itsshape and color at Kasady's desire,dressing him in any style necessary.Characters adjacent to Carnage may tryto target the costume at -4CS. Thecostume has Remarkable (30)resistance to physical attacks. It has 25points of Health and recovers 6 pointsof Health every round it's injured. Ifthe costume goes below 0 Health, itbecomes "unconscious" for 1-10 hours.The bond with Kasady is of Amazing(50) strength. Any damage taken to thebond is taken by Kasady, not thesymbiote. The alien symbiote providesKasady with the following powers:

Webbing: The webbing used by Carnageis made of a renewable materialgenerated by the symbiote. Carnagecan fire Amazing (50) strengthwebbing that sticks to material withIncredible (40) strength. As long as thewebbing is in contact with Carnage, hecan manipulate it as if it were part ofhis body. Once separated fromCarnage, the webbing dissolves in 5-50minutes. The symbiote can provideenough webbing for an attack everythird round. (While swinging, thewebbing is reabsorbed, thereforeproviding an unlimited amount ofwebbing for traveling.) If the taxedbeyond this limit, the costume takesGood (10) damage.

Claws: Carnage has claws that inflictExcellent (20) Edged damage.

Spider Sense Immunity: The costumecancels Spider-Man's Combat Sensecompletely. This allows Carnage toblindside Spider-Man as well asmaking Spider-Man -2CS on Dodgeand Evade maneuvers.

Body Armor: Carnage's costume bluntsdamage to Kasady. It provides Typical(6) protection against blunt physicaldamage.

Object Creation: Carnage is able to formsmall objects from the symbiote'ssubstance and use these as hurledweapons up to three areas away. Theobjects disintegrate after 1-6 roundsafter being separated from Carnage.The damage is weapon-specific.

Elongation: Carnage can stretch hisbody at the Excellent (20) rank.

Weaknesses: The symbiote is vulnerableto certain forms of attack. Whenattacked with sonics, it suffers +3CS ofdamage and when

confronted with fire, it suffer + 1CSdamage.

TALENTS: None.IN BRIEF: Cletus Kasady was serving

time in prison with his cellmate EddieBrock when the night came alive. Thealien symbiote that forms half ofVenom (q.v.) invaded the cell and setEddie Brock free. The symbiote alsoleft a bit of itself behind as well, as itsspecies reproduces asexually, once pergeneration. This "child," having beengestated in an alien environment,developed unique powers and bondedwith Cletus Kasady, a convictedmurderer. Kasady and the alien symbiote forma maniacal pair. Carnage kills on awhim and cares nothing for human life.Carnage's last rampage forced Spider-Man to seek help from Venom. Thesetwo unlikely allies defeated Carnagewith sonics and then the sonic weaponwas turned on Venom, capturing himas well.

CHAMELEONReal Name UnrevealedProfessional Criminal

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

Health: 40 Karma: 80Resources: IN Popularity: -10 or by

identity

KNOWN POWERSImitation: The Chameleon has the

Incredible (40) ability to assume theexact appearance of anyone hechooses. His Computer Belt triggersthis power. Any change takes two

turns to complete.Computer Belt: This device serves three

purposes. A video scanner records aperson's appearance and feeds thatinformation to a visual synthesizer thatcan interpolate the rest of that person'sappearance. Its memory banks canstore hundreds of such images. Whenan image is called up by tapping thebelt, an electrical signal is transmittedto the Chameleon's body, that triggersthe chemically-altered skin. Asecondary signal alters his clothing.

Memory Material: The Chameleon'sclothing is made of a special fabric thatcan recolor and reshape itself in twoturns.

Knock-out Darts: He carries a smallairpistol that fires knockout darts up totwo areas away. The darts contain anExcellent (20) potency anaesthetic thatknocks a victim unconscious for 1-10hours.

Knock-out Gas: A small aerosol can thatemits a cloud of Excellent (20) potencyis another one of the Chameleon'sweapons. The cloud is potent withinthe Chameleon's area only and victimswho fail an Endurance FEAT roll sleepfor 1-10 hours.

Smoke Bomb: Remarkable (30) intensityopaque mist that fills a two-area radius.

TALENTS: Disguise, Espionage,Politics, Business Administration,Explosives, and Marksman with hisairpistol.

IN BRIEF: The Chameleon hascurrently set his sights on becomingthe crime boss of New York City. Tothat end, he had taken the identity of J.Jonah Jameson and allied himself with

the gangster, Hammerhead. The Chameleon is not normally akiller. He prefers to kidnap a personwhile he assumes the victim's identity.If he does kill a person, however, it isusually with a bomb, or anothermethod in which the identity of thecorpse is unrecognizable.

CHANCENicholas PowellMercenary

F A S E R I PGD RM GD RM RM RM GD10 30 10 30 30 30 10

Health: 80 Karma: 70Resources: EX Popularity: -5

KNOWN POWERSAnkle Jets: With these jets, Chance can

hover or fly up to Good (10) airspeed(10 areas/round).

Wrist Blasters: Chance has a blaster oneach wrist that contain the followingweapon systems.

Laser: Remarkable (30) damage at four-area range. Twenty blasts can be firedbefore recharging.

Concussive Blasts: Remarkable (30)Force damage in open areas, Incredible(40) Force damage in confined spaces.Maximum range is one area and theblast radius is two areas. Each blastrequires two charges.

Acid Darts: Glass darts filled with onequarter ounce of Excellent (20)intensity acid. The range is two areasand one dart per round can be fired.There are 30 darts in each WristBlaster.

Cellular Telephone: A radio telephone iscontained in his bracelet and isconnected to his home computer andanswering machine.

Cybernetic Helmet: Chance's helmetcontains a variety of sensors anddisplay screens. What look likegoggles are actually a variety of videoscreens and instrument displays.

Circular Vision: Five video camerasfeed the monitor screens, givingChance an almost full-circle view. Theonly blindspot is directly under hisfeet.

Infrared Vision: Good (10) ability to seethermal emissions or to see in the dark.

Radar: Good (10) radar gives him thebasic position of obstacles up to 10areas away.

Systems Monitoring: Displays within hishelmet inform him of the status of hisammunition, laser charge, and powerlevel.

Protected Vision: While wearing thehelmet, Chance is immune to mostsight-based attacks, unless such attackscan be controlled by television.

Power Pack: His backpack contains 20charges for the wrist blasters and thepower supply for his helmet and anklejets. The pack conveys this power toChance by cables linking the pack andhelmet. If these cables are damaged,Chance suffers an electrical shock thatstuns him for 10-100 turns, unless hemakes a Red Endurance FEAT roll.

TALENTS: Gambling, Weaponsdesign, Acrobatics, Marksmanship, andFlying (with his ankle jets)

IN BRIEF: Chance is a gambler,constantly wagering, even in the

middle of combat. To him, life is dull,only to be tolerated by taking risks. Helives this concept as a mercenary. Hewill do anything for the right wager.He hires himself out by wagering hisfee against his success. If doesn'tsatisfactorily complete his assignment,he doesn't get paid at all.

Despite his work as an assassin,Chance is not a casual killer. He onlykills the people he was paid to kill.

CYCLONEReal Name UnrevealedCriminal Mercenary

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

Health: 46 Karma: 26Resources: GD Popularity: -5

KNOWN POWERSWind Control: Cyclone's suit gives him

the power to control air patterns andwind at an Amazing (50) level, up toone area away. The following abilitiesare given to him by the suit.

Flight: Good (10) rank (8 areas/round)Disruption of other airborne characters:

Affected characters must make anAgility FEAT roll to remain in controlof their flight. Gliding characters mustalways make a Red FEAT roll.

Lift: Cyclone can lift other charactersand objects into the air. Characters soaffected must make the more difficultof an Agility or Strength FEAT roll toremain on the ground. Wall-crawlingor adhesive powers can also be used toresist Cyclone. Characters lifted off ofthe ground can be buffeted by winds at

the Amazing (50) rank. Cyclone caninflict Incredible (40) Blunt damage inthis attack. The airborne characters canbe slammed or stunned by the effectsof the winds. Characters on the groundcan take up to Excellent (20) damagefrom the wind and flying debris, butcannot be stunned or slammed if theirEndurance is greater than Excellent(20)

Vacuum: Cyclone can create a smallvacuum, large enough to encompassone person. An Endurance FEAT mustbe rolled by the victim or be renderedunconscious for 1-10 turns.

IN BRIEF: Cyclone is a brash andboastful mercenary, usually under thehire of the European branch of theMaggia. He has no concern for humanlife and would easily kill to accomplishhis mission.

DEMOGOBLINDemonic Criminal

F A S E R I PRM AM IN IN GD EX TY30 50 40 40 10 20 6

Health: 160 Karma: 36Resources: RM Popularity: -25

KNOWN POWERSBody Armor: Demogoblin's tissue

provides him with Excellent (20)protection against physical attacks andRemarkable (30) protection fromenergy attacks.

Demonic Powers: Demogoblin, as atwisted version of the Hobgoblincreated by N'astirh's magic, has anumber of powers that imitate thetechnological weapons of the

Hobgoblin. The Demogoblin has thefollowing magical powers and devices:• Glove Blasts: Demogoblin's gloves

can discharge pulses of energy; therange of the blast is two areas and itdoes Remarkable (30) damage.

• Pumpkin Bombs: These bombs doExcellent (20) damage to everythingwithin 20 feet.

• Smoke Grenades: These devicesproduce a cloud of Typical (6)obscuring smoke.

• Knock-out Gas Grenades: Theserelease a gas of Incredible (40)Intensity which causesunconsciousness that lasts from 1-10hours.

• Incendiary Grenade: Detonation ofthis device produces flames ofIncredible (40) intensity.

• Spider-Sense Negator: ThisUnearthly (100) intensity chemicalnegates Spider-Man's Spider-Sensefor 24-36 hours. At the referee'soption, it may or may not affectothers with similar abilities.

• Throwing Bats: These bat-shapedthrowing blades inflict Good (10)edged damage.

• Demon Glider: The Demogoblinemploys a magically-powered flying"bat" that mimicks the Hobgoblin'sglider with a flaming skeletalstructure. It has the followingcharacteristics:

Control Speed Body ProtectionIN TY GD none

• Nausea Grenade: This is a

chemical of Remarkable (30) intensitywhich caused people expose to it to getsick (Endurance FEAT to resist).

TALENTS: None.IN BRIEF: The demon N'Astirh granted

the powers of a demon to theHobgoblin, but he got more than hebargained for. A transformation tookplace, which slowly began to turn himinto a demon. Finally, the demon sideand the human side split in half,creating the Demogoblin. Whether thisis the final stage in their form or nothas yet to be revealed.

DOCTOR OCTOPUSOtto OctaviusCriminal Mastermind

F A S E R I PTY GD RM EX EX TY EX6 10 30 20 20 6 20

Health: 66 Karma: 46Resources: GD Popularity: -5

KNOWN POWERSTentacles: Dr. Octopus mentally controls

a metallic harness around his waistwith four telescoping metal tentaclesattached to it. These tentacles are madeof Amazing (50) strength material(titanium steel) and each tentacle endswith three pincers, made ofRemarkable (30) strength material. Dr.Octopus uses these tentacles in manyforms of attack.• He may make four attacks on a

successful Fighting FEAT.• He may engage in Blunt attacks,

wrestling, or a combination of both.• He may attack non-adjacent foes up

to one area away.

• A single tentacle attacks withRemarkable (30) strength. Multipletentacles attack with Incredible (40)strength.

• Multiple attacks are resolved on asingle die roll, but are +1CS foreach arm used.

• If two tentacles are used for bracing,his Endurance to avoid Stuns andSlams is +2CS.

Movement: Dr. Octopus' arms can carryhim four areas/round and he may risetwo building stories/round. Punchinghandholds into buildings allows him tomove vertically three stories per round. Octopus is in constant contact withhis tentacles and can command themfrom great distances away. A reported,but unsubstantiated, distance is 900miles. He has tactile sensation throughthese tentacles and if they aredamaged, Dr. Octopus must make anEndurance FEAT or pass out for 1-10rounds. The arms do not have to beattached to the harness to receivemental commands.

TALENTS: Mechanics, robotics, andRadiation Research, Engineering andRepair/Tinkering.

IN BRIEF: Dr. Octopus is in manyways a typical megalomaniac,inventing scheme after scheme toparlay his four extra arms into worlddomination. For a while, he sufferedfrom acute arachnophobia, but wascured when he temporarily defeatedSpider-Man.

ELECTROMaxwell DillonProfessional Criminal

F A S E R I PGD EX EX AM GD EX TY10 20 20 50 10 20 6

Health: 100 Karma: 36Resources: TY Popularity: -15

KNOWN POWERSElectrical Generation: Electro has the

ability to generate and channel about100,000 volts, delivering Incredible(40) Energy damage to groundedtargets, Good (10) Energy damage toinsulated or otherwise ungroundedtargets. The range for this attack is fiveareas and he gains a + 1CS to hit withthis attack form. At closer ranges, hisbolts do more damage. His bolts doAmazing (50) or Excellent (20) Energydamage to characters in the same area,and if Electro is able to grapple his foe,he can produce Monstrous (75)damage, against which no opponent isungrounded. Electro has developed anumber of power stunts.

Movement: By riding lines of high-magnetic potential, such as powerlines, me can move at Monstrous (75)ground speed (nine areas/round). Hehas also created bridges of electricitythat he rides at Excellent (20) groundspeed (five areas/round)

Electrical Device Control: Electro can"feel" the course of electricity throughthe circuitry of any electrically-powered device. By succeeding in anAmazing (50) intensity power FEATagainst the

rank of Resistance (or against theEndurance of the device if the machinehas an Endurance), Electro can takecontrol of the device. With this power,he can disconnect alarm systems,overload a subsystem, or control acomputer in a limited fashion.

Strength Boost: Electro can channel hispowers into his own muscle tissue,producing controlled galvanicresponses. By doing this, he cantemporarily increase his Strength toRemarkable (30), but doing so causesElectro Typical (6) Energy damage.

Resistance to Disease: Electro can alsouse his electricity to keep himself ingood health. His recuperative powersare astonishing, and with a sufficientpower source, Electro can "burn out"virtually any disease in his body,including cancer.

Invulnerability: Electro has Class 1000Resistance to all forms of electricalenergy and Excellent (20) Resistanceto other forms of energy.

TALENTS: Repair/Tinkering.IN BRIEF: Electro is the stereotypical

professional criminal, using his powersto gain as much wealth as possible. Heis a good team player in villain groupsand often joins with others to furtherhis own ends.

ENFORCERSCriminal Group

IN BRIEF: The Enforcers are a group oflow-powered individuals who worktogether as team to carry out their

crimes of extortion. They usually hireout their services to different ganglandleaders. In the past, they have servedthe Kingpin and the Big Man.

The original members of the team areFancy Dan, Montana, and the Ox. Theoriginal Ox perished and has beenreplaced by his brother, who looks andacts the same as the first Ox. The teamhas expanded to include SnakeMarston and Hammer Harrison.

FANCY DANDaniel BritoProfessional Criminal

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

Health: 46 Karma: 22Resources: GD Popularity: -5

KNOWN POWERSHardened Hands: He can tear through

Remarkable (30) rank material with hisbare hands in a round and canRemarkable (30) Blunt damage incombat.

TALENTS: Martial Arts A & E.

HAMMER HARRISONWillard HarrisonProfessional criminal

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

Health: 46 Karma: 26Resources: TY Popularity: 0

KNOWN POWERSSteel Gloves: Hammer uses a pair of

steel-plated gloves as his weapons. Hestrikes with Remarkable (30) Fightingability for Excellent (20) Bluntdamage. He can stun or slamopponents of up to Amazing (50)Endurance.

MONTANAJackson W. BriceProfessional criminal

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

Health: 46 Karma: 22Resources: GD Popularity: -5

KNOWN POWERSLariat: Montana uses a steel-fiber lariat

of Remarkable (30) material strength.He can employ it up to three areas totrap one opponent. This attack is aRemarkable Grappling attempt. If theGrapple is successful, the victim is -2CS on all physical actions. The victimcan try to pull the lariat fromMontana's grasp by making a StrengthFEAT roll versus Montana's Strength.

TALENTS: Weapon Specialist with thelariat.

OXRonald BlochProfessional criminal

F A S E R I PRM TY EX EX PR PR PR30 6 20 20 4 4 4

Health: 76 Karma: 12Resources: TY Popularity: -6

KNOWN POWERS None.TALENTS: None.

SNAKE MARSTONSylvester MarstonProfessional Criminal

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

Health: 40 Karma: 18Resources: TY Popularity: 0

KNOWN POWERSContortionist: When Grappling and

Escaping, Snake gains a bonus of+2CS. Those grappled by Snakeshould be ready to receive a few blowsfrom Hammer Harrison, as this is theirusual attack method. A grappledcharacter cannot attack other than totry and escape Snake's grip.

Marston can move through anyopening of 1' square and can fit hisentire body into an area no larger thana 2'cube.

FEMME FATALES

IN BRIEF: This mercenary team workswell together, with one pair keepingtheir foes off guard while the other twomove in for a final blow. The usualpairings are Bloodlust with Whiplashand Knockout with Mindblast.

BLOODLUSTReal Name UnrevealedMercenary

F A S E R I PEX RM GD RM PR EX GD20 30 10 30 4 20 10

Health: 90 Karma: 36Resources: TY Popularity: -5

KNOWN POWERSClaws: She has Excellent (20) material

strength weapons. Bloodlust inflictsExcellent (20) Edged attacks damage.

Body Armor: Padded costume gives herTypical (6) protection from physicalattacks.

TALENTS: Weapon Specialist with herClaws, Martial Arts E, and Acrobatics.

KNOCKOUTReal name UnrevealedMercenary, Leader of FemmeFatales

F A S E R I PEX GD IN IN EX GD GD20 10 40 40 20 10 10

Health: 110 Karma: 40Resources: GD Popularity: -2

KNOWN POWERSBody Armor: Knockout wears a metallic

suit that provides her Excellent (20)body armor versus physical attacks.

MINDBLASTReal name UnrevealedMercenary

F A S E R I PTY TY TY GD GD TY IN6 6 6 10 10 6 40

Health: 28 Karma: 56Resources: TY Popularity: -3

KNOWN POWERSTelekinesis: Incredible (40) rank. Her

known Power Stunts are:Flight: Typical (6) rank (six areas/round)Energy Shield: Good (10) protection

from physical, Force, and Energyattacks.

WHIPLASHReal Name UnrevealedMercenary

F A S E R I PGD EX TY EX TY TY GD10 20 6 20 6 6 10

Health: 56 Karma: 22Resources: TY Popularity: -2

KNOWN POWERSSteel Whips: She has three retractable

steel whips on each arm of Incredible(40) material strength that inflictRemarkable (30) Blunt damage. Thewhips are stored in her gauntlets whennot in use.

Armor: Her padded costume providesGood (10) body armor against physicalattacks.

FLYRichard DeaconProfessional Criminal

F A S E R I PEX IN RM IN PR MN GD20 40 30 40 4 75 10

Health: 130 Karma: 89Resources: PR Popularity: -10

KNOWN POWERSWinged Flight: The Fly has thin,

membranous wings that allow him tofly at Excellent (20) speed. His wingscan also generate a blast of air pressurecausing Amazing (50) Force damageup to one area away on a singleopponent.

Wall-Crawling: The Fly adheres to wallswith Remarkable (30) ability.

Circular Vision: The Fly's eyes aresimilar to those of a real fly, givinghim 360-degree vision. It is almostimpossible to blindside the Fly.

TALENTS: None.IN BRIEF: The Fly is a ruthless villain,

thinking little of killing anyone thatgets in his way. He usually becomesinvolved with heroes only when theytry to stop him. Towards the end, hewas becoming more bestial and fly-like.

GREEN GOBLIN INorman OsbornCriminal Mastermind

F A S E R I PEX RM IN IN EX GD EX20 30 40 40 20 10 20

Health: 130 Karma: 50Resources: EX Popularity: -10

KNOWN POWERS:Body Armor: The first Goblin wore a

bodysuit made up of insulated chainmail that gave him Excellent (20)protection from physical and Forceattacks and Remarkable (30) protectionfrom Energy attacks.

Weapons Systems: Norman Osborninvented many gadgets, most of whichhe made into weapons for the GreenGoblin's arsenal. The Goblin couldcarry twelve of the following items in aleather pouch that he wore at his waist.• Pumpkin Bombs: These explode for

Excellent (20) damage and mayexplode on contact up to two roundsafter thrown.

• Goblin Grenades: These grenadeswere made out of light rubbermantle that made them resembleghosts in the air. They can be filledwith standard smoke charges,Incredible (40) intensity knock-outgas, Incredible (40) intensityincendiary material, or a special gasthat reduced Spider-Man's SpiderSense to Poor (4) rank for 24 hours.

• Throwing Bats: These bladesfashioned in the shape of bat wingsdo Good (10) Edged, throwingdamage. Multiple blades may be

thrown, but at a -1CS to hit per bladetossed in that round.

Blast Gloves: The Green Goblin alsowore gloves that did Remarkable (30)Energy damage to any target withintwo areas.

Goblin Glider: The Green Goblin's modeof transport was a glider withIncredible (40) control, Typical (6)speed, Good (10) body, and noprotection.

IN BRIEF: Norman Osborn, co-ownerof a chemical firm, came across hispartner's chemical formula that toincrease a person's intelligence andphysical strength. Osborn decided totry the formula on himself. When hedid, it turned green and exploded. The chemical succeeded inincreasing Osborn's intelligence, but atthe price of his sanity. He fashioned agreen suit, after the color of theformula, and named himself the GreenGoblin. He began infiltrating thecriminal network of the city andbecame a well-known participant inmany underworld schemes. Osborn'sincreased intelligence produced manyexacting, well-planned criminalactivities. Only the continued meddlingof Spider-Man kept most of his plansfrom succeeding. One of the threats that the Goblinconstantly posed to Spider-Man wasthat the villain had discovered Spider-Man's true identity. Only theunstableness of Osborn's sanity keptthe world from learning that PeterParker is Spider-Man. At the end ofmost climactic battles with Spider-Man, the knowledge that Norman

Osborn was the Green Goblin wasforgotten completely.

After plaguing Spider-Man for manyyears, Norman Osborn's career as theGreen Goblin came to an abrupt haltwhen he was killed in battle afterhimself killing Spider-Man's girlfriend,Gwen Stacy, by knocking her off of theGeorge Washington Bridge. TheGoblin was then accidentally impaledon the front of his own goblin glider.The legacy of the Green Goblincontinued, however, with his son,Harry.

GREEN GOBLIN IIHarry OsbornCriminal

F A S E R I PEX RM TY GD GD GD EX20 30 6 10 10 10 20

Health: 66 Karma: 40Resources: EX Popularity: -10

KNOWN POWERSBody Armor: The Goblin wore a

bodysuit made up of insulated chainmail that gave him Excellent (20)protection from physical and Forceattacks and Remarkable (30) protectionfrom Energy attacks.

Weapons Systems: Harry Osborn usedmany of his father's gadgets. TheGoblin could carry twelve of thefollowing items in a leather pouch thathe wore at his waist.• Pumpkin Bombs: These explode for

Excellent (20) damage and mayexplode on contact up to two roundsafter thrown.

• Goblin Grenades: These grenadeswere made out of light rubbermantle that made them resembleghosts in the air. They can be filledwith standard smoke charges,Incredible (40) intensity knock-outgas, Incredible (40) intensityincendiary heat, or a special gas thatreduced Spider-Man's spider senseto Poor (4) rank for 24 hours.

• Throwing Bats: These bladesfashioned in the shape of bat wingsdo Good (10) Edged, throwingdamage. Multiple blades may bethrown, but at a -1CS to hit perblade tossed in that round.

Blast Gloves: The Green Goblin alsowore gloves that did Remarkable (30)Energy damage to any target withintwo areas.

Goblin Glider: The Green Goblin's

mode of transport was a glider withIncredible (40) control, Typical (6)speed, Good (10) body, and noprotection.

IN BRIEF: Harry, the son of theoriginal Green Goblin, witnessed thefinal battle between Spider-Man andhis father, which culminated in thedeath of his father. Already slightlyunstable because of certain illegaldrugs he had been taking, this eventpushed him over the edge. Now insane,Harry donned the Green Goblin'scostume and continued his father'sbattle against the web-slinger. In their first conflict, Spider-Maneasily defeated Harry. After removingthe Goblin's costume, Spider-Mancalled the police who took Harry andplaced him in a psychiatric hospital. Harry was temporarily cured of his

insanity, but his psychologist, BartHamilton, learned the secret of theGreen Goblin. Using that knowledge,he became the Green Goblin for a shortperiod of time.

It finally seemed that Harry had cometo grips with his past and the GreenGoblin. He had even used the GreenGoblin identity as a hero, fightingalongside Spider-Man and thereformed Molten Man.

Happiness was not to be for Harry,however. Harry again descended intothe world of insanity and is currentlyseparated from his family, and is activeas evil Green Goblin.

HAMMERHEADReal name unrevealedProfessional Criminal, former hit man

F A S E R I PGD TY GD IN TY PR TY10 6 10 40 6 4 6

Health: 76 Karma: 16Resources: EX Popularity: -5

KNOWN POWERSSkull Plate: Hammerhead has a steel-

alloy skull of Monstrous (75) materialstrength. His main offensive tactic is acharge, using his head as a batteringram. This attack causes Amazing (50)damage, but a successful attack againstmaterial of Incredible (40) strength orbetter also costs Hammerhead fiveHealth points. If Hammerhead is beingshot at, he can spend 10 Karma pointsand make sure the bullets hit his plate,giving him Amazing (50) body armor.

Exoskeleton: Hammerhead has used

an exoskeleton in the past. This deviceboosts his strength to Remarkable (30)and provides him with Incredible (40)protection from physical, Force,electrical, and fire attacks.

TALENTS: +1CS when charging incombat, Guns, and Trivia (1920sgangster movies)

IN BRIEF: Hammerhead believes thathe is living in a world populated withcharacters from gangster films. Hisplans and actions are all based ongangster movies of the 1920s.

HOBGOBLIN IEdward "Ned" LeedsProfessional Criminal, Reporter

F A S E R I PEX RM IN IN EX GD EX20 30 40 40 20 10 20

Health: 130 Karma: 50Resources: EX Popularity: -20

KNOWN POWERSBody Armor: Hobgoblin wears a suit of

armor that provides him with Excellent(20) protection against physical andForce attacks and Remarkable (30)protection from Energy attacks.

Glove Blasters: Hobgoblin's glovescontain devices that can dischargepulses of electricity. The range of theblast is two areas and it doesRemarkable (30) Energy damage.

Random Fire: Hobgoblin devised amechanism that jerked his handsaround while he fired his gloveblasters. This makes it harder for hisfoes to dodge his attacks because theyare random. This induces a -1CS on

attacks, but his target is -1CS on anyattempt to dodge.

Pumpkin Bombs: These bombs doExcellent (20) damage to everythingwithin 20 feet.

Smoke Grenades: These devices producea cloud of Typical (6) intensityobscuring smoke in one area.

Knock-out Grenades: These release agas of Incredible (40) Intensity thatcauses unconsciousness that lasts from1-10 hours.

Incendiary Grenades: Detonation of oneof these devices produces flames ofIncredible (40) intensity.

Spider Sense Negator: This Unearthly(100) intensity chemical negatesSpider-Man's Spider Sense for 25-36(d12 + 24) hours. At the referee'soption, it may or may not affect otherswith similar abilities.

Throwing Bats: These bat-shapedthrowing blades inflict Good (10)Edged, throwing damage.

Goblin Glider: The Hobgoblin employsa turbo-fan-powered flying sled thathas IN (40) Control, TY (6) Speed, GD(10) Body, and no Protection.

Battle Van: In addition to the GoblinGlider, the Hobgoblin uses a van fortransportation. It has IN (40) Control,RM (30) Speed, IN (40) Body, and IN(40) Protection.

TALENTS: Journalism, Criminal, andRepair/Tinkering.

IN BRIEF: Ned Leeds succumbed to theenticement of power when he foundone of the original Green Goblin'shideouts. The originally honest Leedsset out on a life of crime by employingcriminal

henchmen to carry out his schemes.The Hobgoblin preferred to stay in thebackground as much as possible, notallowing many people to know his trueidentity.

The Hobgoblin I was killed by theagents of the assassin known as theForeigner. They were hired by JasonMacendale, who took over the identityof the Hobgoblin.

HOBGOBLIN IIJason Philip Macendale, Jr.Professional Criminal

F A S E R I PEX RM GD RM EX GD EX20 30 10 30 20 10 20

Health: 90 Karma: 50Resources: EX Popularity: -25

KNOWN POWERSBody Armor: Hobgoblin II wears a suit

of armor that provides him withExcellent (20) protection againstphysical and Force attacks andRemarkable (30) protection fromEnergy attacks.

Glove Blasters: Hobgoblin 11's glovescontain devices that can dischargepulses of electricity. The range of theblast is two areas and it doesRemarkable (30) damage.

Random Fire: Hobgoblin used amechanism that jerked his handsaround while he fired his gloveblasters. This makes it harder for hisfoes to dodge his attacks because theyare random. This induces a -1CS onattacks, but his opponent is -1CS onany attempt to dodge.

Pumpkin Bombs: These bombs doExcellent (20) damage to everythingwithin 20 feet.

Smoke Grenades: These devices producea cloud of Typical (6) obscuringsmoke.

Knock-out Grenades: These release agas of Incredible (40) Intensity whichcauses unconsciousness that lasts from1-10 hours.

Incendiary Bomb: Detonation of thisdevice produces flames of Incredible(40) intensity.

Spider Sense Negator: This Unearthly(100) intensity chemical negatesSpider-Man's Spider Sense for 25-36(d12 +24) hours. At the referee'soption, it may or may not affect otherswith similar abilities.

Throwing Bats: These bat-shapedthrowing blades inflict Good (10)Edged, throwing damage.

Goblin Glider: Hobgoblin II employs aturbo-fan-powered flying sled that hasIN (40) Control, TY (6) Speed, GD(10) Body, and no Protection.

Battle Van: In addition to the GoblinGlider, Hobgoblin II uses a van fortransportation. It has IN (40) Control,RM (30) Speed, IN (40) Body, and IN(40) Protection.

In addition to the original Hobgoblinequipment, Macendale has used thefollowing equipment in the past, in hisother villainous identity of JackO'Lantern.Nausea Grenade: This is a chemical of

Remarkable (30) intensity whichcaused people exposed to it to make a

successful Endurance FEAT roll or getsick for 1-10 rounds.

Pumpkin Helmet: This Remarkable (30)material strength helmet was alsoequipped with infrared sensors, givingMacendale Good (10) infravision and athree-hour air supply. Also, lowintensity flames surrounded the helmetinflicting Poor (4) Energy damage toanyone the flames came in contactwith.

Pogo Platform: In his Jack O'Lanternguise, he traveled on a Pogo Platform,that had RM (30) Control, PR (4)Speed, EX (20) Body, and noProtection.

IN BRIEF: Macendale is a totallyruthless villain. He continually seekswealth and power at the expense ofanyone who gets in his way. He is acold-blooded killer that doesn't hesitateto kill. He also only attacks foes that hebelieves he has the upper hand on. Heassumed the identity of the Hobgoblinto avoid past Jack O'Lantern enemiesand to take advantage of his newly-acquired equipment. The demon N'Astirh granted thepowers of a demon to the Hobgoblin,but Macendale got more than hebargained for. A transformation tookplace, which slowly began to turn himinto a demon. Finally, the demonic sideand the human side split, creating theDemogoblin, and returning Macendaleto his previous human form. Whetherthis is the final stage in their changingform or not has yet to be revealed.

HYDRO-MANMorris "Morrie" BenchProfessional Criminal

F A S E R I PEX GD RM MN TY GD RM20 10 30 75 6 10 30

Health: 135 Karma: 46Resources: PR Popularity: -4

KNOWN POWERSWater Transformation: Bench can

transform all or part of his body intosentient water that cannot be killed bytransformation into vapor. He haddeveloped the following power stunts:

Water Jets: Firing jets of water that doExcellent (20) Force damage and havea range of three areas.

Body Armor: Amazing (50) body armoragainst physical and Force attacks.

Elongation: He can shoot himself as astream of water up to three areas, thenreform at that location.

Regeneration: He can absorb water toheal himself at the rate of one gallon ofwater per Health point.

Weaknesses: While in aqueous form, hetakes double damage from heat andEnergy attacks and can be absorbed bysponges and similar absorbentmaterials. Such passive attacks do 1-4points of damage per round. For some unexplained reason, ifHydro-Man and Sandman come intophysical contact, they merge into animbecilic creature of wet sand. Eachmust make a Remarkable (30) PsycheFEAT roll to regain his individualform.

TALENTS: Seamanship.

IN BRIEF: Hydro-Man is out to avengehimself on society for turning him intothis freak and to make money out ofthe hand that life has dealt him. Heprefers to work in groups.

JACKALMiles WarrenCriminal, Biochemistry Professor

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

Health: 60 Karma: 26Resources: GD Popularity: -5

KNOWN POWERSClaws: The Jackal has razor-tipped

claws that do Excellent (20) Edgeddamage. He sometimes placed poisonon the claws as well. The victim of apoisoned claw attack must make anEndurance feat or be knockedunconscious for 1-10 rounds.

TALENTS: Biochemistry.IN BRIEF: Miles Warren was fixated

on Gwen Stacy, Peter Parker'sgirlfriend. When she was killed, herdeath was reported by the media asbeing Spider-Man's fault, so he beganhis persecution of the web-slinger.Although brilliant in his field ofbiochemistry, the Jackal wascompletely insane and would stop atnothing to gain revenge for GwenStacy's death.

KILLER SHRIKESimon MaddicksProfessional Criminal

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

Health: 120 Karma: 22Resources: TY Popularity: 0

KNOWN POWERSBody Armor: Killer Shrike wears an

insulated steel-mesh bodysuit thatprovides Excellent (20) protectionfrom physical, Force, and electricalattacks.

Bracelets: Killer Shrike wears talon-shaped blaster bracelets on each wrist.These blasters inflict Incredible (40)Energy damage with a two-area range.The talons are made of Amazing (50)rank steel and inflict Remarkable (30)Edged damage.

Flight: His anti-gravity units allowKiller Shrike to fly at Typical (6) speed(6 areas/round)

TALENTS: Martial Arts A andMilitary.

IN BRIEF: Killer Shrike is a mercenaryin the truest sense of the word. Hetakes pride in his reputation and if amission begins to go poorly, he will doeverything in his power to come out ontop of the situation. Killer Shrike hasfought many heroes in the past andholds a grudge against Spider-Man.

KINGPIN OF CRIMEWilson FiskCriminal Mastermind

F A S E R I PRM GD EX IN GD EX GD30 10 20 40 10 20 10

Health: 100 Karma: 40Resources: EX Popularity: 0

KNOWN POWERSBody Armor: Through his fighting

disciplines, he has Poor (4) body armoragainst physical and Force attacks.

Weaponry: The Kingpin has been knownto carry a few weapons in the past.

Walking Stick: This item, made ofRemarkable (30) strength material,contains a three-shot laser with a rangeof two areas, which does Excellent(20) Energy damage. The stick alsocarries two doses of Amazing (50)potency sleeping gas, that put thetarget to sleep for 1-10 hours if anEndurance FEAT roll is failed. Thesleeping gas has a range of one area.

Minions: The Kingpin rarely travelsalone. He maintains an army of goonsfor practice sessions and for delayingheroes that directly attack hisorganization.

TALENTS: Martial Arts A, B, C,Wrestling, Business/Finance.

IN BRIEF: Wilson Fisk is an expertmanipulator of people. He is able toexploit most situations so that hecomes out of it unharmed and unsulliedwhile his adversaries usually end updoing exactly what they set out not todo. The Kingpin's past is fraught with

tragedy. After establishing himself asthe major player in the New Yorkunderworld, he retired to the Orienton the urging of his wife, Vanessa.After a while, Vanessa convinced herhusband to return to the U.S. totestify against his former associates.While they were here, a formeremployee of the Kingpin decided tokill Vanessa to bring the Kingpinback to power in New York. Vanessawas caught in an explosion andthought to be dead.

Thus, with the source of moralrestraints removed, the Kingpinrapidly regained control of the city'sunderground. Vanessa was found

alive, but she lives only as the shell ofthe woman she once was. At his zenith, the Kingpin controlledmost of the criminal activities on theEast Coast. He was extremely careful,making sure that his hands never gotdirty in any of his criminal businesses.One area that he never deals with andactively discourages his underlingsfrom doing is dealing drugs.

Recently, the Kingpin has taken a fallfrom the high tower, as the hero,Daredevil, orchestrated Fisk'sdownfall. The Kingpin was last seenon the streets of New York, running forhis life.

KNIGHT AND FOGG

KNIGHTMalcolm KnightEnforcer

F A S E R I PEX GD IN IN PR TY TY20 10 40 40 4 6 6

Health: 110 Karma: 16Resources: GD Popularity: 0

KNOWN POWERSAlter Ego/Armored Form: Knight can

instantly change his clothes and bodyinto a suit of armor that provides himwith Incredible (40) protection fromphysical and Force attacks. Thisarmored form also gives him thefollowing powers:

Growth: While armored, Knight growsto 8'tall.

Sword: Knight has a golden sword thatsnaps out of a housing in his leftforearm. The sword is made ofUnearthly (100) material and inflictsRemarkable (30) Edged damage.

Weaknesses: Knight is vulnerable toelectricity while in his armored form.Attacks of this type gain +2CS againsthim. Also, when unconscious orsleeping, he reverts to his unarmoredform.

TALENTS: Weapon Specialist (sword)IN BRIEF: Knight is a man who lives

two lives. The first is his life withFogg, as a contract killer. The other isa quiet life in his Liverpool, Englandhome. While out on missions withFogg, he follows the letter of thecontract, doing no more harm ordamage than is necessary to

complete the job. He considers himselfto be an honorable man, despite hisquestionable occupation.

FOGGThomas Fogg

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: 0

KNOWN POWERSAlter Ego/Gaseous Form: Fogg can

instantly transform himself into a semi-solid green mist. This gaseous formgrants him the following powers:

Density Manipulation—Self: Fogg canmanipulate his density with a Good(10) ability, changing his density fromShift 0 to normal body density. Thispower allows him to solidify parts ofhis body, such as his hands, whileleaving other parts gaseous.

Elongation: Fogg is able to stretch hismisty body up to one area away. ThisIncredible (40) rank power allowsFogg to attack characters in adjacentareas, with strangulation being thecommon form of attack. A victim ofsuch an attack must make a successfulEndurance FEAT vs. Fogg's Strengthto remain conscious; failure indicates aroll on the Stun table. Also, Fogginflicts normal Strength damage duringthis attack.

Vision Restriction: Due to Fogg's opaqueform, the normal vision of anyonesurrounded or attacked by Fogg islimited to that person's area

only.Flight: While gaseous, Fogg can fly at

Poor (4) rank (four areas/round)Weaknesses: While gaseous, Fogg is

vulnerable to electricity. This type ofattack adds +2CS against him. Also, hereverts to his human form whenever heis unconscious or asleep.

TALENTS: Wrestling.IN BRIEF: Fogg is a cruel, vicious

individual who truly loves his work asan assassin. He enjoys taunting andscaring his victims, before finallyattacking them. He is a reliablecontract killer.

KRAVEN THE HUNTERSergei KravinovHunter, Professional Criminal

F A S E R I PIN RM RM IN EX IN TY40 30 30 40 20 40 6

Health: 140 Karma: 66Resources: GD Popularity: -10

KNOWN POWERSRunning: Kraven can move four

areas/round when running.Weapons: Kraven employs a number of

weapons on his hunts, either carried onhis person or hidden in the area inwhich he is conducting his hunt. Theusual weapons are:

Axes: 10 points Edged, throwingdamage.

Darts: two-area range, Typical (6)Edged, throwing damage.

Electro-Blaster: Incredible (40) Energydamage, one-area range, not usedoften.

Knock-out potions: Amazing (50)intensity coating placed on weapons.

Manacles: Remarkable (30) strength,"Hold" result on Grappling attackmeans victim is chained and mustmake a successful Strength FEAT rollversus manacles' rank to escape.

Poison Gas: Good (10) intensity,successful Endurance FEAT roll toavoid rolling on the Stun table.

TALENTS: Martial Arts B.IN BRIEF: Kraven is obsessed with the

glory of the hunt and the importance ofpersonal honor in all matters. He holdsthese ideals as ultimate truths, althoughin times of stress or when it looks likehe may lose a fight, he has been knownto throw aside his honor. Kraven diedrecently.

LIGHTMASTERDr. Edward LanskyEx-physics professor

F A S E R I PTY GD TY GD EX EX TY6 10 6 10 20 20 6

Health: 32 Karma: 46Resources: GD Popularity: 0

KNOWN POWERSFlight: Lightmaster's suit enables him to

fly at Typical (6) speed (sixareas/round)

Light Powers: Lightmaster gains powerover visible light through his suit. Hehas the following powers:

Blind: Amazing (50) intensity flash.Create Objects: He can create

objects of solid light. The objects haveRemarkable (30) material strength andcan be projected up to five areas away,doing Remarkable (30) Force damage.

Solid Light Fists: By solidifying lightaround his fists, he can inflictRemarkable (30) Blunt damage.

Light Cage: This ensnaring attack is ofRemarkable (30) intensity and is rolledon the Grappling table.

Energy Absorption: His suit can absorban Unearthly (100) amount ofelectrical or light energy withoutdamaging the wearer. Should anygreater energy be absorbed, the wearermust make an Endurance FEAT or betransformed into living light. He mustmaintain its energy level bysurrounding himself with light, losingone Endurance rank for every turn thathe is in darkness. He still has thepowers of the suit in this form.

TALENTS: Physics, Optics,Administration.

IN BRIEF: Lansky is primarilymotivated by his hatred of Spider-Man.He longs for vengeance against thehero for defeat at Spider-Man's hands.Lansky, despite his brilliance inscience, is prone to stupid mistakes,perhaps because he is mentallyunstable.

LIZARDDr. Curt ConnorsResearch Biologist

F A S E R I PEX IN IN AM PR GD RM20 40 40 50 4 10 30

Health: 150 Karma: 40Resources: GD Popularity: -10

KNOWN POWERSAll of the Lizard's powers are only

applicable when the Lizard isdominant.

Alter Ego: The Lizard's alter-ego is Dr.Curtis Connors, who has the followingstats:F A S E R I P

TY TY TY GD RM GD TYHealth: 28 Karma: 46

Body Armor: The Lizard's tough skinprovides him with Good (10)protection from physical attacks.

Tail: The Lizard can use his 6 1/2' tail toattack, doing Amazing (50) Bluntdamage. He is +1CS to hit when usingthis attack.

Wall-Crawling: Using the claws on hishands and feet, the Lizard can adhereto vertical surfaces with Incredible (40)ability. Also, he can use his claws toinflict Incredible (40) damage on theEdged column.

Reptile Control: The Lizard cancommunicate with and control allreptiles in a one-mile radius withAmazing (50) ability.

TALENTS: The Lizard—none. Dr.Connors—Biology, Biochemistry,Herpetology (the study of reptiles), andMedicine.

IN BRIEF: Connors is missing his rightarm. He is a noted reptile expert,whereas the Lizard is a savage andcunning opponent, intent uponconquering the world and ushering inthe new age of reptiles. The Lizard hasno interest in human life except for Dr.Connors' wife and son. Even in theLizard's form, he will strive to protectthem. He has a grudge with Spider-Man, but won't let that get in the wayof his plans for world conquest.

CARLOS LOBOProfessional CriminalHuman form

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

Health: 50 Karma: 32Resources: EX Popularity: 0

Wolf formF A S E R I P

RM AM IN IN TY AM GD30 50 40 40 6 50 10

Health: 160 Karma: 66Resources: EX Popularity: -10

KNOWN POWERSAlter Ego: Carlos Lobo transforms into a

humanoid wolf during the full moon.His powers aren't true lycanthropy,however. They stem from some sort ofmutation. Even so, he still shares thesame weakness to silver bullets as dotrue lycanthropes. In his wolf form,Carlos retains his intelligence, butsometimes succumbs to bloodlust.

Claws and teeth: Remarkable (30)Edged damage.

Hypersensitive Senses: Monstrous (75)sight, hearing, and smell.

TALENTS: None.IN BRIEF: The Lobo brothers were

heading for New York city when theArranger, the Kingpin's right-handman, decided to stop them fromcoming to the city without consultinghis boss. His plan failed and thecriminal brothers took this as an act ofaggression on the Kingpin's part. Theyinstigated a gang war that killedEduardo, Carlos' brother. Carlos is a very angry man whowants revenge on everyone involved inthe death of his brother. He isresourceful and is biding his time untilthe right opportunity arises for hisvengeance.

MAN-MOUNTAINMARKOMichael MarkoEnforcer, Professional Criminal

F A S E R I PIN EX AM RM PR GD GD40 20 50 30 4 10 10

Health: 140 Karma: 26Resources: TY Popularity: -5

KNOWN POWERSGrowth: Because of the Maggia's genetic

manipulation, Marko has permanentFeeble (2) growth.

TALENTS: Martial Arts B.IN BRIEF: Man-Mountain Marko is

obsessed with the defeat of Spider-Man. To that end, he has

been altered for increased size andstrength, yet he still takes steroids tobecome even stronger.

MIRAGE IDesmond CharneProfessional Criminal, deceased

F A S E R I PGD TY GD TY EX TY GD10 6 10 6 20 6 10

Health: 32 Karma: 36Resources: TY Popularity: -3

KNOWN POWERSBodysuit: All of Mirage's illusion powers

are derived from the suit. It allows himto perform the following Power Stunts:

Disguise: Mirage can disguise himselfand up to eight other individuals within1 area.

Warp Light Rays: Affect light waves soas to make himself and the surroundingarea appear to be empty space.Maximum area of effect is 75 squarefeet.

Mirror Images: Mirage can create up toeight simultaneous duplicates ofhimself within 1 area diameter.

TALENTS: Holography, Handguns.IN BRIEF: Mirage suffered from an

incredible delusion of grandeur. Hewas brilliant in his field but was unableto recognize his limitations. Hebasically wanted to take on singleopponents, gain a reputation, and pulloff successful heists.

MOLTEN MANMark RaxtonFormer Professional Criminal

F A S E R I PEX GD RM MN TY GD TY20 10 30 75 6 10 6

Health: 135 Karma: 22Resources: TY Popularity: 0

KNOWN POWERSBody Armor: Raxton's body is made of

metal, giving him Amazing (50)protection from physical and Forceattacks and Excellent (20) protectionform energy attacks. His steel hardskin allows him to Stun and Slamopponents of up to Monstrous (75)Endurance. His body armor also provides himwith a slippery surface, to whichSpider-Man's webbing doesn't stick.

Flaming Form: The chemical inRaxton's body reacts with the air,creating a constant flame infernoaround his body. Most of the, thisreaction is controlled by Raxton anddoesn't occur, but when it does, thefollowing powers are the result.• Any character hitting the Molten

Man without suitable protectiontakes Excellent (20) damage fromthe heat.

• Raxton's own attacks inflictRemarkable (30) heat damage.

• He can melt materials ofRemarkable (30) material strengthor less.

• While in this form, Raxton takesdouble normal damage from waterand water-based attacks.

TALENTS: Lock Picking TalentIN BRIEF: Mark Raxton was the

assistant to Spencer Smythe when theydeveloped a liquid metal alloy. When

Raxton wanted to sell his share in theproject, Smythe physically assaultedhim, causing him to be doused in themetal alloy. Using his powers, Raxtonembarked on a life of crime, contin-ually being frustrated by Spider-Man.

Recently, he has had a change ofattitude and is trying to go straight.Whether this will last or not remains tobe seen.

MORBIUSDr. Michael MorbiusEx-adventurer, Biochemist

F A S E R I PEX EX RM AM RM EX GD20 20 30 50 30 20 10

Health: 120 Karma: 60Resources: TY Popularity: 0

KNOWN POWERSPseudo-Vampirism: Although he is not a

true vampire, he still has the cravingsfor blood. He needs to make a PsycheFEAT roll once a day or be forced tohunt down human prey for their blood.Victims of Morbius became pseudo-vampires themselves unless Morbiusgave them the antidote he haddeveloped. Unfortunately, the antidotedoes not affect Morbius at all.

Gliding: Poor (4) air speed (fourareas/round).

Claws: Good (10) Edged damage.Fangs: Good (10) Edged damage in

combat.Regeneration: Amazing (50) ability to

heal damage.TALENTS: Biochemistry.IN BRIEF: Michael Morbius is a Nobel

Prize-winning biochemist who

discovered that he was dying of a raredisease that was affecting his bloodcells. A colleague and Morbius createda fluid that was supposed to slow theprogress of the disease, one which wasmade from the bodies of vampire bats.When Morbius received an electricalshock to attempt to stimulate thecreation of more blood cells, theelectricity reacted with the bat fluids inhis body, transforming Morbius into acreature that resembled the traditionalvampire.

Morbius is torn between protectingand killing people. He has opted toattack only people he deems to be evil,such as criminals. Most recently,Morbius sought to cure himself onceagain of his curse; an unscrupulousdoctor injected Morbius with achemical mixture in an attempt to killhim, but the chemical was tainted byextradimensional demon-blood. Thischemical has caused radical changes inMorbius, the full parameters of whichwill not be known for some time (hisstatistics above reflect his abilitiesbefore this current change).

MYSTERIOQuentin BeckProfessional Criminal

F A S E R I PEX GD GD EX EX EX RM20 10 10 20 20 20 30

Health: 60 Karma: 70Resources: EX Popularity: -15

KNOWN POWERSHelmet: Made with one-way mirrored

glass, this device contains a one-hourair supply.

Gas Nozzles: Wrist-and ankle-nozzles inMysterio's costume can release avariety of fogs.• Amazing (50) intensity fog• Amazing (50) potency knock-out

gas• Monstrous (75) potency gas that

lowers the Intuition of thoseexposed to it by -4CS, to aminimum of Feeble (2) rank.

Holographic Projectors: Remarkable(30) Illusion-casting and Hypnosispowers.

TALENTS: Special effects,Holography, Engineering, andRobotics.

IN BRIEF: Mysterio has a huge ego andlikes to bask in the limelight. Early inhis career, Mysterio decided that if hecould defeat Spider-Man, then hewould gain fame and power. As timehas progressed, he has decided that thedefeat of Spider-Man isn't as importantas it once was.

MR. FEARAlan FaganBusinessman, Criminal

F A S E R I PTY GD TY GD GD EX GD6 10 6 10 10 20 10

Health: 32 Karma: 40Resources: RM Popularity: -5

KNOWN POWERSFear Compound: This Unearthly (100)

intensity gas induces fear in anyperson, save robots, androids, andnonhumanoid aliens who are immune.Those of less than Unearthly (100)Endurance need a red FEAT roll toavoid this effect, while those ofUnearthly (100) Endurance must makea yellow FEAT roll and those of higherEndurance need only a green FEATroll. Those affected either choose torun away or cower in fear. One gaspellet is sufficient to fill one area.

Fear Gun: Mister Fear fires his pelletsfrom this gun with a range of fiveareas.

Fear Ring: This ring injects a dose of thefear compound into a person. MisterFear must strike his victim in combatfor the ring to work. It inflicts Poor (4)damage and will not penetrate bodyarmor of Typical (6) or better.

Gas Mask: This mask is worn to protectFagan from making contact with hisown gas.

TALENTS: Business/Finance.IN BRIEF: The fourth man to use the

name Mr. Fear, Fagan is a sadistic,conceited man who though he couldsucceed where others had failed; hewas defeated on his first outing as asupervillain.

RHINOReal Name UnrevealedProfessional Criminal

F A S E R I PRM EX MN AM TY TY PR30 20 75 50 6 6 4

Health: 175 Karma: 16Resources: PR Popularity: -15

KNOWN POWERSBody Armor: The Rhino's suit provides

Amazing (50) protection againstphysical and Force attacks,Remarkable (30) protection fromEnergy, heat, and acid attacks. Thehorn on the suit CAN do Remarkable(30) Edged damage.

Charging: The Rhino can move up tofour areas in a round, but only in astraight line. He receives a +2CS whencharging and his armor provides himwith Unearthly (100) protection againstany damage he might take.

Protective Mask: His mask has beenequipped with a field that incineratesSpider-Man's webbing before ittouches his face.

TALENTS: None.IN BRIEF: The Rhino was originally a

small-time muscle man for variousmobs. Over the years, his primarymotivation has been to get out of thearmor that he had been imprisoned inby the Leader. Once he freed himselfof the Rhino armor, however, a threatby the Kingpin changed his mind, andthe Rhino now has a new suit of armorprovided by Justin Hammer (thoughhe's not trapped in this suit).

ROSERichard FiskCriminal Mastermind

F A S E R I PTY TY TY EX EX EX EX6 6 6 20 20 20 20

Health: 38 Karma: 60Resources: RM Popularity: -10

KNOWN POWERSThe Rose has no super-powers, but relieson his equipment and organization toprovide him with all the power he needs.Equipment: The Rose always carries a

handgun that does Typical (6)Shooting damage and has a range ofthree areas. He also possess a numberof minigrenades such as knock-out gas,weakness gas, and concussiongrenades. These weapons are usuallyused as a diversion, so that the Rosecan make a quick getaway if necessary.

TALENTS: Martial Arts E, Guns,Thrown Weapons, Administration,Gambling.

IN BRIEF: Richard Fisk posed as theRose to bring down his father'scriminal empire. The Kingpin knew ofhis son's deceit and brought Richardback to work within his organization.Even so, Richard continued to subverthis father's empire, conspiring withanother man, one Sgt. Blume, who hadtaken on the disguise of the Rose. Sgt.Blume donned the mask of the Rose tobring the Kingpin to justice for havinghis brother killed. When Blume double-crossedRichard, Blume was killed.

The Kingpin of Crime was toppled,not by anything Richard had done, butby Daredevil. However, Richardattempted to step into the powervacuum and take his father's place. Heeven had his head shaved to look morelike his paternal predecessor.

Other forces were at work, however.A character who named himself theBlood Rose entered the scene,determined to stop Richard frombecoming the next Kingpin. In theresulting melee, both Richard and theBlood Rose escaped Spider-Man. Theidentity of the new Blood Rose is still amystery.

SCORPIONMacDonald "Mac" GarganProfessional Criminal

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

Health: 150 Karma: 32Resources: TY Popularity: -20

KNOWN POWERSBattle Suit: The Scorpion's suit provides

him with the following powers:Armor: The Scorpion suit provides

Gargan with Excellent (20) protectionagainst physical and Force damage andRemarkable (30) protection againstelectrical attacks.

Climbing: Any wall the Scorpion can geta grip on, he can climb with Excellent(20) ability.

Scorpion Tail: His tail is made ofIncredible (40) material and can doAmazing (50) Blunt damage whenused as a club. When attacking with histail, the Scorpion gains a +1CS to hisFighting ability.

Leap: By coiling his tail beneath himand using it as a spring, the Scorpion isable to leap three areas. Such a leapgives the Scorpion +3 to his initiativeroll.

Plasma Projector: His tail has beenmodified to contain a low-densityplasma projector that can fire 40 blasts.Each blast does Remarkable (30)Energy damage and has a range of twoareas.

TALENTS: Detective.IN BRIEF: This man is a psychopathic

criminal, who enjoys the violence ofhis chosen profession. The Scorpionwas first created on the orders of J.

Jonah Jameson, who wanted a personpowerful enough to bring Spider-Manto justice. Unfortunately, the creator ofthe process that brought the Scorpionto life, Dr. Farley Stillwell, belatedlydiscovered that the process eventuallydrove the subject insane, which is whathappened to the Scorpion. Spider-Maninitially defeated Gargan, but thevillain keeps returning, usually tryingto get revenge on Jameson fortransforming him into this creature.

SHOCKERHerman ShultzProfessional Criminal

F A S E R I PTY EX TY EX GD GD TY6 20 6 20 10 10 6

Health: 52 Karma: 26Resources: TY Popularity: -2

KNOWN POWERSBody Armor: The Shocker's padded

armor and boots give him Good (10)protection against physical and Forceattacks and Amazing (50) protectionfrom sonic and vibration attacks, suchas produced by his gloves.

Vibro-Smasher Gloves: The gloves(made of Amazing (50) materialstrength steel) worn by the Shockerinflict Remarkable (30) Energydamage against a foe. The gloves havea range of one area. They can destroymaterial up to Incredible (40) materialstrength and are used to open safes byvibrating their sensitive lockingmechanisms with a successful FEATroll.

TALENTS: Inventor and Safecracker.IN BRIEF: The Shocker has a long-

standing grudge with Spider-Man. Hismotivations are revenge on Spider-Man and greed for as much money ashe can steal.

SILVERMANESilvio ManfrediCriminal Mastermind

F A S E R I PEX GD IN AM EX GD EX40 10 40 50 20 10 20

Health: 120 Karma: 50Resources: GD Popularity: -7

KNOWN POWERSBody Armor: The exoskeleton that

makes up most of Silvermane’s bodygives him Incredible (40) protectionagainst physical and Force attacks andRemarkable (30) protection againstenergy, acid, and cold attacks. Theexoskeleton is made from Incredible(40) strength material.

TALENTS: Martial Arts A, Gun,Leadership, and Business/Finance.

IN BRIEF: Silvermane has beenobsessed with two things throughouthis career, immortality and revenge.He has gained partial immortality withthe use of his exoskeleton, but revenge,primarily against Spider-Man andCloak and Dagger, has eluded him.

SKINHEADEdward CrossStudent, Nazi Skinhead

Human FormF A S E R I P

TY GD TY GD GD PR TY6 10 6 10 10 4 6

Health: 32 Karma: 20Resources: PR Popularity: 0

Blob formF A S E R I P

RM EX EX IN GD PR TY30 20 20 40 10 4 6

Health: 110 Karma: 20Resources: PR Popularity: -10

KNOWN POWERSAlter Ego/Blob Form: Eddie Cross can

transform himself into an amoebalikemass of flesh. When knockedunconscious, he reverts to his humanform. While he is transformed into hisblob state, he has the followingabilities:

Elongation: Excellent (20) ability tostretch pseudopods of his flesh up totwo areas away.

Growth: Poor (4) Growth power, makinghim +1CS to be hit.

Plasticity/Body Armor: Amazing (50)protection against physical and Forceattacks and Incredible (40) protectionagainst Energy attacks.

Rotting Touch: Excellent (20) ability todissolve the flesh of anyone he engulfs.Once a victim is engulfed, the target isheld with Excellent (20) strength. Eachround inside Skinhead, the victimsuffers Excellent (20) rank damage.

Wall-Crawling: Skinhead can ooze up

walls at Good (10) rank.Weaknesses: While within Skinhead, a

victim can attack the floating skeletonof Eddie Cross. Consider the skeletonto have the same statistics as Eddie inhis human form.

TALENTS: Mideastern Studies (fromcollege).

IN BRIEF: Eddie Cross is anunrepentant racist, filled with hate foranyone who doesn't fit into his idea ofracial perfection. He believes himselfto be the last hope for racial purity andwhite supremacy. Skinhead intends touse his powers to further the goals ofracism. Eddie became super-powered when acontainer of Peter Parker's experi-mental web liquid was destroyed overhis head by the Rocket Racer. The

resulting liquid covered Eddie,eventually giving him the bizarrepowers of Skinhead.

SLYDEJalome BeacherProfessional Thief

F A S E R I PGD IN GD GD EX GD TY10 40 10 10 20 10 6

Health: 70 Karma: 36Resources: GD Popularity: -1

KNOWN POWERSNon-Stick Coating: Slyde's costume is

covered with an experimentalsubstance that provides him withMonstrous (75) protection against

Grappling attacks or against substancessticking to him (such as Spider-Man'swebbing). It also gives him Good (10)protection against physical attacksunless a Bullseye result is scored, inwhich case the protection drops to Poor(4).

Running: Because of the substance,Slyde is able to run at Good (10) landspeed (four areas/round).

TALENTS: Chemistry.IN BRIEF: Slyde's main motivation is

to get rich, then live off of the spoils hehas gained, and to have fun through thewhole process. He is a cockyindividual who is confident that he willeventually achieve his goal of riches.

SPIDER SLAYERSSpider Slayers are machines that weredesigned to hunt down and kill Spider-Man. The inventors of the Spider Slayersdesigned each version with the defeat ofSpider-Man in mind, so each model hasfeatures that negate most of Spider-Man's super powers.

Mark IF A S E R I P

GD GD EX IN TY 0 010 10 20 40 6 0 0

Health: 80 Karma: 6

KNOWN POWERSRobotic Construction: Immunity to

disease, gas attacks, and psionicattacks.

Body Armor: Remarkable (30) protectionagainst physical and Force attacks,

Excellent (20) protection versusEnergy attacks.

Elongation: Feeble (2) ability for legsand arms, can reach one area away.

Remote-Control Guidance: Remotecontrol up to five miles away.

Slick Surface: Amazing (50) protectionagainst Grappling attacks, making itimmune to Spider-Man's webbing.

Spider Detection: Spider or spiderlikedetection abilities, Shift Y (200) range.

Steel Coils: 20 Amazing (50) materialstrength coils from chest. Controllermust make an Agility FEAT to hit.

Wall Crawling: Feeble (2) rank

Mark IIF A S E R I P

GD TY IN IN TY 0 010 6 40 40 6 0 0

Health: 96 Karma: 6

KNOWN POWERSRobotic Construction: Immunity to

disease, gas attacks, and psionicattacks.

Body Armor: Remarkable (30) protectionagainst physical and Force attacks,Excellent (20) protection versusEnergy attacks.

Destructo Beams: Incredible (40)intensity beam from forehead, but onlyTypical (6) range.

Remote-Control Guidance: Remotecontrol up to five miles away.

Spider Detection: Spider or spider-likedetection, Shift Z (500) range.

Wall-Crawling: Good (10) rank.

Mark IIIF A S E R I P

EX AM EX IN TY 0 020 50 20 40 6 0 0

Health: 130 Karma: 6

KNOWN POWERSRobotic Construction: Immunity to

disease, gas attacks, and psionicattacks.

Body Armor: Remarkable (30) protectionagainst physical and Force attacks,Excellent (20) protection versusEnergy attacks.

Ethyl Chloride: Incredible (40) Intensityknock-out gas, affecting all targets insame area. Failed Endurance FEATmeans unconsciousness for 1-10 turns.

Leaping: Remarkable (30) ability (30' upor across).

Lightning Speed: Amazing (50) landspeed (eight areas/round).

Remote-Control Guidance: Remotecontrol up to five miles away.

Spider Detection: Spider or spider-likedetection, Shift Y (200) range.

Spider-Sense Nullifier: Amazing (50)ability to nullify Spider-Man's Combatsense.

Wall-Crawling: Good (10) rank.Web Cutter: Incredible (40) material

strength pincers.Web Shooter: Amazing (50) material

strength webbing up to one area away.

Mark IVF A S E R I P

EX RM RM IN TY 0 020 30 30 40 6 0 0

Health: 120 Karma: 6

KNOWN POWERSRobotic Construction: Mark IV is a large

spider-like machine, in which thecontroller sits, instead of using aremote control. The vehicle has thefollowing statistics: Control: EX (20),Speed: EX (20), Body: RM (30),Protection: RM (30).

Body Armor: Remarkable (30) protectionagainst physical and Force attacks,Excellent (20) protection versusEnergy attacks.

Elongation: Incredible (40) ability tostretch Remarkable (30) Material legsup to one area away.

Spider Detection: Spider or spider-likedetection, Shift Y (200) range.

Wall-Crawling: Poor (4) rank.Web Shooter: Amazing (50) material

strength webbing up to one area away

Mark VF A S E R I P

TY PR IN AM TY 0 06 4 40 50 6 0 0

Health: 100 Karma: 6

KNOWN POWERSRobotic Construction: Immunity to

disease, gas attacks, and psionicattacks.

Body Armor: Incredible (40) protectionagainst physical and Force attacks,Remarkable (30) protection versusEnergy attacks.

Flash Beacon: Remarkable (30)

intensity flash of light.Grapple Claw: A claw and tentacle of

Remarkable (30) material strength canreach any target in its area.

Heat Generation: Amazing (50)intensity heat on surface, to incineratewebbing.

Impulse Beam: Excellent (20) Energyblast up to two areas away.

Growth: Feeble (2) permanent Growth,making it +1CS to be hit.

Oil Nozzle: Remarkable (30) intensity oilslick.

Remote Control/Cybernetic Helmet:Controller must wear helmet, whichhas a five-mile range.

Web Cutter: Incredible (40) materialstrength pincers, with a one-area range.

Mark VIF A S E R I P

RM AM EX IN TY 0 030 50 20 40 6 0 0

Health: 140 Karma: 6

KNOWN POWERSRobotic Construction: Immunity to

disease, gas attacks, and psionicattacks.

Body Armor: Remarkable (30) protectionagainst physical and Force attacks,Excellent (20) protection versusEnergy attacks.

Leaping: Remarkable (30) Leapingability.

Mental Control and Guidance: SpencerSmythe mentally controlled this robotup to one mile away.

Spider Detection: Spider or spider-likedetection, Shift Y (200) range.

Wall-Crawling: Good (10) ability.Web Shooter: Amazing (50) material

strength webbing up to one area away.

Mark VIIF A S E R I P

GD RM RM IN TY 0 010 30 30 40 6 0 0

Health: 110 Karma: 6

KNOWN POWERSRobotic Construction: Mark VII is a

large saucer-like machine, resting oneight tentacle legs. The vehicle has thefollowing statistics: Control: EX (20),Speed: RM (30), Body: EX (20),Protection: GD(10).

Body Armor: Excellent (20) protectionfrom physical and Force attacks.

Elongation: Remarkable (30) materialstrength steel cables with one of thefollowing abilities:• Grapple Claws: one-area reach.• Laser Tentacles: Remarkable (30)

Intensity laser in any direction.• Steel Whips: Whip or entangle

opponents up to 1 area away.Flight: Remarkable (30) air speed (15

areas/round).Resistance to Electricity: Immune to up

to Amazing (50) electrical attacks.Slick Surface: Amazing (50) protection

against Grappling attacks, so Spider-Man's webbing won't stick to it.

Tracking System: Track an electronictracer up to five miles away.

Mark VIIIF A S E R I P

RM GD AM AM TY 0 030 10 50 50 6 0 0

Health: 140 Karma: 6

KNOWN POWERSAccess Claw: to lift Alistair Smith, a

paraplegic, into machine.Body Armor: Incredible (40) protection

against physical and Force attacks,Remarkable (30) protection versusEnergy attacks.

Chemical Tracer: If a target is sprayedwith this chemical, Mark VIII cantrack it up to Shift Z (500) range.

Elongation: Arms and legs at Unearthly(100) rank, neck at Monstrous (75)rank. Remarkable (30) materialstrength fingers can be elongated atRemarkable (30) rank.

Ethyl Chloride: Incredible (40) Intensityknock-out gas, affecting all targets insame area. Failed Endurance FEATmeans unconsciousness for 1-10 turns.

Headlight: Excellent (20) intensitybeacon.

Slick Surface: Amazing (50) protectionagainst Grappling attacks, so Spider-Man's webbing won't stick toil.

STYX AND STONE

STYXJacob EichornAssassin

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

Health: 30 Karma: 20Resources: GD Popularity: 0

KNOWN POWERSRotting Touch: Styx has to power to

cause organic matter to rot and decaywith just a touch of his hands. Thistouch inflicts Amazing (50) damage to

living creatures and affects organicmatter, such as cloth, rope, and wood,as if he were attempting to break itwith Amazing (50) strength. He mustcome in contact with the intendedvictim or item for his power to work. A side effect of this power is thestimulation of his pleasure centers ofhis brain when the power is used. Themore he kills, the more intoxicatedwith pleasure he becomes.

Elongation: Styx has the Feeble (2)ability to elongate his fingers up to anytarget in his area.

TALENTS: None.IN BRIEF: This villain's only pleasure

in life is causing death. Without theinfluence of his partner, Stone, thisman would become a complete ravinglunatic, totally out of control.

STONEReal Name UnrevealedAssassin

F A S E R I PEX GD GD RM TY TY TY20 10 10 30 6 6 6

Health: 70 Karma: 18Resources: GD Popularity: 0

KNOWN POWERSEquipment: All of Stone's powers are

derived from weaponry and equipment.Turbo Hopper: Stone controls this flyer

with his feet. The statistics for theTurbo Hopper are as follows: Control:EX (20), Speed: RM (30), Body: EX(20), Protection: 0. The Hopper isequipped with a ladder that Stone usesto lower Styx to the ground.

Shoulder Cannons: A pair of multi-purpose cannons rests on Stone'sshoulders. The following attacks canbe made with this weapon.• Adhesive Gel: Incredible (40) rank

Grappling attack that can be fired upto one area away.

• Chain: Stone can shoot a length ofRemarkable (30) material strengthchain up to one area away, which isa Remarkable (30) Grappling attack.

• Gas Pods: He can launch gas podsup to two areas away that explodeon contact, releasing Excellent (20)Intensity tear gas that fills one area.

• Knock-out Darts: The darts can befired at someone in the same area ashimself and are tipped with aRemarkable (30) Intensity knock-out drug.

• Net: Excellent (20) material strengthnet can be shot to entangle targets inthe same area as himself. When heuses the net to catch falling objects,consider it a Remarkable (30) rankGrappling attack.

• Nova Beam: He can shoot anIncredible (40) intensity heat energyup to a range of three areas.

• Sonic Beam: He can fire a beam ofcoherent sonic energy that is anIncredible (40) Intensity Forceattack. It has a range of up to twoareas.

• Strobe Burst: This is an Amazing(50) intensity flash of light capableof blinding everyone in the samearea as he is in.

TALENTS: Weapons Specialist (withshoulder cannons).

IN BRIEF: Stone is a tough individualwilling to take on the hardestassignments for the right price. Stonecan usually keep his partner in line, butgets frustrated when Styx can't resistthe urge to kill everything he meets.Stone is the leader of the pair ofvillains, providing direction for thedeadly power of Styx.

TARANTULAI-Anton Miguel RodriguezII-Luis Alvarez

I Former Government Operative,Professional Criminal, deceased;

II Government Operative

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

Health: 90 Karma: 26Resources: GD Popularity: -4/6

in his own country

KNOWN POWERSSpiked Boots: The Tarantula has boots

with retractable spikes made ofExcellent (20) strength material thatinflicts Excellent (20) Edged damage.The original Tarantula also woregloves with retractable blades made ofthe same material. The spikes arecoated with a poison that was injectedwhen the spike did damage. The firsthit with a poisoned spike forces thevictim to make a Yellow EnduranceFEAT roll or be at -3CS on physicalactivities for 1-10 rounds. The second

dose of poison requires a second theYellow Endurance FEAT roll or thevictim must roll on the Kill table. TheTarantula has been known to doublethe dosage of the poison in his spikesbut it is not a common occurrence.

Mutated Form: The original Tarantulawas mutated into a human-sized spider,with the following abilities:

F A S E R I PEX RM IN AM FE TY TY

Health: 140 Karma: 14

In this form, the Tarantula had fourextra arms that ended in Good (10)material spikes that inflicted Excellent(20) Edged damage. He was also ableto spin a web of Remarkable (30)strength material up to two areas away.

TALENTS: Both Tarantulas have +1CSto hit with their spikes, Martial Arts Band E, Acrobatics, and Military.

IN BRIEF: Both Tarantulas agreed totake orders from their superiors inorder to exercise their violenttendencies. The first Tarantula wasextremely bloody and was proud to bea mercenary. The second is more loyalto his government, but still enjoysviolence.

TINKERERPhineas MasonInventor and Technician for theUnderworld

F A S E R I PPR TY TY GD IN EX GD4 6 6 10 40 20 10

Health: 26 Karma: 70Resources: RM Popularity: -10

KNOWN POWERS: None.TALENTS: Electronics, Engineering,

and Repair/Tinkering.IN BRIEF: The Tinkerer's only activity

is his tinkering and their resultantcreations. The Tinkerer has learnedfrom past encounters not to becomedirectly involved with heroes. Hedesigns and creates his inventions forother villains.

TOMBSTONELonnie Thompson LincolnMob Enforcer, Professional Criminal

F A S E R I PRM EX IN RM TY GD RM30 20 40 30 6 10 30

Health: 120 Karma: 46Resources: EX Popularity: -5

KNOWN POWERSCold Generation: Feeble (2) cold

radiates from Tombstone's skin,chilling whoever he is touching.

Invulnerability: Incredible (40)protection from physical and energyattacks.

TALENTS: Martial Arts B and E,Tumbling, and Resist Domination.

IN BRIEF: Tombstone is the classicbully. He uses his strength andreputation on the streets to force peopleto do his will. Since gaining hispowers, Tombstone has become evenmore dangerous, as he now

has the power to back up hisreputation.

VENOMEdward "Eddie" Charles BrockFormer Newspaper Reporter,Criminal

F A S E R I PIN IN AM IN GD RM TY40 40 50 40 10 30 6

Health: 170 Karma: 46Resources: TY Popularity: -20

KNOWN POWERSSymbiote: Most of Venom's powers

come from an alien symbiote that ispsionically bound to Brock. Thesymbiote that doubles as Brock'scostume, can change its shape andcolor at Brock's desire, dressing him inany style necessary. Charactersadjacent to Venom may try to targetthe costume at -4CS to hit. Thecostume has Remarkable (30)Resistance to both Blunt and Edgedphysical attacks. It has 30 points ofHealth and recovers 6 points of Healthevery round it's injured. If the costumegoes below 0 Health, it becomes"unconscious" for 1-10 hours. Thebond with Brock is of Amazing (50)strength. Any damage taken to thebond is taken by Brock, not thesymbiote. The alien symbiote providesBrock with the following powers:

Webbing: The webbing used by Venomis made of a renewable materialgenerated by the symbiote. Venom canfire Amazing (50) strength webbingthat sticks to

material with Incredible (40) rank. Aslong as the webbing is in contact withVenom, he can manipulate it as if itwere part of his body. Once separatedfrom Venom, the webbing dissolves in5-50 minutes. The symbiote canprovide enough webbing for an attackevery third round. (While swinging,the webbing is reabsorbed, thereforeproviding an unlimited amount ofwebbing for traveling.) If the taxedbeyond its web-producing limit, thecostume takes Good (10) damage.

Wall-Crawling: Venom can adhere tomost surfaces with Amazing (50)ability.

Fangs: Venom exhibits a smile with twoinch fangs. If he were to bite someone,the fangs would inflict Excellent (20)Edged damage.

Spider Sense Immunity: The costume

cancels Spider-Man's Combat Sensecompletely. This allows Venom toblindside Spider-Man as well asmaking Spider-Man -2CS on Dodgeand Evade maneuvers.

Skin Armor: Venom's costume blunts thedamage to Brock. It provides Typical(6) protection against Blunt physicaldamage.

Camouflage: The symbiote is able toblend its coloring with thesurroundings, providing Venom +2CSwhen attempting Blindsiding attacks.

Weaknesses: The symbiote in vulnerableto certain forms of attack. Whenattacked with sonics, it suffers +2CS ofdamage and when confronted with fire,it suffers +1CS damage.

TALENTS: Journalism.IN BRIEF: Venom really hates Spider-

Man! Fueled by Peter Parker'srejection of the alien symbiote andBrock's hatred of Spider-Man becauseof the fact that he had written storiesclaiming that the Sin-Eater was oneparticular person when Spider-Manrevealed him to be another, Venom'smain goal in life is to kill Spider-Man.Strangely enough however, Venomholds innocence in high regard and willgo out of his way to protect what hedeems as danger to any innocentbeings.

VERMINEdward Whelan

F A S E R I PRM EX EX AM FE TY PR30 20 20 50 2 6 4

Health: 120 Karma: 12Resources: FE Popularity: -15

KNOWN POWERSClaws: Remarkable (30) Edged damageRunning: Vermin can speed through

alleys, sewers and other enclosedspaces at 4 areas per round.

Enhanced Senses: At a range of twoareas or less, his Intuition rises toAmazing (50). He can track withAmazing (50) ability.

Animal Communication and Control:Vermin has the Excellent (20) rankability to communicate and commandrats and wild dogs within two miles.

TALENTS: NoneIN BRIEF: Vermin was created to be a

vicious psychopath, which hedefinitely is. He basically lashes out atwhatever causes him discomfort,which includes most of the humanpopulation on the planet, but mostespecially Spider-Man.

VULTUREAdrian ToomesProfessional Criminal

F A S E R I PEX RM EX IN RM GD GD20 30 20 40 30 10 10

Health: 110 Karma: 50Resources: TY Popularity: -5

KNOWN POWERSFlight: The Vulture uses an

electromagnetic antigravity device ofRemarkable (30) strength material tofly. He can fly silently at Typical (6)air speed (six areas/round). Bybuffeting his opponents with his wings,he can cause Remarkable (30) Bluntdamage. Although the Vulture is an elderlyman, the powers within his harnessboost his abilities to higher levels.Without his suit, the Vulture's abilitiesare reduced by -1CS per week for twoweeks. However, as soon as he donshis harness, he regains his full statisticsinstantly.

TALENTS: Electronics and Aerobatics(+1CS for any flying FEAT rolls).

IN BRIEF: The Vulture is an old, bitterman; recently, he learned that hisharness has given him cancer, pushingthe old man to further bitterness. He isnow driven by a need to get revengeupon his enemies before he dies. Thishas made him a more ruthless anddangerous foe.

VULTURIONSThe Vulturions are four men withharnesses similar to the Vultures.Honcho is the leader of the four villains.

HonchoProfessional Criminal, Leader ofVulturions

F A S E R I PTY GD GD GD TY TY GD6 10 10 10 6 6 10

Health: 36 Karma: 22Resources: GD Popularity: 0

PigeonProfessional Criminal

F A S E R I PTY GD GD EX TY PR PR6 10 10 20 6 4 4

Health: 46 Karma: 14Resources: GD Popularity: 0

GripeProfessional Criminal

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

Health: 50 Karma: 16Resources: GD Popularity: 0

Sugar-FaceProfessional Criminal

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

Health: 60 Karma: 16Resources: GD Popularity: 0

KNOWN POWERSFlight: The Vulturions have flight packs

similar to the Vulture's that allow themto fly at Typical (6) air speed (sixareas/round). The wings are made ofExcellent (20) material strength.

Weapons: The Vulturions use blowgunsand darts tipped with a Remarkable(30) potency poison. A victim mustmake an Endurance FEAT or go to 0Health. Making the FEAT results in 4points of damage and -1CS on allFEAT rolls and attacks for 1-10rounds.

IN BRIEF: The Vulturions main goal isto make money, although they oncetried to pummel Spider-Man in anattempt to impress the Kingpin intohiring them. It didn't work and Spider-Man thrashed the group.

WHITE RABBITReal Name UnrevealedProfessional Criminal

F A S E R I PTY GD TY EX EX GD TY6 10 6 20 20 10 6

Health: 42 Karma: 36Resources: EX Popularity: 0

KNOWN POWERSFlight: Her jet boots allow the White

Rabbit to fly at Typical air speed (sixareas/round). She needs both boots tofly and if one malfunctions or isdamaged, she will be forced to land orcrash in two rounds.

Weapon Umbrella: From the tip of theumbrella, the following attacks can bemade:

• Laser Beam: Remarkable (30)intensity laser.

• Knock-out Gas: Remarkable (30)potency.

Carrots: The White Rabbit also usesrazor-tipped carrots that can be shot upto two areas away, inflicting Excellent(20) damage.

Bunny Mobile: The White Rabbit drivesa white car shaped like a rabbit, earsand all. Inside, she has 1-5 spareumbrellas, in case the one she is usinggets broken or runs out of ammunition.

TALENTS: None.IN BRIEF: The White Rabbit is a

spoiled, rich woman living out herchildish criminal fantasies. Wrappedup in her fantasies, she has a carelessregard for the lives of innocentbystanders as well as her own goons.To opponents she would show nomercy, yet she would rather flee thanfight if overmatched.

This week-long adventure has beencreated in a timeline fashion, wherecertain events will always occur, otherhave a chance to occur, and still otherswill only happen if your heroes performcertain actions. Running through thetimeline is one main adventure that has asection devoted to it on each day of theweek. Other sidelight adventures can beplayed as heroes encounter them, or theadventures may even be skippedaltogether, forcing the heroes to dealwith whatever ramifications areproduced by missing that event. It is up to you who will be the GM toread through the entire adventure andfamiliarize yourself with its contentsbefore you begin play. Remember, this isintended as a structure for you to buildupon, not as a hard-and-fast module.Add more encounters if you feel it isnecessary or even take some out. Wehave designed the timeline so you cantailor it to fit your own campaign.

Set-upEach day has four sections outlined forit; General Events, Main Adventure,Other Heroes and Villains, and Spider-Man Notes. The Spider-Man section isdesigned specifically for a campaignwhere one of the players is playingSpider-Man. Although it isn't necessaryto have Spider-Man as a playercharacter, the adventure works best if heis included in the week's events. A groupof five or six characters, with Spider-Man as one of the group, is the idealnumber for this timeline adventure. If your group has fewer or more

heroes, modify the adventure by addingor subtracting different villains in someof the encounters or by adding to thevillain's Karma if you have more heroes,and subtracting Karma if you have fewerPC heroes. This adventure takes place in NewYork City. If your campaign does nottake place in that locale, just change anynames as needed. If Spider-Man is to beinvolved in this adventure, a reason forhim to be in your campaign's city mustbe found. One option is that Peter Parkerhas been sent by the Daily Bugle tocover the Symakrian jewel exhibit. Thiswill also place Peter at the museum onFriday night for the climacticconfrontation. Character statistics for the villains andheroes used herein can be found in the"Friends & Foes" section of this book, inthe Basic Set Campaign Book, or in oneof the MU Handbooks.

General EventsThis section is comprised of details andnormal events that occur during the weekin any big city. A typical event would bea book signing by a famous author, or asmall parade commemorating a hometeam's sports victory. These events areprovided to give you a jumping off pointfor further details in your universe. An event can be mentioned in passingor can take on a greater significance,depending upon how you handle thesituation. For example, if a Hollywoodcelebrity was the focus of the booksigning, a disgruntled fan may show up,and a hostage situation would arise for

your heroes to deal with. Maybe one ofyour heroes is a fan of this celebrity anddecides to get an autograph. This time, adisgruntled opponent of your hero mayshow up and spoil the party. Use theseevents to spark your imagination and tocreate a more detailed universe.

Main AdventureThe Chameleon has hatched anotherdiabolically clever plan, involvingdisguise, deceit, and thievery. He hasdecided to gather a group of villainstogether, supposedly to band together asa super-powered team dedicatedexclusively to their personal monetarygain. He will pass himself off as theJackal, a deceased Spider-Man foe,keeping his true identity a secret to all ofhis "teammates." The real plan is only known to theChameleon. After a few minor jobs doneseparately during the week, likeknocking off a bank and a jewelry store,the Chameleon has set the group up toraid a museum at the end of the week,only it's not just your average museum.The crown jewels of the Symkariangovernment are on display at theWilliams' Museum (acclaimed for itsEuropean historical and architecturalcollections), to be shown to the selectfew able to afford the outrageous ticketprice for the one-night exhibition. On the surface, it appears that it'sanother super-villain group out to grabsome cash. However, the Chameleon haskept his identity a secret just for thisoccasion. Just as

An Adventurous Week

the chaos from the inevitable battle getsout of control, the Chameleon, in hisdisguise as the Jackal, grabs as many ofthe jewels as possible, ducks under theclosest table, and uses his real powers todisguise himself as one of the patrons.His plan is to escape with the rest of thefleeing crowd, avoiding all contact withany super-powered characters. Whetherthis decidedly nefarious villain getsaway with this plan is up to your players! Each day during the week, theChameleon, in the guise of the Jackal,makes one move toward gathering histeam together. The Chameleon pickedthe Jackal because this villain had beenreported killed, so the real Jackal won'tbe showing up to ruin his plans. Also, ifSpider-Man happens to catch sight ofhim, the identity of this past villainshould shake the hero up enough that theChameleon can make good his escape. Ifthe your players miss the first two ofthese encounters during the week, theChameleon will actually start tipping offthe authorities, anonymously of course.It is vital to his plan that there besignificant super-powered opposition onFriday night, so there will be enoughconfusion for him to easily slip away. The difficulty of the fight at the end ofthe week depends partially upon thesuccess of the players during the week infoiling the Chameleon's recruitingprogram and the small jobs that thesolitary teammates are sent out on.

Other Heroes and VillainsThere is always super hero activity

going on in New York city. This sectionchronicles what other significant heroesand villains are doing each day. Yourcharacters may interact with them, orthey may not. It depends on how eachday's events occur in your particularcampaign. Feel free to modify the daysand times to suit your own needs. If one of your players is playing a herowho is featured in one of these sections,just substitute another appropriate hero.Wherever possible, we've indicated asuitable replacement for a featured heroor villain. Feel free to substituteappropriate NPC heroes and villainsfrom your campaign if it does not takeplace in New York city.

Spider-ManThis section contains events in thenormal and heroic life of Peter Parker.This occurs on Saturday, before theactual adventure even begins. Read thissection to the player who is playingSpider-Man, if he is to be involved inthis adventure.

"While out swinging on his web-line,Spider-Man was caught in a short late-summer downpour. Chalking it up to thetypical Parker luck, he decided to headhome and get inside before becomingtotally soaked. Too late to avoid thesoaking, he opted for a nice warmshower once there. "Once at home with his wife, MaryJane, Aunt May called and reminded theParkers that they have a dinner date ather house on Wednesday night."

Overall NotesThis adventure takes place in latesummer or early fall. The generalweather goes from drizzly and cool atthe beginning of the week to warm andwonderful at the end. The city isenjoying an unusually quiet time in itsusually tumultuous existence—something which is about to change ...

SundayThe weather has cleared up a bit fromyesterday but it is still overcast withsome light drizzle.

General EventsThere is a small travelling carnival atBuchanan Park, there for one day andnight. Among the minor disturbancesthat may occur here are pick-pocketing,minor theft, and rigged carnival games.

Main Adventure7:30 a.m.: Pierce Photo was robbed inthe early morning hours today. All of thenegatives and all the film in the storewas taken as well as all the cash on hand.The proprietor, Jake Conrad, says that hewas cleaned out completely. Heroes outin the morning may see the two policecars parked in front of the store or theymay hear news of it during the day. The Chameleon has a reason for thistheft. Since the Symkarian royal exhibitis limited to only those people invited, afew photographers (perhaps includingone Peter Parker) were let in early totake pictures of the priceless exhibit forsale at the front desk at the museum. Oneof these photographers has his filmdeveloped at Pierce Photo. TheChameleon needs to view the basiclayout of the scene before Friday and hefigured that this would be the easiestway to procure that information. Posingas the Jackal, he sent two thugs to thestore to steal every piece of film in thestore. If the heroes question the

proprietor, Jake, or talk to the policeabout what they've learned so far, they'llfind out that all his records have beenstolen, as well as any photos waiting tobe developed. If asked, he'll only be ableto remember four or five different groupsof photos that had been recentlydeveloped, but nothing concrete. All ofthe recollected photos are of birthdayparties and vacation trips. There are noother clues for the heroes on the scene.

Other Heroesand Villains1 p.m.: The Vulturions, recently releasedfrom jail, try to rob the two-story jewelrystore on the corner of 10th andBuchanan. They count on the middaytraffic to cover their entrance and slowany pursuit. Their plan is very straightforward.They plan to fly through the front plateglass window, grab as much loot aspossible, and fly away to their hideout inthe countryside. The civilians and policepresent will not be able to offer muchresistance. Since they fly to and from the scene ofthe crime, they are very visible in thesky. A passing hero has a good chance ofspotting them before or after the robbery.

Spider-ManPeter Parker has the sniffles as a result ofhis being caught in the rain the daybefore. Mary Jane has picked up a last-minute modeling job and is out on theshoot for the whole

day. This leaves him free to adventure asSpider-Man as much as needed today.

MondayThe rain has ended, but it is still chillyand damp outside. The sun is starting topeek out from behind a few stragglingclouds.

General Events4 p.m.: Two men at the construction siteon 11th Avenue are buffeted by a freakwind, slip on a wet girder, and almostplummet to their deaths from the 9thfloor. They are hanging on a beam tenfeet out from the structure and can onlyhold on for about five more minutes. A general alarm goes up. The firedepartment is alerted, but they will notarrive before the men fall. Will theheroes be able to respond in time?

9 p.m.: A nighttime mugging occurs. Atourist couple wandered to the wrongpart of town, down 11th Street near thedocks, and have run into a group of fouryoung men. The woman is able to let outa scream before the gang threatens theirlives. All their valuables will be stolen.

Mugger

F A S E R I PGD GD TY GD TY TY TYHealth: 36 Karma: 18Resources: PR Popularity: -1

Each mugger has a switchblade. Onehas a handgun, but isn't

experienced in its use. One of the muggers knows about aconfrontation between two gangs thatwill be held on Wednesday night. He'llreveal this information if he is caughtand interrogated on the scene by a PChero.

Main Adventure10 a.m.: The Chameleon, disguised asthe Jackal, attempts a breakout at theMetro Temporary Holding Building.(See the map on the inside cover of thisbook for the layout of this building.) Thevillain, Man-Mountain Marko, is beingheld there, pending his current trial. TheChameleon easily infiltrates the facilityby taking over the identity of apoliceman, but the alarm is set off whenMarko wastes time to slug a guard on theway out. It seems this man had irritatedMarko during his time there. TheChameleon, sensing that things are aboutto go wrong, changes his appearancewhen Marko isn't looking to that of oneof the guards and works his way out ofthe building. Meanwhile, the alarm has gone outover the police-band radio, alerting allofficers in the area. The convergingpolice vehicles will give the players aclue that something is happening, even ifthey don't have access to a police-bandreceiver. Marko has made it to the lobby of thefacility and will escape unless the heroesarrive on the scene quickly. Hisapproach to combat is slug it out untilthere is only one person standing. The Chameleon stays around in thedisguise of a bystander, to see

whether or not Marko gets away. If hedoes, the Chameleon will contact himlater in the day and the heroes will getanother chance at the Man-MountainMarko later in the week.

Other Heroesand Villains2 p.m.: Captain America is giving ananti-drug lecture at Buchanan Park. Ifthe players are in good standing with thelaw in your campaign, the Captain wouldwelcome them to join him on stage andsay a few words about the evils of drugs. An unfortunate mugger from anotherpark of the park comes running into thisarea followed by screams of, "Stop thatMan! Mugger!" This unfortunate man isholding a small knife, but otherwise hasno other weapons. (Alternate hero—Hawkeye)

8 p.m.: Janet Van Dyne, known to theworld as the Wondrous Wasp, isattending the opera, II Travatore, thisevening.

Spider-ManSpider-Man still has the sniffles from,but it isn't serious enough to affect him. If Peter Parker stops by the DailyBugle, he will find out that he has anassignment on Friday night, tophotograph the exclusive, one-night onlyshowing of the Symkarian Royal Jewelsat the Williams' Museum. It is a black-tieaffair, and his wife has been invited aswell.

TuesdayToday is the first sunny day of the week.

General Events9:30 a.m.: There is a car crash at thecorner of Pierce and 10th involving twocars. The driver's side of the car that washit is crushed, and the trapped driverneeds to be rescued before the gasolineleaking from the car catches fire and thegas tank explodes. The longer it takes,the more likely it is that the gas tankexplodes. The other driver is stunned, but hasonly cuts and bruises and is able tostagger away from the cars.

9:15 p.m.: A man climbs out of thewater at Newton's Pier, dries himself,changes to street clothes in the alley andwanders off into the night. This man isan advance scout for the underseakingdom of Atlantis, sent to gatherinformation about this section of NewYork, for a possible future invasion. Theman has three pills, each giving him theability to breathe out of water fortwenty-four hours. This Atlantean is extremely interestedin any super-powered people in the areaand will hurry to any scene that involvessuper-powered individuals. There is asmall chance that he may be seen andrecognized by your characters, becausehe will attempt to show up at everypublic encounter that they have. On the slight chance that he is caught,this man will boast of his mission andclaim that he has diplomatic immunitybecause of his

Atlantean citizenship. He will claim thathe was sent as a goodwill ambassador tothe city. Regardless, if he doesn't returnto Atlantis in a week's time, the citybetter be prepared for an onslaught ofmonstrous proportions.

Main Adventure7:30 p.m.: If any of the heroes havecontacts on the street, they could havepicked up that there is a meeting of twosupervillains at the Bar-For-All Bardown near the waterfront on the cornerof Grant and 11th. In disguise, the Chameleon hasarranged a meeting with Hydro-Man atthe Bar. They will be talking amicably ifthe heroes come into the bar. Upon sight of the costumedadventurers, Hydro-Man will instantlyattack, providing a chance for theChameleon to dive under the table andswitch identities to an average barpatron. He will escape, whether Hydro-Man makes it out or not. They havealready arranged another meeting placefor later in the week. Hydro-Man willkeep this meeting if he escapes from theheroes. Hydro-Man plans on fighting for a fewrounds, just to get out his frustration atbeing interrupted. Then, he plans to jumpinto the water off the dock and floataway from the heroes, content that hehas frustrated their attempts to capturehim. The heroes have five rounds to stopHydro-Man before he tries his escapeattempt.

Other Heroesand VillainsEddie Brock visits the Daily Bugle,looking for an old notebook he had leftin his old desk. The notebook containsold telephone numbers that Brock needsfor a current job. Unfortunately for everyone involved,one of the employees of the Bugle, GloryGrant, recognizes Brock and screams.Convinced that he can't finish this errandquietly, Brock transforms to hisvillainous identity of Venom and startsdemanding that his notebook be returnedto him. No one on this floor has any ideawhat Venom is looking for, which onlyserves to infuriate the villain even more. Finally, Venom decides to takeeveryone in the room hostage until hisnotebook has been delivered to him.People included in the hostage group areJ. Jonah Jameson, Robbie Robertson,Kate Gushing, and Glory Grant. Ms.Gushing realizes what Venom is lookingfor and is allowed to call the 2nd-floorstorage room. She tells the attendant tostart looking for a box labeled "Brock"that contains all of Brock's remainingpersonal items. By now, the police have been notifiedand the television has broadcasted aspecial report of the siege at the DailyBugle. If your heroes respond to thecrisis, see the poster map for the layoutof the Daily Bugle newsroom. Venom isstanding near the front of Jameson'soffice, in order to keep a good view ofeveryone in the room.

Spider-ManHis cold is getting worse, but Peter isstill able to do his web-slinging dutiesunimpaired. Peter and MJ are scheduledto have dinner at Flash Thompson'splace tonight.

WednesdayThis is the best weather you've had allweek; clear, sunny, and warm for thislate in the year.

General EventsThis is Police Appreciation Day in thispart of the city. There is a paradeplanned, starting on Johnson Street goingto 11th, up to Pierce, where there is asmall podium set up next to the MetroHolding Facility for a short ceremony. In the classified section of the DailyBugle, there is an ad that states "Slyde,Boomerang, and Rhino meet me at thewater's edge off of Pierce 7:30 p.m.Thursday."

Main Adventure10 a.m.: The Chameleon has gotten ahold of the Shocker's gauntlets andpadded costume and has found anotherperson to use them. Before allowing himto come on the mission later in the week,however, the new Shocker has to provehimself by robbing a bank.

The New ShockerJames DanielSmall-time Criminal

F A S E R I PTY GD GD EX TY TY TY

Health: 46 Karma: 18Resources: PR Popularity: 0

The Shocker chooses a small bank,Owner's Trust, on Grant Street. Becauseof his inexperience, the Shocker just getsout of a car and walks into the bank. Themanager pushes the silent alarm beforethe brightly clad villain even getsthrough the front door. Anyone in a three-block radius is ableto hear the police sirens and see thepolice cars heading toward Grant Street. The Shocker, intent on his crime,follows through with his plan and takesas much money as he can carry. Herushes out the door to find police carsturning the corner at both 11th and 10Streets. He throws the money into his carand lets loose with his gauntlets. The Shocker will fight until he isknocked out, using his gauntletsindiscriminately. The challenge to thepolice and the heroes is to keep thevillain from killing any of thebystanders.

7 p.m.: At the docks, two rival gangs,the Karmas and the B'n'Guts, face offwith knives and chains. There are sixKarmas facing seven B'N'Guts.

Typical Gang Member

F A S E R I PGD GD TY GD PR TY PRHealth: 36 Karma: 14Resources: PR Popularity: 0

Spider-Man has a high chance of seeingthe situation brewing while he isswinging home to get ready to go to hisAunt May's for dinner. Other charactersmay have heard the news of this smallfight from any contacts on the streets. If any of the heroes, especially Spider-Man, interfere and stop this fight, theremaining members of the gang, onefrom each side, will band together andhire a villain to fight the heroes later inthe week. These two men were posted assentries at street level, and escape thenotice of the intervening heroes.

Other Heroesand VillainsThe Avengers show up for the PoliceAppreciation Day parade. If any of yourcharacters are a member of theAvengers, (such as Spider-Man) theyshould show up for this public event.Definite attendees are Captain America,Vision, Sersi, Hercules, Black Widowand the Wasp. They will ride together inthe parade and make speeches at the endof the ride.

Spider-ManPeter Parker has a full-blown cold now,reducing all his stats -1CS. When he andMJ finally arrive at Aunt May's home fordinner, she chides him for working ashard as he does. He is such a frail child!

ThursdayThis is another sunny, clear day.

General EventsA fire hydrant on the corner of 9th streetand Buchanan bursts, causing floodingand a traffic backup for about two hours.Tempers flare as the traffic is backed upfor blocks, but the situation is resolvedby city workers.

Main Adventure7:30 p.m.: The Chameleon has placed aclassified ad for Wednesday and todaystating: "Slyde, Boomerang, and Rhino,meet me at the water's edge off of Pierce7:30 p.m. Thursday." At the end ofPierce Street, the Chameleon, in hisdisguise, will be hidden in theconstruction site, waiting for whoevershows up. Slyde and Boomerang showup and, provided no heroes are in sight,the Chameleon will make contact andwill successfully recruit the twosupervillains. If any heroes are in sight, theChameleon will stay out of the fray andwill leave his hiding spot only aftereveryone else has left the scene.

Other Heroesand VillainsThe Scorpion, having been recruited bythe Chameleon in secret earlier in theweek, decides to exact one bit ofvengeance before fully committing to ateam—getting even

with J. Jonah Jameson. The Scorpionuses his usual tactic, storming the DailyBugle offices and holding Jamesonhostage while he rants and raves. Eitherthe heroes or Spider-Man should appearon the scene to help the old,curmudgeonly publisher out of thiscurrent jam. The Daily Bugle has just aboutrecovered from the attack by Venom, sothe 17th floor is back to its normallayout. The Scorpion will try to escape out thewindow whenever heroes arrive, sayingthat he "... will see all of you heroessoon," while he climbs up the side of thebuilding to a waiting helicopter.

Spider-ManOn the set of Mary Jane's soap opera, alight fell and almost hit three membersof the crew, including MJ. This is anactual accident, though, without anyserious implications. It gets Peternervous when he hears about it however. Spider-Man still has his cold, alongwith the accompanying penalty of -1CS.Peter Parker has been assigned to coverthe Symkarian Royal Jewels exhibit.Today, he receives a reminder call andan update from the Bugle that the paper'sgossip columnist wants as many photosof the celebrities in attendance aspossible.

FridayThis day is almost identical to the oneprevious, warm and sunny.

General EventsThere is a big crowd of reporters andcamera crews outside the Williams'Museum this evening, interviewing allthe celebrities entering the building.Peter and MJ get stopped so the reportercan interview MJ. As an actress, shegarners a lot of attention, while Peterdoesn't attract too many reporters. Oneasks him how his book about Spider-Man, "Webs: The Spider-Man Dossier,"is doing, however.

Main AdventureThis is the big night for the Symkariangovernment and for the Chameleon'sgroup. The first stop in a nationwide tour forthe Symkarian Crown Jewels beginstonight at the Williams' Museum. TheSymkarian government is hoping thatthis exhibit will bring much neededmoney to their government budget.Silver Sable and the Wild Pack, citizensof Symkaria, have been assigned toguard the priceless jewels. On hand areSilver Sable, three regular Wild Packmembers, and two members of theOutlaws: the Sandman and the Prowler.All of these NPCs are positioned in thewings of the exhibit. The Chameleon has managed to recruitthe second Tarantula and Chance inaddition to any other members that hehad gained over the week. Potentially,the force of villains to be faced this nightcould be the Chameleon, Scorpion,Chance, Tarantula, Hydro-Man, Man-Mountain Marko, Slyde, and

Boomerang. See the map on the inside cover of thisbook for the layout of the Williams'Museum and for the suggestedplacement of the NPC heroes. The villains come in through the roof,right above where the jewels aredisplayed. The Chameleon tries to grabas many of the jewels as possible whilehis partners hold off the members of theWild Pack, the Outlaws, and any heroes.Of course, the Chameleon has nointention of sharing the booty, and willtry to escape as soon as possible byhiding under a table and changing hisdisguise to a patron of the exhibit.

Possible Scenarios• Peter Parker is stuck in the crowd and

has to use his powers without anyoneelse seeing that he's doing something.

• Peter's Spider Sense goes off when apatron runs by after the fight hasbegun. This would be the Chameleonrunning off with many of the jewels.

• If the Chameleon is successful inescaping and the villains are defeated,Silver Sable will insist that they gooutside and look for the culprit.Spider-Man will have an idea that onlythe Chameleon or Mysterio would beable to pull an escape like that.

Other Heroesand Villains9 a.m.: The Rhino is at the constructionsite on Pierce Street, demanding that theheroes show themselves. He has beenpaid by the

gang members from Wednesday night toget revenge upon the people whodefeated the gangs. He is threatening tocharge the main supports of the partiallyconstructed building and bring thestructure down. If the heroes didn't interfere with thegang fight on Wednesday, then thisencounter doesn't occur.

Spider-ManPeter Parker and his wife, Mary Jane,spend the late afternoon getting ready forthe black-tie affair at the Williams'Museum. Peter's cold is going away andso has the penalty he had with it.

SaturdayThe weather today is gorgeous, sunny,and actually hot.

General EventsIn the aftermath of last night'sconfrontation, many possibilities existfor play. If the heroes were successful inpreventing the theft of the Symkarianjewels, they will be "Honored" as below.If they were unsuccessful, they still somework ahead of them—especially if SilverSable has anything to say about it. See"Other Heroes and Villains" below.

Main AdventureIf the Chameleon escaped during lastnight's event, then the followinghappens. If not, skip to the section titled"Honored" below. Having successfully pulled off his

plan, the Chameleon can't resist one finalpiece of mischief. The Chameleon and J.Jonah Jameson have a past history ofenmity, so the Chameleon has decided toplace the blame of this heist directly atJameson's feet. Using the disguise of ThomasFireheart, former publisher of the DailyBugle, the Chameleon gains access toJJJ's office when JJJ isn't there. TheChameleon plants two of the jewels inJJJ's desk drawers and leaves after ashort time. If JJJ does show up, theChameleon will make up a quick coverstory and leave quickly.

HonoredIf the heroes managed to stop the jewelheist, the Symkarian government willofficially honor them in a publicceremony on the steps of the Williams'Museum. They receive a small medal,bestowed upon them by Silver Sable,pinned to each one's costume. Statingthat the heroes have the undyinggratitude of the Symkarian people, andthat they are henceforth always welcomein the country of Symkaria, Sable leadsthe crowd in a heart-warming round ofapplause.

Other Heroesand VillainsIf any of the villains escaped last night'sbattle, the heroes may try to track themdown and capture them. If theChameleon escaped as well, Silver Sablewill demand the heroes assist her in the

search for him and the jewels.

Spider-ManIn the chaos of the evening before, Peterlost his camera. No one has seen it since,so all the photos that he had taken aregone. He has to go face the wrath of abeleaguered J. Jonah Jameson and tellhim that the Bugle won't be getting thoseexclusive photos after all.

Future Storyline TipsHere are some tips for further adventuresstemming from events of this week. Youcan certainly come up with even moreideas, based on how your own campaignplayed out during the past seven gamedays, but these should get you started.• What kind of report did the Atlantean

file?• If the Atlantean was captured, what is

Atlantis going to do about it?(Probably launch a large offensiveagainst the city of New York, unlesshe is set free quickly.)

• What is JJJ going to do with the gemsin his desk?

• Thomas Fireheart, better known as thePuma, finds out that someone lookinglike him entered the Daily Bugleoffices. Because his honor demands it,he has to find out who it

was and why he was there.• If the Chameleon did get away, where

did he go, and what is he going to dowith the Symkarian jewels?

• What really happened to Peter Parker'scamera? Could an unscrupulouscharacter have found the camera,developed the photos, and found someincriminating evidence in the picturesthat were developed?

• What if the medals that Silver Sablepinned on you were actually homingbeacons or communication devices?She will be calling soon to ask you todo some work for her.

Karma AwardsSince the course this adventure can takecould change drastically from onecampaign to the next, the followingawards are general guidelines. Modify,

add, and subtract points as you see fit,and please reward your players well forgood role-playing. That's what this is allabout.

Stopping Man Mountain Marko'sescape: +25 KarmaSaving the Men at the ConstructionSite: +20 KarmaStopping Venom's Rampage: +30KarmaCapturing Hydro-Man: +20 KarmaSaving the Jewels from theChameleon: +75 KarmaFailing to save the Jewels: - 20 KarmaEach captured villain at themuseum: +15 Karma